Item request thread: http://www.nwnravenloft.com/forum/index.php?topic=44496.0
Hey everyone... got an opinion on (a) requested item(s)? Bring it here to discuss...
For the item suggestion thread, can the newer suggestions be moved to the new thread? The last page or so?
About the ring of oath, both clerics and paladins already have items granting bonus spells slots. I doubt we need more of those. But let say we do add them, what offsetting penalties do you propose?
Item Name: Cameo of Glamour
Statistics:
Cast Spell : Charm Person (10) [5 Charges/Uses] 50 charges
Skill Bonus: Perform [+2]
Decreased Skill Modifier : Spot [-2]
Material [Bone]
Material [Leather]
Material [Wood, Hemlock]
Total Item Cost: 251
Item Name: Lightless Halberd
Statistics:
Damage Bonus: Negative Energy [1d4 Damage]
Enhancement Bonus vs. Racial Group: Shapechanger [+2]
Massive Criticals [2d4 Damage]
Decreased AC : AC Dodge Modifier [-1]
Decreased Skill Modifier: Parry [-5]
Decreased Skill Modifier: Tumble [-5]
Material [Steel]
Material [Wood, Hickory]
Total Item Cost: 1390
Item Name: Waraji of the Lost Hero
Statistics:
Cast Spell : Bear's Endurance (3) [5 Charges/Use] 25 charges
Decreased Skill Modifier : Move Silently [-4]
Material [Cord]
Material [Bark]
Total Item Cost: 564
Item Name: Dementlieuse Boarding Axe
Statistics:
Enhancement Bonus vs. Racial Group : Constructs [+1]
Extra Melee Damage Type : Bludgeoning
Massive Criticals: [1d6 Damage]
Decreased AC : AC Deflection Modifier [-1]
Decreased Skill Modifier : Discipline [-2]
Weight Increase [Amount: 10 lbs.]
Material [Iron]
Material [Wood, Teak]
Total Item Cost: 1584
Item Name: Vos Boyarsky Bear Spear
Statistics:
Enhancement Bonus vs. Racial Group : Animal [+1]
Enhancement Bonus vs. Racial Group : Beast [+1]
Decreased Skill Modifier : Tumble [-3]
Material [Iron]
Material [Wood, Ash]
Total Item Cost: 632
Item Name: Ring of Agony
Statistics:
Damage Resistance : Sonic [Resist 5 / - ]
Increased Saving Throw Bonus : Specific Will [+1]
Skill Bonus : Antagonize [+3]
Decreased Saving Throws : Specific : Fortitude [-2]
Decreased Skill Modifier : Disable Trap [-5]
Decreased Skill Modifier : Open Lock [-5]
Material [Chitin]
Total Item Cost:1487
About the ring of oath, both clerics and paladins already have items granting bonus spells slots. I doubt we need more of those. But let say we do add them, what offsetting penalties do you propose?
There is one item for Paladins, last I have heard and seen. This ring could be just for paladins, instead. Not the original poster but those are my two cents.
Actually they have to be level 4. They don't get any spellcasting abilities till then, I believe, spell slots or no. I think. Hrm. Suddenly I have a doubt.
Personally I'd like to see a level 3 or stretching it even to a 4 spell slot item for paladins, but that's pure greed - but also I admit a bit of end game loot. There's some room for some of that sort of thing I think, but it'd have to be nearly impossibly rare for it to make it in at all.
Actually they have to be level 4. They don't get any spellcasting abilities till then, I believe, spell slots or no. I think. Hrm. Suddenly I have a doubt.
Personally I'd like to see a level 3 or stretching it even to a 4 spell slot item for paladins, but that's pure greed - but also I admit a bit of end game loot. There's some room for some of that sort of thing I think, but it'd have to be nearly impossibly rare for it to make it in at all.
Yeah, level 1 or 2 spells aren't that great. The best spells are holy sword, shackle, restoration, and prayer. The only good multi-use of the 1 and 2 spells is clarity.
Actually they have to be level 4. They don't get any spellcasting abilities till then, I believe, spell slots or no. I think. Hrm. Suddenly I have a doubt.
Personally I'd like to see a level 3 or stretching it even to a 4 spell slot item for paladins, but that's pure greed - but also I admit a bit of end game loot. There's some room for some of that sort of thing I think, but it'd have to be nearly impossibly rare for it to make it in at all.
Yeah, level 1 or 2 spells aren't that great. The best spells are holy sword, shackle, restoration, and prayer. The only good multi-use of the 1 and 2 spells is clarity.
I disagree. In all time, in any D&D iterations, 1st level spells have always proved tremendously powerful considering their spell level. And just in NWN Bless, Bless weapon, Deafening clang, Divine Favor, Magic weapon, Protection from Evil. These 1st level Paladin spells make a world of difference on our server.
And Nem, yes, a 2nd level paladin wearing an item granting a bonus spell slot, would be able to memorize and cast the spell, regardless of the slot level.
Ah sorry, didn't know any rings existed for paladin slots, only know of one item like that which are the bracers. I am aware of the cleric rings but those are higher level slots so figured a weaker ring that maybe is more accessible to lower level clerics would work. (i don't know all the loot spawns and such, so sorry if i wasn't aware of some of these things, good to know though!)
And Nem, yes, a 2nd level paladin wearing an item granting a bonus spell slot, would be able to memorize and cast the spell, regardless of the slot level.
This is false. You need to be at least level 4.
Item Name: Cape of the Matador
Item Type: Cloak
Description: Passed down from dualist to entertainer and back again, these capes have served as a meager means of protection for a varity of fighting spectacles. A flick of the wrist and a trick of the eye, wearers of these capes are reknowned for their ability to dance and dodge their way around oppents- Though should their foes aim be true, it will surely mean their end.
The cape itself is crimson red and flows freely around its wearer. Closer inspection reveals several small punctures with dark brown stains surrounding them- perhaps revealing its previous owners demise.
Statistics:
+2 Parry
+2 Antagonize
+2 Deflection AC
25% Damage Vulnerability: Piercing
Item Name: Cape of the Matador
Item Type: Cloak
Description: Passed down from dualist to entertainer and back again, these capes have served as a meager means of protection for a varity of fighting spectacles. A flick of the wrist and a trick of the eye, wearers of these capes are reknowned for their ability to dance and dodge their way around oppents- Though should their foes aim be true, it will surely mean their end.
The cape itself is crimson red and flows freely around its wearer. Closer inspection reveals several small punctures with dark brown stains surrounding them- perhaps revealing its previous owners demise.
Statistics:
+2 Parry
+2 Antagonize
+2 Deflection AC
25% Damage Vulnerability: Piercing
You propose a very powerful item here, I suggest you tone it down and add more vulnerabilities. As is, I don't see any good reason to add it to the module. Also please always include the item cost given to you by the toolset as per the instructions to submit an item. It helps us assess the likelihood of the item dropping in loots.
Dumas, I like your ceinture du révolutionaire's idea. Fits perfectly with the server lore.
How about they would also "auto-hostile" a wearer to the gendarme's faction given what it represents?
I'd like to suggest changing one of the expendable items that grants 'Keen' to 'Weapon of Impact'.
We currently have the Enchanted Whetstone (5 uses), Mustard of Success (3 uses), and the Oil of Sharpness (1 use).
Maybe the mustard, with a slight change to the description. What do you think?
Not sure if its done here but can I request citizenship for Dementlieu as a foriegner? I remembering reading about Dementliwu in forums and one could request to be a citizen and also request paperwork for servants. My character Adrian Dundragon has been living there and working in the biblioteque for three montha but I havent found a request area or in game place for such.
Also if this is an item of citizenship how does one get papers for thier servants? Reading the laws if one has swrvants they would need papers as well especially if thwy were caliban. How do I go by that?
(( Having seen a somewhat lack in proper druid gear, I'll be posting a few in the coming days. Hope they're up to snuff! ))
Item Name: Bullthorn's Vine
Item Type: Ring
Description: The Elder Treant Bullthorn occasionally uses broken parts of himself to craft items for worthy druids who seek him out in the Vale of Shadows. This particular piece is an eternally strong & sturdy vine, pieces of thorned bark still stuck to its exterior, tied together in a ring-like shape. Those who wield it feel a greater connection to the Woods....But this power comes at a price: the wielder will partly share the Wood's Weaknesses as well...
Statistics: Bonus Spell Slot Druid [Level 3], Bonus Spell Slot Druid [Level 4], Damage Vulnerability Fire [10%], Damage Vulnerability Slashing [10%], Class restriction [Druid]
Item Cost : 5193
Item Name: Bullthorn's Hands
Item Type: Gauntlets
Description: The Elder Treant Bullthorn occasionally uses broken parts of himself to craft items for worthy druids who seek him out in the Vale of Shadows. These gloves were once the trusty appendages of the mighty wooden titan. Tiny spikes litter the woodlike surface, the tips eternally oozing a remnant of the treant's poisonous defenses. While powerful and well-crafted, they are a bit unwieldy for humanoid hands...Not to mention made of magicked wood!
Statistics: Damage Bonus Acid [1d6], Damage Bonus Piercing [2], Extra Melee Damage Type [Piercing], Decreased Attack Modifier [-1], Damage Vulnerability Fire [5%], Alignment Group Restriction [Neutral]
Item Cost : 5842
(( Having seen a somewhat lack in proper druid gear, I'll be posting a few in the coming days. Hope they're up to snuff! ))
Item Name: Bullthorn's Vine
Item Type: Ring
Description: The Elder Treant Bullthorn occasionally uses broken parts of himself to craft items for worthy druids who seek him out in the Vale of Shadows. This particular piece is an eternally strong & sturdy vine, pieces of thorned bark still stuck to its exterior, tied together in a ring-like shape. Those who wield it feel a greater connection to the Woods....But this power comes at a price: the wielder will partly share the Wood's Weaknesses as well...
