A reprisal of Sherry's thread from the old forums. http://www.escapefromunderdark.com/old_forums/viewtopic.php?t=18185&postdays=0&postorder=asc&start=0
Obviously we haven't seen even a fraction of all that EfU:A has to offer, but if you think of a pretty good idea, I'm sure the DM's would like to hear it! Like with the last thread, try to keep it reasonable in terms of power.
(Thank you for the sticky!)
- - - - -
Summoning theme: Swarms
A summoning theme based on swarm of tiny flying creatures.
I: Swarm of mosquitos (no damage, chance of disease)
II: Swarm of bees (no damage, chance of bee venom)
III: Swarm of bats (minor damage, good hearing)
IV: Hellwasp swarm (whatever hellwasps do)
V: Swarm of stirges (wounding, etc.)
- - - - -
Base Item: Mace
Conch-shell Mace
This enchanted conch-shell, though somewhat fragile, emits a piercing howl when swung.
No Damage
Damage bonus: +1 sonic
- - - - -
Base Item: Amulet
Monkey-thumb necklace
A loop of twine with a skeletal monkey's thumb. It is imbued with magics meant to pacify animals and put them under your thumb.
3 Charges
Cast Spell: Dominate Animal, 2 charges
Cast Spell: Charm Animal or Person, 1 charge
Skill penalty: Animal Empathy -2
- - - - -
Base Item: Padded, Leather, or Hide Armor
Sand-caked _____ Armor
This armor is covered in sand which over time has become adhered to the leather. It's no better or worse than any other armor of its kind.
(No special abilities, but a nice sandy colour)
We need beehives, that you throw at people to give them con damage
That sand baked stuff could give like a +2 bonus to hide while on sand, maybe.
Troglodyte Scale Armor.
(4/4)
Armor made from Troglodyte scales...yuck.
Dead, Hardened Swordfish-
The myth. The story. The Legend.
-2 Bludgeoning damage
+4 piercing damage
Trog Tail-
Base Item: The New Gnarly Wooden Club
It takes a special person to cut the limb off of a trog as a trophy. It takes an entirely different sort to actually consider wielding it in combat.
-1 attack
-1 damage
+2 vs. poison
+2 vs. disease
Seashell Necklace-
Displaying all the craftsmenship a retarded goblin is capable of, these shells on a string have been mildly enchanted by a druid who should have invested his time and energies elsewhere. At least you'll get to laugh at the effeminate knights and half-orcs who will gladly scoop it up and put it on.
Barkskin charges
Really Scary Mask-
Having the looks of a reanimated Illithid offers one few advantages in the world of civilized men, but imagine how much fun you'll have on top of the Ziggurnat when you're the first there to meet the newcomers.
+1 intimidate
-4 Persuade
Scare charges
I heartily approve of all new piscine weaponry on the server. :D
Pair of sticks:
Create a campfire.
Only Useable by druids, rangers, and maybe barbarians.
Lets rangers make a safe camp for other people, which they should be able to do, imo.
Coral Armor
Pieces of hardened coral have been strung together to form some kind of makeshift chainmail.
Chainmail
-1 AC
/5 resistance to slashing damage
At first I thought it was a little too overpowered, petey, but on second thought, being only against slashing damage, perhaps it's not so bad. -1 AC, +2 AC vs. Slashing could be good too.
I'm in favor of anything having to do with crabs, just 'cuz. *nods*
Crab-claw Spear
Base Item: Spear
Carried by goblins, savages, and hunters alike. This crude-looking spear is perhaps a little unwieldy, but the rugged appearance of the still-meaty appendage lashed to the end of a pole certainly aids in... persuading the faint of heart.
-1 to Attack
+3 to Intimidate
Jergali Scythe
A large, and relatively unwieldy weapon, however, it is bestowed with power by the Jergali that once resided in this Shrine.
+1 Negative damage.
20% weakness to Negative Damage.
-2 dmg.
Oh wait, here's one that I think would be cool!
Glass-Tipped Spear
Spear
This spear is made of carved driftwood and is topped with a shard of glass that seems to have been made naturally by lighting striking the sand on a nearby beach. The glass is scratchy like sandpaper.
-1 Attack Bonus
+1 Piercing Damage
At the risk of making it too powerfull this is also an option:
Glass-Tipped Spear
Spear
This spear is made of carved driftwood and is topped with a shard of glass that seems to have been made naturally by lighting striking the sand on a nearby beach. The glass is scratchy like sandpaper, but has drudic runes etched on it's side.
-1 Attack Bonus
+1 Piercing Damage
3 charges of Gedlee's Electric Loop, or maybe a not very powerful druidic lightning spell. (never bothered playing a druid, so IDK.)
----------------------------------
Shark-Skin Armor
Light Armor
This armor smells of fish but is also very scratchy like shark-skin.
When Hit: Deals 1 point of slashing damage to the enemy.
NO AC.
Rainbow Colored Pants
These pants have been made with scraps of old cloth and sewn together crudely, likely for someone with no other clothing.
