Magic item for a Fighter/Thief

Started by Golanthius, December 18, 2008, 09:19:02 PM

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Golanthius

I am trying to decide on an item for a multi-class F/T (AD&D 2E). Something more useful for the thief but can assist both. Any ideas?

Edit
Thinking about a Shimmer Cloak...hmm

Delbareth

In the same type of idea you can imagine something which stabilize the air around the wearer : no more sound emitted by footsteps, or sword, or even a fight (if enough powerful).

Otherwise you can think to something which provides telekinetic powers : always useful for a thief, and a fighter could perhaps disarm an opponent.

In another field, you can think to an item which can strongly calm a person : a thief can prevent somebody to call for help or to attack him, and a fighter can avoid that an opponent participates to a fight (obviously, if he's attacked, he will react).

There are a lot of possibilities...
Delbareth
Les MJ ne sont ni sadiques ni cruels, ce sont juste des artistes incompris.

Vertrax

How about a sword or dagger that can emit Drellis radiation so he can sneak past magical traps and nullify mages and magical items in a fight. (this would be dangerous around other members of the party that use magic, unless a chaos mage)

Or a wraith-form amulet that makes you intangible for short pulses of time so you can pass through walls and avoid being hit by a weapon in battle (and unless you are running a higher level character this would have to be limited)
If you have a cactus plant that dies on you, that means you are less nurturing than a desert

Golanthius

Quote from: Vertrax on December 19, 2008, 10:05:17 AM
How about a sword or dagger that can emit Drellis radiation so he can sneak past magical traps and nullify mages and magical items in a fight. (this would be dangerous around other members of the party that use magic, unless a chaos mage)

Or a wraith-form amulet that makes you intangible for short pulses of time so you can pass through walls and avoid being hit by a weapon in battle (and unless you are running a higher level character this would have to be limited)

Those are good ideas, however, the MU in our group would throw the sword or dagger off the nearest cliff or drop it overboard while at or over sea (oops, dropped it).

The amulet would have to be limited to once/day or something like that, but it has potential.

Golanthius

#4
This is what I decided to give him...

Claws of Grappling

The Claws fit over the fingers of the holder and are joined by a several tendons to a strap that is bound around the wrist. When worn the claws can have multiple functions.

The tips can be fired up to 15 meters, joined to the hand by sinewy strands (one per finger). The claws will embed them selves in the rock/wood as would an animals claw and then retract in, allowing the wearer to scale walls and cliffs with relative ease. The sinew contracts at a rate of 1 meter/second. Upon complete contraction the claws may be disengaged by a contraction of the hand, with practice the wearer can use the clawed hands alternately enabling them to efficiently move up tall structures (each strand can carry 110 pounds before parting).

The second use is to grapple a foe and draw wielder and foe together. The wearer makes an attack roll plus any dexterity bonus (for missile attack) to strike the target. If successful the lighter or least well anchored will be drawn towards the other. Those of similar mass or strength can be made to make strength checks to see who moves. The claws used as such will cause 1d4/round points of damage as they dig in.

The party had to get past a Frost Giant (Ragnar) and his minions to get access to this and other items.