Statistics: Bonus Spell Slot Druid [Level 3], Bonus Spell Slot Druid [Level 4], Damage Vulnerability Fire [10%], Damage Vulnerability Slashing [10%], Class restriction [Druid]
Item Cost : 5193
They already count an amulet, 2 robes, 1 armor, 1 staff, an helm and a very powerful ring which all grant extra spell slots. More rings granting spell slots is not what Druids need. Try maybe to devise interesting armors that would be the equivalent of some of the crafted steel ones. I think there would be a market for those.
Also, while they might indeed benefit of having more nature oriented items at their disposal indeed. The Druid & Nature loot tables alone do count over 80 items (not even counting the spell scrolls) that may specifically be of interest to Druids. Because its not exclusively restricted to druids doesn't mean some items were not created with them in mind. We try as best as possible to avoid "class exclusive items".
Part of the problem may also be that you simply do not adventure where nature/druid loot is more likely to appear. Loot type is associated to type of dungeons you visit. Grinding the same dungeons over and over will make you miss the diversity of the 1000+ different custom items in our loot tables. Though maybe they ought to drop in more dungeons than now, that will be something for us Dev to discuss.Item Name: Bullthorn's Hands
Item Type: Gauntlets
Description: The Elder Treant Bullthorn occasionally uses broken parts of himself to craft items for worthy druids who seek him out in the Vale of Shadows. These gloves were once the trusty appendages of the mighty wooden titan. Tiny spikes litter the woodlike surface, the tips eternally oozing a remnant of the treant's poisonous defenses. While powerful and well-crafted, they are a bit unwieldy for humanoid hands...Not to mention made of magicked wood!
Statistics: Damage Bonus Acid [1d6], Damage Bonus Piercing [2], Extra Melee Damage Type [Piercing], Decreased Attack Modifier [-1], Damage Vulnerability Fire [5%], Alignment Group Restriction [Neutral]
Item Cost : 5842
A druid using those in conjunction with the "Claws of the Savage" spell would end up with a +2 weapon dealing all 3 types of damage at once. I'm not convinced that's the kind of thing we should aim for. Also I'd rather see those as a monk item, though they already have gloves dealing acid damage.
(( Having seen a somewhat lack in proper druid gear, I'll be posting a few in the coming days. Hope they're up to snuff! ))
Item Name: Bullthorn's Vine
Item Type: Ring
Description: The Elder Treant Bullthorn occasionally uses broken parts of himself to craft items for worthy druids who seek him out in the Vale of Shadows. This particular piece is an eternally strong & sturdy vine, pieces of thorned bark still stuck to its exterior, tied together in a ring-like shape. Those who wield it feel a greater connection to the Woods....But this power comes at a price: the wielder will partly share the Wood's Weaknesses as well...
Statistics: Bonus Spell Slot Druid [Level 3], Bonus Spell Slot Druid [Level 4], Damage Vulnerability Fire [10%], Damage Vulnerability Slashing [10%], Class restriction [Druid]
Item Cost : 5193
They already count an amulet, 2 robes, 1 armor, 1 staff, an helm and a very powerful ring which all grant extra spell slots. More rings granting spell slots is not what Druids need. Try maybe to devise interesting armors that would be the equivalent of some of the crafted steel ones. I think there would be a market for those.
Also, while they might indeed benefit of having more nature oriented items at their disposal indeed. The Druid & Nature loot tables alone do count over 80 items (not even counting the spell scrolls) that may specifically be of interest to Druids. Because its not exclusively restricted to druids doesn't mean some items were not created with them in mind. We try as best as possible to avoid "class exclusive items".
Part of the problem may also be that you simply do not adventure where nature/druid loot is more likely to appear. Loot type is associated to type of dungeons you visit. Grinding the same dungeons over and over will make you miss the diversity of the 1000+ different custom items in our loot tables. Though maybe they ought to drop in more dungeons than now, that will be something for us Dev to discuss.Item Name: Bullthorn's Hands
Item Type: Gauntlets
Description: The Elder Treant Bullthorn occasionally uses broken parts of himself to craft items for worthy druids who seek him out in the Vale of Shadows. These gloves were once the trusty appendages of the mighty wooden titan. Tiny spikes litter the woodlike surface, the tips eternally oozing a remnant of the treant's poisonous defenses. While powerful and well-crafted, they are a bit unwieldy for humanoid hands...Not to mention made of magicked wood!
Statistics: Damage Bonus Acid [1d6], Damage Bonus Piercing [2], Extra Melee Damage Type [Piercing], Decreased Attack Modifier [-1], Damage Vulnerability Fire [5%], Alignment Group Restriction [Neutral]
Item Cost : 5842
A druid using those in conjunction with the "Claws of the Savage" spell would end up with a +2 weapon dealing all 3 types of damage at once. I'm not convinced that's the kind of thing we should aim for. Also I'd rather see those as a monk item, though they already have gloves dealing acid damage.
They do? I know they have gloves that do divine, fire, cold, sonic, piercing, slashing and bludgeoning damage, but I have never seen any pair of gloves that does acid damage. Is it a new item?
They already count an amulet, 2 robes, 1 armor, 1 staff, an helm and a very powerful ring which all grant extra spell slots. More rings granting spell slots is not what Druids need. Try maybe to devise interesting armors that would be the equivalent of some of the crafted steel ones. I think there would be a market for those.
Also, while they might indeed benefit of having more nature oriented items at their disposal indeed. The Druid & Nature loot tables alone do count over 80 items (not even counting the spell scrolls) that may specifically be of interest to Druids. Because its not exclusively restricted to druids doesn't mean some items were not created with them in mind. We try as best as possible to avoid "class exclusive items".
Part of the problem may also be that you simply do not adventure where nature/druid loot is more likely to appear. Loot type is associated to type of dungeons you visit. Grinding the same dungeons over and over will make you miss the diversity of the 1000+ different custom items in our loot tables. Though maybe they ought to drop in more dungeons than now, that will be something for us Dev to discuss.
Item Name: Bullthorn's Hands
Item Type: Gauntlets
Description: The Elder Treant Bullthorn occasionally uses broken parts of himself to craft items for worthy druids who seek him out in the Vale of Shadows. These gloves were once the trusty appendages of the mighty wooden titan. Tiny spikes litter the woodlike surface, the tips eternally oozing a remnant of the treant's poisonous defenses. While powerful and well-crafted, they are a bit unwieldy for humanoid hands...Not to mention made of magicked wood!
Statistics: Damage Bonus Acid [1d6], Damage Bonus Piercing [2], Extra Melee Damage Type [Piercing], Decreased Attack Modifier [-1], Damage Vulnerability Fire [5%], Alignment Group Restriction [Neutral]
Item Cost : 5842
A druid using those in conjunction with the "Claws of the Savage" spell would end up with a +2 weapon dealing all 3 types of damage at once. I'm not convinced that's the kind of thing we should aim for. Also I'd rather see those as a monk item, though they already have gloves dealing acid damage.
Item Name: Amulet of Shifting Faces
Item Type: Necklace
Appearance: iit_neck_089
Description: These necklaces are shrouded in mystery, few if any know who make such things. The power of the necklace can be immensely useful in taking on the benefits of other creatures. But its power does not come without cost, simply wearing the necklace leaves ones mind exceedingly vulnerable to the will of others. Because the amulet allows one to quickly assume the form of others and shift back and forth at will. It also leaves ones true form susceptible to illness. The cost of the amulets power is often the downfall of the beholder. In a way, the amulets are almost cursed in that regard, since such amulets are found more often then not on whats left of its previous owner.
Statistics: Cast Spell: Polymorph 5 Charges/Use, Decreased Saving Throws -5 Disease, -5 Will, -5 Mind Affecting
Cost: 4251
Item Name: Amulet of Shifting Faces
Item Type: Necklace
Appearance: iit_neck_089
Description: These necklaces are shrouded in mystery, few if any know who make such things. The power of the necklace can be immensely useful in taking on the benefits of other creatures. But its power does not come without cost, simply wearing the necklace leaves ones mind exceedingly vulnerable to the will of others. Because the amulet allows one to quickly assume the form of others and shift back and forth at will. It also leaves ones true form susceptible to illness. The cost of the amulets power is often the downfall of the beholder. In a way, the amulets are almost cursed in that regard, since such amulets are found more often then not on whats left of its previous owner.
Statistics: Cast Spell: Polymorph 5 Charges/Use, Decreased Saving Throws -5 Disease, -5 Will, -5 Mind Affecting
Cost: 4251
While those are some harsh penalties, I don't see any reason a player would actually wear this necklace. Yes, you have to put it on to use the Polymorph charges, but there is zero chance I'd ever just walk around wearing this. If I had to I'd put it on to activate it and then strip it rendering its drawbacks rather irrelevant. I'd consider adding some stats, saves or maybe "Spell Immunity Baleful Polymorph" to justify the draw backs and encourage people to actually wear it.
