| JamesHuds |
Hey, im currently gm'ing for the first time, we just got to the end of burnt offerings in rise of the runelords and everything's going smoothly and they are having a great time with it and the story.
Anyway, we have a wizard who made some bracers of fatigue last night, i read the rules on intelligent items and took the 1% to mean that every time an item is created it has a 1% chance, so naturally she made the item, i rolled a percentile, and 001 came up, so i took that to mean it was intelligent.
Problem is i didn't really understand the rules for the rest of it, it seemed to be more for if you are purposefully creating it, so I just decided to have the person roll a d% for each of the tables and that's that.
So now our monk has some bracers of fatigue, they are intelligent, lawful good, have empathy, can decide to change shape into something of the same size when they want to, has a purpose to hunt/slay all with the chaotic evil alignment, and can cast a 7th level spell at will.
My questions are as follows.
Did i do this right, or have i let something to powerful into the game? obviously it has a mind of its own so I decide what its thinking etc, but still, a 7th level spell at will?
Which brings me to the spell, what are the rules on it, does it have access to all 7th level spells, can it cast it once a day, or as many times as it wants.
I was considering having the player roll random for a 7th level spell each day and the bracers will let them cast it (assuming the player is pursuing a chaotic evil npc)
| DM_Blake |
The bracers cast the spell, not the person wearing them. They cast it at will so they can do it every round, round after round, all day long. Or not. It's up to the bracers.
I always understood the "Can cast x spell" to mean that a spell is chosen when the item is created and it only has that one spell forever. If you roll on that table more than once you could get more than one spell, of course, but each time you get just the one spell. That spell is built into the item just like the rest of its abilities.
As to your question about whether you did it right: No, I don't think so. Getting a cursed item is random (bad luck). Getting an intelligent item is a deliberate act by the person creating it; it doesn't just happen by accident.
That 1% chance rule is STRICTLY for when you randomly roll treasure for a random treasure hoard. You could, you know, NOT be running Rise of the Runelords and instead you could be making up your own adventure as you go. If you did that, you might just create some dungeon somewhere and put some monsters in it. Then you might wonder what treasure those monsters have, so you roll on the charts to figure out how much gold and magic they have. If, in the process of doing that, you decide to roll up a random magic item, then you might also roll the 1% chance that it is intelligent. This doesn't mean that whoever made it got a pleasant surprise when they accidentally made an intelligent item; it simply means that somewhere, some guy decided to make an intelligent item and it randomly ended up in the hands of the monster you put in your dungeon.
That's not to say you cannot roll the random chance every time a PC makes an item, but as you can see, it gets out of hand very quickly. These bracers are almost certainly way too powerful and way too expensive for a character of that level, and having them in game could create a lot of balance issues for you to deal with.
On the other hand, monks generally suck big time, so this added boost might keep the guy passably competent.
| JamesHuds |
Dang, oh well, to be fair my players are all mature when it comes to this kind of thing and specially the monk, he wouldn't abuse something just because he has it, and as it is already made I plan to let him keep it, but i'll roll a random spell that was made into it that the bracers can cast, not the monk. I'll just put it down as the wizard got extremely lucky and somehow trapped a random spirit inside the item as it was being created.