Dog Moon
Adventurer
To help keep the player's from switching, I was trying to create a specific, special magical item for each of them. The first is a set of eyes. The player basically lost his eyes and wished for new ones, so I'm giving him a special pair:
The eyes appear like that of a dragon cause Dragon eyes look cool.
Level Power
1 Read Magic (at will)
2 +1 Spot and Search checks.
3 Darkvision 20ft.
4
5 Eyes in the Back of Your Head (as the feat)
6 +2 Spot and Search checks.
7 Darkvision 40ft.
8 Blindsight as per the spell 1/day
9 Detect Magic (automatic)
10 See through illusions. +3 Spot and Search checks.
11 Darkvision 60ft.
12 Cannot be flanked (As the Improved Uncanny Dodge Rogue ability)
13 Blindsight as per the spell 2/day
14 +4 Spot and Search checks. Arcane Eye as spell 1/day.
15 See through even Deeper Darkness
16 Darkvision 80ft.
17 Analyze Dweomer as spell 1/day.
18 +5 Spot and Search checks.
19 Blindsight as per the spell 3/day
20 Darkvision 100ft.
The second character is a healer from the Miniature's Handbook:
This is a +4 holy defending weapon.
Has the soul of a Paladin in the weapon. The Paladin is one of those Super-I-Hate-Evil Kind of people. Fortunately, he always has detect evil active and telepathically alerts the wielder, assuming the wielder is good, though doesn't have to be Lawful. The Paladin can tell which creatures are evil within 60 feet, though he doesn not have the other Detect Evil abilities. His strength (not Strength as in the ability) is based upon the strength of the wielder. He can cast spells as if he was a Paladin of an equal level to the wielder, using the wielder's modifier. This, however, requires the wielder to give up one spell slot of each level.
The weapon itself has several powers. It can hold spells into it, two of each level. One of these must be a spell with the healing descriptor on it and the other can be of any other type of spell. However, the wielder can only use spells of levels he can normally cast. For example, a 5th level wielder can cast one cure serious into the third level spell slot. Someone else can cast fireball into it. Cure critical wounds or any other 4th level or higher cannot be cast into it. Both of these spells are based on the wielder of the staff, not the person casting the spell into the blade.
Weapon:
Alignment: LG
Sight: Blindsense, but only versus evil creatures. A creature with any alignment without E in it is not seen by the sword.
Abilities: As above.
Purpose: To kill evil.
Intelligence: 14
Wisdom: 16
Charisma: 22
Ego: 29
Personality: He is a VERY serious Paladin.
The third is a rogue who is duel-wielding a long sword and short sword (who is saving up for swords of subtlety:
This is actually a pair of items.
Long Sword: Of subtlety +2
Short Sword: Of subtlety throwing and returning.
Not sure what to do about the swords though...Was thinking a couple of powers for each, then bonuses for having both. Although since he'll be finding one and then the other, suddenly having all those bonuses (of which yet I have no idea) could be buff and I might make him look for a gem which belongs in the hilt which one blade has but the other doesn't. I'm not sure about the order of the eyes, if some things should be switched around (in order of power). The healer's weapon, not sure what weapon exactly and I'm not sure if I want it to be a weapon. Maybe a rod or something.
Well, I thought I'd post these to see what response I get. Any help/ideas would be greatly appreciated. And don't just say 'OMG, those are too powerful.' I like making special items for characters and I don't care if they're powerful. That just means I get to throw tougher creatures at them.
The eyes appear like that of a dragon cause Dragon eyes look cool.
Level Power
1 Read Magic (at will)
2 +1 Spot and Search checks.
3 Darkvision 20ft.
4
5 Eyes in the Back of Your Head (as the feat)
6 +2 Spot and Search checks.
7 Darkvision 40ft.
8 Blindsight as per the spell 1/day
9 Detect Magic (automatic)
10 See through illusions. +3 Spot and Search checks.
11 Darkvision 60ft.
12 Cannot be flanked (As the Improved Uncanny Dodge Rogue ability)
13 Blindsight as per the spell 2/day
14 +4 Spot and Search checks. Arcane Eye as spell 1/day.
15 See through even Deeper Darkness
16 Darkvision 80ft.
17 Analyze Dweomer as spell 1/day.
18 +5 Spot and Search checks.
19 Blindsight as per the spell 3/day
20 Darkvision 100ft.
The second character is a healer from the Miniature's Handbook:
This is a +4 holy defending weapon.
Has the soul of a Paladin in the weapon. The Paladin is one of those Super-I-Hate-Evil Kind of people. Fortunately, he always has detect evil active and telepathically alerts the wielder, assuming the wielder is good, though doesn't have to be Lawful. The Paladin can tell which creatures are evil within 60 feet, though he doesn not have the other Detect Evil abilities. His strength (not Strength as in the ability) is based upon the strength of the wielder. He can cast spells as if he was a Paladin of an equal level to the wielder, using the wielder's modifier. This, however, requires the wielder to give up one spell slot of each level.
The weapon itself has several powers. It can hold spells into it, two of each level. One of these must be a spell with the healing descriptor on it and the other can be of any other type of spell. However, the wielder can only use spells of levels he can normally cast. For example, a 5th level wielder can cast one cure serious into the third level spell slot. Someone else can cast fireball into it. Cure critical wounds or any other 4th level or higher cannot be cast into it. Both of these spells are based on the wielder of the staff, not the person casting the spell into the blade.
Weapon:
Alignment: LG
Sight: Blindsense, but only versus evil creatures. A creature with any alignment without E in it is not seen by the sword.
Abilities: As above.
Purpose: To kill evil.
Intelligence: 14
Wisdom: 16
Charisma: 22
Ego: 29
Personality: He is a VERY serious Paladin.
The third is a rogue who is duel-wielding a long sword and short sword (who is saving up for swords of subtlety:
This is actually a pair of items.
Long Sword: Of subtlety +2
Short Sword: Of subtlety throwing and returning.
Not sure what to do about the swords though...Was thinking a couple of powers for each, then bonuses for having both. Although since he'll be finding one and then the other, suddenly having all those bonuses (of which yet I have no idea) could be buff and I might make him look for a gem which belongs in the hilt which one blade has but the other doesn't. I'm not sure about the order of the eyes, if some things should be switched around (in order of power). The healer's weapon, not sure what weapon exactly and I'm not sure if I want it to be a weapon. Maybe a rod or something.
Well, I thought I'd post these to see what response I get. Any help/ideas would be greatly appreciated. And don't just say 'OMG, those are too powerful.' I like making special items for characters and I don't care if they're powerful. That just means I get to throw tougher creatures at them.
