Simple item, advice on how to use it?

magnusmalkus

First Post
I have this low level magic item. I'm thinking it's good for levels 1-5 at best. It causes all within 5' of the wearer to take 1d6 fire damge for as long as they remain in those spaces. It's effect can last 10 turns. As a user of this item, how can I take advantage it?

For one, it reqires melee'ists to have a reach weapon if they wish to not take the damage (disregard that it's fairly easy to reduced or nullify such nuisance damage). But... what else can the user do to take advantage of this item? Find a way to keep people close to in within the damage dealing proximity? What can be done to take advantage of making someone else use reach or ranged weapons?

Thanks for your help!
 

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Consider the RP applications.

I saw a PC with a Hat of Disguise pull off one hell of a bluff.

He'd been challenged, and had accepted. I'll describe what the opponent saw.

<description>
Bones flips his dagger into the dirt, then says a few words. "By the pact, I summon the power of fire.", he says, and his hand lights up. The flames flow out into a humanoid form that then takes a position to one side.

"By the pact, I summon the power of Air!", says, and the dagger lifts off of the ground, to hover in combat position.

"By the pact, I summon the power of Earth!", he says, laying one hand on the ground. Layers of stony plates flow up and over him, until he towers 7 feet tall, resembling a Doud, or other Earth Elemental.

"Now, do you really want to throw down with me?", he asks, hefting his blade.
</description>
Dancing Lights humanoid form for the "fire elemental", a Hand of the Mage to float the dagger, and a Hat of Disguise for the Earth elemental transformation. One hell of a circumstance bonus for a bluff check, I think you'll a agree.

So get it clarified by the DM whether your item causes you to emit visible flames, or if it's just heat. Then see what can be done dramatically.
 

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