Goobermunch
Explorer
Greetings,
I'm planning on introducing two Legendary Weapons into my campaign when the party hits sixth level. I'm looking for some help balancing them.
My goal in designing these items is to focus on the Character Concept offered by the players as a kernel around which the items will be designed. I want to make sure that I don't make anything too powerful though.
This thread will address one of the two items, in this case the Shield of Tyranna.
Background: Tyranna was once a paladin of Aluvan, the god of the Dead. She gave her life to protect a caravan of children fleeing from an advancing army of undead. In return for her noble sacrifice, Aluvan raised Tyranna to the status of demi-god and made her his shield bearer. The Church of Tyranna is a militant order dedicated to defending the helpless. Her holy weapon is a shield. Many of her followers eschew traditional martial weapons and use shields instead.
Requirements: BAB +4; Priest of Tyranna; Improved Shield Bash; Divine Shield; Alignment Neutral Good; Must have risked life to save a child.
Anyone can use the Tyrannic Shield as a +1 Ghost Touch Heavy Mithral Shield of Bashing (Shield bash does 1d8) and also cast Shield Other once per day.
A faith scion who meets the requirements and wields the Tyrannic Shield gains the following benefits:
Level Ability Gained
- Shield Other 1/day (+1/2 levels of Faith Scion)
1 Harm's Way (sword and fist)
2 DR 1/-
3 Arrow Catching, +1 Enhancement Bonus (+2 total)
4 DR 2/-, Greater Turning (1/day)
5 Twin Shields (Allows the user to gain AC bonus from two shields), +1 Enhancement Bonus (+3 total)
6 DR 3/-
7 +1 Enhancement Bonus (+4 total)
8 DR 4/-, Greater Turning (2/day)
9 +1 Enhancement Bonus (+5 total)
10 DR 5/-
The Player's concept is a dual-shield wielder. He wants to primarily tank for the party. With that in mind, I tried to design a Legendary Weapon that will let him use a high AC to protect others, but also will put him into a position where he will be taking damage every time he does so.
My concerns are twofold. 1) Does it look like a cool magical item? 2) Is it overwhelmingly over powered?
I'd love to hear some feedback.
--G
Edited to fix Greater Turning.
I'm planning on introducing two Legendary Weapons into my campaign when the party hits sixth level. I'm looking for some help balancing them.
My goal in designing these items is to focus on the Character Concept offered by the players as a kernel around which the items will be designed. I want to make sure that I don't make anything too powerful though.
This thread will address one of the two items, in this case the Shield of Tyranna.
Background: Tyranna was once a paladin of Aluvan, the god of the Dead. She gave her life to protect a caravan of children fleeing from an advancing army of undead. In return for her noble sacrifice, Aluvan raised Tyranna to the status of demi-god and made her his shield bearer. The Church of Tyranna is a militant order dedicated to defending the helpless. Her holy weapon is a shield. Many of her followers eschew traditional martial weapons and use shields instead.
Requirements: BAB +4; Priest of Tyranna; Improved Shield Bash; Divine Shield; Alignment Neutral Good; Must have risked life to save a child.
Anyone can use the Tyrannic Shield as a +1 Ghost Touch Heavy Mithral Shield of Bashing (Shield bash does 1d8) and also cast Shield Other once per day.
A faith scion who meets the requirements and wields the Tyrannic Shield gains the following benefits:
Level Ability Gained
- Shield Other 1/day (+1/2 levels of Faith Scion)
1 Harm's Way (sword and fist)
2 DR 1/-
3 Arrow Catching, +1 Enhancement Bonus (+2 total)
4 DR 2/-, Greater Turning (1/day)
5 Twin Shields (Allows the user to gain AC bonus from two shields), +1 Enhancement Bonus (+3 total)
6 DR 3/-
7 +1 Enhancement Bonus (+4 total)
8 DR 4/-, Greater Turning (2/day)
9 +1 Enhancement Bonus (+5 total)
10 DR 5/-
The Player's concept is a dual-shield wielder. He wants to primarily tank for the party. With that in mind, I tried to design a Legendary Weapon that will let him use a high AC to protect others, but also will put him into a position where he will be taking damage every time he does so.
My concerns are twofold. 1) Does it look like a cool magical item? 2) Is it overwhelmingly over powered?
I'd love to hear some feedback.
--G
Edited to fix Greater Turning.
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