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| #1Slit518May 24, 2015 10:42:01 | So, I decided to give the party some magical items after reaching a certain milestone in HotDQ. There are 4 members, so I gave 4 items,
What should I do with these items? I have some ideas but I'd also like to hear some of your ideas. Who knows, perhaps I may use your idea(s).
My idea for the Boots, they grant Advantage on Initiative rolls, and once an encounter the player can move double their movement speed when they take a move action.
The Cape I am thinking it should grant Resistance on falling damage.
The Belt I feel should have a Potion (2d4+2) HP replenish and be usable once an encounter. Alternatively it can be used outside of combat once a day. At level 8 the Potion upgrades to a Greater Potion and at level 16 a Superior Potion.
The Bracers I feel should grant the attacker Advantage on the first attack of an encounter as well as granting a +1 bonus to Armor Class.
Let me know what you think of mine, as well as post your own! |
| #2BRJNMay 24, 2015 15:21:25 | After falling 100 feet off a tower and barely surviving (yay CON-minor class/race combination!), my 4e Warlock got a pair of boots to reduce falling damage. The obverse of this might be a pair of boots that allow you to jump much farther, both up and across.
If you have a +CHR player, have the Cape be something that subtly influences NPCs to think he is a noble and his words should be given greater weight. +2 to any Charisma(insert skill here) check.
Dirty trick cape, based on Cape of the Mountebank and 4e Fey'locks: You teleport away but leave a Troglodyte Stench in the square where you used to be. Everybody who was going to beat you up now suffers a penalty.
Cursed Belt: falls down - and takes your pants with it - at inopportune times. Penalty to movement (and to AC against Small foes), penalty to Intimidate checks.
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