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| #1PhesianOct 08, 2014 23:28:48 | So I'm running LMoP with some friends of mine and have run into a slight bump in the road regarding magic items and such, mainly that a number of the items built into the campaign are terrible for our party. We've got a Druid/Cleric, a Sword and Board Barbarian, a fire slinging dragon sorcerer and a fiendish tome warlock. The sorc and the warlock both have spell sniper, the druid has the Healer feat and the barb likes to eat the bodies of enemies (that last part isn't relevant).
Anyway quite a few of the items presented in LMoP are more or less useless to the group (I won't name them cause spoliers), but safe to say that as the DM I'd like to make sure that they all find some interesting items that can become iconic and usefull to them. Our Warlock for example, had a modified version of the "rogue" background from the pre-gen characters and has since laid claim to the staff held by a certain wizard (whom the warlock once stole from). He can't even use most of the staff's abilities, but likes having it because of story reasons.
Beause our druid/cleric has the healer feat and is something of a bleeding heart when comes to stuff like that, I'm considering dropping one of the magic weapons in LMoP and giving her a magical healer's kit. Something along these lines:
Heward's Handy Healer's Kit (tenative name) This beat up old leather rukesack is stuffed to the brim with bandages, salves and alchemical containers. Although it looks rather mundane, it is in truth a powerful aid to those who seek to heal others. The kit functions exactly like a Healer's Kit (with 10 uses) and Herbalisim Kit to anyone who uses it, but gains a number of special properties once attuned to an individual. Once attuned, the rukesack allows it's weilder to access a secret extradimensional space. The space is equal to 2 cubic feet/40 lbs of gear, and can only be accessed by the creature attuned to it. What's more, once attuned to an individual the pack refills it's contents on a daily basis. It starts with 10 "uses" or charges, and regains 1d4+6 charges every morning at sunrise. Should any of the herbalisim supplies within it be removed, they are always replaced the following morning as well. SECRET *In order to attune to the rukesack, a character must first use it to heal or revive another creature. After which point they can spend an hour meditating and exploring the bag's contents to discover it's properties. *Any item placed into the bag finds itself perfectly sanitized and clean upon it's removal an hour later.
Does this look like a fair and balanced item? I know I'm the DM and have final call, I only ask because the DMG isn't out yet and any feedback would be nice. |
| #2Plaguescarred1Oct 09, 2014 5:31:32 | Looks good to me! #LoveIt |
| #3melloredOct 09, 2014 5:38:07 | Seems fine to me. Not really much different from everlasting torches, or quiver of endless arrows.
Not sure you even need it to be attuned. It's not that powerful. Your just saving the group some gold. Now, if it made healing potions as well... |
| #4TimboramaOct 09, 2014 5:38:42 | Looks neat! Though I think the "use it first before you can be attuned" clause is a little silly, but that's just my opinion!
But having it be an attuned item is fine, so that way you can sorta "hide" your stuff in there, and not just any Joe Schmoe can come along and take stuff from it (unless attuned first!) |
| #5AkeishaOct 09, 2014 16:12:42 | That sounds quite nice!
And I can understand your frustration with the "default" magical items in the adventure. I am "tweaking/changing" them to better suit the party as they go. |
| #6PhesianOct 09, 2014 18:27:18 | Thanks for the feedback everyone! In retrospect using an attunment "slot" to simply save some gold and money does seem like a bit much. So I think I'll increase the size of the secret compartment, add a Gentle Repose effect to it. Plus it needs a bit more flavor, so here's the updated version I think I'll go with in case anyone wants to snag it...
