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A One-Handed Wizard in Combat Needs Your Help!
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<blockquote data-quote="Herremann the Wise" data-source="post: 2997572" data-attributes="member: 11300"><p>On the contrary.</p><p>It opens up a lot of avenues for discussion, particularly since it looks like he is carrying his hand around his neck at the moment - good for intimidate checks let me tell you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Also, getting it healed requires a 7th level spell. The donation for this will ingratiate him greatly with the church he chooses to sponsor, opening up a variety of resurrection opportunities not normally available to the general populous. The other thing is that his lost hand is in the possession of someone which could be very interesting if it were ever found out. So funnily enough, role-playing-wise, it has been quite a boon.</p><p></p><p>My main issue with it was that it would cost the wizard (who is already taxed enough in terms of funds) over 2000gp, all because of a failed fortitude save. I have kept a fairly tight lid on resources meaning that this amount of money is a portion with some significance. I just wanted to make sure that the difficulties in swapping between casting and using his wands could be short-circuited in some way - which it appears they reasonably can be.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 2997572, member: 11300"] On the contrary. It opens up a lot of avenues for discussion, particularly since it looks like he is carrying his hand around his neck at the moment - good for intimidate checks let me tell you. ;) Also, getting it healed requires a 7th level spell. The donation for this will ingratiate him greatly with the church he chooses to sponsor, opening up a variety of resurrection opportunities not normally available to the general populous. The other thing is that his lost hand is in the possession of someone which could be very interesting if it were ever found out. So funnily enough, role-playing-wise, it has been quite a boon. My main issue with it was that it would cost the wizard (who is already taxed enough in terms of funds) over 2000gp, all because of a failed fortitude save. I have kept a fairly tight lid on resources meaning that this amount of money is a portion with some significance. I just wanted to make sure that the difficulties in swapping between casting and using his wands could be short-circuited in some way - which it appears they reasonably can be. Best Regards Herremann the Wise [/QUOTE]
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