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Help me come up with a property for a magic flail
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 6652734" data-attributes="member: 31506"><p>Hi all, I'm trying to come up with an additional magical perk for a flail that I awarded the party's paladin. A little background: I'm running a converted Age of Worms adventure path, set in Golarion (pathfinder world). The party is currently 5th level, and just completed "The Whispering Cairn". Technically it's the first adventure in the published path, but since we ran some introductory adventures to set the stage, I had scaled everything up.</p><p></p><p>The flail in question is a Wind Duke <a href="https://en.wikipedia.org/wiki/Wind_Dukes_of_Aaqa" target="_blank">https://en.wikipedia.org/wiki/Wind_Dukes_of_Aaqa</a> relic they found in a previous adventure which lead them to investigate the Whispering Cairn in the first place. It was originally just a mithril triple headed flail that looked like an air censor. Each head could be opened, and could holy water, acid etc, which would trigger on a hit. After completing the adventure, and finding the Wind Duke Zosiel's tomb, I had its enchantment unlocked, so now it is a fully magical +1 flail that can glow per the light cantrip. </p><p></p><p>I did want to add another small benefit to it, as it is the paladin's main weapon and will likely remain throughout the campaign. If it matters, he's an order of the ancients paladin serving the fey lords, with an emphasis on trickery and the thrill of life. I'm trying to avoid giving any additional direct damage/survivabity potential, as the character is probably overpowered as is. So something in the exploration/interaction arena would be best. The party has an item that can cast Gust of Wind once per day already, so that's out. After the 6th adventure, Gathering of Winds, the item will be upgraded again and let him cast Fly once per day.</p><p></p><p>I was thinking allowing it to let him cast the Jump spell twice per day. He plays the character big, bold and fearless, and is always the first into trouble. It also kind of fits with the air theme already. Any other ideas? For reference, the rest of the permanent PC party is a rogue (thief) and an infernal warlock, so don't want to necessarily step on their toes with whatever it gets.</p><p></p><p>Second, I have all players add a bond, trait or flaw for each attuned item, so was hoping to crowdsource an idea for that as well. The flail's original owner was a Wind Duke who was destroyed by a Sphere of Annihilation during the War Chaos, so thought a decent bond might revolve around the preservation of the wielder's legacy, immortalizing his deeds, etc.</p><p></p><p>Thanks in advance for any ideas!</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 6652734, member: 31506"] Hi all, I'm trying to come up with an additional magical perk for a flail that I awarded the party's paladin. A little background: I'm running a converted Age of Worms adventure path, set in Golarion (pathfinder world). The party is currently 5th level, and just completed "The Whispering Cairn". Technically it's the first adventure in the published path, but since we ran some introductory adventures to set the stage, I had scaled everything up. The flail in question is a Wind Duke [URL]https://en.wikipedia.org/wiki/Wind_Dukes_of_Aaqa[/URL] relic they found in a previous adventure which lead them to investigate the Whispering Cairn in the first place. It was originally just a mithril triple headed flail that looked like an air censor. Each head could be opened, and could holy water, acid etc, which would trigger on a hit. After completing the adventure, and finding the Wind Duke Zosiel's tomb, I had its enchantment unlocked, so now it is a fully magical +1 flail that can glow per the light cantrip. I did want to add another small benefit to it, as it is the paladin's main weapon and will likely remain throughout the campaign. If it matters, he's an order of the ancients paladin serving the fey lords, with an emphasis on trickery and the thrill of life. I'm trying to avoid giving any additional direct damage/survivabity potential, as the character is probably overpowered as is. So something in the exploration/interaction arena would be best. The party has an item that can cast Gust of Wind once per day already, so that's out. After the 6th adventure, Gathering of Winds, the item will be upgraded again and let him cast Fly once per day. I was thinking allowing it to let him cast the Jump spell twice per day. He plays the character big, bold and fearless, and is always the first into trouble. It also kind of fits with the air theme already. Any other ideas? For reference, the rest of the permanent PC party is a rogue (thief) and an infernal warlock, so don't want to necessarily step on their toes with whatever it gets. Second, I have all players add a bond, trait or flaw for each attuned item, so was hoping to crowdsource an idea for that as well. The flail's original owner was a Wind Duke who was destroyed by a Sphere of Annihilation during the War Chaos, so thought a decent bond might revolve around the preservation of the wielder's legacy, immortalizing his deeds, etc. Thanks in advance for any ideas! [/QUOTE]
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