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begooler
2012-08-21, 02:57 PM
Dumping this unfinished work here. Feedback is super helpful, but mainly I need a place to put this for a player in a game to see.
Lots of wordiness, weird pronoun and spellcheck editing needed, as well as general not being finished stuff. Also need to add tables for SLA's and Ego score.
A few notes about hit points and hardness also to come.(Finished that bit)

Intelligent Weapon
http://img13.imageshack.us/img13/6695/115385341.jpg

HD: D10

{table=head]Level|BAB|Fort|Ref|Will|
Special|
Highest Level SLA Known

1st|
+0|
+0|
+0|
+0| Primary Mental Ability, Fling 1d6, Empathy, Speech, Speed 0 ft, Detect Magic, Steady +1|
0

2nd|
+1|
+0|
+0|
+0|Improved Sunder, En Garde, Parry|
1

3rd|
+2|
+1|
+1|
+1|Fling 2d6, Bestow Negative Levels, Telepathy 10ft, Recognize Kin, Steady +2|
1

4th|
+3|
+1|
+1|
+1|Improved Disarm, Class Affinity|
2

5th|
+3|
+1|
+1|
+1|Fling 3d6, Bestow Curse, Speed: 5ft, Steady +3|
2

6th|
+4|
+1|
+2|
+2|Telepathy 30ft, Quick Draw, Sizing|
3

7th|
+5|
+2|
+2|
+2|Fling 4d6, Defending, Steady +4|
3

8th|
+6|
+2|
+2|
+2|Whirlwind Attack, Lunge, Rapid Fling|
4

9th|
+6|
+3|
+3|
+3|Fling 5d6,Telepathy 60ft, Steady + 5|
4

10th|
+7|
+3|
+3|
+3|Metaline, Improved Critical, Speed 10ft|
5

11th|
+8|
+3|
+3|
+3|...|
5

12th|
+9|
+4|
+4|
+4|Steady Swiftly|
6

[/table]

Skill Points: (2 + Int modifier) per level, x4 at first level.
Class Skills: The Intelligent Weapon has no class skills.

Weapon and Armor Proficiencies (Ex)
An Intelligent Weapon is always proficient with itself. It can never gain proficiency with armor.
The wielder of an intelligent weapon must be proficient with it in order to not take penalties on attack rolls with it.

Intelligent Weapon Body: The Intelligent Weapon loses all other racial bonuses and becomes a construct. It gains construct traits (http://www.d20srd.org/srd/typesSubtypes.htm#constructType), granting it low light vision, dark vision 60ft, immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects);
immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. An intelligent weapon does not heal naturally, but can be repaired. It can heal itself with cure spells, but only if the spell (or spell like ability) is cast by the intelligent weapon. An intelligent weapon with the fast healing special quality still benefits from that quality.
Furthermore, the intelligent weapon is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
It has immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). It is not at risk of death from massive damage.
An intelligent weapon has no Constitution, Dexterity or Strength score. It gains bonus hit points based on its size (as constructs do) and also gains hardness from the material it is made of, but both of these features are limited by its HD. (See bottom.)

An Intelligent Weapon has a base land speed of 0' regardless of their size. It makes attacks as whatever type of weapon it is. An Intelligent Weapon has Common as a starting language, with additional languages for a high Int score as normal. An Intelligent Weapon can choose any language as a bonus language, except secret languages such as Druidic.

An intelligent weapon is sized for a small or medium creature by default. (Your choice) An more unusual intelligent weapon can be sized for larger creatures, but for each size increase of intended wielder beyond medium it must invest two levels of construct hit die for which it gets no other class features. An intelligent a weapon’s size category is keyed to the size of the intended wielder. A light intelligent weapon is an creature two size categories smaller than the wielder, a one-handed intelligent weapon is an object one size category smaller than the wielder, and a two-handed intelligent weapon is an object of the same size category as the wielder. The intelligent weapon receives the appropriate bonuses to its armor class and to its attack rolls for the size creature it is. (When it is wielded by another creature, it uses that creature's size modifier on attack rolls instead, if they are different.)

