Drifter Bob
First Post
Best way to implement in strict 3.5 rules
Here are some ideas I wasn't able to use in a recent project because I didn't immediately know how to implement them correctly in the rules and ended up running out of time before I could get back around to them. I'll start with just two magic items which I really liked, maybe y'all can suggest good ways to implement them.
1) is a ring which confers "mental" invisibility, by forcing others minds to disregard the wearer. I.e. a wearer of this ring is percieved to belong to the most trivial, negligable social class or order known to the obsever, and / or whoever would appear the most innocuous in a given situation. I.e., if you were in a busy kitchen, observers would think of you as a cook. If you were in a heavily guarded fortress, anyone noticing you would assume that you were one of the guards.
This should be a strong effect, but something which could be overwhlemed by direct suspicion. I thought, it isn't exactly an illusion, (if it were handled as an illusion, what sub-type?) or is it? Should I use like some kind of hypnotism or suggestion effect? it just makes you sort of not think of a person in a threatening, uninteresting way that does not grab your attention. If you thought about it, you would realise that you never did see the guy in a cooks uniform, you just thought he was a cook even though he was wearing plate mail and carrying a mace. I thought of using the Bluff or Disguise skill, but it didn't seem to quite fit. Also, the effect should work on players as well.
2) is a magic helmet which provides moderate healing once per day, probably something like a few cure light wounds spells and / or one cure disease or remove poison effect. But the downside of the item is that it constantly lectures you on matters of health, advocating abstinence when you drink, warning of injury when you contemplate a fight. It is supposed to be so annoying that you can barely stand to use it.
What I was having trouble figuring out was how to handle this 'annoying' effect. Force the wearer to make saving throws every so oten or lose a point or two of temporary Intelligence, Wisdom, or Charisma? Contested diplomacy checks? What would be fair but strong enough that the character would actually feel some hestiancy to use the item....
DB
Here are some ideas I wasn't able to use in a recent project because I didn't immediately know how to implement them correctly in the rules and ended up running out of time before I could get back around to them. I'll start with just two magic items which I really liked, maybe y'all can suggest good ways to implement them.
1) is a ring which confers "mental" invisibility, by forcing others minds to disregard the wearer. I.e. a wearer of this ring is percieved to belong to the most trivial, negligable social class or order known to the obsever, and / or whoever would appear the most innocuous in a given situation. I.e., if you were in a busy kitchen, observers would think of you as a cook. If you were in a heavily guarded fortress, anyone noticing you would assume that you were one of the guards.
This should be a strong effect, but something which could be overwhlemed by direct suspicion. I thought, it isn't exactly an illusion, (if it were handled as an illusion, what sub-type?) or is it? Should I use like some kind of hypnotism or suggestion effect? it just makes you sort of not think of a person in a threatening, uninteresting way that does not grab your attention. If you thought about it, you would realise that you never did see the guy in a cooks uniform, you just thought he was a cook even though he was wearing plate mail and carrying a mace. I thought of using the Bluff or Disguise skill, but it didn't seem to quite fit. Also, the effect should work on players as well.
2) is a magic helmet which provides moderate healing once per day, probably something like a few cure light wounds spells and / or one cure disease or remove poison effect. But the downside of the item is that it constantly lectures you on matters of health, advocating abstinence when you drink, warning of injury when you contemplate a fight. It is supposed to be so annoying that you can barely stand to use it.
What I was having trouble figuring out was how to handle this 'annoying' effect. Force the wearer to make saving throws every so oten or lose a point or two of temporary Intelligence, Wisdom, or Charisma? Contested diplomacy checks? What would be fair but strong enough that the character would actually feel some hestiancy to use the item....
DB
Last edited: