Help me reward a powergamer!

Patryn of Elvenshae said:
"Let's see, I can make myself easier to hit the vast, vast majority of the time, in exchange for a +5 bonus to skill I'll never a) attempt or b) succeed at even if I tried? No thanks!"
Well I don't disagree there. It was just my fault for letting my roleplaying side determine the gift to a powergamer. I thought of it like, "He'll have this weird slick-to-the-touch armor that would make him seem kinda unique & more cool. He'll only have 1 less AC which is already a 30 AC on average anyway. So swapping 1 point of AC that hardly makes or breaks an attack for a cool flavorful item might be a nice find". I was wrong :o

Let's see ... 7th-level Half-Orc Cleric ... What god / domains / personality?

He worships Trithereon and has the Liberation & Good domains. He's a powergamer that is really weak in the roleplaying department. So there's not much personality other than other PC's making fun of him being a dult due to his weak roleplaying attempts. We just play it off as the typical dumb Half-Orc. He spends his time with his nose in the Spell Compendium planning out his future strategies rather than paying attention to NPC interactions.

Felix said:
will allow him to use his Spontaneous Cures without really losing the spells that he burns.
Well, I kind of like him burning his spells with cure spells. I allow the spell compendium and any other WotC 3.5 book, so he's pretty much built an extremely well rounded character that makes it hard for NPC's to hurt him unless he just rolls poorly. Each spell he burns with a cure spell takes away his opportunity to buff himself more.

I have a tendency to create encounters that I think will be tough only for the PC's to plow through it with ease. So any little burning of spells helps my encounters feel more challenging :p

I gave the party a Bag of Tricks hoping he'd take it. But it went to another player. I thought about giving an animated rope, but he never cares about loot unless it'll beef him up more...so the other players end up with this stuff. I've been trying to come up with someone that would obviously be for a Cleric. Something that's not powergamey, but still "cool" for a cleric to have just in case.
 

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Hand of Glory: This mummified human hand hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use daylight and see invisibility each once per day.

Faint varied; CL 5th; Craft Wondrous Item, animate dead, daylight, detect invisibility; Price 8,000 gp;Weight 2 lb.
 

There's something a little dicey that you could try: modify his character. Like say, if he were bitten by a radioactive spider and gained the ability to spew very strong ropes from his wrists.
 

Give him a Wand of Spell Converting (see below). Then choose some appropriate spell. Something that pushes foes back may entice him.


Wand of Spell Converting:
This wand does not have any charges of its own. Instead it is powered by the wielder’s own spells. A spell of the appropriate level or above is absorbed by the wand and converted into the spell placed in the wand. The spell can only be of the same type (arcane, divine) and level as the spell in the wand.
Cost to Create: spell level x caster level x 1000 gp, spell to be placed in the wand.
 

Robe of useful items. My favorite item pre 3e. I'd never buy one in 3e - there's way too many areas I can improve for 8 grand, but as a found item it's great.
 

Horn of Goodness/Evil. Gussy it up and put gems on it. Horns are used far too seldomly in the game I've played in.

Ring of the Ram is a good one too. Classic and useful.
 


Dross said:
Wand of Spell Converting:
This wand does not have any charges of its own. Instead it is powered by the wielder’s own spells. A spell of the appropriate level or above is absorbed by the wand and converted into the spell placed in the wand. The spell can only be of the same type (arcane, divine) and level as the spell in the wand.
Cost to Create: spell level x caster level x 1000 gp, spell to be placed in the wand.
That's pretty nice. I may actually even convert it into a mace or some other weapon instead. A wand would seem to "sissy" for him :p But he'd actually really appreciate a unique magical weapon.

I think I'm gonna go with this, thanks man! Now I just need to figure out what spell it would cast :cool:


the Jester said:
Did you read that issue of Dragon too??
What Dragon issue was it in? I wanna check it out!

Felix said:
Horn of Goodness/Evil. Gussy it up and put gems on it. Horns are used far too seldomly in the game I've played in.
I was actually eyeballing this item yesterday. It was one of my choices. I was just trying to figure out how to introduce it without the other players taking it.

They already have the Ring of the Ram...that's just a must give item :p
 


Oryan77 said:
I was actually eyeballing this item yesterday. It was one of my choices. I was just trying to figure out how to introduce it without the other players taking it.
Make it the usual Horn of Goodness, but when blown by a cleric of [Deity], it also produces a Bless effect, also usable 1/day. That should put it in the cleric's hands.

Ghendar said:
Sovereign Glue - Real fun at parties.
You didn't happen to watch Dirty Rotten Scoundrels last night on Comedy Central, did you? :)
 

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