So in my last session I gave my level 8 player an iron flask, and in it, was a planetar. After its introduction where I had it do a cinematic finish to the boss of the session and her water weirds and elementals. What can I do to nerf this? Make the cool down take 7 days in game?
Yeah, That's just madness. I'm not sure why you would give a lvl 8 character an iron flask with a planetar in it. That's so overpowered it will be game breaking in my opinion. He could be solo'ing adult dragons with that. I'd be in the one use camp as well, or at least long enough that it could only be used once in a campaign.
Yeah, That's just madness. I'm not sure why you would give a lvl 8 character an iron flask with a planetar in it. That's so overpowered it will be game breaking in my opinion. He could be solo'ing adult dragons with that. I'd be in the one use camp as well, or at least long enough that it could only be used once in a campaign.
I had already told him how broken the planetar is, and the restriction of only the most dire of circumstances is he to us it.
Make using it tax him severely since it’s so powerful his body can’t withstand it. Take him down to 1 hp, or pile on levels of exhaustion, or make it like when you are raised from the dead and have -4 to everything you do. Something that makes him incredibly weak, and will still have him in that condition long after the plenater leaves.
The iron flask won't continue to have a planetar in it -- the creature inside, once released, is gone unless you re-trap it (and it has advantage against you doing so). Instead, it will be used to one-shot fiends and redirect them at enemies.
Ah. I still want him use it, just only if he needs it in a dire situation.
That's a bad idea, but it's your game.
The simplest way to resolve this is that it isn't a Iron Flask at all, it's a custom item that can cast Planar Ally on a single creature. The normal costs of Planar Ally should take care of making it rarely used.
Once the planetar is released, and has performed your duties for 1 hour, the planetar could probably just announce that the item is too powerful to be in such weak hands, and take it with him when he leaves.
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So in my last session I gave my level 8 player an iron flask, and in it, was a planetar. After its introduction where I had it do a cinematic finish to the boss of the session and her water weirds and elementals. What can I do to nerf this? Make the cool down take 7 days in game?
Make it one use?
One use? How come?
Because you want to nerf it, and because it's a Legendary item that is hilariously overpowered even by the standards of legendary items?
Ah. I still want him use it, just only if he needs it in a dire situation.
Yeah, That's just madness. I'm not sure why you would give a lvl 8 character an iron flask with a planetar in it. That's so overpowered it will be game breaking in my opinion. He could be solo'ing adult dragons with that. I'd be in the one use camp as well, or at least long enough that it could only be used once in a campaign.
That's what happens when you wear a helmet your whole life!
My house rules
I had already told him how broken the planetar is, and the restriction of only the most dire of circumstances is he to us it.
Make using it tax him severely since it’s so powerful his body can’t withstand it. Take him down to 1 hp, or pile on levels of exhaustion, or make it like when you are raised from the dead and have -4 to everything you do. Something that makes him incredibly weak, and will still have him in that condition long after the plenater leaves.
The iron flask won't continue to have a planetar in it -- the creature inside, once released, is gone unless you re-trap it (and it has advantage against you doing so). Instead, it will be used to one-shot fiends and redirect them at enemies.
That's a bad idea, but it's your game.
The simplest way to resolve this is that it isn't a Iron Flask at all, it's a custom item that can cast Planar Ally on a single creature. The normal costs of Planar Ally should take care of making it rarely used.
Break the flask, each time it is succesfully used to capture something, the DC for the next time reduces by 1.
Thank you all for the feed back. I'm still new at DMing so this does help.
Once the planetar is released, and has performed your duties for 1 hour, the planetar could probably just announce that the item is too powerful to be in such weak hands, and take it with him when he leaves.