Item request thread: http://www.nwnravenloft.com/forum/index.php?topic=44496.0
Hey everyone... got an opinion on (a) requested item(s)? Bring it here to discuss...
For the item suggestion thread, can the newer suggestions be moved to the new thread? The last page or so?
About the ring of oath, both clerics and paladins already have items granting bonus spells slots. I doubt we need more of those. But let say we do add them, what offsetting penalties do you propose?
Item Name: Cameo of Glamour
Statistics:
Cast Spell : Charm Person (10) [5 Charges/Uses] 50 charges
Skill Bonus: Perform [+2]
Decreased Skill Modifier : Spot [-2]
Material [Bone]
Material [Leather]
Material [Wood, Hemlock]
Total Item Cost: 251
Item Name: Lightless Halberd
Statistics:
Damage Bonus: Negative Energy [1d4 Damage]
Enhancement Bonus vs. Racial Group: Shapechanger [+2]
Massive Criticals [2d4 Damage]
Decreased AC : AC Dodge Modifier [-1]
Decreased Skill Modifier: Parry [-5]
Decreased Skill Modifier: Tumble [-5]
Material [Steel]
Material [Wood, Hickory]
Total Item Cost: 1390
Item Name: Waraji of the Lost Hero
Statistics:
Cast Spell : Bear's Endurance (3) [5 Charges/Use] 25 charges
Decreased Skill Modifier : Move Silently [-4]
Material [Cord]
Material [Bark]
Total Item Cost: 564
Item Name: Dementlieuse Boarding Axe
Statistics:
Enhancement Bonus vs. Racial Group : Constructs [+1]
Extra Melee Damage Type : Bludgeoning
Massive Criticals: [1d6 Damage]
Decreased AC : AC Deflection Modifier [-1]
Decreased Skill Modifier : Discipline [-2]
Weight Increase [Amount: 10 lbs.]
Material [Iron]
Material [Wood, Teak]
Total Item Cost: 1584
Item Name: Vos Boyarsky Bear Spear
Statistics:
Enhancement Bonus vs. Racial Group : Animal [+1]
Enhancement Bonus vs. Racial Group : Beast [+1]
Decreased Skill Modifier : Tumble [-3]
Material [Iron]
Material [Wood, Ash]
Total Item Cost: 632
Item Name: Ring of Agony
Statistics:
Damage Resistance : Sonic [Resist 5 / - ]
Increased Saving Throw Bonus : Specific Will [+1]
Skill Bonus : Antagonize [+3]
Decreased Saving Throws : Specific : Fortitude [-2]
Decreased Skill Modifier : Disable Trap [-5]
Decreased Skill Modifier : Open Lock [-5]
Material [Chitin]
Total Item Cost:1487
About the ring of oath, both clerics and paladins already have items granting bonus spells slots. I doubt we need more of those. But let say we do add them, what offsetting penalties do you propose?
There is one item for Paladins, last I have heard and seen. This ring could be just for paladins, instead. Not the original poster but those are my two cents.
Actually they have to be level 4. They don't get any spellcasting abilities till then, I believe, spell slots or no. I think. Hrm. Suddenly I have a doubt.
Personally I'd like to see a level 3 or stretching it even to a 4 spell slot item for paladins, but that's pure greed - but also I admit a bit of end game loot. There's some room for some of that sort of thing I think, but it'd have to be nearly impossibly rare for it to make it in at all.
Actually they have to be level 4. They don't get any spellcasting abilities till then, I believe, spell slots or no. I think. Hrm. Suddenly I have a doubt.
Personally I'd like to see a level 3 or stretching it even to a 4 spell slot item for paladins, but that's pure greed - but also I admit a bit of end game loot. There's some room for some of that sort of thing I think, but it'd have to be nearly impossibly rare for it to make it in at all.
Yeah, level 1 or 2 spells aren't that great. The best spells are holy sword, shackle, restoration, and prayer. The only good multi-use of the 1 and 2 spells is clarity.
Actually they have to be level 4. They don't get any spellcasting abilities till then, I believe, spell slots or no. I think. Hrm. Suddenly I have a doubt.
Personally I'd like to see a level 3 or stretching it even to a 4 spell slot item for paladins, but that's pure greed - but also I admit a bit of end game loot. There's some room for some of that sort of thing I think, but it'd have to be nearly impossibly rare for it to make it in at all.
Yeah, level 1 or 2 spells aren't that great. The best spells are holy sword, shackle, restoration, and prayer. The only good multi-use of the 1 and 2 spells is clarity.
I disagree. In all time, in any D&D iterations, 1st level spells have always proved tremendously powerful considering their spell level. And just in NWN Bless, Bless weapon, Deafening clang, Divine Favor, Magic weapon, Protection from Evil. These 1st level Paladin spells make a world of difference on our server.
And Nem, yes, a 2nd level paladin wearing an item granting a bonus spell slot, would be able to memorize and cast the spell, regardless of the slot level.
Ah sorry, didn't know any rings existed for paladin slots, only know of one item like that which are the bracers. I am aware of the cleric rings but those are higher level slots so figured a weaker ring that maybe is more accessible to lower level clerics would work. (i don't know all the loot spawns and such, so sorry if i wasn't aware of some of these things, good to know though!)
And Nem, yes, a 2nd level paladin wearing an item granting a bonus spell slot, would be able to memorize and cast the spell, regardless of the slot level.
This is false. You need to be at least level 4.
Item Name: Cape of the Matador
Item Type: Cloak
Description: Passed down from dualist to entertainer and back again, these capes have served as a meager means of protection for a varity of fighting spectacles. A flick of the wrist and a trick of the eye, wearers of these capes are reknowned for their ability to dance and dodge their way around oppents- Though should their foes aim be true, it will surely mean their end.
The cape itself is crimson red and flows freely around its wearer. Closer inspection reveals several small punctures with dark brown stains surrounding them- perhaps revealing its previous owners demise.
Statistics:
+2 Parry
+2 Antagonize
+2 Deflection AC
25% Damage Vulnerability: Piercing
Item Name: Cape of the Matador
Item Type: Cloak
Description: Passed down from dualist to entertainer and back again, these capes have served as a meager means of protection for a varity of fighting spectacles. A flick of the wrist and a trick of the eye, wearers of these capes are reknowned for their ability to dance and dodge their way around oppents- Though should their foes aim be true, it will surely mean their end.
The cape itself is crimson red and flows freely around its wearer. Closer inspection reveals several small punctures with dark brown stains surrounding them- perhaps revealing its previous owners demise.
Statistics:
+2 Parry
+2 Antagonize
+2 Deflection AC
25% Damage Vulnerability: Piercing
You propose a very powerful item here, I suggest you tone it down and add more vulnerabilities. As is, I don't see any good reason to add it to the module. Also please always include the item cost given to you by the toolset as per the instructions to submit an item. It helps us assess the likelihood of the item dropping in loots.
Dumas, I like your ceinture du révolutionaire's idea. Fits perfectly with the server lore.
How about they would also "auto-hostile" a wearer to the gendarme's faction given what it represents?
I'd like to suggest changing one of the expendable items that grants 'Keen' to 'Weapon of Impact'.
We currently have the Enchanted Whetstone (5 uses), Mustard of Success (3 uses), and the Oil of Sharpness (1 use).
Maybe the mustard, with a slight change to the description. What do you think?
Not sure if its done here but can I request citizenship for Dementlieu as a foriegner? I remembering reading about Dementliwu in forums and one could request to be a citizen and also request paperwork for servants. My character Adrian Dundragon has been living there and working in the biblioteque for three montha but I havent found a request area or in game place for such.
Also if this is an item of citizenship how does one get papers for thier servants? Reading the laws if one has swrvants they would need papers as well especially if thwy were caliban. How do I go by that?
(( Having seen a somewhat lack in proper druid gear, I'll be posting a few in the coming days. Hope they're up to snuff! ))
Item Name: Bullthorn's Vine
Item Type: Ring
Description: The Elder Treant Bullthorn occasionally uses broken parts of himself to craft items for worthy druids who seek him out in the Vale of Shadows. This particular piece is an eternally strong & sturdy vine, pieces of thorned bark still stuck to its exterior, tied together in a ring-like shape. Those who wield it feel a greater connection to the Woods....But this power comes at a price: the wielder will partly share the Wood's Weaknesses as well...
Statistics: Bonus Spell Slot Druid [Level 3], Bonus Spell Slot Druid [Level 4], Damage Vulnerability Fire [10%], Damage Vulnerability Slashing [10%], Class restriction [Druid]
Item Cost : 5193
Item Name: Bullthorn's Hands
Item Type: Gauntlets
Description: The Elder Treant Bullthorn occasionally uses broken parts of himself to craft items for worthy druids who seek him out in the Vale of Shadows. These gloves were once the trusty appendages of the mighty wooden titan. Tiny spikes litter the woodlike surface, the tips eternally oozing a remnant of the treant's poisonous defenses. While powerful and well-crafted, they are a bit unwieldy for humanoid hands...Not to mention made of magicked wood!
Statistics: Damage Bonus Acid [1d6], Damage Bonus Piercing [2], Extra Melee Damage Type [Piercing], Decreased Attack Modifier [-1], Damage Vulnerability Fire [5%], Alignment Group Restriction [Neutral]
Item Cost : 5842
(( Having seen a somewhat lack in proper druid gear, I'll be posting a few in the coming days. Hope they're up to snuff! ))
Item Name: Bullthorn's Vine
Item Type: Ring
Description: The Elder Treant Bullthorn occasionally uses broken parts of himself to craft items for worthy druids who seek him out in the Vale of Shadows. This particular piece is an eternally strong & sturdy vine, pieces of thorned bark still stuck to its exterior, tied together in a ring-like shape. Those who wield it feel a greater connection to the Woods....But this power comes at a price: the wielder will partly share the Wood's Weaknesses as well...
