Author
|
Comment
|
SIERK
Here for a while
(4/4/03 2:37 pm)
Reply
|
Anyone running intelligent items?
It doesn't really seem like intelligent items would really affect the module one way or another. Has anyone had experiences with this, though?
For anyone who might allow this, do you allow creation of intelligent items (somewhat of an "awakening" process)? And again, if so, can someone in your campaign pay 10k and pick a specific primary ability?
|
Boden Blagden
Here for a while
(4/4/03 3:13 pm)
Reply
|
Re: Anyone running intelligent items?
Seriously I wouldn't know the first thing about how to rp an intelligent item. Would I have to do it or would the player do it. But you are right an intelligent item probably wouldn't affect the module.
I would have to think about it a while before I would allow one to be created. My players know how to rape the rules to their advantage, so allowing one of them to create something like that would mean I would have to allow the creation of so many other things that they come up with that just seem overpowering to me.
|
setanta14
Here for a while
(4/4/03 3:16 pm)
Reply
|
Re: Anyone running intelligent items?
I was thinking of adding an intelligent version of Fragarach to my campaign for my party's paladin to use to redeem Thrommel. Of course the party will have to find the clues as to its whereabouts, figure out where it is from those clues, and then defeat or steal it from its current owner. I'm planning on it being a shadow dragon who has taken up residence in an underdark cave complex accessed from the CRM, but haven't decided which of the suggested entry points to use yet though. Just a rough idea so far.
|
rjginth
Looking around
(4/4/03 8:41 pm)
Reply
|
Re: Running Intelligent Items
I am actually introducing the items tomorrow night at our game. The group is 6-7th level and headed for Rastor. They will be whisked into the Nexus by a demi-god type NPC whom they have had contact with before. The demi diety knows Vabrin and has convinced him to forge items for the group, as their mission is vital to the entire multiverse not just the Birthright plane, which is the setting I use.
They will have to trade a magic item in and beat a diplomacy DC of 20 to get the item. There a modifiers to the roll (+ and - ) based on roleplaying the situation and the quality of the trade in. I created the following items for the PC's all at first level.
I added a variation to the Bestow Feat ability as you will see below.
Caelin:
Storm, Intelligent Holy Symbol, 1st level: hp 3;
Communication: Speech; Perception: Hearing
AL CG;SV Fort +2;Ref +2;Will +2
Str—,Dex—,Con—,Int 8, Wis 10, Cha 10
Skills and Feats: Knowledge (War) +3; Bestow Skill Ranks(Knowledge(War) 4 Ranks)
Spell Like Abilities: 1/day—Learn Heritage
Garret:
Fingers, Intelligent Thieves Tools, 1st level: hp 3;
Communication: Empathy; Perception: Intuition
AL N;SV Fort +2;Ref +2;Will +0
Str--,Dex,--,Con--, Int 10, Wis 6, Cha 12
Skills and Feats: Disable Device +4, Appraise +4; Bestow Skill Ranks (Disable Device 4 Ranks)
Spell Like Abilities: 1/day—Mage Hand, Identify
Caelcormac:
Sureshot, Intelligent Short Bow, 1st level: hp 3;
Communication: Empathy; Perception: Intuition
AL CG; SV Fort +2, Ref +2, Will +2
Str—,Dex—,Con—,Int 9, Wis 10, Cha 10
Skills and Feats: Knowledge (Arcana) +3; Champion Detecting, Roguefriend
Spell Like Abilities: 1/day Ghost Sound
Carlton:
Gnarleywood, Intelligent ¼ staff, 1st level: hp 8;
Communication: Pulse, Speech; Perception: Hearing
AL N;SV Fort +2, Ref +2, Will +2
Str—Dex—Con—Int 6, Wis 9, Cha 7
Skills and Feats: Heal +3; Construct Detecting, Hardened
Spell Like Abilities: 1/day Light
Telemon:
Leatherstrong, Intelligent Belt, 1st level: hp 3
Communication: Speech; Perception: Hearing
AL CG; SV Fort +2, Ref +2, Will +0
Str—, Dex—, Con—, Int 10, Wis 5, Cha 10
Skills and Feats: Diplomacy +2, Bluff +2, Intimidate +2, Knowledge (History) +2; Sight
Spell Like Abilities: 1/day Cure Minor Wounds
Gideon:
Deathward, Intelligent Large Shield, 1st level: hp 21
Communication: Pulse, Speech; Perception: Hearing
AL LG; SV Fort +2, Ref +2, Will +2
Str—,Dex—,Con—,Int 7, Wis 10, Cha 13
Skills and Feats: Listen +2, Spot +2; Light Fortification (25% to avoid Crit)
Spell Like Abilities: 1/day Mending, Entropic Shield
The following are the motivations of the items:
Storm:        Storm’s sole purpose is to make Caelin a Stormlord. Storm will cease to cooperate and attempt to control Caelin if he does not follow this path.
