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<blockquote data-quote="RSIxidor" data-source="post: 6755183" data-attributes="member: 6695558"><p>I've not got a lot of notes down on paper, most of it's still in my brain. I'm back and forth a bit on whether the rods would give access to spells or just spell-like abilities. The Tornado Rod, for instance, could give access to various wind spells (Gust, Gust of Wind, Warding Wind, Wind Wall, etc) with various number of charges used per spell or it could let you force every creature in a 30' cone centered on you to take a constitution save or be stunned until the start of your next turn (more like what it does in the game) for a number of charges. Or... it could do both? Maybe you have to spend time with the item to get the spells portion? I don't know, lots of ways to go with it.</p><p></p><p>As for the timeline, I do like the idea of Wind Waker as well. The boating portions provide could provide for some cool encounters and can keep areas segmented from each other in way that might be interesting.</p><p></p><p>I also think that the Imprisoning War era could be interesting. <a href="http://zeldawiki.org/Imprisoning_War" target="_blank">http://zeldawiki.org/Imprisoning_War</a></p><p></p><p>You could even consider throwing in a couple of backgrounds for Knights of Hyrule and maybe something like Sages apprentice. I like this time in the story mainly because it's got a strong background yet its events aren't fully defined. Also, there's an easy hook, the party has been tasked with sealing a minor rift to the dark world... but maybe there's a risk of being pulled to the other side (and being transformed into fluffy bunnies, etc).</p><p></p><p>EDIT: Would Favored Soul Sorcerer be a good subclass for someone with the blood of the Goddess Hylia? That'd be neat. Also could be a background, I suppose. EDIT2: I'm finding myself having lots of thoughts about Clerics that gain favor from Din (Light? War?), Farore (Nature), and Nayru (Knowledge), as well as what Hylia's domains might be.</p></blockquote><p></p>
[QUOTE="RSIxidor, post: 6755183, member: 6695558"] I've not got a lot of notes down on paper, most of it's still in my brain. I'm back and forth a bit on whether the rods would give access to spells or just spell-like abilities. The Tornado Rod, for instance, could give access to various wind spells (Gust, Gust of Wind, Warding Wind, Wind Wall, etc) with various number of charges used per spell or it could let you force every creature in a 30' cone centered on you to take a constitution save or be stunned until the start of your next turn (more like what it does in the game) for a number of charges. Or... it could do both? Maybe you have to spend time with the item to get the spells portion? I don't know, lots of ways to go with it. As for the timeline, I do like the idea of Wind Waker as well. The boating portions provide could provide for some cool encounters and can keep areas segmented from each other in way that might be interesting. I also think that the Imprisoning War era could be interesting. [URL]http://zeldawiki.org/Imprisoning_War[/URL] You could even consider throwing in a couple of backgrounds for Knights of Hyrule and maybe something like Sages apprentice. I like this time in the story mainly because it's got a strong background yet its events aren't fully defined. Also, there's an easy hook, the party has been tasked with sealing a minor rift to the dark world... but maybe there's a risk of being pulled to the other side (and being transformed into fluffy bunnies, etc). EDIT: Would Favored Soul Sorcerer be a good subclass for someone with the blood of the Goddess Hylia? That'd be neat. Also could be a background, I suppose. EDIT2: I'm finding myself having lots of thoughts about Clerics that gain favor from Din (Light? War?), Farore (Nature), and Nayru (Knowledge), as well as what Hylia's domains might be. [/QUOTE]
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