Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: qwertyuioppp on October 02, 2016, 10:49:52 PM

Title: Item Request Discussion Thread v2
Post by: qwertyuioppp on October 02, 2016, 10:49:52 PM
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...
Title: Re: Item Request Discussion Thread v2
Post by: Miuo on October 03, 2016, 04:21:40 PM
For the item suggestion thread, can the newer suggestions be moved to the new thread? The last page or so?
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on October 06, 2016, 02:36:47 AM
For the item suggestion thread, can the newer suggestions be moved to the new thread? The last page or so?

No need. The old thread is still accessible. It may be locked, but all submissions will still be reviewed by the dev staff.  You can still comment about these suggestions here as well.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on October 06, 2016, 04:07:37 AM
Dumas, for your latest suggestions, I really like the effort you put in to give some bits of Ravenloft lore in their backgrounds, but I'm unconvinced they'd be good additions as they are now. Bear in mind though that this is only my personal opinion, not necessarily that of the staff. But my main concern when desiging a good Ravenloftian item, is that it must have both bonuses and penalties applicable at the moment you use the item.

For instance, your "Cameo of Glamour" is obviously an item that would only ever be used in roleplay situations. Giving it penalties applicable only in battles renders those penalties moot. I'd give it a penalty on some other skills instead, I'm thinking both appraise and spot, as the glamour's magic tends to hide the true nature of things, so would the wearer abilities to perceive the true nature of things be affected in some ways too. I also see no need for an item that casts "Charm Person" to have influence bonuses. You want the amulet's special properties to be used after all. But the glamour could help for performances and such. Note too that were not too keen on "uses by day" items, it tends to make those items immensely powerful compared to others. You'll have better chances of seeing items added in with "charges per use". Not that a "use by day" item can't be added, but be sure to have a severe drawback to bite back the user. This is Ravenloft, nothing of power should be without consequences.

So for your Cameo of Glamour, I,d see more something along the lines of : Charm Person (10) [5 charge per use, 50 charges], +2 perform, -2 appraise, -2 spot. That seems more balanced to me.

Similarly your Lightless halberd is a formidable weapon without formidable defensive hindrances. The kind that would make it the only halberd, halberd users would want to use. That's not what we aim for. I would have it with heavy penalties to at least 2 of the following: Discipline, Parry, Tumble or AC.

And your "Dementlieuse Boarding Axe" has 4 perks, for a single +10 pound weight. Granted its not a powerful weapon per say, so it's not a big deal, but I'd add some penalties to Discipline, Parry, Tumble or AC as well to counterbalance.

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?

I like the idea of your Vos Boyarsky Boar Spear, (we need more vorostokov stuff), but weapons should not grant AC bonuses. I'd say we drop the AC bonuses and Parry penalties, and reduce the tumble penalty to -3. That would be fair enough I think.

As for your ring of agony, it is really just way too powerful I think. Combine 2 of those with an Heart of Ice amulet and you get +14 to your will saves. For penalties that rarely ever affects the wearer, except sometimes for the fortitude penalty which should technically be higher than the Will bonuses in this case (Always following the logic that in Ravenloft uber items have even bigger penalties).

For the Waraji of the Lost Hero, we already have some boots granting reflex bonuses, and freedom of movement is easy enough to get through other items. I just don't see the purpose of adding them.
Title: Re: Item Request Discussion Thread v2
Post by: Pav on October 06, 2016, 08:47:08 AM
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.
Title: Re: Item Request Discussion Thread v2
Post by: Dumas on October 06, 2016, 11:53:40 AM
Thanks for the Feedback, Mabb. Yeah, my primary focus started out with adding some more Ravenloftian lore items to the sever; it took me quite some time to figure out such backgrounds. I took your advice on my suggested items, and modified the statistics accordingly. They make sense, yes. Totally forgot about the stacking ability of the Agony rings with the Heart of Ice and themselves. I increased the Fortitude penalty, and decreased the Will bonus for those. I also slightly changed the description for the Waraji, and changed them to offer a Bear's Endurance buff, which I don't think any other item adds. We have Fox's Cunning and Cat's Grace items, but not Bears.


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
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on October 06, 2016, 03:45:13 PM
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.

The thing is, 2 of those rings plus the already existing bracers would theoretically allow a level 2 paladin to already cast 3 level 1 spells. This is a huge power bump and then other players will want equivalents for their own spellcasting classes. I'd rather not have more bonus spell slots items added.
Title: Re: Item Request Discussion Thread v2
Post by: Nemesis 24 on October 06, 2016, 05:40:18 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: peps on October 06, 2016, 06:38:29 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: Nemesis 24 on October 06, 2016, 07:08:41 PM
Extra slots in the one and two range actually can turn the paladin into a rather effective party buffer.  Extra bless weapons for example are terrific, as well as stat buffs.  At low levels those extra bless weapons are -extraordinarily- powerful.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on October 06, 2016, 07:53:46 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: NecropolisV on October 07, 2016, 02:52:44 AM
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!)
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on October 07, 2016, 03:57:52 AM
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!)

They do not. We are merely discussing Dumas' Ring of Oath proposal.
Title: Re: Item Request Discussion Thread v2
Post by: Dumas on October 07, 2016, 09:59:33 AM
I didn't propose that, that was NecropolisV
Title: Re: Item Request Discussion Thread v2
Post by: Pav on October 07, 2016, 11:57:10 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on October 10, 2016, 11:03:11 PM
This is false. You need to be at least level 4.

I stand corrected. I tested it, and indeed, a paladin must first be able to cast spells on his own to benefit from a bonus spell slot granted by an item. But be it at level 2 or level 4, I still believe paladins have no need of rings to further grant them bonus spell slots.
Title: Re: Item Request Discussion Thread v2
Post by: Pav on October 11, 2016, 02:27:17 PM
Rangers have 3 different items to give them spell slots, and while Ranger spells are not as good, I feel like another item for paladins would be fine. Maybe not a ring, but a very rare amulet?
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on November 28, 2016, 08:04:28 AM
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.
Title: Re: Item Request Discussion Thread v2
Post by: julienchab on November 28, 2016, 09:00:33 AM
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.

Why do you consider it a very powerful item? +2 parry and antagonize is decent, while if I agree +2 deflection is strong, it is very easily overriden by spells like shield of faith, shield and greater mage armor, so the value is tuned down in my opinion. Also, the 25% damage vulnerability is still a big deal, and will make the life of anyone who uses it a pain against rogues.
Title: Re: Item Request Discussion Thread v2
Post by: LeviShultz on November 28, 2016, 09:15:19 AM
Well, I compared it to other cloaks with similar stats. Cloak of the High Forest has a flat +2 deflection ac with zero drawbacks. Cape of the Savage gives +2 deflection ac with -4 will.

Here, you have the same same +2 deflection ac with the addition of skill bonus. With that comes a 25% percent damage vulnerability. There's a reason the blood runes line of weapon are avoided like the plague. I chose piercing as it fit the theme of bullfighting and dueling best- The risk of being gored and run though,

Do you think a 50% damage vulnerability would be more appropriate? At that level I think you'll see people only wearing it when they knew they wouldn't encounter piercing damage which it not what I really wanted. Knowing the risk and taken it anyways it what the item is about. Perhaps 25% piercing and 25% slashing? Or a concentration penalty making the duelist more susceptible to being taunted?
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on November 28, 2016, 12:31:34 PM
In regards to an item's power, it is of course a matter of personnal opinion, and it is known I usually side on the "less powerful is better" side. Here I see an item granting a fair bonus to 3 highly useful skills/features all at once. It seems excessive to me without adequate counterbalancing flaws. But it goes both ways and I would not go for a 50% piercing weakness either.

I'm not enthusiast either to granting skill point bonuses in parry when the cloak also gives AC bonuses. Two abilities granting AC bonuses on the same item makes it redundant.

Now a -1 penalty to concentration to offset  a +2 bonus to antagonize, I would find fair. And a -1 to discipline to offset the +2 in Parry as well. I like items that bites back the user but not so much that an item would not be used.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on December 02, 2016, 02:57:21 PM
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?
Title: Re: Item Request Discussion Thread v2
Post by: Arawn on December 02, 2016, 02:59:41 PM
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?

We can't do that and shouldn't do that, as setting hostile is part of the PvP rules, which could lead to confusion, and making gendarme NPCs attack random players over a bit of gear would cause serious issues. Even the elves in Degannwy don't attack over a necklace of ears.
Title: Re: Item Request Discussion Thread v2
Post by: modderpunk on December 02, 2016, 04:49:47 PM
Maybe an ocr increase withing dementlieu?
Title: Re: Item Request Discussion Thread v2
Post by: Song of Danta on December 05, 2016, 08:09:30 PM
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?
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on January 11, 2017, 03:52:47 PM
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?

Equivalent items casting Weapon of Impact, will be added soon. No need to change an existing item.
Title: Re: Item Request Discussion Thread v2
Post by: Alan Hunter on January 11, 2017, 07:17:59 PM
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?
Title: Re: Item Request Discussion Thread v2
Post by: Philos on January 11, 2017, 10:24:30 PM
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?

These questions might be better asked in character or at least in the Ravenloft discussion board if you have questions about the setting.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on January 16, 2017, 06:44:31 AM
(( 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.
Title: Re: Item Request Discussion Thread v2
Post by: julienchab on January 16, 2017, 10:05:43 AM
(( 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?
Title: Re: Item Request Discussion Thread v2
Post by: Syl on January 16, 2017, 10:17:31 AM
(( 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?

No they are called gloves of the green dragon disciple? or something like that they do +1 ab and 1d6 acid damage might be 1d4 I'm sure it's the D6 i'll correct myself when I get on today. Tsubaki has a pair found in a dungeon.

gonna add in, it was in a mid level dungeon but the drop is rare.
Title: Re: Item Request Discussion Thread v2
Post by: Ken14 on January 16, 2017, 11:12:45 AM

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.


Really? Because I've been playing a druid for over two years, but the only things with spell slots I've seen are the Golden Sickle and the Neureni/Harmony Robes, and even that was uncommon. But I'll grant that I might not be doing all the dungeons available.

However, I've never seen the other mentioned things (like rings!), not even in auctions. When my character asked IC-wise, nobody ever knew of any, either. Hence my assumption that they didn't exist.

Thanks for clarifying, and definitely thanks for discussing a possible upping of druidic drops! I'll see if I can't devise any armors. Maybe a bow?


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.

That's actually a fair point. And monks need love, after all. I could see them using it for added damage. Removing the alignment restriction!

Title: Re: Item Request Discussion Thread v2
Post by: Philos on January 17, 2017, 11:33:54 PM
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. 
Title: Re: Item Request Discussion Thread v2
Post by: julienchab on January 17, 2017, 11:48:50 PM
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. 

You're not really going to put this amulet unless you want to polymorph, and once you polymorph, the amulet stats don't count.
Title: Re: Item Request Discussion Thread v2
Post by: Philos on January 17, 2017, 11:56:20 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: julienchab on January 18, 2017, 12:05:21 AM
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.

Yeah exactly what I mean, so even if the drawbacks are high, they dont mean a lot since you're going to have the amulet only in specific times
Title: Re: Item Request Discussion Thread v2
Post by: Miuo on January 18, 2017, 06:17:17 AM
That was partly the point, you arnt meant to just leave it on and then suddenly just activate it. You want to wear it as little as possible, and even trying to put it on during battle to use it runs the immense risk of danger.

And then should you even use it before hand, the moment poly wears off, you have it on and risk considerable harm depending on what your doing the moment it wears off. Which is the point, as its a gamble to use the item. You risk being vulnerable before and after you activate the spell, or even during if someone dispells you and manages to cancel out your poly.

Which fits the bio of the item i feel, its powerful and useful but only as long as your careful how you use it and are able to hold the form. If not you become rather vulnerable and could easily become killed if not careful how you use it.
Title: Re: Item Request Discussion Thread v2
Post by: Miuo on January 18, 2017, 06:47:29 AM
Huh, there are the robes of the white island. Which have the same poly/-5 will/-5 mind, and are class locked to Cleric/Druid/Good/Monk, which are only worth less then 200gp.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on January 18, 2017, 06:55:41 AM
Then your suggestion even becomes redundant. Chabxxu and Philos are right, no one would ever use that amulet in a situation it was dangerous for them. I assume it is the the same with those robes. Seems to me a far better solution is for a one-shot consumable item casting the spell (if it does not exists already), a counterpart to the Witch's Cauldron.
Title: Re: Item Request Discussion Thread v2
Post by: Philos on January 18, 2017, 07:27:28 AM
You could do like "Witch's Benign Brew" and "Witch's Baleful Brew" and have fun trying to figure out which witch is which. ;)
Title: Re: Item Request Discussion Thread v2
Post by: Miuo on January 18, 2017, 07:45:41 AM
Single use Poly potion would come out to 1051gp, would that be acceptable for a potion?
Title: Re: Item Request Discussion Thread v2
Post by: Iridni Ren on January 31, 2017, 12:59:18 PM
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!

Those are boffo, love a couple of new maces but!

Someone in chat said you can't focus or specialize in CEP weapons (like heavy mace)?

If true, then these are NOT so OP because that's a big handicap!!
Title: Re: Item Request Discussion Thread v2
Post by: Miuo on January 31, 2017, 11:04:56 PM
Yurp, same with "Fashion Items" which are most holdables.

Spoiler: show

Item Type - Razor

Jack's Toy
Jack be nimble, Jack be quick
Jack's gonna put your head on a stick
Looking to dance, looking to play
Looking to take your eyes away
Ezra won't come, won't save your soul
He'll cut, and slice
Chop, and dice
And eat.  You.  Whole.
-The Rippers Rhyme.

Appearance -    Top - 1   Colour - 4
      Middle - 1  Colour - 3
      Bottom - 1  Colour - 1
Stats - Decreased AC, -5
Decreased Saves, Universal, -2
Keen
Massive crits 1d8
Bonus slashing 1d6
Quality - Excellent
Material - Steel, Bone
Cost - 15678


The -5 AC feels like it would render the item rather useless? Not sure anyone would take such a huge hit to AC for a item they can focus in or get a bonus via feats, or have a base item dmg. Unlike daggers and other similar weapons its completely reliant on stats making it even less favorable. I really like the idea of some razor items, but i dunno this feels like it will be largely a miss with that kind of AC penalty.
Title: Re: Item Request Discussion Thread v2
Post by: Nemesis 24 on January 31, 2017, 11:21:18 PM
To be honest I was thinking of it having more of a roleplay based item, and heavily cursed.  Also, that said, it was about the only way to reduce the cost!  That is a very, very expensive item.
Title: Re: Item Request Discussion Thread v2
Post by: Miuo on February 01, 2017, 12:10:02 AM
But isn't that the issue? The -5 ac is purely there to reduce, I would have preferred other means. Such as breaking it down into a few different negative side effects rather than going for one huge one that basically renders the item unusable by nearly every single character, and with such a crazy high price it only ensures it to be of the rarest possible. Only for it to be rubbish.

A cursed item would be nice if hidden curses could be a thing like once equipped it can't be removed without remove curse. Or Something bad would happen sporadically out of the blue, such as getting the wounding property applied. Or sudden damage dmg was done (rply compelled to self-harm/spill your own blood because the razor compels you to.) But all that kinda stuff takes script work.

Going off what is purely available at this moment, the -5 ac seems too much of a single drawback to making the item useful for any. Since any caster type is already gonna have crap ac to begin with and -5 will make them insanely squishy, and anyone who could stand to even possibly take the ac hit will won't want to use the item because it utterly blows compared to an actual "normal" weapon. Might it be worth discussing though that non-typical weapons get grants a default negative to their cost value to make up for their lack of base dmg and the like? So something like the razor won't be so insanely expensive when given a little more power to make it a little more equal to actual weapon type?
Title: Re: Item Request Discussion Thread v2
Post by: Nemesis 24 on February 01, 2017, 04:22:59 AM
The thing is, at present this is an -extremely- powerful weapon.  Keen, bonus damage, and massive crits put it close to an enchanted weapon.  Given a GMW and it'd cause enormous damage even as offhand.  There is a lot of stuff to offset the loss, such as parry AC or spell AC.  -5 is a *lot* I will grant you, yes.  But it needs a ridiculous offset for its ridiculous potential.
Title: Re: Item Request Discussion Thread v2
Post by: Miuo on February 01, 2017, 06:53:47 AM
I don't disagree with that, I just think as you pointed out the negatives should be broken up into other types. Rather than the focus on -5 AC and -2 Universal.
Title: Re: Item Request Discussion Thread v2
Post by: Iluvatar / Madness on February 01, 2017, 02:50:12 PM
With that item, I think it would be much more easier if instead, you remove the bonus on it and low grade its quality. Adding bonus like that then putting lots of negative on it doesn't serve any purpose imo.
Title: Re: Item Request Discussion Thread v2
Post by: modderpunk on February 05, 2017, 05:44:56 PM
Quote
Item Name: Slab

Regardless, the improperly heavy blade's edge is dull,

-Damage Bonus Slashing [2d8]


This seems contrary....
Title: Re: Item Request Discussion Thread v2
Post by: Ken14 on February 05, 2017, 05:59:53 PM
Quote
Item Name: Slab

Regardless, the improperly heavy blade's edge is dull,

-Damage Bonus Slashing [2d8]



This seems contrary....

Woops, right you are! Changed to Bludgeoning.
Title: Re: Item Request Discussion Thread v2
Post by: Iluvatar / Madness on February 05, 2017, 10:24:21 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: MrSmiley on February 05, 2017, 10:59:01 PM
I like the idea of having a greatsword that can cause bludgeoning damage, with so many undead in the server it'd fill a good niché and be immensely useful nearly just from that quality alone. Obviously it'll require tweaking with negative aspects, and positive ones.
Title: Re: Item Request Discussion Thread v2
Post by: Philos on February 05, 2017, 11:40:10 PM
One thing to remember is that the AC bonus from tumble uses BASE skill ranks, i.e what you invest at level up. Lowering the skill through items or stat penalties will not actually decrease the AC you receive from the tumble skill.
Title: Re: Item Request Discussion Thread v2
Post by: Iluvatar / Madness on February 06, 2017, 12:26:24 AM
You would still lose around 4 AC depending on your build and that's not something someone using a greatsword can spare, 4 AC is a lot. It's the difference between life and death in many many situation.

When making items, we should try to make items that people will actually want to use despite the negative on them. Adding items that no one will use because of to important negative doesn't serve any purpose, they could be replace by coins since they'll be sold anyway and just make finding suitable piece of gear much harder. I've seen many nice concept of items, but many also have so many negative that there is no way I would want to use them. My advice is remove some advantage of the items instead of adding too many negative. And sometime, yeah an item will simply be op and some items need to be, not every items needs negative on them.

Title: Re: Item Request Discussion Thread v2
Post by: Ken14 on February 06, 2017, 02:31:24 AM
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.

Okay, I reworked the sword with this notion in mind : The sword should be so heavy that it impairs your ability to move. I was wary of lowering the damage to 1d8, because that's just the damage increase of an average steel greatsword.

However, I realized rather quickly that this is bludgeoning damage, so any spell or item that grants enhancement would add slashing damage on top of the 1d8 increase, which makes it viable even in cases not related to the undead.

Per negatives :
Losing so much AC would be catastrophic, true. A decrease in tumble is still viable : can't exactly run with a 45 pound sword. And a decrease in tumble does not remove AC.

I've also added a decreased saving throw for reflex, and removed all the other negative/positives. This way, no AC loss is made, but you'd still be impaired in the ways of agility.

See the Item request thread for the specifics!
Title: Re: Item Request Discussion Thread v2
Post by: Iluvatar / Madness on February 06, 2017, 12:36:16 PM
I personally think it is much better like that! If I found a sword like that right now, I might be ready to use it! :)
Title: Re: Item Request Discussion Thread v2
Post by: Night of Reod on February 10, 2017, 12:51:35 PM
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.

 I consider Evasion to be the strongest feat, even stronger than Improved Evasion because of the lower requirements, and I know I am not alone in this. I think it is too strong a feat to be on an item, especially with just a penalty that is situational and can easily be nullified with a Death Ward spell. I also think it is a bad idea to lock such a strong feat behind a specific alignment, if it must be added to the game as an item. Overall though, I would change the evasion feat to increased reflex saves, or possibly to the Defensive Roll feat.
Title: Re: Item Request Discussion Thread v2
Post by: IrishIron on February 10, 2017, 01:16:43 PM
Seconded. This would be like giving weapon specialization on an item. It's something people take rogue specifically for or ranger etc. This is a key ability to classes and should likely not be given on an item. Just my personal view.

Added reflex makes sense though. Personally I don't think any of the rogue special feats should  be something given by items.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on March 13, 2017, 02:44:39 PM
Seems to me someone was in a Falkovnian-Oktoberfest mood today. I like those beers very much, but maybe we should have varieties from various domains and use them further to disseminate more info about the rest of the Core?
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on June 25, 2017, 01:36:21 AM
Hi Dumas. Thanks for your latest proposals. I do like most of them, but playing the devils advocate I have a few questions/comments about them.

Gloves of the Black Moon
What is the point of those gloves? We already have gloves granting animal empathy. And hide/move silently skills are better suited to armors and boots than gloves.

Burden of Faith
AC +3, Damage Reduction : +1 [Amount: 4]. That is huge, regardless of the penalties tied to it I don't think we should add this to the module.

Amulet of Blessed Refuge
Interesting, but granting way too much skill point bonuses for my taste. I would reduce the bonuses to +2, and the penalties accordingly.

Shard of Sacrifice
Understanding that it helps to balance the blade's powers, but would anyone truly use a blade bestowing a -4 penalty to AC? We after all want to devise items people would use. The +2d8 divine damage also seems to me to be a bit high. I would tone it down to +1d4 max. Of course the penalties should also be reduced accordingly. And by the nature of the blade the +1 should be vs Evil only as well.

Corvian Helm
I like this helm, but I am concerned the -5 penaly to reflex would make it so that no one would use it. How about: AC Bonus vs. Damage Type : Bludgeoning [+3]; Damage Resistance :Bludgeoning [Amount: 1]; Decreased Saving Throws: Specific: Reflex [-2] instead? 

Medallion of the Grasses
While I like the concept of this medallion, something tells me it would only be used by roguish types for whom the 25% arcane spell failure chance is moot. I would drop the spell failure chance to only 5%, the spellcraft bonus to +2, and instead add a -2 penalty to a skill useful to rogues in general. I think that would make it interesting for more players.

The following items I like as is, I'll add them to the the module. Pending approval from my fellow devs of course.

Gloomreaver's Bane
Highwayman's Surprise (Will likely make bolts and bullets versions as well)
Sklaventreiber Whip
Vial of Incendiary Sun
Title: Re: Item Request Discussion Thread v2
Post by: Dumas on June 25, 2017, 02:27:16 AM
Thanks for the input, MAB77. I went back and made some of the edits you suggested, and modified the items properties and prices, accordingly.

As for the Black Moon gloves, I can see your point in gloves not adding anything to move silently, (you'd move most silently without gloves, most likely), and forgot that there were already tamer gloves that added empathy. I decided to change the item to armor instead, which would still fit the description. Hopefully, it will give a good choice to druids or rangers wishing for nature stealth armor.

I've also eliminated the damage reduction from the Burden of Faith, as well as changing some of the penalties, hopefully toning it down to a more realistic level.

Here's the edited stats for those items, but I've also changed them on the Request Thread -

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
Title: Re: Item Request Discussion Thread v2
Post by: Pav on August 06, 2017, 12:13:24 PM
Some mid-tier rogue items.

Manual of Mechanisms
Quote
Fashion 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 Edition
Quote
Fashion 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 Muffling
Quote
Boots

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 Muffling
Quote
Boots

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 Chameleon
Quote
Cloak

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 Chameleon
Quote
Cloak

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 Ring
Quote
Ring

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 Ring
Quote
Ring

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 Friends
Quote
Glove

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 Friends
Quote
Glove

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 Cowl
Quote
Helmet

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 Cowl
Quote
Helmet

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.

While those are all fantastic additions in my eyes, I would have a greater gap in value between the lesser and greater versions to justify their existence, more than just +1 in skill adjustments. It would make the lesser versions, in a small amount of time, become vendor trash, as the greater ones are not that much rarer in the loot table due to their close values.

If a dev decides to implement any of these, take that under consideration.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on August 06, 2017, 12:13:40 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: Pav on August 06, 2017, 12:16:41 PM
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.

...There really isn't a large array of them. They have become so rare and so difficult to acquire that stealth dependent characters in their mid teens still don't have basic accoutrements. Many items that are supposedly still in the game haven't dropped in close to years.

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.
Title: Re: Item Request Discussion Thread v2
Post by: Norture on August 06, 2017, 12:19:20 PM
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

There also isn't a good even spread of stealth gear. There are +1 or +2 items, or the rare endgame items. Not a whole lot in between, which is what he covers. Especially for boots and cloak items. The belt and chest pieces are pretty uncommon, but the boot and cloak slots are in dire need of more mid-tier options that actually drop.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on August 06, 2017, 12:48:08 PM
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.

Of course, and it is a good thing it's done, but I will still play the devil's advocate and question everything, always with the goal of coming with the best solution possible in the end.
Title: Re: Item Request Discussion Thread v2
Post by: DM Erebus on August 06, 2017, 01:29:13 PM
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.

Hi!
It is my understanding that there is little to no mid-tier Rogue gear (+2-4 bonuses). This has led to massive price inflation in the player-to-player market for high-tier Rogue items (Those of +5 to +6).

The selection of items I submitted fit into that middle category, with the intention of filling what I perceive to be a gap in the loot table, with particular reference to stealth gear.

Regarding the Open Lock and Disable Trap items, yes indeed they would make some dungeons easier to get through. Open Lock and Disable Trap are signature skills for the Rogue, and opening locks and disabling traps are an important function they fulfil in dungeons on this server. These Rogue-only items are intended to makes rogues better and what they should be doing best, elevating their usefulness and desirability for groups above characters with cross-classed skills and spells.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on August 06, 2017, 02:02:41 PM
Don't forget to include weaknesses to your items too. A good balanced items has a few drawbacks as much as strengths. A +2 here, should mean a -1 there in return. Ideally in skills that are both useful at the same time.

//Edited: I can accept a +2 item without drawbacks. But anything +3 or more should have some weaknesses too. That is just my personal view though.
Title: Re: Item Request Discussion Thread v2
Post by: Norture on August 06, 2017, 02:09:39 PM
The items are already well below their value threshold, why do they need additional negatives?
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on August 06, 2017, 02:29:31 PM
It's not so much for their gold value, but their impact in game.

Also because adding different weaknesses allows to include more items of the same type and allow more gear customization options to players.

If I add only a +3 hide belt. Everyone will want just that belt. If I add a +3 Hide/-1 parry, +3 Hide/-1 tumble, +3 Hide/-1 discipline. Already it gives us 3 options and insures not everyone is wearing the exact same gear. And they will drop more often too, cause their value is lower.
Title: Re: Item Request Discussion Thread v2
Post by: Philos on August 06, 2017, 02:53:57 PM
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.

They key words here are stellar levels. It is true that we already have potent stealth gear that is extremely rare or simply not present in the loot tables at all. (The Cloak of Elven Kind, Abber Moccasins, Cape of Silence.) Player Characters are likely to never see or hear of these items and much less posses them- The stuff of myth. 

Beneath this we have the "high-tier" items. Bonus are in the +5 range. Included are the Belt of the Ebon Tiger, Belt of the Desert Cat, Hectors Wary Tread, and the Greater Mantle of the Forest Walker. PC's can hope to have these towards the end of their characters career. You might not have them but odds are you know someone who does. They may appear at auction from time to time and run a PC 200k-500k.

Then there are the Belt of the Wraith and the Cape of the Night. These have the skill bonuses to be inline with "mid-tier" items (+3-4), however, they are bloated with spell charges making their value and higher than those listed above. Yes, the 3/3 belt with spell charges is rarer the 5/5 belt. These items should either have their charges removed or comparable items added without them to fill this gap.

Mid-tier items. "Ilynadrathyl's Grandeur" This one is great- I've only seen it come from Sithicus sadly, might just be my experience. Stalker's/Sniper's Short Bow are Prefect. There are no belts/capes/books/helm that other wise fit in here. It encompasses a huge portion of a characters life span and is woefully lacking.

Beneath this we have the starter items. +1-2 hoods available from merchants. +1-2 hide capes available from merchants. Mantle of the Forest Walker. Cat's Walk boots.

This list isn't exhaustive but represents a fairly accurate portrait of the types of gear a stealther could expect to come across. With in it you'll see that there is a rather large gulf between what one could expect to find for sale in the Outskirts and what one will find at an RVT auction. A middle ground needs be to made. We're not raising the ceiling any higher- simply building a ladder to it from the ground. Players love finding gear and I think having some more mid tier items will allow then to flesh out their character's skills at several points during their life span. Cosmic's suggestions go a long way towards accomplishing that.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on August 06, 2017, 04:21:54 PM
I just did a review of all stealth objects in the Rogue items loot table and I agree there is a lot of gaps that needs to be filled. I will work with The Inquisitor to adjust what he proposed, and add some new content as I see fit. (Inqui! Stay tuned for a coming private message).
Title: Re: Item Request Discussion Thread v2
Post by: Dumas on August 06, 2017, 04:48:52 PM
Will we be seeing some of the proposed items in the thread at the time of the hack update?
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on August 06, 2017, 08:03:27 PM
Will we be seeing some of the proposed items in the thread at the time of the hack update?

Most likely.
Title: Re: Item Request Discussion Thread v2
Post by: Barovian Beggar on October 09, 2017, 10:30:49 AM
Can we have craftable mauls?
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on October 09, 2017, 02:22:02 PM
Can we have craftable mauls?

It's not in the plans right now. Given that Mauls do not benefits from from the combat feats, it is usually best to have mauls with unique properties in the loot tables.
Title: Re: Item Request Discussion Thread v2
Post by: Pav on November 14, 2017, 03:06:48 PM
Quote
Item 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

I'd remove the red color glow.
Title: Re: Item Request Discussion Thread v2
Post by: SingASongOfDeath on November 14, 2017, 05:29:22 PM
It's meant to be a male variant of the Amulet of Isis, which has a green glow.
Title: Re: Item Request Discussion Thread v2
Post by: noah25 on January 09, 2018, 09:30:37 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on January 10, 2018, 05:57:53 AM
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.

I confirm both the swordsman's belt, inertial barrier belt and Gobalski bracers have been pulled out of the treasuries. Archers and Brawler's belts remain as do the robes providing damage reductions to all 3 types of physical damage. I will consult with my fellow developers as to the exact reasons, but this was likely done on purpose. The very best item providing that slashing damage reduction does remain, but certainly requires you to travel in more dangerous areas.
Title: Re: Item Request Discussion Thread v2
Post by: buyonegetonefree on January 10, 2018, 06:12:16 AM
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?
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on January 10, 2018, 06:29:54 AM
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?

My post was quite explicit. Only the 3 items I mentioned were removed as far as I know.
Title: Re: Item Request Discussion Thread v2
Post by: noah25 on January 10, 2018, 07:26:02 PM
good to know, thanks MAB :)
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on January 10, 2018, 09:47:58 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: APorg on January 10, 2018, 10:07:12 PM
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.

And Gobalski Bracers, are they still in, deliberately removed, or accidentally removed? Just to ask...
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on January 21, 2018, 12:59:35 AM
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.
Title: Re: Item Request Discussion Thread v2
Post by: Dumas on January 21, 2018, 12:20:34 PM
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.

Thanks for the advice MAB. Didn't realize there were so many druid spell bonus items already, and I can see that it would throw balance off to offer any more slots.. especially for rangers that manage to get a hold of one of these outside the level where they'd normally get access to those spells. As such, I've followed your suggestions, and modified the item on the Request Thread into a necklace instead. Went with damage resistance to slashing for an additional bonus, as it makes sense with the story I wrote for it. That puts it pretty close to the cost of Hunta's Guardian.
Title: Re: Item Request Discussion Thread v2
Post by: Stygian Messiah on February 04, 2018, 09:31:18 PM
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]

Medium armor makes the MS bonus +1 or nil, and the negatives down to -7 or -8

If this piece is catered to rogue or rogue based, web immunity isn't a strong enough selling point. The web immunity gives the item an artificial inflation value, which will clog a loot node from spawning something that might actually be used.

But I checked with Vistani Rapid Pawn LLC, and they can't wait.
Title: Re: Item Request Discussion Thread v2
Post by: Dumas on February 04, 2018, 09:47:17 PM
Hmmm.. yeah, I failed to realize that medium armor would give penalties on top of the negatives. Did some messing around with the stats, and changed the description a bit to reflect. Scrapped the web immunity, upped the AC by 1, as well as added penalties to Heal because it needs nimble hand movements, and added reflex, to reflect better movement from its light weight.

Intending for a good Rogue usable protective armor if they choose it, but at the sacrifice of their common skills. Perhaps suitable for a druid as well, due to their oaths against metal.

Made the updates on the Request thread.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on February 06, 2018, 11:13:59 PM
A few comments on some of your suggestions Nem.

1) Pain’s Last Kiss
The On Hit cast Spell property is always to be avoided like the plague. Some builds can reach a very high number of attacks per round, and you give them the possibility to "cast" that spell that same amount of time per rounds. Unbalanced versus casters that can still cast only one spell a round and definitively not too good for server performance issues.

2) Witch Seeker
The dreaded flaming whip of the Chaotic Good Tepestani inquisition would be useable by evil only? I think not. I also think the focus of the whip should not be so much Evil creatures, but Fey and Elves.

3) Rippenspalter (and anything else with negative ability score adjustments)

I am not a fan of decreased ability scores properties on items as they are too easy to circumvent. They do however have the advantage of lowering an item cost and that increases the chance of seeing the weapon drop, so I am willing to accept a few now and then. But I must be very clear here that I do not wish that to become a trend to lower an item's cost so keep it to a minimum. And of those I would accept, never in a dump stat like Charisma. I suggest you replace most of those penalties by a different kind.

4) Fate of Traitors

You'll be happy to learn that EO has just changed the Weight Increase property so it affects pricing. This one would thus cost a bit less than 4534 gp. But 75% DC 16 stun on a somewhat popular weapon like a greataxe that is easily buffed with spells and/or varnish, that's too powerful. I'd go for 25% DC 14/ 1 round at most.
Title: Re: Item Request Discussion Thread v2
Post by: Nemesis 24 on February 06, 2018, 11:34:32 PM
I thought I'd adjusted the witch seeker with regards to its evil alignment restriction - I guess not!

In regards to the stat drops - yes, they're dump stats, but they do preclude the cost reaching an overly high level.  They're more in line with things like the Imaskari blade - and having stats dropped down that won't -overly- affect the users of the weapon (except in certain case scenarios).  If more useful stats are dropped - strength, dexterity, or con scores - then these weapons are going to be ending up on the useless dump pile, and won't be used.  I'd hope to avoid that.
Title: Re: Item Request Discussion Thread v2
Post by: bocian on February 07, 2018, 12:04:57 PM
How about giving these whips improved disarm, since default one is given to everyone?
I'd also consider adding some more bonuses to them, because I'm yet to see a character that successfully uses a whip in combat.
Title: Re: Item Request Discussion Thread v2
Post by: Nemesis 24 on February 07, 2018, 01:36:34 PM
With regards to making some items cheaper and such like, and creating some 1000 to 2000 gold items to 'fill in the gaps'.  Unfortunately I cannot quite see the point due to crafted gear.

If we go off the item creation and the costing associated, lets look at the following-

Crafted steel longsword with silver guilding, crafted steel bastard sword with silver guilding, crafted steel greatsword with silver guilding.

The Longsword costs (with +1 vs shapechanger, 1d4 slashing)- 2494

Bastard Sword (with +1 vs shapechanger, 1d6 slashing) - 4936

Greatsword (with +1 vs shapechanger, 1d8 slashing) - 10772

As can be shown, the increase is nothing short of exponential when it comes to the greatsword.  The increased slashing makes that much of a difference, perhaps leading to the dearth of useable greatswords.

The point of this is, however, is to establish a baseline.  If crafted weapons are worth this much, then the lootable items should, at least in some cases, be approaching similar value.

The reasoning behind this being that enchanted items are and will be top tier, always.  An enchanted steel electrum guilded longsword is worth 47268.  An adamantium platinum guilded greatsword is worth a staggering 196912.  There is no gear that can compete with that and rightly so.

But there 'should' be gear that competes with crafted gear.  That means the baseline for a greatsword should be at *least* 7700, for that's what a greatsword with 1d8 slashing costs.  Crafted gear is cheaper, readily available without having to look for it, and on request.  But finding a weapon that is an actual viable alternative should be possible.

We have a lot of trash loot in the table that is objectively worthless.  Possibly useful to a level 2, but by level 4 its more than conceivable to find crafted gear, and after that, there is nothing valuable until that item is enchanted at level 14 or higher.  If there is to be something that fills that in between gap, it needs to be -

1.  General purpose, not niche
2.  Have a value using the crafted item value as a baseline, within a reasonable limit
3.  Not have maluses that make it useless in a state of general purpose.

1000 to 2000 gold items are, however as shown by the cost comparison, nearly worthless at present.  I've managed to make a *few* minor ones, but they are likely going to beaten by a crafted equivalent.
Title: Re: Item Request Discussion Thread v2
Post by: Dread on March 31, 2018, 08:36:54 AM
Spoiler: show

Now I've finally worked out how the toolset basically functions, I've come up with a an item. I wanted to make something that was similar to the Blade of the Cattle, but in a ranged weapon.

Kethyar (Sithican for 'Pride')
(https://i.imgur.com/JlRYpKL.png)
+3 AB vs Humans
Mighty +5
Use Limitation: Elf, Half Elf
Decreased Skill Modifier: Influence [-4], Tumble [-4]
Material – Wood, Ash
Quality – Very Good
Cost – 6046

Description: Kethyar, or 'Pride' in the Common tongue, is the result of long lifetimes and frigid outlooks. Born of the Sithican people's disdain for those not of their kin (held for many years), the bow's construction has been refined for a single purpose - killing humans. While Sithican life is defined by its apathy and coldness, they continue to train warbands. They hold to their traditions for reasons they have long forgotten, believing that Sithicus will remain in spite of any threat. How this longbow was taken from the marksman's hands will never be known, but one can only wonder what sort of attacker could have pried it from such long-lived people.

The bow stands at a great height, and is clearly constructed for Elven hands. Even in the hands of Elves, however, it is somewhat cumbersome to wield. The weight of an unflinching burden presses heavily upon this weapon, as though it bears a fragment of its people's curse. One may struggle to speak impassioned or persuasive words while holding it, knowing but a taste of the elves' ennui.


Lovely! For the rest of you who are wondering what I'm looking for or what I might be interested in adding, miscellaneous consumables you can find that are useful to others, I'd be really big on, along with useful low-level items to fill in the gaps for what people might need, and new, neat things like this.
Title: Re: Item Request Discussion Thread v2
Post by: Dread on March 31, 2018, 11:47:09 AM
Spoiler: show


I have been toiling in my secret laboratory on a number of miscellaneous consumables. For your delectation..

Beguiling Musk
Quote
This bottle contains a thin oily perfume. Its scent is difficult to define; at once both floral and earthy, sweet and deep. Whatever it's made of, it has a remarkable soporific effect, beguiling all those around to the wearer.
   Thin Misc
   thinmisc 073
   Cast Spell: Glibness (7), 5 charge / use
   Material: Crystal
   Charges 15   
   Cost 3937

Boritsi Tasting Spoon
Quote
Amongst the upper echelons of Borcan society, death by poisoning is a constant danger. The Boritsi family were the first to invent these fine silver spoons, which tarnish instantly should they come into contact with any poison. Unsurprisingly the idea proved popular, and have since spread to other families and even abroad.
   Thin Misc   
   thinkmisc 033
   Cast Spell: Detect Poison, 1 charge / use
   Material: Silver
   Charges 5
   Cost 376

Blessed Chalice
Quote
Many religions make use of holy water for ritual purification, ceremonial rites and in confronting the unholy. It is unclear to which god this slightly battered gilded chalice was dedicated, and how it came to be discarded. It stills holds a small amount of divine power, and can instantly bless any water held within it; transforming it into potent holy water.
   Thin Misc
   thinmisc 013
   Cast Spell: Holy Water, 1 charge / use
   Material: Gold   
   Charges 10
   Cost 26

Bottled Pixie
Quote
This bottle contains the shriveled husk of a small fey creature. Vigorously shaking the bottle releases a cloud of luminous powder which sticks to everything. Even a cursory inspection of the bottle reveals that the neck is clearly too small for the creature to have gotten inside in the first place.
   Thin Misc   
   thinmisc 016
   Cast Spell: Faerie Fire (2), 1 charge / use
   Material: Glass
   Charges 3
   Cost 1501

Copying Quill
Quote
This ornamental quill is bedecked with jewels, making it completely impractical for writing with. The quill holds a marvelous secret however. Upon speaking the correct command word the quill will stand on end and diligently create a perfect copy of almost any document. These quills are prized by many a lazy clerk the Core over, from the contract-makers of Borca to the Ezrite illuminators of Port-a-Lucine.
   Thin Misc
   thinmisc 051   
   Cast Spell: Amanuensis, 1 charge / use
   Material: Ivory
   Material: Gem
   Charges 5
   Cost 376

Dancing Blade
Quote
This simple dagger hides a remarkable secret. Upon command it will leap from the wielder's hand and into the air, where it will continue to do as the wielder commands. Once little more than a novelty, adventurers have found myriad uses for enchanted daggers of this type.
   Dagger
      Top 1/1
      Middle 5/1
      Bottom 5/1
      Charges 6
   Cast Spell: Shelgarns Persistent Blade 2 charge / use
   Material: Steel
   Charges 6      
   Cost 1804

Divine Compact
Quote
This golden scroll shimmers slightly in the light. The beautiful, flowing script describes an understanding between the original author and a celestial being. Perhaps the being will still honour it.
   Medium Misc   
   midmisc 131
   Cast Spell, Planar Binding, Single Use
   Use Limitation, Alignment Group: Good
   Material: Papyrus
   Cost 2475

Footpad's Mastic
Quote
This inkwell-sized pot contains a clear, tacky substance of uncertain alchemical providence. It has the remarkable quality of deadening the sound produced by anything it is applied to. It has found great popularity amongst burglars, who smear it on the soles of their boots before housebreaking. This has earned the substance its unusual moniker.
   Small Misc   
   smallmisc 077
   Cast Spell: Light Step (10), 5 charges / use
   Material: Clay
   Charges 15
   Cost 3750

Fragment of the Millford Church Bell
Quote
This fragment of twisted iron is riven with cracks. It still bears scraps of silver gilt.
In the year 700BC the sleepy hamlet of Millford in Mordent was besieged by a horde of undead. The villagers retreated to the safety of the Ezrite chapel on the hill overlooking the river. All day and all night the Toret of the chapel sounded the church bell, keeping the undead at bay. When he fell down exhausted, unable to ring any longer, he prayed to Ezra for aid. Miraculously, the bell continued to peal, clear and loud. The undead were driven off and the mists dispersed.
When the chapel was struck by lightning years later, many fragments of the bell were saved. Each relic, when struck, produces a clear peal that stops the undead in their tracks, just as the bell once did.
   Medium Misc   
   midmisc 062
   Cast Spell: Halt Undead (10), 5 charge / use
   Charges 15
   Weight Increase: 1 lbs
   Material: Iron
   Material: Silver
   Cost 5623

Greater Divine Compact
Quote
This golden scroll shimmers slightly in the light. The beautiful, flowing script describes an understanding between the original author and a powerful celestial being. Perhaps the being will still honour it.
   Medium Misc   
   midmisc 131
   Cast Spell, Greater Planar Binding, Single Use
   Use Limitation, Alignment Group: Good
   Material: Papyrus
   Cost 4500

Greater Stygian Contract
Quote
This rich, creamy paper is disturbingly warm to the touch. It is covered in miniscule, nigh-incomprehensible script.
It seems to outline an agreement of service between a powerful denizen of the lower planes and the bearer. Who originally drafted the contract, and how they came to lose it, is a mystery.
   Medium Misc
   midmisc 033   
   Cast Spell: Greater Planar Binding, Single Use
   Use Limitation, Alignment Group: Evil
   Material: Vellum
   Cost 4500

Luckstone
Quote
This stone sits comfortably in the palm of the hand. It has one smooth, worn side whilst the others are coarse and rough. It has clearly come from a larger object.
Many cultures in the Core have 'lucky' objects, from Mordentish pennies to the dubious charms of the Vistani. Luckstones are more reputable; objects blessed by mystics or fragments of holy idols chipped of from holy idols. Simply squeezing the stone is enough to grant the bearer good fortune.
   Small Misc
   smallmisc 125
   Cast Spell: Aid, 2 charge / use
   Material: Stone, Marble
   Charges 6
   Cost 2700

Oracle Stone
Quote
Many cultures have shamanistic traditions, from the strange Abber nomads of the ever-shifting Nightmare Lands to he mysterious Voodan of the fetid swamps of Souragne. These wise men and women converse with spirits and gaze into the future with the help of objects such as this.
This small fetish is carved with symbols of prophecy and foresight and was once used in such shamanistic rites. Now its power is mostly depleted, but it can still grant the bearer a facsimile of the true seer's power.
   Small Misc
   smlmisc 125
   Cast Spell: Vision of the Omniscient Eye 4 charge / use
   Material: Stone
   Charges 12
   Cost 3375

Stalker's Grease
Quote
This small bowl contains a small amount of dark green greasepaint. A small application on the skin is enough for the substance to work its magic, allowing the wearer to blend in with their surroundings. It was originally concocted by the hunters of Verbrek for use in the wolf-infested forests of that land.
   Small Misc   
   smallmisc 011
   Cast Spell: Camoflage (10),  3 charges / use
   Material: Clay
   Charges 9
   Cost 3000

Stygian Contract
Quote
This rich, creamy paper is disturbingly warm to the touch. It is covered in minuscule, nigh-incomprehensible script.
It seems to outline an agreement of service between a denizen of the lower planes and the bearer. Who originally drafted the contract, and how they came to lose it, is a mystery.
   Medium Misc   
   midmisc 033
   Cast Spell: Planar Binding, Single Use
   Use Limitation, Alignment Group: Evil
   Material: Vellum
   Cost 2475

Voodan Zombie Blood
Quote
This vessel contains a thick, green, foul-smelling liquid. The Voodan are known to concoct this vile brew from plants and roots native to the Souragne bayou. Imbibing the entire dose transforms the drinker into a creature much like the undead that haunt the cypress trees and dark waters there.
   Thin Misc
   thinmisc_198
   Cast Spell: Feign Undeath Single Use
   Material: Clay, Earthenware
   Cost 1687



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.
Title: Re: Item Request Discussion Thread v2
Post by: DM Erebus on March 31, 2018, 11:51:03 AM
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.