On another note -5 will and -5 vs mind effective is a bit excessive. In the case of you facing a mind affecting spell, they'll stack giving you a cumulative -10 to your save. I'd keep the theme of a weakened state of mind though. Maybe a wisdom penalty -2 or 3 maybe and then a smaller lower save vs mind affecting. They'll still stack, but it wont quite as severe.
I guess you could use it to polymorph some allies and that's about it. Those huge drawbacks only have an incredibly short window where they actually have any meaning.
Hope you don't mind, but got a fair few here to suggest for the CEP items, to try and bring them up to the level of some of the lootables. Add some variety as it were!
Item Name: Slab
Regardless, the improperly heavy blade's edge is dull,
-Damage Bonus Slashing [2d8]
QuoteItem Name: Slab
Regardless, the improperly heavy blade's edge is dull,
-Damage Bonus Slashing [2d8]
This seems contrary....
Item Name: Slab
Item Type: Greatsword
Description: This isn't a weapon: It's a mockery of craftmanship. The 'blade'', if it can be called that, looks like someone grabbed a large slab of iron and hammered it vaguely into the shape of a sword. The only remarkable aspect of this thing is that the Slab doesn't fall apart under it's sheer weight. A fluke or some unknown genius forging technique, who can tell?
Regardless, the improperly heavy blade's edge is dull, though a hit from this 'sword' would admittedly still hurt like all hells. But it's greatest strength is also it's greatest weakness : Only the strongest warriors could hope to lift this thing, let alone wield it.
Statistics:
Advantages:
-Damage Bonus Bludgeoning [2d8]
-Extra Damage Type [Bludgeoning]
-Material [Iron]
Disadvantages:
-Decreased Dexterity [-2]
-Decreased AC Dodge [-2]
-Decreased Skill Parry [-4]
-Decreased Skill Tumble [-4]
-Weight Increase [30 lbs]
Item Cost : 6298
Appearance:
Top : 7 [Color 1]
Middle : 7 [Color 1]
Bottom : 25 [Color 1]
Item Name: Slab
Item Type: Greatsword
Description: This isn't a weapon: It's a mockery of craftmanship. The 'blade'', if it can be called that, looks like someone grabbed a large slab of iron and hammered it vaguely into the shape of a sword. The only remarkable aspect of this thing is that the Slab doesn't fall apart under it's sheer weight. A fluke or some unknown genius forging technique, who can tell?
Regardless, the improperly heavy blade's edge is dull, though a hit from this 'sword' would admittedly still hurt like all hells. But it's greatest strength is also it's greatest weakness : Only the strongest warriors could hope to lift this thing, let alone wield it.
Statistics:
Advantages:
-Damage Bonus Bludgeoning [2d8]
-Extra Damage Type [Bludgeoning]
-Material [Iron]
Disadvantages:
-Decreased Dexterity [-2]
-Decreased AC Dodge [-2]
-Decreased Skill Parry [-4]
-Decreased Skill Tumble [-4]
-Weight Increase [30 lbs]
Item Cost : 6298
Appearance:
Top : 7 [Color 1]
Middle : 7 [Color 1]
Bottom : 25 [Color 1]
The only thing I don't like with an item like that is that with so many negative, I don't think anyone would be ready to use a sword like or even carry it with that 30lbs extra weight.
I do not dislike the concept of the blade though, remove a few negative, remove the
-Extra Damage Type [Bludgeoning]
and lower the extra damage to 1d8 instead.
As it is right now, I don't see anyone willing to lose almost 4-5AC and add 30lbs weight to use a greatsword like this.
Hanged Man's Boots
Boots
Top 4/2
Middle 4/3
Bottom 2/7
Bonus Feat: Evasion
Decreased Saving Throws: Death -3
Use Limitation Alignment Group Chaotic
978
In many places, the boots of a man condemned to hanging are claimed by the man that ties the noose.
These boots once belonged to such a man; a canny thief who's luck eventually ran out. These boots grant some of that thief's preternatural adroitness, but any who wear them is surely marked for death.
Item Name: Blackmoon Hide
Item Type: Armor (hide armor)
Description: Dreaded tales tell of a great wolf that once terrorized the region of Verbrek known as the Mourning Ridge, a jagged spine of wooded hills that dominate the area near the source of the Ulvflod River and hug the edge of the southern border with Sithicus.
The massive wolf, black as pitch and larger than a drafthorse prowled along the scattered hamlets that clung to the edge of the Ulvflod, causing havoc and death in its wake each autumn. Verbrekers in the region long dreaded the coming of the beastly creature, which they called "The Harvester", as it came nearly to the day at the time of their meager end of the year harvests.
A group of Outlander adventurers passing through the region heard of the local plight, and swore that they would take it upon themselves to rid the area of the great wolf. A long hunt ensued, lasting over many weeks. Each time the adventurers thought they were closing on the wolf, it managed to evading them, blending into the dark woods with an uncanny ease.
After much strife, the adventurers eventually came across the den of the beast, and slew it in a hard-fought battle amongst the ancient and fog-strewn pines. A ranger amongst the group, skilled in the ways of leatherworking, noted the properties of the hide of the monstrous creature, and skinned it then and there.
Unfortunately, when the adventurers returned to the hamlet from which they heard of the Harvester, they found it utterly destroyed... a pack of lycanthropes evidently had ravaged it, slaughtering the inhabitants to the last woman and child. Revenge, perhaps, for the killing of the great Harvester wolf.
Sets of darkly toned armor such as these are said to be from the hide of the Harvester, and indeed, their coloring is as black as pitch and extremely difficult to see in dark lighting. Very supple, they are quite effective at stalking through the woods, letting one slip quietly over branches or rocks. The fur they are made from, however, seems to bristle near arcane objects.
Statistics:
Decreased Skill Modifier : Use Magic Device [-5]
Skill Bonus : Animal Empathy [+2]
Skill Bonus : Hide [+1]
Skill Bonus : Move Silently [+2]
Material [Leather]
Appearance:
Neck : 000
Torso : 028
Belt : 000
Pelvis : 000
Shoulder : 033
Bicep : 044
Forearm : 040
Hand : 003
Thighs: 025
Shins: 036
Feet: 011
Robe:047
(https://www.mediafire.com/convkey/8c1d/n5gb3675w57aj8c7g.jpg) (https://www.mediafire.com/view/?n5gb3675w57aj8c)
Leather 1: Dark Grey
Leather 2: Dark Grey
Cloth 1: Black
Cloth 2: Black
Metal 1: Bleach
Metal 2: Bleach
Total Item Cost:
1000
Item Name: Amulet of Blessed Refuge
Item Type: Amulet
Description: Worn by those of pure heart and dedication, these amulets were said to have been blessed by Anchorites of the Second Revelation of Ezra, based in Mordentshire.
The depiction is of an image of a silver blade surrounded by a delicate wreath of belladonna, shielded by a small piece of tinted glass in a bronze frame. In the dark of night, the glass seems to glow softly in a gentle green hue.
Gifted to those that show true commitment to the aspects of aid, cooperation, and dedication, one can feel a sense of ease and peace when wearing these amulets. At the same time, there is felt a pull to forget distractions that are not placed at the benefits of others.
"Blessed are those that accept Her grace and guidance, and shun the temptations of the Legion, " reads an inscription on the back.
Statistics:
Skill Bonus : Concentration [+2]
Skill Bonus : Heal [+2]
Skill Bonus : Influence [+2]
Decreased Skill Modifier : Antagonize [-2]
Decreased Skill Modifier : Hide [-2]
Decreased Skill Modifier : Use Magic Device [-2]
Light [Dim (5m)] [Color : Green]
Material [Bronze]
Material [Silver]
Material [Glass]
Appearance:
iit_neck_237
(https://www.mediafire.com/convkey/7b63/rey4rqc2znem4104g.jpg) (http://www.mediafire.com/view/rey4rqc2znem410/2ndsect.png)
Total Item Cost:
1440
Item Name: Shard of Sacrifice
Item Type: Longsword
Description: Much can be achieved through great risk and sacrifice, and few know this as well as those dedicated to the lessons of the goddess Ezra, the apparent mortal who achieved what none before her could : Divinity, though at great price. Forever bound to the Mists of Death, she was a martyr for her followers.
One such group of her faithful, a cadre of Templar Knights of the Last Redoubt, the church that Teodorus Raine's established in Nevuchar Springs, were bestowed a set of blessed blades to battle the Legion of Night abroad.
Tasked by the clergy to destroy a dangerous and insidious necromantic cult that had been assaulting members of the faith, the "Last Knights" as they boldly declared themselves, set out on a long journey to eradicate the cultists. With bravery and determination, they brought down the justice of Ezra upon the wicked cultists time and time again, chasing them through the far reaches of the wilderness, and routing them from several hidden lairs.
Cunning though is the Legion, and their success did not last. An ambush set by the necromancers deep in an ancient system of tunnels under the Mountains of Misery in Darkon took the Last Knights by surprise, inflicting heavy losses amongst the Templars. A single Zealot covered their retreat to the surface, holding off the necromancers, and knowing full well that he would die to save the others. The dark energies of the cultists arcane magic tore into the lone Templar, draining and weakening him with terrible force, but he fought with iron discipline until his last breath. Very few Templars escaped the slaughter, but those that did knew that it was only because of the determined sacrifice of their brother.
In the years since the loss, a few shattered remains of their blessed blades have been found by explorers. They have been occasionally, reforged with other metals back into swords that are potent against the Legion, but carry echoes of the sacrifice and audacity of those dedicated Templars.
