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Help a newbie create a very specific magical item?
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<blockquote data-quote="deletemyaccountnow" data-source="post: 6175433" data-attributes="member: 6749705"><p>Thank you everyone for your replies. I didn't realize there were so many different ways an item of this type could be created. I'll look over everything and stat this up today, then come back here to see what everyone thinks. Thanks!</p><p></p><p>One point of clarification: even though it is a specific person who would be giving them these items to begin with, I definitely need the crystal ball or bracelet or whatever the "master item" happens to be to be transferable to someone else.</p><p></p><p>The basic premise is:</p><p></p><p>- The PC's will start out in jail having committed crimes (or accused of committing crimes) against the kingdom. As an opportunity to absolve themselves, particularly because they display potential and skill, a powerful governmental organization gives them the opportunity to serve faithfully (in an "adventuring" capacity, of course) for a period of time. Obviously, there has to be some oversight, though, as the party is sent out into the world by said organization.</p><p></p><p>They could just not accept, though then... well... I'll have to have a backup plan in place.</p><p></p><p>But assuming they will accept (and I think they will), then at some point fairly early on in the story the "master item" will be lost to an evil wizard in the underdark. (I have a compelling and reasonable scenario for how this happens.)</p><p></p><p>The party definitely won't be high enough level starting out to go get the master item back and free themselves. I'm reading through all of the spells in the Pathfinder Core rulebook and associated material to ensure there's no easy way of just removing the bracelets. I'd like them to be unremovable except by the master item itself, as I'd like them to have to eventually go after it. I won't force them into that, though, and I'm still thinking of other ways they could potentially have the items removed as they themselves grow in power and ability.</p><p></p><p>It may even be that as time goes on, the wizard who now holds the master item tries to influence them through it, though, again, haven't quite figured that out, yet. I'm just brainstorming here.</p><p></p><p>In any case, I thought it would be both an interesting way to get the party together, as well as keeping an overarching story (for a while, anyway) without trying to shoehorn them into following a very set and specific path.</p><p></p><p>I'm a big fan of open world play, but I also know that without direction, the players tend to flounder a bit. Trying to balance those two things can be... well, trying. I'm excited to see how this works. I have some time before we'll be starting this new campaign, so I have a little while to work out the kinks.</p><p></p><p>Thank you, again, for your help! I'll post back shortly with what I come up with.</p></blockquote><p></p>
[QUOTE="deletemyaccountnow, post: 6175433, member: 6749705"] Thank you everyone for your replies. I didn't realize there were so many different ways an item of this type could be created. I'll look over everything and stat this up today, then come back here to see what everyone thinks. Thanks! One point of clarification: even though it is a specific person who would be giving them these items to begin with, I definitely need the crystal ball or bracelet or whatever the "master item" happens to be to be transferable to someone else. The basic premise is: - The PC's will start out in jail having committed crimes (or accused of committing crimes) against the kingdom. As an opportunity to absolve themselves, particularly because they display potential and skill, a powerful governmental organization gives them the opportunity to serve faithfully (in an "adventuring" capacity, of course) for a period of time. Obviously, there has to be some oversight, though, as the party is sent out into the world by said organization. They could just not accept, though then... well... I'll have to have a backup plan in place. But assuming they will accept (and I think they will), then at some point fairly early on in the story the "master item" will be lost to an evil wizard in the underdark. (I have a compelling and reasonable scenario for how this happens.) The party definitely won't be high enough level starting out to go get the master item back and free themselves. I'm reading through all of the spells in the Pathfinder Core rulebook and associated material to ensure there's no easy way of just removing the bracelets. I'd like them to be unremovable except by the master item itself, as I'd like them to have to eventually go after it. I won't force them into that, though, and I'm still thinking of other ways they could potentially have the items removed as they themselves grow in power and ability. It may even be that as time goes on, the wizard who now holds the master item tries to influence them through it, though, again, haven't quite figured that out, yet. I'm just brainstorming here. In any case, I thought it would be both an interesting way to get the party together, as well as keeping an overarching story (for a while, anyway) without trying to shoehorn them into following a very set and specific path. I'm a big fan of open world play, but I also know that without direction, the players tend to flounder a bit. Trying to balance those two things can be... well, trying. I'm excited to see how this works. I have some time before we'll be starting this new campaign, so I have a little while to work out the kinks. Thank you, again, for your help! I'll post back shortly with what I come up with. [/QUOTE]
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