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Skrill
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<blockquote data-quote="Planetouched" data-source="post: 547057" data-attributes="member: 7770"><p>Yey my first post on this forum.</p><p></p><p>Ok I gave a question for all yah DM's/Players out there, I've been playing DnD for several years now, have been DM for like 5 quests, been player in over 6 other quests. My problem is would like to create a bio-mechanical weapon, called a skrill, it'll obvious be an alien device, and will become one with the character that uses it. It'll have it's own consiousness but the PC or NPC will be the one that's in controll. I would like the weapon to create blasts of energy up to a range of 40 ft. The damage should be something alike 2d6 or 3d6, my main problem is that I don't want to overpower the thing.(my campain could be ruined in one sec if I do that) I think I could use these draw-backs:</p><p></p><p>-When the skrill first attaches to the PC/NPC(I guess it will attack to the arm, right preferably or left if the player is left handed) it deals 2 points of charisma damage. This cannot be overcome of gained back for aslong the skrill is attached to the player.</p><p></p><p>-The blast can be used savely for 3 times every day. Firing after 3 uses can be done but is risky. There's a 25% the weapon will refuse and will draw 2 points of con(these can be restored) and won't allow a shot for the rest of the day.</p><p></p><p>-The Skrill takes up magic-armor spaces, only one more ring and one bracelet can be worn.</p><p></p><p>The bonusses the weapon gives should be something alike this:</p><p></p><p>-The weapon has it's own mind. Perhaps it could give the character a +2 in one knowledge skill or a bonus on a save(Will perhaps?)</p><p></p><p>-3/day energy blast, 2d6(or 3d6, haven't chosen yet) up to 40 ft.</p><p></p><p>-If the weapon feel threatend(not just the PC/NPC) it could make use of somekind of teleportation spell-like ability(I guess dimension door will do, 1/day perhaps, or 1/week?)</p><p></p><p>-The Skrill could perhaps create a forcefield of energy, alike mage armor once per tenday if the user has already lost 75% of it's hp or give a +2 against a save that involves Con-drain?</p><p></p><p>Advise please. Please tell me what you think is overpowered and what's not. The characters are now level 4/5 but at the end of my campain they should reach level 17 at least.</p></blockquote><p></p>
[QUOTE="Planetouched, post: 547057, member: 7770"] Yey my first post on this forum. Ok I gave a question for all yah DM's/Players out there, I've been playing DnD for several years now, have been DM for like 5 quests, been player in over 6 other quests. My problem is would like to create a bio-mechanical weapon, called a skrill, it'll obvious be an alien device, and will become one with the character that uses it. It'll have it's own consiousness but the PC or NPC will be the one that's in controll. I would like the weapon to create blasts of energy up to a range of 40 ft. The damage should be something alike 2d6 or 3d6, my main problem is that I don't want to overpower the thing.(my campain could be ruined in one sec if I do that) I think I could use these draw-backs: -When the skrill first attaches to the PC/NPC(I guess it will attack to the arm, right preferably or left if the player is left handed) it deals 2 points of charisma damage. This cannot be overcome of gained back for aslong the skrill is attached to the player. -The blast can be used savely for 3 times every day. Firing after 3 uses can be done but is risky. There's a 25% the weapon will refuse and will draw 2 points of con(these can be restored) and won't allow a shot for the rest of the day. -The Skrill takes up magic-armor spaces, only one more ring and one bracelet can be worn. The bonusses the weapon gives should be something alike this: -The weapon has it's own mind. Perhaps it could give the character a +2 in one knowledge skill or a bonus on a save(Will perhaps?) -3/day energy blast, 2d6(or 3d6, haven't chosen yet) up to 40 ft. -If the weapon feel threatend(not just the PC/NPC) it could make use of somekind of teleportation spell-like ability(I guess dimension door will do, 1/day perhaps, or 1/week?) -The Skrill could perhaps create a forcefield of energy, alike mage armor once per tenday if the user has already lost 75% of it's hp or give a +2 against a save that involves Con-drain? Advise please. Please tell me what you think is overpowered and what's not. The characters are now level 4/5 but at the end of my campain they should reach level 17 at least. [/QUOTE]
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