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<blockquote data-quote="random user" data-source="post: 1551702" data-attributes="member: 16581"><p>There are many things you could do. Here are a couple of suggestions.</p><p></p><p>1. (this one is stolen from another campaign I was in). The rings of elemental control have various abilities. Start with the lowest one and give them the ability every other level (or whatever you want them to progress at). So for instance, one might be able to waterwalk at will starting at level 2, be able to create water at will at level 4, water breath at level 6, cast wall of ice once/day at level 8, ice storm twice/week at level 10, and control water twice/week at level 12. Adjust the level as appropriate, or mix and match. </p><p></p><p>Really you can just string together whatever innates you want to give them if you want, though of course balancing it could be tricky.</p><p></p><p>2. You might take a look at a solar's (or another celestial's) innates and start giving those out as they gain level. Of course don't give them the powerful stuff right at the beginning nor let them do it at will. So maybe at level 1 give them low light vision (if they aren't human they won't notice), at level 2 give them resistance fire 5, at level 3 give them continual flame 3/day, at level 4 give them darkvision 60 feet, at level 5 remove curse 1/day, level 6 resistance electricity 5, etc etc</p><p></p><p>The danger with this too is that they can get very powerful very quickly if you don't balance it well. However, there are a number of things you can give them which don't really help them out often (ie you can give them fire resist 5, run an adventure where they can discover it and be happy about getting it, and then make sure you only have a low number of monsters that primarily use fire... though make sure you let it shine enough that they don't forget they have it).</p><p></p><p>Other powers (polymorph self, blade barrier, earthquake, mass charm monster) etc are going to be too good to really give them till very high levels, though perhaps if it's a highlander style and many of the encounters they will have will have monsters having similar abilities it will be mitigated. I think, however, that many of these powers lead to very high varience (ie either party wins quickly or it's a TPK in 2 rounds) that I would still be cautious about handing them out until they are on teh verge of attaining diety status.</p><p></p><p>3. for each other level, give them some spell they can cast 1/day as an innate ability. So for at first level maybe say they can cast shield 1/day. At third they can cast rope trick 1/day. At fifth they can cast tongues 1/day etc. I would aim for more utility spells than offensive spells, as having the ability to cast say, fireball, web, and magic missile each one per day adds up to a very powerful character.</p><p></p><p>Just my 2cp. There are many possibilities here.</p></blockquote><p></p>
[QUOTE="random user, post: 1551702, member: 16581"] There are many things you could do. Here are a couple of suggestions. 1. (this one is stolen from another campaign I was in). The rings of elemental control have various abilities. Start with the lowest one and give them the ability every other level (or whatever you want them to progress at). So for instance, one might be able to waterwalk at will starting at level 2, be able to create water at will at level 4, water breath at level 6, cast wall of ice once/day at level 8, ice storm twice/week at level 10, and control water twice/week at level 12. Adjust the level as appropriate, or mix and match. Really you can just string together whatever innates you want to give them if you want, though of course balancing it could be tricky. 2. You might take a look at a solar's (or another celestial's) innates and start giving those out as they gain level. Of course don't give them the powerful stuff right at the beginning nor let them do it at will. So maybe at level 1 give them low light vision (if they aren't human they won't notice), at level 2 give them resistance fire 5, at level 3 give them continual flame 3/day, at level 4 give them darkvision 60 feet, at level 5 remove curse 1/day, level 6 resistance electricity 5, etc etc The danger with this too is that they can get very powerful very quickly if you don't balance it well. However, there are a number of things you can give them which don't really help them out often (ie you can give them fire resist 5, run an adventure where they can discover it and be happy about getting it, and then make sure you only have a low number of monsters that primarily use fire... though make sure you let it shine enough that they don't forget they have it). Other powers (polymorph self, blade barrier, earthquake, mass charm monster) etc are going to be too good to really give them till very high levels, though perhaps if it's a highlander style and many of the encounters they will have will have monsters having similar abilities it will be mitigated. I think, however, that many of these powers lead to very high varience (ie either party wins quickly or it's a TPK in 2 rounds) that I would still be cautious about handing them out until they are on teh verge of attaining diety status. 3. for each other level, give them some spell they can cast 1/day as an innate ability. So for at first level maybe say they can cast shield 1/day. At third they can cast rope trick 1/day. At fifth they can cast tongues 1/day etc. I would aim for more utility spells than offensive spells, as having the ability to cast say, fireball, web, and magic missile each one per day adds up to a very powerful character. Just my 2cp. There are many possibilities here. [/QUOTE]
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