Making Attacks as (or with) an Intelligent Weapon
The wielder of an intelligent weapon can use any of the item's abilities on his turn, with the exception of spell like abilities and spells gained from feats or class levels. (It can still use spell like abilities that the item can cast due to magical enhancements.) These uses count against the intelligent weapon's uses of the ability per day or per combat, if any. Unless the wielder is dominant, the intelligent item can choose to not allow the wielder to expend a limited use of one of its abilities. In addition to being used on the wielder's turn, the intelligent item can attack on its own turn as well.
A held intelligent weapon may choose to use it's wielder's saving throw instead of its own at any time.

Whenever it is not held, an intelligent weapon uses its primary mental ability on attack rolls and damage rolls. When held and acting on its turn, it uses either its wielder's attack and damage modifiers or its own, (your choice.)

A wielder proficient with the held intelligent weapon can use its attack bonus on her turn if she desires. She always uses her own base attack bonus to determine the number of attacks she can make in a round, and never the weapons. If the the wielder is not proficient with the weapon, she cannot use the weapon's attack bonus (but still benefits from its abilities and enhancement bonus) and she takes non-proficiency penalties as normal.

The number of attacks an intelligent weapon can make on its own turn is always derived from its own base attack bonus, and never its wielders.
If an intelligent item and its wielder both have class abilities that grant the same type of precession damage (for example if they both have sneak attack) do not add the precession damage from both characters. Instead, use whoever's value is higher.

Weapon Type
You receive certain benefits depending on what type of weapon you are. If your weapon type qualifies for more than two of these benefits, choose only two to receive.

If you are a simple weapon, any wielder who is only proficient with simple weapons receives the benefit of Weapon Focus when wielding you, in addition, you or your wielder add your BAB to concentration checks to cast defensively. A wielder of a simple intelligent weapon who is not proficient with any martial weapons can choose to use your attack modifiers instead of its own when it makes an attack with you on its turn.
If you are a double weapon, you use your primary mental ability in place of dexterity to qualify for two weapon fighting feats.
If you are a two handed weapon (but not a one handed weapon that can also be used two handed) you use your primary mental ability in place of strength to qualify for power attack and other feats which have power attack as a prerequisite.
If you are a finnessable weapon, you gain Weapon Finesse as a bonus feat. While this feat doesn't directly benefit you, you can use it to qualify for other feats, or benefit your wielder.
If you are a tripping weapon, you add your primary ability modifier on trip attempts made with you, whether you make the attack or the wielder does.
If you are a reach weapon, you use your primary mental ability instead of dexterity to qualify for Combat Reflexes, and feats for which it is a prerequisite.
If you are a one-handed martial weapon, and benefit from NO OTHER benefit listed here (except for the Weapon Finesse benefit,) you gain a benefit depending on what type of damage you deal (piercing slashing, or bludgeoning)

A piercing weapon's critical threat range is increased by one. This stacks with other abilities that increase critical threat range.
A bludgeoning weapon's critical multiplier is increase by one. This stacks with other abilities that increase critical multipliers.
A slashing weapon gets a bonus equal to half its HD to confirm critical hits. This stacks with abilities that add a bonus to critical confirmations.

Magic Item Slots
Though it cannot wear armor, an Intelligent Item can benefit from the following magic items:

2 rings, embedded in the hilt. (An extra 50 gp is necessary to embed each ring.)
A belt, wrapped around its grip.
Ioun Stones.
A scabbard. (When is drawn or draws itself, the scabbard remains one its wielders belt, or the square it was in, as appropriate.)
Magic Oils, but not potions. A magic weapon that has the Brew Potion feat can make any potion it could make into an oil instead. Some spells are otherwise never found as oils.
2 wand chambers. (See Dungeonscape.) (An intelligent weapon has two slots for wand chambers, instead of one.)
2 Weapon Augment Crystals. (See Magic Item Compendium.) (An intelligent weapon has two slots for augment crystals, instead of one.)
1 Armor Augment Crystal. (See Magic Item Compendium.) (Unlike most weapons, an intelligent weapon can benefit from an armor augment crystal.)
A bag of holding (or similar extra-dimensional storage space.) (An extra 50gp is necessary to embed this space in the weapon.)
Any mundane or magical feature that can normally be added to a weapon.

The weight of these items adds to the weapon's weight.