+1 MS
-2 Hide
+1 Perform
Crusted Leather Armor
You ripped this armor off a corpse in a tomb, it seems to be slightly crusty and stiff compared to other leathers, but you can still make use of it.
+1 saves vs negative energy
-1 charisma
3 Charges, 2 Charges/Scare
Ymphian Cowry Necklace
The Ymphian Cowry Shells are an extremely beutiful sea-shell, held in high regards by the natives of the Island of Ymph and others. This necklace seems to be made up of a copper wire and has three or four of them hanging from the end. Besides looking very pretty, it has some light enchantments.
+3 Persuade
+2 Appraise
+1 Natural Armor
Low Drop Rate on a higher level quest.
------------------------------------
Regal Ymphian Cowry Necklace
The Ymphian Cowry Shells are an extremely beutiful sea-shell, held in high regards by the natives of the Island of Ymph and others. This necklace seems to have nothing but perfect examples of them strung all the way around on a platinuim neck chain, and heavily enchanted, to the point where it all comes together to be utterly dazzling. Truely fit for a King of any kingdom.
+5 Persuade
+5 Appraise
+2 Animal Empathy
+1 Natural Armor
+1 Universal Saving Throw
3 Uses of Charm Person a day.
40000 GP shoploot anyone?
----------------------------
Nightriser Flamberge (AKA, a greatsword)
This wicked looking blade looks decripid and ancient, but still empowered by some of the energy that drives the nightrisers. It also seems to be rather unweildly. Just being near it fills you with a sense of dread.
-2 attack
1d4 negative damage
Massive Critical 1d10
+1 Intimidate
Restricted to: Evil
------------------
Amulet of the Abyssmal Sea
This amulet has what appears to be many snake like tendrils, with circles on them, spreading out in every direction. It feels slimy to the touch, and whenever you put it on, your body seems to become dull to the cold, but your mind seems to wander off, to a place far far away.
75% Cold Immunity
-3 Saving Throw VS. Universal.
------------------------------
Talisman of Umberlee (Unless one already exists.)
A Talisman that looks just like the holy symbol of Umberlee, The bitch queen.
+4 Vs. Cold
+4 Vs. Law
-----------
Yes, I know some of it looks abit over powered >_> Espeically the Regal Necklace, but it would make a Nice shop loot that no one will ever buy, but go "Wow, I really want that!"
Edit
>_> changed Abyssal Sea to Abyssmal Sea... Typo.
Fur-lined woolen cloak/(or bear skin cloak)
(new cloak design :-D)
6lb
* Counts as a bedroll
* +1 vs cold based spells/or damage reduction -1 cold
Stargem
These gems are much prized by the Stargazer halflings, and have been used for centuries in their rituals and divining magics. They can be used to see through illusions and unravel mysteries.
Charges: 1-3
Ultravision 1 charge/use
Identify 1 charge/use
See Invisibility 3 charges/use
Quote from: RIPnogarD;87482Fur-lined woolen cloak/(or bear skin cloak)
(new cloak design :-D)
6lb
* Counts as a bedroll
* damage reduction -/1 cold
Yes!
Kobold Rat Flail
Base Item (Light Flail, with a rat for a club like that dead fish one... or just a normal flail.)
This flail was made by one of the desperate Kobolds in their defense, by tieing the tail of a uneaten rat to a large stick. It hurts somewhat, but is really just ineffective and unweildly... despite the fact the wielder would go through the extra trouble of not accidently hitting themselves with it. No idea where the rat has been though.
-3 Damage
-2 Attack
DC 14 Disease that rats give on hit.
Loincloth of Deception-
(New awesome loincloth-like style please.)
The runes on this loincloth looks to be able to form illusions, obviously meant to mislead your opponent.
5 Charges
Displacement, 1 Charge/Use
Ghostly Visage, 2 Charges/Use
______
Parrot Feather Staff (Wand)
This stock of wood has colorful feathers on the top of it. Perhaps in the past, they belonged to a colorful bird.
Color Spray- 5 Charges
______
Spiked Necklace
This cord has been tied together, and decorated with all sorts of sharp, pointy shells. A clear reminder of how to deal with pointy things.
Disable Trap + 1
Craft Trap + 1
Set Trap + 1
Troglodyte Scale
This fell off a troglodyte you killed.
Either unenchanted or with something ranging from cure minor to blur.
Cattle Whip:
+4 Intimidate
+2 Taunt
-2 Persuade
-4 Damage (Whips are not used -on- the cattle, they are used to create a loud and sharp noise to scare cattle)
Lover's Necklace of Reckoning:
"You never listen to my needs." Donning this necklace will fix this problem.
+4 Listen
+4 Persuade
-2 Bluff
-2 Intimidate
Conch shell horn
* Scare (3) 1/day
* Full round action that does give AoO against the wielder.
It would be cool if it worked like a bard instrument and made a loud sound as well. That way it could be used above and beyond just the scare ability and be used by anybody as warning devise or something.
Flower lei - amulet, +1 persuade.
You should also be able to make these with herbalism + 30 flowers.