To be honest I felt obliged to balance the Evil item with a Good one. They're not nearly as interesting, scrub them.
Title: Re: Item Request Discussion Thread v2
Post by: QDS on April 09, 2018, 07:30:31 AM
//wrong thread
Title: Re: Item Request Discussion Thread v2
Post by: Folly on May 07, 2018, 03:12:48 PM
Could a developer confirm whether or not "Bach's Helm" is still in the loot tables?
i saw it in a post from 2012
Title: Re: Item Request Discussion Thread v2
Post by: Moshimo on May 23, 2018, 08:58:33 AM
So, what ever happened to the items "Barrel of Monkeys" and "Can of Fish"? I'd really like to see these items again.
Title: Re: Item Request Discussion Thread v2
Post by: PrimetheGrime on May 23, 2018, 08:59:54 AM
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?
Title: Re: Item Request Discussion Thread v2
Post by: Lion El'Jonson on May 23, 2018, 09:00:39 AM
Gods preserve us in the face of monkeys. May their scourge lie forgotten and please no don't do it.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on October 17, 2018, 04:23:56 PM
So, I've been asking around and I could be wrong but I've noticed a lack of druidic casting items. [...]

Actually Druid is the class that has a high amount of gears granting spell slots. More than most if not all other classes. I respectfully submit that you simply have not inquired to the right persons.

In general though, I really advise against suggesting items granting spell slots. The last thing strong caster classes  need is even more slots. We already refrain from items granting a daily use of a certain effect because that makes them powerful. Imagine when you can choose what that power would be on top of that! Particularly on divine casters that can cast spells several level higher than their effective caster level with said items.

I appreciate you take the time to suggest new items, but I invite you to have them grant different powers.
Title: Re: Item Request Discussion Thread v2
Post by: Daboomer on October 17, 2018, 05:13:52 PM
Gods preserve us in the face of monkeys. May their scourge lie forgotten and please no don't do it.

 :lol: It's like saying "I want the oozepocalypse back"
Title: Re: Item Request Discussion Thread v2
Post by: Silas Rotleaf on November 11, 2018, 01:22:23 PM
Is my idea for the Thaani battle axe too imbalanced and if so, would it be less broken if the negative will save was greater like a -2 or a -4 instead of a -1?  :-/
Title: Re: Item Request Discussion Thread v2
Post by: Nuresame on November 27, 2018, 06:36:37 AM
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.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on November 27, 2018, 10:20:17 AM
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.

I invite you to delve into the toolset and follow the instructions found in the Item Request Thread to devise such violin. Once done, do post it in said thread. We can then discuss the merits of your suggestion here.
Title: Re: Item Request Discussion Thread v2
Post by: chuuch1 on June 09, 2019, 12:13:55 PM
Im not too great with the toolset, but i had an Idea for an item

Rotten Food

Throw able item (similar to varnishes, oil of slipperiness etc)

Does not have to do any damage, just a visual effect on impact, similar to the disease effect.

Vallaki Garda can hand out baskets of rotten food to be tossed at prisoners doing the walk of shame or being executed etc
Title: Re: Item Request Discussion Thread v2
Post by: Helaman on July 18, 2019, 11:39:59 PM
I like this
Title: Re: Item Request Discussion Thread v2
Post by: Wholesome Memester on July 19, 2019, 08:27:59 AM
[throws a rotten apple at you]
Title: Re: Item Request Discussion Thread v2
Post by: Estwilde on July 19, 2019, 03:48:56 PM
A hoopak sling staff would be fantastic  :) Even if it was just a graphical override option for regular slings
Title: Re: Item Request Discussion Thread v2
Post by: Hatsune on July 20, 2019, 07:59:28 AM
A hoopak sling staff would be fantastic  :) Even if it was just a graphical override option for regular slings

Is that so we can identify and murder the Kender faster then we already do? If so, I fully support this!
Title: Re: Item Request Discussion Thread v2
Post by: Iridni Ren on October 27, 2019, 06:59:15 PM
Spoiler: show
A bunch of stuff for perusal!

CLOAKS

Cloak Of Charisma
Appearance – Sharess (Estelindis)
Properties – Cast Spell: Eagles Splendour (3) 3 charges/use
Charges – 36
Materials – Silk, Cloth
Cost – 1801

(https://i.imgur.com/z3gdEZg.jpg)   (https://i.imgur.com/5iPglSP.jpg)


Description:  These cloaks, of a warm, deep red and of a splendid shimmering weave, seldom seem to stain or tear.  A device of Faerun, they are known there as a symbol of the Goddess Sharess, and are worn by her celebrants.  Here, in Ravenloft, they are sometimes found, but the magic of them fades, or is corrupted.  Eventually, the fabric rots, and falls apart, the lustre and shine turning dull and dead. But before that happens, they can be worn to improve ones appearance to the observer, heightening their physical features.  Eventually however the dread nature of the Demiplane of Dread turns the beauty within them to dust.


Cloak of Protection
Appearance – Great Cloak
Properties – Universal Saves +1
Materials – Wool
Cost – 1441

(https://i.imgur.com/HvPliSS.jpg)  (https://i.imgur.com/Vjig6LZ.jpg)

Description:  These sturdy, well woven cloaks are of a strange wool, soft and soothing to the touch.  A creation from beyond the mists, they bear an ancient magic and have what appears to be vaguely elven lettering stitched into the edge.  They are sometimes found, in good condition despite their circumstances, and impart a strange sort of luck to their wearer – giving them a faint edge to avoid, resist or endure circumstances that otherwise could well be fatal.  Whatever luck is within them passes to those that wear them.  But all luck must run out eventually.



Greater Cloak of Charisma
Appearance – Sune  (Estelindis)
Properties – Decreased Saving Throw, Will, -2.  Skill Bonus Influence +3.  Use limitation – Good.  Cast Spell: Aura of Glory (7) 5 charges/use.  Cast Eagles Splendour (10) 5 charges/use.
Charges - 50
Materials – Silk, Cloth.
Cost – 5885

(https://i.imgur.com/UfCDzDJ.jpg)  (https://i.imgur.com/heZIhFu.jpg)

Description: These magnificent cloaks bear the symbol of the outlander deity Sune, a goddess of love and beauty.  Wearing these fine cloaks, a figure can take on an almost unearthly beauty and force of personality, drawing all eyes to them as they stride with confidence, a bright light in the midst of the darkness of the Core.  However, this very confidence can descend all too easily into reckless hubris, and though the magic of these cloaks is strong, it does not last forever.  Eventually the colours fade, the material frays, the stains of blood can no longer be washed out, and what was once beautiful turns distraught.  At that point, the eyes turn away, the confidence withers, a perhaps fleeting, torturous glimpse of what life could be, denied and to slip endlessly through grasping fingers.



Greater Cloak of Protection
Appearance – Paisley (Lisa)
Properties – Damage Reduction: Slashing -/3.  Universal saves +1.
Materials – Wool, Mithral.
Cost – 4453

(https://i.imgur.com/I2DkyKA.jpg)   (https://i.imgur.com/BYYsha9.jpg)

Description: These magnificent cloaks, look of a similar but improved style to other, lesser cloaks.  Wrought of warm, soft wool, by some secret method the thinnest possible strands of silver mithral are mixed in with the threads.  So very faint as to be naught but a mere shimmer to be seen, but in such quantity as to provide a simply extraordinary level of protection.  Whatever magic and technique is used is one beyond replication or even proper identification, but in certain moonlight when the cloak shifts, the reflection of the mithral sometimes forms elven style lettering, or at least the vague impression of it.  Rarely seen, but highly sought after, they are a cloak to be treasured.



Lords Cloak
Appearance – Lords Alliance (Estelindis)
Properties – Saving throw bonus +1 Will, Skill Bonus: Parry +3, Influence +3.
Materials – Wool, Cotton, Gold.
Cost- 4929

(https://i.imgur.com/YjCEcPa.jpg)  (https://i.imgur.com/ON17hFo.jpg)

Description:  This bold, ostentatious cloak is of a rich tone and colour, with gold thread woven into the material.  It is almost obscene in its display of wealth, in such a way as to make one frown at the garishness of it, but it nevertheless has a way of making one seem taller, their shoulders straighter.  A power of arrogance and perhaps hubris makes itself felt in the wearer, hardening the mind and the heart as well as steadying the hand.  But power is its own trap in the Mists, and the power that this mighty cloak can grant can also be the undoing of the one who wear it, pulled along by their own confidence into a fate worse than death; or to rise above, into power otherwise never known.



Soldiers Cloak
Appearance – Plain.
Properties – Skill Bonus: Discipline +2, Saving throw bonus +1 Fortitude.
Materials – Cloth, wool
Cost – 1489

(https://i.imgur.com/x48F4qx.jpg)

Description:  This cloak is a simple, well woven and sturdy cloak, designed to be worn on long marches.  Set so that it does not impede movement nor combat, it is a handy, well made object that was the standard for an armed force that made use of them regularly.  Who that force was?  None could now say.  There is no insignia, no mark upon them to denote who bore them.  No memory of who wore them and into what war.  They bear signs of stitching and repair, and some appear old indeed.  What war have they seen, what blood has stained them?  None could say.  They could be the mark of a liberator, or a tyrant.  There is no way to know.



Cloak of Eyes
Appearance – Cloak of Eyes
Properties – Cast Spell: Clairaudience/Clairvoyance (5) 5 charges Per use.  Skill Bonus: Search +3.  Light: Low (5m), Blue.  Decreased Skill:  Influence -5.
Charges: 50
Materials – Wool, Hide.
Cost – 2812

(https://i.imgur.com/7WnWbfk.jpg)  (https://i.imgur.com/y0hrs95.jpg)

Description: A somewhat extraordinary design of cloak, these are wool over a hide backing, and woven in such a way as to give the appearance of eyes on the cloak itself.  The peculiar movement and weave of the cloak makes the eyes shift, and blink and open, as it moves about, a particularly unsettling look that can create anxiety in the observer, but it nevertheless seems to make those that use it more alert, more observant.  And the eyes are not truly moving, of course.  Almost certainly not.  Just a trick of the light.
Has to be.


AMULETS

Broken Heart of Innocence
Properties – Decreased AC -1, Decreased Universal Saves -1, Bonus Spell Slot – lvl 1 Paladin
Materials – Gold, Ruby
Cost – 1000 (added cost, original 0).

(https://i.imgur.com/6Y3deim.jpg)

Description:  This amulet of gold is stained by a patina, though gold cannot normally rust.  The ruby at its heart is shattered, as though from within.  To hold it in ones hand is to feel a pang, a sorrow of something lost.
It is difficult to tell what this once was from looking at it.  But to gaze into the shards of ruby still inset into the gold, one sees the reflection of a violent death, a memory of a passing of a brave soul in darkness, forgotten and alone.  There are many such deaths in the Domain of Dread.  You will never know which one this was.


Heart of Innocence
Properties – Decreased AC -2, Decreased Universal Saves -2, Bonus Spell Slot – lvl 2 Paladin
Materials- Gold, Ruby
Cost – 2000 (added cost, original 0)

(https://i.imgur.com/ycTNKfm.jpg)

Description: The ruby that shines in this setting of gold has no tarnish to it, but nevertheless there is a fading light at its heart.  To hold it in prayer is to hear a fading voice that speaks with your own, a voice that fights against the darkness, that adds its fading strength to those that have the power to call upon it.  This strength however is strength of spirit, for a strange exhaustion can also come to those that wear it of the body, as though the struggle of that voice to be heard wears the wearer down.  Should the wearer fall, however, the stone at its heart shall darken further, or even shatter, the voice that it once had, a mere echo to the words of the one who holds it shall vanish, and the sorrow of the one who bore it in death shall replace it.  Innocence cannot survive in the Domain of Dread.  But it may endure, for a little while.


Purest Heart of Innocence
Properties – Decreased AC -3, Decreased Universal Saves -3, Bonus Spell Slot – lvl 1, lvl 3 Paladin.  Light (Low, 10m) Red.
Materials – Gold, Ruby
Cost – 5000 (added cost, original 0)

(https://i.imgur.com/PHNnm5X.jpg)

Description: In whatever hands hold it, this amulet brings an odd sensation.  The muscles lock, a weight comes down upon the shoulders.  A feeling indescribable overwhelms the senses, that could be sorrow, or regret, or fear, nearly crippling the one who carries it. 
But in the hands of some, a special, rare few, that feeling turns to exaltation.  A power, a force unlike any other, as the flawless, brilliant ruby at the heart blazes between fingers clasped in heartfelt prayer.  Strength of heart and spirit magnified, a beauty beheld in the heart alone.
It cannot last.  Eventually even that light will fade, will be burned away.  It cannot last.  But it may, for just a little, last just long enough.


BELTS

Duelist Belt
Properties – Skill Bonus: Discipline +3, Parry +2
Materials – Leather, Iron
Cost – 1563

(https://i.imgur.com/dKt1i8G.jpg)

Description:  Awarded in Dementlieu to exceptional warriors of excellence in formal duelling tournaments, these sturdy belts are worn as a replacement sword belt.  They are generally awarded to the final groupings of the grand tourneys, as a reward for reaching the position of achievement – but it must be said that rather too many are made, as sometimes deaths do (albeit rarely) occur, or injuries instead that cause individuals to excuse themselves.  As such, these belts can make their way into the open market instead, where people who may – or may not – have the skill to warrant their wearing display them instead; but its so well known that they may in fact be simply a castoff, that they have near no prestige left to them at all.


Master Duellist Belt
Properties – Skill Bonus:  Discipline +4, Parry +5
Materials – Gold, Steel, Leather
Cost – 5063

(https://i.imgur.com/N6nEsUR.jpg)

Description:  Only the champion of duellist tournaments are awarded these belts; marked with an unusually garish mark of gold, rare in Dementlieu, these championship belts carry with them a skilfully woven enchantment to make a master of the art of the rapier even more dangerous still.  Unlike the lesser, participatory belts handed out to those who make the final groupings of tournaments, only a master may bear such a belt – but there is nothing to stop them being taken from their body.  Many a master of the blade has met their end by overextending themselves in a place they should not have gone.  Others still have met death by poison, or by bullet, or a knife that came for them in the dark.  One thing is for sure, whoever might bear it, be they the original or the finder, they are certainly lucky.


Mark of the Hawk
Properties – Cast Spell: Battletide (9) Single Use, Blood Frenzy (3) 5 charges use, Clarity (3) 5 charges use.
Charges – 50.
Materials – Hide, Steel
Cost – 3095

(https://i.imgur.com/UDmdrqX.jpg)

Description:  After defeat in battle due to the manipulations of magics, the mists and other forces beyond his control, Vlad Drakov was livid with a fury beyond even his normal evil, hateful mood.  But ever the tactician, he created the Talons, a force designed to resist any affect on their mind, to become perfect but unfeeling killing machines.
These belts were one of the products of his experimentation to create the ultimate soldier, unquestioning and absolutely obedient.  Discarded at some point as a device of mass production, the means of creating them nevertheless made its way out of the Tower where it was first created.  Designed to empower soldiers but also, if need be, to clear their mind of harmful effects, it remains a potent weapon – but in the end, Drakov preferred enchantments that would not fade, and this belt with its temporary measures did not give him the surety he desired.  Nevertheless, even if they do not meet his standard, they are nevertheless potent.


Tunnel Ranger Belt
Properties – Bonus Feat:  Crossbow Sniper, Darkvision.
Materials – Brass, Leather.
Cost – 4001

(https://i.imgur.com/pFlrag7.jpg)

Description:  In the dark of Dvergheim, and other underground locales, the tunnels are silent, empty places – save for the click and clatter of creatures of monstrous means.  Hunters and predators, they are met in the darkness by hunters of another kind – dwarven snipers, bearing specially tuned crossbows to fire from out of the shadows over exceptional ranges in the dark.  With a reinforcing brace, special tuning instruments and more than a touch of magic imbued into the brass wrought sigils set in the black leather of a hook horror hide, these belts can help turn even an amateur hunter into a deadly stalker in the darkness beneath the earth, or the night sky above, where there may be no warning save for the whistle and thud of a bolt fired to lethal effect.


Belt of the Balance
Properties – Decreased skill modifier: -3 Hide, -3 Move Silently. Skill Bonus: +3 Concentration, +3 Heal, +3 Spellcraft.
Materials – Hide, Silk, Silver.
Cost – 4252

(https://i.imgur.com/EENtGPc.jpg)

Description: This bright white belt, set with symbols of wrought silver, has small clapping bells set behind raised metal studs set along it.  The symbols set upon it are of Halan origin, their meaning only known to a select few.
Studying the symbols brings a sense of strange, innate understanding, and peace.  A deftness of touch and imparted serenity which is rare to find in the Domain of Dread.  It makes these belts highly sought after amongst a select few, but even knowing what they do, and the faith that represent, the means of their making, and how and why they impart what they do, is simply not known.


TOWER SHIELDS

Defender of Purity
Properties - +3 AC vs Evil.  Vulnerability Negative energy 10%, Light Low 10m White
Materials – Iron.
Cost – 2169

(https://i.imgur.com/KiBIWup.jpg)

Description:  This shield is old, and heavy. Built of battered iron, it bears rust around its edges that never seems to be able to be buffed away.  Its metal is stained in places by black marks that speak of a long campaign of use against forces of a dire sort.
And yet, when raised in defence against the foulest, most terrible creatures in the Core, this shield glows with a fitful, but defiant white light.  Cast into the eyes of the wicked, it becomes both a beacon and a protective boon.  Heavy and yet steadfast, bearing the weight of all its past battles – and yet still struggling on.  This shield is a bulwark against darkness, that empowers those who bear it, to face any shadow, and bring the light to it.


Shield of the Raptor
Properties - +1 AC.  Decreased Saving throws: -1 Fortitude, -1 Reflex.  Increased Saving throws, +1 Will.
Materials – Iron.
Cost – 3425

(https://i.imgur.com/g3fkZ1Z.jpg)

Description: This massive iron shield bears on it a harsh motif, the mark of the Zweifalk.  These shields, carried into battle by the shock troops of Vlad Drakov, are ugly things.  Instilled with the force of will of their terrible Kingfuhrer, the heavily armoured Talons bear this along with the rest of their dread wargear.  That said, even those terrible warriors can die.  And these shields make their way into the world.  They embody the stiff necked, defiant in the face of death nature of those who bear them, their mind too taken by discipline to recognise death when they face it.  The perfect soldier resulting, but only if their purpose is to die.


SMALL SHIELDS

Razors Edge
Properties - +1 AC.  Decreased Saving Throws: Spells -1.  Skill Bonus: Parry +3.
Materials – Bronze, Steel.
Cost – 3748

(https://i.imgur.com/y6BgZWB.jpg)

Description: This light, swift shield is wrought of woven steel over a bronze base, designed to sit lightly in the hand and twist and turn easily.  Worn by dancing blade duelists bearing light blades and in light armour, it has a magnificent ability to both draw the eye and deflect blades lightly and easily.  The metal in its construction however can also attract magic, a strange sort of magnetism to certain spells that makes their effects slightly more potent.  Neverthless, in a fight between more mundane opponents, this shield can grant a truly astonishing edge – and from that comes its name, for there are few that are sharper than this.


LARGE SHIELDS

Sterkt Hjerte
Properties - +2 AC vs evil.  Increased saving throws vs spells +1.
Materials – Bronze, Lead
Cost – 2940

(https://i.imgur.com/XIIkQL0.jpg)

Description:  ‘Strong Heart’ in dwarvish, this heavy shield is made of bronze, with a thin core of lead at its centre.  It makes the shield heavier, it is true, but this Dvergheim made shield has runes around its rim that are in an old, old language, from a time before that not even the dwarves there remember.  There are few of these stout shields, and despite attempts whatever gives them their powerful properties has not been replicated.  Rare, and precious, they are carried with great respect and pride.


Shard of Niflheim
Properties - +2 AC vs slashing.  Cold resistance 5/-
Materials – Bone, Chitin, Steel
Cost – 5340

(https://i.imgur.com/IJbwy6n.jpg)

Description:  This shield is unsual, in that its origins, design, and maker is a complete mystery.  What is known is that the bone and chitin that makes up the chitin, bound together with steel, is unusually cold to the touch.  Carrying it, one gets the impression of a place of endless chill, boundless plains made of bone and shell, covered over with frost. A cold place, a dead place, a place without hope.  How it came to the Core is anyones guess.  But in such features, it is well suited.


I definitely think the cloak slot could use some more options, and a couple of really valuable ones are on that list.

The paladin spell-slot amulets I'm less enamored of because the class is already sufficiently strong, and maluses don't much matter when the spell can be cast and then the item replaced.


Title: Re: Item Request Discussion Thread v2
Post by: Nemesis 24 on October 27, 2019, 08:16:55 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: Iridni Ren on October 27, 2019, 09:11:08 PM
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.

"Sufficiently strong" and "too powerful" aren't synonymous :)

Regardless, if rangers have great gear, that's not in and of itself an argument for making paladin gear nicer. Such reasoning leads to power creep.

Generally it's better for game balance to add items that are usable by many classes and builds. Like some of those cloaks.
Title: Re: Item Request Discussion Thread v2
Post by: immasturgeon on October 27, 2019, 09:14:33 PM
I play a paladin who would kill for one of those amulets... But I agree that level 3 paladin spells shouldn't happen via items.

Paladin spells, especially at that level are too good. I think it is appropriate that a paladin should have to wait until 12 for righteous fury or gmw, and later for both of them. (Regardless of what rangers get)

The cloaks on the other hand are a great addition.
Title: Re: Item Request Discussion Thread v2
Post by: Nemesis 24 on October 27, 2019, 09:26:00 PM
Personally I think Ranger -before- the extra slot items they have is more powerful, especially in a PvP sense.  They can also multiclass, which loses slots, but thanks to the items they have they can cover the gap easily.  The lvl 3 and lvl 1 slot amulet was the result of some discussions with others; as none of the items can safely be worn all the time, I felt that offset their ability, as they each require preparation.

As for GMW, thats easily available from others.  Righteous fury, less so; but the other stacking stat spell, aura of glory, is a lvl 2 spell for paladins.  This would at least require finding a hopefully *very* rare amulet.
Title: Re: Item Request Discussion Thread v2
Post by: Chabxxu on October 27, 2019, 10:03:28 PM
Paladins are already an extremely strong class. I don't think added an item to even enchance their PvE power is needed at the moment. The first two spell levels aren't too game changing, but another spell slot of level 3 would be too much.
Title: Re: Item Request Discussion Thread v2
Post by: Iridni Ren on October 27, 2019, 11:53:22 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: APorg on October 28, 2019, 01:40:11 AM
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...
Title: Re: Item Request Discussion Thread v2
Post by: Nemesis 24 on October 28, 2019, 02:01:11 AM
I admit, I thought Aura of Glory for clerics would get much more furore.
Title: Re: Item Request Discussion Thread v2
Post by: PrimetheGrime on October 28, 2019, 02:58:38 AM
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...

No, I agree with that 100%.

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.


The reason they are referenced together is because of the big hit spells that Rangers & Paladins receive at level 4, and that there is already at least one item in game that gives you that crucial level 4 spell slot for ranger allowing you access to Banebow, which can be utilised by multiclasses should they have the reqs down. You cant multiclass a Paladin with anything but PrCs in comparison as per the server rules.  I don't agree that all items that are considered should be considered for all, all the time. I would disagree especially with the idea that these amulets are going to make the class stronger in anything but pve as frankly, as Aprog already mentioned, if a paladin is wearing a level 3 spell slot ammy that takes -3 AC, he's a way easier target for PvP. PvE isn't much of an issue in this regard frankly.

Tldr: I'm more afraid of Banebow than Righteous Fury

As for the cloaks, I think there is plenty of variety based on the type of divine class, especially for simply roleplay perspective. I thought the belts were interesting, but I don't feel competent enough to weigh in on those.
Title: Re: Item Request Discussion Thread v2
Post by: zDark Shadowz on October 28, 2019, 09:40:22 AM
Cloak of Protection usually refers to the +1 AC cloak, a +1 universal cloak would be nice to see regardless, Cloak of Resistance was the standard nwn name for it. Cloak of Fortification has +1 AC as well as +1 universal saves, it'd increase the value to make it rarer. We do need more cloaks imo that give (primary) saving throws, i've only heard of two that do something significant, one of which my main has glued to his back now which does +3 to a primary saving throw without any drawbacks.

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.

Aura of Glory cloak.. hrm. Could be nice for more charisma heavy clerics in a pinch and for sorcerers to pump out an extra couple DC.
Title: Re: Item Request Discussion Thread v2
Post by: Iridni Ren on October 28, 2019, 10:06:44 AM
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.

This is a small consideration for high-level caster with lots of spells to keep up with: do I really want to fool with that amulet that gives me one more second and one more third when I already have six of each? Or do I want to keep my +2 to universal saves on at all times and not worry about it?

But if the PC is a paladin and it doubles the number of precious third-level spells she has, the bother of having to reinsert one spell would not even enter into the equation. If I had enchanted gauntlets, I'd still put on the Gauntlets of the Fallen Paladin before resting and swap after buffing.
Title: Re: Item Request Discussion Thread v2
Post by: APorg on October 28, 2019, 01:16:05 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: Iridni Ren on October 28, 2019, 01:27:28 PM
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."
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on October 28, 2019, 04:51:56 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: Dante101 on October 28, 2019, 05:32:28 PM
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?
Title: Re: Item Request Discussion Thread v2
Post by: APorg on October 28, 2019, 06:45:09 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: PrimetheGrime on October 28, 2019, 09:04:17 PM
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.

Exactly! We should all be in agreement right now that PvE wise Paladins are doing just fine, but that spellslot access for the risk of -3 AC has positives and negatives to it that I personally would both like to see and would use myself. Anything that also makes a big boy frontliner be vulnerable for a short time is A ok in my book.
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.

I wouldn't mind seeing some PrC items, especially for Monster Hunters 😛
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on October 28, 2019, 10:14:52 PM
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?

You indeed read too much into what I wrote. I am not against balancing classes, but I do believe the paladin is in a fine position as is. It is actually a good thing that not all races and classes be on equal footing in D&D. It provides a range of different challenges. Take Calibans or Half-Orcs, no one will deny they are the races with the least advantages and worse, they are even forced away from civilized areas, chased and attack by NPCs. Yet we see them often. Why? Because they are lovingly fun to play! Who cares that it doesn't have half the abilities of an elf?

It is no different for classes. It is not that important that a given class be more or less powerful than another. What matters to me is: A) That the class be interesting to play, with unique and helpful abilities of its own. B) That it can develop into a character that can be reasonably efficient and able to face the challenges of the module as part of a well rounded party.

Paladins more than fulfill those two criteria. Remember that a balance swing both ways too, adding that slot item might lessen the gap slightly between the paladin and a strong spellcasting class, but you would also accentuate it between the paladin and say a grimetrekker. That is why I'd rather remove spell slot items from the strongest classes & add some to the weaker ones (of which the paladin is certainly not part of).
Title: Re: Item Request Discussion Thread v2
Post by: Relapse on October 29, 2019, 03:38:00 AM
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'd personally like to see the end of this sort of culture in the game and the enabling of it through circumstantial items, i might be alone in this but I hate watching people pack on appraise gear before approaching a seller, spell slot items before rest etc. or items with superficial skill negatives to bring the item value down.
Title: Re: Item Request Discussion Thread v2
Post by: Dante101 on October 29, 2019, 07:22:11 AM
Spoiler: show
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?

You indeed read too much into what I wrote. I am not against balancing classes, but I do believe the paladin is in a fine position as is. It is actually a good thing that not all races and classes be on equal footing in D&D. It provides a range of different challenges. Take Calibans or Half-Orcs, no one will deny they are the races with the least advantages and worse, they are even forced away from civilized areas, chased and attack by NPCs. Yet we see them often. Why? Because they are lovingly fun to play! Who cares that it doesn't have half the abilities of an elf?

It is no different for classes. It is not that important that a given class be more or less powerful than another. What matters to me is: A) That the class be interesting to play, with unique and helpful abilities of its own. B) That it can develop into a character that can be reasonably efficient and able to face the challenges of the module as part of a well rounded party.

Paladins more than fulfill those two criteria. Remember that a balance swing both ways too, adding that slot item might lessen the gap slightly between the paladin and a strong spellcasting class, but you would also accentuate it between the paladin and say a grimetrekker. That is why I'd rather remove spell slot items from the strongest classes & add some to the weaker ones (of which the paladin is certainly not part of).


This stance makes more sense to me, thanks for the clarification. I agree - paladins are in a good spot mechanically, overall. When I read "I do not see a necessity to balance paladin's spell slots" I assumed, in context of this item thread: "no need to put negative stats on the proposed items." Which was concerning, considering the power gap that already exists. Apologies for misunderstanding.

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.
Title: Re: Item Request Discussion Thread v2
Post by: Iridni Ren on October 29, 2019, 08:42:04 AM
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.

But at least the cloaks are not class restricted and have limited charges.
Title: Re: Item Request Discussion Thread v2
Post by: Relapse on October 29, 2019, 10:01:20 AM
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).
Title: Re: Item Request Discussion Thread v2
Post by: APorg on October 29, 2019, 10:42:04 AM
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.

No, that's completely upside down thinking.

Eagle's Splendor potions are common enough anyway. So the big deal with the cloaks is the Aura of Glory spell.  That's a Paladin-only spell.

And opening up a Paladin-only spell to every other class is not going to benefit Paladins especially; they can cast Aura of Glory from their own spell slots.  It's really to the advantage of Charisma Cleric builds, Sorcerers, Blackguards, and Bards (especially Bard/Blackguard builds that use Divine Might/Shield).
Title: Re: Item Request Discussion Thread v2
Post by: Dante101 on October 29, 2019, 01:09:29 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: Iridni Ren on October 29, 2019, 01:47:16 PM
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?

Yet the item value is calculated as though this malus is something you actually have to live with to enjoy the item's benefits, rather than something that is unlikely ever to have an impact...other than being annoying.
Title: Re: Item Request Discussion Thread v2
Post by: Chabxxu on October 29, 2019, 02:01:13 PM
There is no way to make a spell slot item balanced unless the character is forced to keep the item on the cast their spells during combat. A spellslot item for rangers and paladins are extremely strong because they use these slots to buff up, then they can take off the amulet and dont care about the malus. If you give spellslots item to classes that use those spells to fight, its an entirely different story. As much as people complained about the wizard rings(yes they are strong, im not trying to say they aren’t good), they still had a -10 concentration on each ring. Meaning you’d had a -20 concentration for your character if you wanted to use those spells in combat. Having -20 concentration means if someone touches you while you cast, you are going to fail your spell, 100% of the time. My character who had those rings was walking around at -14 concentration at some point, and its a very big disadvantage.

Tldr: dont make spellslot items for class who will use them for buffing, as negative on them are useless. Negatives will work on classes who will keep them on during the fights, where negatives will impact them.
Title: Re: Item Request Discussion Thread v2
Post by: APorg on October 29, 2019, 02:09:29 PM
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?

An assassin can stalk their prey and try to guess when they'll use the amulet.

And all this focus on the meaningfulness on the value of the penalty is kinda funny given how little a Paladin needs that level 3 spell slot, when you actually get down to it; a level 20 Paladin will usually have their 3rd slot to spare anyway. If you could force a Paladin to wear it even during combat, the item simply wouldn't be worth it. It would be vendor junk. -3 AC and -3 saves is crippling for a slot item that's only really useful to mid-level Paladins.
Title: Re: Item Request Discussion Thread v2
Post by: Nemesis 24 on October 29, 2019, 05:30:00 PM
With regards to the assassination issue of the strongest amulet.   Thats precisely what its designed around.

The weaker ones make less of a difference.  A lvl 1 and a lvl 2 slot wont change much.  The lvl 3 one  ould however.  And now note what it does - on top of its effects it creates a red light.  Light items go by last equipped.  In other words, every time this amulet is put on, it is signalled to observers.  And if those observers are stealthers, the paladin is all but certainly unable to detect them.  Against such foes they are lethally vulnerable.

Also no paladin is going to use the aura of glory cloak.  Its a shorter duration than self cast.  Its there for others to take advantage of.
Title: Re: Item Request Discussion Thread v2
Post by: zDark Shadowz on October 29, 2019, 06:47:52 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on October 29, 2019, 06:54:18 PM
Agreed with above post, unless combat logs show people quickslotting as soon as they've been hostiled. Also agreed with the sentiment that people would sacrifice full duration spells in favour of spamming consumable items, especially ones that have many charges to expend. That's optimal play, and people who expect to gank with buffs are probably going for optimal play.
Title: Re: Item Request Discussion Thread v2
Post by: APorg on October 30, 2019, 12:30:55 AM
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.
Title: Re: Item Request Discussion Thread v2
Post by: Iridni Ren on October 30, 2019, 12:41:47 AM
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.

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.
Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on October 30, 2019, 12:56:39 AM
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.

But it is metagaming and a rulebreak to cancel your rest and put on a combat amulet the moment you see 'hostile' pop up and you think a stealther is near. It's just very easy to excuse without a recording and a perfect log of who detected who when.
Title: Re: Item Request Discussion Thread v2
Post by: APorg on October 30, 2019, 01:32:17 AM
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.

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.

Quote
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.

And yet a -3 AC and -3 saves could make a difference. For one it might be the difference between an Assassin succeeding or failing his Death Attack. It may make the difference with secondary or tertiary attacks in a flurry.

I've had a Wizard survive a Time Stop gank, back when Time Stop victims could still be damaged, while she was unbuffed.  She was lucky: secondary and tertiary flurry attacks missed.  If she had been suffering -3 AC and -3 saves, the gank might have killed her. If I'd had to remember to press one more button to get rid of -3 AC and -3 saves, the gank might have killed her.

The real argument here should be about whether the penalty is proportionate to the advantage gained... and I've already pointed out, it is easy to exaggerate how useful this amulet actually is. The most powerful spells that a Paladin gets at level 3 is Righteous Fury, but you only ever need one spell slot for that, since you can only cast it on yourself.  After that, further spell slots merely cast spells that can be matched by potion or alchemy buffs, or enchantments.

Quote
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.

This is mere vague hyperbole.  This argument could be made against adding any item for any strong class.

The facts of the matter are, if you don't trivialise the gank scenario or overstate the advantage of a level 3 Paladin spell slot, the item is not that big of a deal. If my level 20 Paladin had it, the only real use he'd have for it is to give someone else a Greater Magic Weapon buff, which is what a Wizard or Cleric can do -- and I doubt we'd be having this level of exaggeration and hullabaloo about an item granting a Wizard one level 3 slot.

If anything, this item is great for low/mid levels but not that useful for high levels, so precisely the kind of content some people have been clamouring for.
Title: Re: Item Request Discussion Thread v2
Post by: Relapse on October 30, 2019, 03:30:47 AM
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.

So you're asserting because one rare day the paladin may be vulnerable to an assassination attempt it's valid? That a 0.01% case scenario makes the 99.99% case unsubstantiated? ...  :? ... The negative value on the items to bring the editor cost down dont represent the actual IG negatives, it's superficial.

I just find switch in and out items tacky, I understand it's already well established culture but i'd rather see +spell slot items that people just want to keep on.
Title: Re: Item Request Discussion Thread v2
Post by: APorg on October 30, 2019, 03:59:30 AM
Again, those numbers aim to trivialise.

If you create a vulnerability, you help to create the opportunity to exploit it.  If I were an assassin going after a Paladin, I'd try to manipulate someone into giving the Paladin that item, just so that maybe I could stalk that Paladin and have a greater chance of killing them in a gank.

So yes. One meaningful scenario counters the assertion of meaningless ness. You may disagree, but it seems pretty meaningful to me.

And, again: this is a mere level 3 slot. Not that big of a deal. Not even a level 4 slot, which would give a Holy Sword spell -- something that is always valuable and desirable. The way people are reacting, you'd think we were talking about something that actually addressed a Paladin's weaknesses or greatly expanded their strength.

The whole topic of the place of "poisoned" items is also a greater discussion, and unfortunately the NWN engine doesn't help us there, but they do fit Ravenloft thematically. A Paladin lured to his doom because he wanted to punch above his weight is the sort of story we should want to tell here, and I think that item enables that sort of stories.

It's not perfect, sure, but if you made the penalties for using it last, then you'd have to up the power considerably to tempt people to use it. Because there is no way in hell a level 3 spell slot is worth -3 saves and AC. Heck, a level 3 slot is barely worth -1 AC and saves once you're high level.
Title: Re: Item Request Discussion Thread v2
Post by: BraveSirRobin on December 01, 2019, 12:52:36 AM
I am in firm agreement that the spellslot items are somewhat useless as a malus against a Paladin. After playing one up to level 19, I can say with relative ease that a Paladin doesn't really need spellslot items late game, because they can cast everything they need. So for most end-game or high level Paladins, it doesn't matter. It only matters to the enterprising Paladin who is trying to level up in PvE, and this amulet would only be worn before he rested to get his spells up, then changed out for an Amulet of Ra, and his Gauntlet of the Fallen Paladin would be switched out for say, crafted bracers or the like.


The phase of getting past your low-levels where those are most important is only a couple of months, and anyone who wants to dip out and avoid antagonistic RP during that time usually can with relative ease, so long as they keep their nose in their dungeon runs. That also being said, everyone is absolutely correct that it when a player is hostiled, they could just swap out their spell amulet for an Amulet of Ra or the like without any notice or issue. It creates a very narrow window of opportunity for an action that:


A) Is optionally roleplayed
B) Is imperceptible, because we can't see what kind of gear they're wearing
C) Still not going to help Assassins so much against Paladins in Full-Plate Armor w/ Improved Expertise up and their shield out, because that's a whole bunch of standing ac that isn't going away under almost any circumstances. Said amulet can be removed as a free action at any given point under the most optimal of conditions, and anyone who is nervous that they're going to be engaged in potentially antagonistic roleplay and/or that someone *might* try to kill them, will probably not be wearing this amulet.


So in reality, it only adds to the micromanagement of gear items, in the most practical sense except for maybe inexperienced, new players to PoTM. It isn't anything but a buff in PvE, and in PvP, it doesn't really matter because you don't really need the slots to be effective.

Title: Re: Item Request Discussion Thread v2
Post by: Ercvadasz on December 29, 2019, 12:09:46 AM
Bumping this, for consideration for the next update.

Cloak of charisma: Would say, it is just another junk item for the loot table to get instead of normal loot. Since charisma potions are many, scrolls are also available. But since we got the waraji and a few such other items, it can fit.

Cloak of protection: There are already a large number of universal save items, but i am guessing for some folks the cloak is where it is supposed to be:P (Especially with the knightly cloak becoming quite a rare drop.)

Greater loak of Charisma: I would say this needs some rebalancing. The use of it is quite limited, it destroys upon using up the charges and basicly it is mostly good for paladins, blackguards, maybe sorcerers. (I think the influence bonus and the malus need a bit of rebalance)

Greater cloak of protection: seems like again an item that is supposedly just switch out an existing item slot for a less used one.

Lord's cloak: The once common knightly cloaks updated version. I actually find it legit, though probably could use a better name! (templars cloak maybe? or something similar, to make its connection to the knightly cloak or something, but perhaps that is just me!)

Soldier's cloak: Common item. Nothing really to add, either added or not I doubt it makes much of a difference.

Cloak of Eyes: I find this intriguing, for some reason with its name i find it offering less than I expect. However maybe a "better" version can also be made. Only the light effect seems to be a bit on the low side i would say.

Amulets of Heart: Dunno, why you added all these maluses. The rangers have the armour, the huntas amulet and the caliban bracers. (Rangers armour both lesser and greater.) Beside the caliban bracers none of them offers any malus. So I would say the maluses are not really required, perhaps beside for the third tier one, but even there it would need some lessening. As this way just like with most ranger items they would just become....switch out items.(And even without the maluses they most likely will.)

Duelist belte: I think you switched the skills on the master duelists belt, is it not supposed to be 5 discipline and parrry 4?(considering the normal duellist belt)

Mark of the Hawk: Seems a nice enough item, but something seems amiss. Maybe a +1 to will save? To make it consistent with the Talon bracers?

Tunnel ranger belt:
Darkvision seems dunno, shouldn't tunnel dwellers already have something similar? also two feats seems a bit too much. Maybe a bit of tweaking adding something else? (Like discipline?)

Defender of Purity:
Seems very similar to the guardian shield.

Shield of the Raptor: Seems completely not worth it. As in would just be another placeholder item in the loot table. The maluses are too much, the bonuses are not worth it considering that even crafted shields are better.(allthough the will save on a shield is rare)

Razors Edge: Same argument as Raptor shield, just with parry. Also only really useable for shield parry guys. Who are not that many. (And even then it really is not that needed)

Sterkt Hjerte: Seems an updated and better version of the Four moon. Nothing pro nothing against. Seems a regular non common fitting item. Not too powerful, and surprassing its crafted verions.(Mostly)

Shards of Nilfheim: Well...this one dunno, seems to be a rare item, and for what it is worth, it offers basicly nothing.
The cold resistance is really not worth it. The AC vs slashing can be gained from other sources. Would say that the current version would make it into useless, and only again a placeholder and another junk item to sell, but for decent gold. Nothing much else. Would tweak this to make it actually have a use in some cases.(Maybe up the cold resistance?)

Nice thoughts, and sorry if my words may come up a bit harsh, but as i see many of these items are either too punishing to employ, or outright not worth it if you compare them with either their crafted versions or already existing items. They would just become like the once completely mass found and mass sold Istavan the Sage's book.(When it had the -2 intelligence!, completely useless)
The ones though that show promise, i would say you deliberatly downplayed on the bonus part. I would say do not hold back that much. Just compare it with already existing items, especially the bonus spell slot giving items. Yes of course a number of them is rare. But if there are without any malus, hell they even give bonus to skills spell slot items, I am not sure why you would punish the paladins even further. Since a well played/RP-ed paladin already has it hard. Just take a look at all the bonus spell slot giving items and tweak it based on them. (Reference Hunta's amulet)



 

Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on December 29, 2019, 08:34:32 AM
Hi Nem, a few personal comments on your proposals.

On a general level, I advise not to reference the Forgotten Realms setting anymore on item descriptions. We have an over abundance of those on the server. This is a Ravenloft server and it would be preferable to focus directly on fleshing out the lore of the Demiplane of Dread instead. That is not to say there is no place for items from other settings, but in those cases I'd focus on items that have a distinctive sinister vibe about them, or that are filling a specific purpose.


Cloak Of Charisma
Greater Cloak of Charisma

We already have our fair share of items that casts Eagle Splendor making this aspect redundant. As for the greater cloak, spells that are unique to a particular class are best not included in items. It takes away from the uniqueness of the class, and decreases the need to team up with others to benefit from it.

Cloak of Protection
Greater Cloak of Protection

I think you made a mistake here. Your Cloak of Protection is more powerful than your Greater Cloak of Protection. +1 universal save without any downside is too powerful. I'd actually divide those in three different cloaks, each granting +1 on one of the saving throw types, but at the cost of a small damage vulnerability to either slashing, piercing or bludgeoning. That way they are both beneficial and slightly risky to use at the same time.

Lords Cloak

That's 2 significant skill increases and a saving throw bonus without any downsides. Maybe if it was just a +1 bonus to either skills, but even then we already have the Blessed Knightly Cloak that grants a +1 will bonus.

Soldiers Cloak

I suggest to pattern this one along the lines of the Knightly Cloak and Blessed Knightly Cloak. Cold Resist 5/- (as staying warm really is what lowly soldiers would use a cloak for), +1 Discipline on the Soldier's Cloak itself, and the greater version being Cold Resist 5/-, Saving throw bonus +1 Fortitude, +1 Discipline.