Materials and Magical Enhancements
An intelligent weapon can enhance itself by spending the required gold. If it can craft magic weapons it spends 1/3 of the base price of the enhancement it wants to add, plus the necessary experience points and time. An intelligent weapon can act normally while working on enhancing itself, but it can only make progress on one enhancement at a time.
If it cannot craft magic weapons, it spends the market value of the enhancement, and still spends the time, though it does not need to do anything special during this period, and can act normally while working on enhancing itself.
An intelligent weapon can add or change features that would normally only be possible at item creation, but if it does so, it has to pay the cost of the rest of its enhancements again. (Similar to a character buying a new weapon.) It can't choose to become a different type of weapon when doing so, but can change the size of wielder that it is designed for.

Hardness and Bonus Hit Points
An Intelligent Weapon gets the hardness it would normally have from the material it is made of (and the magic enhancements it has) as well as bonus hit points from size for being a construct. The degree to which it can benefit from these traits is limited by its hit die and class levels however.
An intelligent item has a maximum hardness equal to twice its class levels in the intelligent item class.
An intelligent item has maximum bonus hit points from its size equal to twice its hit dice.


Abilities:
Intelligent Items only possess mental abilities. Charisma is important to an intelligent item because it sets the saving throw DC's against its spell like abilities. It also benefits the item's ego score more than the other mental abilities do and is important for its Bestow Curse and Bestow Negative Levels ability. Wisdom helps an Intelligent Item's Steady ability and its armor class. Intelligence is important for an Intelligent Item to use its Parry ability.
Each Intelligent Item chooses one ability score as its primary mental ability, which is important to many of the rest of the Intelligent Item's class features.

Primary Mental Ability (Ex)
Choose one of your mental abilities, either Charisma, Wisdom or Intelligence. This attribute is now your primary mental ability. Whenever a class feature of the Intelligent Item Monster Class calls for you to add your primary mental ability modifier to a roll, you use this ability. Once chosen, your primary mental ability cannot be changed.

Spell Like Abilities (Sp)
An intelligent weapon knows one single spell of each spell level. It chooses its spells off of any of the following class lists: sorcerer/wizard, cleric, druid, ranger, bard, assassin, paladin, blackguard. If the spell appears on more than one spell list, use the spell level of whatever class comes first in the list of classes just mentioned.
An intelligent item can only learn spell like abilities that meet any ONE of the following requirements:

Is of the Abjuration school.
Is of the Divination school.
Is of the Enchantment school.
Is an Illusion spell of the Figment or Glamer subschool.
Has a target or area defined by allies or enemies within the range of the spell.
Has a range of touch (but not ranged touch.)
Has a range of personal.
Targets one or more weapons. (Which doesn't have to be itself.)

An intelligent item can always choose to affect itself by a spell like ability it uses, even if that spell would not normally affect creatures of its type (construct.) If it is held when casting a spell like ability, it can also choose to share the spell with its wielder, even if the spell normally only affects one creature or has a range of personal. If it leaves the wielder's hand for more than one round, the spell ends for the wielder.

When an intelligent item first learns a spell like ability, it can only use a certain number of time per day, based on it's primary ability modifier. As it increases in level, it can use the spell like ability more often, and then later at will.

An intelligent item can temporarily attune itself to a different spell like ability than one it already knows. This process takes 1 day per spell level, but the intelligent item doesn't have to do anything special during this time. At the end of the process, the intelligent item replaces the spell like ability it knows of that level with a different one. It keeps this new spell like ability indefinitely, but it can switch back to the ability it originally learned (when it first learned a spell like ability of that level) immediately at any time, but it can't change spells again until it spends time to attune itself.
An intelligent weapon can only work on attuning one spell like ability at a time. If it wants to replace more than one spell like ability, it must spend the required time for each spell, one at a time.

To learn or cast a spell like ability, an intelligent weapon must have a sufficient primary mental ability. The save DC's of its spell like abilities are charisma based. An intelligent weapon's caster level for its spell like abilities is equal to its HD.

