06-30-2015, 08:34 AM
Last friday my party fought Titan, Lord of Crags, and they beat his stony ass into the ground. SO I gave out some loot.
Infinity Belt - Belt of NA +3 - Stores one type of ammunition, this ammunition seems to magically replinish itself. Can only take one piece of ammunition from the pouch at a time.(Per round)
Gaia's Might - Chain Shirt of Geomancy +5 - All of the wearer's geomancys gain 1 additional damage dice of that type. Also Once per day the Geomancer can as an immediate action upon using a geomancy, force the status effect without a save from the enemy. Status Effects applied this way only last 1 round.
Soil Skin - Robe of NA +5 - All Fire and Earth spells cast by the wearer gain 1 additional damage die of that type, and have their DCs increased by 2. Earth Resist + 10, Fire Resist + 5, Wind Resist -5
Titan's Flesh - Full Plate of Earthern Spikes +5 - When the wearer is attacked, the attacker takes 1d6 Earth damage. Also once per round when attack the wearer may make a melee counter attack applying only weapon damage and strength mod, without using an attack of opportunity.
Yes I think they are somewhat strong, but my party probably also wont get much more loot so I spoiled them a little.
What are your thoughts?
Infinity Belt - Belt of NA +3 - Stores one type of ammunition, this ammunition seems to magically replinish itself. Can only take one piece of ammunition from the pouch at a time.(Per round)
Gaia's Might - Chain Shirt of Geomancy +5 - All of the wearer's geomancys gain 1 additional damage dice of that type. Also Once per day the Geomancer can as an immediate action upon using a geomancy, force the status effect without a save from the enemy. Status Effects applied this way only last 1 round.
Soil Skin - Robe of NA +5 - All Fire and Earth spells cast by the wearer gain 1 additional damage die of that type, and have their DCs increased by 2. Earth Resist + 10, Fire Resist + 5, Wind Resist -5
Titan's Flesh - Full Plate of Earthern Spikes +5 - When the wearer is attacked, the attacker takes 1d6 Earth damage. Also once per round when attack the wearer may make a melee counter attack applying only weapon damage and strength mod, without using an attack of opportunity.
Yes I think they are somewhat strong, but my party probably also wont get much more loot so I spoiled them a little.
What are your thoughts?