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You find a magical _____, it does _____
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<blockquote data-quote="merwins" data-source="post: 7359381" data-attributes="member: 6829883"><p>C'mon folks, we can't be dry yet! </p><p></p><p></p><p></p><p><strong>Iaido Scabbard</strong> (rare, requires attunement)</p><p></p><p>This scabbard is unnaturally sharp on the OUTSIDE. It cuts through nearly anything, and attempting to carry it without attunement will cause d4 hit points of damage per round in combat or d4 hit points of damage per hour out of combat. (You can be careful, but not perfectly careful.) * </p><p></p><p>It will morph itself to fit any sword you care to sheath in it. In the first round you draw a sword from this scabbard, you gain +3 to initiative, +3 to hit and +3 to damage. Drawing the sword does NOT count as activating a magic item. </p><p></p><p>For clarity's sake, your initiative is only boosted for one round, even if you draw the sword in the first round of combat. It reverts to "normal" afterwards. </p><p></p><p>It has a single charge, which is replenished with a short rest. </p><p></p><p>If you have a campaign with evolving (level-based) weapons, you can add a charge at levels 6, 11, and 16. A short rest will still only replenish only a single charge. Sheathing the sword requires an action (activating a magic item). </p><p></p><p>*Of course, my vision for these items may not jibe with your vision, but I view this item as sufficiently powerful to deter frivolity or abuse. GMs should feel free to inflict additional hurt on characters that disrespect or try to get too clever with the scabbard. My suggestions: </p><p> - Casting an Identify spell results in d4 points of damage, but does not interrupt the spell. </p><p> - Attunement results in d4 points of damage. </p><p> - Dropping it in a bag of holding or other magic receptacle will have VERY BAD RESULTS.</p><p> - You could use it as a weapon, which would act as a sword, add d4 damage, and do d4 damage to you per attack. </p><p></p><p></p><p><strong>Next: A seed(ling) in a glass bead</strong></p><p><strong></strong></p></blockquote><p></p>
[QUOTE="merwins, post: 7359381, member: 6829883"] C'mon folks, we can't be dry yet! [B]Iaido Scabbard[/B] (rare, requires attunement) This scabbard is unnaturally sharp on the OUTSIDE. It cuts through nearly anything, and attempting to carry it without attunement will cause d4 hit points of damage per round in combat or d4 hit points of damage per hour out of combat. (You can be careful, but not perfectly careful.) * It will morph itself to fit any sword you care to sheath in it. In the first round you draw a sword from this scabbard, you gain +3 to initiative, +3 to hit and +3 to damage. Drawing the sword does NOT count as activating a magic item. For clarity's sake, your initiative is only boosted for one round, even if you draw the sword in the first round of combat. It reverts to "normal" afterwards. It has a single charge, which is replenished with a short rest. If you have a campaign with evolving (level-based) weapons, you can add a charge at levels 6, 11, and 16. A short rest will still only replenish only a single charge. Sheathing the sword requires an action (activating a magic item). *Of course, my vision for these items may not jibe with your vision, but I view this item as sufficiently powerful to deter frivolity or abuse. GMs should feel free to inflict additional hurt on characters that disrespect or try to get too clever with the scabbard. My suggestions: - Casting an Identify spell results in d4 points of damage, but does not interrupt the spell. - Attunement results in d4 points of damage. - Dropping it in a bag of holding or other magic receptacle will have VERY BAD RESULTS. - You could use it as a weapon, which would act as a sword, add d4 damage, and do d4 damage to you per attack. [B]Next: A seed(ling) in a glass bead [/B] [/QUOTE]
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