Spells Per Day by Caster Level:
P= Primary Ability Modifier. W= At will
{table=head]CL|0|1|2|3|4|5|6
1|P|-|-|-|-|-|-
2|P|½P|-|-|-|-|-
3|2P|P|-|-|-|-|-
4|W|P|½P|-|-|-|-
5|W|2P|P|-|-|-|-
6|W|W|P|½P|-|-|-
7|W|W|2P|P|-|-|-
8|W|W|W|P|½P|-|-
9|W|W|W|2P|P|-|-
10|W|W|W|W|W|P|½P|-
11|W|W|W|W|W|2P|P|-
12|W|W|W|W|W|W|P|½P
13|W|W|W|W|W|W|2P|P
14|W|W|W|W|W|W|W|P
15|W|W|W|W|W|W|W|2P
16|W|W|W|W|W|W|W|W
[/table]




Speed (Ex)
You can move by twirling, rolling, or flinging yourself a short distance. At 1st level your speed is 0ft. You can't move enough distance to move out of a square, but you can make small movements that are just enough to hurl yourself off of a table, out of a backpack, etc. Gravity may cause you to move further in some circumstances. At 5th level, your speed is 5ft, and as a move action you can roll or slide a distance of 5ft as a move action. At tenth level, your speed increases to 10ft. Just like any other creature, you can benefit from an enhancement bonus to speed or Fast Movement.

Fling (Ex)
As a full round action, you hurl yourself across the room. You move a maximum distance equal to 1d6 + BAB + your primary mental ability. At higher levels, you roll additional d6 to determine the distance you move. This ability can be used as a form of movement in any direction. You can add your speed to the distance you are able to move, but if you use Fling offensively (see below) this additional distance does not deal additional damage.
In addition to its use as a form of movement, Fling can be used as an offensive attack. First roll to see your maximum Fling distance. If you can reach the target, make an attack roll, using your primary mental ability as a modifier on the attack as normal. If the attack hits, you deal damage equal to the amount of maximum distance rolled, plus your normal weapon damage.
When used as an attack, treat Fling as a charge. If you somehow have the Pounce ability, or another ability to make additional attacks on a charge, you can do so, but the damage from fling applies only on the first attack (unless you have Rapid Fling, see below).
After attacking, you fall into your opponents space. On a confirmed critical, you instead lodge yourself into your opponents flesh (even if your opponent is immune to damage from critical hits.) An attempt to dislodge you provokes attacks of opportunity from you, unless your opponent has Improved Grapple, or Improved Disarm. You can dislodge yourself as part of any other movement.
If you begin your movement in an opponent's square, your movement may provoke an attack of opportunity. You may roll a DC 15 concentration check to 'Fling defensively.' If you fail, you cannot Fling this round, but you do not lose your actions for the round. Any bonuses you have to casting defensively also apply to Fling.
You can use Fling to make a coup de grace attempt against a helpless creature if you begin the round adjacent to that creature or in its space.
If you attempt to use Fling to escape the grasp of a creature wielding you involuntarily, you must win an opposed grapple check.

Steady (Ex)
As a move action you ready yourself in preparation to make an attack. At level one, when you use Steady, you add a +1 bonus on a future attack roll. The number of attack rolls that benefit from each use of Steady is equal to your Wisdom modifier (minimum 1). The attack rolls must be made within a number of rounds equal to your Wisdom modifier. You choose which attack rolls to use this bonus before making the roll. If you Steady yourself again before you have used all of these attack rolls, the previous rolls are lost.
The benefits of Steady can apply to an attack you make on your own, or one a wielder makes with you. You can use Steady on any type of attack roll, including a Parry or Fling.

Bonus Feats (Ex)
The intelligent item gets the following bonus feats at the indicated level: Improved Sunder, Improved Disarm, Quick Draw, Whirlwind Attack, Improved Critical. It does not need to meet the prerequisites. Its wielder gains the benefit of these feats when wielding the intelligent weapon, but can't use them with other weapons she wields.

En Garde (Ex)
An intelligent weapon uses its Wisdom bonus in place of Dexterity when calculating its bonus to armor class. It also adds its Wisdom bonus to concentration rolls to cast defensively.

Parry (Ex)
When an opponent attacks you or your wielder with a melee or ranged weapon or a natural weapon, you can attempt to deflect the attack. Oppose the attack roll made against you with an attack roll of your own. You always use your own attack bonuses on a Parry, and not your wielder's. If you beat your opponent's attack roll, you are not hit. You can Parry a number of times per round equal to your intelligence modifier (minimum one), but each time after the first takes a cumulative -2 penalty. You can also expend a use of Parry in place of a reflex save.
If the intelligent weapon used its last action to attack with penalties from Combat Expertise or from fighting defensively, it adds its bonus to AC to its Parry attempt, instead of subtracting it as it normally would from all attack rolls that round. (It still continues to subtract this penalty from other attacks it makes this round.)