Faenor's Friend This beat up old leather rukesack appears to be of dwarven make and is stuffed to the brim with bandages, salves and alchemical containers. Although it looks rather mundane, it is in truth a powerful aid to those who seek to heal others. Given as a gift from The Revered Mother to her most trusted followers, this bag contains everything a Faenor would need to protect and heal their clan and countryman. *The kit functions exactly like a Healer's Kit (with 10 uses) and Herbalisim Kit to anyone who uses it, but gains a number of special properties once attuned to an individual. *Once attuned, the rukesack allows it's weilder to access a secret extradimensional space. The space is equal to 12 cubic feet/300 lbs of gear, and can only be accessed by the creature attuned to it. The bag's opening is 1 by 2 feet large, and any living creature placed within it sufficates after 1 minute. What's more, once attuned to an individual the pack refills it's contents on a daily basis. It starts with 10 "uses" or charges, and regains 1d4+6 charges every morning at sunrise. Should any of the herbalisim supplies within it be removed, they are always replaced the following morning as well. SECRET *In order to attune to the rukesack, a character must first use it to heal or revive another creature. After which point they can spend an hour meditating and exploring the bag's contents to discover it's properties. *Any item placed into the bag finds itself perfectly sanitized, cleaned and dryed upon it's removal an hour later. Likewise, items placed within it are not subject to age, rust, mold or any other age induced effect. Any organic material within it is treated as though it were under the effects of the Gentle Repose spell. SPECIAL Due to the secretive nature of the bag and its contents, adventures are not likely to find an empty Faenor's Friend. DMs are encouraged to toss any number of trinkets, items, equipment and even body parts of unknown origin into a found Faenor's Friend; as previous owners have a habit of stuffing almost anything into it, and rarely part with one through non-violent means. |
| #7melloredOct 10, 2014 7:11:35 | IMO:
Unattuned: This kit acts as a normal healers kit. Regaining 1d4+1 charges every day, upto a maximum of 10. Each time a creature uses this, he must make a DC 20 Intelligence (Search) check. If he succeds he notices the secret compartment. You must then attune to access it.
Attuned: You gain access to an extra dimentional space that can carry 2 cubic feat or 50lbs. The number of chargest increase to 2d4+2, and it can hold 20 charges. Half of which appear in the compartment.
Secret: Bodies placed into the extra dimentional space are considered to have the Gental Repose spell cast upon them while they are inside. Items are also cleaned and disinfected, and water is purified, and food does not spoil. Though spoiled food placed in the bag will remain spoiled.
Special: The bag is often loaded with trinkets from the previous owner. |
| #8dwgautierOct 10, 2014 7:23:26 | How about adding this to it.
1 charge = a single aplication of a healers kit 3 charges = anti toxin (shelf life of a ten day) 6 charges= healing potion (shelf life of a ten day)
Keep it at 10 charges total so it doesnt get too abusive
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| #9PhesianOct 10, 2014 13:35:04 |
Great suggestions everyone! My only issue with a lot of them is that they only create more book-keeping. Splitting the charges into two groups, while thematically pretty dang cool, just makes you have to keep track of more. Perhaps the pack could have 10 regular, non regenerating uses and then a seperate 10 for the attuned that DO regen? This would all but alleviate the stress of choosing which group of charges to pick from.
I have a similar issue with letting it create potions and stuff. Making permanent potions is a bit too powerful, but temp potions is just WAY more book-keeping. I like the idea behind it though, which is why I had it count as an herbalism kit. Perhaps using the kit would halve the time it takes to make a potion? |
| (Reply to #9)Coredump00 |
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| #11dwgautierOct 10, 2014 17:31:32 | If you want to make it easy, lower the cost of the anti toxin to 2 and healing potion to 3 and make the shelf life last 24 hours (or when a long rest starts). Way less book work that way. |
| #12PhesianOct 10, 2014 18:21:24 |
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| #13PhesianOct 10, 2014 19:30:19 | In retrospect, I also think I can get behind the Wisdom (Investigation) check to attune to it, assuming it's understood that someone could be informed of the items true nature and not have to make the check to access it. New version then: |
| (Reply to #12)Coredump00 |
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| #15NevvurOct 11, 2014 0:11:51 | Personally, I feel the Healer feat itself steals the shine from healer casters, so the feat doesn't exist at my table. In my mind, it just takes more than slapping on a band aid to tend a wound, which is about the extent of what I visualize one could do with 1 action/six seconds. However, anyone proficient with healer's kit can spend 10 minutes and one use to restore 1d6+4 once per character during a short rest.
It's a neat magic item though, and I feel certain I'll add it into my campaign with some revisions. Aside from the tweaks I'll use at my table, I would nix the healing potion/antitoxin generation since it refills herbalism kit supplies freely. It's already a small bag of holding, which is wondrous in its own right. A free daily healing potion, even one that expires, is too generous IMO. |
| #16Coredump00Oct 11, 2014 0:20:24 | I agree. I think it should be like First AId. It must be used within (10 minutes? 1 hour?) of taking damage, and in 1 minute you can heal back D6 hp, with a successful Heal skill check, you get 2d6 instead.
Y'know.... thinking about it. This may be *supposed* to compete with healer classes. Or rather, a game mechanism to allow anyone to be the healer, so the playgroup doesn't *have to* take a healer character.
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| #17NevvurOct 11, 2014 1:02:08 |
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| (Reply to #17)Coredump00 |
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| #19melloredOct 11, 2014 7:27:16 |
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| #20PhesianOct 11, 2014 14:21:06 |
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