Fingers:        Fingers will work on Garret to make him more aloof and secretive. Fingers may attempt to steal items from other PC’s with Mage hand, and let Garret know he doesn’t need the wizard’s to identify items any more.
Sureshot:        Sureshot is heroic and attempts to always shoot at the most powerful enemy in the fight. She will use Ghost Sound to fool opponents in order to get sneak damage on them.
Gnarleywood:        Gnarleywood has an insane hatred of non natural items and will seek to destroy them. Feat selection will reflect this at higher levels.
Ltherstrong:        Leatherstrong has strong maternal instincts for her bearer. She will seek to keep them alive and good at all times.
Deathward:        Deathward is the fighter’s best friend, always seeking to protect its owner.
I have decided to semi control the items as NPC's and also to handle the advancing based on the personalities I have created. I have set a Diplomacy DC15 for the Item to consider the PC's wishes upon advancing.
All comments welcome,
Ron
|
SIERK
Here for a while
(4/5/03 6:24 am)
Reply
|
Re: Running Intelligent Items
I take it these items were created using the BoEM rules? I haven't gotten that yet.
1/day Identify seems a little overpowered, as it normally costs 100 gp in components. Looks like fun, though.
In my particular case, I'm trying to decide whether I'd allow a character to awaken (through a magic ceremony of sorts) an existing magic sword into a semi-empathic sword (DMG-style)with a single primary power (of the character's choice). And then down the line, potentially further awakening the sword (always using the gp costs listed in the DMG).
The rules seem balanced from looking at them on paper. And 10k for an semi-empathic aligned blind-fighting sword certainly doesn't seem overpowered.
|
rjginth
Looking around
(4/5/03 4:44 pm)
Reply
|
Re: Running Intelligent Items
SIERK,
Good point on the Identify, I didn't really think about that too much. I think I will knock it down to 1/week
Yes, I am in fact using the BOEMIII rules to set these up.
Thanks for the input,
Ron
|
Trithereon
Here quite a while
(4/6/03 9:13 am)
Reply
|
Re: Anyone running intelligent items?
A couple of times I have tried to introduce intelligent items but my players generally don't trust them. The first time, I had a player who wanted to take levels as a sorcerer and I thought it'd be interesting to use a ring to facilitate it.
I slipped a intelligent Ring of Protection +1 into a treasure trove they had won. When the right wearer ... conviently the player ... had enough XP to level it would speak with them offering them the secrets of sorcery. The ring would even share some of its known spells!
Basically, the ring was created when its a Chaotic Good sorcerer named Xellos died during its making. Part of Xellos' phyche became trapped in the ring. The ring doesn't have all of Xellos' memories and powers but I left it open to give symbiotic bonuses for some Knowledge checks. The player's alignment was Neutral while the ring's was Chaotic Neutral. The ring would sometimes try to convience the player to be more Chaotic and promise more power (knowledge) if he'd comply.
Unfortunately, it turned out that the player decided to not want to be a sorcerer and I think the alignment thing actually discouraged him somewhat. They ended up donating the ring to the Wizard's Guild in the City of Greyhawk.
Edited by: Trithereon at: 4/6/03 9:22:25 am
|
|