PDA

View Full Version : Is there a way?



Railak
2020-04-12, 06:23 AM
So I'm looking at playing a monster character in the next campaign, DM okayed it already. So he's a quadruped, not centaur like, like walks on all fours. I'm looking for a way to use a shield, because he's going to be a tank like character, and fight using natural weapons. Anyone got any ideas?

DeTess
2020-04-12, 06:29 AM
There's the animated shield property: https://www.d20srd.org/srd/magicItems/magicArmor.htm#animated

Otherwise, you could try to argue that any of the shields that explicitly leave your hand free could be used, since those are attached securely to your arm (or foreleg, in your case) without needing a hand to hold it.

Railak
2020-04-12, 06:57 AM
Yeah, animated could work, I was more wondering if there's any feats for things like that for like wearing the shield on your back or something like that

ShurikVch
2020-04-12, 11:54 AM
Arms of the Naga (Savage Species)?

Piggy Knowles
2020-04-12, 11:57 AM
If you have a tail attack (either natively or from something like the Dragon Tail soulmeld), you can take the Prehensile Tail feat from Savage Species to wield a shield.

Vizzerdrix
2020-04-12, 01:16 PM
A&EG has the beetle buckler.

Psyren
2020-04-13, 02:42 AM
Not the most efficient option., but Ring of Force Shield (https://www.d20srd.org/srd/magicItems/rings.htm#forceShield) is in core and grants a shield bonus.

Noxangelo
2020-04-13, 11:37 AM
Kappa shell from OA (p76) is a tower shield you strap to you back

MaxiDuRaritry
2020-04-13, 11:41 AM
A collar of perpetual attendance (http://archive.wizards.com/default.asp?x=dnd/fools/20030401c) to call unseen servants to hold small-sized dark wood tower shields to provide you cover?

Noxangelo
2020-04-13, 11:54 AM
the walking wall (Miniatures handbook p.72) is a CR4 earth elemental that can also provide cover.

MaxiDuRaritry
2020-04-13, 11:58 AM
Arms of the Naga (Savage Species)?Note how ridiculously expensive those are.

Now go look at the warforged mighty arms graft in the Eberron Campaign Setting. Notice how they're a mere 1,000 gp for two arm grafts?

I know which of the two I would choose.

ShurikVch
2020-04-13, 12:28 PM
Note how ridiculously expensive those are.

Now go look at the warforged mighty arms graft in the Eberron Campaign Setting. Notice how they're a mere 1,000 gp for two arm grafts?

I know which of the two I would choose.Firstly - it's Faiths of Eberron (no grafts at all in the Eberron Campaign Setting)
And secondly: unlike the "mainstream D&D", grafts in Eberron are bound to body slots; Mighty Arms graft location is "Arms" - it would just replace the forelegs (presuming your PC have any - otherwise, it would be completely inapplicable)

MaxiDuRaritry
2020-04-13, 12:33 PM
Firstly - it's Faiths of Eberron (no grafts at all in the Eberron Campaign Setting)Ah, right.


And secondly: unlike the "mainstream D&D", grafts in Eberron are bound to body slots; Mighty Arms graft location is "Arms" - it would just replace the forelegs (presuming your PC have any - otherwise, it would be completely inapplicable)Nah. You can wear magic items on a mighty arms graft, so it doesn't take up a body slot. And nowhere at all does it say that you have to replace your current limbs with them, so feel free to add them on wherever you like.

ShurikVch
2020-04-13, 01:10 PM
Nah. You can wear magic items on a mighty arms graft, so it doesn't take up a body slot.Yes, it didn't
But it's not what I said: Eberron grafts aren't occupy body slots, they're grafted into them:
MIGHTY ARMS
Your arms are built of artificial materials, allowing you to use them to make slam attacks.
Graft Location: Arms.
Description: Mighty arms are built of wood and metal, and sheathed in armor plating, like those of a warforged. They are much larger and bulkier-looking than your original arms.See?


And nowhere at all does it say that you have to replace your current limbs with them:smallconfused:
Graft Location: Arms.
They are much larger and bulkier-looking than your original arms.No arms - no graft

MaxiDuRaritry
2020-04-13, 01:14 PM
Yes, it didn't
But it's not what I said: Eberron grafts aren't occupy body slots, they're grafted into them:See?

:smallconfused:No arms - no graftAnd where does that say you have to remove your originals?

Plus, multiple arms = multiple arms. Thri-kreen have four arms; does that mean they have to have two surgically removed at birth?

ShurikVch
2020-04-13, 01:24 PM
And where does that say you have to remove your originals?Aren't quotes obvious enough for you?


