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Holy Symbol Weapon for a Paladin of Oghma
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<blockquote data-quote="Larrin" data-source="post: 6086001" data-attributes="member: 55816"><p>With just a little digging, I found this:</p><p></p><p><a href="http://forgottenrealms.wikia.com/wiki/Mortal_Strike" target="_blank">http://forgottenrealms.wikia.com/wiki/Mortal_Strike</a></p><p></p><p>So the favored weapon of Oghma is a +5 dancing defending longsword (in 3.5). More power than you'd want to dump at this level, likely, but a decent starting point if you want to go the simple traditional route.</p><p></p><p>However, you may want to consider what oghma means to the paladin, You said he doesn't care about knowledge, so what does drive him to worship oghma? If there is no real reason for his choice of oghma, then what drives his paladin to be a paladin? If you want the player to become more engaged because of this item, then probably it should speak to him/his character's playstyle/view of ogham/paladinism. If he likes being a tanky paladin, an encounter power to add enhancemt to ac might be a good idea (essentially a defending weapon). If he sees Oghma as a neutral choice that lets him serve a god without having to worry about good and evil, then maybe some banishing effects (or slow, daze, etc) vs good AND evil. If he's always complaining he doesn't have enough ability to do X, let it give him some more X. If he loves it when he gets to do Y, let it give him more Y to do.</p><p></p><p>Example: If I were playing a paladin of oghma, but didn't care about knowledge myself, I might care about others that did, and about restoring knowledge when destroyed, so I would make it like this.</p><p></p><p>Spear of Oghma's Guardian</p><p>+X</p><p>crit: 1d6 per X, if a successful knowledge check was made by you or an ally against the target this encounter 1d10 per X</p><p>Property: whorshipers of Oghma may use this as a holy symbol.</p><p>*Encounter power: (free or imm. interrupt?) Use when and ally in burst X makes a knowledge check. That ally gains a +X item bonus to the check, and if the check is successful they gain a +X shield bonus to AC until the end of their next turn. While they have the shield bonus, the first enemy to attack them provokes an opportunity attack from you.</p><p>*Daily: once per day you may cast the mending ritual to fix X amount of destroyed books, scrolls, or other objects that conveyed knowledge at no cost and half the time.</p><p></p><p>Obviously, if no one ever makes checks in your group, this isn't the way to go, but that's what comes to mind.</p></blockquote><p></p>
[QUOTE="Larrin, post: 6086001, member: 55816"] With just a little digging, I found this: [url]http://forgottenrealms.wikia.com/wiki/Mortal_Strike[/url] So the favored weapon of Oghma is a +5 dancing defending longsword (in 3.5). More power than you'd want to dump at this level, likely, but a decent starting point if you want to go the simple traditional route. However, you may want to consider what oghma means to the paladin, You said he doesn't care about knowledge, so what does drive him to worship oghma? If there is no real reason for his choice of oghma, then what drives his paladin to be a paladin? If you want the player to become more engaged because of this item, then probably it should speak to him/his character's playstyle/view of ogham/paladinism. If he likes being a tanky paladin, an encounter power to add enhancemt to ac might be a good idea (essentially a defending weapon). If he sees Oghma as a neutral choice that lets him serve a god without having to worry about good and evil, then maybe some banishing effects (or slow, daze, etc) vs good AND evil. If he's always complaining he doesn't have enough ability to do X, let it give him some more X. If he loves it when he gets to do Y, let it give him more Y to do. Example: If I were playing a paladin of oghma, but didn't care about knowledge myself, I might care about others that did, and about restoring knowledge when destroyed, so I would make it like this. Spear of Oghma's Guardian +X crit: 1d6 per X, if a successful knowledge check was made by you or an ally against the target this encounter 1d10 per X Property: whorshipers of Oghma may use this as a holy symbol. *Encounter power: (free or imm. interrupt?) Use when and ally in burst X makes a knowledge check. That ally gains a +X item bonus to the check, and if the check is successful they gain a +X shield bonus to AC until the end of their next turn. While they have the shield bonus, the first enemy to attack them provokes an opportunity attack from you. *Daily: once per day you may cast the mending ritual to fix X amount of destroyed books, scrolls, or other objects that conveyed knowledge at no cost and half the time. Obviously, if no one ever makes checks in your group, this isn't the way to go, but that's what comes to mind. [/QUOTE]
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