D&D... entering the game not at level 1
Feb. 5th, 2019 08:08 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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.)
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.)