Cloak of Eyes

While I have nothing against the item itself, I question if it would ever be worn aside from the very brief and occasional times where there is an attempt to locate a hidden door or when it is briefly swapped to cast the spell. You might as well just come up with a consummable item to cast the spell.

Broken Heart of Innocence
Heart of Innocence
Purest Heart of Innocence

Let us not start the spell slot items debate again, but it just won't happen under my watch. Spell slots items only reinforce characters that are already advantaged with their spellcasting abilities. If others devs wants to add them, fine, but it won't be me. Balance wise it is best to have items that cast spells using spellcharges. You can have more characters use the item that way.

Duelist Belt
Master Duellist Belt

I'd add a third belt. With the first one being Discipline +1, Parry +1, with the higher versions getting downsides increasing with the items power.

Tunnel Ranger Belt

Granting the benefit of a feat through an item is especially powerful. It needs to be counterbalanced with something equally harmful to the user. Furthermore, dwarves have darkvision by default, it is not a property they'd need to imbue in a magical item.

Belt of the Balance

An alignment restriction to true neutral and neutral good characters seems in order here.

Defender of Purity

Redundant with the Guardian shield

Shield of the Raptor

That seems fine to me, but +1 AC is the property of steel. That should be the material it is made of.


Mark of the Hawk
Razors Edge
Sterkt Hjerte
Shard of Niflheim

Those are fine as is. Not sure they would see much use compared to other items available.
Title: Re: Item Request Discussion Thread v2
Post by: Nemesis 24 on December 29, 2019, 09:14:19 AM
The Cloak of Charisma argument makes sense, I suppose.  I think you missed with the cloaks of protection that both have +1 universal saves.  It should be noted with all cloaks that I did not add cold resistance because it adds a staggering amount to the item cost in the haks now (several thousand gold to base cost), that boost them up with the other properties into the 1% tables.  I've not seen a Blessed Knightly Cloak even being sold in a very, very long time, possibly because of this.

That said, giving them a damage vulnerability makes them immediately trash.  They're not worth putting in at that point, especially not for the characters they're intended for, which will be frontliners - most of these cloaks are intended for such, as short of the 1% cloaks, absolutely nothing is worth taking for them if they happen to use a shield, aside from a winter cloak.  Either redundancy or maluses rule it out.

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.

Need to fix that material of that one shield.  The other one, marked as redundant - correct me if I'm wrong but the guardian shield isn't versus evil enemies.  I was under the impression it was against a different alignment, but perhaps I am misremembering.

Title: Re: Item Request Discussion Thread v2
Post by: Ercvadasz on December 29, 2019, 12:43:56 PM

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.


Agree with this part. Rangers have received the bow and the armours not too long ago. Prior to that they received the huntas amulet, in order for them to have an extra blade thirst. (Allthough since then the rangers have gotten a lot of extra spells, which sadly have actually reduced them to a single path. They became another best to get pure dex based...due to bane bow being this OP. By level 16 they easily can get their ab up to a minimum of +30 with this not to mention their damage output vs FE.)
The armour and the bow both give a level 2 spell slot.(The lesser armour) This is where most of the good spells lie for a ranger, allthough the armour enforces dex play. Any versatile ranger is actually worse off than before.(not to mention str ranger etc.)
The higher tier armour, which grants a level 4 spell slot, is just a plain gamechanger. It is so rare, that actually it is barely sold and it is mostly given out to friends(triggering massive ooc trading and metagaming, but this is just my personal oppinion and experience thus the brackets).

So i would agree that there is nothing wrong for the paladins to receive extra spells, especially if you consider that they are usually travelling with others, and therefore their buffing capabilities could be put to a better use this way. The only reason i would agree against the three necklaces is that they all consume the same slot. Therefore you can have all three items yet only use one. So some items that take up different slots are better.


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.


Actually the save belts are still a nice addition. vs death, vs spells, vs disease....(belt of stability, moral fortitude). And of course for sneakers the sneaking belts.
But what you say is mostly true, however i would still agree with Mab, that the Tunneler belt with two feats is just plain too much.
Title: Re: Item Request Discussion Thread v2
Post by: Phantasia on January 06, 2020, 08:21:34 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: Devil's Moon on January 06, 2020, 08:26:28 PM
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
Title: Re: Item Request Discussion Thread v2
Post by: Pav on January 06, 2020, 08:38:02 PM
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

+2. Thank you Mod Ren.
Title: Re: Item Request Discussion Thread v2
Post by: EO on January 06, 2020, 09:44:21 PM
I've removed the replies in the original topic. Iridni is right, discussion should take place here.
Title: Re: Item Request Discussion Thread v2
Post by: Relapse on January 06, 2020, 11:28:42 PM
As mentioned before i'm not a fan of the silenced pistol or having one handed items with move silently on them. There's already a huge imbalance there against listen items. The rest look great.
Title: Re: Item Request Discussion Thread v2
Post by: Revenant on January 07, 2020, 01:21:47 AM
As far as stealth one-handers go it's almost strictly worse than a regular Shadow Strike. I like the suggestions, particularly for muskets (which we have very little variety of currently), and the suggested pistols could help fit a variety of archetypes that might find such things in their hands.
Title: Re: Item Request Discussion Thread v2
Post by: zDark Shadowz on January 07, 2020, 03:49:41 AM
Silenced guns sounds good, I know how short the duration is and there was one time running darklings that one of our party members fired a gunshot and we assume it made all the darklings in the entire forest come to hunt us. If silence prevents that if that's an actual mechanic, that would be a nice quirk to apply.
Title: Re: Item Request Discussion Thread v2
Post by: FunkyMonkey on January 08, 2020, 04:24:50 AM
Can anyone tell me where I can make item templates? Using steam, so I can't use Nwn tools as far as I see..
Title: Re: Item Request Discussion Thread v2
Post by: modderpunk on January 08, 2020, 06:12:40 AM
You should be able to use the toolset through steam
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on January 08, 2020, 06:18:38 AM
Can anyone tell me where I can make item templates? Using steam, so I can't use Nwn tools as far as I see..

Not sure if it applies to you, but some of us had issues with using the Toolset crashing if the computer uses an Nvidia graphic card. The solution is to access the Nvidia Control Panel and turn off Threaded Optimization under Manage 3D Settings.
Title: Re: Item Request Discussion Thread v2
Post by: Pav on March 02, 2020, 02:24:39 PM
Quote
Item 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

Which Lawful Evil man hurt you?
Title: Re: Item Request Discussion Thread v2
Post by: GirlyCat9001 on March 02, 2020, 02:25:36 PM
All of them Pav

In all seriousness though, I just wanted to make something thematic
Title: Re: Item Request Discussion Thread v2
Post by: Revenant on March 02, 2020, 03:11:33 PM
So, there's a lot of stuff going on with the Tyrant's Bane. 17 lines of stats.

Against its "intended" target, this sword does 6d4 bonus damage. Decreased Attack Modifier is completely nullified by the Enhancement Bonus, which also overrides the +2 Piercing Damage because this is a rapier. The penalties are pretty harsh, but because this is a weapon you wouldn't be "commonly carrying", also very niche.

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.

For comparison, there's another rapier that targets any evil - it comes with +1 AB and 1d4 fire damage vs Evil, to my recollection. In exchange for a more narrow target range and the penalties, you're dramatically bumping up the damage. Like, a lot. This thing will crit harder than a scythe and more often, against the type of enemy you'd use it against.

In summary, I can't help but feel like there's way too much going on here - and a lot of it too powerful, even despite how niche it is.
Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on March 02, 2020, 03:38:45 PM
I think it's really interesting. Definitely a lot going on but a cool weapon. Those penalties are nothing to sneeze at. People who use rapiers would hate to have their reflex and divine/negative saving throws gutted in particular. But I guess they're probably not a big deal in the long run, as this weapon is extremely useful against a large number of enemies in the module, many of which do not use abilities that target those saves.
Title: Re: Item Request Discussion Thread v2
Post by: Iridni Ren on March 02, 2020, 04:04:56 PM
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.

I'm not familiar with the toolset. Do these restrictions help lower the item's value to get it below the cap?
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on March 02, 2020, 04:37:19 PM
Yes. But it's unlikely we'd add a weapon that'd deal this much damage bonus against an alignment. That'd be overpowered in a lot of pvp fights.
Title: Re: Item Request Discussion Thread v2
Post by: Glass Cannon on March 02, 2020, 07:08:36 PM
The idea of having a weapon that does a little bit of damage to Lawful and a bit of damage to Evil is nice, but all those dice stacked up is just way OP, yeah.
Title: Re: Item Request Discussion Thread v2
Post by: GirlyCat9001 on April 15, 2020, 07:38:38 AM
Since the last one I posted was pure overkill, I think this one is much better in terms of Balance.
Title: Re: Item Request Discussion Thread v2
Post by: Nemesis 24 on April 15, 2020, 07:54:40 AM
Since the last one I posted was pure overkill, I think this one is much better in terms of Balance.

I'm afraid that it isn't.  That's a staggeringly powerful weapon.

The trick with making these items is that you can only go so far with using negatives to balance it out.  Strictly mathematically speaking it sort of works, but its a lot.  Keen, with 1d8+2d6 damage, even with all those vulnerabilities is a lot.  Its got vulnerabilities, but that *many* abilities elevates this into the tier of artifact items, negatives or not.

If you take a look at the items that have gotten in (there are a few in the thread) they tend to be much more modest about their abilities.  In truth, there are folks who think even those are far too much.


EDIT - Also worth noting this weapon, maluses or no, is more powerful than a crafted then enchanted longsword by a *considerable* amount with its bonuses.  Thats going to be difficult to get around.
Title: Re: Item Request Discussion Thread v2
Post by: Philos on April 16, 2020, 02:41:27 AM
Item stats for easy reference
Spoiler: show
Item name: Blade of Dark and Light

Item type: Longsword

Description:
"Light and Dark, Good and Evil, all of it is a balance, disrupt the balance in one place, and it swing in the other direction somewhere else."
-Unknown

These well made, decorated and rare blades are said originate in ancient times, wielded by a pair of brothers in legends. According to the legends, the brothers were bitter rivals, and eventually killed one another.

Though whether the legend that is true or not is a complete mystery, as no historical records survive of such an event, nor is there any indication of what were the names of the brothers.

One thing is for certain though, these rare blades are sought after by many a warrior for their power and are quite desirable as a result. They are made of Darksteel, Decorate with Brass and a Sapphire decorates the length of the blade.

Statistics:
Base Item Weight Reduction 60% of Weight
Damage Bonus: Divine 1d6 Damage
Damage Bonus: Negative Energy 1d6 Damage
Damage Vulnerability: Divine 60% Damage Vulnerability
Damage Vulnerability: Negative Energy 60% Damage Vulnerability
Decreased Saving Throws: Divine -6
Decreased Saving Throws: Negative Energy -6
Decreased Skill Modifier: Antagonize -6
Decreased Skill Modifier: Discipline -6
Decreased Skill Modifier: Listen -6
Enhancement Bonus +1
Keen
Material Brass
Material Darksteel
Material Gem, Sapphire
Quality Masterwork

Appearance:
Top: 18 Color 3
Middle: 11 Color 2
Bottom: 14 Color 2

Total cost: 3916



A suggestion if I may- You've got a lot of stats on a single item and in your story there are two brothers. In my mind seye I imagine their rivalry didn't start so bloody, but rather, slowly boiled over through their many years. (You tell me though, it's your story) Why not split some of the stats into one brothers sword and other stats in the opposite siblings. Or show how their rivalry developed into an arms races with a series of blades? Was one pious and yet prone to being goaded? What stats might best represent this? Was one jealous of another success which grew to a bitter resentment? Use the stats to reinforce their character traits and flaws. I don't want to tell you how your story is supposed to go but I'd focus on clearly defining the each brothers character.

I'll provide a few mechanical notes as well. Try to take into account what's currently in the loot tables so your additions fill some niche. I realize it can be hard to know ALL of the loot tables items without a peek behind the scenes but speaking from personal experience I've seen several long swords with divine damage on them yet only one with negative energy. Don't compromise your story for the sake of stats but take some time to consider how your item will be unique from those similar to it.

Lastly, these stats:

Damage Bonus: Divine 1d6 Damage
Damage Bonus: Negative Energy 1d6 Damage
Decreased Skill Modifier: Listen -6
Enhancement Bonus +1
Keen

Most looted long swords come with a d4 damage increase. (Astral Blade, Vijya, leviathan)  A d6 isn't unheard of but 2d6- is especially with harder to resist damage types. I'd consider splitting up their damage types (read up) and/or toning down their dice value.

The listen penalty feels superfluous. Its uses cases and when you're gonna be detecting don't really line up. In short, most people will just unequip it when trying to detect so it's unlikely this would be a relevant penalty. If the idea was to convey a communication break down consider a CHA or Will penalty instead.

Keen and EB +1. Keen on weapons can be deceptively powerful. As Nem mentioned even if the values add up it completely eliminates the need for one of the main stays of caster classes. As for EB + 1 its just more damage on top of the pile and pierces common DR. Attack bonus increases are fairly strong in NWN due to this.                                                             
Title: Re: Item Request Discussion Thread v2
Post by: tylernwn on April 16, 2020, 01:14:08 PM
Damage Bonus: Divine 1d6 Damage
Damage Bonus: Negative Energy 1d6 Damage
Decreased Skill Modifier: Listen -6
Enhancement Bonus +1
Keen

Agreed, this weapon is way too powerful. First of all it should drop the enhancement bonus, and probably also scale down the damage bonus to 1d4. And of course no keen.
Title: Re: Item Request Discussion Thread v2
Post by: tylernwn on April 16, 2020, 02:12:38 PM
Slings
I like slings, but there are not a lot of options to choose from. Here are some ideas for new slings:

1.
Quote
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.

2.
Quote
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).

3.
Quote
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.

4.
Quote
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
Title: Re: Item Request Discussion Thread v2
Post by: Hypatia on April 16, 2020, 02:57:35 PM
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. It would be a significant vulnerability for a small boost in turn undead, and the sacred feats like purification and sacrid healing. I don’t think there are a ton of other mechanical things associated to charisma for clerics. Could be a cool item for healers and vampire RP.
Title: Re: Item Request Discussion Thread v2
Post by: Kinga on April 16, 2020, 03:02:39 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: Pav on April 16, 2020, 03:05:26 PM
The module has a no ability boost items policy, and an extra round of duration seems like it is simply not worth it for the maluses being suggested. A Cleric's Will save is already her highest, and Reflex her lowest; the use of this item would be a purely mechanical disadvantage and violation of the server's current vision.

A better idea would be a holy symbol holdable with the feat "Sacred Healing" attached to it with a Will save malus.

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 prove redundant.
Title: Re: Item Request Discussion Thread v2
Post by: Hypatia on April 16, 2020, 03:05:26 PM
Great....

Is there a way to avoid UMW?
Title: Re: Item Request Discussion Thread v2
Post by: Kinga on April 16, 2020, 03:06:11 PM
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.

My mistake, you're absolutely right.
Title: Re: Item Request Discussion Thread v2
Post by: Hypatia on April 16, 2020, 03:20:20 PM
Well whether its worth it or not is a matter of opinion; Focused healers or anyone having a contest of will with a AMPC vampire would probably find it very useful. But people who want to use it for mechanical advantage in combat surely wouldn't. Whatever bonuses a bard might get would probably go away because of the -4 AC. The minuses are an RP effect of having too much faith for self preservation while using the thing.

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. I've been in lots of life or death situation where opposed will checks with a vampire were called for. Really the item is an RP thing more than anything. The Charisma bonus just represents a boost in your confidence. I know there are some rare ability boost items out there, this one would be a pretty harmless one since it can't assist in spell preparation and really only benefits a pretty limited niche; giving a little extra healing with the sacred feats.
Title: Re: Item Request Discussion Thread v2
Post by: Pav on April 16, 2020, 04:13:40 PM
Well whether its worth it or not is a matter of opinion;

Usually not the case for discussions surrounding numerical values.


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.

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.

Unfortunately, I do not see the benefit of adding this item to the game, even without the Charisma attribute advantage. I would like it as an item that confers Sacred Healing as a way to follow your original point of extending its duration, instead offering it to clerics who might not want to spend the feat.
Title: Re: Item Request Discussion Thread v2
Post by: zDark Shadowz on April 16, 2020, 04:25:32 PM
There's universal save items and even a legacy/super rare item that goes up to +3, along with individual save items that go up to +3, without any penalties, so a +2 will save without any apparent penalties is fine enough imo.

An increase in will could also translate to an increase in stubborness, if you wanted to penalize that.
Title: Re: Item Request Discussion Thread v2
Post by: Hypatia on April 16, 2020, 05:26:47 PM
Quote
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?

Quote
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.

I've had opposed will checks with vastly more powerful vampires who also have extremely high will saves. At no point does it seem "redundant" to me to ramp up my odds of survival against enemies who are also ramping up their will saves with items and feats. Overcoming AC with AB is no different than this. Some people build their PCs to have high AC or AB; some to have high mental strength. What you consider "redundant" someone else may consider a cornerstone of who their PC is. I don't know how those are valid arguments against something like this.

A Holy symbol that boosts your confidence, will power and magnifies your sacred powers seems like a no-brainer to me. Its cannon, its not OP, and for some, it would be a very handy item to have for RP and healing/turning. Is it needed? Absolutely not. But neither is anything else in this thread.

note: I prefer not to see a item that gives the Sacred Healing feat. That feat requires quite a bit of investment to get, and its in part, what separates a healing cleric from a combat machine cleric. To me the idea of a combat machine cleric getting that by equipping an item takes away from healing clerics who give up front line ability (to one degree or another) to be good support.
Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on April 16, 2020, 05:46:14 PM
I don't see a combat cleric surviving combat with that thing equipped. 4 AC is life and death and their reflex is low enough that they eat a lot of AOE damage even with reflex feats. Using Sacred Healing right before every engagement and then swapping it out would be incredibly annoying too.

If anything, it should provide Sacred Boost. Then you only need the first two feats, and you can save a feat for something else. I also assume an item providing a prerequisite feat doesn't allow you to choose the feats it unlocks, so the item would be kind of superfluous by the time you have all the Sacred healer line feats.
Title: Re: Item Request Discussion Thread v2
Post by: Philos on April 16, 2020, 06:54:29 PM
Hey all, friendly reminder this is the discussion thread. Try to post your submission here https://www.nwnravenloft.com/forum/index.php?topic=44496.msg649104#msg649104 first.  It's also important to include the item value when making a submission as this may provide our dev team and your peers clues as to how "powerful" an item may be and how often it may pop up in chests. If you're unsure how get item value or setup a mini module with the PotM haks I'd read the "Read before Posting" bit at the start of the thread or ask for assistance in the Discord. 
Title: Re: Item Request Discussion Thread v2
Post by: Hypatia on April 16, 2020, 07:02:12 PM
Sardine the point is the item is for healing/support clerics to get a boost to healing while they are supporting the fighters, not for combat clerics to use. It’s not meant to be a combat augment, it’s meant to be a small healing and will boost to dedicated healers who stay out of combat. The last thing clerics need is more combat boosts.  I’m really against combat clerics getting sacred healing with an item. It’s job creep into a healers niche and to get those heals they should have to sacrifice combat feats.
Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on April 16, 2020, 07:09:24 PM
Yeah, the way I'm looking at it, the healers can burn one less feat to get all three in that line, instead of combat clerics getting something "for free" (they would never use the item in the first place, but just in case).
Title: Re: Item Request Discussion Thread v2
Post by: Hypatia on April 16, 2020, 08:02:55 PM
Exactly that. I doubt this would be any use to anyone but a dedicated healer, or someone who really likes the idea of holding vampires back with a holy symbol for RP purposes. For that niche, it would be amazing.

Making it give the Sacred Healing feat instead would make it useless to everyone, healers included, because unless I'm mistaken, you'd still have to take sacred healing in order to get Sacred Boost. The item will not relieve you of the need to get the prerequisite feat for that. So it would just be a redundant feat to anyone who might otherwise want the holy symbol.

Its the fact that its useless to everyone besides healer's that make it a good item to have a Charisma Boost. If there is a way to amplify the sacred feats without a Charisma bonus, that would be cool too, but I can't think of one.
Title: Re: Item Request Discussion Thread v2
Post by: Nemesis 24 on April 16, 2020, 08:19:23 PM
Does the spell that gives ac for Clerics - shield of faith? - also work on offhands?  I know of the current holy symbol that has it, so if so a high lvl cleric could negate the AC loss.

The stat boost is still never going to pass.  That goes against item policy and that is never changing.
Title: Re: Item Request Discussion Thread v2
Post by: Hypatia on April 16, 2020, 08:48:09 PM
No it doesn’t. I’ve got a holy idol and it won’t take magic vestments
Title: Re: Item Request Discussion Thread v2
Post by: Philos on April 18, 2020, 08:50:53 AM
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

I like the idea of the item and the ASF makes complete sense as a draw back, though, there are a few things that need to be fixed. Any resistance to magical damage makes you completely immune to bleed out and at a value of just 303 GP it would show it quite often. It would also provide more protection to people in ethereal jaunt and make you almost immune to the magic missile line of spells. It's gonna be tough to make this item fit in with PotM's systems in its current iteration.

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

I'm getting strong Leaper references from Darkest Dungeon right now.  Stats and penalties makes sense. You could even consider upping the dice to d4 to make it a little more competitive.

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

I'm a little confused by this item. I'm really not sure who it's for or who would use it and your item description seems to imply the same. Could you provide a little more detail about how you think this item would be used?

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

The item value is too low for the strength that 10% physical immunity provides. I like the idea of shields with protection from damage as much as avoiding it though. Consider maybe DR 1 or 2 and the reevaluate the attack penalties. There it would be a slight step down from an adamantine shield and a bit more competitive.   

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

Clubs are a bit under represented and lack some good options. I think the penalties are unneeded and the item value is far too low. Consider removing the attack penalty perhaps and extra melee damage type: piercing.
Title: Re: Item Request Discussion Thread v2
Post by: tylernwn on April 20, 2020, 01:49:27 PM
The cleaver looks really neat, and I love the name. Maybe it should be an actual cleaver though? So Like a handaxe?
Title: Re: Item Request Discussion Thread v2
Post by: Ken14 on April 30, 2020, 09:08:11 PM
I made a few changes to the weapons and items, modified the posting.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on May 01, 2020, 12:58:20 AM
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.
Title: Re: Item Request Discussion Thread v2
Post by: Ken14 on May 01, 2020, 02:58:17 AM
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.

In order:

1) Bane of Vraja
The problem being that protective items stay on your body, hence why it would prevent bleeding out. Also, The arcane spell failure penalty doesn't actually -lower- the cost if it increases the arcane spell failure.

The idea being that the club is a weapon that all peasants can use (it being a simple weapon), which is infused with malicious energy of angry spirits.

DR 5 is a bit too much, though, yes, but otherwhise, the cost would be even lower. Still, with some extra attributes, I shored up the cost, making it a rarer weapon.

DR 2 is much better, in hindsight, as it merely blunts the likes of Isaac's Greater Missile Storm, instead of nearly negating it.

2)The Cleavers

That's fair, I guess. I erased these two, and might opt to invent a cursed axe or such.

3)Big Stick

There IS the Forfarian Claymore, but that only gives Extra Damage type : Bludgeon. This was intended to be an upgrade to the weapon. I guess one could just implement an upgraded version of that, called Weighted Forfarian Claymore, if they want to build on existing items.

4)The Unerring Dullness

The weapon is both an homage to the very inefficient murderer and a sort of lethal joke item courtesy of the Dark Powers, but it's clear it's unwelcome. Deleted.

5)The Caliban Wall

It wasn't intended to be a comical statement, unless this accidentally alludes to some sort of american culture thing?

The comment about expanding on the history is noted, however. More grimdark, more gothic roots, I can do that.

As is the attack penalty. Shame it doesn't apply to the attack rolls...I'mma delete this item for now, maybe split the DR's up in differing shields? I'll check it over.

6)Cactus Rod

Same thing with the Big Stick. Yes, a club exists that gives extra damage type piercing, but nothing else this was intended to be a bonus.
Title: Re: Item Request Discussion Thread v2
Post by: Iridni Ren on May 01, 2020, 09:07:01 AM
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.

This is a problematic position on many levels, so I'd not like it passed over and then become accepted "gospel" to be repeated whenever any item granting a feat comes up.

1)  Plenty of examples of gear contradict it, some of them with no maluses attached whatsoever.

2) At least one item grants two feats: Hector's Knuckle Duster (again, no associated malus).

3) Many, many items grant boons in excess of feats. Example: One amulet is +2 to universal saves, which is obviously better than Luck of Heroes (without any malus). Likewise, the feat Skill Focus is +3 to a single skill, so any item granting more than +3 in skill points would by the argument above be unbalanced.

4) Fighters receive more feats than any other class. It follows, therefore, that if feats are so disruptive to game balance, fighters should be the most powerful class, but few players would argue that to be true.

Feats are widely varying in their usefulness, and most depend on the character's class and build. Moreover, if a given feat's advantages cannot be balanced easily with maluses, then the feat itself is unbalanced, not the item granting it. (For the specific item and feat suggested, I am under the distinct impression that Great Cleave is not a feat most would take on POTM.)

During the time I've been on POTM, EO has added many new feats to grant player's more choices in their builds. Adding balanced items to the loot tables that grant these feats would seem to me an excellent and obvious way of freshening the loot with actually useful but not over-powered items.
Title: Re: Item Request Discussion Thread v2
Post by: Revenant on May 01, 2020, 11:23:05 AM
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...>

Regardless of the more general stance towards feats, neither Cleave nor Great Cleave are particularly potent feats. Neither are ones I would ever consider getting in exchange for -2 AC. This axe may as well be named the Gremishka Carver.
Title: Re: Item Request Discussion Thread v2
Post by: tylernwn on August 22, 2020, 07:10:10 PM
Background
I had some ideas for endgame items. Most of these items are based on a certain secretive npc group in the core that some will know of. My thoughts when creating these items, were that they could be unique to certain high level bosses and areas that are often said to not have enough loot. Looking at the mist dragon specifically.

Items:
Mysteries Item Series
1. Name:
Robe of Mysteries

Base Item:
Robe

Description:
These magical robes originate from somewhere within The Mists. They shimmer with a faint blue light whenever they are brought close to a creature with Arcane Talent. However whenever this condition is not met, the garments become dull and inert. An eight pointed blue star is embroidered on the robes' left breast.

Properties:
Light, blue, 10m
Universal Saving Throw Bonus +2
Use limitation: Sorcerer

Item Price:
7255


2. Name:
Staff of Mysteries

Base Item:
Stave

Description:
This staff originates from somewhere within The Mists. While its exact origins are unknown, it is clear from its function that whoever made it was very interested in unraveling the secrets of the world. An eight pointed blue star is carved into base of the stave.

Properties:
Spellcraft bonus +6
Identify Item 1/day (or 50 uses).

Item Price:
3-5,000

General Items
3. Name:
Whispering Blade

Base Item:
Longsword or Shortsword.

Description:
This sword is inscribed with indecipherable silvery runes. Its blade hums with an eerie sound, that if one listens closely to, can be heard making out incomprehensible jabber in some unknown language. Any attempt to listen to the blade's message results in a chilling silence centered on the listener, that prevents any further study.

Properties:
Damage Bonus 1d4 sonic.
On Hit Silence DC 14 10% 4 rounds.

Item Price:
7,000

4. Name:
Wishful Thinking

Base Item:
Greatsword.

Description:
This ornate great sword originates from the outlander world of Toril, beyond The Mists. Legend has it that the blade is the result of a Djinni's Wish worded wrong. The creator of the blade dubbed 'Wishful Thinking', commissioned the creation of "a weapon so powerful and otherworldly, that its visage inspires fear". Thus the blade was forged; one so powerful that its presence inspires fear in its wielder, and one so otherworldly that it had no use on the battlefield it was made for.

Properties:
Attack bonus vs Outsider +3
Damage bonus vs Outsider +2d8
Damage bonuse Divine 1
Light, White, 5m
Decreased Saving Throws Fear: -6
Decreased Ability Score: -2 Wisdom
Class Restriction: Paladin, Cleric, Voodan.

Item Price:
7,112
Title: Re: Item Request Discussion Thread v2
Post by: Kaninchen on September 14, 2020, 08:03:27 PM
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
Item Name: Death Covenant

Item Type: Amulet

Appearance : iit_neck_005

Description: This eerie necklaces seems to be made out of wires and shaped bones, a grimacing skull etched unto one particularly big piece. Legends say that long ago, an unknown outlander tried to bargain with Death itself, pleading to be given the strength of the undead. Sacrificing his firstborn, he was given this amulet.....But Death failed to mention the curse upon the amulet. For he who would indulge in unlife, would also share in their weaknesses.

The outlander was not long after slain by an errant fireball of one of his companions, the fire proving lethal. And so Death laughed at another soul gained.

Whether or not this tale has truth in it, various copies of the original bone necklace have been found around the core, and wielders cannot help but feel a faint chill on their backs when wearing one.....

As if watched by an anticipating force....?

Statistics:
Immunity : Damage Type Piercing (25%)
Immunity : Damage Type Slashing (25%)
Damage Vulnerability : Damage Type Fire (50%)
Damage Vulnerability : Damage Type Divine (50%)
Damage Vulnerability : Damage Type Bludgeoning (50%)
Material : Bone

Cost: 1751
Title: Re: Item Request Discussion Thread v2
Post by: Ken14 on September 14, 2020, 09:59:52 PM
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
Item Name: Death Covenant

Item Type: Amulet

Appearance : iit_neck_005

Description: This eerie necklaces seems to be made out of wires and shaped bones, a grimacing skull etched unto one particularly big piece. Legends say that long ago, an unknown outlander tried to bargain with Death itself, pleading to be given the strength of the undead. Sacrificing his firstborn, he was given this amulet.....But Death failed to mention the curse upon the amulet. For he who would indulge in unlife, would also share in their weaknesses.

The outlander was not long after slain by an errant fireball of one of his companions, the fire proving lethal. And so Death laughed at another soul gained.

Whether or not this tale has truth in it, various copies of the original bone necklace have been found around the core, and wielders cannot help but feel a faint chill on their backs when wearing one.....

As if watched by an anticipating force....?

Statistics:
Immunity : Damage Type Piercing (25%)
Immunity : Damage Type Slashing (25%)
Damage Vulnerability : Damage Type Fire (50%)
Damage Vulnerability : Damage Type Divine (50%)
Damage Vulnerability : Damage Type Bludgeoning (50%)
Material : Bone

Cost: 1751


Even so, those items would only migitate the downsides, it wouldn't outright negate them.

Gobalski's bracer/Brawler's Belt : 50% Vulnerability means that it helps lessen hits that are for 10 bludgeoning damage or less....And even then, you still got hit for the ten initial damage. As the damage ramps up, it just gets worse for you : A usual maul user hits for 12 - 30 damage on average.  With the amulet on, that's raised to 18 - 45 damage. Even with the DR, that's still an potential extra 10 damage on a regular hit.

Hands of Dusk: It would help reduce Divine Might strikes to normal damage. Average divine might damage is 5 to 8 Divine damage. Ramped up to 7 - 12 damage, a 5 DR would put it back around 2 - 7 damage.

However : Spells like Divine Hammer or Firestorm? Those will hit you like a -truck-.  5 - 40 divine damage for a regular divine hammer becomes 7 - 60. DR doesn't help much there. Considering how common both spells are in PvE......A legitimate issue with using the item!

Blazing Berserker : During the rage, you would not be affected by the fire vulnerability, yes. But you'd also have a 100% cold damage vumnerability. And if you pick the Frozen Berserker feat to cancel out the cold vulnerability, you then have the 50% fire vulnerability back during the rage. But again, -only- during the rage. If you get hit by fire when not raging, you're still as vulnerable as ever.

Also, something to consider : in PvE, it's not always clear what kinda damage a creature may do. Or, there's a mixed variety of weaponry, often times. In other words, a useful item, but still somewhat of a gamble.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on September 14, 2020, 10:27:55 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: Revenant on September 14, 2020, 11:46:21 PM
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.

Regarding Damage Vuln Divine, that's a serious concern regarding several cleric spells that are big ticket, as well as holy traps and the like.
DI is super strong, though, particularly on people who can combine it with DR.
Title: Re: Item Request Discussion Thread v2
Post by: zDark Shadowz on September 15, 2020, 08:11:35 AM
I see plenty of hammers, destruction and fire storms dealing divine, all fairly fatal and popular.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on September 15, 2020, 11:59:09 AM
Not saying it doesn't happen, but in npc monsters these tends to be localized in specific places. Now in PvP that's a whole different story, but without discarding it, pvp isn't exactly what I have in mind when devising an item. It's the PvE drawbacks that I consider first.
Title: Re: Item Request Discussion Thread v2
Post by: Crowl on September 17, 2020, 06:14:58 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: HopeIsTheCarrot on September 17, 2020, 09:21:35 PM
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.

Agreed, penalty should be higher and I would an additional -2 Constitution modifier to go along with the damage vulnerabilities.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on September 17, 2020, 11:44:41 PM
We will not add a permanent-haste item. I would not mind a charged item, but then again might as well just use the somewhat easy to make/obtain potions.
Title: Re: Item Request Discussion Thread v2
Post by: tylernwn on September 28, 2020, 10:27:29 AM
I envision this item as appearing exclusively in the hoard of dragons.

Item
Name:
Dragon Slayer

Base Item:
Longsword.

Description:
This weapon originates from beyond the mists, in the Outlander world of Toril. Dragonslayer was created when a king commissioned all the blacksmiths of the realm to make a blade that could slay a dragon. Each blade was then given to a different member of the King's Royal guard, who were tasked with eliminating a viscious red dragon that had been terrorizing the land. The only known survivor of that campaign, returned with this blade.

Properties:
Attack bonus vs Dragon +5
Damage bonus vs Dragon +1d8 Slashing
Massive Criticals 2d8

Item Price:
Around 7100

Spoiler: show
Reasoning
+5: By the time someone is fighting the mist dragon, I would like to think that they are in a party with someone that can cast greater magic weapon +4. So +5 gives the item a slight edge over that (in accuracy but not damage).
+1d8 Slashing: Durendal has 1d8 slashing, so this is in line with that.
2d6 Massive Criticals: I chose this arbitrarily. It could be something else, or nothing.
Title: Re: Item Request Discussion Thread v2
Post by: Hathor on September 30, 2020, 10:46:24 PM
Hello! I've never done this sort of thing before so I could definitely use some feedback on some item requests I'm working on. I'd like to fill in some needs I've noticed for skill bonuses in the game. The descriptions and names are just quick blurbs for now. Once I have a better idea of whether I'm on the right track I can complete more detailed descriptions with item type etc. I have appearance numbers figured out already.

Basically wondering if any of these are wildly unacceptable, specifically the larger skill bonuses? I feel like these are all perfectly reasonable as there are items which give equal or more to the Perform values, while also giving spell resistance, extra spell slots, extra songs, etc.

I apologize if I've calculated these items incorrectly at any point.

Chansonnier Series
Spoiler: show
Inspired by: https://en.wikipedia.org/wiki/Chansonnier

My character is actually planning to produce chansonnier/songbooks herself, which perhaps could be a vehicle for getting these into the game, otherwise simply having them available at Marcel's in PoL makes sense. They are a classic part of French musical history.

Similar to the Trap book series, the books would go up in power and cost/rarity. It would make sense for at least the basic ones to be available in a music shop such as Marcel's in Port-a-Lucine, with the best potentially only being loot. The items would be Book-appearance fashion accessories.

These items are primarily intended for RP or for boosting the handful of Perform-based bard song abilities. I've based the values on what is already purchasable in-game. As far as I am aware, the max bonus from instruments in the game currently is +6, and is not difficult to acquire (combine Fancy Violin from Marcel's with Maestro bow or Fine-tuning on any bow). The Maestro's bow provides significant bonuses (two separate extra spell slot bonuses). Therefore, I feel that 6 or more Perform from these items is perfectly justified.

Chansonnier I is intended for low-level bards, with Perform +1.
Cost: 63

Chansonnier II is intended to compete with the more mid-range Perform items, at +4 Perform, it matches the Fancy Violin.
Cost: 1001
The cost could be balanced with penalties, but considering this matches the Fancy Violin in Marcel's Shop, I feel it's balanced.

Chansonnier III is intended to be the peak item, expensive or found in loot. With +6 Perform, it matches simply using a Fancy Violin + any upgraded bow. As a result it simply provides different flavor options so that not everyone needs to be a violinist. Similar parallel items could be made for the other instruments, to promote more diversity in instrument choice amongst bards.
Cost: 2251


Performer's Veil/Mask
Spoiler: show
A dramatic mask or veil helmet piece. (The appearance is a hood with a mask or veil). This item is included more for its Disguise bonus--as there are currently no items with Disguise bonuses in the game as far as I'm aware, but countless items with Spot bonuses.

Skill Bonus: Perform +4
Skill Bonus: Disguise +4

Cost: 4003


Performance Bell
Spoiler: show
Essentially another instrument option, there's an appearance for a cool bell. Two versions, one a simple prop with minor bonuses and another that is magical. If the idea of making more high-end instruments is considered fine, I'd love to put together one for every instrument so that musicians have more options (and not every single musician feels pressured to use a violin).

Simple bell:
Perform +1
Cost: 126

Magic bell:
Perform +3
Cast Spell:
Balagarn's Iron Horn
Sound Burst
Cost: 2514


Impresaria's Foldable Fan
Spoiler: show
Intended for dancers, singers, or non-musical performers. And an excellent prop for sleight of hand maneuvers, which is a skill that is woefully undeserved and great for RP.

Perform:+6
Sleight of Hand +5
Cost: 7563


Jingly Gypsy Belt
Spoiler: show
A lower-end version of the existing bard belt, which includes some suitably Vistani trinkets useful for performances, thievery, and avoiding trouble.

Hide +1
Perform +1
Sleight of Hand +1
Cost: 563


Akiri God Set Ring
Spoiler: show
Another item to assist with various trickeries that are not well supported in the skill bonuses of the game, despite their counters (spot) being very well supported.

Sleight of Hand +4
Disguise +4
Influence: -4
Use Limitation: Evil
Cost: 4550


Erudite Book
Spoiler: show
Useful for appearing more educated than you actually are.

Disguise +4
Sleight of Hand +2
Cost: 2251


Charlatan's Cloak
Spoiler: show
Designed to be turned inside out at a moment's notice, with a few hidden pockets. Can be folded into various styles for a quick chance of appearance or to hide a stolen item.

Sleight of Hand +4
Disguise +4


I've added up how many skill points these suggestions would add to the game, in terms of what would be additional on top of what already existed (therefore existing instruments would cancel out new bonuses). Items which take up the same slot could not be used together, so only the highest bonus is counted.

Perform: +4
Disguise: +16 (Keep in mind there are no Disguise items in the game yet)
Sleight of Hand: +16 (There is afaik only one SoH item in the game, the Mouse Gloves.

Since Perform does have some edge case combat bonuses (from bard songs etc), maluses could be added to some of these...though they don't appear on existing perform gear afaik.

Thank you for any feedback in terms of whether or not these might be acceptable. Again I do plan to complete them in the proper format but I figure it's worth checking first whether it would be a massive waste of time.
Title: Re: Item Request Discussion Thread v2
Post by: zDark Shadowz on September 30, 2020, 11:15:41 PM
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.
Title: Re: Item Request Discussion Thread v2
Post by: Duayne on October 01, 2020, 06:09:29 AM
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.

I would have to agree that an influx of multiple SoH items would probably be ‘bad’, while it’s a totally acceptable angle of RP and PvP, giving players the option to easily surpass a bonus of 30 to SoH with little investment into the skill, the amount of pickpockets that crawl out of the woodwork would be insane I think, as any sneak would then have an almost risk free (always successful but they might spot you, and be informed) method of thievery from those they have reason to steal from, people they are in conflict with (both people opted into PvP), it might not be so bad, as willy nilly pickpocketing goes against the PvP rules, but just with mouse gloves and ‘another rarer item I won’t name here’ being available, throw in a skill focus:SoH, with dex bonus, and you’re already on the border of 30 at a mid level range. (with points invested in the skill)

Other than that, I think the disguise and variety of options for MH/OH for perform are very welcome! I feel the fan might be quite overturned stat wise though.
Title: Re: Item Request Discussion Thread v2
Post by: Hathor on October 01, 2020, 08:11:38 AM
Good points about Alright of Hand, I was considering it only in the context of RP, not pickpocketing. Thank you!
Title: Re: Item Request Discussion Thread v2
Post by: EO on November 07, 2020, 09:54:35 AM
This isn't the place to post item descriptions, those go in the other thread. I suggest you repost them there and clean up the posts here.
Title: Re: Item Request Discussion Thread v2
Post by: Revenant on November 07, 2020, 11:52:53 AM
Spoiler: Amulet of Hatred • show

-Item name: Amulet Of Hatred

-Item type: Amulet

Description of the item: This copper forged amulet with a red ruby gem in its center is known in Barovian local circles as the Amulet Of Hatred. It is said in the past a barovian hedge witch was filled with such hatred for non-humans local to their land that they fueled their hatred to protect them. While the amulet’s creation succeeded the local village they were near found out of the ‘evil magic’ they were performing and came one day to bludgeon them to death in mob fashion. By then though the creation was done and by happenstance another hedge witch came by later and found the notes for creating these amulets. Unfortunately their creation in numbers seemed ‘cursed’ these copies sapping the arcane magics, skill use, and echoing a great vulnerability to blunt trauma from the original creator.

-Statistics: AC bonus vs racial group: Caliban +1, AC bonus vs racial group: Dwarf +1, AC bonus vs racial group: Elf +1, AC bonus vs racial group: Halfling +1, Arcane Spell Failure +50%, Damage Vulnerability: Bludgeoning 95%, Decreased Skill Modifier: Use Magic Device -1, Use Limitation: Racial Type: Human

-Appearance: iit_neck_051


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.
Title: Re: Item Request Discussion Thread v2
Post by: Ryltar/ Robert Archer on November 07, 2020, 02:43:27 PM
Spoiler: Amulet of Hatred • show

-Item name: Amulet Of Hatred

-Item type: Amulet

Description of the item: This copper forged amulet with a red ruby gem in its center is known in Barovian local circles as the Amulet Of Hatred. It is said in the past a barovian hedge witch was filled with such hatred for non-humans local to their land that they fueled their hatred to protect them. While the amulet’s creation succeeded the local village they were near found out of the ‘evil magic’ they were performing and came one day to bludgeon them to death in mob fashion. By then though the creation was done and by happenstance another hedge witch came by later and found the notes for creating these amulets. Unfortunately their creation in numbers seemed ‘cursed’ these copies sapping the arcane magics, skill use, and echoing a great vulnerability to blunt trauma from the original creator.

-Statistics: AC bonus vs racial group: Caliban +1, AC bonus vs racial group: Dwarf +1, AC bonus vs racial group: Elf +1, AC bonus vs racial group: Halfling +1, Arcane Spell Failure +50%, Damage Vulnerability: Bludgeoning 95%, Decreased Skill Modifier: Use Magic Device -1, Use Limitation: Racial Type: Human

-Appearance: iit_neck_051


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.

The case for use was more for lore flavor, but honestly i could see this as a 'low level' useful item before a person finds something better. Hence my reasoning of making it.
Title: Re: Item Request Discussion Thread v2
Post by: Philos on November 09, 2020, 05:36:03 PM

-Item name: Amulet Of Hatred
Spoiler: show

-Item type: Amulet

Description of the item: This copper forged amulet with a red ruby gem in its center is known in Barovian local circles as the Amulet Of Hatred. It is said in the past a barovian hedge witch was filled with such hatred for non-humans local to their land that they fueled their hatred to protect them. While the amulet’s creation succeeded the local village they were near found out of the ‘evil magic’ they were performing and came one day to bludgeon them to death in mob fashion. By then though the creation was done and by happenstance another hedge witch came by later and found the notes for creating these amulets. Unfortunately their creation in numbers seemed ‘cursed’ these copies sapping the arcane magics, skill use, and echoing a great vulnerability to blunt trauma from the original creator.

-Statistics: AC bonus vs racial group: Caliban +1, AC bonus vs racial group: Dwarf +1, AC bonus vs racial group: Elf +1, AC bonus vs racial group: Halfling +1, Arcane Spell Failure +50%, Damage Vulnerability: Bludgeoning 95%, Decreased Skill Modifier: Use Magic Device -1, Use Limitation: Racial Type: Human

-Appearance: iit_neck_051


-Item name: Boots Of The Street Urchin
Spoiler: show

-Item type: Boots

Description of the item: These boots are made of thick warm assorted fur patches. This grants the wearer solid protection from the cold winters of Barovia and other domains. They are also well lined to avoid punctures from poisonous or disease ridden roads or other sources. However, their creator was a man who abstained from belief in the divine and this was reflected in their creation. Further the mismatched fur patterns that deliver their protections means they are often ill suited for situations of bartering or other performance related activities.

