Less wondrous and more like a 20% gratuity pre-charged through a delivery app, a necessary step on their “power curve”. For paladins and fighters, the trusty +1 magic sword almost feels required. Here lies my issue with the +1 magic sword.Ī lot of players, I think, get some sort of +1 magic weapon as their first magic item. And it saved old Jagger’s bacon more than once. The point is that my star iron arm was an evocative, exciting magic item intricately weaved into the fabric of the DM’s world. The arm (and my bard’s canonization as the One Armed Prophet) jump-started a holy war, a gruelling series of morally questionable battles, and the eventual release of a Balor from the depths of the abyss. However, it completely shifted the gears of the campaign. Mechanically, other than strangling the real one armed prophet to death, the arm didn’t do much beyond giving me a +1 bonus to unarmed attack and damage rolls. My human bard (called Nick Jagger – don’t judge) lost his arm in a dark bargain with a dread elder god – made while trying to escape the lair of a different dread elder god.Īfterward, we traveled to a temple, bluffed our way inside, and the arm was bestowed upon me (thanks, we later found out, to a case of mistaken identity) by the high priests of the Children of the One Armed Prophet. My first character’s first-ever magic item (this is before I picked up D&D, back in the heady days of Pathfinder 1e and a soon-to-be-abandoned degree in philosophy) was a prosthetic arm forged from blackened star iron. As a player, getting your first magic item is an exciting and pretty special experience.
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