Bestow Negative Levels (Su)
Any creature who attempts to wield the intelligent item and whose alignment is two steps or farther from the item's alignment, gains one negative level if he or she so much as picks up the item. Although this negative level never results in actual level loss, it remains as long as the item is in hand and cannot be overcome in any way (including restoration spells). This negative level is cumulative with any other penalties the item might already place on inappropriate wielders. Items with Ego scores (see table) of 20 to 29 bestow two negative levels. Items with Ego scores of 30 or higher bestow three negative levels.
If the creature's alignment matches the weapon's on one axis, it is allowed a will save (DC 10+1/2 HD+Charisma) to negate the effect. If it fails the will save, it does not get to make a new save for 24 hours. A creature that makes this save cannot be affected by that weapon's Bestow Negative Levels ability for 24 hours.
The intelligent weapon can suppress or resume this ability as a free action.
You can attempt to affect a creature with this ability a number of times per day equal to you charisma modifier. (Minimum 1.)

Recognize Kin (Su)
An intelligent weapon can identify (as the spell) magic weapons of the same type as it as a standard action. (Types include simple, martial light, martial one-handed, martial-two handed, and exotic.)
Its caster level of this ability is equal to its HD. It has a 1% chance per caster level to discover the true nature of a cursed item.

Class Affinity (Ex)
An intelligent weapon with at least four levels in the intelligent weapon class receives benefits from multi-classing with certain classes, depending on its primary mental ability.
-An intelligent weapon that has chosen Charisma as its primary mental ability adds half its intelligent weapon levels to its warlock class levels to determine the damage dealt by its Eldritch Blast. It also adds half of its warlock levels to its intelligent item levels to determine the number of dice it rolls for its Fling ability. Its warlock and intelligent item levels stack to determine the maximum level Spell Like Ability it knows as an intelligent item, as well as the maximum level (but not number of) warlock invocations known. (It never learns higher than 5th level spell like abilities as an intelligent item.)
-An intelligent weapon that has chosen Wisdom as its primary mental ability adds half its intelligent weapon levels to its scout levels to determine its bonuses from Skirmish. It adds half its scout levels to determine the number of dice it rolls for its Fling ability and the highest level spell like ability it knows. Its scout and intelligent item levels stack to determine the bonus granted by its Steady ability, and Fast Movement. An intelligent weapon scout levels adds its wisdom bonus to its reflex saving throws (Capped at scout level.)
-An intelligent weapon that chooses Intelligence as its primary mental ability adds its intelligent weapon levels to its bardic sage levels to determine the bonus granted by its inspire courage ability. It adds half its bardic sage levels to its intelligent item levels to determine the maximum level spell like ability it knows and the number of dice it rolls for its Fling ability. Its intelligent weapon and bardic sage levels stack to determine its bonus to bardic knowledge checks. An intelligent item with bardic sage levels adds its intelligence bonus to its reflex saving throws (Capped at bardic sage level.)

Bestow Curse (Su)
When a foe attempts to wield an intelligent weapon, the intelligent weapon can attempt to affect it with Bestow Curse, as the spell. (DC 14+Cha negates.) The foe must actually attempt to wield the weapon, not just pick it up. A successful save indicates the foe cannot be affected by that weapon's Bestow Curse ability for 24 hours.
As a free action on its turn, an intelligent weapon can suppress or resume the curse, or change its effect. (The effect must be one of the effects listed in the spell description.) It must currently be held to do such.
You can attempt to affect a creature with this ability a number of times per day equal to you charisma modifier. (Minimum 1.)

Sizing (Su)
As a standard action, you can grow or shrink one weapon size category. This ability does not stack with other abilities that can change your size. A creature not proficient with weapon of your size takes a penalty on attack rolls as normal. You are still a tiny creature, unless you have grown to a weapon sized for a huge or larger creature, in which case you are small.
Regardless of your size, you now threaten adjacent squares, and do not have to enter a creature's square to attack.