Statistics: Bonus Spell Slot Druid [Level 3], Bonus Spell Slot Druid [Level 4], Damage Vulnerability Fire [10%], Damage Vulnerability Slashing [10%], Class restriction [Druid]
Item Cost : 5193
They already count an amulet, 2 robes, 1 armor, 1 staff, an helm and a very powerful ring which all grant extra spell slots. More rings granting spell slots is not what Druids need. Try maybe to devise interesting armors that would be the equivalent of some of the crafted steel ones. I think there would be a market for those.
Also, while they might indeed benefit of having more nature oriented items at their disposal indeed. The Druid & Nature loot tables alone do count over 80 items (not even counting the spell scrolls) that may specifically be of interest to Druids. Because its not exclusively restricted to druids doesn't mean some items were not created with them in mind. We try as best as possible to avoid "class exclusive items".
Part of the problem may also be that you simply do not adventure where nature/druid loot is more likely to appear. Loot type is associated to type of dungeons you visit. Grinding the same dungeons over and over will make you miss the diversity of the 1000+ different custom items in our loot tables. Though maybe they ought to drop in more dungeons than now, that will be something for us Dev to discuss.Item Name: Bullthorn's Hands
Item Type: Gauntlets
Description: The Elder Treant Bullthorn occasionally uses broken parts of himself to craft items for worthy druids who seek him out in the Vale of Shadows. These gloves were once the trusty appendages of the mighty wooden titan. Tiny spikes litter the woodlike surface, the tips eternally oozing a remnant of the treant's poisonous defenses. While powerful and well-crafted, they are a bit unwieldy for humanoid hands...Not to mention made of magicked wood!
Statistics: Damage Bonus Acid [1d6], Damage Bonus Piercing [2], Extra Melee Damage Type [Piercing], Decreased Attack Modifier [-1], Damage Vulnerability Fire [5%], Alignment Group Restriction [Neutral]
Item Cost : 5842
A druid using those in conjunction with the "Claws of the Savage" spell would end up with a +2 weapon dealing all 3 types of damage at once. I'm not convinced that's the kind of thing we should aim for. Also I'd rather see those as a monk item, though they already have gloves dealing acid damage.
(( Having seen a somewhat lack in proper druid gear, I'll be posting a few in the coming days. Hope they're up to snuff! ))
Item Name: Bullthorn's Vine
Item Type: Ring
Description: The Elder Treant Bullthorn occasionally uses broken parts of himself to craft items for worthy druids who seek him out in the Vale of Shadows. This particular piece is an eternally strong & sturdy vine, pieces of thorned bark still stuck to its exterior, tied together in a ring-like shape. Those who wield it feel a greater connection to the Woods....But this power comes at a price: the wielder will partly share the Wood's Weaknesses as well...
Statistics: Bonus Spell Slot Druid [Level 3], Bonus Spell Slot Druid [Level 4], Damage Vulnerability Fire [10%], Damage Vulnerability Slashing [10%], Class restriction [Druid]
Item Cost : 5193
They already count an amulet, 2 robes, 1 armor, 1 staff, an helm and a very powerful ring which all grant extra spell slots. More rings granting spell slots is not what Druids need. Try maybe to devise interesting armors that would be the equivalent of some of the crafted steel ones. I think there would be a market for those.
Also, while they might indeed benefit of having more nature oriented items at their disposal indeed. The Druid & Nature loot tables alone do count over 80 items (not even counting the spell scrolls) that may specifically be of interest to Druids. Because its not exclusively restricted to druids doesn't mean some items were not created with them in mind. We try as best as possible to avoid "class exclusive items".
Part of the problem may also be that you simply do not adventure where nature/druid loot is more likely to appear. Loot type is associated to type of dungeons you visit. Grinding the same dungeons over and over will make you miss the diversity of the 1000+ different custom items in our loot tables. Though maybe they ought to drop in more dungeons than now, that will be something for us Dev to discuss.Item Name: Bullthorn's Hands
Item Type: Gauntlets
Description: The Elder Treant Bullthorn occasionally uses broken parts of himself to craft items for worthy druids who seek him out in the Vale of Shadows. These gloves were once the trusty appendages of the mighty wooden titan. Tiny spikes litter the woodlike surface, the tips eternally oozing a remnant of the treant's poisonous defenses. While powerful and well-crafted, they are a bit unwieldy for humanoid hands...Not to mention made of magicked wood!
Statistics: Damage Bonus Acid [1d6], Damage Bonus Piercing [2], Extra Melee Damage Type [Piercing], Decreased Attack Modifier [-1], Damage Vulnerability Fire [5%], Alignment Group Restriction [Neutral]
Item Cost : 5842
A druid using those in conjunction with the "Claws of the Savage" spell would end up with a +2 weapon dealing all 3 types of damage at once. I'm not convinced that's the kind of thing we should aim for. Also I'd rather see those as a monk item, though they already have gloves dealing acid damage.
They do? I know they have gloves that do divine, fire, cold, sonic, piercing, slashing and bludgeoning damage, but I have never seen any pair of gloves that does acid damage. Is it a new item?
They already count an amulet, 2 robes, 1 armor, 1 staff, an helm and a very powerful ring which all grant extra spell slots. More rings granting spell slots is not what Druids need. Try maybe to devise interesting armors that would be the equivalent of some of the crafted steel ones. I think there would be a market for those.
Also, while they might indeed benefit of having more nature oriented items at their disposal indeed. The Druid & Nature loot tables alone do count over 80 items (not even counting the spell scrolls) that may specifically be of interest to Druids. Because its not exclusively restricted to druids doesn't mean some items were not created with them in mind. We try as best as possible to avoid "class exclusive items".
Part of the problem may also be that you simply do not adventure where nature/druid loot is more likely to appear. Loot type is associated to type of dungeons you visit. Grinding the same dungeons over and over will make you miss the diversity of the 1000+ different custom items in our loot tables. Though maybe they ought to drop in more dungeons than now, that will be something for us Dev to discuss.
Item Name: Bullthorn's Hands
Item Type: Gauntlets
Description: The Elder Treant Bullthorn occasionally uses broken parts of himself to craft items for worthy druids who seek him out in the Vale of Shadows. These gloves were once the trusty appendages of the mighty wooden titan. Tiny spikes litter the woodlike surface, the tips eternally oozing a remnant of the treant's poisonous defenses. While powerful and well-crafted, they are a bit unwieldy for humanoid hands...Not to mention made of magicked wood!
Statistics: Damage Bonus Acid [1d6], Damage Bonus Piercing [2], Extra Melee Damage Type [Piercing], Decreased Attack Modifier [-1], Damage Vulnerability Fire [5%], Alignment Group Restriction [Neutral]
Item Cost : 5842
A druid using those in conjunction with the "Claws of the Savage" spell would end up with a +2 weapon dealing all 3 types of damage at once. I'm not convinced that's the kind of thing we should aim for. Also I'd rather see those as a monk item, though they already have gloves dealing acid damage.
Item Name: Amulet of Shifting Faces
Item Type: Necklace
Appearance: iit_neck_089
Description: These necklaces are shrouded in mystery, few if any know who make such things. The power of the necklace can be immensely useful in taking on the benefits of other creatures. But its power does not come without cost, simply wearing the necklace leaves ones mind exceedingly vulnerable to the will of others. Because the amulet allows one to quickly assume the form of others and shift back and forth at will. It also leaves ones true form susceptible to illness. The cost of the amulets power is often the downfall of the beholder. In a way, the amulets are almost cursed in that regard, since such amulets are found more often then not on whats left of its previous owner.
Statistics: Cast Spell: Polymorph 5 Charges/Use, Decreased Saving Throws -5 Disease, -5 Will, -5 Mind Affecting
Cost: 4251
Item Name: Amulet of Shifting Faces
Item Type: Necklace
Appearance: iit_neck_089
Description: These necklaces are shrouded in mystery, few if any know who make such things. The power of the necklace can be immensely useful in taking on the benefits of other creatures. But its power does not come without cost, simply wearing the necklace leaves ones mind exceedingly vulnerable to the will of others. Because the amulet allows one to quickly assume the form of others and shift back and forth at will. It also leaves ones true form susceptible to illness. The cost of the amulets power is often the downfall of the beholder. In a way, the amulets are almost cursed in that regard, since such amulets are found more often then not on whats left of its previous owner.
Statistics: Cast Spell: Polymorph 5 Charges/Use, Decreased Saving Throws -5 Disease, -5 Will, -5 Mind Affecting
Cost: 4251
While those are some harsh penalties, I don't see any reason a player would actually wear this necklace. Yes, you have to put it on to use the Polymorph charges, but there is zero chance I'd ever just walk around wearing this. If I had to I'd put it on to activate it and then strip it rendering its drawbacks rather irrelevant. I'd consider adding some stats, saves or maybe "Spell Immunity Baleful Polymorph" to justify the draw backs and encourage people to actually wear it.
On another note -5 will and -5 vs mind effective is a bit excessive. In the case of you facing a mind affecting spell, they'll stack giving you a cumulative -10 to your save. I'd keep the theme of a weakened state of mind though. Maybe a wisdom penalty -2 or 3 maybe and then a smaller lower save vs mind affecting. They'll still stack, but it wont quite as severe.
I guess you could use it to polymorph some allies and that's about it. Those huge drawbacks only have an incredibly short window where they actually have any meaning.
Hope you don't mind, but got a fair few here to suggest for the CEP items, to try and bring them up to the level of some of the lootables. Add some variety as it were!
Item Name: Slab
Regardless, the improperly heavy blade's edge is dull,
-Damage Bonus Slashing [2d8]
QuoteItem Name: Slab
Regardless, the improperly heavy blade's edge is dull,
-Damage Bonus Slashing [2d8]
This seems contrary....
Item Name: Slab
Item Type: Greatsword
Description: This isn't a weapon: It's a mockery of craftmanship. The 'blade'', if it can be called that, looks like someone grabbed a large slab of iron and hammered it vaguely into the shape of a sword. The only remarkable aspect of this thing is that the Slab doesn't fall apart under it's sheer weight. A fluke or some unknown genius forging technique, who can tell?
