This heavy gauntlet includes a wide shield-like mantle, able to be used as a buckler, and features three large green gemstones set into the back. It was made for battle-wizards, to increase their maneuverability on the battlefield and grant them some protection. Statistics: +1 Buckler and +1 Gauntlet. In addition, the gauntlet has three charges to power its spell-like abilities, which recharge 1d3-1 charges per day. As a standard action, the wearer can spend the following number of charges to activate the relevant spells, as a 10th-level caster: 1 charge: Blur (self only) for 1 minute 2 charges: Dimension Door (self only) 3 charges: Foresight (self only) for 10 minutes (Originally posted on 10 June 2018) Categories All A knight named Galor won this weapon in battle with an ogre named Duudrak. It is not known where the weapon originated, but it certainly doesn’t look like Ogrish manufacture. It is wickedly sharp, and its heft makes it ideal for lopping limbs from bodies. Statistics: +2 Lochaber Axe (as halberd, can be used at 10ft. reach or 5ft. reach for melee attacks) of Sharpness. This weapon has a 20/x5 critical range, and on a successful critical hit, it removes a random limb (no additional damage past critical hit, effects as determined by GM) from the target. (Originally posted on Game Masters Stash on 9 June 2018) Categories All This surcoat is admirably-made, and so fine that it is rumored to be woven of virgins’ hair. It protects the purity of a wearer, even breaking hostile enchantments. Statistics: Grants a +1 sacred bonus on all Will saving throws. In addition, once only, it can create a targeted Break Enchantment on the wearer, at a +9 bonus against a DC of 11 + the spell’s level. Once this has been used, the mantle becomes nonfunctional, and ornamental only. (Originally posted on Game Masters Stash on 8 June 2018) Categories All This beautifully-crafted magical firearm is inlaid with gold and mother-of-pearl segments depicting flame-spitting dragons and beasts performing acts of strength.
Although it can be used as a battleaxe, it also possesses the power to spit forth a great cone of fire from the barrel, needing recharging after usage. Due to the magical nature of the weapon, it does not function as a nonmagical firearm. Statistics: +2 Battleaxe, and has three charges per day. Using one or more charges (up to all three at once) is a standard action, which creates a 20 foot cone of fire causing 3d6 fire damage, +2d6 per charge used (Reflex DC 15 for half damage). In addition, as a full-round action, the wielder can make a single melee attack and also trigger off all of the remaining charges (no Reflex save, but it only strikes the melee target). The charges are refilled at 1d3 per day. (Originally posted on Game Masters Stash on 7 June 2018) Sometimes, no matter how good the plan, no matter how good the stats and the spells and all the magic items, the dice betray you, and someone dies. Which is clearly a bummer for them, and affects the mood at the table (unless you’re running a high character turnover game). So, how do you move on, let the player feel like they’re still useful at the table, and refocus to finishing off the session? As well, if you’ve got dangling story arcs dependent on them, how do you deal with that? And how do you deal with Raising/Resurrection without robbing the narrative of its impact, and making being dead just feel like a revolving door? I support the mantra of “be a fan of your characters”- not to the point of saving them unnecessarily, but wanting to see their story told, and see them complete their goals. This can be really hard if the dice dictate that they’re dead, but you’ve got major storylines hinging on them. It can bring up some real connection to a character that you don’t want to lose, or cement that it’s time to move on, so be patient with your players being upset- they’re losing a character that they’ve bonded with at some level or another. I have seen some GMs discuss postponing the death until the player chooses, but they have been mortally wounded and their doom is definitely upon them- a maximum of one session away, unless some urgent method of preserving their life can be found. This lets the player have some agency in the death, and do something cool and useful before they go, like Boromir’s death in the Lord of the Rings movies. This works best if you’re really into story-driven games, and your players have individual motivations and subplots going on during the campaign. Or, you take the dice exactly as they lie, and death is random, unexpected, and unpredictable. This model works best if you’re employing reliable and mechanical (“cast the spell, it works, you’re alive again”) resurrection, because it’s using the rules exactly as written, with no fear or favour towards any particular player. Another option is applying serious injuries instead of death (if the player chooses). This lets you continue about the story with minimal interruption, but the character may be out of action until they can be healed or restored somehow, and you can get some cool “fantasy prosthetics” going on (a hand made of silver, like Nuada Airgetlám, a clockwork leg for a dwarf, one formed entirely out of elemental water for a mage, etc.). This reminds them of their debility but can also be cool and characterful, and lets you continue with the same character, instead of just ending their story. Have you got any fun (or not fun- let’s talk about when we could have done something better, too) stories? (Originally posted on Game Masters Stash on 6 June 2018) Categories All These fist-sized crystal orbs were created for long-range communication. They glow softly at most times, and pulse brightly when one is being used. However, as the signal is sight-based, it can be easy to miss a message if a specific time is not arranged. They are often created in pairs for this purpose. Statistics: Once per week, a user who has any skill ranks in Spellcraft can use this to create a Sending effect to any other Sending Orb they know of. They can speak for up to 30 seconds, and hear a reply of up to 30 seconds. When a message is arriving, viewers can see a small image of the sender. (Originally posted on Game Masters Stash on 5 June 2018) Categories All Abbas Raïd (pronounced Rye-eed) was a famous assassin and Slayer. Although he was publicly excommunicated and disemboweled on the steps of the palace, his legendary armour was never found. The armour itself is wreathed in tiny tatters of darkness which trail after the wearer, and can wrap themselves around the wearer when needed. Statistics: +3 leather armour, grants a +10 bonus on Hide checks when worn. (Originally posted on Game Masters Stash on 4 June 2018) Categories All This odd relic is a fingerbone, polished and contained in a silver casing. The fingerbone is all that remains of Saint Helatus, who was martyred by a mob of heretics and torn apart while she tried to preach peace to them. It is much prized by churches of Good faith, and can protect the wearer. Statistics: The wearer gains a +3 sacred bonus to Armour Class while wearing this as a necklace. In addition, if this is installed in the reliquary of a religious building, the entire building and its grounds (up to 1000 square feet) gain a Consecrate effect. (Originally posted on Game Masters Stash on 3 June 2018) Categories All This lovely helmet was master-crafted for a knight named Sir Galador. The outer of the skull is covered with fine red velvet and decorative brass trim, marking the wearer as being of the finest quality. Its brow is adorned with a rising sun, and atop the helm, there is a brass crest in the shape of a pomegranate. Statistics: When worn with any heavy armour, this grants a +1 increase to the armour bonus. In addition, once per day as a swift action, the wearer can shout a challenge to nearby enemies. Enemies within 30 feet must make a Will save (DC 15) or be compelled (as a Command spell) to attack the wearer in preference to any other target. If they are unable to attack the wearer of the helmet, they take a -1 morale penalty on any other attack rolls for 1d3 rounds. (Originally posted on Game Masters Stash on 2 June 2018) Categories All Bleoddyn (pronounced “ble-oath-n”) is a patron of adventurers, and a businessman. He is generous with his wealth and favour, as long as his employees deliver. He makes an ideal low-level patron for PCs, and will happily promise above “half market price” as his buying price for interesting and exotic items (ancient elven swords recovered from a tomb, magical curios, etc.). Adventurers who reliably do as he asks, and bring him interesting artefacts may get a better deal from him, as he likes to reward loyalty. He lives in a walled and guarded manor house, and treats his servants firmly and fairly. Statistics: Lawful Neutral human Aristocrat 7. (Originally posted on Game Masters Stash on 1 June 2018) Categories All |
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