Statistics:
Attack Bonus vs. Alignment Group : Evil [+1]
Bonus Feat : Extra Smiting
Damage Bonus vs. Alignment Group : Evil [1d4 Damage] [Type: Divine]
Saving Throw Bonus : Mind Affecting [+1]
Damage Vulnerability : Negative Energy [50% Damage Vulnerability]
Decreased AC : AC Dodge Modifier [-2]
Decreased Saving Throws : Death [-1]
Decreased Saving Throws : Negative Energy [-1]
Material [Steel]
Material [Iron]
Quality [Masterwork]
Appearance:
Top 7/9
Middle 16/3
Bottom 10/4
(https://www.mediafire.com/convkey/6508/8tjytk66jvcesjy4g.jpg) (http://www.mediafire.com/view/8tjytk66jvcesjy/swwwww.png)
Total Item Cost:
4372
Item Name: Burden of Faith
Item Type: Tower Shield
Description: The Mists hold many secrets in their depths. Sights both dreadful and wondrous are rumored to be found in their expanse, but few are those that would brave them, and fewer still are those that may return.
Amongst those that do venture into the Mists with purpose are those Acolytes of Ezra that wish to become full Anchorites. Those that are either blessed enough (or lucky enough) to manifest Her Shield after their trials in the Mists are proclaimed members of the Ezrite clergy.
There is however, a tale of a former Acolyte that experienced an event so harrowing in the Mists, that they refused to speak hardly any word of it when they finally emerged, and as the tale goes, abandoned the faith after the terrible ordeal.
Though likely warped by time and repeated tellings, it is said that the Acolyte did witness shambling undead, wearing the tattered and bloodstained armour of Ezrite Anchorites and Templars... their rotted faces holding orbs of red mist where their eyes once were. The undead Ezrites were said to have carried towering shields plated with silver and steel, with five stars emblazoned on the polished metal, which may be seen as a sign of the heresy of the Fifth Sect.
The Acolyte fled in terror, heard from by few again...
In the years since the rarely discussed encounter, a few shields closely resembling that which the Acolyte described have turned up in various hands, somehow having been claimed by those who entered the Mists. The tower shields are heavily polished and smooth, their surfaces quite reflective. They seem to absorb heat quite readily though, and when exposed to flame, they almost instantly become unbearably hot. Occasionally, even a light touch to their surface will also produce a shocking effect, likely due to their extreme smoothness. Such shields are difficult to manage, requiring much of one's attention.
Statistics:
AC Bonus [+3]
Damage Vulnerability : Electrical [50% Damage Vulnerability]
Damage Vulnerability : Fire [50% Damage Vulnerability]
Decreased Skill Modifier : Concentration [-2]
Decreased Skill Modifier : Search [-2]
Decreased Skill Modifier : Spot [-2]
Material [Silver]
Material [Steel]
Material [Wood, Pine]
Appearance:
iashto_041
(https://www.mediafire.com/convkey/8b50/2pbospxkz75pp5f4g.jpg) (http://www.mediafire.com/view/2pbospxkz75pp5f/sdhield1.png)
Total Item Cost:
4900
Item Name: Corvian Helm
Item Type: Helmet
Description: At one point well known for its artisans and craftsmen, Corvia is one of Darkon's most striking settlements. Natural volcanic formations that have eroded into spires of glassy black stone vary in height from only a few feet to nearly two hundred feet at the heart of the city, presenting a unique sight. Nestled amongst the spires, and indeed, hollowed out into them, early dwarven settlers did construct warehouses, workshops, and homes, stretching into the sky.
Many raw materials traded along the once prosperous roads of Il Aluk before the Requiem highlighted the masterful skill of the dwarves in many pieces, including helms like these.
Wrought out of heavy steel, and trimmed with bronze weaved amongst the helm's visor, they are remarkable pieces, though somewhat restrictive to quick movement. Reinforced by several padded layers of the finest leathers, and silk, they do fine work at absorbing the blows of weapons such as maces or hammers.
Statistics:
AC Bonus vs. Damage Type : Bludgeoning [+3]
Damage Resistance :Bludgeoning [Amount: 1]
Decreased Saving Throws: Specific: Reflex [-2]
Material [Steel]
Material [Bronze]
Material [Leather]
Material [Silk]
Appearance:
helm_028
Metal 1 : Dark Steel
Metal 2 : Dark Gold
(https://www.mediafire.com/convkey/fee6/y8j26e6x7l4ejss4g.jpg) (http://www.mediafire.com/view/y8j26e6x7l4ejss/hellmm.png)
Total Item Cost:
2442
Item Name: Medallion of the Grasses
Item Type: Amulet
Description: Vague tales suggest that amulets such as these were used by sects of reclusive monster hunters in a realm beyond the Mists in order to increase their sensitivity to magical beasts or illusions of the arcane. Whilst it is difficult to discern as to if this is indeed one of such fabled artifacts, it does seem to hum very softly and emit a small amount of heat when in the presence of the arcane.
Silver medallions of this sort are very well detailed, displaying an artistic depiction of an animal, generally.
Statistics:
Arcane Spell Failure [+5%]
Skill Bonus : Search [+2]
Skill Bonus : Spellcraft [+2]
Skill Bonus : Use Magic Device [+2]
Decreased Skill Modifier : Move Silently [-2]
Material [Silver]
Appearance:
iit_neck_089
(https://www.mediafire.com/convkey/8956/dye9q9er21dr3g34g.jpg) (http://www.mediafire.com/view/dye9q9er21dr3g3/ammmm.png)
Total Item Cost:
2160
Some mid-tier rogue items.
Manual of MechanismsQuoteFashion Accessory
Appearance
Top 1/1
Mid 9/3
Bottom 1/1
Skill Bonus: Disable Trap +3
Material: Paper
Use Limitation Class: Rogue
563
This book contains a theoretical knowledge and practical advice on the design and disarmament of almost any trap conceivable. Its dense verbage and complicated diagrams means it is only of use to people with some understanding of such mechanisms already.
Manual of Mechanisms, 2nd EditionQuoteFashion Accessory
Appearance
Top 1/1
Mid 9/3
Bottom 1/1
Skill Bonus: Disable Trap +5
Material: Paper
Use Limitation Class: Rogue
This book contains a theoretical knowledge and practical advice on the design and disarmament of almost any trap conceivable. Its dense verbage and complicated diagrams means it is only of use to people with some understanding of such mechanisms already. This version is the 2nd, updated edition; 'Now with 101 MORE uses for pressure plates.'
Lesser Boots of MufflingQuoteBoots
Appearance
Top 1/1
Mid 4/1
Bottom 3/3
Skill Bonus Hide +2
Skill Bonus Move Silently +3
Material: Leather
1563
These calfskin boots are soft and supple to the touch. They bear a minor enchantment which deadens the wearer's footsteps. They also, remarkably, seem to leave no footsteps behind, but whether this is by happy accident or design is unclear.
Greater Boots of MufflingQuoteBoots
Appearance
Top 1/1
Mid 4/1
Bottom 3/3
Skill Bonus Hide +3
Skill Bonus Move Silently +4
Material: Leather
3063
These calfskin boots are soft and supple to the touch. They bear a minor enchantment which deadens the wearer's footsteps. They also, remarkably, seem to leave no footsteps behind, but whether this is by happy accident or design is unclear.
Lesser Cloak of the ChameleonQuoteCloak
Appearance
Ragged
Skill Bonus Hide +3
Material: Hide
563
This cloak is made from a soft reptile leather which changes colour to match the wearer's environment, making them harder to see. What manner of beast was slain to harvest such a miraculous material doesn't bare thinking about.
Greater Cloak of the ChameleonQuoteCloak
Appearance
Ragged
Skill Bonus Hide +4
Material: Hide
1001
This cloak is made from a soft reptile leather which changes colour to match the wearer's environment, making them harder to see. What manner of beast was slain to harvest such a miraculous material doesn't bare thinking about.
Lesser Safecracker RingQuoteRing
Appearance
186
Skill Bonus Listen +1
Skill Bonus Open Lock +2
Material: Brass
Use Limitation Class: Rogue
703
This ingenious ring was designed by an enterprising, but absent-minded gnomish tinkerer. She was always forgetting the combinations to the many safes in which she housed her most precious inventions, so she invented these rings so she could break into them easier. Unfortunately for her, it never occured they could be used by other, less honest folk, to rob her of her life's work.
Greater Safecracker RingQuoteRing
Appearance
186
Skill Bonus Listen +2
Skill Bonus Open Lock +3
Material: Brass
Use Limitation Class: Rogue
1953
This ingenious ring was designed by an enterprising, but absent-minded gnomish tinkerer. She was always forgetting the combinations to the many safes in which she housed her most precious inventions, so she invented these rings so she could break into them easier. Unfortunately for her, it never occured they could be used by other, less honest folk, to rob her of her life's work.
Filcher's Flighty FriendsQuoteGlove
Appearance
157
Skill Bonus Pick Pocket +3
Material: Leather
Use Limitation Class Rogue
563
These gloves bear a minor enchantment which cause small objects, such as coins and gems, to be ineoriably drawn towards the wearer's hands.. almost as if they 'wish' to be stolen. This, at least, was the justification of the original owner, who swiftly lost his hands after being caught-out once too often. Since he no longer had any need for his collection, and deprived of his source of income, he was forced to sell them on.