Regardless, the improperly heavy blade's edge is dull, though a hit from this 'sword' would admittedly still hurt like all hells. But it's greatest strength is also it's greatest weakness : Only the strongest warriors could hope to lift this thing, let alone wield it.
Statistics:
Advantages:
-Damage Bonus Bludgeoning [2d8]
-Extra Damage Type [Bludgeoning]
-Material [Iron]
Disadvantages:
-Decreased Dexterity [-2]
-Decreased AC Dodge [-2]
-Decreased Skill Parry [-4]
-Decreased Skill Tumble [-4]
-Weight Increase [30 lbs]
Item Cost : 6298
Appearance:
Top : 7 [Color 1]
Middle : 7 [Color 1]
Bottom : 25 [Color 1]
Item Name: Slab
Item Type: Greatsword
Description: This isn't a weapon: It's a mockery of craftmanship. The 'blade'', if it can be called that, looks like someone grabbed a large slab of iron and hammered it vaguely into the shape of a sword. The only remarkable aspect of this thing is that the Slab doesn't fall apart under it's sheer weight. A fluke or some unknown genius forging technique, who can tell?
Regardless, the improperly heavy blade's edge is dull, though a hit from this 'sword' would admittedly still hurt like all hells. But it's greatest strength is also it's greatest weakness : Only the strongest warriors could hope to lift this thing, let alone wield it.
Statistics:
Advantages:
-Damage Bonus Bludgeoning [2d8]
-Extra Damage Type [Bludgeoning]
-Material [Iron]
Disadvantages:
-Decreased Dexterity [-2]
-Decreased AC Dodge [-2]
-Decreased Skill Parry [-4]
-Decreased Skill Tumble [-4]
-Weight Increase [30 lbs]
Item Cost : 6298
Appearance:
Top : 7 [Color 1]
Middle : 7 [Color 1]
Bottom : 25 [Color 1]
The only thing I don't like with an item like that is that with so many negative, I don't think anyone would be ready to use a sword like or even carry it with that 30lbs extra weight.
I do not dislike the concept of the blade though, remove a few negative, remove the
-Extra Damage Type [Bludgeoning]
and lower the extra damage to 1d8 instead.
As it is right now, I don't see anyone willing to lose almost 4-5AC and add 30lbs weight to use a greatsword like this.
Hanged Man's Boots
Boots
Top 4/2
Middle 4/3
Bottom 2/7
Bonus Feat: Evasion
Decreased Saving Throws: Death -3
Use Limitation Alignment Group Chaotic
978
In many places, the boots of a man condemned to hanging are claimed by the man that ties the noose.
These boots once belonged to such a man; a canny thief who's luck eventually ran out. These boots grant some of that thief's preternatural adroitness, but any who wear them is surely marked for death.
Item Name: Blackmoon Hide
Item Type: Armor (hide armor)
Description: Dreaded tales tell of a great wolf that once terrorized the region of Verbrek known as the Mourning Ridge, a jagged spine of wooded hills that dominate the area near the source of the Ulvflod River and hug the edge of the southern border with Sithicus.
The massive wolf, black as pitch and larger than a drafthorse prowled along the scattered hamlets that clung to the edge of the Ulvflod, causing havoc and death in its wake each autumn. Verbrekers in the region long dreaded the coming of the beastly creature, which they called "The Harvester", as it came nearly to the day at the time of their meager end of the year harvests.
A group of Outlander adventurers passing through the region heard of the local plight, and swore that they would take it upon themselves to rid the area of the great wolf. A long hunt ensued, lasting over many weeks. Each time the adventurers thought they were closing on the wolf, it managed to evading them, blending into the dark woods with an uncanny ease.
After much strife, the adventurers eventually came across the den of the beast, and slew it in a hard-fought battle amongst the ancient and fog-strewn pines. A ranger amongst the group, skilled in the ways of leatherworking, noted the properties of the hide of the monstrous creature, and skinned it then and there.
Unfortunately, when the adventurers returned to the hamlet from which they heard of the Harvester, they found it utterly destroyed... a pack of lycanthropes evidently had ravaged it, slaughtering the inhabitants to the last woman and child. Revenge, perhaps, for the killing of the great Harvester wolf.
Sets of darkly toned armor such as these are said to be from the hide of the Harvester, and indeed, their coloring is as black as pitch and extremely difficult to see in dark lighting. Very supple, they are quite effective at stalking through the woods, letting one slip quietly over branches or rocks. The fur they are made from, however, seems to bristle near arcane objects.
Statistics:
Decreased Skill Modifier : Use Magic Device [-5]
Skill Bonus : Animal Empathy [+2]
Skill Bonus : Hide [+1]
Skill Bonus : Move Silently [+2]
Material [Leather]
Appearance:
Neck : 000
Torso : 028
Belt : 000
Pelvis : 000
Shoulder : 033
Bicep : 044
Forearm : 040
Hand : 003
Thighs: 025
Shins: 036
Feet: 011
Robe:047
(https://www.mediafire.com/convkey/8c1d/n5gb3675w57aj8c7g.jpg) (https://www.mediafire.com/view/?n5gb3675w57aj8c)
Leather 1: Dark Grey
Leather 2: Dark Grey
Cloth 1: Black
Cloth 2: Black
Metal 1: Bleach
Metal 2: Bleach
Total Item Cost:
1000
Item Name: Amulet of Blessed Refuge
Item Type: Amulet
Description: Worn by those of pure heart and dedication, these amulets were said to have been blessed by Anchorites of the Second Revelation of Ezra, based in Mordentshire.
The depiction is of an image of a silver blade surrounded by a delicate wreath of belladonna, shielded by a small piece of tinted glass in a bronze frame. In the dark of night, the glass seems to glow softly in a gentle green hue.
Gifted to those that show true commitment to the aspects of aid, cooperation, and dedication, one can feel a sense of ease and peace when wearing these amulets. At the same time, there is felt a pull to forget distractions that are not placed at the benefits of others.
"Blessed are those that accept Her grace and guidance, and shun the temptations of the Legion, " reads an inscription on the back.
Statistics:
Skill Bonus : Concentration [+2]
Skill Bonus : Heal [+2]
Skill Bonus : Influence [+2]
Decreased Skill Modifier : Antagonize [-2]
Decreased Skill Modifier : Hide [-2]
Decreased Skill Modifier : Use Magic Device [-2]
Light [Dim (5m)] [Color : Green]
Material [Bronze]
Material [Silver]
Material [Glass]
Appearance:
iit_neck_237
(https://www.mediafire.com/convkey/7b63/rey4rqc2znem4104g.jpg) (http://www.mediafire.com/view/rey4rqc2znem410/2ndsect.png)
Total Item Cost:
1440
Item Name: Shard of Sacrifice
Item Type: Longsword
Description: Much can be achieved through great risk and sacrifice, and few know this as well as those dedicated to the lessons of the goddess Ezra, the apparent mortal who achieved what none before her could : Divinity, though at great price. Forever bound to the Mists of Death, she was a martyr for her followers.
One such group of her faithful, a cadre of Templar Knights of the Last Redoubt, the church that Teodorus Raine's established in Nevuchar Springs, were bestowed a set of blessed blades to battle the Legion of Night abroad.
Tasked by the clergy to destroy a dangerous and insidious necromantic cult that had been assaulting members of the faith, the "Last Knights" as they boldly declared themselves, set out on a long journey to eradicate the cultists. With bravery and determination, they brought down the justice of Ezra upon the wicked cultists time and time again, chasing them through the far reaches of the wilderness, and routing them from several hidden lairs.
Cunning though is the Legion, and their success did not last. An ambush set by the necromancers deep in an ancient system of tunnels under the Mountains of Misery in Darkon took the Last Knights by surprise, inflicting heavy losses amongst the Templars. A single Zealot covered their retreat to the surface, holding off the necromancers, and knowing full well that he would die to save the others. The dark energies of the cultists arcane magic tore into the lone Templar, draining and weakening him with terrible force, but he fought with iron discipline until his last breath. Very few Templars escaped the slaughter, but those that did knew that it was only because of the determined sacrifice of their brother.
In the years since the loss, a few shattered remains of their blessed blades have been found by explorers. They have been occasionally, reforged with other metals back into swords that are potent against the Legion, but carry echoes of the sacrifice and audacity of those dedicated Templars.
Statistics:
Attack Bonus vs. Alignment Group : Evil [+1]
Bonus Feat : Extra Smiting
Damage Bonus vs. Alignment Group : Evil [1d4 Damage] [Type: Divine]
Saving Throw Bonus : Mind Affecting [+1]
Damage Vulnerability : Negative Energy [50% Damage Vulnerability]
Decreased AC : AC Dodge Modifier [-2]
Decreased Saving Throws : Death [-1]
Decreased Saving Throws : Negative Energy [-1]
Material [Steel]
Material [Iron]
Quality [Masterwork]
Appearance:
Top 7/9
Middle 16/3
Bottom 10/4
(https://www.mediafire.com/convkey/6508/8tjytk66jvcesjy4g.jpg) (http://www.mediafire.com/view/8tjytk66jvcesjy/swwwww.png)
Total Item Cost:
4372
Item Name: Burden of Faith
Item Type: Tower Shield
Description: The Mists hold many secrets in their depths. Sights both dreadful and wondrous are rumored to be found in their expanse, but few are those that would brave them, and fewer still are those that may return.
Amongst those that do venture into the Mists with purpose are those Acolytes of Ezra that wish to become full Anchorites. Those that are either blessed enough (or lucky enough) to manifest Her Shield after their trials in the Mists are proclaimed members of the Ezrite clergy.
There is however, a tale of a former Acolyte that experienced an event so harrowing in the Mists, that they refused to speak hardly any word of it when they finally emerged, and as the tale goes, abandoned the faith after the terrible ordeal.
