In the campaign I am DM'ng we have a player that I'm attempting to encourage to role-play and have a bit more interaction with the group and with NPC's. When he does interact, he does well, but he's extremely shy and is obviously not confident about his role-playing abilties. Of course... practive makes perfect
. I have discussed this with him, but I don't want him to feel forced by edict to role-play. I just said it was simply something to keep in mind when he plays.
Anyway, I try to squeeze alot of role-playing out of my players (all the players know from the beginning that this is a major focus in my games, so they've been warned). I was giving thought to this issue and I came up with an item that will subtly and covertly encourage this player. So here goes...
The character is a 1st level cleric of Ilmater and a 4th level monk. The character is definately very focused on doing good deeds and has a kind and gentle heart that wishes to help those around him. Since the party is 5th level now and they have yet to get any magical items, I thought that the next adventure should include a handful of interesting items (including the one below).
I haven't decided what the item will be yet, I just don't want something typical like a ring or an amulet. I'd like it to be an interesting or odd object... and that's why I'm posting. What suggestions do you guys have? What would be a cool object to make this item out of? Well, here are the powers:
Item X:
(These powers are taken from Monte Cook's Book of Hollowed Might an Book of Eldritch Might 2.)
This item has two abilities. First it allows the user to reform evil creatures once a day. Additionally it bestows the Creature Loresight ability three times a day.
Reform: The wielder has the ability to use logic, moral lessons, persuasion, and kindness to turn someone from the path of evil. After the wielder speaks with an evil creature individually for at least one hour per day, for one day per level of the creature, the creature must make a Will saving throw (Difficulty Class equals your Diplomacy skill bonus). If the saving throw fails, the creature moves one step in alignment closer to the wielder’s alignment. For example, if a lawful good cleric attempts to reform a captive chaotic evil umber hulk, a failed save results in the umber hulk’s alignment changing to either neutral evil or chaotic neutral, as the DM considers appropriate. Further successful attempts at reformation move the creature’s alignment closer toward yours. The reformed creature suffers no penalties for changing alignment. The Difficulty Class is further modified by penalties or bonuses that the DM deems appropriate. Reforming an evil human may be easier than reforming a dark elf, which may be easier than reforming a night hag. (Some creatures, like demons, may very well be impossible to reform.) Further, conditions can modify the saving throw by +/–2, depending on how well the wielder treats the creature. A character can attempt to reform only one creature at a time. A creature to be reformed must have Intelligence and Charisma scores of at least 3.
Creature Loresight: The wielder learn something significant about a creature (living or dead) that they touch (Will save DC 14). Go through this list, in order, and the first bit of lore you do not know, you learn through this spell:
1. Creature’s race or type
2. Creature’s name (if none, then skip)
3. Creature’s class (if none, then skip)
4. How the creature died (if not applicable, skip)
5. Creature’s most recent, basic goal (obtain food, carry out the orders of its superior, get some sleep, etc.)
6. Creature’s attitude toward you
7. Creature that this creature interacted with most recently (other than you)
8. Creature’s most valuable possession, if any
9. Location of the creature’s home or lair, if any
10. Creature’s alignment
Multiple uses allow you to gain multiple bits of information. If you know all of the above information, this spell teaches you nothing.
If this item is wielded by an evil character, he immediately gains two negative levels. A neutral character who attempts to use this item immediately gains one negative level. While these negative levels never result in lost levels, they remain as long as the item is wielded and cannot be overcome in any way (including restoration spells).
Price: ?
Weight: ?
Well guys... what would be an iteresting object/item? Thanks for the help!

Anyway, I try to squeeze alot of role-playing out of my players (all the players know from the beginning that this is a major focus in my games, so they've been warned). I was giving thought to this issue and I came up with an item that will subtly and covertly encourage this player. So here goes...
The character is a 1st level cleric of Ilmater and a 4th level monk. The character is definately very focused on doing good deeds and has a kind and gentle heart that wishes to help those around him. Since the party is 5th level now and they have yet to get any magical items, I thought that the next adventure should include a handful of interesting items (including the one below).
I haven't decided what the item will be yet, I just don't want something typical like a ring or an amulet. I'd like it to be an interesting or odd object... and that's why I'm posting. What suggestions do you guys have? What would be a cool object to make this item out of? Well, here are the powers:
Item X:
(These powers are taken from Monte Cook's Book of Hollowed Might an Book of Eldritch Might 2.)
This item has two abilities. First it allows the user to reform evil creatures once a day. Additionally it bestows the Creature Loresight ability three times a day.
Reform: The wielder has the ability to use logic, moral lessons, persuasion, and kindness to turn someone from the path of evil. After the wielder speaks with an evil creature individually for at least one hour per day, for one day per level of the creature, the creature must make a Will saving throw (Difficulty Class equals your Diplomacy skill bonus). If the saving throw fails, the creature moves one step in alignment closer to the wielder’s alignment. For example, if a lawful good cleric attempts to reform a captive chaotic evil umber hulk, a failed save results in the umber hulk’s alignment changing to either neutral evil or chaotic neutral, as the DM considers appropriate. Further successful attempts at reformation move the creature’s alignment closer toward yours. The reformed creature suffers no penalties for changing alignment. The Difficulty Class is further modified by penalties or bonuses that the DM deems appropriate. Reforming an evil human may be easier than reforming a dark elf, which may be easier than reforming a night hag. (Some creatures, like demons, may very well be impossible to reform.) Further, conditions can modify the saving throw by +/–2, depending on how well the wielder treats the creature. A character can attempt to reform only one creature at a time. A creature to be reformed must have Intelligence and Charisma scores of at least 3.
Creature Loresight: The wielder learn something significant about a creature (living or dead) that they touch (Will save DC 14). Go through this list, in order, and the first bit of lore you do not know, you learn through this spell:
1. Creature’s race or type
2. Creature’s name (if none, then skip)
3. Creature’s class (if none, then skip)
4. How the creature died (if not applicable, skip)
5. Creature’s most recent, basic goal (obtain food, carry out the orders of its superior, get some sleep, etc.)
6. Creature’s attitude toward you
7. Creature that this creature interacted with most recently (other than you)
8. Creature’s most valuable possession, if any
9. Location of the creature’s home or lair, if any
10. Creature’s alignment
Multiple uses allow you to gain multiple bits of information. If you know all of the above information, this spell teaches you nothing.
If this item is wielded by an evil character, he immediately gains two negative levels. A neutral character who attempts to use this item immediately gains one negative level. While these negative levels never result in lost levels, they remain as long as the item is wielded and cannot be overcome in any way (including restoration spells).
Price: ?
Weight: ?
Well guys... what would be an iteresting object/item? Thanks for the help!

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