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<blockquote data-quote="BeauNiddle" data-source="post: 3936610" data-attributes="member: 836"><p>For the bow - have a look at bag of tricks. There are different types of bag so pick the one where the creatures are of similar power to celestial eagles and use that price. Add it as a fixed price to the bow - don't make it a +x power, straight cash is the way to go.</p><p></p><p>For the armour I wonder what you mean about can heal inifinity for the spell time - does that mean it heals a certain number of hitpoints per round and lasts a length of time? If so look at the regeneration effects.</p><p></p><p>Players ALWAYS want overpowered effects - they want to be the best, to stand out, to be glorious. What they don't realise is that it gets very boring quickly. Therefore it's the job of the DM to limit the player without making them feel worthless.</p><p></p><p>If the player is 1st level as you suggest they should only have a few hundred gold at most - they can barely afford some potions let alone magical items. What you should do is come up with a list of magical ingredients (wyvern's heart, unicorn hair, dryads tears, etc.) that he needs to collect to create these great items.</p><p></p><p>If there are more people in the group than just this wizard then make those ingredients part of the adventures the rest of the group go on. For example the evil necromancer that is terrorizing the town also has a hobby of collecting dryad tears for use in a ritual that will cause massive devestation. That way it's just a bonus reward and not favouring one player over the others.</p></blockquote><p></p>
[QUOTE="BeauNiddle, post: 3936610, member: 836"] For the bow - have a look at bag of tricks. There are different types of bag so pick the one where the creatures are of similar power to celestial eagles and use that price. Add it as a fixed price to the bow - don't make it a +x power, straight cash is the way to go. For the armour I wonder what you mean about can heal inifinity for the spell time - does that mean it heals a certain number of hitpoints per round and lasts a length of time? If so look at the regeneration effects. Players ALWAYS want overpowered effects - they want to be the best, to stand out, to be glorious. What they don't realise is that it gets very boring quickly. Therefore it's the job of the DM to limit the player without making them feel worthless. If the player is 1st level as you suggest they should only have a few hundred gold at most - they can barely afford some potions let alone magical items. What you should do is come up with a list of magical ingredients (wyvern's heart, unicorn hair, dryads tears, etc.) that he needs to collect to create these great items. If there are more people in the group than just this wizard then make those ingredients part of the adventures the rest of the group go on. For example the evil necromancer that is terrorizing the town also has a hobby of collecting dryad tears for use in a ritual that will cause massive devestation. That way it's just a bonus reward and not favouring one player over the others. [/QUOTE]
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