Statistics: Damage Resistance: Cold 5/-, Saving Throw Bonus: Disease +1, Saving Throw Bonus: Poison +1, Damage Vulnerability: Divine 5%, Decreased Skill Modifier: Appraise -1, Decreased Skill Modifier: Perform -1

-Appearance: Top: 4 / 1, Middle: 4 / 1, Bottom: 6 / 5]

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.
Title: Re: Item Request Discussion Thread v2
Post by: Ryltar/ Robert Archer on November 09, 2020, 06:04:40 PM

-Item name: Amulet Of Hatred
Spoiler: show

-Item type: Amulet

Description of the item: This copper forged amulet with a red ruby gem in its center is known in Barovian local circles as the Amulet Of Hatred. It is said in the past a barovian hedge witch was filled with such hatred for non-humans local to their land that they fueled their hatred to protect them. While the amulet’s creation succeeded the local village they were near found out of the ‘evil magic’ they were performing and came one day to bludgeon them to death in mob fashion. By then though the creation was done and by happenstance another hedge witch came by later and found the notes for creating these amulets. Unfortunately their creation in numbers seemed ‘cursed’ these copies sapping the arcane magics, skill use, and echoing a great vulnerability to blunt trauma from the original creator.

-Statistics: AC bonus vs racial group: Caliban +1, AC bonus vs racial group: Dwarf +1, AC bonus vs racial group: Elf +1, AC bonus vs racial group: Halfling +1, Arcane Spell Failure +50%, Damage Vulnerability: Bludgeoning 95%, Decreased Skill Modifier: Use Magic Device -1, Use Limitation: Racial Type: Human

-Appearance: iit_neck_051


-Item name: Boots Of The Street Urchin
Spoiler: show

-Item type: Boots

Description of the item: These boots are made of thick warm assorted fur patches. This grants the wearer solid protection from the cold winters of Barovia and other domains. They are also well lined to avoid punctures from poisonous or disease ridden roads or other sources. However, their creator was a man who abstained from belief in the divine and this was reflected in their creation. Further the mismatched fur patterns that deliver their protections means they are often ill suited for situations of bartering or other performance related activities.

Statistics: Damage Resistance: Cold 5/-, Saving Throw Bonus: Disease +1, Saving Throw Bonus: Poison +1, Damage Vulnerability: Divine 5%, Decreased Skill Modifier: Appraise -1, Decreased Skill Modifier: Perform -1

-Appearance: Top: 4 / 1, Middle: 4 / 1, Bottom: 6 / 5]

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
Title: Re: Item Request Discussion Thread v2
Post by: Ryltar/ Robert Archer on November 11, 2020, 03:03:35 PM

-Item name: Amulet Of Hatred
Spoiler: show

-Item type: Amulet

Description of the item: This copper forged amulet with a red ruby gem in its center is known in Barovian local circles as the Amulet Of Hatred. It is said in the past a barovian hedge witch was filled with such hatred for non-humans local to their land that they fueled their hatred to protect them. While the amulet’s creation succeeded the local village they were near found out of the ‘evil magic’ they were performing and came one day to bludgeon them to death in mob fashion. By then though the creation was done and by happenstance another hedge witch came by later and found the notes for creating these amulets. Unfortunately their creation in numbers seemed ‘cursed’ these copies sapping the arcane magics, skill use, and echoing a great vulnerability to blunt trauma from the original creator.

-Statistics: AC bonus vs racial group: Caliban +1, AC bonus vs racial group: Dwarf +1, AC bonus vs racial group: Elf +1, AC bonus vs racial group: Halfling +1, Arcane Spell Failure +50%, Damage Vulnerability: Bludgeoning 95%, Decreased Skill Modifier: Use Magic Device -1, Use Limitation: Racial Type: Human

-Appearance: iit_neck_051

-Cost: 3358



-Item name: Boots Of The Street Urchin
Spoiler: show

-Item type: Boots

Description of the item: These boots are made of thick warm assorted fur patches. This grants the wearer solid protection from the cold winters of Barovia and other domains. They are also well lined to avoid punctures from poisonous or disease ridden roads or other sources. However, their creator was a man who abstained from belief in the divine and this was reflected in their creation. Further the mismatched fur patterns that deliver their protections means they are often ill suited for situations of bartering or other performance related activities.

Statistics: Damage Resistance: Cold 5/-, Saving Throw Bonus: Disease +1, Saving Throw Bonus: Poison +1, Damage Vulnerability: Divine 5%, Decreased Skill Modifier: Appraise -1, Decreased Skill Modifier: Perform -1

-Appearance: Top: 4 / 1, Middle: 4 / 1, Bottom: 6 / 5]

-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
Title: Re: Item Request Discussion Thread v2
Post by: ASymphony on December 11, 2020, 09:01:41 AM
Item Name: Gilded masters tool belt
Spoiler: show


Item Type: Belt

Description: The gilded tool belt comes equipped with various miniaturized and multifaceted tools for tinkering.

Statistics: Use: activate item, touch = ALL crafting stations, add the exception for the tool belt to all crafting stations.

Optional feature: Add the feat "Muse" for assisting other crafters.

Appearance: N/A what ever looks good for a tool belt

Cost: N/A not sure how to price a item with only a Use function


Not sure I quite understand this one correctly, is this meant to be a universal mobile crafting station?
Title: Re: Item Request Discussion Thread v2
Post by: Iluvatar / Madness on December 11, 2020, 09:09:59 AM
Item Name: Gilded masters tool belt
Spoiler: show


Item Type: Belt

Description: The gilded tool belt comes equipped with various miniaturized and multifaceted tools for tinkering.

Statistics: Use: activate item, touch = ALL crafting stations, add the exception for the tool belt to all crafting stations.

Optional feature: Add the feat "Muse" for assisting other crafters.

Appearance: N/A what ever looks good for a tool belt

Cost: N/A not sure how to price a item with only a Use function


Not sure I quite understand this one correctly, is this meant to be a universal mobile crafting station?

From what I understand, its meant to be an item that can be used on every crafting station. To work, this would most likely require many changes in crafting scripts, and just for that, I personally I won't be adding this item as I don't want to mess around with those script. I'm always a bit wary when it comes to adding bonus feat on an item.

In general, you should try to avoid proposing item that requires custom script.
Title: Re: Item Request Discussion Thread v2
Post by: Iridni Ren on December 11, 2020, 01:39:34 PM
Quote
From what I understand, its meant to be an item that can be used on every crafting station.

Right. Its purpose (I think) is to avoid having to have an Alchemist's Kit, a mortar and pestle, leatherworker's kit, etc.

With the belt you'd always have every tool a crafting station required.
Title: Re: Item Request Discussion Thread v2
Post by: Vissy on December 31, 2020, 03:37:55 PM
Not directly related but going here since this is the best fit:

The Blade of Corellon seems to be a very old two-bladed sword (and reasonably rare), and I thought it would fit the theme of the blade to add a small source of positive damage in addition to the other bonuses (which are: +1 Attack Bonus, +2 to Spot, +2 to Heal). I was thinking either a simple 1d4, or simply 2 or 1. For a blade dedicated to a major deity, it's a little on the weaker side damage-wise compared to some alternatives (like the Tempest dual-bladed sword, which does a 1d4 electricity damage in addition to a +1 enchancement). The Blade of Corellon is already much more expensive as a base item than that one, as well.

There are also very few sources of positive damage in the game, and maybe one or two more wouldn't hurt.
Title: Re: Item Request Discussion Thread v2
Post by: APorg on February 05, 2021, 05:21:45 PM
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

This item is trying to address the fact that Rogues can't sneak attack the undead in DnD3.x, something which was abandoned in most future iterations/editions.  IMO Rogues could do with a PvE boost and this is there to give it to them.  Giving them an item that offers charges of Bless Weapon (https://nwnravenloft.fandom.com/wiki/Bless_Weapon) seems like a fun way to bridge the gap.

The flavour might also fit Corrupt Weapon but Corrupt Weapon would apply to all targets, even PCs, and I didn't design this item to be used for PvP, as I don't consider Rogues to be weak in PvP.

Balance points:
-4 Charisma:  this is meant to dissuade Bards from using these items by hitting their spell slots, as Bards really don't need help but will have the UMD to use these items anyway.  I'd be tempted to hike up the penalty even more, but that might make the item too cheap.
Alignment Restrction: Evil Only -- Good rogues can party up with Paladins or resort to UMD.
Class Restrction: Rogue Only -- by design, this is the class that needs help in PvE.
Title: Re: Item Request Discussion Thread v2
Post by: mccarthy00 on February 18, 2021, 09:35:52 PM
As Eos brought it up.

Quote
Hat of Disguise

+? to Disguise

//Look can not be changed

Not sure what a good increase to Disguise would be.
Title: Re: Item Request Discussion Thread v2
Post by: inkcorvid on February 18, 2021, 09:56:23 PM
The only thing stopping me from submitting items to the submission thread is having to create it in the toolset I don't have, to get a measure of the price.

As Eos brought it up.

Quote
Hat of Disguise

+? to Disguise

//Look can not be changed

Not sure what a good increase to Disguise would be.


100 Charges
Disguise Self, 5 charges
Minor Disguise, 1 charges
+5 Disguise
-7 Hide
Alignment Restriction: Evil
Alignment Restruction: Neutral

And then for the description, we've got to obliquely reference Sodo and his famous hat!

It is whispered in certain dark corners of Parison that there once lived an ambitious crime lord who came into possession of a powerful Hat of Disguise, which enabled him to assume the appearance his rivals, and that of their allies. Through subterfuge, skullduggery and ruthlessness, he slowly climbed to the top of the underworld, leaving a trail of bodies in his wake. This hat is but an imperfect replica of that mythical miracle of magical millinery.
Title: Re: Item Request Discussion Thread v2
Post by: Dardonas on February 19, 2021, 12:41:24 AM
Spoiler: show
Quote
Item Name: Bangle of Mediocrity
Item Type: Ring
Description: These rings were once one of a kind, made by a master enchanter in the Université de Dementlieu for an arcanist of La Société de Legerdemain.  The two worked tirelessly to hypothesize a way to keep "hidden within plain sight" among the many noble societies, studying the very nature of Dementlieuse fashion and summing it down to its most mediocre state.  After its success, La Société de Legerdemain began to commission more of these to distribute amongst its members and allies.

From their studies, the most mediocre finger decor in all of Dementlieuese fashion is a eighth of an inch thick, plain silver band.


Statistics:
Decreased Skill Modifier: Hide -3
Material Silver
Skill Bonus: Disguise +6

Cost: 2560

Appearance: it_ring_011


Quote
Item Name: Mantle of Subtlety
Item Type: Cloak
Description: In joint studies between courtiers of La Société de Legerdemain and the enchanters of the Université de Dementlieu, efforts were made to uncover a mantle that could best let someone have the appearance of being well-off without being as overly dramatic to attract attention.  They found that this was best achieved through carefully selected dull colors that matched perfectly with the average black overcoat.  These particular mantles are enchanted with the ability to default themselves into a folded position just average enough to avoid eliciting the eye's attention.

Statistics:
Decreased Skill Modifier: Hide -8
Material Silk
Skill Bonus: Disguise +7

Cost: 1622

Appearance: Fur Mantle, Gray


Quote
Item Name: Club l'Artiste Prop Belt
Item Type: Belt
Description: These belts were designed solely by the stage engineers in the Club l'Artiste.  Among the many magicians' societies in Port-a-Lucine, the ones coming from the Club l'Artiste are equipped with all that a would-be magician might need at the cost of being clunky and loud.  Typically not a problem in large-scale performances where pyrotechnics and other stage effects were going off at the same time, it is quite noticeable on its own.

Statistics:
Decreased Skill Modifier: Move Silently -5
Skill Bonus: Disguise +5

Cost: 1000

Appearance: it_belt_001


Quote
Item Name: Legerdemain's Makeup
Item Type: Consumable
Description: These kits contained the magically enhanced stage-quality makeup that any performer in La Société de Legerdemain or Théâtre de la Cathédrale would don before a performance.  Renown for its ability to make complete transformations of famous people into whatever appearance the user desired, these quickly took off in the underworld of Port-a-Lucine.

Statistics:
Cast Spell: Disguise Self (10) 1 Charge/Use
6 Charges

Cost:: 7500

Appearance: iit_smlmisc_093


Quote
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



I suggested these for some possibilities for disguise gear.  I felt that the best way to balance it would be to add minuses to hide and move silent so people cannot "double up" on a type of stealth.  Most statistics are based off items that exist in game, such as Rings of Hiding and Rings of Silence.  Stalkers Ungent for the makeup.  It seems like Hide has a high weight towards its cost, so the item value might need to be modified manually.
Title: Re: Item Request Discussion Thread v2
Post by: Hallvor Hadiya on February 19, 2021, 09:25:04 PM
Quote
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


This item appears very thematic, and when compared to items already in play seems like a good addition to the table.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on February 22, 2021, 12:03:10 AM
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.

I was already planning of designing a disguise set of items. I see some of Dardonnas suggestions are very similar to what I had in mind. I will adapt them a bit. I think I'll be referring to Hazlani theatre as described in the 1st Gazetteer. When devising items I always suggest to focus on Canon Ravenloft lore as much as you can. It,s the kind of thing that reinforces the setting. Dardonnas did well in referencing Démentlieu btw.

I like the légerdemain makeup. I'll had this one for sure, though I will reduce the amount of possible uses to decrease the price and see it drop more often. I'll also have a one shot "disguise kit" item.

About Hazlani theatre.

Quote
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.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on February 22, 2021, 12:16:05 AM
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.
Title: Re: Item Request Discussion Thread v2
Post by: Relapse on February 22, 2021, 12:27:33 AM
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.

Wouldn't someone trying to get away with something such as a gank be inclined to use both hide and disguise, what is preventing it? I think the combination of hide and disguise should be discouraged, that's just a blanket thought though, not one that fairly balances an item.

Title: Re: Item Request Discussion Thread v2
Post by: Dardonas on February 22, 2021, 12:52:41 AM
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 feel as if Hide and Disguise could be used to "double stealth" so to speak and offer a higher mechanical advantage, which was my rational to having it as a penalty to outweigh Disguise.  Influence and Disguise won't really offer too much of a mechanical advantage and I feel as if it'd open more roleplay options for the "unsavory" types like Tiefling and Drow who have invested in trying to be a part of society. 

Edit:

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.

I tweaked the items down a bit to where nothing exceeds a +5 bonus to Disguise.  Even with +5, I still feel most of the penalties are appropriate (-3 hide for the ring, for instance), though I lowered the mantle's hide penalty down.

As for the items themed around Hazlani theatre, I think that's a great thematic honestly.  I'm excited to see the set of items you've worked on when they're added or previewed somewhere.
Title: Re: Item Request Discussion Thread v2
Post by: Glass Cannon on February 22, 2021, 01:20:47 AM
I agree, "double stealth" is definitely a strategy I'd employ if I could.  Making a Disguise item have a Hide penalty puts pains to that strategy, but an Influence penalty is largely meaningless if you're not already on the cusp of hostile OCR.
Title: Re: Item Request Discussion Thread v2
Post by: EO on February 23, 2021, 09:15:54 PM
We would need bonus spell slot item writeups for:

-Voodan
-Hexblade

Ideally equivalent in power to what is already available for similar classes.
Title: Re: Item Request Discussion Thread v2
Post by: Fungal Artillery on February 24, 2021, 09:45:21 AM
We would need bonus spell slot item writeups for:

-Voodan
-Hexblade

Ideally equivalent in power to what is already available for similar classes.

Submitted two of these. https://www.nwnravenloft.com/forum/index.php?topic=44496.msg681496#msg681496
Title: Re: Item Request Discussion Thread v2
Post by: EO on February 24, 2021, 12:43:15 PM
We would need bonus spell slot item writeups for:

-Voodan
-Hexblade

Ideally equivalent in power to what is already available for similar classes.

Submitted two of these. https://www.nwnravenloft.com/forum/index.php?topic=44496.msg681496#msg681496

Thanks! Could also use Hexblade bonus spell level 4 (to match the ranger/paladin versions) and some higher level Voodan ones (even if they'll be super rare).
Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on February 24, 2021, 02:18:26 PM
I have some more: https://www.nwnravenloft.com/forum/index.php?topic=44496.msg681540#msg681540

I intentionally left these equippable by non-Voodan, that should lead to them seeing some use for those who can deal with the penalties.
Title: Re: Item Request Discussion Thread v2
Post by: zDark Shadowz on February 24, 2021, 07:17:29 PM
We would need bonus spell slot item writeups for:

-Voodan
-Hexblade

Ideally equivalent in power to what is already available for similar classes.

Submitted two of these. https://www.nwnravenloft.com/forum/index.php?topic=44496.msg681496#msg681496

Thanks! Could also use Hexblade bonus spell level 4 (to match the ranger/paladin versions) and some higher level Voodan ones (even if they'll be super rare).

There's ranger & paladin lvl 4 spellslot items? I know there were some 1 & 2 but I thought the level 4 ones were just rings for clerics, which would make sense to have equivalents for voodans but not hexblades otherwise.

The rarity of lvl 4 items for hexblade would have to be based off the price of these lvl 4 paladin / ranger items, so I cant help with that.
Title: Re: Item Request Discussion Thread v2
Post by: BahamutZ3RO on February 24, 2021, 07:18:46 PM
We would need bonus spell slot item writeups for:

-Voodan
-Hexblade

Ideally equivalent in power to what is already available for similar classes.

What about Assassins, Blackguards, and Monster Hunters?
Title: Re: Item Request Discussion Thread v2
Post by: EO on February 24, 2021, 07:22:15 PM
We would need bonus spell slot item writeups for:

-Voodan
-Hexblade

Ideally equivalent in power to what is already available for similar classes.

What about Assassins, Blackguards, and Monster Hunters?

Those would be nice but a lower priority since they're not base classes.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on February 24, 2021, 07:26:06 PM
That said, well consider everything submitted. After voodan and hexblade, grimetrekker probably need the most love.
Title: Re: Item Request Discussion Thread v2
Post by: EO on February 25, 2021, 11:40:31 AM
Thanks to the latest suggestion by Fungal Artillery and some items I'm adding myself, we should be good for hexblades.

Could possibly use 1-2 mid-high level spell slot items for Voodan.
Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on February 25, 2021, 11:45:12 AM
What would be mid-high? As far as I've seen, circle 4 is the highest that can be found in loot and only very rarely in the highest level dungeons. The holy symbol amulet with 2nd and 3rd slots is likewise one of the rarest items in the game, so something with circle 5 or higher would need to have some serious penalties, to the point it would probably just be unequipped after a buff dance. :(

I may cook something up, I've been trying to make more spell slot items that are attractive to keep equipped.
Title: Re: Item Request Discussion Thread v2
Post by: Syl on March 14, 2021, 02:05:18 PM
So would it be wrong to request a two handed wood cutting axe? It's a tad bit silly cutting down trees with only handaxes

function just like the normal wood cutting axe we have now just...a great axe size one.
Title: Re: Item Request Discussion Thread v2
Post by: mccarthy00 on March 14, 2021, 02:07:55 PM
So would it be wrong to request a two handed wood cutting axe? It's a tad bit silly cutting down trees with only handaxes

function just like the normal wood cutting axe we have now just...a great axe size one.

Don't see why not, may be low on the list of priority's however
Title: Re: Item Request Discussion Thread v2
Post by: Syl on March 14, 2021, 02:10:36 PM
So would it be wrong to request a two handed wood cutting axe? It's a tad bit silly cutting down trees with only handaxes

function just like the normal wood cutting axe we have now just...a great axe size one.

Don't see why not, may be low on the list of priority's however

lol roughly 6 years here low priority but I get it not high on the list lol one day we'll get it and have lumberjacks
Title: Re: Item Request Discussion Thread v2
Post by: mccarthy00 on March 14, 2021, 02:13:36 PM
So would it be wrong to request a two handed wood cutting axe? It's a tad bit silly cutting down trees with only handaxes

function just like the normal wood cutting axe we have now just...a great axe size one.

Don't see why not, may be low on the list of priority's however

lol roughly 6 years here low priority but I get it not high on the list lol one day we'll get it and have lumberjacks

Could be wrong, but do great axes work the same way  wood cutting axes do?
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on March 14, 2021, 02:25:59 PM
So would it be wrong to request a two handed wood cutting axe? It's a tad bit silly cutting down trees with only handaxes

function just like the normal wood cutting axe we have now just...a great axe size one.

You are posting in the wrong thread, this one is to discuss items submitted for inclusion in loot drop options as detailed here. (https://www.nwnravenloft.com/forum/index.php?topic=44496.0). I would suggest you post this in the "system wishlist" one or its own thread.
Title: Re: Item Request Discussion Thread v2
Post by: Syl on March 14, 2021, 05:22:36 PM
So would it be wrong to request a two handed wood cutting axe? It's a tad bit silly cutting down trees with only handaxes

function just like the normal wood cutting axe we have now just...a great axe size one.

You are posting in the wrong thread, this one is to discuss items submitted for inclusion in loot drop options as detailed here. (https://www.nwnravenloft.com/forum/index.php?topic=44496.0). I would suggest you post this in the "system wishlist" one or its own thread.

Heh thanks. to many lists thought it would fit here for a item. But i'll throw it there MAB thanks!
Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on March 20, 2021, 09:48:21 PM
Spoiler: show
So this post is out of format but bear with me.

Over in this thread we were discussing the current herbalist bags and reducing their weight to 0.1 lbs.

While we've come to an impasse, I think maybe there is a realistic compromise.

Here is zDark Shadowz's suggestion.

If it used the same base item (which is a lot easier to do) and added a 20% of weight reduction it changes the bag from a 5gp value to a 255gp value.

If people are fine with paying 255gp for a lighter herbalist bag maybe just make an item request thread to have this added in.

Here's the statistics and cost picture for you. Be the change you want to see, go post this exact pic for the item request in the appropriate thread. If people want to buy it so much make the request to add it to the vendors. If you dont do this then you really didnt want what you wanted. Maybe it's a Spidersilk Herbalist Bag which makes it lightweight and strong. Maybe it could be added as a tailoring option later on for MAB77. Who knows?

(https://i.imgur.com/rXfI7zyl.png)

I particularly like this idea because it is a moderate gold sink, not too crazy, and offers convenience for those willing to pay its cost.

Like magic bags, characters can function without them just fine, but the implementation means a bit less tedium in inventory management.

Seeing this item appear in herbalist shops and some general stores would be really nice.

The idea of implementing this item, or something similar, as a tailoring option also seems sound.



https://www.nwnravenloft.com/forum/index.php?topic=44496.msg685122#msg685122

Thoughts?
Title: Re: Item Request Discussion Thread v2
Post by: FunkyMonkey on April 24, 2021, 01:25:54 AM
I tried to figure out how to make the items and cost them etc but I'm not tech savey enough, unless someone wants to explain it to me like I am a infant and can link me the haks. This is far as I got, scrap it if this serves no purpose

Had some idea's to spruce up the Har'akir Loot Table.

Item Name: Tooth of Sobek
Item type: Dagger
Description: This malevolent looking dagger's edges are jagged and worn through ritual use, tarnished black with a green sheen.
Statistics:
1d4 acid dmg
1d8 Mass crit

Item Name: Scepter of Thoth
Item type: Torch
Description: This Ankh is embued with the powers and virtue's that the Akiri Deity Thoth stands for.
Statistics:
+3 lore
+3 spellcraft
-3 Discipline

Item Name: Staff of Thoth
Item type: Staff
Description: In honour of Thoth this staff carries the powers most attributed to the Akiri God.
Statistics:
+5 spellcraft
+5 lore
Only usable: Wizards/Sorcerers

Item Name: Mantle of Thoth
Description: The bearer of this cloak can overc
Item type: Cloak
Statistics:
+2 vs spells
Only usable: Wizards/Sorcerers

Item Name: Reaper of the living
Item type: Scythe
Description: This daunting scythe seems to latch onto the wielder as well as that what it touches. Grain, flesh and even the mind of the wielder wilt in it's pressence.
Statistics:
+3 Vamp Regen
1d4 Negative Energy
-2 Fortitude
Only usable by: Evil

Item Name: Wrappings of Anubis
Item type: Consumable
Description: These linen are used in ceremony to bind the dead before they are set to rest. The linen are soaked and enchantments are uttered.  It is said that they can aid those most devoted, in resurrecting the fallen and calling their souls back to the realm of the living.
Statistics:
Single use Ressurection
Only usable: Cleric/Voodan (Dunno if there's a way to jack the UMD requirement for it, if so make it DC: 50 for Rogue's/Bards)

Item Name: Marauders Cape
Item type: Cloak
Description: Imbued with magic to aid those who explore, travel or wander the world. A gift from one rover to the many.
Statistics:
20 Use each, Bears endurance/Expeditious Retreat

Item Name: Tomb Raiders Boots
Item type: Boots
Description: A thief met his untimely demise, bloodied these boots are still in working order. Though dead man's shoe's are not famed for the fortune they bring.
Statistics:
+3 Disable Trap
+3 Open Lock
-5 vs Traps
Only usable: Rogue/Ranger/Crypt Raider

Item Name: Arrow of Sobek
Item type: Arrow
Description:
On hit Poison: Dc 18 (Con)

Item Name: Arrow of the Jackal:
Item type: Arrow
Description: Like the name barers hunting method, this arrow leaves it's prey bleeding, weakening it till the predator can set upon the unfortunate creature.
On hit Wounding: Dc 18

Item Name: Akiri Trappers Boots
Item type: Boots
Description: Formerly belonging to the crafty trappers who lay snares and pitfalls for those brazen enough to tread the sacred tombs of Har'Akir.
Statistics:
+5 Set Trap
-5 vs Traps
Only usable: Rogue/Ranger

Item Name: Head Band of the Guardian
Item type: Helmet
Description: This fearsome looking helmet adorns mighty warriors who were stirred from the dead to guard hallowed grounds.
Statistics:
+2 Fortitude
+5 Antagonize
-5 Concenration
-2 Will
Title: Re: Item Request Discussion Thread v2
Post by: Dardonas on April 24, 2021, 01:56:31 AM
Item Name: Tooth of Sobek
Item type: Dagger
Description: This malevolent looking dagger's edges are jagged and worn through ritual use, tarnished black with a green sheen.
Statistics:
1d4 acid dmg
1d8 Mass crit

I like it, it gives more incentive for dagger specialization.

Item Name: Scepter of Thoth
Item type: Torch
Description: This Ankh is embued with the powers and virtue's that the Akiri Deity Thoth stands for.
Statistics:
+3 lore
+3 spellcraft
-3 Discipline

I'd put a restriction on Hexblade, Sorc, and Wizard only for it.

Item Name: Staff of Thoth
Item type: Staff
Description: In honour of Thoth this staff carries the powers most attributed to the Akiri God.
Statistics:
+5 spellcraft
+5 lore
Only usable: Wizards/Sorcerers


I like staves.  I'd also add Hexblade to the list of users for it.

Item Name: Mantle of Thoth
Description: The bearer of this cloak can overc
Item type: Cloak
Statistics:
+2 vs spells
Only usable: Wizards/Sorcerers

I'd Hexblade as well.  Though I'm a bit iffy because it might be a bit too strong coupled with similar existing items.

Item Name: Reaper of the living
Item type: Scythe
Description: This daunting scythe seems to latch onto the wielder as well as that what it touches. Grain, flesh and even the mind of the wielder wilt in it's pressence.
Statistics:
+3 Vamp Regen
1d4 Negative Energy
-2 Fortitude
Only usable by: Evil

I'm very fond of more scythes and I think this would be a good option for one.

Item Name: Wrappings of Anubis
Item type: Consumable
Description: These linen are used in ceremony to bind the dead before they are set to rest. The linen are soaked and enchantments are uttered.  It is said that they can aid those most devoted, in resurrecting the fallen and calling their souls back to the realm of the living.
Statistics:
Single use Ressurection
Only usable: Cleric/Voodan (Dunno if there's a way to jack the UMD requirement for it, if so make it DC: 50 for Rogue's/Bards)

I don't see why not, though the UMD requirement might be a bit much. 

Item Name: Marauders Cape
Item type: Cloak
Description: Imbued with magic to aid those who explore, travel or wander the world. A gift from one rover to the many.
Statistics:
20 Use each, Bears endurance/Expeditious Retreat

There are already a ton of items like these and I think they'd end up as bloat to the tables.

Item Name: Tomb Raiders Boots
Item type: Boots
Description: A thief met his untimely demise, bloodied these boots are still in working order. Though dead man's shoe's are not famed for the fortune they bring.
Statistics:
+3 Disable Trap
+3 Open Lock
-5 vs Traps
Only usable: Rogue/Ranger/Crypt Raider

I think this is going to just pump up and exacerbate ninjalooting.  I'm not against it, but perhaps making it Crypt Raider only would be a cooler idea.  That PrC could use some item love.

Item Name: Arrow of Sobek
Item type: Arrow
Description:
On hit Poison: Dc 18 (Con)

I don't have any strong opinions either way, though I think these will just end up as more arrow bloat that people end up giving to the Vistani.

Item Name: Arrow of the Jackal:
Item type: Arrow
Description: Like the name barers hunting method, this arrow leaves it's prey bleeding, weakening it till the predator can set upon the unfortunate creature.
On hit Wounding: Dc 18

It seems like a cool item, but it'll be very niche with the amount of DR in the game by the time you get to Thoth as well as just end up like the above as more arrow bloat sold to the Vistani.

Item Name: Akiri Trappers Boots
Item type: Boots
Description: Formerly belonging to the crafty trappers who lay snares and pitfalls for those brazen enough to tread the sacred tombs of Har'Akir.
Statistics:
+5 Set Trap
-5 vs Traps
Only usable: Rogue/Ranger

Set trap is a fun skill.  I'd give these to Crypt Raiders, or perhaps make them Crypt Raider only, as well if we're showing them love with the above item.

Item Name: Head Band of the Guardian
Item type: Helmet
Description: This fearsome looking helmet adorns mighty warriors who were stirred from the dead to guard hallowed grounds.
Statistics:
+2 Fortitude
+5 Antagonize
-5 Concenration
-2 Will

This is pretty powerful in its own right, but I think it could be cool to see on the tables given I feel there isn't too many options for martial classes that isn't just a straight enchanted helmet.
Title: Re: Item Request Discussion Thread v2
Post by: tylernwn on May 02, 2021, 11:09:57 PM
Quote

Item Name: Mantle of Thoth
Description: The bearer of this cloak can overc
Item type: Cloak
Statistics:
+2 vs spells
Only usable: Wizards/Sorcerers


This is too strong. That I know of, there is no cloak that improves a character’s saving throws. This bonus would work better as being a specific saving throw (will, reflex, or fort). The +2 could even be reduced to +1.

Quote
Item Name: Wrappings of Anubis
Item type: Consumable
Description: These linen are used in ceremony to bind the dead before they are set to rest. The linen are soaked and enchantments are uttered.  It is said that they can aid those most devoted, in resurrecting the fallen and calling their souls back to the realm of the living.
Statistics:
Single use Ressurection

Why not just make the requirement, alignment: evil. Wrappings of osiris already do what this item does, so with the alignment restriction it could be a slightly worse version of that. Also raise dead, no resurrection as that would radically alter one aspect of the game; if someone gets badly impaired they are out of the adventure unless there is a priest along with a lot of diamonds.
Title: Re: Item Request Discussion Thread v2
Post by: Dardonas on May 03, 2021, 09:34:33 PM
Quote

Item Name: Mantle of Thoth
Description: The bearer of this cloak can overc
Item type: Cloak
Statistics:
+2 vs spells
Only usable: Wizards/Sorcerers


This is too strong. That I know of, there is no cloak that improves a character’s saving throws. This bonus would work better as being a specific saving throw (will, reflex, or fort). The +2 could even be reduced to +1.

Quote
Item Name: Wrappings of Anubis
Item type: Consumable
Description: These linen are used in ceremony to bind the dead before they are set to rest. The linen are soaked and enchantments are uttered.  It is said that they can aid those most devoted, in resurrecting the fallen and calling their souls back to the realm of the living.
Statistics:
Single use Ressurection

Why not just make the requirement, alignment: evil. Wrappings of osiris already do what this item does, so with the alignment restriction it could be a slightly worse version of that. Also raise dead, no resurrection as that would radically alter one aspect of the game; if someone gets badly impaired they are out of the adventure unless there is a priest along with a lot of diamonds.

Disagree on the part that the mantle should give a bonus to a specific saving throw.  Spell save saving throws are much different and more niche.  Being used by only casters/potentially hexblade limits it greatly.  Rogues/Bards would likely not use it in place of the +5 parry cloak, and if they did use it with UMD they'd be trading off one defense for another.  It would be a healthy item as is and potentially for a Hexblade.


As for the cloth, I don't see why a resurrection item is a big deal.  Especially if it is a rare drop and limited as is.
Title: Re: Item Request Discussion Thread v2
Post by: foxtale on May 04, 2021, 01:57:47 AM
Quote

Item Name: Mantle of Thoth
Description: The bearer of this cloak can overc
Item type: Cloak
Statistics:
+2 vs spells
Only usable: Wizards/Sorcerers


This is too strong. That I know of, there is no cloak that improves a character’s saving throws. This bonus would work better as being a specific saving throw (will, reflex, or fort). The +2 could even be reduced to +1.


Disagree on the part that the mantle should give a bonus to a specific saving throw. Spell save saving throws are much different and more niche.  Being used by only casters/potentially hexblade limits it greatly.

I concur with tylernwn and the exact logic provided.

Saves vs. Spells are extremely powerful, second only to Universal Saves.
You are claiming with certainty that casters are a limited portion of threats that will make a character roll a save, but in my opinion, and considering which saves will only inconvenience you and which saves will outright disable/kill you, they are the largest portion of saving throws to watch out for. The only real threat that isn't affected by Saves vs Spells are traps and a certain portion of conjuration spells.
Title: Re: Item Request Discussion Thread v2
Post by: PlatointheCave on May 04, 2021, 02:01:27 AM
Given the weakness of rogue saves and the +6 bonus cap on parry I would take saves versus spells on a cloak in a heartbeat. In fact, it's the primary thing I look for on gear for such classes and will even give up unisaves if it means a larger save versus spells.

Because the fact is only spells and traps tend to get DCs high enough to be a real threat. I appreciate the dev philosophy of adding plenty of save bonuses, too, because save or die spells also tend to be the most oppressive mechanics in pvp if you haven't got access to gear to protect you from them. Mundanes simply can't maintain immunities from buffs.
Title: Re: Item Request Discussion Thread v2
Post by: Dardonas on May 05, 2021, 01:56:12 PM
I concur with tylernwn and the exact logic provided.

Saves vs. Spells are extremely powerful, second only to Universal Saves.
You are claiming with certainty that casters are a limited portion of threats that will make a character roll a save, but in my opinion, and considering which saves will only inconvenience you and which saves will outright disable/kill you, they are the largest portion of saving throws to watch out for. The only real threat that isn't affected by Saves vs Spells are traps and a certain portion of conjuration spells.

Given the weakness of rogue saves and the +6 bonus cap on parry I would take saves versus spells on a cloak in a heartbeat. In fact, it's the primary thing I look for on gear for such classes and will even give up unisaves if it means a larger save versus spells.

Because the fact is only spells and traps tend to get DCs high enough to be a real threat. I appreciate the dev philosophy of adding plenty of save bonuses, too, because save or die spells also tend to be the most oppressive mechanics in pvp if you haven't got access to gear to protect you from them. Mundanes simply can't maintain immunities from buffs.

So, if I'm understanding the argument correctly there is no issue with adding more Spell Save items like I originally argued because the vast majority of issues stem from a dominance of Save or Die effects?  In a PvE setting, you have to choose less AC.  In a PvP setting, it takes away mage dominance, to a degree (ignoring that spells like IGMS exist).  The item should be restricted to Hexblade/Sorc/Wizard (in my opinion).  Hexblades are meant to be anti-casters, it's fine IMO for them.  Mages/Sorcs having saves versus spells also seems fine, since, you know, spells are their thing.  Giving it to Assassins, Bards or Rogues via UMD also seems just fine too IMO, as it puts them in the dilemma above and helps them to survive.  Consider that a assassin/rogue/bard won't be using Stealth gear, AC gear, or otherwise in that slot while wearing it, I think it's safe to say that spell saves are fine for either scenario.

In a PvE setting it's an itemization choice that makes players choose AC for spell save.  In a PvP setting, it's an item that makes players less vulnerable to being one-shot by Save or Die spells.  Seems like a healthy choice to me.
Title: Re: Item Request Discussion Thread v2
Post by: tylernwn on May 06, 2021, 04:39:49 PM
Given the weakness of rogue saves and the +6 bonus cap on parry I would take saves versus spells on a cloak in a heartbeat. In fact, it's the primary thing I look for on gear for such classes and will even give up unisaves if it means a larger save versus spells.

Because the fact is only spells and traps tend to get DCs high enough to be a real threat. I appreciate the dev philosophy of adding plenty of save bonuses, too, because save or die spells also tend to be the most oppressive mechanics in pvp if you haven't got access to gear to protect you from them. Mundanes simply can't maintain immunities from buffs.

Saves should be versus a specific saving throw. You cite insta kill mechanics as being oppressive, but characters running around with unbeatable saves is also oppressive. Items should have one kind of save only. If you are concerned about insta kills then have it be a fort save, but no save vs spell, or universal saves.
Title: Re: Item Request Discussion Thread v2
Post by: foxtale on May 06, 2021, 05:01:27 PM
[...] characters running around with unbeatable saves is also oppressive. Items should have one kind of save only. If you are concerned about insta kills then have it be a fort save, but no save vs spell, or universal saves.

I wholeheartedly disagree. Wizards, Druids and Clerics still have excellent raw damage options against people with high saves; options that usually mean a fight will last three or four spells long, which is just to say that the fight is not one-sided.

Save or die/disable on the other hand are outright unfun for the defending party. They are relics of a system that wasn't created with high stakes PvP in mind and while disabling them as an option isn't super appealing at first glance because it takes options away from those classes, it is still the ideal way to deal with the conundrum in my opinion.
Title: Re: Item Request Discussion Thread v2
Post by: EO on May 15, 2021, 10:49:00 AM
With the introduction of Warmage, we'll need some Warmage gear akin to other caster class items (so bonus spell slots, etc.).
Title: Re: Item Request Discussion Thread v2
Post by: zDark Shadowz on May 15, 2021, 11:00:15 AM
Would it be easier to simply add the use limitation to current arcane equipment, and maybe just add a couple of rings from Cormyr with a War Wizard background using the silver/gold dragon ring designs?

Much of the current equipment, staffs of fury, robes of dragonlance'ari etc would fit the Warmage I think.
Title: Re: Item Request Discussion Thread v2
Post by: EO on May 15, 2021, 11:01:23 AM
Would it be easier to simply add the use limitation to current arcane equipment, and maybe just add a couple of rings from Cormyr with a War Wizard background using the silver/gold dragon ring designs?

Much of the current equipment, staffs of fury, robes of dragonlance'ari etc would fit the War Mage I think.

Those already were adapted to support warmages, but I'm thinking of bonus feats (ie: Extra Edge) and spell slots (something like what sorcerers get).
Title: Re: Item Request Discussion Thread v2
Post by: Philos on May 15, 2021, 08:09:16 PM
Quote
Item Name: Lesser Ring of the Red Warmage
Spoiler: show
Type: Ring
Appearance: iit_ring_130

Description: In the Red Academy of Hazlan, these rings were distributed by the Zulkir of Evocation themself to select apprentices who showed promises as evokers.  These apprentices were among the first warmages instituted under Lord Hazlik's Red Academy and were given these rings to push their capabilities at great peril to themselves.  It is no surprise that these rings would often be found on their corpses, charred by their own spells.

Statistics:
Bonus Feat: Automatic Quicken Spell I
Damage Vulnerability: Fire 10% Damage Vulnerability
Decreased Saving Throws: Specific: Reflex -1
Material Darksteel
Material Gem, Aquamarine
Use Limitation: Class: Warmage

Cost: 962


Quote
Item Name: Greater Ring of the Red Warmage
Spoiler: show
Type: Ring
Appearance: iit_ring_174

Description: Dissatisfied with the previous experiment of the Zulkir of Evocation, Lord Hazlik specifically tasked his the Department of Evocation with a simple task: an artifact which made the sect of warmages independent of his other red wizards' aide.  The result were these rings, prized for their ability to put down Rashemi insurrections with mechanical efficiency.  Though, the volatility of such artifacts made their wielders far more vulnerable to their own magic.

Within the military sciences department in Ramulai's Red Academy, it is said that those who wear these rings are cursed to die by their own magic within a year of putting it on.

Statistics:
Bonus Feat: Automatic Quicken Spell I
Bonus Feat: Automatic Quicken Spell II
Damage Vulnerability: Fire 25% Damage Vulnerability
Decreased Saving Throws: Specific: Reflex -2
Material Arcane Steel
Material Gem, Blue Diamond
Quality Masterwork
Use Limitation: Class: Warmage

Cost: 3848


Quote
Name: Mask of the Red Evoker
Spoiler: show

Type: Helmet
Appearance:
(https://i.gyazo.com/1450088fbd809387b959d583d9799d70.png)

Description: These cowls are granted to graduate warmages in the Red Academy of Hazlan upon graduation.  It is rumored that a hazing ceremony required for a warmage to graduate involves shadowing a fully fledged warmage into a camps of Rashemi, rebel or not.  These cowls, originally white, are then blooded like the would-be warmage that would don it.

Statistics:
Bonus Spell Slot of Level: Warmage Level 3
Bonus Spell Slot of Level: Warmage Level 4
Decreased Skill Modifier: Concentration -5
Material Silk
Material Wood, Ash
Skill Bonus: Spellcraft +3
Use Limitation: Alignment Group: Evil
Use Limitation: Class: Warmage
Use Limitation: Specific Alignment: Lawful Neutral

Cost: 14943 (suggested 4943, though I could not edit the field)


Quote
Name: Staff of the Apprentice Warmage
Spoiler: show
Type: Magic Staff
Appearance:
(https://i.gyazo.com/3827be686f2964a0970ad6ed097ce09e.png)


Description: These staves are common training implements distributed to novice warmages under the jurisdiction of the Radiant Tower.  With the recent wars Falknovia has endured, these staves allow for even beginner warmages to perform better on the battlefield.  To the Ministry of the Arcane, it was more efficient to put one of these staves in an unstudied warmage's hands and let them kill dozens of enemies than to actually train them to control their power.  It is not unheard of for these devices to have passed through the hands dozens of fallen Falkovnian warmages only to be passed on to another.

Statistics:
Bonus Spell Slot of Level: Warmage Level 1
Bonus Spell Slot of Level: Warmage Level 1
Bonus Spell Slot of Level: Warmage Level 2
Bonus Spell Slot of Level: Warmage Level 2
Decreased Saving Throws: Specific: Reflex -1
Decreased Skill Modifier: Concentration -2
Use Limitation: Class: Warmage

Cost: 9095 (I couldn't edit the price, but I'd say it'd be better as a low tier drop, maybe 2095?)

Quote
Name: Staff of the Master Warmage
Spoiler: show
Type: Magic Staff
Appearance:
(https://i.gyazo.com/2f2e4e29dcabc6be7a95a9a39caef524.png)

Description: This staff is believed to have once come from one of the first master warmages trained in the Radiant Tower.  So great was her power that she would often cut corners to achieve more, and this conduit being no different with the drain it places on one's mind.  Though her results were enough to warrant the Ministry of the Arcane training more warmages, those that would wield devices like these reveal why there is skepticism in training such narrow-minded arcanists.  It is said that Falkovnian warmages have slain two of their own allies for every three enemies they have felled.

Statistics:
Bonus Spell Slot of Level: Warmage Level 6
Bonus Spell Slot of Level: Warmage Level 7
Decreased Saving Throws: Specific: Reflex -2
Decreased Skill Modifier: Concentration -6
Decreased Skill Modifier: Spellcraft -3
Quality Masterwork
Use Limitation: Class: Warmage

Cost: 27838 (I don't know the specifics for costs, but 27k seems a bit much though I think this should be a high tier drop for warmages.)


First off, thanks for the suggestions! The first two items are fine and are within reason. The other three however are going to need some work. Their item cost is well outside of the acceptable range. We use cost as an indicator of how "powerful" and item can be. Anything over 8,000 plus the cost of the base item is too much. Not only is it going to be more powerful than we'd like, it will also never spawn with how our treasure and loot system works. Take another look at the "Item balance and target prices" portion of the initial directions and fiddle with the properties a bit more. I'm sure you can find something that will work!
Title: Re: Item Request Discussion Thread v2
Post by: Fungal Artillery on May 16, 2021, 05:16:19 AM
Automatic Quicken spell 2 seems like it shouldn't be on any item. Being able to auto quicken spells of 1st to 6th level is very powerful. For balance reasons I would personally prefer if Warmages had to have a source of Haste to cast 2 spells per round for spells of 4th lvl and higher, like wizard and sorcerer.

I know they don't get Haste. They are also not the only caster that does not have Haste in their kit and are still very powerful.
Title: Re: Item Request Discussion Thread v2
Post by: DaloLorn on May 16, 2021, 06:12:25 AM
Automatic Quicken spell 2 seems like it shouldn't be on any item. Being able to auto quicken spells of 1st to 6th level is very powerful. For balance reasons I would personally prefer if Warmages had to have a source of Haste to cast 2 spells per round for spells of 4th lvl and higher, like wizard and sorcerer.

I know they don't get Haste. They are also not the only caster that does not have Haste in their kit and are still very powerful.

