Difference between revisions of "Rod of Nerdkind (3.5e Equipment)"
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* It has 5 charges, which replenishes every session (every time the group gets together to play D&D). | * It has 5 charges, which replenishes every session (every time the group gets together to play D&D). | ||
− | * The character has all knowledge that its player has out of game. If you know how to make circuit-boards out of game, you may be able to start your own technological revolution in-game without requiring knowledge checks -- y'know if you can make transistors somehow. | + | * The character has all knowledge that its player has out of game. If you know how to make circuit-boards out of game, you may be able to start your own technological revolution in-game without requiring knowledge checks -- y'know, if you can make transistors somehow. |
− | * At the cost of 1 charge, another player | + | * At the cost of 1 charge, another player gets you a specified beverage or snack that will take at most 3 minutes to get. The player must deliver this food to you directly. Multiple charges can be used to increase the retrieval time, giving a maximum journey of 15 minutes per session (if you want them to pick up a pizza you ordered or something). You must still pay all appropriate costs for the beverage or snack, if any. You can't use this mid-combat. |
* At the cost of 1 charge, you can call dibs on the last portion of a shared snack. | * At the cost of 1 charge, you can call dibs on the last portion of a shared snack. | ||
* At the cost of 1 charge, you can reroll any die roll. You can do this multiple times if you want, each time taking another charge. ''"No, I totally rolled a 20, see?"'' | * At the cost of 1 charge, you can reroll any die roll. You can do this multiple times if you want, each time taking another charge. ''"No, I totally rolled a 20, see?"'' | ||
− | * At the cost of 5 charges you can reallocate your skill points. The choices must still make your prerequisites legal. ''I totally took 16 ranks in Move Silently.'' | + | * At the cost of 5 charges, you can reallocate your skill points. The choices must still make your prerequisites legal. ''I totally took 16 ranks in Move Silently.'' |
[[Type::Major| ]] | [[Type::Major| ]] |
Latest revision as of 19:47, 26 November 2015
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Rod of Nerdkind[edit]
The Rod of Nerdkind is a powerful artifact created by an individual only known as Dee Em. It has the power to allow its wielder the ability to see past the fourth wall. When a player character (and only a player character) wields the Rod of Nerdkind, it has the following properties:
- It has 5 charges, which replenishes every session (every time the group gets together to play D&D).
- The character has all knowledge that its player has out of game. If you know how to make circuit-boards out of game, you may be able to start your own technological revolution in-game without requiring knowledge checks -- y'know, if you can make transistors somehow.
- At the cost of 1 charge, another player gets you a specified beverage or snack that will take at most 3 minutes to get. The player must deliver this food to you directly. Multiple charges can be used to increase the retrieval time, giving a maximum journey of 15 minutes per session (if you want them to pick up a pizza you ordered or something). You must still pay all appropriate costs for the beverage or snack, if any. You can't use this mid-combat.
- At the cost of 1 charge, you can call dibs on the last portion of a shared snack.
- At the cost of 1 charge, you can reroll any die roll. You can do this multiple times if you want, each time taking another charge. "No, I totally rolled a 20, see?"
- At the cost of 5 charges, you can reallocate your skill points. The choices must still make your prerequisites legal. I totally took 16 ranks in Move Silently.
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