Hi All,
In my face-to-face game, a new player is joining the group soon, and she wants to play a monk (eventually going with a slightly modified shadowdancer - no shadow companions, a few more monk class abilities). It's a lower magic campaign, in that the party doesn't have much in the way of arcane magical support (the bard has a wizard cohort), the entire party is well under the recommended wealth guidelines from the DMG (so maybe it's just a lower wealth game), and the populace isn't really familiar with magic (although they know it exists).
However, each of the characters has a levelled item with them, generally suited to their persona - 4 are weapons (3 swords and 1 staff), one is a lute, and the last is a vest. I modified the rules a bit from the Dragon mag article on levelled treasure (I can't recall the issue number, but it came out just before Oriental Adventures I think, because there was a strong Oriental theme to the issue). My modifications basically allow for levelled wondrous items in addition to weapons and armor, it also lets the items gain abilities that aren't necessarily combat oriented (the druid's staff lets her keep one of her other item's properties when she wildshapes (AC from armor or such), and current let's her speak with animals and plants at will, the rogue's vest let's her spider climb every so often, the bard's lute combines several instruments of the bard from Magic of Faerun.
Now, I'm a bit stumped as to what to give the monk for her levelled item, and what sort of properties it should have. I don't want to go straight combat bonuses or abilities, although I likely will include some. The caveat now is that she's never really played D&D before (although she has some MERP experience from years ago), so I don't want abilities with obscure rules. She doesn't really have any exceptional attributes, but her dexterity is decent.
For some campaign background, the party just finished helping their kingdom win a war with a neighboring evil kigndom, and have just returned home. However, in the course of that, their own kingdom was poised on the brink of civil war, and it has now started fully. There's going to be a lot of intrigue stuff going on, likely fewer combats (although I won't say none by a long shot), some diplomacy, and every now and then, a little bit of other stuff (treasure hunts and the like).
Any ideas?
In my face-to-face game, a new player is joining the group soon, and she wants to play a monk (eventually going with a slightly modified shadowdancer - no shadow companions, a few more monk class abilities). It's a lower magic campaign, in that the party doesn't have much in the way of arcane magical support (the bard has a wizard cohort), the entire party is well under the recommended wealth guidelines from the DMG (so maybe it's just a lower wealth game), and the populace isn't really familiar with magic (although they know it exists).
However, each of the characters has a levelled item with them, generally suited to their persona - 4 are weapons (3 swords and 1 staff), one is a lute, and the last is a vest. I modified the rules a bit from the Dragon mag article on levelled treasure (I can't recall the issue number, but it came out just before Oriental Adventures I think, because there was a strong Oriental theme to the issue). My modifications basically allow for levelled wondrous items in addition to weapons and armor, it also lets the items gain abilities that aren't necessarily combat oriented (the druid's staff lets her keep one of her other item's properties when she wildshapes (AC from armor or such), and current let's her speak with animals and plants at will, the rogue's vest let's her spider climb every so often, the bard's lute combines several instruments of the bard from Magic of Faerun.
Now, I'm a bit stumped as to what to give the monk for her levelled item, and what sort of properties it should have. I don't want to go straight combat bonuses or abilities, although I likely will include some. The caveat now is that she's never really played D&D before (although she has some MERP experience from years ago), so I don't want abilities with obscure rules. She doesn't really have any exceptional attributes, but her dexterity is decent.
For some campaign background, the party just finished helping their kingdom win a war with a neighboring evil kigndom, and have just returned home. However, in the course of that, their own kingdom was poised on the brink of civil war, and it has now started fully. There's going to be a lot of intrigue stuff going on, likely fewer combats (although I won't say none by a long shot), some diplomacy, and every now and then, a little bit of other stuff (treasure hunts and the like).
Any ideas?