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Is Treasure and Magic Items Important To You?
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<blockquote data-quote="hopeless" data-source="post: 8291211" data-attributes="member: 36349"><p>I've been tinkering with items that grow in power alongside their bearer.</p><p>What was a simple +1 sword designed to fold up into a dagger in size for convenient transportation extending into a longsword when drawn.</p><p>That gained a d6 damage bonus once its wielder reached 3rd level though required attunement for that increase in power to work.</p><p>Another had a cape that initially only granted him advantage on skill checks he was most likely to use in this case Performance.</p><p>That increased in power at 4th level gaining +1 of protection for every 4 levels of its wearer once attuned with the added factor it was sentient and wanted to devour any other magical items the wearer carried granted a limited amount of them for a time.</p><p>Never got far enough to be honest, but I do wonder about this having revealed mana shards that were used to enchant weapons and armour depending on the character's choice though not beyond the +1 effect those don't require attunement though.</p><p>You can blame Eberron for THAT idea!</p><p></p><p>That was just the one game I dm'd for the one I played in my cleric was 4th level and only had the one magical item whilst others had 2 I believe it wasn't that big a deal for me since the magical items in question felt more random.</p><p></p><p>Tended to use the money to build and consecrate shrines to my character's deity mind you and because she was a herbalist crafted potions which the dm decided needed Arcana checks for a skill my character doesn't have as we had two wizards in the party so my knowledge domain cleric focused on Nature and Religion than Arcana.</p><p></p><p>Left that group a couple of months ago due to the dm's growing obsession with Exandria.</p><p>Long story cut short he made repeated claims it wasn't set on Exandria then after I started my game set on Exandria he decided to change his mind, demonstrating his railroad had run out of tracks.</p><p></p><p>Still interested in this thread though.</p></blockquote><p></p>
[QUOTE="hopeless, post: 8291211, member: 36349"] I've been tinkering with items that grow in power alongside their bearer. What was a simple +1 sword designed to fold up into a dagger in size for convenient transportation extending into a longsword when drawn. That gained a d6 damage bonus once its wielder reached 3rd level though required attunement for that increase in power to work. Another had a cape that initially only granted him advantage on skill checks he was most likely to use in this case Performance. That increased in power at 4th level gaining +1 of protection for every 4 levels of its wearer once attuned with the added factor it was sentient and wanted to devour any other magical items the wearer carried granted a limited amount of them for a time. Never got far enough to be honest, but I do wonder about this having revealed mana shards that were used to enchant weapons and armour depending on the character's choice though not beyond the +1 effect those don't require attunement though. You can blame Eberron for THAT idea! That was just the one game I dm'd for the one I played in my cleric was 4th level and only had the one magical item whilst others had 2 I believe it wasn't that big a deal for me since the magical items in question felt more random. Tended to use the money to build and consecrate shrines to my character's deity mind you and because she was a herbalist crafted potions which the dm decided needed Arcana checks for a skill my character doesn't have as we had two wizards in the party so my knowledge domain cleric focused on Nature and Religion than Arcana. Left that group a couple of months ago due to the dm's growing obsession with Exandria. Long story cut short he made repeated claims it wasn't set on Exandria then after I started my game set on Exandria he decided to change his mind, demonstrating his railroad had run out of tracks. Still interested in this thread though. [/QUOTE]
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