Defending (Su)
You gain the Defending weapon enhancement. This does not increase your base price. The bonus to AC can apply to both yourself and your wielder. If you are a double weapon, you choose one end for this enhancement to affect.

Lunge (Ex)
You can expend a swift action and take a -2 penalty on attack rolls to increase your reach by 5ft for one round.

Rapid Fling (Ex)
You can make as many attacks as your base attack bonus allows when you use Fling. Each attack after the first rolls half one less d6 to determine your maximum Fling distance as the previous. If you also get additional attacks in a full attack from being a double weapon or from another effect such as the Haste spell, you can make these attacks as well, rolling a new Fling attempt each time.
You can make these attacks against the same creature, or move to other creatures, but your movement with each Fling after the first is limited to your maximum Fling distance rolled on that attempt. You can combine the use of Fling as an offensive ability and simply a mode of movement in the same round.
If you have enough attacks and can Fling sufficient distance, it is possible to launch yourself from your wielder's hand in order to attack a distant foe, and then Fling back for your wielder to catch you. On the return, you must make an attack against an AC 10 to be caught by your wielder. (This counts as one of your attacks this round, but deals no damage.) A miss means you land at your wielder's feet.

Metaline (Su)
You gain the Metaline weapon enhancement. This does not increase your base price. If you are a double weapon, you choose one end for this enhancement to affect.

Steady Swiftly (Ex)
At 12th level, the Intelligent Weapon can use its steady ability as a swift action on its turn.

Comments
This group of monster classes (http://www.giantitp.com/forums/showthread.php?t=192151) has the guidelines for entering the class (which is a base class), multiclassing etc. I'm generally following these guidelines, but felt that the intelligent item didn't quite fit the scope of that project. (Since it's not based on a monster with a listed CR)

Changelog

Hardness and Hitpoints capped by level.
Size is dependent on type of weapon.
All abjuration spells are acceptable as SLA's to choose from.
Uses of Bestow Curse and Negative Levels limited by Charisma

8/22/12
Added Level of SLA's known to table.
Class goes to 12th level (haven't decided features for last two levels)
Moved Steady Swiftly to 12th level and added description

8/27/12
SLA's now have a use per day table

Qwertystop
2012-08-21, 03:37 PM
I just want to point out that the size category of a weapon as an object is already defined, and your sizes do not match that. I can't remember what they are specifically, but I know that they are partially based on whether the weapon is one-handed, two-handed, or light.

Loki_42
2012-08-21, 04:34 PM
Excellent, with this I should be able to finish up the character real soon.

Vadskye
2012-08-21, 05:54 PM
I just want to point out that the size category of a weapon as an object is already defined, and your sizes do not match that. I can't remember what they are specifically, but I know that they are partially based on whether the weapon is one-handed, two-handed, or light.

Two-handed weapons are a size category equal to the creature they are sized for. One-handed weapons are one size category smaller, and light weapons are two size categories smaller.

begooler
2012-08-21, 06:05 PM
Thanks, and its right there in the description of weapons then. I'd like to keep it consistent, so I'll change my write up to match.

That means an intelligent rapier is a small creature. (Unless it's made for a small creature in which case it's tiny.)

Vadskye
2012-08-21, 06:12 PM
Conversely, it also means that a halfling is an appropriately sized weapon for an average human. Ooh, can a halfling take your Intelligence Weapon class? It meets the (non-existent) prerequisites!

begooler
2012-08-21, 08:42 PM
This group of monster classes (http://www.giantitp.com/forums/showthread.php?t=192151) has the guidelines for entering the class, multiclassing etc. I'm generally following these guidelines, but felt that the intelligent item didn't quite fit the scope of that project. (Since it's not based on a monster with a listed CR)

Yes a halfling could become an intelligent item with these rules... if it got transformed into one somehow. Perhaps by a curse, or the soul of the halfling was forged into the weapon. The only thing it would retain from being a halfling would be the languages it knew, and any class levels it had.

Loki_42
2012-08-21, 08:45 PM
Well, what if we were using the halfling as an improvised weapon?

begooler
2012-08-21, 08:47 PM
I saw an Iron Chef challenge a while back where someone did that with drunken master.

Erik Vale
2012-08-22, 05:12 AM
Hmmm. I'd be interested in using this, would make for a good temporary (or game switch) curse for using on players.