Filcher's Trusty FriendsQuoteGlove
Appearance
157
Skill Bonus Pick Pocket +5
Material: Leather
Use Limitation Class Rogue
1563
These gloves bear a minor enchantment which cause small objects, such as coins and gems, to be ineoriably drawn towards the wearer's hands.. almost as if they 'wish' to be stolen. This, at least, was the justification of the original owner, who swiftly lost his hands after being caught-out once too often. Since he no longer had any need for his collection, and deprived of his source of income, he was forced to sell them on.
Lesser Nocturnal CowlQuoteHelmet
Appearance
033
Skill Bonus Hide +2
Skill Bonus Search +1
Material: Cloth
Use Limitation Class Rogue
565
This grey hood is of uncertain providence, having originated beyond the realm of the Mists. Some say it was stolen from an evil goddess of shadow and trickery by the greatest thief to have ever lived, though if true, its power must have waned over the ages. Others say it is nothing but simple enchanted cloth. Either way, it aids the wearer in going unnoticed.
Greater Nocturnal CowlQuoteHelmet
Appearance
033
Skill Bonus Hide +3
Skill Bonus Search +2
Material: Cloth
Use Limitation Class Rogue
1565
This grey hood is of uncertain providence, having originated beyond the realm of the Mists. Some say it was stolen from an evil goddess of shadow and trickery by the greatest thief to have ever lived, though if true, its power must have waned over the ages. Others say it is nothing but simple enchanted cloth. Either way, it aids the wearer in going unnoticed.
Inquisitor, thanks for the suggestions. I'd like you to explain why you feel these should be added to the module though.
From my point of view, there are already a large array of stealth gear allowing to bring both Hide and Move Silently skills to stellar levels. How would the module benefit from raising them even further? Same for the disable device items. It would only serve to make some dungeons easier to go through, I am not convinced at all that would be good for the module.
Inquisitor, thanks for the suggestions. I'd like you to explain why you feel these should be added to the module though.
From my point of view, there are already a large array of stealth gear allowing to bring both Hide and Move Silently skills to stellar levels. How would the module benefit from raising them even further? Same for the disable device items. It would only serve to make some dungeons easier to go through, I am not convinced at all that would be good for the module.
Stealth gear is less common because we have much more available loot then we used to. To have more stealth loot come up, we would need more stealth gear in the loot table. You can always help with that by giving item suggestion in this thread :)
http://www.nwnravenloft.com/forum/index.php?topic=44496.0
You said yourself in the Discord, that if people strongly believe that there isn't enough rogue gear in the loot tables or in circulation, such items should be submitted.
Inquisitor, thanks for the suggestions. I'd like you to explain why you feel these should be added to the module though.
From my point of view, there are already a large array of stealth gear allowing to bring both Hide and Move Silently skills to stellar levels. How would the module benefit from raising them even further? Same for the disable device items. It would only serve to make some dungeons easier to go through, I am not convinced at all that would be good for the module.
Inquisitor, thanks for the suggestions. I'd like you to explain why you feel these should be added to the module though.
From my point of view, there are already a large array of stealth gear allowing to bring both Hide and Move Silently skills to stellar levels. How would the module benefit from raising them even further? Same for the disable device items. It would only serve to make some dungeons easier to go through, I am not convinced at all that would be good for the module.
Will we be seeing some of the proposed items in the thread at the time of the hack update?
Can we have craftable mauls?
QuoteItem name: Amulet of Jealousy
Item type: Amulet
Description of the item: This once pristine amulet is now corroded and worn, a rather unimpressive sight to see. As the legend goes, a distant desert wasteland was once home to magic users of great power. These spellcasters, all known to be beautiful women, are said to have drawn their power from strange and powerful amulets dedicated to a goddess they served. This particular amulet was at some point "acquired" by a cabal of male sorcerers and somehow altered to serve their own ends. Strangely, the once vibrant green gem set in the center of the amulet now glows a dim red color.
Statistics:
Bonus Spell Slot: Sorcerer Level 1
Bonus Spell Slot: Sorcerer Level 2
Gender Limitation: Male
Light: Dim (5m) Red
Appearance: iit_neck_034
Is the belt of the swordsman still on the server and I just suck at finding it? I like that the damage types are dispersed among different gear sets so you can gather them all(which can be difficult but ultimately necessary given how effective it can be). Bludgeoning just seems significantly easier to find than the others, though, may be the places I am going.
There are three items that grant 5/- dr vs slashing. Those are archers belt, belt of inertial barrier and cloak of black rose. Was the cloak pulled away as well?
Actually after verification, the Belt of Inertial Barrier is still in the treasuries, and it appears the Swordsman belt was removed by mistake. It will be reintroduced shortly.
Thanks for the latest suggestions Dumas.
Regarding the Belt of Grasping Ivy:
I am always reticent about adding new items granting spell slots for numerous reasons. Foremost being balancing issues. Compared to charged items, a free spell of your choice, every day, is a hundred time more useful, but benefits only a single casting class. Consider too that any item that freely gives a spell slot of the highest spell level a particular class can cast, Ranger in this case, is way too powerful. This opens the possibility of having level 4 rangers casting spells they ought only cast as of level 14th. I speak only for myself here, but I do not want to see that in game.
As for druids, I can definitively attest the very last thing they need is yet again an item granting spells slots. My own druid currently has 6 bonus spells slots with his equipped item, 2x 2nd level, 2x 3rd level and 2x 7th level and I could get more by using different robes. I have been able to use the 3rd and 7th level spells before I could actually cast them on my own and that made a world of difference. Your proposal would add a 4th level spell slot on top of that. It's too much.
I would consider a variation of this item as an Amulet to offer an alternative to Hunta's Guardian.
Bonus Spell Slot of Level : Druid [Level 3]
Bonus Spell Slot of Level : Ranger [Level 3]
Decreased Saving Throws : Fire [-4]
Decreased Skill Modifier : Concentration [-4]
[Some other bonus TBD, to raise the cost to a level similar to that of the Hunta's Guardian]
Use Limitation: Class : Druid
Use Limitation Class : Ranger
Material [Wicker]
This way at least, it would provide options to the players without increasing the number (and level) of bonus spell slots they can already reach.
Item Name: Spiderweave Vest
Item Type: Medium Armor
Statistics:
AC Bonus [+2]
Skill Bonus : Move Silently [+3]
Immunity : Specific Spell [Web]
Decreased Skill Modifier : Disable Trap[-5]
Decreased Skill Modifier : Open Lock [-5]
Decreased Skill Modifier : Set Trap [-5]
Decreased Skill Modifier : Pick Pocket [-5]
Material [Silk]
Nice suggestions. I like the Footpad's Mastic, and the Stalker's Grease a lot, along with the Copying Quill, Beguiling Musk, Fragment of the Millford Church Bell, and the Voodan Zombie Blood -- the Dancing Blade is too similar to another item we've already got, as is the Boritsi Tasting Spoon. The Stygian Contracts I like, the goodly-aligned ones? Not so much.
So, what ever happened to the items "Barrel of Monkeys" and "Can of Fish"? I'd really like to see these items again.That sounds interesting. Some kind of cooking ingredient?
So, I've been asking around and I could be wrong but I've noticed a lack of druidic casting items. [...]
Gods preserve us in the face of monkeys. May their scourge lie forgotten and please no don't do it.
Not sure if this has been suggested yet. But perhaps a violin that's enchanted to accompany the Maestro's Violin Bow? Even if it just glows and provides light? Otherwise all I've seen is the +4 perform one.
A hoopak sling staff would be fantastic :) Even if it was just a graphical override option for regular slings
I included the amulets because at present, the comparison class of ranger gets spell slots of one and two in hands, a lvl 3 in an amulet, and either a 2 or a 4 in armour. Three of those can be worn simultaneously. In the case of the amulets, only one can be worn. Ranger is a staggeringly powerful class after its changes, so I dont think the argument that paladin is 'too powerful' holds up anymore when it is up against such a thing.
The reference to Ranger is a fair comparison for availability in items and choice if not power. Great job.
I think it is appropriate that a paladin should have to wait until 12 for righteous fury or gmw
I think it is appropriate that a paladin should have to wait until 12 for righteous fury or gmw
Bear in mind that GMW won't really be very strong until level 12 anyway. So really the big spell is Righteous Fury.
But I think it's not such a big deal as people are making out. Having access to Righteous Fury that much earlier is very nice, and, sure, Paladins are already a strong PvE class, but this is basically leaning into asymmetric balance, which is IMO one of the less disruptive approaches to these matters. The counterpoint is that when they have that amulet on -- just prior to resting to get that extra spell slot, or perhaps all the time if the player doesn't bother item-swapping -- they have -3 AC and -3 saves, making them much easier to kill or assassinate. For a class that's already in a very strange spot in PvP (since they're often probably going to be more likely to have to defend from PvP than initiate it unless they really do their IC groundwork), this presents an interesting dilemma. I think it's a neat idea.
If anything I think the cloak giving Aura of Glory access to Clerics is potentially a bigger deal, but maybe that's just me...
The reference to Ranger is a fair comparison for availability in items and choice if not power. Great job.
Why? The classes aren't very similar at all.
What is of most relevance is whether the class-exclusive items strengthen a class and whether that class needs strengthening. The answers are yes and no, respectively.
Of secondary consideration is do the items add some nice flavor and lore and create a variety of builds?
I doubt very much these spell slot amulets are going to add to a variety of builds because there is no downside to having one: put a buff spell in the slot, cast it, and switch to the alternate amulet to avoid the malus. Do any current paladins *not* want the Gauntlets of the Fallen Paladin?
