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<blockquote data-quote="Lanliss" data-source="post: 7115984" data-attributes="member: 6801219"><p>Wow, good stuff. I feel like the main benefit of this is to help customize the PC for the player. If the player has a single niggling mechanic that just won't fit into the class, it can be relegated to the relevant item as a small, but able to grow, magical benefit. That is the key purpose of the Shield-fists I mentioned above, as the player wanted some shield-like punching weapons that got stronger as he leveled. It will be an interesting, and very violent, character. I did it previously as well, for a different person who wanted a fist-fighter without the monk chassis. A Simple fighter, with a scaling Unarmed Fighting style got the job done in that case.</p><p></p><p>That rapier sounds quite fun, and fairly similar in the vein of items I am talking about. I actually have a plan for a full campaign built on a set of these items.</p><p></p><p>PCs all ordered unique magic items from a Magic Shop. They all go to pick up on the same day but, as they reach the street with the shop, it explodes. When they reach the location all that is left is a smooth hemi-spherical crater, and their weapons. When they pick up the gear, a portal opens above them and sucks them into a Chaotic hellscape. Cue Adventure, where most days are spent pushing through a few miles of terror, camping for the night (which will probably be interrupted by a fight), then doing it more the next day.</p><p></p><p>I would probably aim for the items to have something like 6-8 distinct tiers. For example, a Longsword is just a plain Longsword until you have dealt 200 damage with it, at which time it Awakens into Excalibur, and deals 1d4 Slashing+1d4 radiant instead of just slashing. Later on it gets bonuses like a single maneuver from the battle master list, and then some sort of defense buff. The end goal is to make the Player into King Arthur, through a combination of their class abilities and the Weapon abilities.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7115984, member: 6801219"] Wow, good stuff. I feel like the main benefit of this is to help customize the PC for the player. If the player has a single niggling mechanic that just won't fit into the class, it can be relegated to the relevant item as a small, but able to grow, magical benefit. That is the key purpose of the Shield-fists I mentioned above, as the player wanted some shield-like punching weapons that got stronger as he leveled. It will be an interesting, and very violent, character. I did it previously as well, for a different person who wanted a fist-fighter without the monk chassis. A Simple fighter, with a scaling Unarmed Fighting style got the job done in that case. That rapier sounds quite fun, and fairly similar in the vein of items I am talking about. I actually have a plan for a full campaign built on a set of these items. PCs all ordered unique magic items from a Magic Shop. They all go to pick up on the same day but, as they reach the street with the shop, it explodes. When they reach the location all that is left is a smooth hemi-spherical crater, and their weapons. When they pick up the gear, a portal opens above them and sucks them into a Chaotic hellscape. Cue Adventure, where most days are spent pushing through a few miles of terror, camping for the night (which will probably be interrupted by a fight), then doing it more the next day. I would probably aim for the items to have something like 6-8 distinct tiers. For example, a Longsword is just a plain Longsword until you have dealt 200 damage with it, at which time it Awakens into Excalibur, and deals 1d4 Slashing+1d4 radiant instead of just slashing. Later on it gets bonuses like a single maneuver from the battle master list, and then some sort of defense buff. The end goal is to make the Player into King Arthur, through a combination of their class abilities and the Weapon abilities. [/QUOTE]
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