Plus, multiple arms = multiple arms. Thri-kreen have four arms; does that mean they have to have two surgically removed at birth?:smallsigh:
Armless Creatures: Creatures without forelimbs, such as snakes, don’t have the arms, hands, or rings body slot (but see multilegged creatures, below). A creature with only a single forelimb retains these body slots, and can wear both of a pair on the same limb (such as both gloves on the same hand, and so on).
...
Multilegged Creatures: Creatures with more than two legs can treat their foremost pair of limbs as their arms (allowing them access to the arms, hands, and rings body slots), even if those limbs are used for locomotion rather than for manipulation. Creatures with multiple legs that also have arms (such as centaurs or driders) don’t lack any body slots.Animal Companions and Magic Items (http://archive.wizards.com/default.asp?x=dnd/rg/20070206a)
A great way to both protect your companion and perhaps give it some offensive power is to equip it with magic items. Consider purchasing items for your companion or just give it items you no longer need (such as your +1 ring of protection when you acquire a +2 ring of protection).

Once you do so, however, you and your DM face a potentially difficult decision. Exactly which items can animals use? Since most magic items fit users of any size, the simple answer is this: pretty much any item. No animal companion can use an item that requires spell completion or spell knowledge because they are not spellcasters. Likewise animals cannot speak, so they can't use command word items. Animals also lack weapon proficiencies and prehensile appendages, so they cannot employ weapons, either. That leaves us with the following: potions (though you may have to open the potion vial and pour out the liquid), rings, and most items that can be worn or carried. Your DM may decide that your companion's body type simply does not allow some items to fit your companion. For example, you might persuade your DM to let your wolf wear boots, but don't count on your snake wearing boots. Creatures like owls and hawks may have a hard time with cloaks (since the garment interferes with their wings).

Other than the exceptions noted here, all animals have locations for magic items similar to those noted for characters on page 214 of the Dungeon Master's Guide. For example, a quadruped uses its back feet for the "foot" location and its front feet for the "hand" location. The hind legs correspond to a humanoid's legs and the front legs correspond to a humanoid's arms.

For avians, treat the feet and legs as hands and arms, and the wings as legs and feet. The creature can wear "leg" items on its wings or hind legs, but not both.

A snake simply wears items over its head or body.

In most cases, even if your companion can't use an item you've found, it should be possible to make (or have made) an item it can use. For example, you might fashion wing bands of speed for your owl's or hawk's wings, and they would work just like boots of speed for your companion.

For an in-depth look at what items an animal can use or wear, check out Wild Life.
Animal Item Slots

Although it's easy to imagine an animal benefiting from magic equipment beyond a simple saddle and a suit of barding, fitting a mount's physiology to the list of item slots available to characters is not an easy task. Try the following variant list of item slots for quadruped animals (and other monsters when appropriate).
One skull cap or helm
One pair of lenses or goggles
One collar
One saddle blanket or vest
One saddle or jacket
One belt or strap worn in front of or over the haunches
One pectoral or harness worn over the chest or shoulders
One pair foreleg bracers
One pair of foreleg shoes or mitts -- hoofed creatures wear shoes and creatures with paws wear mitts
Two rings -- creatures with toes wear rings on the toes and creatures with hooves wear "rings" just above fore hooves
One pair of hind leg shoes or mitts -- hoofed creatures wear shoes and creatures with paws wear mitts

Noxangelo
2020-04-13, 05:37 PM
undead grafts do not have that restriction.

MaxiDuRaritry
2020-04-13, 05:51 PM
Do note that you can wear more than one magic item per slot, so you're not restricted like you think you are. You can have the arms grafts added on just fine, but you still only have one functional magic item on your arms slot, rather than one on each pair.

[edit] Just like you can wear ten rings on your fingers, but you can only have two rings functional at once.

ShurikVch
2020-04-13, 06:35 PM
Do note that you can wear more than one magic item per slot, so you're not restricted like you think you are. You can have the arms grafts added on just fine, but you still only have one functional magic item on your arms slot, rather than one on each pair.

[edit] Just like you can wear ten rings on your fingers, but you can only have two rings functional at once.What's you mean?
I. e. your reasoning looks correct, but what's you trying to prove with it?

animewatcha
2020-04-14, 01:39 AM
Pretty much wear 5 healing belts at the same time. The bonus on heal checks won't stack, but use one, take it off, then a second healing belt is 'now' taking up the 'belt slot' and is useable.

Railak
2020-04-14, 08:07 AM
Actually the kappa shell is pretty much exactly what I was looking for, thanks everyone