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Uninteresting 4E Magic Items (help!)
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<blockquote data-quote="LostSoul" data-source="post: 5374899" data-attributes="member: 386"><p>I'm also disappointed with 4E's magic items. Lately I've been adding some magic items from AD&D.</p><p></p><p>A few items the PCs already have: Gauntlets of Ogre Power, Boots and Cloak of Elvenkind. The gauntlets increase Str to 18 or add +2 to Str, whichever is higher. All of them give the PC a skill (which work differently in my game); the skill is the name of the item, like "Boots of Elvenkind". What does that skill do? I think it's pretty obvious. Boots of Elvenkind adds +5 to your roll if you're trying to sneak around quietly.</p><p></p><p>Here's an item I rolled up and (pretty easily) converted to 4E:</p><p></p><p>Ring of Weakness: The wearer will lose 1 point of Str and Con after each short rest until both scores are reduced to 3. However, the ring grants Invisibility, as the level 6 Wizard spell, once per encounter. Removing the ring requires a Remove Affliction ritual, after which the lost ability points return at a rate of 1 per extended rest.</p><p></p><p>I'm also going to use AD&D's Obsidian Steed.</p><p></p><p>Obsidian Steed: A small, nearly shapeless lump of glassy black stone. Close inspection reveals that it resembles a horse; carved into the bottom is a word of power in Supernal. Speaking the command word transforms the stone into a Nightmare. </p><p></p><p>Make a reaction roll (with a +4 bonus)* to determine the beast's orneriness: the steed will reject attempts to ride it, and, if mounted, it will attempt to shift into the Shadowfell (along with its rider) - unless persuaded otherwise. It can only be used once per day (24 hours), recharging at midnight.</p><p></p><p>* - For vanilla 4E campaigns, have someone make a Religion check to determine if they can mount it, and if they do, another Religion check to determine if they can keep it from shifting to the Shadowfell. The DC is a Moderate DC of the Nightmare's level.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5374899, member: 386"] I'm also disappointed with 4E's magic items. Lately I've been adding some magic items from AD&D. A few items the PCs already have: Gauntlets of Ogre Power, Boots and Cloak of Elvenkind. The gauntlets increase Str to 18 or add +2 to Str, whichever is higher. All of them give the PC a skill (which work differently in my game); the skill is the name of the item, like "Boots of Elvenkind". What does that skill do? I think it's pretty obvious. Boots of Elvenkind adds +5 to your roll if you're trying to sneak around quietly. Here's an item I rolled up and (pretty easily) converted to 4E: Ring of Weakness: The wearer will lose 1 point of Str and Con after each short rest until both scores are reduced to 3. However, the ring grants Invisibility, as the level 6 Wizard spell, once per encounter. Removing the ring requires a Remove Affliction ritual, after which the lost ability points return at a rate of 1 per extended rest. I'm also going to use AD&D's Obsidian Steed. Obsidian Steed: A small, nearly shapeless lump of glassy black stone. Close inspection reveals that it resembles a horse; carved into the bottom is a word of power in Supernal. Speaking the command word transforms the stone into a Nightmare. Make a reaction roll (with a +4 bonus)* to determine the beast's orneriness: the steed will reject attempts to ride it, and, if mounted, it will attempt to shift into the Shadowfell (along with its rider) - unless persuaded otherwise. It can only be used once per day (24 hours), recharging at midnight. * - For vanilla 4E campaigns, have someone make a Religion check to determine if they can mount it, and if they do, another Religion check to determine if they can keep it from shifting to the Shadowfell. The DC is a Moderate DC of the Nightmare's level. [/QUOTE]
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