Starscream
2010-01-08, 04:24 AM
I just got myself the old D&D cartoon series (which is Awesometacular) on DVD. As I'm sure some of you know, it contains a 30 page book that stats out the main characters in 3.5 terms. I wasn't expecting much of it, but to my surprise it's a pretty neat little supplement. In particular I like the way the character's unique magic items were represented.
Does anyone else have this book? Do you have any opinions on the magic items therein? I'm thinking of including them in an upcoming campaign just to see if anyone spots the reference. They aren't very expensive, so I don't think they'll be imbalancing, but I'd like your opinions.
Because this book is so obscure, I briefly describe the items here.
Hank's Bow: A +2 composite bow that fires arrows of pure force. You never run out of ammo, the arrows can affect incorporeal beings, and they each do 2d6 damage. The most interesting thing is that this bow actually includes the ability to power attack, something no other bow can do. You don't even need the feat. Seems handy. I think I have seen this item mentioned elsewhere, but its the only one.
Eric's Shield: A +2 bashing heavy steel shield that can be wielded two-handed. As an immediate action the wielder can create a Resilient Sphere effect centered on themselves. Only works for 5 rounds a day, but the fact that it is an immediate action (and protects from practically anything) means that's 5 times a day you can basically say "No" whenever something bad happens to you.
Diana's Staff: +2 ki strike quarterstaff when wielded, a +2 ki strike javelin when thrown. Can also grow and shrink in size (from 1 inch to 20 feet), grants a +5 on jump rolls, and you get a free trip attempt any time you hit someone with it. Yeah, I know, monks stink. But the free tripping could be handy for some builds, and you can stun people at a range. I'd personally try to further enchant it to have the returning ability to make throwing it more useful.
Presto's Hat: Okay, this could probably break a game if used wisely. First it acts as a Rod of Wonder. Yawn. But it also can produce any spell component of up to 1000gp value. Sweet! They disappear after a round, so you can't use this for infinite wealth generation, but it'll still save a fortune. Thirdly, the hat can automatically empower any spell you cast. No increase in level, usable an infinite number of times a day. Fourth, it can be used to immediately cast any spell in your spellbook in place of one you have prepared. Since wizards can have a ton of spells in their tomes, this is awesome. However, there is a downside; if you use either the empower or spell-swap functions you roll d%. There's about a 1/3 chance that the spell gets wasted and a Rod of Wonder effect happens instead, a 1/3 chance that it works, and a 1/3 chance that it works and you get the effect. Pretty neat, if unreliable.
Sheila's Cloak: The most mundane of the items. 5 times a day you can cast invisibility on yourself. 2 times a day you can cast greater invisibility for 1d4 rounds. A ring of invisibility is cheaper, although this has a higher CL and uses up a less vital item slot.
Bobby's Club: +2 greatclub that also confers +4 strength. Three times a day you can cause a small earthquake that goes 30 feet in a line. Anyone in the line must make a reflex save or fall prone. Like the cloak this is pretty straightforward.
Has anyone used these items at all? I definitely think the bow, the shield, and the hat have some distinct possibilities. All in all a pretty nice book, especially for a freebie.
Does anyone else have this book? Do you have any opinions on the magic items therein? I'm thinking of including them in an upcoming campaign just to see if anyone spots the reference. They aren't very expensive, so I don't think they'll be imbalancing, but I'd like your opinions.
Because this book is so obscure, I briefly describe the items here.
Hank's Bow: A +2 composite bow that fires arrows of pure force. You never run out of ammo, the arrows can affect incorporeal beings, and they each do 2d6 damage. The most interesting thing is that this bow actually includes the ability to power attack, something no other bow can do. You don't even need the feat. Seems handy. I think I have seen this item mentioned elsewhere, but its the only one.
Eric's Shield: A +2 bashing heavy steel shield that can be wielded two-handed. As an immediate action the wielder can create a Resilient Sphere effect centered on themselves. Only works for 5 rounds a day, but the fact that it is an immediate action (and protects from practically anything) means that's 5 times a day you can basically say "No" whenever something bad happens to you.
Diana's Staff: +2 ki strike quarterstaff when wielded, a +2 ki strike javelin when thrown. Can also grow and shrink in size (from 1 inch to 20 feet), grants a +5 on jump rolls, and you get a free trip attempt any time you hit someone with it. Yeah, I know, monks stink. But the free tripping could be handy for some builds, and you can stun people at a range. I'd personally try to further enchant it to have the returning ability to make throwing it more useful.
Presto's Hat: Okay, this could probably break a game if used wisely. First it acts as a Rod of Wonder. Yawn. But it also can produce any spell component of up to 1000gp value. Sweet! They disappear after a round, so you can't use this for infinite wealth generation, but it'll still save a fortune. Thirdly, the hat can automatically empower any spell you cast. No increase in level, usable an infinite number of times a day. Fourth, it can be used to immediately cast any spell in your spellbook in place of one you have prepared. Since wizards can have a ton of spells in their tomes, this is awesome. However, there is a downside; if you use either the empower or spell-swap functions you roll d%. There's about a 1/3 chance that the spell gets wasted and a Rod of Wonder effect happens instead, a 1/3 chance that it works, and a 1/3 chance that it works and you get the effect. Pretty neat, if unreliable.
Sheila's Cloak: The most mundane of the items. 5 times a day you can cast invisibility on yourself. 2 times a day you can cast greater invisibility for 1d4 rounds. A ring of invisibility is cheaper, although this has a higher CL and uses up a less vital item slot.
Bobby's Club: +2 greatclub that also confers +4 strength. Three times a day you can cause a small earthquake that goes 30 feet in a line. Anyone in the line must make a reflex save or fall prone. Like the cloak this is pretty straightforward.
Has anyone used these items at all? I definitely think the bow, the shield, and the hat have some distinct possibilities. All in all a pretty nice book, especially for a freebie.