Thoughts on a legendary staff [Archive] - Wizards Community

Post/Author/DateTimePost
RayJ

05-15-04, 02:01 AM
I've been working on balancing a staff for use by a Rashemi Druid. Let me know if you think this is balanced or if it should be changed. This is an artifact from the Circle fo the Gray Flame, and is thus called The Staff of the Gray Flame (Faith Scion Prestige Class)

The final ability is the one to worry about most, I think. Any feedback is much appreciated!

Requirements:
Human, Rashemi
Augment Summoning
Animal Companion class ability
Base Fortitude and Will saves of +4

Initial Abilities:

Enhancement Bonus +1
Anyone who wields the Staff of the Gray Flame can use it as a +1/+1 Quarterstaff, and may also take advantage of the Gray Light ability.

Gray Light (Sp)
As a free action, the bearer may will the Staff of the Gray Flame to emit a gray flame on either (or both) of its ends. This light radiates exactly like a torch, however, those with Darkvision are able to see twice as far as normal, but only in black and white. The Gray Light can be suppressed as a free action on a subsequent round.

Level 1
Gray Fire Orb
Casts a Gray light version of Fire Orb from one of the staff's ends if Gray Light is active. (1d6 damage/level max 15d6) Hit dazes subject. Useable once per day.

Level 2
Extend Spell - Summons
Summon Iron Golem, once per day.

Level 3
Pillar of the Gray Flame
Cast Flame Strike reaching 100 ft. in the air and starting from the ground up.

Level 4
Enhancement Bonus +2
Gray Fire Orb II
Use Gray Fire Orb a number of times per day equal to half Faith Scion level

Level 5
Empower Spell - Summons
Pillar of the Dark Flame II
Use Pillar of the Dark Flame a number of times per day equal to half Faith Scion level.

Level 6
Earth Shake
Striking the staff to the ground, an area with a 40 foot radius causes tremors (miniature earthquake), knocking all creatures on the ground except Earth Elementals and Iron Golems (unless they success on a Reflex Save DC 15). Spellcasters must make Concentration checks (DC 15+ Spell Level) to keep spells they cast. Any debris that falls from the resulting shockwave deals 4d8 damage. Anyone failing a reflex save (DC 15) is pinned beneath the rubble. Useable once per day.

Level 7
Summon Iron Golem II
Summon 1d3 Iron Golems (1d4+1 Golems after Empower).
All Iron Golems summoned through the Staff of the Gray Flame now receive a constitution bonus to HP and Save DCs from Augment Summoning.

Level 8
Enhancement Bonus +3
Storm of the Dark Flame
Casts Fire Storm that doesn't harm 1 target for each Faith Scion level in addition to normal targets. Useable once per day.

Level 9
Improved Augmentation
Summons gain a +6 Enhancement Bonus to Strength and Constitution instead of +4 from Augment Summoning
Earth Shake II
Use Earth Shake a number of times per day equal to half Faith Scion level.

Level 10
Earthquake
Iron Golem Swarm
Cast Elemental Swarm substituting Iron Golems in place of elementals. a Huge Iron Golem has 21 HD, 36 Str, and a 27 to attack. A Greater Iron Golem has 24 HD, 40 Str, and 32 to attack. Useable once per day.
RayJ

05-18-04, 03:17 PM
I would really like some feedback on this staff. I'm not sure if I've balanced the powers to be appropriate for their levels. Any information would be greatly appreciated.
Dunelord

05-31-04, 09:18 PM
Not bad, but might be a few too many of them. Have you tried to play test it with other pcs? Always a good idea. This stuff comes from a 3rd party book called Swords of our Fathers you might want to look at it.