| Chris P |
My character just found a Bag of Endless Rats in game last night. My character is very much into summoning creatures but he summons aberrations normally and would like the change what the spits out. There is an artificier in the party so I have someone with the right skills to modify the itemm but not sure what it should cost if anything in xp and gp. If I just have the artificer change it to an equivalent CR aberration should is cost anything other than a day of time.
| Saern |
Is the bag of endless rats a pre-existing item, or a homebrewed one? If the former, what book and where in that book is it located? If the latter (or if you're just feeling generous), can you describe what it does? I'm guessing that it summons an infinite number of rats. Are these dire rats, or just normal sewer critters? Either way, going on this assumption, I don't think it's anything powerful enough that adding the pseudonatural template to it would be a game breaker. Although the creatures could theoretically use their true strike ability so that each would land a guaranteed hit, and thus eventually wear down a foe; you would be wasting rounds on this highly suboptimal tactic, and therefore I wouldn't deem it something to even remotely worry about. (Needless to say, if my assumptions about the nature of the bag are wrong, my conclusions will be also; apologies if such is the case)
Have the artificer rework the conjuration magic so that the bag contains a tiny rip in the fabric of the multiverse and allows rats from the Far Realm in, and you're good. Maybe add in a tiny service charge (the amount would depend on the base value of the item, which I currently do not know).
| Chris P |
Is the bag of endless rats a pre-existing item, or a homebrewed one? If the former, what book and where in that book is it located? If the latter (or if you're just feeling generous), can you describe what it does? I'm guessing that it summons an infinite number of rats. Are these dire rats, or just normal sewer critters? Either way, going on this assumption, I don't think it's anything powerful enough that adding the pseudonatural template to it would be a game breaker. Although the creatures could theoretically use their true strike ability so that each would land a guaranteed hit, and thus eventually wear down a foe; you would be wasting rounds on this highly suboptimal tactic, and therefore I wouldn't deem it something to even remotely worry about. (Needless to say, if my assumptions about the nature of the bag are wrong, my conclusions will be also; apologies if such is the case)
Have the artificer rework the conjuration magic so that the bag contains a tiny rip in the fabric of the multiverse and allows rats from the Far Realm in, and you're good. Maybe add in a tiny service charge (the amount would depend on the base value of the item, which I currently do not know).
Its from a dungeon crawl classics module I believe, but which one I have no idea. It summons 1d4+1 rats per round endlessly while its open and there is a 10% chance per rat for the rat to be a dire rat.
I thought about adding the psuedonatural template to them when I get to level 6 and take my first level of Alienist PrC but I actually was thinking of having summon 1d2 Abroa (from Penumbra Fantasy Bestiary from Atlas Games) per round. They are a tiny aberration that looks like coins and are sensitive to sonic energy. That way it would be summoning aberrations and would look and feel right for the bag.