Thursday, January 6, 2011
Magic Items for 1st level characters
Hope everyone had a Happy New Year!
Occasionally I'm tempted to throw those squishy 1st level characters a bone (I know, I'm a big softy), so here are some magic items appropriate for a 1st level character to be gifted as "starting equipment".
Magic User: Staff of the Apprentice
This staff is typically made of sturdy wood reinforced with brass caps at either end and engraved with arcane runes from top to bottom. They are usually distinct in appearance from one school or master to the next, and are typically given to a young Magic User upon "graduating" to a full-fledged 1st level apprentice. The staff allows the magic user to cast each of the following, once per day: dancing lights, detect magic, and read magic.
Cleric: Amulet of the Acolyte
This is an ornate amulet or holy symbol, bearing the device of the cleric's patron, given to young clerics upon achieving the status of a full-fledged 1st level acolyte. It is typically made of brass or iron with a thin plating of silver or gold, and sometimes inlaid with gems. When brandished, it allows clerics to turn undead as if they were 1 level higher, and also allows the cleric to cast, once per day, protection from evil.
Fighter: Sword of my Ancestor
Not necessarily a sword, this is a weapon, sometimes ornate, sometimes plain, that has typically been hanging over a mantelpiece for most of the young fighter's life, and is given to him or her when they first set off in search of adventure, along with the tale of that brave ancestor's adventures (perhaps with a legacy which may come back to haunt and/or favor the character later in the campaign). While the weapon is not magical (most of the time), once per day the character can draw upon the small amount of magic remaining in it, or perhaps spirit haunting it, to make an attack as if it were a +3 magical weapon. Unfortunately, this is stressful to the old thing, and any "natural 1" rolled during such an attack results in the weapon being irreparably broken.
Thief: Such Clever, Cunning Instruments
This is a set of small tools, picks, and other devices crafted by the thief's master and gifted to him or her upon "graduating". They are typically carried in a small, waterproof leather pouch that may be easily concealed beneath the thief's outer clothing. So cunningly are the tools crafted, that the thief's minimum chance to open locks or remove traps is 40%. Of course, once the thief's own abilities surpass 40% in those skills, the tools are of no more use to him or her and they typically pass them along to the next neophyte burglar.