Author Topic: Skill items  (Read 1543 times)

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Mister Lamp

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Skill items
« on: August 18, 2011, 04:01:27 PM »
So, after a while of thinking about the way you can have a Masterwork item for any skill, I realized that I cannot imagine what some of those items would be.

So, my challenge to you guys, is to make a list of sensible items for all of the skills. (If this has been done before, could i get a link? my DM doesn't believe I could have a Masterwork Autohypnosis item...)
That was somewhat misleading on my part. Think of it as self-confidence, self-image, the ego, and other such things, not people skills. Someone with a low Charisma who goes insane is probably suffering crippling self-doubt or has a skewed perception of him/herself (or, given the power of the entities in the Cthulhu mythos, an accurate perception of his or her place in the universe).

veekie

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Re: Skill items
« Reply #1 on: August 18, 2011, 04:03:26 PM »
Masterwork Autohypnosis Item - Crystal Pendulum.
Masterwork Use Magic Device Item - User's Guide to Recalcitrant Magical Devices - The Art of Guesstimation
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Mister Lamp

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Re: Skill items
« Reply #2 on: August 18, 2011, 04:04:48 PM »
Masterwork Use Magic Device Item - User's Guide to Recalcitrant Magical Devices - The Art of Guesstimation

Funniest thing i have read today.

but there are many more skills with strange uses. Handle Humanoid? Lucid Dreaming? Truespeak? etc...
« Last Edit: August 18, 2011, 04:16:12 PM by Mister Lamp »
That was somewhat misleading on my part. Think of it as self-confidence, self-image, the ego, and other such things, not people skills. Someone with a low Charisma who goes insane is probably suffering crippling self-doubt or has a skewed perception of him/herself (or, given the power of the entities in the Cthulhu mythos, an accurate perception of his or her place in the universe).

Kasz

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Re: Skill items
« Reply #3 on: August 18, 2011, 04:22:02 PM »
Bluff - Flask of liquid courage.
Lucid Dreaming - Pillow
Truespeak - Silver tongue
Handle Humanoid - hmmm A man sized collar.

tbh you could probably substitute a self help book or manual for almost all the items. it makes sense too as the +2 would come from reminding yourself of tips and tricks.

Survival could be a cool knife but it could also be a survival guide...
Kinda like fallout's skill books.

Mister Lamp

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Re: Skill items
« Reply #4 on: August 18, 2011, 04:27:52 PM »
I know most of them could be books, but where's the fun in that?

and I cannot imagine reading a book about jumping.
That was somewhat misleading on my part. Think of it as self-confidence, self-image, the ego, and other such things, not people skills. Someone with a low Charisma who goes insane is probably suffering crippling self-doubt or has a skewed perception of him/herself (or, given the power of the entities in the Cthulhu mythos, an accurate perception of his or her place in the universe).

PhaedrusXY

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Re: Skill items
« Reply #5 on: August 18, 2011, 04:41:30 PM »
From a character sheet of mine:
MW tools for Hide (cloak is mottled and dark), Move Silently (soft boots), Spot and Search (eyeglasses), Disable Device (toolkit), Craft: Cartography (fine quills, parchment, and inks; ruler, compass, protractor, etc), and Concentration (prayer beads)

Also: Knowledge (whatever) should be a book, for sure.
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

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...thanks
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rot42

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Re: Skill items
« Reply #6 on: August 19, 2011, 01:48:15 AM »
Decipher Script, Speak Language, and Spellcraft would make sense as books. Spellcraft might also work as a large collection of scratch'n'sniff stickers for matching material components.

Bluff, Diplomacy, and Gather Information checks vary quite a bit depending on the circumstances, but you might could argue that a masterwork disguise kit could help you project an "honest face" or "repays favors and remembers insults". Intimidate could be similar, or could be shoulderpads and assorted accoutrements to make you look bigger (larger creatures get a +4 to Intimidate per size category); giant shoulder spikes encrusted with the dried blood of your enemies would also work in some circumstances, though there might be some diplomatic consequences. Sense Motive might be a flashy coin or some other minor distraction used to get someone to lower their guard momentarily in surprise.

Handle Animal should likely be handled like Craft - when the only tool you have is a goad, everything starts to look like an elephant.

Truespeak could be a special helmet that blocks out distracting sounds and conducts your syllables so you can hear yourself better and adjust the pronunciation minutely where indicated; or a glass of water, backwards forwards anagrammatized.

A Survival kit could include pressed leaves for species identification, but should also include a knife that is shaped just so, bits of string, a shovel, and a spritzer of owlbear urine.

Sleight of Hand - gloves that are slick on the outside, rough on the fingertips, and bear cleverly concealed hidden pouches.

Balance could be boots with nice grippy treads; probably not compatible with masterwork boots of moving silently.

A book of Jump would definitely include inspirational tales of the exploits of Spring-heeled Jack (http://en.wikipedia.org/wiki/Spring-heeled_Jack).

wotmaniac

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Re: Skill items
« Reply #7 on: August 19, 2011, 11:23:41 AM »
Jump -- shoes with springy soles
Listen -- listening cone
Balance -- that pole thing used by tight-rope walkers (aka, MW quarterstaff)
Climb -- talk bag and grippy tread shoes
Tumble -- luchador outfit ???

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Redeemer of Ogar

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Re: Skill items
« Reply #8 on: August 19, 2011, 01:37:46 PM »
MW Tumble could be lumbar/shoulder/knee pads? Not compatible with Med or Hvy armor, I'd think.