My greatest concern about that ring is actually that bards or spellcasting rogue multiclasses will be able to UMD it, allowing them to autoquicken virtually all of their spells... with a ring.

I'd probably go with an amulet for the sake of making it a more precious slot, but the UMD concern would remain.
Title: Re: Item Request Discussion Thread v2
Post by: Kaospyri on May 16, 2021, 11:31:27 AM
Automatic Quicken spell 2 seems like it shouldn't be on any item. Being able to auto quicken spells of 1st to 6th level is very powerful. For balance reasons I would personally prefer if Warmages had to have a source of Haste to cast 2 spells per round for spells of 4th lvl and higher, like wizard and sorcerer.

I know they don't get Haste. They are also not the only caster that does not have Haste in their kit and are still very powerful.

My greatest concern about that ring is actually that bards or spellcasting rogue multiclasses will be able to UMD it, allowing them to autoquicken virtually all of their spells... with a ring.

I'd probably go with an amulet for the sake of making it a more precious slot, but the UMD concern would remain.

Better yet make it medium/heavy armor, so it's worthless to anyone who would UMD it for it's effects and only available to higher level warmages.
Title: Re: Item Request Discussion Thread v2
Post by: DaloLorn on May 16, 2021, 11:57:28 AM
Automatic Quicken spell 2 seems like it shouldn't be on any item. Being able to auto quicken spells of 1st to 6th level is very powerful. For balance reasons I would personally prefer if Warmages had to have a source of Haste to cast 2 spells per round for spells of 4th lvl and higher, like wizard and sorcerer.

I know they don't get Haste. They are also not the only caster that does not have Haste in their kit and are still very powerful.

My greatest concern about that ring is actually that bards or spellcasting rogue multiclasses will be able to UMD it, allowing them to autoquicken virtually all of their spells... with a ring.

I'd probably go with an amulet for the sake of making it a more precious slot, but the UMD concern would remain.

Better yet make it medium/heavy armor, so it's worthless to anyone who would UMD it for it's effects and only available to higher level warmages.

Ohh, I like it! It definitely tightens the amount of UMDable uses for it, and does it in an even more precious slot than I'd considered. (No adamantine armor for you!)

... It doesn't entirely remove UMD from the equation, though. Medium armor would be accessible to any UMDing multiclass of Hexblade and Cleric, or possibly even Druid if it weren't a metal armor. (Which, in all fairness, it probably would be.) UMD Voodans would also be capable of burning a feat on medium armor proficiency. On the other hand, heavy armor - while eliminating Hexblades and increasing the cost for Voodans - would be useless to the vast majority of warmages at no added inconvenience to Clerics.

(On another note, I am now wondering how a Hexblade or Ranger would look with all their spells autoquickened...)
Title: Re: Item Request Discussion Thread v2
Post by: Kaospyri on May 16, 2021, 12:53:47 PM
Spoiler: show
Automatic Quicken spell 2 seems like it shouldn't be on any item. Being able to auto quicken spells of 1st to 6th level is very powerful. For balance reasons I would personally prefer if Warmages had to have a source of Haste to cast 2 spells per round for spells of 4th lvl and higher, like wizard and sorcerer.

I know they don't get Haste. They are also not the only caster that does not have Haste in their kit and are still very powerful.

My greatest concern about that ring is actually that bards or spellcasting rogue multiclasses will be able to UMD it, allowing them to autoquicken virtually all of their spells... with a ring.

I'd probably go with an amulet for the sake of making it a more precious slot, but the UMD concern would remain.

Better yet make it medium/heavy armor, so it's worthless to anyone who would UMD it for it's effects and only available to higher level warmages.

Ohh, I like it! It definitely tightens the amount of UMDable uses for it, and does it in an even more precious slot than I'd considered. (No adamantine armor for you!)

... It doesn't entirely remove UMD from the equation, though. Medium armor would be accessible to any UMDing multiclass of Hexblade and Cleric, or possibly even Druid if it weren't a metal armor. (Which, in all fairness, it probably would be.) UMD Voodans would also be capable of burning a feat on medium armor proficiency. On the other hand, heavy armor - while eliminating Hexblades and increasing the cost for Voodans - would be useless to the vast majority of warmages at no added inconvenience to Clerics.

(On another note, I am now wondering how a Hexblade or Ranger would look with all their spells autoquickened...)

What if it had a malus that made it worse for actually wearing it in melee, despite being an armored mage a warmage still isn't really supposed to be getting into melee anyways. Something like a dexterity penalty (I imagine most warmages will have more dex than needed for heavy armor by the time they'd have it) or just a -1 or -2 AC armor bonus in place of the reflex malus and/or damage vulnerability.
Title: Re: Item Request Discussion Thread v2
Post by: Dardonas on May 16, 2021, 01:10:01 PM
Tweaked some of the existing items to have a more reasonable cost.  I left the rings up for reference, but I made a version of the same stats into a Chain Shirt with acid and fire vulnerability.  That should prevent it from being UMD'd by Bards or Wizard/Rogue multiclasses.  If some Hexblade/Bard or Hexblade/Rogue gets a hold of it, have at it, but they'll have a better time with haste given the vulnerabilities and the short ranges of any non-buff spell.

The thing about Automatic Quicken Spell is that it isn't haste.  It has clear drawbacks from haste.  The function is to give Warmages some degree of autonomy in groups or if they don't have access to a pocket mage. 

Firstly, automatic quicken spell doesn't give you increased movement.  Secondly, it doesn't work for metamagic spells you cast (so a max missile storm doesn't get hasted, neither does an extended wall of fire). 
Title: Re: Item Request Discussion Thread v2
Post by: tylernwn on May 19, 2021, 10:35:59 AM
Quote
Item Name: Lesser Ring of the Red Warmage
Spoiler: show
Type: Ring
Appearance: iit_ring_130

Description: In the Red Academy of Hazlan, these rings were distributed by the Zulkir of Evocation themself to select apprentices who showed promises as evokers.  These apprentices were among the first warmages instituted under Lord Hazlik's Red Academy and were given these rings to push their capabilities at great peril to themselves.  It is no surprise that these rings would often be found on their corpses, charred by their own spells.

Statistics:
Bonus Feat: Automatic Quicken Spell I
Damage Vulnerability: Fire 10% Damage Vulnerability
Decreased Saving Throws: Specific: Reflex -1
Material Darksteel
Material Gem, Aquamarine
Use Limitation: Class: Warmage

Cost: 962


Quote
Item Name: Greater Ring of the Red Warmage
Spoiler: show
Type: Ring
Appearance: iit_ring_174

Description: Dissatisfied with the previous experiment of the Zulkir of Evocation, Lord Hazlik specifically tasked his the Department of Evocation with a simple task: an artifact which made the sect of warmages independent of his other red wizards' aide.  The result were these rings, prized for their ability to put down Rashemi insurrections with mechanical efficiency.  Though, the volatility of such artifacts made their wielders far more vulnerable to their own magic.

Within the military sciences department in Ramulai's Red Academy, it is said that those who wear these rings are cursed to die by their own magic within a year of putting it on.

Statistics:
Bonus Feat: Automatic Quicken Spell I
Bonus Feat: Automatic Quicken Spell II
Damage Vulnerability: Fire 25% Damage Vulnerability
Decreased Saving Throws: Specific: Reflex -2
Material Arcane Steel
Material Gem, Blue Diamond
Quality Masterwork
Use Limitation: Class: Warmage

Cost: 3848


Quote
Name: Mask of the Red Evoker
Spoiler: show

Type: Helmet
Appearance:
(https://i.gyazo.com/1450088fbd809387b959d583d9799d70.png)

Description: These cowls are granted to graduate warmages in the Red Academy of Hazlan upon graduation.  It is rumored that a hazing ceremony required for a warmage to graduate involves shadowing a fully fledged warmage into a camps of Rashemi, rebel or not.  These cowls, originally white, are then blooded like the would-be warmage that would don it.

Statistics:
Bonus Spell Slot of Level: Warmage Level 3
Bonus Spell Slot of Level: Warmage Level 4
Decreased Skill Modifier: Concentration -5
Material Silk
Material Wood, Ash
Skill Bonus: Spellcraft +3
Use Limitation: Alignment Group: Evil
Use Limitation: Class: Warmage
Use Limitation: Specific Alignment: Lawful Neutral

Cost: 14943 (suggested 4943, though I could not edit the field)


Quote
Name: Staff of the Apprentice Warmage
Spoiler: show
Type: Magic Staff
Appearance:
(https://i.gyazo.com/3827be686f2964a0970ad6ed097ce09e.png)


Description: These staves are common training implements distributed to novice warmages under the jurisdiction of the Radiant Tower.  With the recent wars Falknovia has endured, these staves allow for even beginner warmages to perform better on the battlefield.  To the Ministry of the Arcane, it was more efficient to put one of these staves in an unstudied warmage's hands and let them kill dozens of enemies than to actually train them to control their power.  It is not unheard of for these devices to have passed through the hands dozens of fallen Falkovnian warmages only to be passed on to another.

Statistics:
Bonus Spell Slot of Level: Warmage Level 1
Bonus Spell Slot of Level: Warmage Level 1
Bonus Spell Slot of Level: Warmage Level 2
Bonus Spell Slot of Level: Warmage Level 2
Decreased Saving Throws: Specific: Reflex -1
Decreased Skill Modifier: Concentration -2
Use Limitation: Class: Warmage

Cost: 9095 (I couldn't edit the price, but I'd say it'd be better as a low tier drop, maybe 2095?)

Quote
Name: Staff of the Master Warmage
Spoiler: show
Type: Magic Staff
Appearance:
(https://i.gyazo.com/2f2e4e29dcabc6be7a95a9a39caef524.png)

Description: This staff is believed to have once come from one of the first master warmages trained in the Radiant Tower.  So great was her power that she would often cut corners to achieve more, and this conduit being no different with the drain it places on one's mind.  Though her results were enough to warrant the Ministry of the Arcane training more warmages, those that would wield devices like these reveal why there is skepticism in training such narrow-minded arcanists.  It is said that Falkovnian warmages have slain two of their own allies for every three enemies they have felled.

Statistics:
Bonus Spell Slot of Level: Warmage Level 6
Bonus Spell Slot of Level: Warmage Level 7
Decreased Saving Throws: Specific: Reflex -2
Decreased Skill Modifier: Concentration -6
Decreased Skill Modifier: Spellcraft -3
Quality Masterwork
Use Limitation: Class: Warmage

Cost: 27838 (I don't know the specifics for costs, but 27k seems a bit much though I think this should be a high tier drop for warmages.)


First off, thanks for the suggestions! The first two items are fine and are within reason. The other three however are going to need some work. Their item cost is well outside of the acceptable range. We use cost as an indicator of how "powerful" and item can be. Anything over 8,000 plus the cost of the base item is too much. Not only is it going to be more powerful than we'd like, it will also never spawn with how our treasure and loot system works. Take another look at the "Item balance and target prices" portion of the initial directions and fiddle with the properties a bit more. I'm sure you can find something that will work!

I know this will sound like a downer, but in my opinion there should be no items that give warmages bonus spell slots. They already have a lot of spells to start with, and each over their spells is worth about x2 the damage value of a the same spell cast by another class. So I think that this is a property that should be changed to something else on all the items that it appears on.

Also based on the pattern of item requirements for arcane gear in the past, I think most new items should be available to hexblade/wizard/sorcerer/warmage. With the exception of maybe the occasional ring or necklace.
Title: Re: Item Request Discussion Thread v2
Post by: HopeIsTheCarrot on May 19, 2021, 02:14:54 PM
Item Name: Ring of Constriction
Spoiler: show
Item Type: Ring

Description: Originally forged and employed by the Battleragers of Mithral Hall, the Ring of Constriction is of great use to the frenzied warrior. These magical rings detect an increased pulse in the finger of their wielders, and constrict tighter around the appendage as danger and risk loom larger. The constriction aids in the fury of these Battleragers, though it also reduces blood flow, including the flow of blood to the brain.

Statistics:
Bonus Feat: Toughness
Bonus Feat: Extra Rage
Decreased Ability Score (-2 Intelligence)
Class Limitation: Barbarian
Material: Iron

Appearance: iit_ring_012
Total Item Cost: I don’t have access to these specific bonus feats on my toolset, but I presume based on the cost adjustment of other feats that it would come in right around 8,000.

Notes: There isn’t a lot of high-end Barbarian gear on the server, at least that I have seen. This ring is intended to be similar in function, power balance, availability and cost to the Knuckle Duster used on this server by Monks. I think the Knuckle Duster is actually more powerful, but the power balance seems similar to me.


Item Name: Greater Amulet of Thoth
Spoiler: show
Item Type: Amulet

Description: Worn by the most prestigious of wizards in service to the Akiri god Thoth, these leather amulets sport a large blue sapphire in their center.
When worn, the wizard can feel himself becoming strong enough to cast an additional powerful spell, and its jewel begins to glow a light blue.

Statistics:
Bonus Spell Slot (Wizard - 4th Circle)
Light Low (10m) Blue
Material: Gem, Sapphire
Material: Leather

Appearance: I don’t have all the appearance options that the server employs on my toolset, but something similar to the current Amulet of Thoth appearance would be ideal.
Total Item Cost: 2403 (though I would suggest artificially raising it)

Notes: I understand that wizards are a powerful class. I also understand that there is a large amount of wizard spell slot gear currently available on this server. With those concessions in mind:
There are very few Wizard spell slot items that give slots higher than 2nd lvl. Those which do exist, are quite rare. Mid to High level wizards often have little or no use for these additional first and second level spell slots, meaning that wizards at these higher levels often have very little access to level appropriate gear. I’m not saying we bring back the 9th circle spell slot rings, but I think this is a nice middle road.
It’s one additional spell slot in an equipment slot (amulet) with lots of other high quality and competitive items.
With the recent addition of the Thoth dungeon, we have an excellent lore basis and level appropriate dungeon for this item to logically belong in and spawn in.
There are multiple other items currently on the loot table which grant 4th circle spell slots to mages and other classes (including in the amulet slot), so I don’t see this being a game-changer in terms of balance.


Item Name: Nathan’s Bulwark
Spoiler: show
Item Type: Tower Shield

Description: Mentioned in Van Richten's Guide to the Mists, Nathan the Atheist was a skeptic of the existence of living deities in the Land of Mists. In The Case for Atheists in the Misty Land, he argues for the Dead God Theory of the Mists. In honor of Nathan the Atheist, anonymous craftsmen around the Core crafted these Bulwarks. They serve as a commemoration to the late writer, and a symbol of defiance to many of the religious and political organizations across the Core.

Statistics:
Damage Resistance (Divine /10)
Light Low (10m) Yellow
Material: Oak


Appearance: iAshTo_032
Total Item Cost: 910 (though I would suggest artificially raising it)

Notes: I started to add negatives to this item, but on further reflection, I think that hauling around a 45 lbs. Tower Shield with zero additional AC boosts are large enough negatives in their own right. There are countless items that give /10 DR on this server, and even an item or two that already give /10 vs. Divine (without hauling around 45 lbs.), so I think this item is well-balanced enough as is.


Item Name: Chain of Ilmater
Spoiler: show
Item Type: Amulet

Description: The Ilmatari serve the Crying God and act to ease the suffering of all those they encounter, often by taking on such pain in the place of others. Some of the most devout of their order wear a heavy iron chain around their necks, a reminder of the burden which has been placed upon them. It is rumored that some of these chains even bear blessing from Ilmater.

Statistics:
Bonus Spell Slot (Paladin - 2nd Circle)
Class Limitation: Paladin
Material: Iron
Weight: 2 lbs. (As opposed to the 0.5 base weight on amulets)

Appearance: iit_neck_006
Total Item Cost: 391 (though I would suggest artificially raising it)

Notes: Paladins have less spell slot gear than every other caster class on the server (by a considerable margin). I consider the 2nd circle to be the Paladin’s weakest circle of spells. I know Paladins are a strong class, but I don't think that justifies us limiting the server to only 1 low end Paladin item.


Item Name: Longbow of Arcane Sight
Spoiler: show
Item Type: Longbow

Description: As keen as the aim of the Arcane Archer is their eyesight. Fashioned by the bowyers of Silvanost, these longbows were only intended for use by the most gifted and dedicated Arcane Archers - those who had honed both their talents for magic and archery.

Statistics:
Mighty (+5)
Spot (+5)
Class Limitation: Arcane Archer
Material: Yew
Material: Stag Antlers

Appearance: Top - Model 2 / Color 4
      Middle - Model 4 / Color 4
      Bottom - Model 5 / Color 4

Total Item Cost: 6810

Notes: To my knowledge there are not any Arcane Archer-specific items currently on the server, despite all the other Base Class & Prestige Class-specific items available to other classes. There is already a +5 Mighty +3 Spot Longbow on the server, I'm just suggesting a bow with a slightly higher spot bonus that is only available to Arcane Archers. I felt like the class could use a little love and this was the best thing I came up with.

Title: Re: Item Request Discussion Thread v2
Post by: tylernwn on May 19, 2021, 02:52:13 PM
Greater Amulet of Thoth looks like a nice rare treasure for the Temple of Thoth.
Title: Re: Item Request Discussion Thread v2
Post by: herkles on May 19, 2021, 02:59:56 PM
Item Name: Ring of Constriction
Spoiler: show
Item Type: Ring

Description: Originally forged and employed by the Battleragers of Mithral Hall, the Ring of Constriction is of great use to the frenzied warrior. These magical rings detect an increased pulse in the finger of their wielders, and constrict tighter around the appendage as danger and risk loom larger. The constriction aids in the fury of these Battleragers, though it also reduces blood flow, including the flow of blood to the brain.

Statistics:
Bonus Feat: Toughness
Bonus Feat: Extra Rage
Decreased Ability Score (-2 Intelligence)
Class Limitation: Barbarian
Material: Iron

Appearance: iit_ring_012
Total Item Cost: I don’t have access to these specific bonus feats on my toolset, but I presume based on the cost adjustment of other feats that it would come in right around 8,000.

Notes: There isn’t a lot of high-end Barbarian gear on the server, at least that I have seen. This ring is intended to be similar in function, power balance, availability and cost to the Knuckle Duster used on this server by Monks. I think the Knuckle Duster is actually more powerful, but the power balance seems similar to me.


Item Name: Greater Amulet of Thoth
Spoiler: show
Item Type: Amulet

Description: Worn by the most prestigious of wizards in service to the Akiri god Thoth, these leather amulets sport a large blue sapphire in their center.
When worn, the wizard can feel himself becoming strong enough to cast an additional powerful spell, and its jewel begins to glow a light blue.

Statistics:
Bonus Spell Slot (Wizard - 4th Circle)
Light Low (10m) Blue
Material: Gem, Sapphire
Material: Leather

Appearance: I don’t have all the appearance options that the server employs on my toolset, but something similar to the current Amulet of Thoth appearance would be ideal.
Total Item Cost: 2403 (though I would suggest artificially raising it)

Notes: I understand that wizards are a powerful class. I also understand that there is a large amount of wizard spell slot gear currently available on this server. With those concessions in mind:
There are very few Wizard spell slot items that give slots higher than 2nd lvl. Those which do exist, are quite rare. Mid to High level wizards often have little or no use for these additional first and second level spell slots, meaning that wizards at these higher levels often have very little access to level appropriate gear. I’m not saying we bring back the 9th circle spell slot rings, but I think this is a nice middle road.
It’s one additional spell slot in an equipment slot (amulet) with lots of other high quality and competitive items.
With the recent addition of the Thoth dungeon, we have an excellent lore basis and level appropriate dungeon for this item to logically belong in and spawn in.
There are multiple other items currently on the loot table which grant 4th circle spell slots to mages and other classes (including in the amulet slot), so I don’t see this being a game-changer in terms of balance.


Item Name: Nathan’s Bulwark
Spoiler: show
Item Type: Tower Shield

Description: Mentioned in Van Richten's Guide to the Mists, Nathan the Atheist was a skeptic of the existence of living deities in the Land of Mists. In The Case for Atheists in the Misty Land, he argues for the Dead God Theory of the Mists. In honor of Nathan the Atheist, anonymous craftsmen around the Core crafted these Bulwarks. They serve as a commemoration to the late writer, and a symbol of defiance to many of the religious and political organizations across the Core.

Statistics:
Damage Resistance (Divine /10)
Light Low (10m) Yellow
Material: Oak


Appearance: iAshTo_032
Total Item Cost: 910 (though I would suggest artificially raising it)

Notes: I started to add negatives to this item, but on further reflection, I think that hauling around a 45 lbs. Tower Shield with zero additional AC boosts are large enough negatives in their own right. There are countless items that give /10 DR on this server, and even an item or two that already give /10 vs. Divine (without hauling around 45 lbs.), so I think this item is well-balanced enough as is.


Item Name: Chain of Ilmater
Spoiler: show
Item Type: Amulet

Description: The Ilmatari serve the Crying God and act to ease the suffering of all those they encounter, often by taking on such pain in the place of others. Some of the most devout of their order wear a heavy iron chain around their necks, a reminder of the burden which has been placed upon them. It is rumored that some of these chains even bear blessing from Ilmater.

Statistics:
Bonus Spell Slot (Paladin - 2nd Circle)
Class Limitation: Paladin
Material: Iron
Weight: 2 lbs. (As opposed to the 0.5 base weight on amulets)

Appearance: iit_neck_006
Total Item Cost: 391 (though I would suggest artificially raising it)

Notes: Paladins have less spell slot gear than every other caster class on the server (by a considerable margin). I consider the 2nd circle to be the Paladin’s weakest circle of spells. I know Paladins are a strong class, but I don't think that justifies us limiting the server to only 1 low end Paladin item.


Item Name: Longbow of Arcane Sight
Spoiler: show
Item Type: Longbow

Description: As keen as the aim of the Arcane Archer is their eyesight. Fashioned by the bowyers of Silvanost, these longbows were only intended for use by the most gifted and dedicated Arcane Archers - those who had honed both their talents for magic and archery.

Statistics:
Mighty (+5)
Spot (+5)
Class Limitation: Arcane Archer
Material: Yew
Material: Stag Antlers

Appearance: Top - Model 2 / Color 4
      Middle - Model 4 / Color 4
      Bottom - Model 5 / Color 4

Total Item Cost: 6810

Notes: To my knowledge there are not any Arcane Archer-specific items currently on the server, despite all the other Base Class & Prestige Class-specific items available to other classes. There is already a +5 Mighty +3 Spot Longbow on the server, I'm just suggesting a bow with a slightly higher spot bonus that is only available to Arcane Archers. I felt like the class could use a little love and this was the best thing I came up with.


I am not the best when it comes to stats, but for the Ring of Concentration and the Chain of Ilmater reference the forgotten realms, perhaps their descriptions could be changed to reflect more Native Ravenloft stuff. The ring of Concentration could be a forfarian barbarian or a tepestiani or a Valachani? The Chain of Ilmater could reference paladins of Belenus or Ezra instead?
Title: Re: Item Request Discussion Thread v2
Post by: Quartermaster on May 19, 2021, 04:16:11 PM
The Greater amulet of Thoth, a 4th and 5th level bonus spell slot already exists in the loot tables. As does the Greater Isis amulet for Sorcs. They just never show up anymore.
Title: Re: Item Request Discussion Thread v2
Post by: HM01 on May 19, 2021, 06:22:54 PM
The Greater amulet of Thoth, a 4th and 5th level bonus spell slot already exists in the loot tables. As does the Greater Isis amulet for Sorcs. They just never show up anymore.

I think just reducing it to a level 4 slot is reasonable so they atleast drop on the table. Especially if they are hopefully rare - I am of the opinion the har akir tables need more so things like this would be a welcome change.
Title: Re: Item Request Discussion Thread v2
Post by: Revenant on May 20, 2021, 12:35:47 AM
Quote
Item Name: Lesser Ring of the Red Warmage
Spoiler: show
Type: Ring
Appearance: iit_ring_130

Description: In the Red Academy of Hazlan, these rings were distributed by the Zulkir of Evocation themself to select apprentices who showed promises as evokers.  These apprentices were among the first warmages instituted under Lord Hazlik's Red Academy and were given these rings to push their capabilities at great peril to themselves.  It is no surprise that these rings would often be found on their corpses, charred by their own spells.

Statistics:
Bonus Feat: Automatic Quicken Spell I
Damage Vulnerability: Fire 10% Damage Vulnerability
Decreased Saving Throws: Specific: Reflex -1
Material Darksteel
Material Gem, Aquamarine
Use Limitation: Class: Warmage

Cost: 962


Quote
Item Name: Greater Ring of the Red Warmage
Spoiler: show
Type: Ring
Appearance: iit_ring_174

Description: Dissatisfied with the previous experiment of the Zulkir of Evocation, Lord Hazlik specifically tasked his the Department of Evocation with a simple task: an artifact which made the sect of warmages independent of his other red wizards' aide.  The result were these rings, prized for their ability to put down Rashemi insurrections with mechanical efficiency.  Though, the volatility of such artifacts made their wielders far more vulnerable to their own magic.

Within the military sciences department in Ramulai's Red Academy, it is said that those who wear these rings are cursed to die by their own magic within a year of putting it on.

Statistics:
Bonus Feat: Automatic Quicken Spell I
Bonus Feat: Automatic Quicken Spell II
Damage Vulnerability: Fire 25% Damage Vulnerability
Decreased Saving Throws: Specific: Reflex -2
Material Arcane Steel
Material Gem, Blue Diamond
Quality Masterwork
Use Limitation: Class: Warmage

Cost: 3848


Auto-Quicken is a pretty powerful feat to put on an item, and I think it's important to consider how much UMD one would require to use the ring. I've seen DM items with auto-quicken on them in the past, and I'm pretty sure they were always yoinked back to the safety of the void in short order.

Item Name: Ring of Constriction
Spoiler: show
Item Type: Ring

Description: Originally forged and employed by the Battleragers of Mithral Hall, the Ring of Constriction is of great use to the frenzied warrior. These magical rings detect an increased pulse in the finger of their wielders, and constrict tighter around the appendage as danger and risk loom larger. The constriction aids in the fury of these Battleragers, though it also reduces blood flow, including the flow of blood to the brain.

Statistics:
Bonus Feat: Toughness
Bonus Feat: Extra Rage
Decreased Ability Score (-2 Intelligence)
Class Limitation: Barbarian
Material: Iron

Appearance: iit_ring_012
Total Item Cost: I don’t have access to these specific bonus feats on my toolset, but I presume based on the cost adjustment of other feats that it would come in right around 8,000.

Notes: There isn’t a lot of high-end Barbarian gear on the server, at least that I have seen. This ring is intended to be similar in function, power balance, availability and cost to the Knuckle Duster used on this server by Monks. I think the Knuckle Duster is actually more powerful, but the power balance seems similar to me.



My main consideration here is that there is no drawback to this item whatsoever. -2 Int does nothing to most people who would want this ring, only lightly inconveniencing rogues UMDing it (though they'd just take it off when disabling traps). -2 Wis for save reduction, or -2 Dex for putting it in the trash AC/Reflex Reduction, or just a straight -Saves/Damage Vuln, might do better. Damage Vuln would somewhat negate the purpose of Toughness, though.

These are both pretty powerful items. I don't necessarily mind that, I'm just skeptical that it aligns with developer mindset. I'd love to see more spellslot items that actually drop (of reasonable circle, obviously - no need for extra timestops) since the entire problem with Divine casters getting early access is a thing of the past. +Saves as best in slot does not satisfy the monkey brain as much as an item that is tailored to your class in a more than token way (looking at you, rings of +1 magic missile cast).
Title: Re: Item Request Discussion Thread v2
Post by: EO on May 20, 2021, 10:10:29 AM
The Greater amulet of Thoth, a 4th and 5th level bonus spell slot already exists in the loot tables. As does the Greater Isis amulet for Sorcs. They just never show up anymore.

I'm already planning to update some of the caster items to lower their cost and thus make them drop more often.
Title: Re: Item Request Discussion Thread v2
Post by: HopeIsTheCarrot on May 20, 2021, 10:30:28 AM
The Greater amulet of Thoth, a 4th and 5th level bonus spell slot already exists in the loot tables. As does the Greater Isis amulet for Sorcs. They just never show up anymore.

I'm already planning to update some of the caster items to lower their cost and thus make them drop more often.

Awesome! Thanks EO! Are some of the rare cleric spell slot items on that list as well?
Title: Re: Item Request Discussion Thread v2
Post by: remnar on May 21, 2021, 12:17:37 AM
I want to add some items that are good for crossbows, as they seem to be an underused weapon - so much so that most people just craft arrows and not bolts.
I decided to try making up some items - for now they are just stats as I would like to get a bit of help or advice before I painstakingly wrack my brain for descriptions and names for them.
In addition, I am putting them into the Gloves slot for a reason.  There are multiple archery based items already in the glove slots (bracers of archery, gnomish commando gloves which can be used with UMD) so to use these gloves and also have the benefits of the other items in this slot would require feat-investment.  I feel like, while powerful, it would bring some use into crossbows which I imagine most people think they lack.  I think these ideas would give more use to crossbows without being essential or gamebreaking, but hopefully also not impossible to find like other useful items often are on the server.

Remember that at this stage, these are just stats, no fluff yet
Idea 1. individual gloves items for both crossbow types

Improved Critical Gloves for Light/Heavy Crossbows
bonus feat: Improved Critical (Light/Heavy)
Cost: 1001

I've had an issue with trying to include downsides (or additional upsides), as adding any maluses of a decent amount (such as skill drops of ~3) really lowers the cost to minimal amounts.

Idea 2. Improved Critical Gloves for Both
Bonus Feat: Improved Critical (Heavy Crossbow)
Bonus Feat: Improved Critical (Light Crossbow)
cost 4001

Because both feats are included (let's be real no one is going to be using both light and heavy crossbows so having multiple gloves might be superfluous) the price is increased significantly which allows for more leeway in making negatives to the gloves.
One example could be:
Bonus Feat: Improved Critical (Heavy Crossbow)
Bonus Feat: Improved Critical (Light Crossbow)
hide -4
disable trap -4
sleight of hand -4
Cost: 1278
This example would dissuade the use as a sneaky rogue weapon while being useful and low cost enough to spawn reasonably

Idea 3.
A similar idea to the first, except with Weapon Focus (Light/Heavy Crossbow).  I don't think this would work as a combined item like idea 2, due to cost and general use, but I am still unsure as to what other additions to the item would be needed to 'balance' it.


So, anyway, thanks in advance for any help.  I'm sure there is probably a reason why this kind of thing was never added but ehhh its probably been years since something like this was suggested anyway.

Title: Re: Item Request Discussion Thread v2
Post by: remnar on May 26, 2021, 09:07:28 PM
I have acquired an amount of assistance.
First, the gloves will be split into Light and Heavy variants for all types, so the items would be as follows.  (again without any bonuses/negatives applied yet, I would still like help on this)  By having these items on the glove slots it would require you to spend feats on the other feats that have their own glove slot items (point blank shot, rapid reload, improved critical, weapon focus) so you can't be a master crossbowman without at least investing a little.

Improved Critical Gloves for Light/Heavy Crossbows
bonus feat: Improved Critical (Light/Heavy Crossbow)
Cost: 1001

Weapon Focus Gloves for Light/Heavy Crossbows
bonus feat: Weapon Focus (Light/Heavy Crossbow)
Cost: 1001


Additionally, a suggestion made was a Helmet that had Weapon Specialization.  Due to crossbows being fairly low damage even on crits, I think an extra 2 damage (in a slot that is often less used and thus would be a good pairing) won't be too out of line.  And lets be honest, no one is taking weapon spec on a fighter for crossbows either.

Weapon Specialization Helmet for Light/Heavy Crossbows
bonus feat: Weapon Specialization (Light/Heavy Crossbow)
Cost: 1003


To re-iterate, these are items designed in order to get people using crossbow.  It's a lot of feats to put into a weapon type to be moderately useful, so I think it is fair to make them items.  There is still competition for some of the essential feats (if you aren't a halfling, gnome, or UMD class you have to take the very useful rapid reload feat) so you can't be instant-master.

And again, I would like feedback on appropriate bonuses/negatives to this equipment.  I have my own ideas but I'm sure the people here might also have some good ideas and I want to have something nice to submit before I submit these items.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on May 26, 2021, 10:42:05 PM
I'm really not a fan of adding feats to items, especially weapon focus/specialization ones. Making character development choices is an important balancing aspect of the game. Feats on items need to be planed carefully, either to address a serious issue (like the apron granting martial weapons proficiency so that all players may craft) or be restricted to high value items so that they would be extremely rare loot drops. Else you only eliminate the need to ever pick said feat at level up. At such low value, those gloves would be exceedingly common. What would be the incentive of ever picking the feat when I just need to toggle an item to get it? This is clearly not the way to go IMHO.
Title: Re: Item Request Discussion Thread v2
Post by: tylernwn on May 27, 2021, 09:42:33 AM
I have acquired an amount of assistance.
First, the gloves will be split into Light and Heavy variants for all types, so the items would be as follows.  (again without any bonuses/negatives applied yet, I would still like help on this)  By having these items on the glove slots it would require you to spend feats on the other feats that have their own glove slot items (point blank shot, rapid reload, improved critical, weapon focus) so you can't be a master crossbowman without at least investing a little.

Improved Critical Gloves for Light/Heavy Crossbows
bonus feat: Improved Critical (Light/Heavy Crossbow)
Cost: 1001

Weapon Focus Gloves for Light/Heavy Crossbows
bonus feat: Weapon Focus (Light/Heavy Crossbow)
Cost: 1001


Additionally, a suggestion made was a Helmet that had Weapon Specialization.  Due to crossbows being fairly low damage even on crits, I think an extra 2 damage (in a slot that is often less used and thus would be a good pairing) won't be too out of line.  And lets be honest, no one is taking weapon spec on a fighter for crossbows either.

Weapon Specialization Helmet for Light/Heavy Crossbows
bonus feat: Weapon Specialization (Light/Heavy Crossbow)
Cost: 1003


To re-iterate, these are items designed in order to get people using crossbow.  It's a lot of feats to put into a weapon type to be moderately useful, so I think it is fair to make them items.  There is still competition for some of the essential feats (if you aren't a halfling, gnome, or UMD class you have to take the very useful rapid reload feat) so you can't be instant-master.

And again, I would like feedback on appropriate bonuses/negatives to this equipment.  I have my own ideas but I'm sure the people here might also have some good ideas and I want to have something nice to submit before I submit these items.

I agree that crossbows are very cool weapons, and that it would be nice to see people using them outside of early levels. However maybe this goal would be better achieved  with a wider variety of crossbows and bolts (for example blunt bolts?), or crossbows with a better critical threat range? Like MAB says, adding feats takes away from the classes and builds that use them. The weapon focus gloves might not be so bad since every class can take weapon focus, but the weapon specialization helmet would give a feat that only fighters get, and so might feel like it is weakening that class (unless it comes with the class requirement: fighter).
Title: Re: Item Request Discussion Thread v2
Post by: PlatointheCave on May 27, 2021, 10:12:42 AM
I'm really not a fan of adding feats to items, especially weapon focus/specialization ones. Making character development choices is an important balancing aspect of the game. Feats on items need to be planed carefully, either to address a serious issue (like the apron granting martial weapons proficiency so that all players may craft) or be restricted to high value items so that they would be extremely rare loot drops. Else you only eliminate the need to ever pick said feat at level up. At such low value, those gloves would be exceedingly common. What would be the incentive of ever picking the feat when I just need to toggle an item to get it? This is clearly not the way to go IMHO.

Placing a feat on an equipment slot that could otherwise be filled by something else isn't really that straightforward of an option. If I wear gloves to get imp crit then I'm not wearing gloves of discipline (+3 disc, notably the equivalent of SF Disc in effect) or greater spellcraft gloves on a number of classes (+6 spellcraft, effectively +1 unisaves v spells). At higher levels I'm not getting to use enchanted gloves which give me deflection AC, Disc and a unisave.

Simply put: I think you're overlooking the cost of having the gear equipped.

There is gear that can be swapped easily to be used, but gloves like this aren't it. The amulets with the extend spell feat can be worn by a wizard while they rest, unequipped, and re-equipped only when extended spells need to be cast. Or equipped at any time by a spontaneous caster. The same is true of staff of fury. Neither of which are particularly rare. They haven't broken the balance of the server and people still regularly take the feats.

Imp crit on gloves for a crossbow is fine in my opinion, even a little underpowered given that to get the real crossbow feats you already had to take WF, rapid reload and that one feat that adds your dex modifier to damage. Reducing the feat tax on crossbows for the price of a weaker glove slot is reasonable, I think.

Weapon specialization should not go on an item as it's class specific and creates an unnecessary advantage, rather than a reasonable feat tax trade.
Title: Re: Item Request Discussion Thread v2
Post by: DaloLorn on May 27, 2021, 10:18:51 AM
The amulets with the extend spell feat can be worn by a wizard while they rest, unequipped, and re-equipped only when extended spells need to be cast. Or equipped at any time by a spontaneous caster. The same is true of staff of fury.

... Wizards can do that too? :o

I always thought spontaneous casters derived much greater benefits from those items...
Title: Re: Item Request Discussion Thread v2
Post by: HM01 on May 27, 2021, 10:25:33 AM
I'd be in favor of seeing more crossbow related items, or anything that gives them more love. Considering items like the knuckle duster exist, I don't think those gloves are far off the reservation.
Title: Re: Item Request Discussion Thread v2
Post by: Dardonas on May 27, 2021, 12:22:11 PM
I'm really not a fan of adding feats to items, especially weapon focus/specialization ones. Making character development choices is an important balancing aspect of the game. Feats on items need to be planed carefully, either to address a serious issue (like the apron granting martial weapons proficiency so that all players may craft) or be restricted to high value items so that they would be extremely rare loot drops. Else you only eliminate the need to ever pick said feat at level up. At such low value, those gloves would be exceedingly common. What would be the incentive of ever picking the feat when I just need to toggle an item to get it? This is clearly not the way to go IMHO.

Placing a feat on an equipment slot that could otherwise be filled by something else isn't really that straightforward of an option. If I wear gloves to get imp crit then I'm not wearing gloves of discipline (+3 disc, notably the equivalent of SF Disc in effect) or greater spellcraft gloves on a number of classes (+6 spellcraft, effectively +1 unisaves v spells). At higher levels I'm not getting to use enchanted gloves which give me deflection AC, Disc and a unisave.

Simply put: I think you're overlooking the cost of having the gear equipped.

There is gear that can be swapped easily to be used, but gloves like this aren't it. The amulets with the extend spell feat can be worn by a wizard while they rest, unequipped, and re-equipped only when extended spells need to be cast. Or equipped at any time by a spontaneous caster. The same is true of staff of fury. Neither of which are particularly rare. They haven't broken the balance of the server and people still regularly take the feats.

Imp crit on gloves for a crossbow is fine in my opinion, even a little underpowered given that to get the real crossbow feats you already had to take WF, rapid reload and that one feat that adds your dex modifier to damage. Reducing the feat tax on crossbows for the price of a weaker glove slot is reasonable, I think.

Weapon specialization should not go on an item as it's class specific and creates an unnecessary advantage, rather than a reasonable feat tax trade.

Agreed.  In the case of staff of fury or amulet of extension, I preferred to have the actual feat on my wizard because I could get the +2 saving throw amulet, or not have the staff as I could be disarmed.  That said, the only item I can see as a "must have" in builds is the Hector's Knuckle Duster for monks because of weapon specialization, like what's pointed out.  In the case of gloves, if you have gloves that give you weapon focus you aren't wearing enchanted gloves.  It makes crossbow users even more glass cannon than they would be.
Title: Re: Item Request Discussion Thread v2
Post by: remnar on May 27, 2021, 12:37:28 PM
Thanks everyone for the help, I do think that the glove items are a good idea.  The helmet was more of a 'maybe' item but now I can see that it does take away from fighters and is in a slot that is less used for actual useful things.

I'll be tweaking the glove items to give them some upsides and downsides, give them actual names, and descriptions.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on May 27, 2021, 01:42:47 PM
I'm not overlooking anything. I simply prefer that we reward those that make the feat investment rather than give a feat for free. If the perception is that crossbowmen need help, I would instead focus on what is lacking to bring them on par with archers  then propose items that cover the differences. Said items would be of use even to those that didn't invest in the feats, but would best serve those that did. Thus ending with an item that will be useful to a greater amount of players.

You ought to respect feats that are class restricted too. "Weapon Specialization" is a big deal to the fighter class and one of the few perks they have on all others. It should remain exclusive to them.
Title: Re: Item Request Discussion Thread v2
Post by: Delita on May 27, 2021, 01:55:11 PM
I'm not overlooking anything. I simply prefer that we reward those that make the feat investment rather than give a feat for free. If the perception is that crossbowmen need help, I would instead focus on what is lacking to bring them on par with archers  then propose items that cover the differences. Said items would be of use even to those that didn't invest in the feats, but would best serve those that did. Thus ending with an item that will be useful to a greater amount of players.

You ought to respect feats that are class restricted too. "Weapon Specialization" is a big deal to the fighter class and one of the few perks they have on all others. It should remain exclusive to them.

Is your stand extends to items that have little use like whips, shurikens, tridents and other relatively less used weapons? I don't think a gloves with "Weapon Specialization: Whip/Shuriken" would be much of a problem. After all items like these used mostly for RP/theme reasons and, for example whip, compared to crossbows their usefulness really debatable.
Title: Re: Item Request Discussion Thread v2
Post by: EO on May 27, 2021, 01:57:55 PM
Quote
Is your stand extends to items that have little use like whips, shurikens, tridents and other relatively less used weapons? I don't think a gloves with "Weapon Specialization: Whip/Shuriken" would be much of a problem. After all items like these used mostly for RP/theme reasons and, for example whip, compared to crossbows their usefulness really debatable.

I'll echo what MAB said; class-specific feats shouldn't be added to items, regardless of that item's "power" or lack thereof.
Title: Re: Item Request Discussion Thread v2
Post by: PlatointheCave on May 27, 2021, 09:04:00 PM
Weapon specialization should not go on an item as it's class specific and creates an unnecessary advantage, rather than a reasonable feat tax trade.

Weapon specialization being inappropriate to put on an item was something I actually stated.

I'm not overlooking anything. I simply prefer that we reward those that make the feat investment rather than give a feat for free. If the perception is that crossbowmen need help, I would instead focus on what is lacking to bring them on par with archers  then propose items that cover the differences. Said items would be of use even to those that didn't invest in the feats, but would best serve those that did. Thus ending with an item that will be useful to a greater amount of players.

You ought to respect feats that are class restricted too. "Weapon Specialization" is a big deal to the fighter class and one of the few perks they have on all others. It should remain exclusive to them.

The issue is a steep feat tax to achieve comparable performance from a crossbow.

You need rapid reload to make the same number of attacks per round as a bow. Additionally, bow users may take feats like https://nwn.fandom.com/wiki/Rapid_shot which gives them more attacks. In essence: a bow user will get a higher ceiling and lower cost to use.

Crossbows in DnD have been the option for classes that don't have combat class levels, so I don't actually think they need to be as good as bows in the first place, but it's disingenuous to pretend weapon specialization wasn't addressed here. It's also the case that it's feat imbalances specifically that weaken crossbows.

Adding gloves that allow for use of a crossbow meaningfully by classes that aren't combat types might allow them to fill a niche of ranged weapon use in classes that specialise in something else. Though, I would make that feat rapid reload, which we already have on gloves IIRC.
Title: Re: Item Request Discussion Thread v2
Post by: EO on May 30, 2021, 07:19:18 PM
New class means need for new items. Much like with Warmages, Voodan and Hexblades, we'd need your help with suggesting new Beguiler items (spell slots, skills, etc. items).
Title: Re: Item Request Discussion Thread v2
Post by: Lion El'Jonson on May 30, 2021, 07:24:58 PM
I have no great details but an item for the Beguiler should be a holdable masquerade mask that gives a spell slot(s).
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on June 04, 2021, 03:19:37 PM
Quote
Item name: Ruined Book of Thoth
Item type: Fashion Accessory
Description: One of the tomes written and enchanted by the priests of the god Thoth. Something went wrong with the magic imbued in this one - rather than being able to perform the legend lore spell on items, it instead imbues the one who creaks open its blank pages with an intuitive understanding of letters and how they come together to form words and sentences.
Statistics:
Bonus Feat: Literacy
Total Cost: ?

An amusing suggestion to be sure, but if you read the recent discussion in this thread, you will know that we refrain from having class exclusive feats on items. Beside, that item would entirely eliminate the need for a player to invest in the feature.
Title: Re: Item Request Discussion Thread v2
Post by: Praying Mantis on June 05, 2021, 12:28:22 AM
Item name: "See No Evil- The Story of St. Igrayne Blath"
Item type: Book
Description: Player written story with text to paste inside, past 1024 character limit so would need to be a custom book
Statistics: n/a
Total Cost: Negotiable

J'ystn Chance has been contracted to rewrite the Hymm of Saint Igrayne Blaith as an exciting story for the church of Ezra in game.  Wondering if it's possible to have the books created as items to be handed out in game for the purpose of generating RP.  Each chapter could be a different volume, stories are custom created.
Title: Re: Item Request Discussion Thread v2
Post by: Vissy on June 24, 2021, 07:53:59 AM
The item, "Chains of the Red Warmage", carries with it an Arcane Spell Failure of 10% - and yet it is only usable by Warmages.

