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Monsters with Fancy Equipment
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<blockquote data-quote="Saeviomagy" data-source="post: 4248749" data-attributes="member: 5890"><p>scourge of the Azer Taskmaster - pick a weapon that's close, make it cheaper to enchant with fire</p><p>silver greatswords of the Githyanki - aren't these ones just great swords that can cut astral trails?</p><p>flametouched mace of the Pit Fiend - mace that enchants easier with fire</p><p>blowguns of the Banshrae - surely the banshrae have rules? Limited ammo makes them not too much of a problem.</p><p>spider rod of the Drow Arachnomancer - make it an implement that only boosts spider spells</p><p>dragonhide armor of the Fire Giant Forgecaller - armor that enchants easier with (I assume) fire.</p><p>hexer rod of the Goblin Hexer - pick an implement</p><p>slimy light shield of the Kuo-Toa Marauder</p><p>pincer staff of the Kuo-Toa Whip</p><p>bone breastplate of the Kuo-Toa Marsh Mystic - sounds like a warlock implement</p><p>the Wand of Orcus - sounds like an artifact</p><p>the skull mace of the Aspect of Orcus - mace that enchants easier with... necromancy stuff</p><p>Doresain's Toothlust and Cloak of Mouths - I have no idea what these are</p><p>tridents of any of a large variety of monsters with them - the difference between a spear and a trident is basically nil</p><p>shadowmail of the Shadar-Kai - normal armor that enchants easier with shadowy properties</p><p></p><p>Note that most of these will essentially come down to "items that break down into specific use residuum", and so you could simplify things by just saying that they're worth X residuum, taken out of the monsters pile-o-gold and assume that the players will get enough of a mix of things to make whatever they want.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4248749, member: 5890"] scourge of the Azer Taskmaster - pick a weapon that's close, make it cheaper to enchant with fire silver greatswords of the Githyanki - aren't these ones just great swords that can cut astral trails? flametouched mace of the Pit Fiend - mace that enchants easier with fire blowguns of the Banshrae - surely the banshrae have rules? Limited ammo makes them not too much of a problem. spider rod of the Drow Arachnomancer - make it an implement that only boosts spider spells dragonhide armor of the Fire Giant Forgecaller - armor that enchants easier with (I assume) fire. hexer rod of the Goblin Hexer - pick an implement slimy light shield of the Kuo-Toa Marauder pincer staff of the Kuo-Toa Whip bone breastplate of the Kuo-Toa Marsh Mystic - sounds like a warlock implement the Wand of Orcus - sounds like an artifact the skull mace of the Aspect of Orcus - mace that enchants easier with... necromancy stuff Doresain's Toothlust and Cloak of Mouths - I have no idea what these are tridents of any of a large variety of monsters with them - the difference between a spear and a trident is basically nil shadowmail of the Shadar-Kai - normal armor that enchants easier with shadowy properties Note that most of these will essentially come down to "items that break down into specific use residuum", and so you could simplify things by just saying that they're worth X residuum, taken out of the monsters pile-o-gold and assume that the players will get enough of a mix of things to make whatever they want. [/QUOTE]
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