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Here's a link for a really nifty picture of the fleece:

http://demigodshaven.wikia.com/wiki/The_Golden_Fleece

As far as powers, I would give it some kind of healing power for the individual wearing it, an armor bonus and some kind of diplomacy or charisma bonus.

Supposedly, it had redemptive powers as well - as to how you want to interpret that, it's up to you.

Hope this helps.


Dilvias wrote:

You and about 50 of your army buddies set up camp for the night. Later that night, an arrow flies out of the darkness and kills a guard. You get ready for battle but nothing happens, so most of you go back to bed. Several minutes (or hours) later another arrow comes flying out of the darkness.

How much time has to pass before it counts as another hidden strike? They are aware that someone was out there shooting at them. Is he still out there? Did he leave? If the arrow that came out of the darkness is from another stalker, does he get the hidden strike?

You're ignoring the MOST important question for that scenario... WTF is wrong with your army buddies???

You get killed from a mysterious arrow and they all just get ready for battle and then go back to bed?? They better be sending out scouting parties looking for the person who killed you and probably moving camp too...

Not good buddies to have, if you ask me.

;)


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Try this:

http://www.dungeonmastering.com/tools-resources/387-free-dd-maps


You could also have had a deity responsible for changing his memory.

No new spell needed.

Deities are awesome like that.


Very nicely said.


Maybe it's just me, and I'm alone with this humble opinion - but here it is.

I don't want your mage with a 9 intelligence in my party, or your fighter with a 6 strength, or your rogue that has no rogue skills and a 5 dexterity.

That is all.


Well, this post is a bit late - but here's my opinion.

An intelligent magical item is certainly a viable option for an enjoyable and challenging player character.

Since most intelligent items don't advance in a character class (well, none really) a good way to offset this is to come up in advance with a list of powers that the item has, and will have once they are unlocked. New powers can be unlocked when the wielder hits a certain level, or when other criteria are met (it slays 100 orcs, travels across the deep seas, scores an instant kill on a hit, is underwater, is in the presence of a diety, its bearer is targeted with an "x" level spell, etc.)

It may also be a good idea to have an item that does not necessarily have to posses its wielder to move and can move about freely on its own accord - i.e. a pair of magical boots, a dancing sword, maybe even a figurine of wondrous power.

Keep in mind that not all gm's will be up to the task of having a player as an intelligent magical item in their campaigns, and some players may grow bored or be too challenged playing one.

Another fun idea would be to let the player live as the magical item for a time, and then perhaps send the PC's on a quest to find some artifact, machine, or powerful being that can transfer the soul of the character in the item back into its original body (once they have located and acquired the body - which could be a quest of its own) or into a different body.

Anyway, just some thoughts I had when seeing this thread. As always, have fun and above all else...

KEEP ROLLING 20's.