Hawke
Explorer
As part of the plot there are five rings of an ancient order that must be collected on their way toward the final battle. Early in Paragon, they will begin to grab these rings that they are individually destined to have. I only have four characters and the fifth ring is the betrayer of the order and one of BBEGs on the way to the final one.
The rings correspond to the planes and the goal of the order is to keep balance between them and the mortal plane safe. With each I hope to have some great back story and fluff elements as well as the flexibility to grow as they level into Epic... I also anticipate they will be obtained over several levels so some will have access before others.
Here are my thoughts on rings, the player it is destined for, and ideas for powers. While not full artifact rules are going to be used, I do plan to have some positive bonuses on the fly depending on how they advance the cause of the Order.
Shadow Tiefling Rogue - I'm thinking a power that is similar to the figurine of power so the has another flanking partner. With a party of four she's having more and more trouble gaining combat advantage, so I'm thinking a shadow form that can flank... with more powers granted later having to do with concealment, etc.
Fey Elf Ranger (bow) - Since we lack anything but martial/divine characters and lacking a controller, I'm thinking of making this a magic oriented ring and giving the Ranger the ability to pick up some wizard utilities, maybe ritual casting, and perhaps later in the game a sort of free multiclass with approved wizard spells to replace ranger ones.
Mortal Plane Half-elf Cleric - I'm thinking of tying this one to life force
(amplifying the healing?) and perhaps some sort of controllerish element that might be to eliminate or create difficult terrain.
Divine - Dragonborn Paladin - I'm thinking of how to make this one pretty special. I know fluff wise I want to have some more prophetic stuff come through this ring, mechanics though I'm not quite as sure.
I also can see the possibility of switching the Divine / Mortal rings between those two players if it fits. I'm doing those ones later.
Elemental - The Betrayer has this one. I figured he's had it decades and has betrayed the order by become seduced by the chaos of the plane below. Taking him out and "destroying the ring of the betrayer" is one of the prophetic elements that will both end the Order and save the world.
So that's my initial thought. I've been much more stingy when it comes to magical items so I think some powers here and there should be fairly balanced since they don't have a bunch of slots filled and many have only found the
+3 weapon that doesn't have a power attached. I've got a group that's okay with some eyeballing of stuff and isn't sitting around with gamer hats and worrying about balance and fairness... so I'm not super concerned with that but would like some good ideas if anyone has done something similar!
The rings correspond to the planes and the goal of the order is to keep balance between them and the mortal plane safe. With each I hope to have some great back story and fluff elements as well as the flexibility to grow as they level into Epic... I also anticipate they will be obtained over several levels so some will have access before others.
Here are my thoughts on rings, the player it is destined for, and ideas for powers. While not full artifact rules are going to be used, I do plan to have some positive bonuses on the fly depending on how they advance the cause of the Order.
Shadow Tiefling Rogue - I'm thinking a power that is similar to the figurine of power so the has another flanking partner. With a party of four she's having more and more trouble gaining combat advantage, so I'm thinking a shadow form that can flank... with more powers granted later having to do with concealment, etc.
Fey Elf Ranger (bow) - Since we lack anything but martial/divine characters and lacking a controller, I'm thinking of making this a magic oriented ring and giving the Ranger the ability to pick up some wizard utilities, maybe ritual casting, and perhaps later in the game a sort of free multiclass with approved wizard spells to replace ranger ones.
Mortal Plane Half-elf Cleric - I'm thinking of tying this one to life force
(amplifying the healing?) and perhaps some sort of controllerish element that might be to eliminate or create difficult terrain.
Divine - Dragonborn Paladin - I'm thinking of how to make this one pretty special. I know fluff wise I want to have some more prophetic stuff come through this ring, mechanics though I'm not quite as sure.
I also can see the possibility of switching the Divine / Mortal rings between those two players if it fits. I'm doing those ones later.
Elemental - The Betrayer has this one. I figured he's had it decades and has betrayed the order by become seduced by the chaos of the plane below. Taking him out and "destroying the ring of the betrayer" is one of the prophetic elements that will both end the Order and save the world.
So that's my initial thought. I've been much more stingy when it comes to magical items so I think some powers here and there should be fairly balanced since they don't have a bunch of slots filled and many have only found the
+3 weapon that doesn't have a power attached. I've got a group that's okay with some eyeballing of stuff and isn't sitting around with gamer hats and worrying about balance and fairness... so I'm not super concerned with that but would like some good ideas if anyone has done something similar!