Can PCs use monster items? If so, how?

Eryndur

Explorer
Apologies if this has been discussed previously. Possible KotS spoilers follow.

Running KotS last night, the party fought the group of hobs in Area 13, which contained a hob warcaster wielding a "shock staff". When the party wizard saw the staff in action, he immediately stated his desire to have it. This threw me for an unexpected loop, because the item's stats are not listed in the PHB, nor was it outlined as treasure in the adventure. Furthermore, based on its stats in the monster block, it seems too powerful for 2nd level PCs. I didn't like doing it, but when the warcaster received his killing blow, I had the staff snap in half, rendering it useless.

Has anyone come up with a way to handle this situation, which would seem to be a fairly common occurence? I mean, what happens when they fight Kalarel, and inevitably one of the PCs wants that Rod of Ruin? (and yes, I know the rod will most likely be sucked into the rift along with Kalarel, but still...)
 

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The staff is a normal quarterstaff. It is nothing more than an implement not a magical item. The power comes from the creature itself. If it were a magic item they would have given stats for it in the treasure section. i.e +1 Staff of the Warmage from Pg 216 and 217 of the DMG from the Kobold Hall adventure.
 


One that came up for us were the special shots the kobold slingers had. Would you allow these to be used by a PC?

I tend to think why not, at least in this case, as they are not all that powerful, plus they are consumable.
 

One that came up for us were the special shots the kobold slingers had. Would you allow these to be used by a PC?

I tend to think why not, at least in this case, as they are not all that powerful, plus they are consumable.

My fighter player grabbed all of the leftover glue shots from the kobold adventure in the back of the DMG and made pretty good use of a few of them, which turned out pretty fun.

But as Mithreinmaethor said, if it isn't presented in the monster's equipment section, it's a safe guess that the power is coming from the monster and being channeled through the item, rather than coming from the item itself.

Although if you just want to throw a cool thing in once in a while, you could determine that the staff has 'one good use' left from residual energy from the previous wielder, or even that the item was a charged item (see 3.5 wands, etc.) and has 1 or 2 uses left. Use the stats for the power exactly as presented in the monster's block, or determine the relevant attack ability score for the power and have the player make it using his own score (this would discourage the fighter from claiming the lightning staff, for example).

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I'd allow pcs to use the kobold shots, perhaps with a penalty to hit (-2?), and also with a time limit; perhaps after 48 hours the glue solidifies, etc.
 

But as Mithreinmaethor said, if it isn't presented in the monster's equipment section, it's a safe guess that the power is coming from the monster and being channeled through the item, rather than coming from the item itself.

That makes total sense for the staff case, not much sense for the sling shot case.

However, from a strict rules/balance perspective, you should probably treat them the same, at least if what the "item" was giving you was significant. (Which it probably isn't in the case of the sling shots.)

I'd allow pcs to use the kobold shots, perhaps with a penalty to hit (-2?), and also with a time limit; perhaps after 48 hours the glue solidifies, etc.

That seems like a good approach - usable, but limited.
 

Since the gluepots are listed within the equipment section of the Kobold Slingers then you can grab them as loot.

Another thing is that without your GM's permission you can not sell mundane items. i.e armor, weapons etc. And if your GM does allow it, it falls back onto that 1/5 sales price etc. All of that of course can be house ruled by your GM. I know that none of us that run will allow this.
 
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That makes total sense for the staff case, not much sense for the sling shot case.

Without opening the books right now, I'm pretty sure the special shots are listed under the equipment for the monster, so it works out okay. But otherwise, you're right.

As for giving a -2 to use the special shots, I wouldn't really worry about doing that, especially for the glue. The glue shots didn't even deal damage, just immobilize; the player doesn't need any more penalty than not doing damage. I'll totally agree on the time limit thing, though.

~
 

I allowed the rogue to grab the gluepots, now that I think about it, and use them without penalty. In fact, it was a lifesaver, because he used them to immobilize Irontooth. I ran that encounter as written, and if Irontooth was able to wade into melee throughout the entire battle, a TPK would've been the order of the day.
 

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