Feb. 5th, 2019

the_genderman: Ears, my D&D tabaxi wizard (Jaguar's Ears)
My game's DM has ruled that, since Ears will be joining the game already at level 6 to be on par with the rest of the party, I am allowed to add two magical items (subject to DM's final ruling), one common and one uncommon, or both common if that's how it works out.

I chose for my first item, a practical item: the Enduring Spellbook, which cannot be destroyed, can't be set on fire, can't be waterlogged, stuff like that. Very useful for an itinerant wizard.

I chose for my second item, a more whimsical one, but not without its uses: the Immovable Rod. It is a short, slightly fancy, iron rod. You press a button on one end of the rod, at which point it becomes magically fixed wherever it is. Even in mid-air, defying gravity. I just like the idea of "press a button and this metal stick floats in mid-air and you have to roll a DC30 strength check to move it." (Note: for those unfamiliar, that is rolled on a D20, and the maximum bonus you can add to any stat is +10, so that would take a creature with maxed-out strength rolling a nat 20 to move the rod at most 10 feet.)
the_genderman: The Red Fox graphic from the 1993 DOS computer game Animal Quest (Animal Quest Red Fox)
the "Hall of Fame" screen for Rabbit at the end of the Animal Quest computer game

Am I using my gallery space to host this image? Absolutely. This is one point off of the maximum score that you can obtain as a rabbit in Animal Quest. And I saw that sapling, that last single point, saw it was surrounded by predators, and said nope, I'm not getting eaten today.

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