In other words, no warmage is ever going to use this item. The only class mix that I can see using this will be something like a rogue/cleric. The arcane spell failure should really be removed from this item, otherwise it's genuinely terrible for warmages.
Title: Re: Item Request Discussion Thread v2
Post by: DaloLorn on June 24, 2021, 08:09:14 AM
The item, "Chains of the Red Warmage", carries with it an Arcane Spell Failure of 10% - and yet it is only usable by Warmages.

In other words, no warmage is ever going to use this item. The only class mix that I can see using this will be something like a rogue/cleric. The arcane spell failure should really be removed from this item, otherwise it's genuinely terrible for warmages.

I tend to agree. With the way it's set up, the item is only viable for warmages if they meet all of the following conditions:


Meanwhile, a cleric with a UMD dip can quicken most of their spells with utter impunity. Although many of the same preconditions apply, they will be reliably quickened from the moment they get enough UMD to wear the armor.
Title: Re: Item Request Discussion Thread v2
Post by: EO on June 25, 2021, 01:01:34 PM
The item, "Chains of the Red Warmage", carries with it an Arcane Spell Failure of 10% - and yet it is only usable by Warmages.

In other words, no warmage is ever going to use this item. The only class mix that I can see using this will be something like a rogue/cleric. The arcane spell failure should really be removed from this item, otherwise it's genuinely terrible for warmages.

Strange, that's a bug actually, they shouldn't have +10 ASF.
Title: Re: Item Request Discussion Thread v2
Post by: Dardonas on June 27, 2021, 03:02:49 PM
The item, "Chains of the Red Warmage", carries with it an Arcane Spell Failure of 10% - and yet it is only usable by Warmages.

In other words, no warmage is ever going to use this item. The only class mix that I can see using this will be something like a rogue/cleric. The arcane spell failure should really be removed from this item, otherwise it's genuinely terrible for warmages.

Strange, that's a bug actually, they shouldn't have +10 ASF.

The armor is also set to be splint mail, I believe.  I wasn't sure if that was a choice made by the team or if it was something overlooked.  As splint mail, most warmages won't be able to use it until level 16 due to it being heavy armor.  If it is intended, ignore this but I figured if we're looking at the item I'd bring it up.
Title: Re: Item Request Discussion Thread v2
Post by: Vissy on July 05, 2021, 08:40:00 AM
The item, "Chains of the Red Warmage", carries with it an Arcane Spell Failure of 10% - and yet it is only usable by Warmages.

In other words, no warmage is ever going to use this item. The only class mix that I can see using this will be something like a rogue/cleric. The arcane spell failure should really be removed from this item, otherwise it's genuinely terrible for warmages.

Strange, that's a bug actually, they shouldn't have +10 ASF.

The armor is also set to be splint mail, I believe.  I wasn't sure if that was a choice made by the team or if it was something overlooked.  As splint mail, most warmages won't be able to use it until level 16 due to it being heavy armor.  If it is intended, ignore this but I figured if we're looking at the item I'd bring it up.

+1 to this. Is it intended to be a heavy armor, or is it meant to be a medium armor?
Title: Re: Item Request Discussion Thread v2
Post by: herkles on July 05, 2021, 04:04:37 PM
Not sure if this is the right thread or not but the surgoen's apron in the Medical department doesn't provide any bonuses. One would imagine it would provide some heal. It also has the generic description instead of describing it as well a surgeon's outfit.
Title: Re: Item Request Discussion Thread v2
Post by: herkles on July 05, 2021, 09:27:29 PM
I noticed that the Haebstza gear gives disguise but not perform. Considering that Haebstza is a theatrical performance shouldn't the gear give perform in addition to disguise?
Title: Re: Item Request Discussion Thread v2
Post by: EO on July 05, 2021, 09:38:42 PM
I noticed that the Haebstza gear gives disguise but not perform. Considering that Haebstza is a theatrical performance shouldn't the gear give perform in addition to disguise?

That’d just make it rarer.
Title: Re: Item Request Discussion Thread v2
Post by: Hathor on July 05, 2021, 10:01:10 PM
I'd be down for a rarer version that does both, to fit the IC.
Title: Re: Item Request Discussion Thread v2
Post by: EO on July 05, 2021, 10:40:17 PM
I'd be down for a rarer version that does both, to fit the IC.

Weren’t you clamoring for Disguise gear recently and complaining about it? Making it rarer just means there’ll be less of it. Not to mention a mask doesn’t make you a better performer.
Title: Re: Item Request Discussion Thread v2
Post by: HM01 on July 05, 2021, 11:04:10 PM
We don't need more duplicate items with minor differences, that just dilutes the tables.
Title: Re: Item Request Discussion Thread v2
Post by: Hathor on July 06, 2021, 07:55:10 AM
I'd be down for a rarer version that does both, to fit the IC.

Weren’t you clamoring for Disguise gear recently and complaining about it? Making it rarer just means there’ll be less of it. Not to mention a mask doesn’t make you a better performer.

I meant adding a new rarer version in addition to what is there...I don't think I've "clamoured" or "complained" about a lack of disguise gear recently? Or why that means I can't post other opinions.

What I've been posting about is how it is bugged and needs feats that ignore the cap. Gear doesn't fix that or make it worse.
Title: Re: Item Request Discussion Thread v2
Post by: Favee on August 21, 2021, 04:53:29 AM
Spoiler:  Handwraps of the Nuitari • show

Item name: Handwraps of the Nuitari
Type: Gloves
Appearance: iit_glove_099
(https://i.gyazo.com/9762d48ace461516bb7615fa27bbbc20.png)

Description: Sets of these silken wraps were made following the fall of the Black Rose by House Mystic, the arcane caste of Sithican grey elves in Sithicus.  They were said to have been created through soaking fine silks in the ichor of shadows and then leaving them to bask in the moonlight of the Nuitari, the dark moon of Sithicus, for three days and three nights.

In bright moonlight across the Core, these gloves gleam with a strange twilight hue that seems to war with shadows.  Though the shadow always seems close to swallowing the light whole, they never manage to do so.  Those that don these handwraps are onset with the Guilt of Sithicus where ever they may be, cursed with the slow buildup of sorrow and regret of their darkest memories for as long as they are worn.

Statistics:
Attack Bonus +1
Damage Bonus: Negative Energy 1d4 Damage
Damage Bonus: Positive Energy 2 Damage
Material Silk
Use Limitation: Alignment Group: Evil
Use Limitation: Alignment Group: Neutral

Cost: 6052


These looks good to me. There aren't many options for non-good aligned monks as far as the gauntlets go.  Or, at the very least, there are many many more options for good aligned.  The damage output and type seems on par with the other options I've seen as well.  Negative energy is better than bludgeoning, but that comes at the cost of using negative varnishes efficiently for endgame content.


Spoiler:  Girdle of Borbola • show

Item name: Girdle of Borbola
Type: Belt
Appearance: iit_belt_126
(https://i.gyazo.com/2e8a2bad75e34ea386ee179bcb81ce04.png)

Description: This belt is rumored to have been made in the likeness of a Gundarakite heroine, Borbala of Gundarak.  Borbola is claimed to have led Gundarakite rebels against hordes of Strahd's forces.  When her people were finally caught and surrounded, Borbola stood her ground for her fellow Gundarakites to escape. 

Legends claim that she continued fighting for five days and five nights in a frenzy of rage, unable to be stopped.  That was until Count Strahd XI sent his nephew, Zladko von Zarovich, known by many as the Tyrant Mage, to slay her personally.

Her fellows managed to escape and tell the tale, though the humiliation suffered at the hands of the rebels led to the tale's recount being outlawed across Barovia.  After a mere five years, the legend was largely forgotten, though these belts can still sometimes be found.

Statistics:
Immunity: Damage Type: Bludgeoning 10% Immunity Bonus
Immunity: Damage Type: Piercing 10% Immunity Bonus
Immunity: Damage Type: Slashing 10% Immunity Bonus
Material Adamantine
Use Limitation: Class: Barbarian
Weight Increase 5 lbs. 15 lbs.

Cost: 7437


This belt seems really really good.  Mathematically its only more efficient than the DR belts once you're taking 60+ damage per hit.  (Hopefully you're not taking 60+ damage per hit!)  But if you're getting those resists from other sources it gets very powerful.  I think a malus might be needed beyond the increase in weight? Or just make it 50lbs and then no rogue, bard, or beguiler would ever look at it.

 
Title: Re: Item Request Discussion Thread v2
Post by: ASymphony on August 21, 2021, 06:03:31 AM
Just to point out, this is a barbarian belt, and barbarians already get (up to) 5/- damage resistance.
Title: Re: Item Request Discussion Thread v2
Post by: BraveSirRobin on August 21, 2021, 01:53:38 PM
Just to point out, this is a barbarian belt, and barbarians already get (up to) 5/- damage resistance.

It also serves any class with UMD as well. This seems like the kind of thing that would be nice as a rare drop in the Sithicus loot pool.
Title: Re: Item Request Discussion Thread v2
Post by: -narwhal- on September 08, 2021, 06:58:18 AM
Would be nice to add a new monk gloves with something like...

+1 vs undead
1d6 bludgenoning dmg

Thoughts ?
Title: Re: Item Request Discussion Thread v2
Post by: Kaninchen on September 08, 2021, 08:17:02 AM
Would be nice to add a new monk gloves with something like...

+1 vs undead
1d6 bludgenoning dmg

Thoughts ?

Sounds kind of neat.  I haven't personally done an item suggestion, but I do think there are two threads for it. This thread, which is mean to discuss actually item suggestions made in this thread https://www.nwnravenloft.com/forum/index.php?topic=44496.0

There is some steps involved, which I think the first post in it details. One of them is making the item, and posting the value on it, to give developers an idea on the power level of it, but I'm not 100% on that. It could just be used as a measure for how rare such a thing would drop from whichever treasury it gets put in.

1d6 and the EB might put it on the high side of cost. I don't know first hand to say.
Title: Re: Item Request Discussion Thread v2
Post by: Ryltar/ Robert Archer on September 08, 2021, 08:38:40 AM
Would be nice to add a new monk gloves with something like...

+1 vs undead
1d6 bludgenoning dmg

Thoughts ?

Sounds kind of neat.  I haven't personally done an item suggestion, but I do think there are two threads for it. This thread, which is mean to discuss actually item suggestions made in this thread https://www.nwnravenloft.com/forum/index.php?topic=44496.0

There is some steps involved, which I think the first post in it details. One of them is making the item, and posting the value on it, to give developers an idea on the power level of it, but I'm not 100% on that. It could just be used as a measure for how rare such a thing would drop from whichever treasury it gets put in.

1d6 and the EB might put it on the high side of cost. I don't know first hand to say.

You actually can get this equivalent already by crafting just fyi
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on October 06, 2021, 10:27:43 AM
Item name: Last Tune
Item name: Helm of the Whip
Item name: Hunter's Cap
Item name: The Ebbing Ring
Item name: Waxen Wane

A few constructive criticisms

Last Tune
The item is absurdly powerful by virtue of granting a free epic level feat. Though there have certainly been exceptions, we strive to stay away from granting feats on items. We rather have players make character building choices in selecting feats. An epic level feat no less should be reserved to unique DM plot items. The protection against negative energy protections is way too high, it is also not required as we already have some choice items covering that sort of protection. The counterbalancing penalities are almost pointless, Spot isn't of any use in a battle and it is easy to toggle the amulet when not required. The -5 to concentration has more impacts, but does not balance the rest of the bonuses.

Also...
Quote from: Item Request Thread guidelines
Overly restrictive usability - Items that are only usable by one or a few classes or one specific alignment has a very narrow usergroup. This isn't ideal since it greatly reduce the potential diversity other classes experience. Therefore, try to limit the usage of these restrictions.

Class restricted items are better suited to foster interest in seldom used PrCs such as grimetrekker. This isn't an issue for blackguatds. A problem is also that they end up being of use to classes with UMD.

Helm of the Whip
Vampiric Regeneration is a weapon property. The item has to deal physical damage for the property to work. It is therefore pointless on a helm. I'd also tone down the piercing resistance to 3/- and keep the rest as is.

Hunter's Cap
Why should this item have all damages immunities for all physical damage type? This is to avoided as best as possible. You could instead divide those to have 3 different items. Thus granting options to players, but also forcing them to make choices. (We're keen on having players to make choices vs having blanket protections).

Decreased AC: AC Dodge Modifier -1
Immunity: Damage Type: Bludgeoning 5% Immunity Bonus
Saving Throw Bonus: Specific: Fortitude +1

Decreased AC: AC Dodge Modifier -1
Immunity: Damage Type: Piercing 5% Immunity Bonus
Saving Throw Bonus: Specific: Dexterity +1

Decreased AC: AC Dodge Modifier -1
Immunity: Damage Type: Slashing 5% Immunity Bonus
Saving Throw Bonus: Specific: Will +1

This is a better balance and I'd even consider raising the bonus to 10%. Reasonable bonuses for small a risk in battle.

The Ebbing Ring
It seems to me you have these high penalties only to bring down the cost on the item. We'd rather avoid items with such high penalties. I'm not even sure an item above 8k value ever drops anyway. And all that for a property that can readily be gained without penalties by using crafted potions. And don't ever forget to follow the instructions of the guideline about ability modifiers.

Quote from:  Item Request Thread guidelines
Item properties you should generally avoid:

Ability Modifier - Starting to bring in ability modifiers is opening the gates to a mayhem of imbalances, exploits etc. An example workaround could be that instead of giving a +1 to charisma to represent aesthetic value, you can give a +1 influence/perform.

Waxen Wane
Again, I suggest that you avoid items that give such high bonuses to too many skills at the same time. Especially Appraise which makes no sense here. The use of a head model as a helm would also be rather arkward in game. I just imagine the row of Petre's customers putting on a mask to get better prices. By decreasing the amount of bonuses you give you will also avoid the need for over the top maluses. I would likely make this item different than a mask, which should logically be a one shot item. I would instead have this item give a bonus to disguise with a penality to influence. As it is now, it won't be considered for the treasuries.
Title: Re: Item Request Discussion Thread v2
Post by: Dardonas on October 06, 2021, 10:57:33 AM
-snip-

The vampiric regen helmet was tweaked a bit when I double checked that property and saw my mistake.  I'll make some tweaks to the items with the guidelines you've given. 

As for spell resist on the ring, I felt that some additional spell resist items wouldn't hurt especially given the reason you mentioned with potions being more or less readily available.

Thanks for the critique.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on October 06, 2021, 10:03:43 PM
Item name: Staff of the Ancient Alienist
Item name: Ring of the Apprentice Necromancer
Item name: Ring of the Arch Necromancer
Item name: The Master’s Ring

While I'm open to suggestions for a greater variety of staves for wizards, the very last thing we need is to grant high level ones even more spell slots. We also already made sure there is a decent amount of spell slot items for all spellcasting classes. Which doesn't imply they should be common mind you.

To repeat what I said to Dardonnas, while there has been exceptions in the past, unless there is crying game balance need for it, we do try to avoid having free feats on items. We are already granting players more feats than in PnP, and want players to use them to make character building choices. It is doubly bad to have them on rings as this mean any player could have 2 free necromancy feats without any investments whatsoever.

Rule of thumb, avoid any suggestions involving free spell slots or feats. If you do, do explain why you feel that would be necessary.
Title: Re: Item Request Discussion Thread v2
Post by: Hallvor Hadiya on October 06, 2021, 10:48:20 PM
Item name: Staff of the Ancient Alienist
Item name: Ring of the Apprentice Necromancer
Item name: Ring of the Arch Necromancer
Item name: The Master’s Ring

While I'm open to suggestions for a greater variety of staves for wizards, the very last thing we need is to grant high level ones even more spell slots. We also already made sure there is a decent amount of spell slot items for all spellcasting classes. Which doesn't imply they should be common mind you.

Currently, the wizard does not have its equal in high-level spell slot items, like this, the stat arrangement of the staff is just a copy of the Staff of the Red Warmage, not to mention the recent Beguiler items, wizard lack anything comparable in the current content to these high-level items. This item seeks to address this discrepancy while creating a greater variety of staves for wizards.

To repeat what I said to Dardonnas, while there has been exceptions in the past, unless there is crying game balance need for it, we do try to avoid having free feats on items. We are already granting players more feats than in PnP, and want players to use them to make character building choices. It is doubly bad to have them on rings as this mean any player could have 2 free necromancy feats without any investments whatsoever.

Rule of thumb, avoid any suggestions involving free spell slots or feats. If you do, do explain why you feel that would be necessary.

These specific feats should be considered in their context, as they are underutilized and don't really have a place within the current content. A combination of the undead feats fit into few if any builds, summons, and specifically undead are anemic at the best of times. The feat investment is better spent elsewhere, the only way for the most part that they are going to be shown case successfully in my opinion is through items.

These feats at times seem like noob traps, even with the entire suite of them from Bolster Resistance, to Nimble Bones you are not going to see a skeleton fighting in a party after a certain point in the content even when role-play allows it, the feats are simply not used. And on such an unforgiving server where the content is designed for fully warded parties, they are far from optimal if not a death sentence.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on October 06, 2021, 11:17:32 PM
The wizard "does not have its equal in high-level spell slot items" because it simply does not require it. It's already the most powerful class out there.

I fundamentally disagree with your notion that taking a necromancy feat, even if only for flavor, is a death trap. Optimal efficiency is absolutely not required to enjoy this server nor to have a successful character. Wizards especially are granted a significant amount of spellcasting bonus feats allowing for customizing a character without impacting efficiency. Clearly you see value in the feat anyway since you propose to have it on an item. That a feat is better used at lower levels doesn't make it useless either. Granting a feat on item on the perception that no one would take it anyway is the worse of reasons to grant them in the first place. In doing so you absolutely guarantee no one will ever take it period.
Title: Re: Item Request Discussion Thread v2
Post by: APorg on October 19, 2021, 02:14:53 PM
https://www.nwnravenloft.com/forum/index.php?topic=44496.msg709007#msg709007

The idea here is to open up Disguise spells to non-UMD/certain casters, since right now I believe the spells aren't available as expendables except in scroll form.
Title: Re: Item Request Discussion Thread v2
Post by: herkles on October 19, 2021, 02:37:35 PM
https://www.nwnravenloft.com/forum/index.php?topic=44496.msg709007#msg709007

The idea here is to open up Disguise spells to non-UMD/certain casters, since right now I believe the spells aren't available as expendables except in scroll form.
neat item and I like it, but why would it mention Barovia which doesn't have a theater tradition in contrast to Borca, Richemulot, or Hazlan and other domains, in addition to dementlieu :)
Title: Re: Item Request Discussion Thread v2
Post by: Day Old Bread on October 19, 2021, 02:50:54 PM
https://www.nwnravenloft.com/forum/index.php?topic=44496.msg709007#msg709007

The idea here is to open up Disguise spells to non-UMD/certain casters, since right now I believe the spells aren't available as expendables except in scroll form.
neat item and I like it, but why would it mention Barovia which doesn't have a theater tradition in contrast to Borca, Richemulot, or Hazlan and other domains, in addition to dementlieu :)

Because both of the areas mentioned are accessible in game and it gives it a little more realistic flare?
Title: Re: Item Request Discussion Thread v2
Post by: APorg on October 19, 2021, 05:59:28 PM
Yes, the list wasn't meant to be exhaustive, happy to have someone reply and expand the description. Someone pointed out to me that a kit that grants Disguise Self already exists in game. That being said, those had fewer charges and didn't offer Minor Disguise as well, so I hope a stronger variant will also be considered...
Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on October 25, 2021, 06:54:24 PM
From the request thread: https://www.nwnravenloft.com/forum/index.php?topic=44496.msg709859#msg709859

The purpose of this item is to provide an alternative to the "priest" classes, many of whom feel pigeonholed into building for melee or wearing plate all the time because nothing better exists. It's for the divine casters that focus on casting support spells and healing in combat and are not concerned with having the best melee stats. Its negatives may not seem severe, but it weighs 5 lbs. so carrying it around is a sacrifice on its own.

Any of these classes staying out of melee and relying purely on healing have few assignments in combat but they need to be quick when they do intervene, since damage is so spiky. This item could help them rely on being hasted a little less, which is hardly guaranteed for a non-melee character in a party, especially at lower levels.

I tried to get the price to the point it would not be rare, so lower levels might be able to find it in loot or for sale. Not a lot of interesting or playstyle-defining loot at low levels, so I'm going to post some more soon when I finish them.

Favored Soul is only not included because it's not out yet. I'll leave it up to the devs to decide if they can wear it too.
Title: Re: Item Request Discussion Thread v2
Post by: herkles on October 25, 2021, 07:12:24 PM
Since it is for the priestly class, is there a particular religion or deity or where it is from that provides a tiny bit of lore to it?  :)
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on October 25, 2021, 09:14:30 PM
The caster cleric is a perfectly viable and powerful built already.
This item's main power is way too powerful for much to low a cost, this one would quickly be common among the priesthood.
As per the guidelines, it is recommended to avoid ability score modifiers.
I strongly suggest never to add feats on items, unless to address a particular deficiency with the class. Clerics beings highly versatile there is no deficiencies to address here.
We strive to avoid items with too many penalties on them, if you need that many to drive the cost low, then it's a good indicator the item is probably too strong to begin with.
We want items that provide flavor to the setting, not the next technological advance in the arms race.
Clerics that wish to cast faster are invited to take the quicken spell feat.


Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on October 25, 2021, 09:59:20 PM
Since it is for the priestly class, is there a particular religion or deity or where it is from that provides a tiny bit of lore to it?  :)

I decided against a specific religion so any priest class could use it, but I had an idea for a rarer "greater" version of the item which was very clearly once a relic of an evil religion and that might hint at the corruptive/draining force which is responsible for the con debuff on this one (as well as the stronger one).

I realise this item will be controversial and not likely to make it in though, so I wanted to let it sit before I gave too much thought to the stats on the "greater" version. This is more of a testing the waters thing.

The caster cleric is a perfectly viable and powerful built already. I'm hard pressed to find a class that needs less alternatives than clerics.
This item's main power is way too powerful for much to low a cost, this one would quickly be common among the priesthood.
As per the guidelines, it is recommended to avoid ability score modifiers.
I strongly suggest never to add feats on items, unless to address a particular deficiency with the class. Clerics beings highly versatile there is no deficiencies to address here.
We strive to avoid items with too many penalties on them, if you need that many to drive the cost low, then it's a good indicator the item is probably too strong to begin with.
We want items that provide flavor to the setting, not the next technological advance in the arms race.
Clerics that wish to cast faster are invited to take the quicken spell feat.

All of the cost actually came from the reflex saves. /shrug

Aren't there tons of items with negative ability scores? I thought those were acceptable and it was bonuses that wouldn't be considered.

Just seeing Warmage get a double auto-quicken item that quickly finds its way into Djordji's shop every reset made me think maybe healer clerics might do well with something flashy too, especially low levels. This item wouldn't really do much in terms of an arms race though since its power falls off when haste becomes more common at higher levels, but I understand the concern.

Would you consider it if it were in the 4500-5500 price range? Maybe more? I can shuffle things around and get rid of the Constitution debuff, but I don't think this item will serve any purpose if the auto-quicken goes. It would just be a light armour for classes that don't really use light armour.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on October 25, 2021, 10:24:59 PM
All of the cost actually came from the reflex saves. /shrug

Indeed, when I added the Staff of Scientific Wizardry (a mistake from my earlier dev days), I had to give it a +3 skill points bonus to raise the cost. I underestimated the strength of that feat. The staff was added to reference the Smothering of Reason effect from Lamordia. At least the balancing effect directly impacts spells, so you are sure to occasionally experience the effect. In hindsight I would raise the arcane spell failure at least to +10% or even +15%, and it would still be a great staff. Or better yet not add it at all. Alternatively keep the spell failure chance as is, but replace auto quicken, by the quicken spell feat.

Aren't there tons of items with negative ability scores? I thought those were acceptable and it was bonuses that wouldn't be considered.

Oh yes, and most are not used. Focus on the type of items we add evolves with time. We want them useful and used, but not more powerful than what we already have.

Just seeing Warmage get a double auto-quicken item that quickly finds its way into Djordji's shop every reset made me think maybe healer clerics might do well with something flashy too, especially low levels. This item wouldn't really do much in terms of an arms race though since its power falls off when haste becomes more common at higher levels, but I understand the concern.

To be frank, I am of a mind that all items with epic feats on them should be unique DM plot items and that all others should be pulled out.

Would you consider it if it were in the 4500-5500 price range? Maybe more? I can shuffle things around and get rid of the Constitution debuff, but I don't think this item will serve any purpose if the auto-quicken goes. It would just be a light armour for classes that don't really use light armour.

Nowadays I always advocate not to put feats on items. I much prefer to see a player invest in a feat. That's one of the few choices with direct consequences for players as picking one implies sacrificing another that could be as useful. I would not consider it below the 6000 gp price range and even then, certainly not an epic feat.
Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on October 25, 2021, 10:30:05 PM
Okay, all that makes sense. I might revisit the item later and present it without auto-quicken, but I had some other ideas so I'll probably post those before I come back to this one. Will avoid ability mods and epic feats in the future.
Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on October 26, 2021, 02:42:41 AM
From the request thread: https://www.nwnravenloft.com/forum/index.php?topic=44496.msg709894#msg709894

I felt this feat was appropriate to this item because to gain the benefits, you must equip it before resting and commit to wearing it. Removing the item means you lose the extra charges, and equipping it again without resting won't provide any more either. The aesthetic of a monk choosing to burden themselves with these shackles to test their might is validated by the fact that they actually lose something if they take them off before using all of the charges.

I almost made it to the 6,000 cost mark but I think this item will be incredibly rare to drop but did not see any reason to add further drawbacks or bonuses. What's on there can be worked around in various ways with consumables, but monks will outgrow this when they start enchanting.

I don't believe monk lacks damage, so I went for something that would improve their minimum damage value first and foremost, instead of giving them more dice to gamble with.

Is it too strong? Too niche? This isn't me asking for monk buffs, but rather something more interesting than the parry gloves that can carry you to level 14.

Thinking of adjustments, shackles in real life can be almost twice the weight of these. If I made them 30 lbs, the cost drops to 4,060, but I didn't want to over-stat the item with any extra bonuses to get it to cost 6,000. It's something I would want monks to think about using before it becomes obsolete the moment they start enchanting. If it's too rare, they'll probably never have a shot at acquiring it when it's still relevant.
Title: Re: Item Request Discussion Thread v2
Post by: zDark Shadowz on October 26, 2021, 04:17:11 PM
With the prevalence of magic varnish which will give +3 enhancement, including +3 bludgeoning damage already I don't think its worth the saving throw drop for +1 damage, and wouldn't benefit from a well-cast greater magic weapon, while also removing the ability for a monk to use an elementally damaging weapon to increase their output.

Thematically okay, for a practical use it holds little pvp or pve value beyond vendor trash. The feat is nice but it's likely the monk either already took it with the excessive feats on this server, or gave up on it long ago since NWN:EE reduced the duration of stunning fist from 3 rounds to 1 round.

If I were a monk I'd be using one of those alternate physical damage cestus's at a minimum over this.

Just my thoughts on the usefulness of this. Might be okay for duelling though where magic items & spells arent commonplace.
Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on October 26, 2021, 04:27:27 PM
True, I guess it would be invalidated by varnishes and weapon enhancements, though this is an item I would hope fell into the hands of monks below level 14 who don't yet have regular access to those types of varnishes or enhancements from their casters. I feel the cestus items are great for the purpose they serve (always there in the shop, cheap and not flashy) but I like drawbacks on items that can be worked around such as with immunities and other items to boost what was lost.

The real kicker was supposed to be just the thematic usage and the feat. It's a great feat to take, but if the item were common enough, I think it would really fit the monk theme to suffer an item like this and learn to work around it until they choose the feat or no longer need it. It's in the context of using fiery fists. The stun itself is okay, but yeah the duration leaves a lot to be desired sometimes.
Title: Re: Item Request Discussion Thread v2
Post by: Alan Hunter on November 01, 2021, 05:50:00 PM
I don't entirely know how this works though I'm going to give it a whirl as I am considering an event on Blaustien. As recently roleplayed by Nimir Rodovan he was considered and Engineer to help better the island in keeping with that roleplay have considered the creation of this item and another that still needs a few more kinks to work out.

Item Name: Reinforced Dlarun Steel Fishing Rod

Description: Handcrafted and designed for more extreme fishing enthusiasts this was designed by Nimir Rodovan a Barovian who came to Blaustien and once hired asked to engineer improvements to the island's resident life. In doing so he took the simple design of fishing rods and studied them thoroughly taking them apart and rebuilding them to the ground up. He noticed most fishing rods could not catch large game fish and so Nimir worked upon reinforcing the typical fishing rod with various corks, woods, and metals eventually creating what he refers to as a "Steel Reinforced" rod. Though it is heavier and a bit more cumbersome to swing the heavy pole wasweighted coupled with a stronger line using monstrous spider silk allowed the oafish crafter to reel in larger game fish and boastingly draw in a small shark. Though it takes a sermontable skill to fish with a heavier rod one also can't help the utility of this fishing rod for Sailors at the sea of sorrow who found use in using them as make shift clubs or the fact in well place holes in the deck of the ship allowed them to sit or stand and reel in their prizes with almost little effort with its intriguing reel wheel. Its most prominent feature is the slight coldness which seems to preserve the fish upon contact although requires a bit longer to cook to thaw.

Item Appearance: Club that appears like fishing Rod
Item Details: +1 Budgeoning / 40% Increased Weight / +1 Cold


Item name: Mini-Shark

Description: Mini-Shark a renderly smaller design of the Sharky created by Nimir Rodovan. This large and heavy crossbow was designed in mind of killing bigger game and often dangerous things. It is lovingly crafted with a steel frame its center Dlarun metal for the barrel and wooden stock made of mournful willow from Sithicus. it sleek and smooth body seems to be literally covered in shark leather giving it an almost living feel.

Patently crafted this robust miniture Arbalast with leather band was made to fire from the hip with exceptional strength considered to fire it upright. It's sleek steel frame and sturdy stock allow for its specially treated monstrous spider silk thread to achieve pull most crossbow users would desire. Specifically designed for fishing, game hunting, and occasionaly hunting mythical beasts of the ocean it was more geared through killing for sport

However to ensure the safety of the Sailors of Blaustien such a weapon could be used in the act of self defense to protect land and ships. The intent was to provide commercial fishers with a means to hunt bigger prey with a reasonable adaptable miniture version of a design ship arbalast for all who could not afford its bigger brother. It's creator quoted saying.

"If I can drop Reavers with this any fisherman can drop a fish or beast that size!"

Item Appearance:  Top 4 - 4 / Middle 3 - 2 / Bottom 3 - 4
Material: Steel, Dlaran, Silk, Leather, Mournful Willow
Stats:
Atk Bonus: +1 vs Beasts - Magical Beasts
Dmg Bonus: +2 Pierce - Cold
Weight: + 5lbs
Skills: -2 Hide / Move Silent *Heavy Crossbow = not so quiet.


Tell me what you guys think again. Not my forte but giving this a shot for the Event I like to hold.
Title: Re: Item Request Discussion Thread v2
Post by: A Momentary Lapse on December 25, 2021, 05:21:48 PM
A low quality pistol to make it easier for newer characters to get ahold of one if that's their playstyle. The stats should be tailored around the low levels so that a player who uses one will not have a large advantage over one who does not. I believe this would aid in certain roleplay styles especially during the NCE as finding one during this event is difficult, or so i'm told.
Title: Re: Item Request Discussion Thread v2
Post by: remnar on December 25, 2021, 06:19:00 PM
A low quality pistol to make it easier for newer characters to get ahold of one if that's their playstyle. The stats should be tailored around the low levels so that a player who uses one will not have a large advantage over one who does not. I believe this would aid in certain roleplay styles especially during the NCE as finding one during this event is difficult, or so i'm told.

you can't get firearms at all in NCE i am fairly certain
additionally, they are extremely powerful given the low level nature of the event and so probably wont be added
and i think in general they want to keep guns to a "go out of your way to get one" type of thing

but nothing is stopping you from making the weapon in the toolset and submitting it - maybe if sufficiently balanced they will add it!
Title: Re: Item Request Discussion Thread v2
Post by: inkcorvid on December 25, 2021, 07:14:09 PM
A low quality pistol to make it easier for newer characters to get ahold of one if that's their playstyle. The stats should be tailored around the low levels so that a player who uses one will not have a large advantage over one who does not. I believe this would aid in certain roleplay styles especially during the NCE as finding one during this event is difficult, or so i'm told.

This (sort of) exists! It's called a Black Pistol (I think there are a few variants of it too, like Copper Pistol), and while it sucks and is likely to blow up in your face, it's valued at a bargain 1gp-ish, iirc. It's a common trash drop in Dementlieu, but not at all in Barovia (as might be expected, given that firearms are illegal and anachronistic). Were it to drop anywhere, the most suitable location would probably be on the body of the delightful Final Boss of the Burned Out Farmhouse dungeon :P
Title: Re: Item Request Discussion Thread v2
Post by: bloodless on December 25, 2021, 07:48:51 PM
Were it to drop anywhere, the most suitable location would probably be on the body of the delightful Final Boss of the Burned Out Farmhouse dungeon :P
This but make it use it against players while alive.
Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on December 25, 2021, 09:34:40 PM
I have seen pistols drop in loot in Barovia. Twice on one sub-level 10 character. Given some people finish NCE at level 9 or higher I think you could easily acquire the weapon with some luck. But adding some Gundarakite gimmick vendor with a pistol for NCE might be a little much.
Title: Re: Item Request Discussion Thread v2
Post by: A Momentary Lapse on December 26, 2021, 12:24:53 AM
ahh i see. I understand. Lets hope luck smiles upon those who wish for one! Merry Christmas everyone!
Title: Re: Item Request Discussion Thread v2
Post by: Madame Trousers Son on December 26, 2021, 01:31:57 AM
You also need gunpowder and bullets. Those certainly drop in some places, I don't know if any drop in Barovia though...
Title: Re: Item Request Discussion Thread v2
Post by: A Momentary Lapse on December 31, 2021, 08:55:29 PM
How do you guys feel about a usable tarot card deck?

When using said item it will first roll 1-40 (or however many tarot cards there actually are) for the card, and then 1-2 for whether or not it's right side up, or upside down.  Let's say when i use the item, i then roll a 1 and a 2, it would display "You have drawn The Fool - Reversed" in the right side chat box.

There may need to be a separate function that allows you to shuffle the deck when you're done so that it considers a card that has already been drawn not in the roll table anymore.

I feel this item could bring meaningful roleplay to those who enjoy a little divination. 
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on December 31, 2021, 09:53:21 PM
Please read the rules before posting in this thread. This one is exclusively for discussions on items submitted in the following thread. (https://www.nwnravenloft.com/forum/index.php?topic=44496.0) All other suggestions should go in their own threads or the System wishlist one.

Thank you.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on February 28, 2022, 04:36:42 PM
Thank you Vissy for your suggestions. It is a good thing to have proposals for the little loved classes. Just a few constructive critics though.

Hunter's Golden Band
A monster hunter with "Favorite Enemy: Human" is kind of an oxymoron. It is light years away from what the class represents. Granted humans can be monsters in their actions, they are not monsters in flesh, which is what this class hunts down. I also suggest keeping away from both free feats and class restricted abilities. The foremost because we already grant characters a higher number of feats to characters and that we like players to have to make building choices that will have impacts when building theirs. The second because even though you restrict the item to a given class, UMD users will still be able to make use of it. We'd rather keep these abilities exclusive to classes that can take them on level ups. Also, we have numerous items granting eagle splendor already, not to mention potions are readily available through herbalism.

Hunter's Tool Belt
I love the tool belt's idea, but we don't go for use/day items. Holy water and belladonna are cheap and can be bought from some NPCs. There is little value to put those on the tool belt. I would replace those but other charges per use spells. Again, you picked spells that are readily available through various other items and potions. I'd aim for more exotic ones.

Bracers of the Erudite Hunter
This one's looks fine as is.
Title: Re: Item Request Discussion Thread v2
Post by: Vissy on March 01, 2022, 03:02:43 AM
I have edited the first two items in the post.
Title: Re: Item Request Discussion Thread v2
Post by: Philos on March 24, 2022, 02:24:37 PM
Thanks for the suggestions! I'll make a couple of comments and feel free to revise or edit at your whim.

Name: Experimental Grade Rifle

Description: This experimental model of musket, believed to have hailed from Lamordia, was developed originally to be more efficiently reloaded.  Produced in bulk, it was soon discovered that the weapon was easily a prototype.  Though it was easily able to accomplish its primary goal as a quicker reloading rifle, the mechanisms used in its production often caused catastrophic backfiring.  A limited number of these rifles still exist, though only a madman would ever think to use one.

Stats:
Bonus Feat: Gearling's Superposed Loading Technique
Decreased Saving Throws: Specific: Reflex -1
Decreased Skill Modifier: Use Magic Device -5
Quality Poor
Skill Bonus: Discipline +3
Use Limitation: Class: Black Powder Avenger

Cost: 4218

So the I'd consider the Superimposed loading Technique to be a fairly central part of any would be pistoleers kit. As such, they should prob. take the feat themselves. Granted, there are significant drawbacks with it being "poor" quality to offset. I'm also not sure how it would react without having its prereq. "Delvan's Maneuver". I think you'd run into less issues using the the prereq rather than gearlings but if you're intent was to have a flintlock that gave you the benefits of that's going to be a bit of a stretch.

Name: Enchanted Dementlieuse Musket

Description: In 777 BC, firearm engineers from across the Core were invited to the University of Dementlieu to assist in the development of an enchanted firearm.  The endeavor was prompted due to worries following the Borcan grain initiative that Falkovnia would be incited to war against Dementlieu.  Though the enchantment only extends the bayonet, the experiment proved to be a great success and was impervious to misfiring.  However, the complex and arcane nature of the technology made it so only the most skilled marksmen being able to use them.

Stats:
Attack Bonus +1
Damage Bonus: Positive Energy 1d4 Damage
Quality Masterwork
Use Limitation: Class: Black Powder Avenger

Cost: 6148

From a stats perspective I like this one more. It comes off as a little powerful though. I might consider dropping the AB bonus or give it a backfire chance. Why did you decided to make it BPA only though? Its description gives off the vibe that it's a much more commonly available weapon.

Name: Black Powder Bandolier

Description: These straps adorn the chest over the armor when worn, filled with various types of black powder munitions.  Additionally doubling as a method of weight distribution, it requires a skilled munitions expert to wear it properly or otherwise risk blowing themselves up.

Stats:
Bonus Spell Slot of Level: Black Powder Avenger Level 3
Saving Throw Bonus: Specific: Reflex +1
Skill Bonus: Discipline +1
Use Limitation: Class: Black Powder Avenger

Cost: 5210

I like. Is this supposed to be a belt or cloak?
Name: Lamordian Flintlock

Stats:
Bonus Spell Slot of Level: Black Powder Avenger Level 2
Quality Excellent
Skill Bonus: Discipline +2

Cost: 4382

No gripes from a stats perspective. I might give it a big of a back story though if it's going to be a BPA item. Those characters are often created from tragedy, anger and lust for revenge, all stuff for a good stroy. Like was it's original owner a humble watchmaker who's son was trampled by an aristocrats speeding carriage? His justice denied he turned his knowledge for fine machining to darker end in drunken blood lust? Something like that.
Title: Re: Item Request Discussion Thread v2
Post by: Dardonas on March 24, 2022, 02:36:56 PM
So the I'd consider the Superimposed loading Technique to be a fairly central part of any would be pistoleers kit. As such, they should prob. take the feat themselves. Granted, there are significant drawbacks with it being "poor" quality to offset. I'm also not sure how it would react without having its prereq. "Delvan's Maneuver". I think you'd run into less issues using the the prereq rather than gearlings but if you're intent was to have a flintlock that gave you the benefits of that's going to be a bit of a stretch.

Well, my idea was it could be a neat "tie-over" and flavor weapon for BPA to use, but by no means a reliable solution.  They get the feat at level 7 BPA that functions identically to the Gearling's feat, which I feel might be a bit too late.  For a BPA, that means you end up being 12-15 before you get something that is essential to most pistolier builds.

From a stats perspective I like this one more. It comes off as a little powerful though. I might consider dropping the AB bonus or give it a backfire chance. Why did you decided to make it BPA only though? Its description gives off the vibe that it's a much more commonly available weapon.

I can remove the BPA only restriction and the AB if that's preferred.  I mostly wanted to give it a tad higher of a cost, and 1 AB easily is dwarfed when a varnish or greater magic weapon gets slapped on it.

I like. Is this supposed to be a belt or cloak?

-snip-

No gripes from a stats perspective. I might give it a big of a back story though if it's going to be a BPA item. Those characters are often created from tragedy, anger and lust for revenge, all stuff for a good stroy. Like was it's original owner a humble watchmaker who's son was trampled by an aristocrats speeding carriage? His justice denied he turned his knowledge for fine machining to darker end in drunken blood lust? Something like that.

I forgot to add those parts in the writeup, it's updated now.  The bandolier is a belt.  I might add in the bit on the backstory about the watchmaker, that's a cool idea actually.


Edit: I changed the first item to be Delven's Maneuver now also, rather than Gearling's.  You'd still have to manually load in the black powder, but it would make it neat as a sort of slightly more efficient weapon.
Title: Re: Item Request Discussion Thread v2
Post by: Philos on March 24, 2022, 02:45:43 PM
Gaston Glock (yes that Glock) made curtain rods and knives for the Austrian army before he ever got into firearms.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on March 24, 2022, 03:33:15 PM
The main problems in adding a feat to any items is two-fold.
1) You grant access to it to anyone with UMD. (Which is very nearly every pistoleers around, so the class restriction is moot anyway).
2) Any free feats on an item is a feat a player no longer has to invest in at level ups. This takes away from the necessity of making character building choices and that should always be avoided. It's even worse when it's a feat that would otherwise require other feats to acquire.

I'm not against a feat on an item if it is to address a game balance issue, or something so minor no one ever takes that feat anyway. But "Gearling's Superposed Loading Technique"? No way. You would not only give a free feat. You'd also give one that normally requires an investment of 2 more feats to acquire. It would be most unfair to players actually taking the time to invest in it to acquire it. Even Delven's Maneuver is too much.

It is not a problem that PBAs would acquire the similar feat at a later time. A PBA is still free to invest feats beforehand to get it sooner, or can be patient investing in something else knowing that his sacrifice will pay at a later time.
Title: Re: Item Request Discussion Thread v2
Post by: Dardonas on March 24, 2022, 09:08:54 PM
The main problems in adding a feat to any items is two-fold.
1) You grant access to it to anyone with UMD. (Which is very nearly every pistoleers around, so the class restriction is moot anyway).
2) Any free feats on an item is a feat a player no longer has to invest in at level ups. This takes away from the necessity of making character building choices and that should always be avoided. It's even worse when it's a feat that would otherwise require other feats to acquire.

I'm not against a feat on an item if it is to address a game balance issue, or something so minor no one ever takes that feat anyway. But "Gearling's Superposed Loading Technique"? No way. You would not only give a free feat. You'd also give one that normally requires an investment of 2 more feats to acquire. It would be most unfair to players actually taking the time to invest in it to acquire it. Even Delven's Maneuver is too much.

It is not a problem that PBAs would acquire the similar feat at a later time. A PBA is still free to invest feats beforehand to get it sooner, or can be patient investing in something else knowing that his sacrifice will pay at a later time.

1) Well, no the class restriction is still there regardless.  People do have to invest into UMD to get it if they want to get it.  That means popular builds like Gun Monk aren't going to get it.  It means full fighters aren't gonna be using it.  That leaves bards, rogues, beguilers and assassins to use it, or multiclasses of those.

2) Why is Delven's Maneuver too much?  Nobody is ever going to take only one of the automatic reloading feats.  You still will have to take Delven's Maneuver on nearly every build because Gearling's is too necessary for pistol builds.  Items do not grant prerequisites for feats.  And believe me when I say, a 30% of backfiring is not gonna be efficient to deal with when it gets to the short and curlies of mechanical play.

In addition, I just simply do not think that's how builds in PotM work.  I wholeheartedly think that it actually is quite a problem. If you have redundant feats in your build, you aren't building optimally.  I wouldn't recommend to someone that they take Skill Focus: Parry and Improved Parry, for instance, so they can hit their parry cap at 14 instead of 17; if I suggested that advice to someone I'd get some looks.  Why would someone who plays BPA need to have build redundancy for something that is quality of life? 

We've adjusted classes in the past with the intention of quality of life, and we've also accepted items in the past that have mildly made some feats redundant, such as the Hexblade ring of Arcane Stillness.  It gives automatic still spell 1, which allows arcane casting of spell level 1-3 while in heavy armor.  The item has drawbacks compared to taking Battle Caster as a feat.  However, it creates a quality of life "tie over" for some people who would like to wear heavy armor and cast spells, similar to what I'm trying to accomplish with giving Delven's Maneuver as a feat.  If a BPA or UMD invested class uses the gun, it has significant drawback and also stands as the only firearm that benefits from the feat and it does not facilitate the automatic reloading of gunpowder.  You still have to take Delven's Maneuver and the other prerequisite for Gearling's because, if you are doing a build that focuses on guns, you HAVE to get Gearling's Superimposed Loading Technique or some other method of automatic reloading.  For a Beguiler/Bard/Assassin who UMDs and uses the rifle and doesn't have gun feats invested, it is little more than a gimmick.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on March 25, 2022, 11:02:40 AM
Adding crafting bundles so that players no longer have to buy them one at a time nor develop a carpian tunnel syndrome THATS a quality of life improvement.
The "Delven's Maneuver " and "Gearling's Superposed Loading Technique" feats themselves so guns can be reloaded faster ARE quality of life improvements.