Though likely warped by time and repeated tellings, it is said that the Acolyte did witness shambling undead, wearing the tattered and bloodstained armour of Ezrite Anchorites and Templars... their rotted faces holding orbs of red mist where their eyes once were. The undead Ezrites were said to have carried towering shields plated with silver and steel, with five stars emblazoned on the polished metal, which may be seen as a sign of the heresy of the Fifth Sect.
The Acolyte fled in terror, heard from by few again...
In the years since the rarely discussed encounter, a few shields closely resembling that which the Acolyte described have turned up in various hands, somehow having been claimed by those who entered the Mists. The tower shields are heavily polished and smooth, their surfaces quite reflective. They seem to absorb heat quite readily though, and when exposed to flame, they almost instantly become unbearably hot. Occasionally, even a light touch to their surface will also produce a shocking effect, likely due to their extreme smoothness. Such shields are difficult to manage, requiring much of one's attention.
Statistics:
AC Bonus [+3]
Damage Vulnerability : Electrical [50% Damage Vulnerability]
Damage Vulnerability : Fire [50% Damage Vulnerability]
Decreased Skill Modifier : Concentration [-2]
Decreased Skill Modifier : Search [-2]
Decreased Skill Modifier : Spot [-2]
Material [Silver]
Material [Steel]
Material [Wood, Pine]
Appearance:
iashto_041
(https://www.mediafire.com/convkey/8b50/2pbospxkz75pp5f4g.jpg) (http://www.mediafire.com/view/2pbospxkz75pp5f/sdhield1.png)
Total Item Cost:
4900
Item Name: Corvian Helm
Item Type: Helmet
Description: At one point well known for its artisans and craftsmen, Corvia is one of Darkon's most striking settlements. Natural volcanic formations that have eroded into spires of glassy black stone vary in height from only a few feet to nearly two hundred feet at the heart of the city, presenting a unique sight. Nestled amongst the spires, and indeed, hollowed out into them, early dwarven settlers did construct warehouses, workshops, and homes, stretching into the sky.
Many raw materials traded along the once prosperous roads of Il Aluk before the Requiem highlighted the masterful skill of the dwarves in many pieces, including helms like these.
Wrought out of heavy steel, and trimmed with bronze weaved amongst the helm's visor, they are remarkable pieces, though somewhat restrictive to quick movement. Reinforced by several padded layers of the finest leathers, and silk, they do fine work at absorbing the blows of weapons such as maces or hammers.
Statistics:
AC Bonus vs. Damage Type : Bludgeoning [+3]
Damage Resistance :Bludgeoning [Amount: 1]
Decreased Saving Throws: Specific: Reflex [-2]
Material [Steel]
Material [Bronze]
Material [Leather]
Material [Silk]
Appearance:
helm_028
Metal 1 : Dark Steel
Metal 2 : Dark Gold
(https://www.mediafire.com/convkey/fee6/y8j26e6x7l4ejss4g.jpg) (http://www.mediafire.com/view/y8j26e6x7l4ejss/hellmm.png)
Total Item Cost:
2442
Item Name: Medallion of the Grasses
Item Type: Amulet
Description: Vague tales suggest that amulets such as these were used by sects of reclusive monster hunters in a realm beyond the Mists in order to increase their sensitivity to magical beasts or illusions of the arcane. Whilst it is difficult to discern as to if this is indeed one of such fabled artifacts, it does seem to hum very softly and emit a small amount of heat when in the presence of the arcane.
Silver medallions of this sort are very well detailed, displaying an artistic depiction of an animal, generally.
Statistics:
Arcane Spell Failure [+5%]
Skill Bonus : Search [+2]
Skill Bonus : Spellcraft [+2]
Skill Bonus : Use Magic Device [+2]
Decreased Skill Modifier : Move Silently [-2]
Material [Silver]
Appearance:
iit_neck_089
(https://www.mediafire.com/convkey/8956/dye9q9er21dr3g34g.jpg) (http://www.mediafire.com/view/dye9q9er21dr3g3/ammmm.png)
Total Item Cost:
2160
Some mid-tier rogue items.
Manual of MechanismsQuoteFashion Accessory
Appearance
Top 1/1
Mid 9/3
Bottom 1/1
Skill Bonus: Disable Trap +3
Material: Paper
Use Limitation Class: Rogue
563
This book contains a theoretical knowledge and practical advice on the design and disarmament of almost any trap conceivable. Its dense verbage and complicated diagrams means it is only of use to people with some understanding of such mechanisms already.
Manual of Mechanisms, 2nd EditionQuoteFashion Accessory
Appearance
Top 1/1
Mid 9/3
Bottom 1/1
Skill Bonus: Disable Trap +5
Material: Paper
Use Limitation Class: Rogue
This book contains a theoretical knowledge and practical advice on the design and disarmament of almost any trap conceivable. Its dense verbage and complicated diagrams means it is only of use to people with some understanding of such mechanisms already. This version is the 2nd, updated edition; 'Now with 101 MORE uses for pressure plates.'
Lesser Boots of MufflingQuoteBoots
Appearance
Top 1/1
Mid 4/1
Bottom 3/3
Skill Bonus Hide +2
Skill Bonus Move Silently +3
Material: Leather
1563
These calfskin boots are soft and supple to the touch. They bear a minor enchantment which deadens the wearer's footsteps. They also, remarkably, seem to leave no footsteps behind, but whether this is by happy accident or design is unclear.
Greater Boots of MufflingQuoteBoots
Appearance
Top 1/1
Mid 4/1
Bottom 3/3
Skill Bonus Hide +3
Skill Bonus Move Silently +4
Material: Leather
3063
These calfskin boots are soft and supple to the touch. They bear a minor enchantment which deadens the wearer's footsteps. They also, remarkably, seem to leave no footsteps behind, but whether this is by happy accident or design is unclear.
Lesser Cloak of the ChameleonQuoteCloak
Appearance
Ragged
Skill Bonus Hide +3
Material: Hide
563
This cloak is made from a soft reptile leather which changes colour to match the wearer's environment, making them harder to see. What manner of beast was slain to harvest such a miraculous material doesn't bare thinking about.
Greater Cloak of the ChameleonQuoteCloak
Appearance
Ragged
Skill Bonus Hide +4
Material: Hide
1001
This cloak is made from a soft reptile leather which changes colour to match the wearer's environment, making them harder to see. What manner of beast was slain to harvest such a miraculous material doesn't bare thinking about.
Lesser Safecracker RingQuoteRing
Appearance
186
Skill Bonus Listen +1
Skill Bonus Open Lock +2
Material: Brass
Use Limitation Class: Rogue
703
This ingenious ring was designed by an enterprising, but absent-minded gnomish tinkerer. She was always forgetting the combinations to the many safes in which she housed her most precious inventions, so she invented these rings so she could break into them easier. Unfortunately for her, it never occured they could be used by other, less honest folk, to rob her of her life's work.
Greater Safecracker RingQuoteRing
Appearance
186
Skill Bonus Listen +2
Skill Bonus Open Lock +3
Material: Brass
Use Limitation Class: Rogue
1953
This ingenious ring was designed by an enterprising, but absent-minded gnomish tinkerer. She was always forgetting the combinations to the many safes in which she housed her most precious inventions, so she invented these rings so she could break into them easier. Unfortunately for her, it never occured they could be used by other, less honest folk, to rob her of her life's work.
Filcher's Flighty FriendsQuoteGlove
Appearance
157
Skill Bonus Pick Pocket +3
Material: Leather
Use Limitation Class Rogue
563
These gloves bear a minor enchantment which cause small objects, such as coins and gems, to be ineoriably drawn towards the wearer's hands.. almost as if they 'wish' to be stolen. This, at least, was the justification of the original owner, who swiftly lost his hands after being caught-out once too often. Since he no longer had any need for his collection, and deprived of his source of income, he was forced to sell them on.
Filcher's Trusty FriendsQuoteGlove
Appearance
157
Skill Bonus Pick Pocket +5
Material: Leather
Use Limitation Class Rogue
1563
These gloves bear a minor enchantment which cause small objects, such as coins and gems, to be ineoriably drawn towards the wearer's hands.. almost as if they 'wish' to be stolen. This, at least, was the justification of the original owner, who swiftly lost his hands after being caught-out once too often. Since he no longer had any need for his collection, and deprived of his source of income, he was forced to sell them on.
Lesser Nocturnal CowlQuoteHelmet
Appearance
033
Skill Bonus Hide +2
Skill Bonus Search +1
Material: Cloth
Use Limitation Class Rogue
565
This grey hood is of uncertain providence, having originated beyond the realm of the Mists. Some say it was stolen from an evil goddess of shadow and trickery by the greatest thief to have ever lived, though if true, its power must have waned over the ages. Others say it is nothing but simple enchanted cloth. Either way, it aids the wearer in going unnoticed.
Greater Nocturnal CowlQuoteHelmet
Appearance
033
Skill Bonus Hide +3
Skill Bonus Search +2
Material: Cloth
Use Limitation Class Rogue
1565
This grey hood is of uncertain providence, having originated beyond the realm of the Mists. Some say it was stolen from an evil goddess of shadow and trickery by the greatest thief to have ever lived, though if true, its power must have waned over the ages. Others say it is nothing but simple enchanted cloth. Either way, it aids the wearer in going unnoticed.
Inquisitor, thanks for the suggestions. I'd like you to explain why you feel these should be added to the module though.
From my point of view, there are already a large array of stealth gear allowing to bring both Hide and Move Silently skills to stellar levels. How would the module benefit from raising them even further? Same for the disable device items. It would only serve to make some dungeons easier to go through, I am not convinced at all that would be good for the module.
Inquisitor, thanks for the suggestions. I'd like you to explain why you feel these should be added to the module though.
