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Author Topic: Item Request Discussion Thread v2  (Read 48527 times)

FunkyMonkey

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Re: Item Request Discussion Thread v2
« Reply #250 on: April 24, 2021, 01:25:54 AM »
I tried to figure out how to make the items and cost them etc but I'm not tech savey enough, unless someone wants to explain it to me like I am a infant and can link me the haks. This is far as I got, scrap it if this serves no purpose

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

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

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

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

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

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

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

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

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

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

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

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

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

Dardonas

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Re: Item Request Discussion Thread v2
« Reply #251 on: April 24, 2021, 01:56:31 AM »
Item Name: Tooth of Sobek
Item type: Dagger
Description: This malevolent looking dagger's edges are jagged and worn through ritual use, tarnished black with a green sheen.
Statistics:
1d4 acid dmg
1d8 Mass crit

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

This is pretty powerful in its own right, but I think it could be cool to see on the tables given I feel there isn't too many options for martial classes that isn't just a straight enchanted helmet.

tylernwn

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Re: Item Request Discussion Thread v2
« Reply #252 on: May 02, 2021, 11:09:57 PM »
Quote

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


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

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

Why not just make the requirement, alignment: evil. Wrappings of osiris already do what this item does, so with the alignment restriction it could be a slightly worse version of that. Also raise dead, no resurrection as that would radically alter one aspect of the game; if someone gets badly impaired they are out of the adventure unless there is a priest along with a lot of diamonds.
« Last Edit: May 03, 2021, 08:52:03 AM by tylernwn »

Dardonas

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Re: Item Request Discussion Thread v2
« Reply #253 on: May 03, 2021, 09:34:33 PM »
Quote

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


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

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

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

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


As for the cloth, I don't see why a resurrection item is a big deal.  Especially if it is a rare drop and limited as is.

foxtale

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Re: Item Request Discussion Thread v2
« Reply #254 on: May 04, 2021, 01:57:47 AM »
Quote

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


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


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

I concur with tylernwn and the exact logic provided.

Saves vs. Spells are extremely powerful, second only to Universal Saves.
You are claiming with certainty that casters are a limited portion of threats that will make a character roll a save, but in my opinion, and considering which saves will only inconvenience you and which saves will outright disable/kill you, they are the largest portion of saving throws to watch out for. The only real threat that isn't affected by Saves vs Spells are traps and a certain portion of conjuration spells.
Mareike - "The alternative is saving only myself. I will go to any length for this."
Enora - "The Weald belongs to they that can take it."
Felise - "!em ton era uoY"

PlatointheCave

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Re: Item Request Discussion Thread v2
« Reply #255 on: May 04, 2021, 02:01:27 AM »
Given the weakness of rogue saves and the +6 bonus cap on parry I would take saves versus spells on a cloak in a heartbeat. In fact, it's the primary thing I look for on gear for such classes and will even give up unisaves if it means a larger save versus spells.

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

Dardonas

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Re: Item Request Discussion Thread v2
« Reply #256 on: May 05, 2021, 01:56:12 PM »
I concur with tylernwn and the exact logic provided.

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

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

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

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

In a PvE setting it's an itemization choice that makes players choose AC for spell save.  In a PvP setting, it's an item that makes players less vulnerable to being one-shot by Save or Die spells.  Seems like a healthy choice to me.

tylernwn

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Re: Item Request Discussion Thread v2
« Reply #257 on: May 06, 2021, 04:39:49 PM »
Given the weakness of rogue saves and the +6 bonus cap on parry I would take saves versus spells on a cloak in a heartbeat. In fact, it's the primary thing I look for on gear for such classes and will even give up unisaves if it means a larger save versus spells.

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

Saves should be versus a specific saving throw. You cite insta kill mechanics as being oppressive, but characters running around with unbeatable saves is also oppressive. Items should have one kind of save only. If you are concerned about insta kills then have it be a fort save, but no save vs spell, or universal saves.

foxtale

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Re: Item Request Discussion Thread v2
« Reply #258 on: May 06, 2021, 05:01:27 PM »
[...] characters running around with unbeatable saves is also oppressive. Items should have one kind of save only. If you are concerned about insta kills then have it be a fort save, but no save vs spell, or universal saves.

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

Save or die/disable on the other hand are outright unfun for the defending party. They are relics of a system that wasn't created with high stakes PvP in mind and while disabling them as an option isn't super appealing at first glance because it takes options away from those classes, it is still the ideal way to deal with the conundrum in my opinion.
Mareike - "The alternative is saving only myself. I will go to any length for this."
Enora - "The Weald belongs to they that can take it."
Felise - "!em ton era uoY"