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<blockquote data-quote="Croesus" data-source="post: 7221246" data-attributes="member: 35019"><p>We had one until this very last session, when "Frank" was finally destroyed by several vrocks.</p><p></p><p>We required attunement for the amulet. We generally attuned whichever character had the lowest hit points, to take advantage of the damage transfer. The SG moved at the same time as the attuned character, no bonus action required. However, we only allowed very simple commands: hit those folks, stay with me, dodge, etc. Dodge was especially important because we never found a way to magically repair the SG and its 10 point regeneration doesn't do much if the SG is taking 50+ points a round.</p><p></p><p>We often stored <em>counterspell</em> in the SG, telling it to simply counter the first spell it saw being cast by someone other than the party. Other spells could have been useful, but again, we only allowed very simple commands, so it's not like the SG could strategically plan out when to cast spells and how to target them. </p><p></p><p>Frank was a lot of fun, but very powerful (our party was 7th - 9th level). Offensively he didn't do much, but defensively 142 hit points of damage sink really adds up. Encounters sometimes were too weak in large part because of Frank. That said, he was a big help when we were forced to punch above our weight class, and would not be unbalancing for higher level characters, say 11th level and up, or really small parties.</p></blockquote><p></p>
[QUOTE="Croesus, post: 7221246, member: 35019"] We had one until this very last session, when "Frank" was finally destroyed by several vrocks. We required attunement for the amulet. We generally attuned whichever character had the lowest hit points, to take advantage of the damage transfer. The SG moved at the same time as the attuned character, no bonus action required. However, we only allowed very simple commands: hit those folks, stay with me, dodge, etc. Dodge was especially important because we never found a way to magically repair the SG and its 10 point regeneration doesn't do much if the SG is taking 50+ points a round. We often stored [I]counterspell[/I] in the SG, telling it to simply counter the first spell it saw being cast by someone other than the party. Other spells could have been useful, but again, we only allowed very simple commands, so it's not like the SG could strategically plan out when to cast spells and how to target them. Frank was a lot of fun, but very powerful (our party was 7th - 9th level). Offensively he didn't do much, but defensively 142 hit points of damage sink really adds up. Encounters sometimes were too weak in large part because of Frank. That said, he was a big help when we were forced to punch above our weight class, and would not be unbalancing for higher level characters, say 11th level and up, or really small parties. [/QUOTE]
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