From my point of view, there are already a large array of stealth gear allowing to bring both Hide and Move Silently skills to stellar levels. How would the module benefit from raising them even further? Same for the disable device items. It would only serve to make some dungeons easier to go through, I am not convinced at all that would be good for the module.
Stealth gear is less common because we have much more available loot then we used to. To have more stealth loot come up, we would need more stealth gear in the loot table. You can always help with that by giving item suggestion in this thread :)
http://www.nwnravenloft.com/forum/index.php?topic=44496.0
You said yourself in the Discord, that if people strongly believe that there isn't enough rogue gear in the loot tables or in circulation, such items should be submitted.
Inquisitor, thanks for the suggestions. I'd like you to explain why you feel these should be added to the module though.
From my point of view, there are already a large array of stealth gear allowing to bring both Hide and Move Silently skills to stellar levels. How would the module benefit from raising them even further? Same for the disable device items. It would only serve to make some dungeons easier to go through, I am not convinced at all that would be good for the module.
Inquisitor, thanks for the suggestions. I'd like you to explain why you feel these should be added to the module though.
From my point of view, there are already a large array of stealth gear allowing to bring both Hide and Move Silently skills to stellar levels. How would the module benefit from raising them even further? Same for the disable device items. It would only serve to make some dungeons easier to go through, I am not convinced at all that would be good for the module.
Will we be seeing some of the proposed items in the thread at the time of the hack update?
Can we have craftable mauls?
QuoteItem name: Amulet of Jealousy
Item type: Amulet
Description of the item: This once pristine amulet is now corroded and worn, a rather unimpressive sight to see. As the legend goes, a distant desert wasteland was once home to magic users of great power. These spellcasters, all known to be beautiful women, are said to have drawn their power from strange and powerful amulets dedicated to a goddess they served. This particular amulet was at some point "acquired" by a cabal of male sorcerers and somehow altered to serve their own ends. Strangely, the once vibrant green gem set in the center of the amulet now glows a dim red color.
Statistics:
Bonus Spell Slot: Sorcerer Level 1
Bonus Spell Slot: Sorcerer Level 2
Gender Limitation: Male
Light: Dim (5m) Red
Appearance: iit_neck_034
Is the belt of the swordsman still on the server and I just suck at finding it? I like that the damage types are dispersed among different gear sets so you can gather them all(which can be difficult but ultimately necessary given how effective it can be). Bludgeoning just seems significantly easier to find than the others, though, may be the places I am going.
There are three items that grant 5/- dr vs slashing. Those are archers belt, belt of inertial barrier and cloak of black rose. Was the cloak pulled away as well?
Actually after verification, the Belt of Inertial Barrier is still in the treasuries, and it appears the Swordsman belt was removed by mistake. It will be reintroduced shortly.
Thanks for the latest suggestions Dumas.
Regarding the Belt of Grasping Ivy:
I am always reticent about adding new items granting spell slots for numerous reasons. Foremost being balancing issues. Compared to charged items, a free spell of your choice, every day, is a hundred time more useful, but benefits only a single casting class. Consider too that any item that freely gives a spell slot of the highest spell level a particular class can cast, Ranger in this case, is way too powerful. This opens the possibility of having level 4 rangers casting spells they ought only cast as of level 14th. I speak only for myself here, but I do not want to see that in game.
As for druids, I can definitively attest the very last thing they need is yet again an item granting spells slots. My own druid currently has 6 bonus spells slots with his equipped item, 2x 2nd level, 2x 3rd level and 2x 7th level and I could get more by using different robes. I have been able to use the 3rd and 7th level spells before I could actually cast them on my own and that made a world of difference. Your proposal would add a 4th level spell slot on top of that. It's too much.
I would consider a variation of this item as an Amulet to offer an alternative to Hunta's Guardian.
Bonus Spell Slot of Level : Druid [Level 3]
Bonus Spell Slot of Level : Ranger [Level 3]
Decreased Saving Throws : Fire [-4]
Decreased Skill Modifier : Concentration [-4]
[Some other bonus TBD, to raise the cost to a level similar to that of the Hunta's Guardian]
Use Limitation: Class : Druid
Use Limitation Class : Ranger
Material [Wicker]
This way at least, it would provide options to the players without increasing the number (and level) of bonus spell slots they can already reach.
Item Name: Spiderweave Vest
Item Type: Medium Armor
Statistics:
AC Bonus [+2]
Skill Bonus : Move Silently [+3]
Immunity : Specific Spell [Web]
Decreased Skill Modifier : Disable Trap[-5]
Decreased Skill Modifier : Open Lock [-5]
Decreased Skill Modifier : Set Trap [-5]
Decreased Skill Modifier : Pick Pocket [-5]
Material [Silk]
Nice suggestions. I like the Footpad's Mastic, and the Stalker's Grease a lot, along with the Copying Quill, Beguiling Musk, Fragment of the Millford Church Bell, and the Voodan Zombie Blood -- the Dancing Blade is too similar to another item we've already got, as is the Boritsi Tasting Spoon. The Stygian Contracts I like, the goodly-aligned ones? Not so much.
So, what ever happened to the items "Barrel of Monkeys" and "Can of Fish"? I'd really like to see these items again.That sounds interesting. Some kind of cooking ingredient?
So, I've been asking around and I could be wrong but I've noticed a lack of druidic casting items. [...]
Gods preserve us in the face of monkeys. May their scourge lie forgotten and please no don't do it.
Not sure if this has been suggested yet. But perhaps a violin that's enchanted to accompany the Maestro's Violin Bow? Even if it just glows and provides light? Otherwise all I've seen is the +4 perform one.
A hoopak sling staff would be fantastic :) Even if it was just a graphical override option for regular slings
I included the amulets because at present, the comparison class of ranger gets spell slots of one and two in hands, a lvl 3 in an amulet, and either a 2 or a 4 in armour. Three of those can be worn simultaneously. In the case of the amulets, only one can be worn. Ranger is a staggeringly powerful class after its changes, so I dont think the argument that paladin is 'too powerful' holds up anymore when it is up against such a thing.
The reference to Ranger is a fair comparison for availability in items and choice if not power. Great job.
I think it is appropriate that a paladin should have to wait until 12 for righteous fury or gmw
I think it is appropriate that a paladin should have to wait until 12 for righteous fury or gmw
Bear in mind that GMW won't really be very strong until level 12 anyway. So really the big spell is Righteous Fury.
But I think it's not such a big deal as people are making out. Having access to Righteous Fury that much earlier is very nice, and, sure, Paladins are already a strong PvE class, but this is basically leaning into asymmetric balance, which is IMO one of the less disruptive approaches to these matters. The counterpoint is that when they have that amulet on -- just prior to resting to get that extra spell slot, or perhaps all the time if the player doesn't bother item-swapping -- they have -3 AC and -3 saves, making them much easier to kill or assassinate. For a class that's already in a very strange spot in PvP (since they're often probably going to be more likely to have to defend from PvP than initiate it unless they really do their IC groundwork), this presents an interesting dilemma. I think it's a neat idea.
If anything I think the cloak giving Aura of Glory access to Clerics is potentially a bigger deal, but maybe that's just me...
The reference to Ranger is a fair comparison for availability in items and choice if not power. Great job.
Why? The classes aren't very similar at all.
What is of most relevance is whether the class-exclusive items strengthen a class and whether that class needs strengthening. The answers are yes and no, respectively.
Of secondary consideration is do the items add some nice flavor and lore and create a variety of builds?
I doubt very much these spell slot amulets are going to add to a variety of builds because there is no downside to having one: put a buff spell in the slot, cast it, and switch to the alternate amulet to avoid the malus. Do any current paladins *not* want the Gauntlets of the Fallen Paladin?
The reason "there's a desperate scrape for spell slots with a paladin" is a fully buffed paladin is so strong. Making a paladin have to choose between spells such as GMW and Righteous Fury is how you create variety--not allowing her to pick both.
Spellslot stuff doesnt really need to have combat penalties when its going to be switched out anyway once the spell is cast. I suppose it adds a little time preparation penalty switching items and adding spells.
Maybe just skill or attribute penalties instead, so if you're in an event where conserving spells is more of a thing then you have to weigh if keeping the spell is worth it at the risk of screwing over potential skill check rolls/OCR etc.
The point of Spellslot stuff that gives combat penalties isn't so much about expecting people to endure them -- of course people are going to play the item shuffle mini-game -- but that the item shuffle mini-game comes with consequences of its own.
Speaking for myself only. I do not see a necessity to balance paladin's spell slots, nor even paladins vs other classes. But I would consider spell slot items to bolster the weaker prestige classes.
It's too much of a no-brainer to be considered even a "mini-game."
It's too much of a no-brainer to be considered even a "mini-game."
It creates a PvP vulnerability that can be exploited by a clever assassin while offering the Paladin a PvE power boost that they don't really need, but is tempting enough to actually take.
It's an incredibly appropriate item for Ravenloft.
Speaking for myself only. I do not see a necessity to balance paladin's spell slots, nor even paladins vs other classes. But I would consider spell slot items to bolster the weaker prestige classes.
This seems a bit... Alarming coming from a dev. No need to balance spell slot items for full BAB, high HP classes where those spell slots give them drastic power boosts over other classes?
Or maybe I just flat out misunderstand the statement. Is it that you don't see a need to add spell slot items?
The point of Spellslot stuff that gives combat penalties isn't so much about expecting people to endure them -- of course people are going to play the item shuffle mini-game -- but that the item shuffle mini-game comes with consequences of its own.
I disagree, at least in this instance. The point here was to give the items such deceptively severe maluses as to bring their item cost down. Note that each amulet has an original cost stated of 0.
No front-liner (and how many paladins aren't front liners?) is going to keep a -3 AC / -3 universal saves item equipped.
The only "consequence" is the minor irritation of quick-slotting the item and re-adding the spell before each rest.
It's too much of a no-brainer to be considered even a "mini-game."