The reason "there's a desperate scrape for spell slots with a paladin" is a fully buffed paladin is so strong. Making a paladin have to choose between spells such as GMW and Righteous Fury is how you create variety--not allowing her to pick both.
Spellslot stuff doesnt really need to have combat penalties when its going to be switched out anyway once the spell is cast. I suppose it adds a little time preparation penalty switching items and adding spells.
Maybe just skill or attribute penalties instead, so if you're in an event where conserving spells is more of a thing then you have to weigh if keeping the spell is worth it at the risk of screwing over potential skill check rolls/OCR etc.
The point of Spellslot stuff that gives combat penalties isn't so much about expecting people to endure them -- of course people are going to play the item shuffle mini-game -- but that the item shuffle mini-game comes with consequences of its own.
Speaking for myself only. I do not see a necessity to balance paladin's spell slots, nor even paladins vs other classes. But I would consider spell slot items to bolster the weaker prestige classes.
It's too much of a no-brainer to be considered even a "mini-game."
It's too much of a no-brainer to be considered even a "mini-game."
It creates a PvP vulnerability that can be exploited by a clever assassin while offering the Paladin a PvE power boost that they don't really need, but is tempting enough to actually take.
It's an incredibly appropriate item for Ravenloft.
Speaking for myself only. I do not see a necessity to balance paladin's spell slots, nor even paladins vs other classes. But I would consider spell slot items to bolster the weaker prestige classes.
This seems a bit... Alarming coming from a dev. No need to balance spell slot items for full BAB, high HP classes where those spell slots give them drastic power boosts over other classes?
Or maybe I just flat out misunderstand the statement. Is it that you don't see a need to add spell slot items?
The point of Spellslot stuff that gives combat penalties isn't so much about expecting people to endure them -- of course people are going to play the item shuffle mini-game -- but that the item shuffle mini-game comes with consequences of its own.
I disagree, at least in this instance. The point here was to give the items such deceptively severe maluses as to bring their item cost down. Note that each amulet has an original cost stated of 0.
No front-liner (and how many paladins aren't front liners?) is going to keep a -3 AC / -3 universal saves item equipped.
The only "consequence" is the minor irritation of quick-slotting the item and re-adding the spell before each rest.
It's too much of a no-brainer to be considered even a "mini-game."
I do think more spell slot items would be a quality of life improvement, if the item is balanced properly with meaningful tradeoff stats as suggested in this thread. I'd even suggest taking a more drastic approach and consider adding damage vulnerability to the proposed items as well.
To be frank, those Charisma cloaks are paladin-spell-slot items as well, providing the staples of Aura of Glory and Eagle's Splendor, which clearly benefit paladins the most. In theory a paladin with the better cloak and best amulet is going to have extra 1st, 2nd (x2), and 3rd level spells.
I do think more spell slot items would be a quality of life improvement, if the item is balanced properly with meaningful tradeoff stats as suggested in this thread. I'd even suggest taking a more drastic approach and consider adding damage vulnerability to the proposed items as well.
I think the point is that the items aren't actually worn, they're switched in prior to rest, spells cast, then switched out so the negative stats have no real impact.
The only time negative stats have an impact is if they apply in the same context as the positive. E.g. A sword with a both a combat positive and negative (+1 cold damage, +10% cold vulnerability).
I do think more spell slot items would be a quality of life improvement, if the item is balanced properly with meaningful tradeoff stats as suggested in this thread. I'd even suggest taking a more drastic approach and consider adding damage vulnerability to the proposed items as well.
I think the point is that the items aren't actually worn, they're switched in prior to rest, spells cast, then switched out so the negative stats have no real impact.
The only time negative stats have an impact is if they apply in the same context as the positive. E.g. A sword with a both a combat positive and negative (+1 cold damage, +10% cold vulnerability).
I think an argument made earlier was that the negatives would impact people from a PvP perspective (being attacked while preparing to rest). Though I do agree; it'd be best if the downsides were sustained, but I'm not sure if there's really a way to do so with spellslot items in general.
The argument doesn't hold water anyway. An enemy *knows* you put on the -3 AC amulet to rest? And if it's quick-slotted, how long does that vulnerability last?
Kind of not worth worrying or arguing about assassination anyway, as soon as someone clicks hostile on the paladin, the paladin clicks their amulet quickslot. Not allowed to attack if you arent hostiled first. There's no timer to switch items.
Kind of not worth worrying or arguing about assassination anyway, as soon as someone clicks hostile on the paladin, the paladin clicks their amulet quickslot. Not allowed to attack if you arent hostiled first. There's no timer to switch items.
First, it's an oversimplification to assume perfect defensive play. Even a quick slot button is one more thing to press, and one more thing that can go wrong in a critical moment.
Even then, the button press is still an opportunity cost. You could be pressing another button, a potion, whatever.
Lastly, the PvP rules don't have a timer, either -- the 10 second countdown in the Dislike toggle is a courtesy, not a hard rule.
It's an over-complication to niggle on and on about the tiniest of circumstances--the vanishingly small split-second when one button might be pressed instead of another in that hardly ever circumstance of an attempted assassination on a PC who happens to be resting and has a bad amulet equipped--versus all the almost infinitely more common times when that same PC is walking around with extra buffing.
It is an adage on the server that the fight you lose is when you fight on the other person's terms. Hence, in this narrow circumstance that the attacker has watched and learned the paladin's pattern down to the second when her wards are down, when she swaps her equipment, and catches her right as she is about to nap...odds are she was going to lose any way. No matter what button she pressed.
When she is prepared, however, and fighting on her own terms, both PvP and PvE, you have succeeded in making a class (paladin) that is already over-whelming in that circumstance, even more powerful.
I'd like to point out that I am responding to the idea that there is nothing to talk about with the amulet's penalty; that this penalty is meaningless or trivial. That is what some of you are trying to assert.
Ours is the much lighter task of simply finding meaningful scenarios where the penalty matters, and if we find these, we've disproved your assertion. These "niggles" are counter-points over blanket assertions.
Bumping this, for consideration for the next update.
Cloak Of Charisma
Greater Cloak of Charisma
Cloak of Protection
Greater Cloak of Protection
Lords Cloak
Soldiers Cloak
Cloak of Eyes
Broken Heart of Innocence
Heart of Innocence
Purest Heart of Innocence
Duelist Belt
Master Duellist Belt
Tunnel Ranger Belt
Belt of the Balance
Defender of Purity
Shield of the Raptor
Mark of the Hawk
Razors Edge
Sterkt Hjerte
Shard of Niflheim
I find the slot item debate a touch on the nose when Ranger was given several not that long ago, unless I'm wrong. Either way, they still exist. It was the only reason I suggested these items, truth be told - paladin is the only class that has a single spell slot item. Much more powerful classes (and 1 vs 1 a ranger is vastly more powerful) get several.
With the belts, maluses are almost certain to make them useless. Most malus items are nothing more than vendor trash with a few exceptions. Players want useful items, and in most cases a malus (especially of the harm level you are proposing) add them to the pile of equipment (any stat dropping item comes to mind) that is nothing more than vendor junk, rendered pointless otherwise. In particular, at the moment in belts the only worthwhile go-to belts are the /5 slashing, piercing and bludgeoning belts, swapped out as needed. Nothing else holds any particular worth except situationally. To change that, the belts need to be offering something equally worthwhile, while not being better.
This thread is for item requests only.
Discussion is supposed to go here: https://www.nwnravenloft.com/forum/index.php?topic=44497.msg639175#msg639175
This thread is for item requests only.
Discussion is supposed to go here: https://www.nwnravenloft.com/forum/index.php?topic=44497.msg639175#msg639175
As per moderator Iridni's request I've decided to also upvote all of Philos' items here.
Liked, commented, subscribed.
This thread is for item requests only.
Discussion is supposed to go here: https://www.nwnravenloft.com/forum/index.php?topic=44497.msg639175#msg639175
As per moderator Iridni's request I've decided to also upvote all of Philos' items here.
Liked, commented, subscribed.
+1
Can anyone tell me where I can make item templates? Using steam, so I can't use Nwn tools as far as I see..
QuoteItem name: Tyrant's Bane
Item type:Rapier
Description:
"Upon you, the Tyrant king, I shall reveal my rapier, the Tyrant's Bane. Let my steel burn your tyranny from this world, in to the Nine hells!"
-Unknown
First of these rapiers was created by a freedom fighter who fought against a tyrannical king, however due to time and historical records being lost, no one actually knows the name of either, nor the place where the fighter lived.
Statistics:
Damage Bonus: Piercing 2 Damage
Damage Bonus vs. Alignment Group: Evil 1d4 Damage Divine
Damage Bonus vs. Alignment Group: Lawful 1d4 Damage Fire
Damage Bonus vs. Specific Alignment: Lawful Evil 2d4 Damage Divine
Damage Bonus vs. Specific Alignment: Lawful Evil 2d4 Damage Fire
Damage Vulnerability: Piercing 25% Damage Vulnerability
Decreased Attack Modifier -2
Decreased Saving Throws: Divine -6
Decreased Saving Throws: Fire -6
Decreased Saving Throws: Negative Energy -6
Decreased Saving Throws: Specific: Reflex -2
Enhancement Bonus +2
Material Brass
Material Steel
Use Limitation: Alignment Group: Chaotic
Use Limitation: Class: Bard
Use Limitation: Class: Cleric
Use Limitation: Class: Rogue
Use Limitation: Class: Wizard
Visual Effect: Holy / Radiant
Appearance:
Top: 11 color 1
Middle: 17 color 3
Bottom: 4 color 2
Total cost: 4644
The usage restrictions puzzle me. Chaotic makes sense - although I'd expect it to be Chaotic Good, considering its extreme opposition to Lawful Evil. The classes... I don't see why only these classes oppose tyrants, or indeed what unifies them in regards to such a weapon.
