Handing out abilities rather than magic items

TheGogmagog said:
Necklace of Adaptation
Wow, why have I not noticed this magic item? I can't believe out of the 3 years I've DM'ed 3.5 I have overlooked this item.

A little off topic, but why does this Necklace cost only 9k when it has so many uses including water breathing, yet a Ring of Water Breathing (Planar Handbook) costs 12k?

Back on topic. You guys are making me concider just giving everyone the same ability. It's so common for players to see how greener the grass is on the other players side. I can totally see them bickering.

So I'm thinking about granting them each a swim speed of 30ft. This isn't really powerful and doesn't effect the campaign overall. It's slower than an Aquatic Elf but still lets them move the same as if on land. It would also cut down on the amount of underwater checks.

I thought of granting waterbreathing (Deep Sashelas is granting the power and that's what he actually grants according to PS lore). But a PC found a waterbreathing ring and hasn't used it yet. I'm also wanting to hand out the Necklace of Adaptation too. I don't want them to feel the items are a waste.

Thanks for all of the advice!
 

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Oryan77 said:
Back on topic. You guys are making me concider just giving everyone the same ability. It's so common for players to see how greener the grass is on the other players side. I can totally see them bickering.
Or, pick some small set of abilities and let each player choose. I guarantee that would be well-received.

(Just a thought.) To make it more interesting, and possibly nerf it a little, maybe you could make the "swim speed" a little different. Require, say, 1 minute to activate it (growing webs between the fingers and toes, can't wear boots or some such). The growth or whatever disappears immediately upon exiting water, requiring another minute. They can do this an unlimited number of times, however.
 


Infiniti2000 said:
Or, pick some small set of abilities and let each player choose. I guarantee that would be well-received.

(Just a thought.) To make it more interesting, and possibly nerf it a little, maybe you could make the "swim speed" a little different. Require, say, 1 minute to activate it (growing webs between the fingers and toes, can't wear boots or some such). The growth or whatever disappears immediately upon exiting water, requiring another minute. They can do this an unlimited number of times, however.
I may go with something like that. Good idea.

I'm not sure about letting them choose abilities because I can't come up with enough that are not very powerful overall. I'd like them to have the option to choose. And I'd like them to have a swim speed because they aren't expecting to go underwater and I'm sure they won't care about swim speeds until they are in an underwater fight and realize they are SOL when moving. I don't want to give them multiple abilities either.
 

I know that when I suggested choosing I meant take your list of granted abilities (swim, fast heal 1/water, water breathing companion/familiar, etc) and make them available to all the players but each gets to choose only one. I might ditch the Water Domain since that's a significant boost away from water but using the "turn water elementals" isn't bad.

Depending on the source of this granted ability, you might do it as "Alter Self" but fixed to a single race while submerged. Actually, giving them "Alter Self (specific acquatic race) 1/day when in water" is not a bad power itself.
 

kigmatzomat said:
Depending on the source of this granted ability, you might do it as "Alter Self" but fixed to a single race while submerged. Actually, giving them "Alter Self (specific acquatic race) 1/day when in water" is not a bad power itself.
Excellent idea actually. Make sure you specify if it's Sp or Su or even Ex (possible given the divine nature of the ability). Personally, I'd make it Su and try not to screw them over with an underwater AMF. ;)
 

kigmatzomat said:
Actually, giving them "Alter Self (specific acquatic race) 1/day when in water" is not a bad power itself.
You are a genius! That right there works perfectly. It's cooler than just telling them they can now swim faster. It gives them a cool effect like Infiniti2000 thought of (transformation), and it would really fit into a scenario in the underwater adventure. The PC's will be sneaking around a Sahuagin city. The adventure has a method to allow them to disguise themselves as Sahuagin, but having alter self would make the players feel cooler.

I would definately limit this to aquatic races and even add that they have to at least be submerged (not fully) in water so they can't just go anywhere disguised like an Aquatic Elf. But I may allow it to work an hour a level rather than a minute. This would also not be a waste for the sorcerer because she doesn't know this spell. I'll make it su also.

How's that?
 

Sounds good. I suggest reconsidering the duration. Make sure it's long enough for them to complete the adventure, which is your purpose. I'm not sure about the limited number of uses per day, either.
 

Giving them alter self (any aquatic race) is a pretty powerful ability so I'd make it limited to Sahuagin only or aquatic elf only, which is what I meant by "specific aquatic race." You could make it 1/day but give it a duration of unlimited, meaning that they can't shift forms willy-nilly but don't have to worry about drowning if they spend extended periods underwater.
 

kigmatzomat said:
Giving them alter self (any aquatic race) is a pretty powerful ability so I'd make it limited to Sahuagin only or aquatic elf only, which is what I meant by "specific aquatic race." You could make it 1/day but give it a duration of unlimited, meaning that they can't shift forms willy-nilly but don't have to worry about drowning if they spend extended periods underwater.
I'm allowing the ability to work as a Caster lvl 2 and limited to creatures with the humanoid & aquatic type. This would allow them to take the form of Sahuagin, Merfolk, Aquatic Elves, Locathah, & Aventi. The ability works 1x/day with an unlimited duration (I can't see the harm in that). It can only be used if at least partially submerged in water.

You brought up that they don't have to worry about drowning. Breathing underwater is one obstacle that I would like them to overcome. From the Alter Self spell description, I assumed that water breathing is not a function they would gain with the spell. Their creature type doesn't change to Aquatic according to the spell description, so they don't gain water breathing. It also says they don't gain abilities like darkvision, low-light vision, scent, ect...so I take this as also not gaining water breathing. It may look like they have gills, but this doesn't mean the gills work.

Please correct me if I'm wrong about this.
 
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