I do think more spell slot items would be a quality of life improvement, if the item is balanced properly with meaningful tradeoff stats as suggested in this thread. I'd even suggest taking a more drastic approach and consider adding damage vulnerability to the proposed items as well.
To be frank, those Charisma cloaks are paladin-spell-slot items as well, providing the staples of Aura of Glory and Eagle's Splendor, which clearly benefit paladins the most. In theory a paladin with the better cloak and best amulet is going to have extra 1st, 2nd (x2), and 3rd level spells.
I do think more spell slot items would be a quality of life improvement, if the item is balanced properly with meaningful tradeoff stats as suggested in this thread. I'd even suggest taking a more drastic approach and consider adding damage vulnerability to the proposed items as well.
I think the point is that the items aren't actually worn, they're switched in prior to rest, spells cast, then switched out so the negative stats have no real impact.
The only time negative stats have an impact is if they apply in the same context as the positive. E.g. A sword with a both a combat positive and negative (+1 cold damage, +10% cold vulnerability).
I do think more spell slot items would be a quality of life improvement, if the item is balanced properly with meaningful tradeoff stats as suggested in this thread. I'd even suggest taking a more drastic approach and consider adding damage vulnerability to the proposed items as well.
I think the point is that the items aren't actually worn, they're switched in prior to rest, spells cast, then switched out so the negative stats have no real impact.
The only time negative stats have an impact is if they apply in the same context as the positive. E.g. A sword with a both a combat positive and negative (+1 cold damage, +10% cold vulnerability).
I think an argument made earlier was that the negatives would impact people from a PvP perspective (being attacked while preparing to rest). Though I do agree; it'd be best if the downsides were sustained, but I'm not sure if there's really a way to do so with spellslot items in general.
The argument doesn't hold water anyway. An enemy *knows* you put on the -3 AC amulet to rest? And if it's quick-slotted, how long does that vulnerability last?
Kind of not worth worrying or arguing about assassination anyway, as soon as someone clicks hostile on the paladin, the paladin clicks their amulet quickslot. Not allowed to attack if you arent hostiled first. There's no timer to switch items.
Kind of not worth worrying or arguing about assassination anyway, as soon as someone clicks hostile on the paladin, the paladin clicks their amulet quickslot. Not allowed to attack if you arent hostiled first. There's no timer to switch items.
First, it's an oversimplification to assume perfect defensive play. Even a quick slot button is one more thing to press, and one more thing that can go wrong in a critical moment.
Even then, the button press is still an opportunity cost. You could be pressing another button, a potion, whatever.
Lastly, the PvP rules don't have a timer, either -- the 10 second countdown in the Dislike toggle is a courtesy, not a hard rule.
It's an over-complication to niggle on and on about the tiniest of circumstances--the vanishingly small split-second when one button might be pressed instead of another in that hardly ever circumstance of an attempted assassination on a PC who happens to be resting and has a bad amulet equipped--versus all the almost infinitely more common times when that same PC is walking around with extra buffing.
It is an adage on the server that the fight you lose is when you fight on the other person's terms. Hence, in this narrow circumstance that the attacker has watched and learned the paladin's pattern down to the second when her wards are down, when she swaps her equipment, and catches her right as she is about to nap...odds are she was going to lose any way. No matter what button she pressed.
When she is prepared, however, and fighting on her own terms, both PvP and PvE, you have succeeded in making a class (paladin) that is already over-whelming in that circumstance, even more powerful.
I'd like to point out that I am responding to the idea that there is nothing to talk about with the amulet's penalty; that this penalty is meaningless or trivial. That is what some of you are trying to assert.
Ours is the much lighter task of simply finding meaningful scenarios where the penalty matters, and if we find these, we've disproved your assertion. These "niggles" are counter-points over blanket assertions.
Bumping this, for consideration for the next update.
Cloak Of Charisma
Greater Cloak of Charisma
Cloak of Protection
Greater Cloak of Protection
Lords Cloak
Soldiers Cloak
Cloak of Eyes
Broken Heart of Innocence
Heart of Innocence
Purest Heart of Innocence
Duelist Belt
Master Duellist Belt
Tunnel Ranger Belt
Belt of the Balance
Defender of Purity
Shield of the Raptor
Mark of the Hawk
Razors Edge
Sterkt Hjerte
Shard of Niflheim
I find the slot item debate a touch on the nose when Ranger was given several not that long ago, unless I'm wrong. Either way, they still exist. It was the only reason I suggested these items, truth be told - paladin is the only class that has a single spell slot item. Much more powerful classes (and 1 vs 1 a ranger is vastly more powerful) get several.
With the belts, maluses are almost certain to make them useless. Most malus items are nothing more than vendor trash with a few exceptions. Players want useful items, and in most cases a malus (especially of the harm level you are proposing) add them to the pile of equipment (any stat dropping item comes to mind) that is nothing more than vendor junk, rendered pointless otherwise. In particular, at the moment in belts the only worthwhile go-to belts are the /5 slashing, piercing and bludgeoning belts, swapped out as needed. Nothing else holds any particular worth except situationally. To change that, the belts need to be offering something equally worthwhile, while not being better.
This thread is for item requests only.
Discussion is supposed to go here: https://www.nwnravenloft.com/forum/index.php?topic=44497.msg639175#msg639175
This thread is for item requests only.
Discussion is supposed to go here: https://www.nwnravenloft.com/forum/index.php?topic=44497.msg639175#msg639175
As per moderator Iridni's request I've decided to also upvote all of Philos' items here.
Liked, commented, subscribed.
This thread is for item requests only.
Discussion is supposed to go here: https://www.nwnravenloft.com/forum/index.php?topic=44497.msg639175#msg639175
As per moderator Iridni's request I've decided to also upvote all of Philos' items here.
Liked, commented, subscribed.
+1
Can anyone tell me where I can make item templates? Using steam, so I can't use Nwn tools as far as I see..
QuoteItem name: Tyrant's Bane
Item type:Rapier
Description:
"Upon you, the Tyrant king, I shall reveal my rapier, the Tyrant's Bane. Let my steel burn your tyranny from this world, in to the Nine hells!"
-Unknown
First of these rapiers was created by a freedom fighter who fought against a tyrannical king, however due to time and historical records being lost, no one actually knows the name of either, nor the place where the fighter lived.
Statistics:
Damage Bonus: Piercing 2 Damage
Damage Bonus vs. Alignment Group: Evil 1d4 Damage Divine
Damage Bonus vs. Alignment Group: Lawful 1d4 Damage Fire
Damage Bonus vs. Specific Alignment: Lawful Evil 2d4 Damage Divine
Damage Bonus vs. Specific Alignment: Lawful Evil 2d4 Damage Fire
Damage Vulnerability: Piercing 25% Damage Vulnerability
Decreased Attack Modifier -2
Decreased Saving Throws: Divine -6
Decreased Saving Throws: Fire -6
Decreased Saving Throws: Negative Energy -6
Decreased Saving Throws: Specific: Reflex -2
Enhancement Bonus +2
Material Brass
Material Steel
Use Limitation: Alignment Group: Chaotic
Use Limitation: Class: Bard
Use Limitation: Class: Cleric
Use Limitation: Class: Rogue
Use Limitation: Class: Wizard
Visual Effect: Holy / Radiant
Appearance:
Top: 11 color 1
Middle: 17 color 3
Bottom: 4 color 2
Total cost: 4644
The usage restrictions puzzle me. Chaotic makes sense - although I'd expect it to be Chaotic Good, considering its extreme opposition to Lawful Evil. The classes... I don't see why only these classes oppose tyrants, or indeed what unifies them in regards to such a weapon.
Since the last one I posted was pure overkill, I think this one is much better in terms of Balance.
Damage Bonus: Divine 1d6 Damage
Damage Bonus: Negative Energy 1d6 Damage
Decreased Skill Modifier: Listen -6
Enhancement Bonus +1
Keen
Damage Bonus: Divine 1d6 Damage
Damage Bonus: Negative Energy 1d6 Damage
Decreased Skill Modifier: Listen -6
Enhancement Bonus +1
Keen
Daybreak
Description: A seemingly ceremonial sling adorned with intricate gold finery. A rising sun is emblazoned on the inside of it's leather pocket. This insignia is warm to the touch.
Stats:
-2 enhancement bonus
+2 attack bonus vs undead
+1d4 fire damage.
Giant's Sling
Description: These hefty slings originate from beyond the mists, in the outlander world of Toril. They are crafted by the giant clans of the spine of the world, where they are sturdy enough to sling large rocks and even boulders at unwary travellers. Such slings can be used to hurl smaller payloads with great force, but they are quite unwieldly.
Stats:
+4 Mighty
-2 Dexterity
(If possible, 200% carry weight).
Rubber Sling
Description: This sling was made using modern alchemy, and the natural rubber of the Hevea brasiliensis tree. It can sling bullets at high enough speeds, to penetrate its targets.
Stats:
+1d2 Piercing damage.
Iron Rain
Description: This confusing looking sling was engineered with a small relay that allows ammunition to be quickly replaced after each shot. The craftmanship is excellent, though there is no clear indication of where it came from.
Stats:
+1 Attack bonus
Bonus Feat: Rapid Shot
Sacred Symbol:
A holy symbol imbued with divine power which acts as an amplifier of some clerical powers and hardens the will. The wielder can feel confidence and absolute trust in their deity while presenting the Sacrid Symbol, however such faith can be dangerous when it suppresses normal caution.
Charisma Bonus +2
Will save: +2
AC -4
Reflex-2
Use Restriction: cleric
Note: I know we dont usually see ability score boosts, but in this case, clerics dont prepare spells with charisma and you have to be holding a holy symbol out to gain the advantage of increased healing/duration on the turn undead feats. So that means no shield.
Use restriction can be easily avoided thanks to UMD, and the class which could use extra charisma AND has UMD is bard. So, in general we would see this item used most likely by them.
Use restriction can be easily avoided thanks to UMD, and the class which could use extra charisma AND has UMD is bard. So, in general we would see this item used most likely by them.