Since the last one I posted was pure overkill, I think this one is much better in terms of Balance.
Damage Bonus: Divine 1d6 Damage
Damage Bonus: Negative Energy 1d6 Damage
Decreased Skill Modifier: Listen -6
Enhancement Bonus +1
Keen
Damage Bonus: Divine 1d6 Damage
Damage Bonus: Negative Energy 1d6 Damage
Decreased Skill Modifier: Listen -6
Enhancement Bonus +1
Keen
Daybreak
Description: A seemingly ceremonial sling adorned with intricate gold finery. A rising sun is emblazoned on the inside of it's leather pocket. This insignia is warm to the touch.
Stats:
-2 enhancement bonus
+2 attack bonus vs undead
+1d4 fire damage.
Giant's Sling
Description: These hefty slings originate from beyond the mists, in the outlander world of Toril. They are crafted by the giant clans of the spine of the world, where they are sturdy enough to sling large rocks and even boulders at unwary travellers. Such slings can be used to hurl smaller payloads with great force, but they are quite unwieldly.
Stats:
+4 Mighty
-2 Dexterity
(If possible, 200% carry weight).
Rubber Sling
Description: This sling was made using modern alchemy, and the natural rubber of the Hevea brasiliensis tree. It can sling bullets at high enough speeds, to penetrate its targets.
Stats:
+1d2 Piercing damage.
Iron Rain
Description: This confusing looking sling was engineered with a small relay that allows ammunition to be quickly replaced after each shot. The craftmanship is excellent, though there is no clear indication of where it came from.
Stats:
+1 Attack bonus
Bonus Feat: Rapid Shot
Sacred Symbol:
A holy symbol imbued with divine power which acts as an amplifier of some clerical powers and hardens the will. The wielder can feel confidence and absolute trust in their deity while presenting the Sacrid Symbol, however such faith can be dangerous when it suppresses normal caution.
Charisma Bonus +2
Will save: +2
AC -4
Reflex-2
Use Restriction: cleric
Note: I know we don’t usually see ability score boosts, but in this case, clerics don’t prepare spells with charisma and you have to be holding a holy symbol out to gain the advantage of increased healing/duration on the “turn undead” feats. So that means no shield.
Use restriction can be easily avoided thanks to UMD, and the class which could use extra charisma AND has UMD is bard. So, in general we would see this item used most likely by them.
Use restriction can be easily avoided thanks to UMD, and the class which could use extra charisma AND has UMD is bard. So, in general we would see this item used most likely by them.
A Bard would not spend a round to use this item, as they do not gain any benefit from the +2 Charisma aside from the marginal boost to Perform - even use of Divine Might or Shield in combat for other Divine classes would see you waste a round equipping your weapon, thus be redundant.
Well whether its worth it or not is a matter of opinion;
Saying there's no point to a will boost since a cleric is already good at will is like saying there's no use to a +2 sword for a fighter since his AB is already high.
Usually not the case for discussions surrounding numerical values.There are several dedicated healers who stand back and heal. In our opinions, boosting the HP gained with the sacred feats is absolutely worth mechanical disadvantage since dedicated healers often stay out of battle. An item like this is niche, and may not seems useful or "worth it" to you, but taking a will penalty for stealth would seem pretty useless an mechanically unviable to my healer. Hence why it's a matter of opinion I guess?
AB on a weapon serves more than adding AB to your character sheet, but also to piercing damage reduction - there is a point where will save becomes redundant (whereas AB never does), especially in the case of your argument with the contest of wills against a vampire, and a cleric reaches it quickly - quicker with other items that are already existent in the module.
Item Name: Bane of Vraja
Item Type: Ring
Description: The artifice of an enterprising barovian mage,his name lost to time. This ring channels the negative thoughts & emotions of Barovian Natives concerning Vraja into a metaphysical shield against spellwork.
While the ring -does- provide protection against pure magical force, it also had the unfortunate side-effect that the wielder would hear a cacophony of voices cussing them out if they attempted to cast any spell….
Statistics:
Arcane Spell Failure (+50%)
Damage Resistance : Magical (Amount : 3)
Cost: 303
Item Name:The Cleaver
Item Type: GreatAxe
Appearance:
Top: 25 (Color 1)
Middle:11 (Color 1)
Bottom:1 (Color 1)
Description: This axe of dwarven make burns with a fierey fury. Who-ever holds this weapon would be possessed of a need to cleave, an act which the Axe gleefully supports. Sadly, this magically induced bloodlust does make it hard to care about any weaponry coming your way, your sight only set on bodies, blood and glory...
Statistics:
Bonus Feat : Cleave
Bonus Feat : Great Cleave
Decreased AC : AC Dodge Modifier (-2)
Cost: 6758
Item Name:Big Stick
Item Type: Greatsword
Appearance:
Top: 1 (Color 3)
Middle:21 (Color 1)
Bottom:21 (Color 2)
Description: At first sight, this seems to be a big wooden stick shaped like a sword. On closer inspection, however, the shiny gleam of metal becomes more apparent. Strangely enough, the blade is far heavier than it looks, it's weight making it an effective bludgeon. Better walk softly while carrying it.....
Statistics:
Damage Bonus : Bludgeoning (2 Damage)
Extra Melee Damage type : Bludgeoning
Matrerial : Iron
Weight Increase : (Amount : 15 lbs)
Cost: 3218
Item Name:The Unerring Dullness
Item Type: Dagger
Appearance:
Top: 18 (Color 1)
Middle:1 (Color 1)
Bottom:1 (Color 1)
Description:
"I do not know who creates these 'daggers', but they're either the most ingenious prankster or the most buffoonish enchanter to walk the Core.
Yes, these broken blades have an unerring capability to find their intended targets.
Yes, these blades will hurt if they hit, regardless of whatever defenses your enemy may possess.
But the blade is so blunt, you're better off using it as a blunt instrument and even then, you better have the arm of an ogre to manage some hurt. And even then, it's barely effective.
Not to mention it gives the wielder an aura that compels anyone nearby to focus on them. Not exactly useful.
In fact, I dare say this is the most inefficient murdering tool I've ever seen.
I suppose it -could- be used to slowly, eventually murder someone, but why would anyone DO that? Torture, perhaps? Whips are far superior to such.
I'm close, though. Soon, I'll know who makes these things. I'll wrangle a proper enchantment out of this mess, or my name isn't J--"
-Research Document A23 of Jaqcues Cucchin, translated from High Mordentish. Found deceased in his home, with numerous bruises; internal or otherwhise.
Statistics:
Attack Bonus : +3
Damage Bonus : Positive Energy (Amount : 1)
Decreased Damage : -5
Decreased Skill Modifier : Hide (-6)
Decreased Skill Modiefier : Move Silently (-6)
Extra Melee Damage Type : Bludgeoning
Cost: 5706
Item Name:The Caliban Wall
Item Type: Tower Shield
Appearance:
Iashto_151
Description:
"Throw thyself on The Wall and be repulsed. My weight. My girth. It is my shield." - Unknown Caliban Knight
Statistics:
Decreased Attack Modifier : -2
Immunity Damage type : Bludgeoning (10%)
Immunity Damage type : Piercing (10%)
Immunity Damage type : Slashing (10%)
Weight Increase : (Amount : 15 lbs)
Cost: 2147
Item Name:Cactus Rod
Item Type: Club
Appearance:
Top: 2 (Color 3)
Middle:1 (Color 1)
Bottom:4 (Color 2)
Description: The early work of an druid apprentice, this piece of wood is fairly pointy, to the point that one could fairly easily poke a few holes into some deserving target. Alas, as the cactus it was inspired by, this thing is pointy all over. Wielding it is quite literally a pain…..
Statistics:
Damage Bonus : Piercing (Amount : 1d4)
Decreased Attack Modifier : -1
Decreased Skill Modifier (Concentration : -2)
Material : Wood
Cost: 626
I made a few changes to the weapons and items, modified the posting.
Item Name: Bane of Vraja
Item Name: The Great Cleaver
Item Name:The Cleaver
Item Name:Big Stick
Item Name:The Unerring Dullness
Item Name:The Caliban Wall
Item Name:Cactus Rod
Item Name:Rainbow Gloves
I made a few changes to the weapons and items, modified the posting.
Thank you for the time you put in this. Here are my observations.Item Name: Bane of Vraja
Damage resistance properties should be on protective devives, not on weapons. Magic Damage Resistance is something extremely powerful. Magic DR 5/- would negate a lot of damage and grant a tremendous advantage in PvP. The arcane spell failure penalty is mostly inconsequential for most and drops the item value at a price that'd make it a somewhat common drop.Item Name: The Great Cleaver
Item Name:The Cleaver
We usually avoid granting free feats through items. That's a huge balance issue on its own for abilities a player should invest in if he wants them. Granting two on a single item, unthinkable.Item Name:Big Stick
I'd have to check around but I think we already have a few weapons in game that deal different types of physical damage. That would not add much to the game.Item Name:The Unerring Dullness
See comment above in regards to the extra blunt damage from a dagger. Consider that we already keep +2 ab weapons as rare as possible, adding a +3 AB one is really unlikely, even with the proposed damage penalty. I don't mind a +1 positive energy damage bonus on a weapon, but the other penalties are meaningless. They would not be a factor whenever a player actually uses the dagger in battle.Item Name:The Caliban Wall
The decreased attack modifier is meaningless as you can't attack with the shield itself. The penalty would not apply to your weapon attacks.