Asking for a shortcut to something we purposefully gated behind feats investments is not a quality of life improvement. It's a balance point. Though these feats are useful to the point where virtually all dedicated gunslingers will take them, you should not confuse that with "necessity to take them" by any means. This server did quite well without them for the longest of our existence and it is still viable to use muskets and pistols without them.

I repeat this often: we are a roleplay server and building optimally is absolutely not a requirement for efficient and enjoyable builds. It's a choice you make to play this way. It's a perfectly valid and fair one, I'm not arguing that, but we do not have to facilitate it either. We have our fair share of feats useful early on but that cease to be in later levels for various reasons. The situation is not different here. We also hold to a guiding principle to remain faithful to source material within reason and that is why BPA gain their ability at the level they do. This doesn't prevent us from changing things when we see fit, but our purpose remains to emulate the D&D system as best as possible.

In fact, the situation is genuinely that BPAs have this unique advantage of having a choice none other can make: to invest in the feats to gain the ability sooner, or to wait and invest in 2 other feats that no other gunslingers will have as they will have used them for DM and GST. This means a potential for BPA to be even better with firearms than any other. Whether or not it is worth the wait, I leave that to a player's discretion and that's the point. It's the choice they make that counts. By adding even just Delven's Maneuvers to the item, we'd already be decreasing the impact of making said choice by 50%.

Could/should we make BPA gain their ability sooner? Possible, but that's a debate we'll keep among devs and that does not directly apply to your item.
Title: Re: Item Request Discussion Thread v2
Post by: Merry Munchkin on March 25, 2022, 08:13:36 PM
I have a request that is nothing special, just very practical:  I love the new crafters bags -- along the same vein, is there a way to have "garment bags"?  As in a special crafters bag for storing large amounts of crafted clothing?  If you are hypothetically trying to make a bunch of suits and dresses for say, a Red Vardo Fashion Show coming up (hypothetically), then it would be nice to have a way to portably carry all of it without hogging up an irrational amount of inventory space. 
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on March 25, 2022, 10:12:13 PM
I have a request that is nothing special, just very practical:  I love the new crafters bags -- along the same vein, is there a way to have "garment bags"?  As in a special crafters bag for storing large amounts of crafted clothing?  If you are hypothetically trying to make a bunch of suits and dresses for say, a Red Vardo Fashion Show coming up (hypothetically), then it would be nice to have a way to portably carry all of it without hogging up an irrational amount of inventory space.

A gentle remender that this thread is to discuss items submitted in, and following the rules, of the Item Request Thread  (https://www.nwnravenloft.com/forum/index.php?topic=44496.0). But I will answer you.

There is more than sufficient space enough with 6 pages of inventory and the ridiculous amount of magic bags one can carry already. The crafter's bags and supply bundles are there to alleviate the burden of craters as they need to gather large quantities of resources to craft.

More importantly, I would have to modify all the scripts and add unique variables to cover each of the 3876 different items that can be made with the new tailoring. And possibly add a copy of each items in the Palette (something I'm not even sure the module could support). You can also bet that if it's done for tailoring it will be requested for other crafts as well, and the amount of work would explode exponantially. An even surer bet is to count on me giving up all this scripting nightmare before it even started.
Title: Re: Item Request Discussion Thread v2
Post by: Merry Munchkin on March 25, 2022, 11:58:13 PM
You had me at "no" MAB
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on March 26, 2022, 12:13:12 AM
Well... Yes, but I like to give complements of information.  :lol:
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on March 28, 2022, 10:35:05 AM
Item name: Wahigasa

I like that you took the time to reference a Ravenloft domain in your item. Increasing in-game lore about the setting is always good. I'm not keen on weapons that do not look like weapons. I do not think it adds anything positive to immersion. That would be reason enough to stay away from it, but there are 2 other issues with your item. One is the fact that craftable clubs can already reach higher damage outputs. Secondly that the bonus AC on weapon will simply not stack with any other type of deflection AC bonus you may already have from other items (presumable from cloaks, boots or helms) or spells. The AC bonus would just be redundant and ineffectual most of the time. Combined this makes an item that will be less useful than a crafted club, with the sole difference that you also get a -1 to reflex. It would at the very least require a kind of bonus you would not have otherwise.
Title: Re: Item Request Discussion Thread v2
Post by: Clementine on May 21, 2022, 07:10:45 PM
I love that we have male and female crafting dummies so people can design clothes for literally anyone. Would it be possible to sell an item in tailoring shops that allows you to equip ALL classes of armor? Give it so many negatives that it's utterly useless for anything other then equipping items to tailor them. Second time this week I've been designing clothes for someone, and I can't equip it to do so.
Title: Re: Item Request Discussion Thread v2
Post by: inkcorvid on May 21, 2022, 07:27:45 PM
I love that we have male and female crafting dummies so people can design clothes for literally anyone. Would it be possible to sell an item in tailoring shops that allows you to equip ALL classes of armor? Give it so many negatives that it's utterly useless for anything other then equipping items to tailor them. Second time this week I've been designing clothes for someone, and I can't equip it to do so.

Gloves of the Clothier

Special Properties:
Bonus Feat: Armor Proficiency (Light)
Bonus Feat: Armor Proficiency (Medium)
Bonus Feat: Armor Proficiency (Heavy)
Decreased AC: AC Armor Modifier -5
Decreased AC: AC Dodge Bonus -5
Decreased AC: AC Deflection Bonus -5

Though the problem with this is that someone could equip these, equip armour, and then remove the gloves. I don't know if there's a workaround for that.
Title: Re: Item Request Discussion Thread v2
Post by: dutchy on May 23, 2022, 07:59:48 AM
i suck at thinking of item stats.

anyone willing to suggest clerical items please post them.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on May 29, 2022, 09:32:52 AM
To EarlofEtheria, about your Eyes of Garyx.

When submitting an item, I would suggest that you make it as inclusive as possible. A Garyx themed item is obvioulsy about dragons, but it doesn't mean it has to be restricted to dragon disciples.

There is staggering number of 8 malus properties on your item (some of which the guidelines clearly suggest you keep away from), plus 3 use limitation restrictions on your item. I get it that the idea is to lower the cost of the item, but that is too much. Nowadays we try too keep away from such items. You should tone down both the bonuses and maluses instead.

While I do like the idea of items that could only be used by a given alignment and its opposite (a series of items could be devised around that theme), I find greater issues in restricting said item to a class that absolutely does not need help. I would suggest you instead focus on weaker classes such as grimetrekkers or monster hunter.

Thematically the powers do not make much sense either. Garyx is a dragon deity of fire and destruction caring little for his followers. It's on these themes the item should revolve around. Magic and divine damage, or even just bonus spell slots are off the mark here. Perhaps you should consider an item dedicated to Kereska, a draconic goddess of magic instead.

Do note. Work has been done very recently to make sure that all casting classes have a fair amount of spell slot items in the treasuries. Sorcerers certainly do not need more and it is highly unlikely we'll add more. But if you still feel like suggesting one anyway, my advice is to put it on an item type that will force a sorcerer to make a choice. For instance, if an amulet already exists that gives a level 4 spell slot, make an amulet that also gives a level 4 spell slot but with different accompanying bonuses. This way you give customization options to players without adding to the powercreep of mid/high level casters.

Also, keep the bonus spell slot to lower levels. I would not exceed 5th level personally, and that is stretching the limit already (but that's just a personal opinion, don't read that as the official DEV stance).
Title: Re: Item Request Discussion Thread v2
Post by: GiganticHowlslime on May 29, 2022, 02:02:56 PM
I love that we have male and female crafting dummies so people can design clothes for literally anyone. Would it be possible to sell an item in tailoring shops that allows you to equip ALL classes of armor? Give it so many negatives that it's utterly useless for anything other then equipping items to tailor them. Second time this week I've been designing clothes for someone, and I can't equip it to do so.

Gloves of the Clothier

Special Properties:
Bonus Feat: Armor Proficiency (Light)
Bonus Feat: Armor Proficiency (Medium)
Bonus Feat: Armor Proficiency (Heavy)
Decreased AC: AC Armor Modifier -5
Decreased AC: AC Dodge Bonus -5
Decreased AC: AC Deflection Bonus -5

Though the problem with this is that someone could equip these, equip armour, and then remove the gloves. I don't know if there's a workaround for that.

Feels like this sort of item could be created in the toolset, and given to a PC that requests it, to allow tailoring RP without exploitation (or at least, with exploitation that is a clear and obvious breach of what you agreed to by requesting it)
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on May 29, 2022, 02:39:17 PM
Feels like this sort of item could be created in the toolset, and given to a PC that requests it, to allow tailoring RP without exploitation (or at least, with exploitation that is a clear and obvious breach of what you agreed to by requesting it)

No. This item as it is remains too easily exploitable. Nor is it desirable to add any kind of items requiring DM oversight. They have enough on their plate.
Title: Re: Item Request Discussion Thread v2
Post by: EarlofEtheria on May 29, 2022, 02:45:30 PM
To EarlofEtheria, about your Eyes of Garyx.

When submitting an item, I would suggest that you make it as inclusive as possible. A Garyx themed item is obvioulsy about dragons, but it doesn't mean it has to be restricted to dragon disciples.

In this case, restricting the sickle to Dragon Disciples kept it out of the hands of full Sorcerers who frankly do not need an item this powerful. Druids, Clerics, and Favoured Souls could be added to to the list, or really all classes except Sorcerer and Pale Master. To avoid bloat Dragon Disciple was the listed restricted class.

There is staggering number of 8 malus properties on your item (some of which the guidelines clearly suggest you keep away from), plus 3 use limitation restrictions on your item. I get it that the idea is to lower the cost of the item, but that is too much. Nowadays we try too keep away from such items. You should tone down both the bonuses and maluses instead.

Dragon Disciples who remain dual classed Sorcerers sacrifice a lot , losing out on 8th and 9th level spells (or even 6th and 7th), and a far slower progression of magic. The design could be trimmed down to only a weapon or only a caster's aid, though I worry if it will be desired enough as a weapon (being a sickle). Dragon Disciples gain martial bonuses which makes the former important to the archetype. I admit that the maluses stacked up when adding those spell slots in an effort to maintain desirability, while trying to keep the idea of an regal and unwieldly mantlepiece (that players would still want to fight with, even with a -2 to hit and damage). With how the item's last paragraph is written, they don't need to be gold and stone at all, something to consider.

While I do like the idea of items that could only be used by a given alignment and its opposite (a series of items could be devised around that theme), I find greater issues in restricting said item to a class that absolutely does not need help. I would suggest you instead focus on weaker classes such as grimetrekkers or monster hunter.

The Eyes of Garyx were conceptualized for those who wanted to play as a Sorcerer Dragon Disciple, a PRC combination with no specific reward for going Sorcerer 10-15 (where sorcerers are supposed to be dominating the class' population, the minimum in sorcerer is often better taken and multiclassed if not ignored for Bard and Hexblade). If there was a Dragon Disciple restricted item, I believe it would benefit sorcerers.

Thematically the powers do not make much sense either. Garyx is a dragon deity of fire and destruction caring little for his followers. It's on these themes the item should revolve around. Magic and divine damage, or even just bonus spell slots are off the mark here. Perhaps you should consider an item dedicated to Kereska, a draconic goddess of magic instead.

Garyx is also worshipped by rogue Gold Dragons and Druids, believing in the Renewal (unsupported Domain) brought from fire's destruction, hence some duality or benevolence from their followers is plausible. I'll reconsider the damage types and theme, though the spell slots were certainly my vision behind this.

Do note. Work has been done very recently to make sure that all casting classes have a fair amount of spell slot items in the treasuries. Sorcerers certainly do not need more and it is highly unlikely we'll add more. But if you still feel like suggesting one anyway, my advice is to put it on an item type that will force a sorcerer to make a choice. For instance, if an amulet already exists that gives a level 4 spell slot, make an amulet that also gives a level 4 spell slot but with different accompanying bonuses. This way you give customization options to players without adding to the powercreep of mid/high level casters.

As described earlier, the choice to remain invested in Sorcerer as a Dragon Disciple is one often hard onto impossible to swallow with the lack of PRC spell progression. The high tier spell slots of the Eyes of Garyx only reward those who consciously maintain the Sorcerer class like 10 Sorcerer/10 Dragon Disciple over something like 9 Cleric/1 Sorcerer/10 Dragon Disciple.

Also, keep the bonus spell slot to lower levels. I would not exceed 5th level personally, and that is stretching the limit already (but that's just a personal opinion, don't read that as the official DEV stance).

I doubt it would be an issue, should it remain restricted to Dragon Disciples. Perhaps such a non-issue in that we may never see the spell slots utilized except by Sorcerer/Rogues?

Title: Re: Item Request Discussion Thread v2
Post by: EarlofEtheria on May 29, 2022, 05:11:01 PM
Edited my posting of the Eyes of Garyx, no spell slots, instead stored combust with changed damage typing. I'll use different lore for sorcerous items regarding Dragon Disciples.

Old Version for Reference
Spoiler: show

Item Name: Eyes of Garyx
Item Type: Sickle

Description:
Weighty mantle pieces of inset jewels and runaway gold filigree are coveted at large by avaricious collectors, posturing nobility and tigans alike. Fearful of her waning reputation, a decorative sickle was purchased in a fit of monomania by a crumbling Barovian Heiress. Acquisition now mounted overtop a hearth bereft of warmth, the lonely pied-a-terre of her adopted daughter reflected the neglect and abuse faced by the youthful girl kept locked within.

Isolated following the Heiress’ madness, this young adopted girl suffered alone through fits of fever whilst starvation encroached ere closer. Soon the symbol of her mother’s absence intruded throughout the youth’s waking dreams. Haunted by ruby and peridot reptilian eyes superimposed over etched golden flames, rebellion carried her towards the hollow fireplace. Weary, famished, her ailing muscles trembled as they lifted up the decorative sickle. Set upon by atrophy her grasp of its granite handle slipped, drawing innocent crimson blood into cursed recesses.

Heat, smoke and light emanated up and out from the chimney, carried further by burning timber which crashed onto the icy street. Minutes later the building collapsed. Once the last embers had been drowned by the freezing rain, townsfolk gathered to hoist aside the debris. The Barovian Heiress was pronounced dead, but bloodied and broken her adoptive daughter had managed to survive. Witnessing only a foreigner, an outlander, the mob congregated around the daughter’s decorative sickle, which gleamed without a single blemish.

Piecemeal, a new pyre was erected, the young girl bound up and helpless as strangers condemned her as a witch, deserving to be burned at the stake for murder and vraja. Since that time, the sickle has passed into antiquity, awaiting a worthier successor than she. Now, articles reminiscent of the tale have begun circulating into light, mysterious forces fashioning them anew stirred by their inscrutable motivations.

Statistics:
Attack and Damage Penalty -2
Bonus Spell Slot of Level: Sorcerer Level 5
Bonus Spell Slot of Level: Sorcerer Level 6
Damage Bonus: Divine 1d6 Damage
Damage Bonus: Magical 2 Damage
Damage Vulnerability: Divine 100% Damage Vulnerability
Damage Vulnerability: Magical 100% Damage Vulnerability
Decreased Ability Score: Dexterity -2
Decreased Saving Throws: Specific: Reflex -1
Decreased Saving Throws: Specific: Will -2
Decreased Skill Modifier: Concentration -3
Decreased Skill Modifier: Discipline -3
Material Gem, Peridot
Material Gem, Ruby
Material Gold
Material Stone, Granite
Quality Polished
Skill Bonus: Influence +2
Use Limitation: Class: Dragon Disciple
Use Limitation: Specific Alignment: Chaotic Evil
Use Limitation: Specific Alignment: Lawful Good
Weight Increase 5 lbs.

Total Cost: 4158

(https://i.imgur.com/qxkgwPj.png)

Top: 4, 2
Middle: 1, 4
Bottom: 1, 2
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on May 29, 2022, 05:40:29 PM
Much better, but I would not give it "Claws of the savage". As appropriate it may be thematically, this is a druid only spell and care should be given in keeping class exclusive abilities as such. I furthermore question the value of that spell on a weapon given you'd have to unequip said item to benefit from the spell, and therefore entirely void any penalties on the item. Why piercing damage?
Title: Re: Item Request Discussion Thread v2
Post by: Ryujin on May 29, 2022, 05:48:30 PM
Much better, but I would not give it "Claws of the savage". As appropriate it may be thematically, this is a druid only spell and care should be given in keeping class exclusive abilities as such. I furthermore question the value of that spell on a weapon given you'd have to unequip said item to benefit from the spell, and therefore entirely void any penalties on the item. Why piercing damage?

Claws of the savage is also in the voodan, cleric, blackguard and FS spell lists afaik.
Title: Re: Item Request Discussion Thread v2
Post by: EarlofEtheria on May 29, 2022, 05:55:21 PM
Much better, but I would not give it "Claws of the savage". As appropriate it may be thematically, this is a druid only spell and care should be given in keeping class exclusive abilities as such. I furthermore question the value of that spell on a weapon given you'd have to unequip said item to benefit from the spell, and therefore entirely void any penalties on the item. Why piercing damage?

Given that the activation is Single Use, the weapon would be destroyed replacing it with a temporary bonus (conveniently 'unequipping' it for you). There are also misc items which cast Claws of the Savage in the loot pool, so I don't think it's too far of a step to permit what's on theme. A sliver of Piercing felt right for the weapon's appearance, bigger, heavier, nearing a pickaxe in weight.

Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on May 29, 2022, 06:49:00 PM
HUh I stand corrected for Claws of the Savage. Had another spell in mind it seems.
Title: Re: Item Request Discussion Thread v2
Post by: Clementine on June 23, 2022, 02:26:58 AM
Posing for discussion. A Vardo bag was recently sold IC for a huge sum because it had weight reduction, and only took up one square of inventory space.

Would it be possible to sell boxes like this, without weight reduction?

Anyone have thoughts on this?
Title: Re: Item Request Discussion Thread v2
Post by: Evendur on June 23, 2022, 02:40:35 AM
Posing for discussion. A Vardo bag was recently sold IC for a huge sum because it had weight reduction, and only took up one square of inventory space.

Would it be possible to sell boxes like this, without weight reduction?

Anyone have thoughts on this?

Wont happen as this would increase the number of items per inventory even more. It had been stated before by the dev team that this is what causes significant issues for server performance.

Also, Im not sure why they are referred to as vardo bags. The ones I know of at least were rare DM items and had no connection with the vardo.
The normal 60% Magic Bags can also be found outside of a vardo store.
Title: Re: Item Request Discussion Thread v2
Post by: Anastian on June 23, 2022, 05:57:12 AM
Just to clarify, and this is pure OOC so please use the information you have ICly about them, the bags in question were part of DM plots/interactions. They are by no means standard issue as the description highlighted too.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on June 23, 2022, 09:10:39 AM
A gentle reminder here. This thread is only to discuss items suggested in and following the guidelines of this thread. (https://www.nwnravenloft.com/forum/index.php?topic=44496.0) For anything else you are kindly asked to open a new thread.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on June 23, 2022, 11:56:35 PM
Quote
Item Name: AMPC Resurrection Tool

I question the need for such a tool. Unlimited resurrection would lead to abuses and exploits, I also think that would only take away from the quality of MPC roleplay.

1) Starting from the principle that MPCs are there to tell a story, they should only kill if the scene calls for it. In this situation, there is little reason to raise the victim back.
2) If the idea is instead for the possibility of raising back allies, then again it should not be in an unlimited way and should entirely depend on a character's normal abilities.
3) If it's because an MPC may cause too much death and carnage, well tough luck. Learn to control your abilities and deal with each deaths in-character.
4) MPCs do not need such tool anyway. If they kill a PC they need only to leave the body where it will be found. Others will handle the victim's resurrection.
5) I'm fairly certain MPCs can ask for a few Mists Orbs anyway. This is a better solution, as it gives MPCs the ability to bring back others, but in a limited and controlled way as to avoid abuses and exploits.
Title: Re: Item Request Discussion Thread v2
Post by: Dardonas on June 24, 2022, 12:07:32 AM
Quote
Item Name: AMPC Resurrection Tool

I question the need for such a tool. Unlimited resurrection would lead to abuses and exploits, I also think that would only take away from the quality of MPC roleplay.

1) Starting from the principle that MPCs are there to tell a story, they should only kill if the scene calls for it. In this situation, there is little reason to raise the victim back.
2) If the idea is instead for the possibility of raising back allies, then again it should not be in an unlimited way and should entirely depend on a character's normal abilities.
3) If it's because an MPC may cause too much death and carnage, well tough luck. Learn to control your abilities and deal with each deaths in-character.
4) MPCs do not need such tool anyway. If they kill a PC they need only to leave the body where it will be found. Others will handle the victim's resurrection.
5) I'm fairly certain MPCs can ask for a few Mists Orbs anyway. This is a better solution, as it gives MPCs the ability to bring back others, but in a limited and controlled way as to avoid abuses and exploits.

1) Accidents happen, and sometimes there is a need to kill people to extract them to a different area for a personalized scene.  This is actually the sort of guidelines that have been given to me by DM Brimstone during my first AMPC.  He suggested that I can grab someone's body and go off to a cave or a lair somewhere to continue a more personal scene.
2) Raising allies is already done and allowed with DM oversight; if its a situation that feels like abuse then it can be handled by the DMs.  You know what's cool is a vampire doing a cool resurrection scene with candles in a dark and evil lair to bring back some ally from the Charnel House.
3) Not this.
4) There are many cases when someone gets badly impaired due to the odd crit, or when a Mist Orb fails, even for MPCs.
5) We can ask for Mist Orbs, but Mist Orbs are not fool-proof and can fail.  They are also limited in use.  Sometimes the person you're bringing back is badly impaired.

The tool allows for A/MPCs to resurrect people without DM oversight.  If you are worried about normal players exploiting it, don't be.  If an A/MPC is abusing their position as an A/MPC, their template can be revoked.  We should trust these players to use these items.  We already trust A/MPCs enough to give them tons of potions and not distributing those things out.  We trust them with carpentry.  We trust players with the @spawn tool for rentals.  Why can't we trust players who have to apply and be approved by the DM team to be mature enough not to abuse this sort of tool?

A/MPCs should be able to tell their story without a DM's oversight, that's even written in their rules.  This makes them more independent.
Title: Re: Item Request Discussion Thread v2
Post by: Strigoi on June 24, 2022, 12:45:01 AM
AMPCs are an approved application with entrusted responsibilities in the role they are playing out. We already entrust them with various mechanical advantages with the understanding they will not abuse those mechanics or privileges.

We already supply our AMPCs with various potions and items to enhance roleplay, horror, and the unintentional mistake. The name of the game is roleplay and its hard to Roleplay with a corpse. because of this they are allowed healing potions and Mist orbs as a courtesy, so the rolepaly can flourish.

Considering we already allow them these items, it would not be a stretch to take out the element of chance in tool that is already used to prevent that ooc miss-click or accident that often can occur in any given conflict.
Title: Re: Item Request Discussion Thread v2
Post by: FinalHeaven on June 24, 2022, 12:56:07 AM
As someone who had at least 4 instances of a person turning into a zombie from Mist Orbs, ruining a scene I'd set up, and having to send the players Tells with apologies because it wasn't my intent for them to stay dead, I agree with the tool and Dardonas and Strigoi's take.

This would be remarkably easy to police even on the already small chance that someone who had an AMPC/MPC appr approved chose to abuse it.
Title: Re: Item Request Discussion Thread v2
Post by: PrimetheGrime on June 24, 2022, 02:50:24 AM
I am very much in favour of a mpc resurrection tool. It's no fun for anyone to roleplay with a corpse.
Title: Re: Item Request Discussion Thread v2
Post by: Vissy on June 24, 2022, 02:52:57 AM
Very much in favour, it's these kinds of small quality of life things that there should be more of. AMPCs need all the help they can get.
Title: Re: Item Request Discussion Thread v2
Post by: bloodless on June 24, 2022, 03:24:06 AM
Echoing the above. It would be good quality of life for the monstrous player with little to no downside.
Title: Re: Item Request Discussion Thread v2
Post by: Evendur on June 24, 2022, 03:33:23 AM
I think this A/MPC tool is a great idea and there should be little reason to fear exploiting this more then other APMC privileges.
The item can also get the not-tradeable flag to make sure it wont fall into the wrong hands.

Title: Re: Item Request Discussion Thread v2
Post by: Myrza on June 24, 2022, 04:26:34 AM
A/MPC resurrection tool good
Title: Re: Item Request Discussion Thread v2
Post by: Favee on August 09, 2022, 09:50:52 PM
Spoiler: show

Quote
Item Name: Staff of the Diabolist

Item Type: Magic Staff

Description: These staves are known for their connection to an devil worshipping cult that once surfaced in Port-a-Lucine in 740 BC, during the Grand Conjunction.  It was said that cultists would go to unsuspecting aristocrats and barter life and soul on behalf of their patron, seeking the most desperate among them.  These staves bestowed great infernal powers to those who wielded them, with unholy bargains often being struck to save their loved ones from death.  Though such a contract had a terrible cost: those cultists who would take these weapons would not go on to live more than six months.  Ironically, through these staves they found the power to save the anyone they cared about, but not themselves.

It is said that after the Grand Conjunction, the connection these weapons had to their infernal hosts was severed and only a remnant of the power remained.

Statistics:
Bonus Feat: Epic Weapon Focus (ranged touch spell attack)
Decreased Saving Throws: Death -2
Saving Throw Bonus: Fire +2
Skill Bonus: Spellcraft +3
Use Limitation: Class: Warlock

Appearance:


Cost: 5199



Clever way to get an item that has +1 ab with edlritch blast.

It's useful at all stages for warlock, but it's not so good that it would be "required."

Nice item!
Title: Re: Item Request Discussion Thread v2
Post by: Dardonas on August 11, 2022, 12:50:33 AM
Spoiler: show

Quote
Item Name: Staff of the Diabolist

Item Type: Magic Staff

Description: These staves are known for their connection to an devil worshipping cult that once surfaced in Port-a-Lucine in 740 BC, during the Grand Conjunction.  It was said that cultists would go to unsuspecting aristocrats and barter life and soul on behalf of their patron, seeking the most desperate among them.  These staves bestowed great infernal powers to those who wielded them, with unholy bargains often being struck to save their loved ones from death.  Though such a contract had a terrible cost: those cultists who would take these weapons would not go on to live more than six months.  Ironically, through these staves they found the power to save the anyone they cared about, but not themselves.

It is said that after the Grand Conjunction, the connection these weapons had to their infernal hosts was severed and only a remnant of the power remained.

Statistics:
Bonus Feat: Epic Weapon Focus (ranged touch spell attack)
Decreased Saving Throws: Death -2
Saving Throw Bonus: Fire +2
Skill Bonus: Spellcraft +3
Use Limitation: Class: Warlock

Appearance:


Cost: 5199



Clever way to get an item that has +1 ab with edlritch blast.

It's useful at all stages for warlock, but it's not so good that it would be "required."

Nice item!

Yeah.  I believe Epic Weapon Focuses are supposed to stack alongside other feats, so this makes it so that Weapon Focus: Ranged Touch Spell Attack is still useful as a feat and does not diminish its place.
Title: Re: Item Request Discussion Thread v2
Post by: Maffa on August 23, 2022, 07:44:07 AM
I dont know if this is the right place to write, but there are two ineffective items id suggest to modify.

The Varaji of the Lost Hero gives Bear Endurance but it is worth 1GP, no matter how high the appraise

The Hat of Anonimity is a cloak, which makes comparing existing items a tad complicated and use it on top of a hood, but without a cape.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on August 23, 2022, 08:08:55 AM
It is indeed not the right place. Open new threads when uncertain.

But to answer you, warajis (https://en.wikipedia.org/wiki/Waraji) were light tie-on sandals, made from (usually straw) ropemaking fibers, that were the standard footwear of the common people in Japan. They would never particularly look comfortable nor valuable, hence the price value.

The Hat of Anonymity is a game engine limitation. Though I don't like its current setup anymore than you. I'll see what can be done but make no promises.

Title: Barovian arming sword
Post by: stefan pall on November 04, 2022, 09:51:01 AM
Would be a nice idea to try and unify standard Garda gear 😊

Idea is - longsword type, one handed grip and tapered point.

Maybe iron quality item with +2 bludgeoning, and 6 weight?

(Idea is heavier and at best medium quality sword)

Since all the Garda NPCs use one hander/large shield I figured would be a nice idea to introduce the arming sword historical concept.

Thanks.

Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on November 08, 2022, 03:33:58 PM
Quote
-Item name: A Hunter's Guide to Fey
Favored Enemy being a class restricted skill, it should not be added on an item. Remember always that even though you put a class limitation on the item, every characters with a high enough UMD will be able to use said item. Giving access to class restricted abilities reduces the uniqueness of said class and is to be avoided.
Title: Re: Item Request Discussion Thread v2
Post by: zDark Shadowz on December 06, 2022, 05:01:35 PM
https://www.nwnravenloft.com/forum/index.php?topic=44496.msg757470#msg757470

Similar to the previous answer, class restricted skill. There is also a similar book IG, excerpts from a famous monster hunter that gives a +4 lore bonus without the hassle, so it will likely be passed over entirely in loots.
Title: Re: Item Request Discussion Thread v2
Post by: ChrisRanHimselfOver on December 06, 2022, 06:27:13 PM
https://www.nwnravenloft.com/forum/index.php?topic=44496.msg757470#msg757470

Similar to the previous answer, class restricted skill. There is also a similar book IG, excerpts from a famous monster hunter that gives a +4 lore bonus without the hassle, so it will likely be passed over entirely in loots.

Allow me to explain the thoughts on this. First of all, the feat will do very little to aid any class that uses the book via UMD. It will be a +1 bonus to damage, spot, listen and antagonize against the specific favored enemy at most. Additionally, it would do little to aid a ranger multiclass because they would have to keep the book equipped and use it as a weapon for those bonuses.

What it will do is provide a boost unique to Monster Hunters as they can equip these books and apply Studied Foe in order to gain the Studied Foe bonus for an enemy that they had not been able to include in their build. This aids in the image of the Monster Hunter as a scholar because they will want to carry around books to help round out their knowledge and it will help provide power to a class that most seem to believe lacks power. Because this can be such a powerful bonus, I am limiting these books to enemy types that are reasonably rare within the space of the server and mostly keeping away from any creature type that PCs can acquire. Keeping the items as a book prevents Monster Hunters from equipping two of such items and getting the bonus against multiple enemies.

Finally, there already is precedent for favored enemy on an item within the module. And it is the whole reason I know this would work as I've already tested it.
Spoiler: show
(https://cdn.discordapp.com/attachments/814234835278364692/1049829220571942942/image.png)

Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on December 06, 2022, 06:37:12 PM
The idea of FE weapons is interesting to me but I can understand why the dev team is apprehensive about adding more. Weapons which grant AC vs. certain types of enemies that only MH can wear could be the path forward. That could be a really useful precursor to an enchanted weapon, or fending off MPCs of the appropriate type without having the support of a mage.

But I don't think we're going to see more +2, +3, or +4 weapons added and convincing the dev team to add more feat-granting items could be a wild goose chase.

There are a few conventions I'm not really into, like books being used for combat. Spell slots is one thing, but it looks weird on the clash. The idea that your character would have the book open and continually glancing at it is just too much for me. I would rather you are wielding some kind of talisman or something that grants you divine knowledge of an enemy's weaknesses or something.
Title: Re: Item Request Discussion Thread v2
Post by: ChrisRanHimselfOver on December 06, 2022, 06:57:36 PM
The idea of FE weapons is interesting to me but I can understand why the dev team is apprehensive about adding more. Weapons which grant AC vs. certain types of enemies that only MH can wear could be the path forward. That could be a really useful precursor to an enchanted weapon, or fending off MPCs of the appropriate type without having the support of a mage.

But I don't think we're going to see more +2, +3, or +4 weapons added and convincing the dev team to add more feat-granting items could be a wild goose chase.

There are a few conventions I'm not really into, like books being used for combat. Spell slots is one thing, but it looks weird on the clash. The idea that your character would have the book open and continually glancing at it is just too much for me. I would rather you are wielding some kind of talisman or something that grants you divine knowledge of an enemy's weaknesses or something.

Okay, a couple things to address here. First, AC on weapons provide deflection AC, which is one of the most common AC variants around. It can be found on items that go on the head slot, cloak slot and the hand slot. Of all the AC bonuses available, it is the one that is most widely available and least likely to need a buff. The book coupled with Studied Foe does provide an AC bonus that scales with the level of the Monster Hunter class. From +1 at level 2 up to +5 at level 10. But it isn't deflection, it is either Dodge or Other because it seems to stack with everything.

Second, the books don't need to be used in combat. Studied Foe is a bonus that is applied like a spell and persists so a character would take out the book, apply Studied Foe and swap to their preferred weapon(s). No book bapping required as humorous as it might be. Think of the item less as a weapon and more as a tool that is taken out only to perform a specific task, kind of like the wizard's spellcasting book.
Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on December 06, 2022, 07:13:59 PM
I understand that, but being able to forego a shield/faith spell, or wear head/cloak/rings that provide something else is a boon, not a drawback.

I like an FE weapon more than a simple deflection AC vs. enemy type weapon though, for sure - it's more versatile and of course MHs need that.

But, with that said, now that you mention it, I was thinking of it like favored enemy and was confused. Is it just because of how MH interacts with FE that it gets to use Studied Foe? Do they have to rest to 'enable' the feat, like turning classes do for extra turning items? Either way, that's a lot better than having to hold it out for combat.

edit: This is kind of a tangent but I just feel weird about studied foe in general. I really just think it's so strange that it lasts such a short time. They do all this in-depth study, seeking forbidden lore, probably performing their scholarly training in a ritualistic way (given this class is not a mundane one), to the point of gaining a prestige class, and they get this buff that is very short-lived. It seems cheap to give MHs a "free" extra studied foe by acquiring these books. But then, it lasts such a short time anyway, that it can hardly be called the class's main feature. If it lasted a really long time I would understand, taking a glance at a book with a one-round action to gain the benefit would be kind of cheap. If only it worked like spells where using it off the book meant you had the shorter duration and using your main Studied Foe was better.
Title: Re: Item Request Discussion Thread v2
Post by: Lukey on March 16, 2023, 09:59:00 AM
Honestly not sure that is the best idea for a Main-Gauche, but I really wish there is one we can use at higher levels. The Masterwork/Dementlieuse main-gauches have some use early, but with the penalty for dual wielding they are soon swapped out. The reason I did not simply add more parry, is that I wanted this to be useful at higher levels where some might not need more parry.

I had difficulties with the costs of this, I would have liked it to be even better. Right now my character could use it to gain +1 AC, but as soon as Shield is cast or any such, it will have to be swapped out again. My point being, there deserves to be a good main gauche.
Title: Re: Item Request Discussion Thread v2
Post by: ChrisRanHimselfOver on March 16, 2023, 08:34:33 PM
Honestly not sure that is the best idea for a Main-Gauche, but I really wish there is one we can use at higher levels. The Masterwork/Dementlieuse main-gauches have some use early, but with the penalty for dual wielding they are soon swapped out. The reason I did not simply add more parry, is that I wanted this to be useful at higher levels where some might not need more parry.

I had difficulties with the costs of this, I would have liked it to be even better. Right now my character could use it to gain +1 AC, but as soon as Shield is cast or any such, it will have to be swapped out again. My point being, there deserves to be a good main gauche.

If you mean levels 14+ for higher levels, I'd actually suggest using parry. There are a lot of options for getting deflection AC at higher levels either through buffs or enchanted gear. Perhaps if it gave a +5 parry bonus equivalent to a Midnighter's Cape, it would find its place.

This would only give it a +1 AC bonus but it would provide a much larger bonus to parry mode if that was something the player was interested in using.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on July 17, 2023, 01:38:05 PM
Item Name: Hollowed Book (Able to be altered via quill)

An interesting idea although not one readily possible at this time. This would require a bit of tinkering and a HAK update to make it possible. But this come with two huge problems.

1) On the mechanical side, this would require that we create a significant amount of book/container items so that there may be enough variety not to be able to quickly identify by sight which books are used to hide comprometting papers. Given the game engine limitations, it is best not to bloat the palette with multiple copies of a same item.

2) Right clicking on a book would show outright if it is a container or not, and thus likely single you out quicker than if you just handed current containers with claims to a garda/gendarme to do the search himself. So given we'd not add a lot of those books, my money is on the fact that if the garda/gendarme has a lot of other persons to process, is short on time, or only wish to do perfunctory searches, that the regular containers are better to avoid suspicions.

Item Name:
Stygian Knot

Granting class exclusive feats on items is best avoided. A player should invest in the feat to get its benefit.

Item Name:
Book of Utter Dark Secrets

I absolutely love the concept of forbidden lore books, but were not going anymore for items that have that many penalties on them to offset the benefits. Not to mention they'd be pointless on this item as the book would be unequipped as soon as the spells are cast, and not picked back unless there is a need for a lore check. True seeing and ultravision both being readily available through herbalism also makes this item utterly not necessary.

Item Name:
Cursed Loop of the Imp Archivist

Lots of issues with this.
1) As I often remarked in the past, the creation of the Staff of Scientific Wizardry is what I deem my biggest mistake where the addition of items is concerned. I seriously underestimated the feat's might when I added that one and I still believe it should be removed from the game entirely. You can bet that I will not repeat it by adding a new item with it. The fact that warlocks can also use the staff themselves further proves they do not require this item.

Note, if another DEV wishes to add items with Epic Feats that will be their prerogative, I do not block the addition of items, but I would strongly recommend against it.

2) At 2813 gp cost value this would drop WAY too often. Items with epic feats should be in the 7500 to 8000 gp value range and be as rare as a Roc teeth.

3) As stated in our guidelines to suggest items, ability score decreases are to be avoided.

4) We do not go for items with -8 skill penalties anymore.

Title: Re: Item Request Discussion Thread v2
Post by: Grendlykins, Simp of Azalin Rex on July 18, 2023, 01:15:24 AM
Item Name: Hollowed Book (Able to be altered via quill)

An interesting idea although not one readily possible at this time. This would require a bit of tinkering and a HAK update to make it possible. But this come with two huge problems.

1) On the mechanical side, this would require that we create a significant amount of book/container items so that there may be enough variety not to be able to quickly identify by sight which books are used to hide comprometting papers. Given the game engine limitations, it is best not to bloat the palette with multiple copies of a same item.

2) Right clicking on a book would show outright if it is a container or not, and thus likely single you out quicker than if you just handed current containers with claims to a garda/gendarme to do the search himself. So given we'd not add a lot of those books, my money is on the fact that if the garda/gendarme has a lot of other persons to process, is short on time, or only wish to do perfunctory searches, that the regular containers are better to avoid suspicions.

I'm obviously not well-acquainted with how the PotM editable books/pages system works, but I assume that the combination of it being a container and being editable is the issue RE; tinkering/HAK update? Or does NWN just refuse to allow you to assign container properties to item appearances outside of a static list?

To point one; I'd say ten books is probably overshooting in terms of cluttering the module palette more; three books with the most commonly seen icons would be enough. Maybe make one be that 'personal journal' item as well. There's a fair few books within the module that use the same icon, players so inclined could just edit the name/description to be a 1:1 copy of the real thing in an attempt to obscure what it actually is.

To point two; I'm aware of this limitation of the engine and it is quite true that people can metagame the nature of the item by just right clicking it and scrolling to the bottom to see if it's typed as a book instead of a container. I still think the idea has merits, as I prefer to assume people will not default to metagaming when the opportunity is present.
Title: Re: Item Request Discussion Thread v2
Post by: Bounty on July 18, 2023, 05:33:28 AM
Item Name:
Stygian Knot
Granting class exclusive feats on items is best avoided. A player should invest in the feat to get its benefit.

Fair enough, although there is a number of items that give class restricted feats. I also see this as not much different from spell focus, which is available for most any school of magic on a multitude of magic items. A character that wants to specialize in DC invocations would have the option to gain greater invocation focus, making the Stygian Knot only interesting to warlocks who want to dabble in it, similar to a Staff of the Apprentice Evoker for example.

Item Name:
Book of Utter Dark Secrets

I absolutely love the concept of forbidden lore books, but were not going anymore for items that have that many penalties on them to offset the benefits. Not to mention they'd be pointless on this item as the book would be unequipped as soon as the spells are cast, and not picked back unless there is a need for a lore check. True seeing and ultravision both being readily available through herbalism also makes this item utterly not necessary.

Maybe i will think about a series of tomes for warlocks, that have more combat oriented spell charges, making downsides more relevant. Or maybe just less powerful in general, with less downsides, which is a tricky think to balance. First and formost i want to create items that people enjoy using and not just land at the next Vistani merchant every time. I would love for them to have a small chance to apply an adverse effect on the user (like blind or confusion) on use, that would make such a book interesting to use both in and out of dangerous scenarios. But that would probably not be feasible within the limits of item creation.

Item Name:
Cursed Loop of the Imp Archivist

Lots of issues with this.
1) As I often remarked in the past, the creation of the Staff of Scientific Wizardry is what I deem my biggest mistake where the addition of items is concerned. I seriously underestimated the feat's might when I added that one and I still believe it should be removed from the game entirely. You can bet that I will not repeat it by adding a new item with it. The fact that warlocks can also use the staff themselves further proves they do not require this item.

Note, if another DEV wishes to add items with Epic Feats that will be their prerogative, I do not block the addition of items, but I would strongly recommend against it.

2) At 2813 gp cost value this would drop WAY too often. Items with epic feats should be in the 7500 to 8000 gp value range and be as rare as a Roc teeth.

3) As stated in our guidelines to suggest items, ability score decreases are to be avoided.

4) We do not go for items with -8 skill penalties anymore.

1) I do understand your concern with the feat, given you created the staff that first implemented it. But at this point auto quicken spell I it is already available, adding another item that provides it will not change anything at the availability of the feat, given an equal rarity of the items (which i would address). Warmages and Sorcerers have their own version of it, even though it is arguably less important from them then Warlocks. It feels very odd that Warlocks are so reliant on the items of another class.

2) The item value might be to low, i am not very experienced at judging this. But i did want to create an item with a significant downside, afaik the value could still be adjusted to make it rarer. If i was aiming for your suggested 7500-8000 range the item would have no downsides at all, which is unreasonable for the power it grants.

3) I was looking for a penalty to makes sense for the item lore, a physical penalty. In earlier drafts i played around with -AC, -Reflex ... but those did not seem severe enough and easily outdone by the warlocks toolkit. -Str is a significant downside for any class, for the reduction in carrying capacity alone. Most warlocks do not rely on str in combat, but one thing that makes them very powerful is UMD (just like any class that has access to the skill). How much mileage you can get out of UMD is greatly determined by how many magic items/scrolls/gear sets you can lug around. There for the Str penalty, seems like a worthy trade off. Ideally i would put something like -15% movementspeed or chance to cast slow on self when it, but those are not really technically feasible, to my knowledge.

4) Fair enough this could be adjusted to a more reasonable number, to increase the items rarity. I would not want to see it gone entirely however, to counterbalance the fact the rings gives +2 sleight of hand as well. Setting the discipline penalty to around -4 would give it 1000gp more value then the warmage chains, which is probably a reasonable comparison.
Title: Re: Item Request Discussion Thread v2
Post by: Maiyannah on July 18, 2023, 07:50:07 AM
I'm obviously not well-acquainted with how the PotM editable books/pages system works, but I assume that the combination of it being a container and being editable is the issue RE; tinkering/HAK update? Or does NWN just refuse to allow you to assign container properties to item appearances outside of a static list?

To contain items an item must be a container, irrespective of other qualities, this is an engine limitation... however...

To point two; I'm aware of this limitation of the engine and it is quite true that people can metagame the nature of the item by just right clicking it and scrolling to the bottom to see if it's typed as a book instead of a container. I still think the idea has merits, as I prefer to assume people will not default to metagaming when the opportunity is present.

People can always metagame.  In fact, some people frequently metagame, in ways big and small.  This shouldn't be a reason to deny a cool idea.

To point one; I'd say ten books is probably overshooting in terms of cluttering the module palette more; three books with the most commonly seen icons would be enough. Maybe make one be that 'personal journal' item as well. There's a fair few books within the module that use the same icon, players so inclined could just edit the name/description to be a 1:1 copy of the real thing in an attempt to obscure what it actually is.

Given how much they say crafting bloats out the module this is small fries.
Title: Re: Item Request Discussion Thread v2
Post by: Madame Trousers Son on July 27, 2023, 08:49:12 AM
Item name: Experimental Lamordian Revolver

...

