help me brainstorm magic item rewards for 15th level PCs

I'm trying to brainstorm rewards, in the form of magic items, for a party of seven 15th level PCs. Please join in if you want.

I'm going for items up to about 100,000 GP value, and I'd prefer to stick to WotC published items at least as a base to work from. So no ioun stones of wizardry IV or anything like that.

I'd prefer one big item per character, as I think that has a higher coolness factor than a bunch of wands or scrolls or woundrous items.

The party, and items I've thought of so far:
  • Ftr 15, Combat Expertise - +4 ghost touch medium fortification mithral full plate (by request)
  • Ftr 15, Power Attack - he's always wanted +1 mithral full plate of speed which is a mere 26,500 GP, so could add upgrades
  • Rgr 11 / Wiz 3 / Mystic Theurge 1 (don't ask) - already has a +1 flaming holy bow, but it could be upgraded; or, ways to enhance his spellcasting (I guess that's more important to him than doing 100+ damage a round with his bow)
  • Wiz 15 - robe of the magi (75,000 GP) is an obvious choice
  • Mnk 14 - when buffed his AC is in the 40s already, saves are through the roof as well, so ???
  • Psion (shaper) 15 - divides his time equally between summoning and blasting
  • Clr 14 / Bbn 1 - I was thinking staff of life for starters

Note that I'm not averse to some of the mythic-type items from Complete Divine or Book of Exalted Deeds, or even minor artifacts if they seem appropriate.

Also, while the items are intended as a power-up reward for good play (and because the PCs are behind the curve on loot), I don't want to be ultra-twinky with this. So no need to squeeze every last drop out of the item creation rules. Just looking for some ideas.

Thanks!
 

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Maybe give the mystic theurge some kind of item that would grant double Practiced Spellcaster, Greater Spell Penetration, etc...? I know that we're way off the 'normal item' curve, but he's way off the 'normal character' curve.

Maybe add 'winged' to the other dude's armor of speed? (It's in DotF and I am pretty sure it was updated to 3.5 in something).
 


Joshua Randall said:
  • Mnk 14 - when buffed his AC is in the 40s already, saves are through the roof as well, so ???

Bracers of the Ghost Tiger

These bracers are crafted from tiger claws, each filigreed with gold and emerald in mystical patterns and runes. When placed on the forearm, the claws dig into the flesh, causing 1 point of damage. They can only be removed at the will of the wearer as a free action.

The bracers provide a constant +2 competence bonus to Hide, Move Silently, and Listen checks.

3 times per day, the wearer can call on the spirit of the tiger that resides in the bracers. A ghostly image of tiger forepaws appears superimposed over his forearms and hands, and his eyes become golden and cat-like. Each unarmed attack deals an extra 2d6 slashing damage that ignores hardness. If the attack roll misses but is high enough to hit the target's touch AC, the attack still deals the extra 2d6 slashing damage.

Any Ki Strike qualities that apply to the wearer's unarmed strikes also apply to the bonus slashing damage.

While the spirit of the tiger is active, the wearer also recieves a +10' bonus to speed, a +8 competence bonus to Jump checks, and 2d10+Constitution modifier temporary hitpoints.

Calling on the tiger spirit is a swift action. The spirit remains active for 10 rounds, after which it becomes dormant and must be awakened once more.
 




For the Wizard, the Robe of the Magi is actaully not that great. Its one advantage is 3 items in one, but its three mediocre items in one.

Assuming the Wiz has a +6 int item - Add Spell storing ability to the headband. Or Spell turning. I haven't done the price on those combos, but it sure sounds like a nice thing to have.

Or, depending on how much you deal with the Wizard's spellbook, add 'of spellbook storing' to his current favorite ring, or headband. Ie, as in a glove of storing. The value of this depends entirely on how much the wizard has had to protect his spellbook(s).

Another possability is Ring of Evasion for the Wiz - or if you want minor artifact level, Ring of Evasion and Protection +5.

For the Monk - Robe of the Eyes. His great weakness is being flat-footed, the robe fixes that problem nicely.

The final option, for all of them, is Books. As in Inherent Bonus Books. Perhaps give them a choice: This nice shiny book which will raise a stat by +5, or this very shiny Item. That makes it interesting to the players.
 

Joshua Randall said:
  • Rgr 11 / Wiz 3 / Mystic Theurge 1 (don't ask) - already has a +1 flaming holy bow, but it could be upgraded; or, ways to enhance his spellcasting (I guess that's more important to him than doing 100+ damage a round with his bow)

Glove of the Spell-Hawk

This glove appears as a typical archery glove designed to protect an archer's fingers from the bowstring. It is supple leather stamped with a top-down image of a hawk in flight, and the fingers are reinforced with mithril wire.

When using the glove to fire a bow, an archer can re-roll any miss chances due to concealment, similar to the benefits of the Blind-Fight feat.

The primary purpose of the glove, however, is to deliver a mage's spells and pierce a target's defenses. A mage can spend 1 full round preparing the glove by casting an arcane spell into it. The mage must be wearing the glove to prepare it with a spell. Once prepared, the next arrow fired using the glove also delivers the prepared spell. The arrow must hit and do damage to deliver the spell. If successfully delivered, the spell ignores the target's Spell Resistance entirely. In addition, the save DC to resist the spell, if any, increases by +2, and the caster level of the spell increases by +2. It requires a standard action to fire an arrow that delivers a prepared spell.

A spell delivered in this manner has the target of the arrow as its single target. Area effect spells still affect the target normally, but do not affect the normal area that they otherwise would. You cannot deliver a spell with a Personal range in this manner. All other range restrictions for spells delivered with the glove are superceded by the range restrictions for the arrow.

A spell remains prepared in the glove for 24 hours, or until the wearer fires an arrow to deliver the spell.
 
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