Within Loki
First Post
I have begun to develop a slight distaste for how much of a character's power depends on their items. I love treasure as much as the next guy, but is it really fair that the monks are almost the only people who can do amazing things without a slew of magically enhanced equipment? (I know, sorceror spells and fighter feats allow for cool stuff too... but you know what I mean)
In order to rectify this situation in my games, I have developed an additional magical item slot, which I dubbed -Aura-.
An aura is like a metaphysical magic item, and should be awarded sparingly by the DM. The great thing about these items is that they can only be AWARDED - they are a magical item that cannot be bought or sold, traded or stolen... and as such, they allow for some interesting bending of typical rules for bestowing magical items.
I think the best way to describe what I mean is by example:
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Magic Item [Aura] : 'Swordsman'
Circumstances for obtaining: A character who prefers the sword to any other means of combat completes a quest or personal side-quest in which their ability with swords is a central focus. Example: A recurring enemy is also a skilled swordsman, and the two clash repeatedly, but are unable to determine which is the greater swordsman. At last, the PC manages a dynamic flourish, and shows that they are indeed a master of the sword.
The DM then decides that this character is deserving of the 'Swordsman' aura, and bestows it upon the character.
Benefits: When the character makes opposed attack rolls in battle while using a sword, they make such rolls with a +2 competence bonus.
In addition, the character's ability with swords is manifested in this magical aura, which is strong enough that ANY sword, while in the hands of this character, is affected as though by the spell 'Greater Magic Weapon', with the character's level as the caster level.
This supernatural enhancement to swords supercedes (does not stack with) any existing enhancement or enchantment to a sword. If a weapon has additional magical abilities, the character must decide whether to employ the spell-like effect, OR to allow the weapon's natural bonuses and abilities to shine through.
The aura is always considered active. The enhancement effect must be consciously suppressed by the character, which is a free action - however, re-activating it is a move action.
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Now, this type of magical item may seem overpowered, or too much of a hassle to employ in-game at first, but keep in mind that an 'aura' is not designed to be something that a character uses in every battle. If 'Greater Magic Weapon' is an affect that you would consider too strong for your campaign, simply consider changing the effect to 'Magic Weapon'.
It's just supposed to be a flavourful bonus for a character, which allows them to add to their feeling of raw power and that feeling of having a unique and special character, while at the same time giving them something which may actually be useful in game at some point, and something that they can always rely on... (Even if they have taken all your equipment and are now holding you down while their leader approaches with his hot-iron brand... you spot a rinky-dink sword at one of your captor's sides... it doesn't matter that it's a poorly made rusty longsword, because once you get ahold of it, your skill allows you to cleave their shields and bodies with any blade...)
The other thing to be careful with is multiple auras. One aura is a lot. In my game, I have allowed more than one aura to be gained by a character, but as with any magical item slot, only one can be carried and effective at a time. Switching between them is what is tricky. For the most part, I would suggest that a character has one primary aura, and 'equipping' another one is something that has to be done during a night's rest. An alternative to that would be allowing ONLY one aura - so if you gain a new one, the old one is GONE. But, since I give these out VERY sparingly, I prefer allowing characters to keep track of old auras, and shift to them if they like, as they are kind of like trophies - who wants to give up an old trophy, right?
Also, auras should be designed with benefits which are broad, and also semi-weak for the character who attains it. An aura which grants +2 Resistance bonus on all saves, +2 Protection bonus to AC, AND a 'Once per day' use of True Strike as a swift action would be ideal for a character who already has a Ring of Protection +3, and a Cloak of Resistance +2... if ever they lose their equipment, this aura provides a backup/buffer so they aren't relatively helpless, and it also gives them an ability which they can take advantage of everyday.
Anyways, it works for me, and I have found that unique auras are a much-appreciated prize for quests in which the character =seems= not to physically gain anything.
Comments?
In order to rectify this situation in my games, I have developed an additional magical item slot, which I dubbed -Aura-.
An aura is like a metaphysical magic item, and should be awarded sparingly by the DM. The great thing about these items is that they can only be AWARDED - they are a magical item that cannot be bought or sold, traded or stolen... and as such, they allow for some interesting bending of typical rules for bestowing magical items.
I think the best way to describe what I mean is by example:
___________________________________________
Magic Item [Aura] : 'Swordsman'
Circumstances for obtaining: A character who prefers the sword to any other means of combat completes a quest or personal side-quest in which their ability with swords is a central focus. Example: A recurring enemy is also a skilled swordsman, and the two clash repeatedly, but are unable to determine which is the greater swordsman. At last, the PC manages a dynamic flourish, and shows that they are indeed a master of the sword.
The DM then decides that this character is deserving of the 'Swordsman' aura, and bestows it upon the character.
Benefits: When the character makes opposed attack rolls in battle while using a sword, they make such rolls with a +2 competence bonus.
In addition, the character's ability with swords is manifested in this magical aura, which is strong enough that ANY sword, while in the hands of this character, is affected as though by the spell 'Greater Magic Weapon', with the character's level as the caster level.
This supernatural enhancement to swords supercedes (does not stack with) any existing enhancement or enchantment to a sword. If a weapon has additional magical abilities, the character must decide whether to employ the spell-like effect, OR to allow the weapon's natural bonuses and abilities to shine through.
The aura is always considered active. The enhancement effect must be consciously suppressed by the character, which is a free action - however, re-activating it is a move action.
___________________________________________
Now, this type of magical item may seem overpowered, or too much of a hassle to employ in-game at first, but keep in mind that an 'aura' is not designed to be something that a character uses in every battle. If 'Greater Magic Weapon' is an affect that you would consider too strong for your campaign, simply consider changing the effect to 'Magic Weapon'.
It's just supposed to be a flavourful bonus for a character, which allows them to add to their feeling of raw power and that feeling of having a unique and special character, while at the same time giving them something which may actually be useful in game at some point, and something that they can always rely on... (Even if they have taken all your equipment and are now holding you down while their leader approaches with his hot-iron brand... you spot a rinky-dink sword at one of your captor's sides... it doesn't matter that it's a poorly made rusty longsword, because once you get ahold of it, your skill allows you to cleave their shields and bodies with any blade...)
The other thing to be careful with is multiple auras. One aura is a lot. In my game, I have allowed more than one aura to be gained by a character, but as with any magical item slot, only one can be carried and effective at a time. Switching between them is what is tricky. For the most part, I would suggest that a character has one primary aura, and 'equipping' another one is something that has to be done during a night's rest. An alternative to that would be allowing ONLY one aura - so if you gain a new one, the old one is GONE. But, since I give these out VERY sparingly, I prefer allowing characters to keep track of old auras, and shift to them if they like, as they are kind of like trophies - who wants to give up an old trophy, right?
Also, auras should be designed with benefits which are broad, and also semi-weak for the character who attains it. An aura which grants +2 Resistance bonus on all saves, +2 Protection bonus to AC, AND a 'Once per day' use of True Strike as a swift action would be ideal for a character who already has a Ring of Protection +3, and a Cloak of Resistance +2... if ever they lose their equipment, this aura provides a backup/buffer so they aren't relatively helpless, and it also gives them an ability which they can take advantage of everyday.
Anyways, it works for me, and I have found that unique auras are a much-appreciated prize for quests in which the character =seems= not to physically gain anything.
Comments?
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