A Bard would not spend a round to use this item, as they do not gain any benefit from the +2 Charisma aside from the marginal boost to Perform - even use of Divine Might or Shield in combat for other Divine classes would see you waste a round equipping your weapon, thus be redundant.
Well whether its worth it or not is a matter of opinion;
Saying there's no point to a will boost since a cleric is already good at will is like saying there's no use to a +2 sword for a fighter since his AB is already high.
Usually not the case for discussions surrounding numerical values.There are several dedicated healers who stand back and heal. In our opinions, boosting the HP gained with the sacred feats is absolutely worth mechanical disadvantage since dedicated healers often stay out of battle. An item like this is niche, and may not seems useful or "worth it" to you, but taking a will penalty for stealth would seem pretty useless an mechanically unviable to my healer. Hence why it's a matter of opinion I guess?
AB on a weapon serves more than adding AB to your character sheet, but also to piercing damage reduction - there is a point where will save becomes redundant (whereas AB never does), especially in the case of your argument with the contest of wills against a vampire, and a cleric reaches it quickly - quicker with other items that are already existent in the module.
Item Name: Bane of Vraja
Item Type: Ring
Description: The artifice of an enterprising barovian mage,his name lost to time. This ring channels the negative thoughts & emotions of Barovian Natives concerning Vraja into a metaphysical shield against spellwork.
While the ring -does- provide protection against pure magical force, it also had the unfortunate side-effect that the wielder would hear a cacophony of voices cussing them out if they attempted to cast any spell .
Statistics:
Arcane Spell Failure (+50%)
Damage Resistance : Magical (Amount : 3)
Cost: 303
Item Name:The Cleaver
Item Type: GreatAxe
Appearance:
Top: 25 (Color 1)
Middle:11 (Color 1)
Bottom:1 (Color 1)
Description: This axe of dwarven make burns with a fierey fury. Who-ever holds this weapon would be possessed of a need to cleave, an act which the Axe gleefully supports. Sadly, this magically induced bloodlust does make it hard to care about any weaponry coming your way, your sight only set on bodies, blood and glory...
Statistics:
Bonus Feat : Cleave
Bonus Feat : Great Cleave
Decreased AC : AC Dodge Modifier (-2)
Cost: 6758
Item Name:Big Stick
Item Type: Greatsword
Appearance:
Top: 1 (Color 3)
Middle:21 (Color 1)
Bottom:21 (Color 2)
Description: At first sight, this seems to be a big wooden stick shaped like a sword. On closer inspection, however, the shiny gleam of metal becomes more apparent. Strangely enough, the blade is far heavier than it looks, it's weight making it an effective bludgeon. Better walk softly while carrying it.....
Statistics:
Damage Bonus : Bludgeoning (2 Damage)
Extra Melee Damage type : Bludgeoning
Matrerial : Iron
Weight Increase : (Amount : 15 lbs)
Cost: 3218
Item Name:The Unerring Dullness
Item Type: Dagger
Appearance:
Top: 18 (Color 1)
Middle:1 (Color 1)
Bottom:1 (Color 1)
Description:
"I do not know who creates these 'daggers', but they're either the most ingenious prankster or the most buffoonish enchanter to walk the Core.
Yes, these broken blades have an unerring capability to find their intended targets.
Yes, these blades will hurt if they hit, regardless of whatever defenses your enemy may possess.
But the blade is so blunt, you're better off using it as a blunt instrument and even then, you better have the arm of an ogre to manage some hurt. And even then, it's barely effective.
Not to mention it gives the wielder an aura that compels anyone nearby to focus on them. Not exactly useful.
In fact, I dare say this is the most inefficient murdering tool I've ever seen.
I suppose it -could- be used to slowly, eventually murder someone, but why would anyone DO that? Torture, perhaps? Whips are far superior to such.
I'm close, though. Soon, I'll know who makes these things. I'll wrangle a proper enchantment out of this mess, or my name isn't J--"
-Research Document A23 of Jaqcues Cucchin, translated from High Mordentish. Found deceased in his home, with numerous bruises; internal or otherwhise.
Statistics:
Attack Bonus : +3
Damage Bonus : Positive Energy (Amount : 1)
Decreased Damage : -5
Decreased Skill Modifier : Hide (-6)
Decreased Skill Modiefier : Move Silently (-6)
Extra Melee Damage Type : Bludgeoning
Cost: 5706
Item Name:The Caliban Wall
Item Type: Tower Shield
Appearance:
Iashto_151
Description:
"Throw thyself on The Wall and be repulsed. My weight. My girth. It is my shield." - Unknown Caliban Knight
Statistics:
Decreased Attack Modifier : -2
Immunity Damage type : Bludgeoning (10%)
Immunity Damage type : Piercing (10%)
Immunity Damage type : Slashing (10%)
Weight Increase : (Amount : 15 lbs)
Cost: 2147
Item Name:Cactus Rod
Item Type: Club
Appearance:
Top: 2 (Color 3)
Middle:1 (Color 1)
Bottom:4 (Color 2)
Description: The early work of an druid apprentice, this piece of wood is fairly pointy, to the point that one could fairly easily poke a few holes into some deserving target. Alas, as the cactus it was inspired by, this thing is pointy all over. Wielding it is quite literally a pain ..
Statistics:
Damage Bonus : Piercing (Amount : 1d4)
Decreased Attack Modifier : -1
Decreased Skill Modifier (Concentration : -2)
Material : Wood
Cost: 626
I made a few changes to the weapons and items, modified the posting.
Item Name: Bane of Vraja
Item Name: The Great Cleaver
Item Name:The Cleaver
Item Name:Big Stick
Item Name:The Unerring Dullness
Item Name:The Caliban Wall
Item Name:Cactus Rod
Item Name:Rainbow Gloves
I made a few changes to the weapons and items, modified the posting.
Thank you for the time you put in this. Here are my observations.Item Name: Bane of Vraja
Damage resistance properties should be on protective devives, not on weapons. Magic Damage Resistance is something extremely powerful. Magic DR 5/- would negate a lot of damage and grant a tremendous advantage in PvP. The arcane spell failure penalty is mostly inconsequential for most and drops the item value at a price that'd make it a somewhat common drop.Item Name: The Great Cleaver
Item Name:The Cleaver
We usually avoid granting free feats through items. That's a huge balance issue on its own for abilities a player should invest in if he wants them. Granting two on a single item, unthinkable.Item Name:Big Stick
I'd have to check around but I think we already have a few weapons in game that deal different types of physical damage. That would not add much to the game.Item Name:The Unerring Dullness
See comment above in regards to the extra blunt damage from a dagger. Consider that we already keep +2 ab weapons as rare as possible, adding a +3 AB one is really unlikely, even with the proposed damage penalty. I don't mind a +1 positive energy damage bonus on a weapon, but the other penalties are meaningless. They would not be a factor whenever a player actually uses the dagger in battle.Item Name:The Caliban Wall
The decreased attack modifier is meaningless as you can't attack with the shield itself. The penalty would not apply to your weapon attacks.
I would not make the shield AC +1 if it provides DR. Nor would I have the 3 types of DR on a same item for balance issues. You should expand further on the description of your items and not make them comical one liners. New items should serve to expand the lore of Ravenloft and the D&D multiverse in general, or to tell a suitably gothic horror story to enrich the atmosphere of the game.Item Name:Cactus Rod
Redundant. Some weapons already deal multiple type of damages at once without the hassle of that penalty.Item Name:Rainbow Gloves
Have yet to review those.
We usually avoid granting free feats through items. That's a huge balance issue on its own for abilities a player should invest in if he wants them. Granting two on a single item, unthinkable.
We usually avoid granting free feats through items. That's a huge balance issue on its own for abilities a player should invest in if he wants them. Granting two on a single item, unthinkable.
<...snip...>
I like it, but it seems a bit much, even with the drawbacks.. There's certainly a risk to it with the damage weaknesses in. I'm not the best at builds, and such, but what would the numbers look like with this equipped, and say....gobalski's, or brawler's belt? Hands of Dusk? Same conditions, but a barbarian with uuuuuhhhhh....Blazing Berserker, I think the feat is called? Those are the situations I can think of off hand where folk try to make the most use of the proposed amulet.Spoiler: show
I would not combine 2 physical damage immunities bonus on a same item.
25% immunity is way too much. That's a lot of damage you'd shrug off. I'd consider 10% at most.
Instead of an amulet, I'd put it on an actual piece of armor (armor, bracers, helm, shield), for the simple sake that its the purpose of armors to ward off blows.
Avoid Damage Vulnerability Divine, there is almost no critters to deal that kind of damage out there.
Item Name: Hadrian's Folly
Item Type: Cloak
Appearance : GreatCloak
Description: Hadrian was a particularly daring adventurer who managed to trick Death into owing him a favor.
He demanded that the Entity enchant an item of great power for him, something would make him the fastest fighter alive!
Sadly, in his victory, Hadrian forgot to be specific. Death did as he demanded, enchanting a cloak which made Hadrian supernaturally fast in combat. But for his hubris, Death also layered in a deadly curse. For while the cloak made him quick, it also influenced him to lean into incoming blows.
So it was, not long after, that Hadrian leaned into a blow heading for his neck, the daring adventurer decapitated by a common bandit.
One may bargain with Death, but tricking it is unwise. After all, the Reaper always gets his due....
Whether such a tale is true or not, several copies of this cloak have been found around the core, ready for other wearers to repeat Hadrian's folly....
Statistics:
Haste
Decreased Dodge AC : -5
Damage Vulnerability : Slashing (5%)
Damage Vulnerability : Piercing (5%)
Damage Vulnerability : Bludgeoning (5%)
Material : Unknown
Cost: 5491
Item Name: Hadrian's Folly
Item Type: Cloak
Appearance : GreatCloak
Description: Hadrian was a particularly daring adventurer who managed to trick Death into owing him a favor.