I would not make the shield AC +1 if it provides DR. Nor would I have the 3 types of DR on a same item for balance issues. You should expand further on the description of your items and not make them comical one liners. New items should serve to expand the lore of Ravenloft and the D&D multiverse in general, or to tell a suitably gothic horror story to enrich the atmosphere of the game.Item Name:Cactus Rod
Redundant. Some weapons already deal multiple type of damages at once without the hassle of that penalty.Item Name:Rainbow Gloves
Have yet to review those.
We usually avoid granting free feats through items. That's a huge balance issue on its own for abilities a player should invest in if he wants them. Granting two on a single item, unthinkable.
We usually avoid granting free feats through items. That's a huge balance issue on its own for abilities a player should invest in if he wants them. Granting two on a single item, unthinkable.
<...snip...>
I like it, but it seems a bit much, even with the drawbacks.. There's certainly a risk to it with the damage weaknesses in. I'm not the best at builds, and such, but what would the numbers look like with this equipped, and say....gobalski's, or brawler's belt? Hands of Dusk? Same conditions, but a barbarian with uuuuuhhhhh....Blazing Berserker, I think the feat is called? Those are the situations I can think of off hand where folk try to make the most use of the proposed amulet.Spoiler: show
I would not combine 2 physical damage immunities bonus on a same item.
25% immunity is way too much. That's a lot of damage you'd shrug off. I'd consider 10% at most.
Instead of an amulet, I'd put it on an actual piece of armor (armor, bracers, helm, shield), for the simple sake that its the purpose of armors to ward off blows.
Avoid Damage Vulnerability Divine, there is almost no critters to deal that kind of damage out there.
Item Name: Hadrian's Folly
Item Type: Cloak
Appearance : GreatCloak
Description: Hadrian was a particularly daring adventurer who managed to trick Death into owing him a favor.
He demanded that the Entity enchant an item of great power for him, something would make him the fastest fighter alive!
Sadly, in his victory, Hadrian forgot to be specific. Death did as he demanded, enchanting a cloak which made Hadrian supernaturally fast in combat. But for his hubris, Death also layered in a deadly curse. For while the cloak made him quick, it also influenced him to lean into incoming blows.
So it was, not long after, that Hadrian leaned into a blow heading for his neck, the daring adventurer decapitated by a common bandit.
One may bargain with Death, but tricking it is unwise. After all, the Reaper always gets his due....
Whether such a tale is true or not, several copies of this cloak have been found around the core, ready for other wearers to repeat Hadrian's folly....
Statistics:
Haste
Decreased Dodge AC : -5
Damage Vulnerability : Slashing (5%)
Damage Vulnerability : Piercing (5%)
Damage Vulnerability : Bludgeoning (5%)
Material : Unknown
Cost: 5491
Item Name: Hadrian's Folly
Item Type: Cloak
Appearance : GreatCloak
Description: Hadrian was a particularly daring adventurer who managed to trick Death into owing him a favor.
He demanded that the Entity enchant an item of great power for him, something would make him the fastest fighter alive!
Sadly, in his victory, Hadrian forgot to be specific. Death did as he demanded, enchanting a cloak which made Hadrian supernaturally fast in combat. But for his hubris, Death also layered in a deadly curse. For while the cloak made him quick, it also influenced him to lean into incoming blows.
So it was, not long after, that Hadrian leaned into a blow heading for his neck, the daring adventurer decapitated by a common bandit.
One may bargain with Death, but tricking it is unwise. After all, the Reaper always gets his due....
Whether such a tale is true or not, several copies of this cloak have been found around the core, ready for other wearers to repeat Hadrian's folly....
Statistics:
Haste
Decreased Dodge AC : -5
Damage Vulnerability : Slashing (5%)
Damage Vulnerability : Piercing (5%)
Damage Vulnerability : Bludgeoning (5%)
Material : Unknown
Cost: 5491
This seems like an interesting concept but the penalty to AC should be higher; being hasted gives you +4 Dodge AC
Which would make the actual penalty for having an extra attack and being super fast for as long as you want just -1 to Dodge AC.
I'm not overly fond of Sleight of Hand items, but that's my personal preference.
Spot isn't a counter to sleight of hand, you see
As long as you can beat DC 30 for the pickpocket attempt (this is a hostile action so you need to hostile who you are pickpocketing, otherwise it's DC 20 for non-hostile N/PCs), you receive the item or gold for the attempt. All Spot does is tell you that you are being pickpocketed, if you can even see the person with their far higher hide / move silently skill to begin with to identify who or what is even trying to do it. Spot is unable to prevent being pickpocketed, it doesn't work in that regard.
Spoiler: Amulet of Hatred show
Spoiler: Amulet of Hatred show
So this is a strictly worse +1 Natural AC Amulet. By a lot. I'm not really sure what the use case for this is - there aren't many enemies on the server that fit those racial types, especially not before you'd be able to find the general +1 or +2 amulets, and the drawbacks are crippling.
I think the lore has potential, as trinkets of Barovian make that protect against "monsters" could work in the same way that Falkovnian/Lawbringer items that assault them do. Barovians do prefer to avoid/ward against beasts of the night rather than hunt them, after all.
-Item name: Amulet Of HatredSpoiler: show
-Item name: Boots Of The Street UrchinSpoiler: show
-Item name: Amulet Of HatredSpoiler: show-Item name: Boots Of The Street UrchinSpoiler: show
Per the directions at the beginning of the item request thread, please include the item value produced by the module. This helps us evaluate how commonly an item may show up and potentially how powerful it may be.
-Item name: Amulet Of HatredSpoiler: show-Item name: Boots Of The Street UrchinSpoiler: show
-Cost: 3079
Per the directions at the beginning of the item request thread, please include the item value produced by the module. This helps us evaluate how commonly an item may show up and potentially how powerful it may be.
Sorry i'll add those later when i get home forgot that detail
Item Name: Gilded masters tool beltNot sure I quite understand this one correctly, is this meant to be a universal mobile crafting station?Spoiler: show
Item Name: Gilded masters tool beltNot sure I quite understand this one correctly, is this meant to be a universal mobile crafting station?Spoiler: show
From what I understand, its meant to be an item that can be used on every crafting station.
Item Name: Corpse-Grinder's Whetstone
Item Type: Dagger
[snip]
Statistics:
50 charges
Blessed Weapon, 5 charges
-4 Charisma
Alignment Restriction: Evil Only
Class Restrction: Rogue Only
Hat of Disguise
+? to Disguise
//Look can not be changed
As Eos brought it up.QuoteHat of Disguise
+? to Disguise
//Look can not be changed
Not sure what a good increase to Disguise would be.
Item Name: Stranger's Medallion
Item Type: Amulet
Description: Originating from the land of Darkon, these strange amulets often appeared on the native Darkonese with little explanation as to how they got there. Though all differ in shape and symbolism, it's not unheard of for people who have lived in Darkon all of their life to come across one placed in their jewelry. This phenomenon was documented by a traveling merchant from the domain who, too, had once came across one of these very medallions in the earlier years of his life with the names of a wife and child he had never heard of before engraved on the back of the amulet.
Statistics:
Decreased Skill Modifier: Hide -5
Material Copper
Material Gem, Garnet
Skill Bonus: Disguise +5
Skill Bonus: Influence +5
Cost: 5688
Appearance: it_neck_022
The major art produced in Hazlan is theatre. Traditional Hazlani theatre is called haebstzarn. Haebstzarn is an unusual from of theatre characterized by having each character played by two actors, one of whom sits on the other’s shoulders; the former supplies the voice and the latter does the walking. Haebstzarn comedies are popular throughout the Core, although most non-Hazlani troupes do not use the double-actor method employed in true haebstzarn. Further, characters in haebstzarn are generally caricatures, with wildly exaggerated features and personalities. The masks used by haebstzarn actors, called haebstza, are prized artworks and are frequently made not as decoration but as display pieces, masquerade disguises, and personal accessories.
The Hazlani also enjoy puppetry, and abhaebstza, or puppet theatre, is almost as popular as haebstzarn theatre. Many Hazlani enjoy shadow puppet shows that tell the stories of Hazlan’s folk heroes. In particular, the Rashemani hold the tales of Vosshik, Berineth Waeysdottir, and Stalker-of- Deadmen in highest regard, though a number of other Rashemani heroes exist. The Mulan prefer tales of their heroes, such as Kiva Erdru and Gemeyes the White. A variant of haebstzam uses cloth marionettes as tall as three men to portray the characters.
I am more inclined to use an Influence penalty rather than a hide one. Though hide makes a certain sense, mechanically it is not a skill you'd often use jointly with disguise. That would be tantamount to no penalty at all. Best items have their risks and rewards at the same time.
I am more inclined to use an Influence penalty rather than a hide one. Though hide makes a certain sense, mechanically it is not a skill you'd often use jointly with disguise. That would be tantamount to no penalty at all. Best items have their risks and rewards at the same time.
I am still evaluating Dardonnas items, though I'll be honest and tell you right away that I have no intention of implementing anything that exceeds a +5 bonus.
We would need bonus spell slot item writeups for:
-Voodan
-Hexblade
Ideally equivalent in power to what is already available for similar classes.