Statistics: -2 AB, Quality: Unknown  ((OOC note: that's the worst one, with 33% misfire chance)), Feats: Gearling's Superposed Loading Technique, Delven's Maneuver


I know that slapping the two gun reload feats on a flintlock is going to be hugely controversial, but let me ask you this: when else can you possibly justify putting the Unknown Quality on a flintlock and at least have it be interesting? ;P With -2 AB and the Unknown Quality, this pistol will still be effectively unusable in any serious build; even BPAs with cleaning kits will only lower the misfire chance to 30%, or 15% with Careful Handling, if I understand it correctly. So this pistol will only be useable by people willing to quaff endless quantities of Lesser Restoration and Healing potions/Elemental Resistance spells to negate the backfires, which would be very expensive both in terms of gold pieces and action economy.

It's mostly offered as: (a) an amusing gimmick (b) a way for people who don't have builds to take the gun reload feats to play around with them a bit, at a very painful cost.

As to whether it fits the time period: it does (https://www.reddit.com/r/ArtefactPorn/comments/i4l11j/the_worlds_oldest_known_revolver_made_in_1597_by/).

Oh, and the nickname "Whirling Cavalcade of Death" is a wink to Warhammer Fantasy (see https://warhammerfantasy.fandom.com/wiki/Volker_von_Meinkopt )
Title: Re: Item Request Discussion Thread v2
Post by: Anarcoplayba on July 27, 2023, 09:51:46 AM
Item name: Experimental Lamordian Revolver

...

Statistics: -2 AB, Quality: Unknown  ((OOC note: that's the worst one, with 33% misfire chance)), Feats: Gearling's Superposed Loading Technique, Delven's Maneuver


I know that slapping the two gun reload feats on a flintlock is going to be hugely controversial, but let me ask you this: when else can you possibly justify putting the Unknown Quality on a flintlock and at least have it be interesting? ;P With -2 AB and the Unknown Quality, this pistol will still be effectively unusable in any serious build; even BPAs with cleaning kits will only lower the misfire chance to 30%, or 15% with Careful Handling, if I understand it correctly. So this pistol will only be useable by people willing to quaff endless quantities of Lesser Restoration and Healing potions/Elemental Resistance spells to negate the backfires, which would be very expensive both in terms of gold pieces and action economy.

It's mostly offered as: (a) an amusing gimmick (b) a way for people who don't have builds to take the gun reload feats to play around with them a bit, at a very painful cost.

As to whether it fits the time period: it does (https://www.reddit.com/r/ArtefactPorn/comments/i4l11j/the_worlds_oldest_known_revolver_made_in_1597_by/).

Oh, and the nickname "Whirling Cavalcade of Death" is a wink to Warhammer Fantasy (see https://warhammerfantasy.fandom.com/wiki/Volker_von_Meinkopt )

Just a counter point: afaik, you can dual wield pistols. I could equip two and use only the good one.
Title: Re: Item Request Discussion Thread v2
Post by: Madame Trousers Son on July 27, 2023, 09:54:04 AM
Just a counter point: afaik, you can dual wield pistols. I could equip two and use only the good one.

Well, you can't equip two and only fire one AFAIK. You'd have to fire both. But I see your point. I guess it has to be Flintlock Musket to stop that potential exploit. I'll change the original item description.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on November 18, 2023, 05:58:47 PM
Item Name: Homeloaf Maul
Item Type: Warhammer
Description of the item: In certain smaller dwarven holds of Toril, it's common practice for one's mother to forge their son a "Homeloaf"; a square-shaped brick of varying components, most often stone and semiprecious gems of their homeland together with the hold's favored alloys and metals. Each hold and every family tends to have their own "recipe" with the ingredients varying wildly, but one commonality is that each holds a pinch of residuum - a distilled magic powder, left behind whenever a magic item is disenchanted - and familiar spices that hold a mild scent long after forging. To finish each loaf, a short message in a precious metal - commonly gold or silver - is inscribed in runic letters.

It is the weight of the loaf, tradition states, that reminds the journeying dwarf of home and their duty to their family's honor even when trekking in lands unknown. In times of war, it's common practice for warriors leaving home to also be forged loaves by their families, and considering how sturdy the results are - they often find themselves fitted onto the business ends of their warhammers.

The weight makes it all but unwieldable by any race other than dwarves, but to them the familiar scent and girth brings a joy to the heart in the darkest of nights.

Statistics:
-1 Attack
1d4 Blunt Damage
Saving Throw Bonus: Will +1
Use Limitation: Race: Dwarf
Weight Increase 5lbs

Appearance: TBA

Cost: TBA [Average on a bit higher than regular magic warhammers? 2200+?]

Material: Obsidian, Steel, Silver

Just so you know, the cost is not an arbitrary value, it is the cost value returned by the game engine when you create the item through the toolset. It will give it to you in the first tab of the item's properties.

On the item itself, while I like the background surrounding it, I do not see this warhammer getting much use. The +1 Will save is not enough to overcome the fact that it is less likely to hit and deals less damage than a regular crafted steel warhammer. Will saves are easily obtainable through other items as well.
Title: Re: Item Request Discussion Thread v2
Post by: KovosDatch on December 06, 2023, 05:52:38 PM
The Djembe, bongo drums, or any other version of handheld drum that can be equipped and played. Apart from Tamburellos, the server seems to be lacking percussion instruments.
Title: Re: Item Request Discussion Thread v2
Post by: FunkeyMonkey on December 23, 2023, 08:41:01 AM
Belt of night is valued at 1gp retail, is this intentional?
Title: Re: Item Request Discussion Thread v2
Post by: zDark Shadowz on January 04, 2024, 02:37:18 AM
https://www.nwnravenloft.com/forum/index.php?topic=44496.msg807338#msg807338

So for this one the names are partially inspired by a Shangri-La Frontier weapon translation and properties, with the description coming off the ending and epilogue (if you pursued it further) of the Prince of Persia (2008) game, since it's a kind of bitter sweet "damned if you do or don't" story at the end I felt that fit the Ravenloft theme.

Mechanically, I wanted something that would work well as a pair, with them being individually useful on their own, and I also wanted to use the longer bladed model of scimitars while also offering a vampiric regeneration version of the weapon since there's already katana's, greatswords, longswords, shortswords, daggers and a bastard sword but not any scimitars I'm aware of that have this property yet, and I felt this fit pretty well thematically.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on January 13, 2024, 06:16:29 PM
-Item name: Waxing Crescent
[...]

It's only a personal opinion, but I would rather that we avoid the addition of anything that boost saving throws further. The last recrafting rebalance was an attempt to bring them down. Fear saves especially do not need any boost, there are plenty of options available for that one.

-Item name: Waning Crescent
[...]

That would be a very powerful blade, a GMW buff, a varnish and you're set for glory. A simple courage potion will entirely negate its downside. I do not believe this one should be added at all.
Title: Re: Item Request Discussion Thread v2
Post by: zDark Shadowz on January 13, 2024, 07:11:55 PM
What would you consider adjusting them down to? I'm kind of hung up on having a matching pair of blades that work well when put together and on their own, and a vampiric weapon option for a scimitar. The argument against also would apply to pretty much all existing vampiric weapons of the other various options available, which is why I thought it'd be okay. If not fear saving throws for the first sword, it could just be a blade with a simple skill bonus toward something else, but that'd make it quite similar to many existing options. I'd consider Parry since parrying blows was a main feature of the combat style of the game it's coming from.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on January 13, 2024, 10:53:42 PM
I would not consider it at all to be honest. Vampiric regeneration should be reserved for the vilest of items and be in very, nearly unique, limited number. The more we add, the more we cheapen this ability. Skill point blots and high saving throws are such an issue nowadays that I cannot justify adding a single more item with those either, but I would do so for a good item that brings some extra Ravenloft lore and flavor to the module.

We have so much items already in the treasuries that most anything we add is just a variation of something existing already. it is more on the side of flavor items for unused classes that we should look for, but even that is difficult to because of UMD users.
Title: Re: Item Request Discussion Thread v2
Post by: EO on January 14, 2024, 10:22:11 AM
With the implementation of Healer, we'll need healer gear (spell slots minimally to match other classes' gear, and other flavorful items).
Title: Re: Item Request Discussion Thread v2
Post by: Merwan Savak on January 14, 2024, 03:15:45 PM
I mean there is vampire regeneration kukri,greatsword,bastard sword,longsword,gloves,shortsword,dagger,mace... is it even rare to begin with? I think it's past the point where it's either unique or in a limited number. I don't see a reason for not adding a scimitar with the same properties.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on January 14, 2024, 03:44:44 PM
I mean there is vampire regeneration kukri,greatsword,bastard sword,longsword,gloves,shortsword,dagger,mace... is it even rare to begin with? I think it's past the point where it's either unique or in a limited number. I don't see a reason for not adding a scimitar with the same properties.

Yeah, well... I do not control what other devs add, but that does not mean it should exist for each and every options. It's good to force choices to be made too.
Title: Re: Item Request Discussion Thread v2
Post by: N0D on January 14, 2024, 04:01:11 PM
With the implementation of Healer, we'll need healer gear (spell slots minimally to match other classes' gear, and other flavorful items).

Quote
The Finger of the Good Muhari
Necklace
+5 to Healing Skill and/or Feat: Healer's Touch (Healing Hands before the change) (http://Feat: Healer's Touch (Healing Hands before the change))
-2 to Reflex rolls
Only healers

Tales speak about how once upon a time a certain noble merchant wandered through the desert of the Har'Akir, after being assaulted by bandits. While he was left alive, he was beaten, he had been stripped off his clothes, his goods and his water, alone to die under the relentless sun.
While wandering, he found persons along the road.

One of them was another merchant, who saw him as competition and ignored him.
Another one was a slaver, who saw him as too weak and about to die, and didn't saw benefit on taking him.
Finally, a last man from Muhar stopped, took the assaulted man with him and carried him, healed him and took him back to his home.

The same tales speak about how said noble merchant rewarded the man covering him by riches.
Another version of the tales say that his reward was to have the Muhari man cut in pieces, to keep each of them as a keepsake of good luck and fortune.
No one knows which version is the correct one, yet here's a mummified finger hanging from a braided chain, with inscriptions found in Hara'Kir writing. When held the sensation of other hands over one's own hands providing guidance, helping to tend to wounds easier, yet the odd sensation of being driven by such tender touch them would be distracting enough for the wielder.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on January 16, 2024, 01:14:18 PM
Healer's already have bad reflex rolls, balance wise it is to Will that the penalty would make more sense.
I advise against granting feats on any items.
Title: Re: Item Request Discussion Thread v2
Post by: Dardonas on January 16, 2024, 06:31:51 PM
Mender's Attire (Leather Armor)

The term mender is a nickname given to healers operating on the field of battle in the various military units of the Core and beyond. While healers would often wear an apron or lab coat to protect them from blood and grime, the mender does not always have such luxury and favors practical and light armors that won't impede their movements amid battle, carrying the tools of their trades in a small bag. This particular armor is enchanted to assist its wearer in its duties.

AC Bonus +1
Bonus Spell Slot of Level: Healer Level 0
Bonus Spell Slot of Level: Healer Level 1
Damage Resistance: Negative Energy Resist 2 / -
Material Cloth
Material Leather
Use Limitation: Class: Healer

Value 6389 GP


Cunning Folk's Apron (Clothings)

The Cunning Folk, or wise one, is a dedicated healer tending to the needs of remote and rural communities. Knowledgeable in the arts of medicinal herbs and folk magic, they are sought after by members of secluded communities to cure ailments and provide advice on everyday problems. They favor practical and sturdy clothes that won't impede them while tending to their patients, will protect them from blood and grime, and can be easily changed. Often, this will include an apron or lab coat with plenty of pockets to help them carry the instruments of their trade: hooks, tweezers, pincers, serrefines, bandages, and tinctures. This particular apron is enchanted to assist its wearer in its duties.

Bonus Spell Slot of Level: Healer Level 2
Bonus Spell Slot of Level: Healer Level 3
Material Cloth
Skill Bonus: Heal +1
Use Limitation: Class: Healer

Value 6251 gp


Enchanted Graduation Ring

This silver ring of intricate design is etched with herbal leaf patterns. It is reminiscent of the rings given to all graduates from University of Port-a-Lucine's faculty of medicine. This particular ring is enchanted to assist its wearer in its duties.

Bonus Spell Slot of Level: Healer Level 2
Material Silver
Skill Bonus: Heal +2
Skill Bonus: Lore +2
Use Limitation: Class: Healer

Value 4692 gp


Blessed Lamordian Stethoscope

Lamordian physicians use these devices to listen to the internal sounds of a human or animal body such as heart beats, breathing in the lungs, blood flowing through veins, or the sounds of digestion in the gut. This particular stethoscope is an oddity if there ever was one. The Lamordians are not known for being pious nor to have any faith in magic whatsoever. If there ever were any gods, they created the world then departed. Yet, this stethoscope pulses with divine magic. How this came to be is anyone's guess.

Bonus Spell Slot of Level: Healer Level 3
Damage Vulnerability: Sonic 100% Damage Vulnerability
Material Brass
Skill Bonus: Heal +3
Skill Bonus: Listen +3
Use Limitation: Class: Healer

Value 6808 GP


Apothecary's Belt

The apothecary is a healer specializing in preparing and selling medicines and drugs. This belt of simple design contains numerous pouches into which a healer can conveniently transport the herbal medicines and other reagents used in its trade. This allows a healer to be a bit more efficient in its work.

Bonus Spell Slot of Level: Healer Level 4
Material Leather
Skill Bonus: Heal +3
Use Limitation: Class: Healer

Value 6891 gp

Good suggestions, MAB.

I think the Enchanted Graduation Ring has a good value and it is fine where it is, but I think the other items are valued too high. By the time you are doing content that drops items of 6k or higher, I think those low level spell slots aren't as valuable as healer gets 6 spells per day of all of those suggested spell slots.  They'd need some tweaks or just amount to loot table bloat since they're valued so high and offer little to the class. I don't think there's much danger in being a little liberal with spell slots healer gear since it is a support class.

My suggestions:

The Mender's Attire could be cheaper by dropping the AC modifier and the negative resistance, since at some point it'll be outclassed by crafted gear.

I might suggest the Cunning Folk Apron grant a 5-7th level spell slot, leaning towards a 5th.

The Blessed Lamordian Stethescope could grant a 4th level slot instead of the level 3, and maybe have some reduced saving throws vs. sound to compensate.
Title: Re: Item Request Discussion Thread v2
Post by: bunnie on January 16, 2024, 07:24:40 PM
Apothecary's Belt

The apothecary is a healer specializing in preparing and selling medicines and drugs. This belt of simple design contains numerous pouches into which a healer can conveniently transport the herbal medicines and other reagents used in its trade. This allows a healer to be a bit more efficient in its work.

Bonus Spell Slot of Level: Healer Level 4
Material Leather
Skill Bonus: Heal +3
Use Limitation: Class: Healer

Value 6891 gp

i dont really understand the need to restrict this specific item to healer only
we have other items that grant spell slots (greater amulet of thoth, for example) without a class restriction, so i am curious as to why this needs to be 'healer only' considering there are plenty of non-healer class apothecaries and physicians? i understand a restriction for some of the more lore oriented and blessed items, but not for this one in specific
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on January 16, 2024, 07:35:43 PM
Good suggestions, MAB.

I think the Enchanted Graduation Ring has a good value and it is fine where it is, but I think the other items are valued too high. By the time you are doing content that drops items of 6k or higher, I think those low level spell slots aren't as valuable as healer gets 6 spells per day of all of those suggested spell slots.  They'd need some tweaks or just amount to loot table bloat since they're valued so high and offer little to the class. I don't think there's much danger in being a little liberal with spell slots healer gear since it is a support class.

My suggestions:

The Mender's Attire could be cheaper by dropping the AC modifier and the negative resistance, since at some point it'll be outclassed by crafted gear.

I might suggest the Cunning Folk Apron grant a 5-7th level spell slot, leaning towards a 5th.

The Blessed Lamordian Stethescope could grant a 4th level slot instead of the level 3, and maybe have some reduced saving throws vs. sound to compensate.

As you know values are not arbitrarily assigned. But I have no intention to add more penalties on those, nor to remove properties to lower these values. I'm not overly worried about their potential rarity. They will drop often enough anyway. Those will not be in the rare items treasury. I can assure you even low level characters venture in dungeons where 6k worth loot can drop, nor is it an obligation that they be found by them. The worse that can happen is that the higher level characters finding them will sell them back.

It's a non-issue for the apron for the reasons stated above, but also from the fact that even a level 2 characters may acquire high-end crafted items. The spell slots remain features no crafted armor can ever have.

Regardless of the precedent, I do not agree with the addition of items with bonus spell slots of level 5 or above. Spellcasters are eminently powerful by default, they do not need more spell slots of their higher tier spells on top of that. If another dev wants to create such an item so be it, they will get no opposition from me, but I won't be the one doing it.

It was my original intention to have the blessed sthetoscope to be a 4th level slot item, but that would push the value too far. Also, search as you will (and note that I'd be happy to be proven wrong for I've been searching for such exception for a long time) but you will not find any effect in the entirety of D&D 3.5 that calls for a saving throw vs Sonic. That is why arandur bonuses were changed to sonic DR in my last rebalance. But a 3rd level slot is nothing to scoff at either. i'm please with the result. I should probably add a line in the description that Lamordian physicians complain these blessed ones are less effective than the proper non magical ones (those are Listen +4).
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on January 16, 2024, 07:49:28 PM
i dont really understand the need to restrict this specific item to healer only
we have other items that grant spell slots (greater amulet of thoth, for example) without a class restriction, so i am curious as to why this needs to be 'healer only' considering there are plenty of non-healer class apothecaries and physicians? i understand a restriction for some of the more lore oriented and blessed items, but not for this one in specific

It does not especially needs to be restricted to healers I suppose, but most spell slot items are and we do want some items exclusive to them. It is a moot point anyway with the healing belt's being a rather common drop.
Title: Re: Item Request Discussion Thread v2
Post by: Vantes- on January 16, 2024, 07:52:13 PM
i dont really understand the need to restrict this specific item to healer only
we have other items that grant spell slots (greater amulet of thoth, for example) without a class restriction, so i am curious as to why this needs to be 'healer only' considering there are plenty of non-healer class apothecaries and physicians? i understand a restriction for some of the more lore oriented and blessed items, but not for this one in specific

It does not especially needs to be restricted to healers I suppose, but most spell slot items are and we do want some items exclusive to them. It is a moot point anyway with the healing belt's being a rather common drop.

I think it would be nice to remove the healer restriction from the items personally. There's a number of people who have put significant roleplay into physical, non-magic healing, who would love to have items like this.
Title: Re: Item Request Discussion Thread v2
Post by: bloodless on January 16, 2024, 07:54:35 PM
A magical item like the blessed stethoscope makes sense to be class restricted, a mundane item like an apothecary's belt, less so.
Title: Re: Item Request Discussion Thread v2
Post by: zDark Shadowz on January 16, 2024, 07:54:50 PM

Also, search as you will (and note that I'd be happy to be proven wrong for I've been searching for such exception for a long time) but you will not find any effect in the entirety of D&D 3.5 that calls for a saving throw vs Sonic.

Aren't Sound Lance and Great Thunderclap Evocation [Sonic], or is the sonic descriptor in the wrong place for it to be applied?

I also agree the healing skill items don't need to be Healer restricted necessarily. It'd promote them being kept rather than vendor trashed (and spellslot items do get vendor trashed, I was literally looking at 1 of each sorc/wiz/voodan/hexblade amulets of lv 1/2 and lv 5 just sitting in Djordji's yesterday.)

An alignment restriction might be tamer, matching the Healer's ideals while incurring a higher UMD requirement.
Title: Re: Item Request Discussion Thread v2
Post by: Limine on January 16, 2024, 07:56:08 PM
Yeah, I think the mundane healers items should be available generally. There's no power creep issue, they'll be using them as RP items!

We have to remember there are people roleplaying healers that are not going to get to re-class as healers and may want to use some of these healer items.

I think Healer spell slot items should be completely specific to the class. General useful/thematic items should be open to anyone. We don't lock all the mouse gear to rogues.
Title: Re: Item Request Discussion Thread v2
Post by: Dardonas on January 16, 2024, 07:57:25 PM
https://nwnravenloft.fandom.com/wiki/Sound_Lance
https://nwnravenloft.fandom.com/wiki/Sound_Burst
https://nwnravenloft.fandom.com/wiki/Shockwave
https://nwnravenloft.fandom.com/wiki/Orb_of_Sound

These all have the sonic descriptor.

As well as sonic traps which exist in the module.

I don't mean to create an argument, but why post item suggestions as a dev if you think they are good as is and aren't taking feedback? I thought devs could just add items internally among themselves as they pleased without needing our opinion.

Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on January 16, 2024, 08:33:49 PM
[...] Aren't Sound Lance and Great Thunderclap Evocation [Sonic], or is the sonic descriptor in the wrong place for it to be applied? [...]

Correct, but I cannot find any rule anywhere stating that a ST vs Sonic would impact the Fortitude check on these spells.
Title: Re: Item Request Discussion Thread v2
Post by: zDark Shadowz on January 16, 2024, 08:39:17 PM
Name: Dr. Mordenheim's Manuscript of Experimental Surgeries
Item Type: Holdable book/fashion accessory

https://www.nwnravenloft.com/forum/index.php?topic=44496.msg808875#msg808875

I think this is a cool item and pseudo equivalent to a master warmage staff.

There's perhaps a bit of a discrepancy between a good alignment required class magical healing slot attached to a rather dark and more scientific? surgical research book but otherwise looks cool.
Title: Re: Item Request Discussion Thread v2
Post by: Ryujin on February 14, 2024, 06:12:54 PM
Item Name: Scepter of Eldritch Might
Item Type: Mace
Unidentified Description of the item: This beautiful scepter appears to be made of silvery platinum and crowned with a large ruby. The craftsman ship is exquisite but there is something about it's nature that suggests there is more to this scepter of quality...
Identified Description of the item: This scepter although a truly beautiful example of craftsmanship is in fact a vile and wicked artifact created by greedy misers whose avarice has driven them towards revealing their true nature.

These scepters are usually found in the hands of Warlocks who claim 'The Serpent' as their master. Surrounded by gold coins, trinkets, and baubles.

It hums and crackles with eldritch power empowering those who wield such wicked magic.

Though no exchange for power is ever truly for free. The cursed nature of this object reveals the true nature of it's owner making it harder for them to disguise themselves or convince others of their lies.
Statistics:
Bonus Feat: Greater Weapon Focus (ranged spell)
Decreased Attack Modifier -5
Decreased Skill Modifier: Disguise -10
Decreased Skill Modifier: Influence -10
Material Gem, Ruby
Material Platinum
No Combat Damage
Quality Masterwork
Skill Bonus: Spellcraft +3
Spell Resistance 12
Use Limitation: Alignment Group: Evil
Use Limitation: Class: Warlock
Visual Effect: ... Shock, Purple

Appearance:

(https://i.gyazo.com/d5eca1fa520c88511d20be2dc7fc6f5e.png)

Cost: In toolset it will only show the item up as Cost 0 and a lot of consideration has to be taken into account that the item is not intended at all to be a weapon in a melee sense; however this should be considered an ultra rare item and cost around 6.5K or more.


... Just to offer a thought, but this item would result into just having -5 attack, and -3 ranged attack overall.
the -5 to attack offered would take presedence over the feat, and the feat would only give +2.

Just holding the item seems like crippling your character in it's entirity.
Title: Re: Item Request Discussion Thread v2
Post by: Regular Ordinary Birdman on February 14, 2024, 07:31:29 PM
... Just to offer a thought, but this item would result into just having -5 attack, and -3 ranged attack overall.
the -5 to attack offered would take presedence over the feat, and the feat would only give +2.

Just holding the item seems like crippling your character in it's entirity.

The -5 to attack only affects the Melee of this weapon as the base item is a melee weapon. It's not intended to be used as a melee weapon however but a decorative scepter. How is it granting a -3 to ranged attacks? The -5 would not affect the spell. Melee Penalties do not apply to ranged/spells.
Title: Re: Item Request Discussion Thread v2
Post by: Ryujin on February 14, 2024, 08:12:26 PM
... Just to offer a thought, but this item would result into just having -5 attack, and -3 ranged attack overall.
the -5 to attack offered would take presedence over the feat, and the feat would only give +2.

Just holding the item seems like crippling your character in it's entirity.

The -5 to attack only affects the Melee of this weapon as the base item is a melee weapon. It's not intended to be used as a melee weapon however but a decorative scepter. How is it granting a -3 to ranged attacks? The -5 would not affect the spell. Melee Penalties do not apply to ranged/spells.

having a -5 to attack would overwrite the +2 buff to ranged attack, i believe. Thus netting a -3 to ranged attack.
Title: Re: Item Request Discussion Thread v2
Post by: Regular Ordinary Birdman on February 14, 2024, 09:18:59 PM
having a -5 to attack would overwrite the +2 buff to ranged attack, i believe. Thus netting a -3 to ranged attack.

Ah no, it's only a -5 to attack with the item itself. Basically the -5 is there because it is decorative and not meant to be swung around. A ready example would be me trying to cast with Two Weapon Fighting.
Spoiler: show

here is my own Warlock wielding just his staff...
(https://i.gyazo.com/e2af387c2c7418d20555d885dfdb4141.png)

here is my own warlock wielding a staff and a dagger. he does not have Two Weapon Fighting, and the dagger is a light weapon. This lowers his AB slightly.
(https://i.gyazo.com/4bca463a542415d395971122202ff38c.png)

here you will see my warlock attack with eldritch blast with just the staff, and then switch to dual wield which incurs an Attack Decrease... however because Eldritch Blast has nothing to do with the held items the AB is unchanged between the two instances. Both attack rolls are made at +14
(https://i.gyazo.com/53ac475fa8d3649c5ca67ed2513cdc86.png)


It's not at all intended to be a melee weapon and I did my best to try and tailor it to just Warlock as it would not be intended for other classes for use.
Title: Re: Item Request Discussion Thread v2
Post by: Ryujin on February 14, 2024, 09:22:49 PM
having a -5 to attack would overwrite the +2 buff to ranged attack, i believe. Thus netting a -3 to ranged attack.

Ah no, it's only a -5 to attack with the item itself. Basically the -5 is there because it is decorative and not meant to be swung around. A ready example would be me trying to cast with Two Weapon Fighting.
Spoiler: show

here is my own Warlock wielding just his staff...
(https://i.gyazo.com/e2af387c2c7418d20555d885dfdb4141.png)

here is my own warlock wielding a staff and a dagger. he does not have Two Weapon Fighting, and the dagger is a light weapon. This lowers his AB slightly.
(https://i.gyazo.com/4bca463a542415d395971122202ff38c.png)

here you will see my warlock attack with eldritch blast with just the staff, and then switch to dual wield which incurs an Attack Decrease... however because Eldritch Blast has nothing to do with the held items the AB is unchanged between the two instances. Both attack rolls are made at +14
(https://i.gyazo.com/53ac475fa8d3649c5ca67ed2513cdc86.png)


It's not at all intended to be a melee weapon and I did my best to try and tailor it to just Warlock as it would not be intended for other classes for use.

as far as i am aware, a -5 to attack would also apply to ranged attacks, dual-wielding is, i believe naturally a -8/-4, thus taken into account?
You can correct me if I'm wrong, or ons of the devs' can.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on February 14, 2024, 10:05:33 PM
I strongly advise against adding any feats to any items, let alone two. As repeated several times, the problem remains that once a feat is on an item there is little reasons to invest in that feat at level ups. Feats should be invested in, not given freely.

Exceptions for underwhelming feats may be considered as they would never be selected at all anyway, but not strong feats, class specific feats, and those with prerequisites. History has proven it was a bad idea to grant feats on items, we now prefer to abstain.

We also try to avoid items that have too many penalties, or penalties that are too high.
Title: Re: Item Request Discussion Thread v2
Post by: Ryujin on February 14, 2024, 10:33:25 PM
I strongly advise against adding any feats to any items, let alone two. As repeated several times, the problem remains that once a feat is on an item there is little reasons to invest in that feat at level ups. Feats should be invested in, not given freely.

Exceptions for underwhelming feats may be considered as they would never be selected at all anyway, but not strong feats, class specific feats, and those with prerequisites. History has proven it was a bad idea to grant feats on items, we now prefer to abstain.

We also try to avoid items that have too many penalties, or penalties that are too high.

Going to just, perhaps, hijack, to take this comment
With the current sentiment, perhaps older "allowed" itemd should be re-evealuated>
Warmage chains for example are currently next to useless after their nerf. While they were perhaps overpowered before, there's now next to no reason to ever take them.
the same would go for other items. Honestly most lootables in the realms of POTM.

I understand the wish to combat power creep, but if new items aren't allowed due to these constraints, there are perhaps several other old items that simply clutter up the loot pool by now.  I would perhaps argue a focus of the team upon the irrelevant items in the pool currently instead of trying to prevent new ones.

There's already different values as to rarity as i understand. Feel free to disagree with me upon this.
Title: Re: Item Request Discussion Thread v2
Post by: Regular Ordinary Birdman on February 14, 2024, 10:45:38 PM
as far as i am aware, a -5 to attack would also apply to ranged attacks, dual-wielding is, i believe naturally a -8/-4, thus taken into account?
You can correct me if I'm wrong, or ons of the devs' can.

So I did a test on a warlock on the test server with an Athasian bone dagger which has -2 Enhancement Bonus more or less the same thing -2 AB. Oddly enough it subtracted which was surprising to me. It doesn't make sense and that's not at all how it works in tabletop D&D.

Then I remembered: the off hand weapon my warlock on the server was carrying was 'The Athame' which has an attack penalty attached to it. So clearly, clearly Enhancement Bonus and Attack Bonus must differ in that regard where a -2EB weapon will reduce all AB by 2 and not just the weapon...

Apparently not. I tried eldritch blasting some crabs. Once with the Athame equipped (and just the Athame) and one without. It reduced the AB, but no AB reduction when Staff was primary hand and dagger was off hand?

His staff does not have any AB modification but decided to try it with a van richten book. no penalty when the -1 Attack dagger was wielded in the offhand.

I for some reason also had a +1AB dagger and decided to see if it would increase AB by wielding a weapon with +1 AB and it did not. It only takes reductions not additions... it sounds like this is a bug with Warlock. Why would the sharpness or lackthereof of a weapon indicate your ability to hit with a spell that has nothing to do with the weapon itself?

TL;DR

What you're describing is a bug, and it can be avoided if you put a weapon with the - AB into the off hand rather than the primary.

Anyway going to move this info over to a bug fix report
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on February 14, 2024, 10:56:49 PM
Ryujin, there is no such thing as useless item. Even just selling them for gold is a valid purpose on its own.

There is a wide margin between a useless and an overpowered item too. The key to a good item is not to make it overly powerful, it needs only to provide a little something that a crafted item can't do, so that when you buff said item with magic it will be different, but comparable to a crafted item in power.

If we add less items than we used to, it's very much because items that were genuinely needed and addressing issues have already been added in our near 20 years of existence. It is harder now to include new items without making them powerful items with over the top penalties to counter balance. Such items however do not improve the module.

It's not my place to void the work of previous devs and decide what should stay or not. I can only control what I add myself. But if you think some specific items are overpowered and need to be rebalanced do list them, indicating why and how they'd need a reblance. The dev them will review if its pertinent to do so.
Title: Re: Item Request Discussion Thread v2
Post by: Ryujin on February 14, 2024, 11:12:20 PM
Ryujin, there is no such thing as useless item. Even just selling them for gold is a valid purpose on its own.


I am not disagreeing. I'm not trying to fight you, honestly.
I do apologize if it came across as needlessly antagonistic.

While i am of the opinion that the loot pool should offer things that would exceed the crafted stuff (Which it does in some cases)

The item that i highlighted prior mainly, in my view, came across as simply a 'nerf' to whomever wielded it.

Though if i were to take an extremely objective MMO view,  i could point out some items which are 'useless' in the grand scheme of things. Though perhaps this is more to a 'rarity' discusson. I'll leave any further comments from now on, as to this. You have my discord if you wish to discuss further, MAB. :)
Title: Re: Item Request Discussion Thread v2
Post by: SardineTheAncestor on February 14, 2024, 11:37:22 PM
Isn't there something cool about a legitimately powerful, unique item, that has weaknesses you can actually exploit, rather than negligible ones? I think of cursed weapons and hexed armour when I think in-genre. Why not let people take those risks for a tradeoff that they deem worth it? The other option is just having insanely rare items that are almost as good as enchanted ones, and the rest of the loot table is like -4 fear saves rapiers that don't do bonus damage after a certain level.
Title: Re: Item Request Discussion Thread v2
Post by: Zyemeth on February 15, 2024, 05:31:04 AM
I strongly advise against adding any feats to any items, let alone two. As repeated several times, the problem remains that once a feat is on an item there is little reasons to invest in that feat at level ups. Feats should be invested in, not given freely.

Exceptions for underwhelming feats may be considered as they would never be selected at all anyway, but not strong feats, class specific feats, and those with prerequisites. History has proven it was a bad idea to grant feats on items, we now prefer to abstain.

We also try to avoid items that have too many penalties, or penalties that are too high.

Going to just, perhaps, hijack, to take this comment
With the current sentiment, perhaps older "allowed" itemd should be re-evealuated>
Warmage chains for example are currently next to useless after their nerf. While they were perhaps overpowered before, there's now next to no reason to ever take them.
the same would go for other items. Honestly most lootables in the realms of POTM.

I understand the wish to combat power creep, but if new items aren't allowed due to these constraints, there are perhaps several other old items that simply clutter up the loot pool by now.  I would perhaps argue a focus of the team upon the irrelevant items in the pool currently instead of trying to prevent new ones.

There's already different values as to rarity as i understand. Feel free to disagree with me upon this.

I have always thought it was strange that the penalties of the mage chains weren't reduced when it's power was lessened. Like maybe 10% vulnerabilities instead of 25% ?
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on February 15, 2024, 05:38:04 AM
I am uninvolved with this particular item, but I suspect it is to keep the value of the item lower so it would drop more often. Anyhow it will be reviewed.

SardineTheAncestor, I am not against powerful items, but it's an issue when they are so good that all members of that class only want that particular item. I am resolutely against items with feats though.
Title: Re: Item Request Discussion Thread v2
Post by: bloodless on February 15, 2024, 06:22:00 AM
If you're poking at the chains, can you also investigate the robes of transcendental thought? Ever since the umd recalculation these two items have virtually ceased to drop, meanwhile the staff of scientific wizardry is still seen now and again.
Title: Re: Item Request Discussion Thread v2
Post by: Bounty on February 18, 2024, 05:46:57 PM
I strongly advise against adding any feats to any items, let alone two. As repeated several times, the problem remains that once a feat is on an item there is little reasons to invest in that feat at level ups. Feats should be invested in, not given freely.

I general i agree, but in the case of precursor feats such as invocation focus i think it would be fine.
A character invested into saving throw invocations will get invocation focus AND greater invocation focus.
An item with the lesser version of the feat would only act as a crutch for people who want to dabble (same as a apprentice evoker staff for example)
and a specialized character who invested into the feats still has the advantage.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on February 18, 2024, 06:06:52 PM
The crutch is the problem. Choices and consequences are important. The more feats on items, the more they get ignored at level ups because the crutch is often good enough to get by. To dabble one should pick the feat not get it free whenever they want it.
Title: Re: Item Request Discussion Thread v2
Post by: Lady_luck on February 19, 2024, 05:06:23 AM
More voodan only gear plz. Can be slots, stats, feats or bonuses. A ring that provides different types of turn spirit types (undead, animal, etc.)
Title: Re: Item Request Discussion Thread v2
Post by: Bounty on February 19, 2024, 06:32:37 AM
The crutch is the problem. Choices and consequences are important. The more feats on items, the more they get ignored at level ups because the crutch is often good enough to get by. To dabble one should pick the feat not get it free whenever they want it.

I don't think that holds true as a general rule, it heavily depends on what feats and how they are implemented.

In the case of saving throw DCs, there is not really a just good enough scenario. The more you invest, the better your spells are.
Take the apprentice staffs for example, they are widely available as common drops and even purchaseable from vendors.
Yet most wizards and sorcerer will pick up spell focus + greater spell focus for three schools of magic they want to specialize in,
because just spell focus (and often even greater spell focus due to the bloated saves, but that is another topic entirely) does not cut it.
This holds even more true to warlock due to their inherently lower spell level and thus DCs.
If you want to use them at least somewhat reliably, you have to heavily invest into charisma and take invocation focus and greater invocation focus.

Another factor is item rarity. Take the monks training cowl for example, it has a negligible downside of slightly lowering your spot
and gives one of the most important feats for any character that wants to do combat, blind-fight.
But due to its rarity, people tend to not build around. Who knows when and if you even gonna get your hands on one, so everyone just takes the feat.

Also a big point is, what other gear is available for the slot and is it worth skimping out on the feat.
Another example here: the hexbands a very common drop for the hexblade.
It grants the most important feat to increase your curse DC (curse focus 2-6 increased DC depending on your hexblade level) at no downside.
I know not a single hexblade who uses curses and does not pick up the feat.
If you look at what other options are available, for example enchanted steel plated ancient dire rhino gloves (+1 uni save, +4 discipline, +4 parry, +3 antagonize)
That is a lot more value then you can get out of a single feat.


A bad offender against all these metrics and where i would agree with you is for example moonfriend.
It grants a feat that every class with turn undead wants (extra turning),
at no downside,
in a slot with not to many high value options (ring)
is very common and cheap.


In contrast,
granting invocation focus ( a mildly useful feat for a warlock that does not specialize in DCs in the first place),
with a downside,
in a slot where there are other great options,
being somewhat rare.

Now that really would not be a big deal.
(FYI i do not support suggestions of the OP, giving invocation focus AND spell pen on one item, is way over the top.
Greater spell pen/invocation focus should be reserved for characters to invested at level ups)


Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on February 19, 2024, 06:45:25 AM
No I disagree, when you give Invocation focus free, you lessen the worth of the investment and diminish the competitive edge of those that bought it on level ups. We usually do not put class specific feats or features on items for that reason.

The only feats on items that should be considered are those addressing an issue (like the apron allowing all classes to craft), or minor general feats that are usually ignored no matter what.
Title: Re: Item Request Discussion Thread v2
Post by: DoctorLuxo on February 19, 2024, 10:04:44 AM
I'm curious too about how the robes and the chains with automatic quickened spell 1 became so elusive (I've seen iron martyrs, dragon scales, ecc drop but never ever the chains and the robes). They are a great qol items but they are certainly not very powerful. The edge scenario would be a warlock using them but even then you're still looking at a qol thing.
Title: Re: Item Request Discussion Thread v2
Post by: Skelni on February 19, 2024, 10:36:50 AM
I'm curious too about how the robes and the chains with automatic quickened spell 1 became so elusive (I've seen iron martyrs, dragon scales, ecc drop but never ever the chains and the robes). They are a great qol items but they are certainly not very powerful. The edge scenario would be a warlock using them but even then you're still looking at a qol thing.

Ever since the UMD/Price increase I have not seen either of these items drop at all, nor anyone save one even selling them. I would think they got knocked off the loot table entirely as they must go above the max value allowed now.
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on February 19, 2024, 11:23:17 AM
This is a reminder to all that this thread is only to discuss the items that were submitted in the Item Request thread (https://www.nwnravenloft.com/forum/index.php?topic=44496.0). For anything else please open a different thread.

That being said these items are still in the tables, but it is likely that their value makes them nearly impossible to drop. It is on our to do list to review and adjust these items so that they may drop again, though this will invariably involve a nerf of said items to bring them down below the 8k value threshold.
Title: Re: Item Request Discussion Thread v2
Post by: Philos on February 19, 2024, 04:00:36 PM
Guys,

Feel free to create interesting and flavorful items for the vault. This includes both items that have feats and other unique properties as well as items with a more straight forward bonus. Whether or not an item gets added ultimately depends on sparking developer interest. Sure, we'll often tune suggestions from players, but the base idea has to fill a niche not yet satisfied. Play around in the tool set and see what you can come up with!

While you're doing that, consider how the item will be used and place novel draw backs on the item as need. Items that have massive skill bonus decreased on skills unlikely to be used isn't really a great way to go about balancing an item. Try to find ways to place meaningful drawbacks that could actually cause someone to fail a check that matters someday. Balance that with making the item attractive enough so that players will consider the risk to be worth it.
Title: Re: Item Request Discussion Thread v2
Post by: Stormy on February 27, 2024, 05:26:11 PM
https://www.nwnravenloft.com/forum/index.php?topic=44496.msg813862#msg813862

Gang, I require assistance in balancing these. I want them to be thematic to the domain they're related to, one for each primary shaman domain.

Edit: also better descriptions lol
Title: Re: Item Request Discussion Thread v2
Post by: remnar on February 27, 2024, 05:39:08 PM
https://www.nwnravenloft.com/forum/index.php?topic=44496.msg813862#msg813862

Gang, I require assistance in balancing these. I want them to be thematic to the domain they're related to, one for each primary shaman domain.

Edit: also better descriptions lol

you'll need to use the toolset to make them.  what can and cannot be put on items and how much they cost
and youll have to make sure you use the haks and such right or else it wont be correct, since POTM adjusts item property values by quite a lot some times
especially when it comes to items with casts of spells on them
Title: Re: Item Request Discussion Thread v2
Post by: MAB77 on February 27, 2024, 07:30:32 PM
Indeed you should always create your items through the toolset and check what is possible before submitting them in. When you create the items in the toolset it will tell you the value of said item. This will help you evaluate if it has a chance to drop or not. It has to be lower than 8k to have a chance to drop.

That said, all your items can be created as far as I can tell. However...

Drop the feats on all your items. I cannot stress enough how bad it is to grant feats on items. Once such items hits the module, it kills any reason to ever invest in that feat to begin with. It does not matter that it be a strong or weak feat. If it is a strong one you just gave it for free to a wide number of players, at the very least all players with UMD. Even if you endeavour to keep it near the 8k limit, it's only a matter of time before it becomes reliably available. And if it's a weak feat, you entirely invalidate the marginal element that made special and different the characters of players picking a feat for its thematic and roleplay value. If they invest to pick such feat so should you. Yes I know we have plenty of items with feats in already, its no reason to add more.

An item summoning 10 elementals seems a tad excessive. I'd go with 1 to 3 summons at most. I also believe we already have items summoning such elementals, but these elementals are rather weak too IIRC. Still they would be sufficient to clear lower level dungeons effortlessly. Probably best avoided.

Wraps of the Healing Shaman.
A -6 penalty to a skill the shamans do not have as a class skill and that they do not use ever is no penalty at all. It should be on something meaningful like concentration instead.
We also try to avoid needlessly high penalties on items, dropping the feat will allow you to reduce it though.

Hands of the Reaping Shaman.
As per the given instructions penalties to ability scores should be avoided. A Fortitude ST malus would be better.

Gloves of the Grave shaman
Same comment regarding the antagonize skill penalty, but you'll likely not need it at all by dropping the feat anyway.

Gauntlets of the Necromancer shaman
You set it to 20 charges, but haven't indicated how many charges per use, nor the spell level at which they would be cast .
As it stands your item could be worth more than 168754 GP or as little as 2500 gp, neither of which would do.

Visor of the Sun Shaman
Except vs instant death, no items should provide blanket immunities.

Trophy of the Beast Shaman
Just no. These feets should be invested in, not granted for free. IIRC there already are belts providing that kind of SR too.
Title: Re: Item Request Discussion Thread v2
Post by: Cassius on February 28, 2024, 12:50:59 PM
Guys,

Feel free to create interesting and flavorful items for the vault. This includes both items that have feats and other unique properties as well as items with a more straight forward bonus. Whether or not an item gets added ultimately depends on sparking developer interest. Sure, we'll often tune suggestions from players, but the base idea has to fill a niche not yet satisfied. Play around in the tool set and see what you can come up with!

While you're doing that, consider how the item will be used and place novel draw backs on the item as need. Items that have massive skill bonus decreased on skills unlikely to be used isn't really a great way to go about balancing an item. Try to find ways to place meaningful drawbacks that could actually cause someone to fail a check that matters someday. Balance that with making the item attractive enough so that players will consider the risk to be worth it.
Title: Re: Item Request Discussion Thread v2
Post by: Spazzer on March 07, 2024, 10:24:41 PM
https://www.nwnravenloft.com/forum/index.php?topic=44496.msg814807#msg814807

Alot of people use Greatswords and very few use Axes/Flails. I've barely seen any good In Game items for greataxes either, so.
Title: Re: Item Request Discussion Thread v2
Post by: Regular Ordinary Birdman on March 07, 2024, 11:29:11 PM
https://www.nwnravenloft.com/forum/index.php?topic=44496.msg814807#msg814807

Alot of people use Greatswords and very few use Axes/Flails. I've barely seen any good In Game items for greataxes either, so.

The best weapon in the game is a greataxe.
Title: Re: Item Request Discussion Thread v2
Post by: Spazzer on March 08, 2024, 12:29:12 AM
https://www.nwnravenloft.com/forum/index.php?topic=44496.msg814807#msg814807

Alot of people use Greatswords and very few use Axes/Flails. I've barely seen any good In Game items for greataxes either, so.

The best weapon in the game is a greataxe.

I'll go out on a limb and guess you are talking about Fate of Traitors. People barely if ever use that in PvE because damage rules and many enemies have high will. It is also not that very useful in PvP in higher levels. I also see it vendored often.