He demanded that the Entity enchant an item of great power for him, something would make him the fastest fighter alive!
Sadly, in his victory, Hadrian forgot to be specific. Death did as he demanded, enchanting a cloak which made Hadrian supernaturally fast in combat. But for his hubris, Death also layered in a deadly curse. For while the cloak made him quick, it also influenced him to lean into incoming blows.
So it was, not long after, that Hadrian leaned into a blow heading for his neck, the daring adventurer decapitated by a common bandit.
One may bargain with Death, but tricking it is unwise. After all, the Reaper always gets his due....
Whether such a tale is true or not, several copies of this cloak have been found around the core, ready for other wearers to repeat Hadrian's folly....
Statistics:
Haste
Decreased Dodge AC : -5
Damage Vulnerability : Slashing (5%)
Damage Vulnerability : Piercing (5%)
Damage Vulnerability : Bludgeoning (5%)
Material : Unknown
Cost: 5491
This seems like an interesting concept but the penalty to AC should be higher; being hasted gives you +4 Dodge AC
Which would make the actual penalty for having an extra attack and being super fast for as long as you want just -1 to Dodge AC.
I'm not overly fond of Sleight of Hand items, but that's my personal preference.
Spot isn't a counter to sleight of hand, you see
As long as you can beat DC 30 for the pickpocket attempt (this is a hostile action so you need to hostile who you are pickpocketing, otherwise it's DC 20 for non-hostile N/PCs), you receive the item or gold for the attempt. All Spot does is tell you that you are being pickpocketed, if you can even see the person with their far higher hide / move silently skill to begin with to identify who or what is even trying to do it. Spot is unable to prevent being pickpocketed, it doesn't work in that regard.
Spoiler: Amulet of Hatred show
Spoiler: Amulet of Hatred show
So this is a strictly worse +1 Natural AC Amulet. By a lot. I'm not really sure what the use case for this is - there aren't many enemies on the server that fit those racial types, especially not before you'd be able to find the general +1 or +2 amulets, and the drawbacks are crippling.
I think the lore has potential, as trinkets of Barovian make that protect against "monsters" could work in the same way that Falkovnian/Lawbringer items that assault them do. Barovians do prefer to avoid/ward against beasts of the night rather than hunt them, after all.
-Item name: Amulet Of HatredSpoiler: show
-Item name: Boots Of The Street UrchinSpoiler: show
-Item name: Amulet Of HatredSpoiler: show-Item name: Boots Of The Street UrchinSpoiler: show
Per the directions at the beginning of the item request thread, please include the item value produced by the module. This helps us evaluate how commonly an item may show up and potentially how powerful it may be.
-Item name: Amulet Of HatredSpoiler: show-Item name: Boots Of The Street UrchinSpoiler: show
-Cost: 3079
Per the directions at the beginning of the item request thread, please include the item value produced by the module. This helps us evaluate how commonly an item may show up and potentially how powerful it may be.
Sorry i'll add those later when i get home forgot that detail
Item Name: Gilded masters tool beltNot sure I quite understand this one correctly, is this meant to be a universal mobile crafting station?Spoiler: show
Item Name: Gilded masters tool beltNot sure I quite understand this one correctly, is this meant to be a universal mobile crafting station?Spoiler: show
From what I understand, its meant to be an item that can be used on every crafting station.
Item Name: Corpse-Grinder's Whetstone
Item Type: Dagger
[snip]
Statistics:
50 charges
Blessed Weapon, 5 charges
-4 Charisma
Alignment Restriction: Evil Only
Class Restrction: Rogue Only
Hat of Disguise
+? to Disguise
//Look can not be changed
As Eos brought it up.QuoteHat of Disguise
+? to Disguise
//Look can not be changed
Not sure what a good increase to Disguise would be.
Item Name: Stranger's Medallion
Item Type: Amulet
Description: Originating from the land of Darkon, these strange amulets often appeared on the native Darkonese with little explanation as to how they got there. Though all differ in shape and symbolism, it's not unheard of for people who have lived in Darkon all of their life to come across one placed in their jewelry. This phenomenon was documented by a traveling merchant from the domain who, too, had once came across one of these very medallions in the earlier years of his life with the names of a wife and child he had never heard of before engraved on the back of the amulet.
Statistics:
Decreased Skill Modifier: Hide -5
Material Copper
Material Gem, Garnet
Skill Bonus: Disguise +5
Skill Bonus: Influence +5
Cost: 5688
Appearance: it_neck_022
The major art produced in Hazlan is theatre. Traditional Hazlani theatre is called haebstzarn. Haebstzarn is an unusual from of theatre characterized by having each character played by two actors, one of whom sits on the others 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 Hazlans folk heroes. In particular, the Rashemani hold the tales of Vosshik, Berineth Waeysdottir, and Stalker-of- Deadmen in highest regard, though a number of other Rashemani heroes exist. The Mulan prefer tales of their heroes, such as Kiva Erdru and Gemeyes the White. A variant of haebstzam uses cloth marionettes as tall as three men to portray the characters.
I am more inclined to use an Influence penalty rather than a hide one. Though hide makes a certain sense, mechanically it is not a skill you'd often use jointly with disguise. That would be tantamount to no penalty at all. Best items have their risks and rewards at the same time.
I am more inclined to use an Influence penalty rather than a hide one. Though hide makes a certain sense, mechanically it is not a skill you'd often use jointly with disguise. That would be tantamount to no penalty at all. Best items have their risks and rewards at the same time.
I am still evaluating Dardonnas items, though I'll be honest and tell you right away that I have no intention of implementing anything that exceeds a +5 bonus.
We would need bonus spell slot item writeups for:
-Voodan
-Hexblade
Ideally equivalent in power to what is already available for similar classes.
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
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).
We would need bonus spell slot item writeups for:
-Voodan
-Hexblade
Ideally equivalent in power to what is already available for similar classes.
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?
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.
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
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
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.
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.
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
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: 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
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 characters 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.QuoteItem 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.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 characters 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.
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.
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.
[...] 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.
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.
Item Name: Lesser Ring of the Red WarmageSpoiler: show
Item Name: Greater Ring of the Red WarmageSpoiler: show
Name: Mask of the Red EvokerSpoiler: show
Name: Staff of the Apprentice WarmageSpoiler: show
Name: Staff of the Master WarmageSpoiler: 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.
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.
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.
Spoiler: show
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...)
QuoteItem Name: Lesser Ring of the Red WarmageSpoiler: showQuoteItem Name: Greater Ring of the Red WarmageSpoiler: showQuoteName: Mask of the Red EvokerSpoiler: showQuoteName: Staff of the Apprentice WarmageSpoiler: showQuoteName: Staff of the Master WarmageSpoiler: show
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!
Item Name: Ring of ConstrictionSpoiler: show
Item Name: Greater Amulet of ThothSpoiler: show
Item Name: Nathans BulwarkSpoiler: show
Item Name: Chain of IlmaterSpoiler: show
Item Name: Longbow of Arcane SightSpoiler: show
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.
QuoteItem Name: Lesser Ring of the Red WarmageSpoiler: showQuoteItem Name: Greater Ring of the Red WarmageSpoiler: show
Item Name: Ring of ConstrictionSpoiler: show
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.
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.
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'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.
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.
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.
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.
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.
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.
QuoteItem 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: ?
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.
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.
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 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.
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?
I'd be down for a rarer version that does both, to fit the IC.
I'd be down for a rarer version that does both, to fit the IC.
Werent you clamoring for Disguise gear recently and complaining about it? Making it rarer just means therell be less of it. Not to mention a mask doesnt make you a better performer.
Just to point out, this is a barbarian belt, and barbarians already get (up to) 5/- damage resistance.
Would be nice to add a new monk gloves with something like...
+1 vs undead
1d6 bludgenoning dmg
Thoughts ?
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.
Item name: Last Tune
Item name: Helm of the Whip
Item name: Hunter's Cap
Item name: The Ebbing Ring
Item name: Waxen Wane
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.
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.
-snip-
Item name: Staff of the Ancient Alienist
Item name: Ring of the Apprentice Necromancer
Item name: Ring of the Arch Necromancer
Item name: The Masters Ring
Item name: Staff of the Ancient Alienist
Item name: Ring of the Apprentice Necromancer
Item name: Ring of the Arch Necromancer
Item name: The Masters 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.
https://www.nwnravenloft.com/forum/index.php?topic=44496.msg709007#msg709007neat 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 :)
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.
https://www.nwnravenloft.com/forum/index.php?topic=44496.msg709007#msg709007neat 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 :)
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.
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? :)
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.
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.
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.
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 :PThis but make it use it against players while alive.
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
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
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
Name: Lamordian Flintlock
Stats:
Bonus Spell Slot of Level: Black Powder Avenger Level 2
Quality Excellent
Skill Bonus: Discipline +2
Cost: 4382
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.
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 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.
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.
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.
Item name: Wahigasa
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.
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)
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).
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?
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?
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?
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?
Item Name: AMPC Resurrection Tool
QuoteItem 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.
Spoiler: show
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!
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.Quote-Item name: A Hunter's Guide to Fey
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.
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.
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.
Item Name: Hollowed Book (Able to be altered via quill)
Item Name:
Stygian Knot
Item Name:
Book of Utter Dark Secrets
Item Name:
Cursed Loop of the Imp Archivist
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:Granting class exclusive feats on items is best avoided. A player should invest in the feat to get its benefit.
Stygian Knot
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.
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 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.
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.
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
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.
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
-Item name: Waxing Crescent
[...]
-Item name: Waning Crescent
[...]
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.
With the implementation of Healer, we'll need healer gear (spell slots minimally to match other classes' gear, and other flavorful items).
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.
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
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.
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
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.
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? [...]
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
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.
... 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.
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
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.
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.
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.
Ryujin, there is no such thing as useless item. Even just selling them for gold is a valid purpose on its own.
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 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.
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'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.
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
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.
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.
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.