Nightriser fingers
Base item: darts
Some of the more... interesting newcomers to Ymph found a makeshift supply of throwing weapons. These fingers have a small wooden splint running through them and the tips have been sharpened.
weight reduction: X %
-1 attack
+1 damadge (cold)
Bonecrusher Bolts
The blunted, lead-weighted tips of these bolts are meant to crack the unnaturally tough skulls of Nightrisers.
+1d4 Bludgeoning Damage against Undead
Pretty much Crumplers for EFU:A's common tough nuts.
Some items I thought could make use of some of the more uncommon spells.
Shreiker Shell
This clamshell has been enchanted to emit a deafening shriek when opened
Horizikaul's boom (3) Single Use.
Nobody uses Boom, and I've never seen an item that causes it.
Gloves of Conflagration.
These heavy leather gloves have small phials of alchemist's fire on them and can set a foe alight with a punch. You're not sure how sane such an approach is, however....
25% Dmg Vulnerability, Fire.
Combust (2) Single Use.
Flaming Lash.
This whip is enchanted with a constant flame at its tip, and can unleash a blast of fire.
Whip
+1 Fire Damage
3 Charges
Flame Lash (3) 2 charges/use
Beehive Bomb.
This appears to be a small beehive, its entrance sealed up with wax. You could throw it at an enemy to cause him to be covered in bees.
Weight 2 lbs
Use: Quillfire (4) single use
Phosphorescent Paste.
Made from deep-ocean fish, this paste can be smeared on an item to make it glow.
Like the "add item property: Light" stone the Drunk Half-orc used to give, but adds Light, Dim, blue, 5m.
Sticky Stick.
This staff is covered in a tarry gunk at one end, and can shoot blasts of it to slow down and trap opponents.
Quarterstaff
7 Charges
Grease (3), 1 charge/use
Web (3) 3 charges/use
Shuddering seed
This large seed pulses with a green glow and shakes like it is about to burst into growth at any moment.
Use: Vine Mine (1) Single Use.
I always wished NWN had more options for "good" necromancers, specifically stuff like Disrupt Undead. So an inverse version of those 2/day -ve Energy Ray bandages would be nice.
http://www.d20srd.org/srd/spells/disruptUndead.htm
Gauntlets of Disruption.
These glowing gloves are able to release bursts of positive energy that are especially useful against the Undead.
Use: Searing Light (2) 1/day
Cure Minor Wounds (1) 1/day
Light (dim) 5m, Yellow
Hide-2
Useable by:
Bard
Sorcerer
Wizard
The damage (2d6) against undead is comparable (2x1d6) to the Bandages against living things, and the Cure Minor, although less powerful in level than Ghoul Touch, is also healing.
As a matter of fact, I use Horizukaul's Boom. Without giving too much away, it was very necessary for a puzzle yesterday. Guys, if you specialize, get every spell! It's the only way to fly!
Driftwood Sequencer's Staff
Once a powerful wizard's staff, capable of memorizing and casting spells, this gnarled stick of driftwood has been broken and cracked amidst the sea. Its magic somehow involves water, and despite its weakened state it can be broken to give the wielder a short gasp of air.
Bubbleberries effect / single use
Old Salvage Kit: Using this, you may be able to extract useful materials from any allready forged equipment, such as swords and plate mail, even old seige weapons, and use it for crafting. This kit is old and won't last more then one use. It can not break down special materials like magic runes or advanced metals, and will most likely destroy them in the process. ((This means that things like armor imbued with +1 runes can't be recovered with this, the same for materials like Mithril.))
Basic Salvage Kit: Using this, you may be able to extract useful materials from any allready forged equipment, such as swords and plate mail, even old seige weapons, and use it for crafting. This kit can be used 3 times before breaking. It can not break down special materials like magic runes or advanced metals, and will most likely destroy them in the process. ((This means that things like armor imbued with +1 runes can't be recovered with this, the same for materials like Mithril.))
Expert Salvage Kit: Using this, you may be able to extract useful materials from any allready forged equipment, such as swords and plate mail, even old seige weapons, and use it for crafting. This kit can be used 3 times before breaking. It can break down special materials like magic runes or advanced metals, but may ruin the chance of destroying the rest of the item in the process. ((This can salvage things like armor with +1 runes or mithril))
Supirior Salvage Kit: Using this, you may be able to extract useful materials from any allready forged equipment, such as swords and plate mail, even old seige weapons, and use it for crafting. This kit can be used 5 times before breaking. It can break down special materials like magic runes or advanced metals, but may ruin the chance of destroying the rest of the item in the process. ((This can salvage things like armor with +1 runes or mithril))
The whole point of these items, if couppled with a crafting system, will allow players to really take a part in building the island up. I suggest that if anything's being sold, only the first three are, the supirior ones should probably only be found on DM quests or those ones everyone hates. Salvaging requires a craft check that's approperiate (weapons, weapons. Armor, armor, and every thing else, traps).
Just an idea, but at the very least it adds ambiance because it shows that folks carry tools to salvage equipment and make it useable.
Eh, not quite the point of the Ambient Loot thread. Besides, didn't you already make a topic about crafting?
Ah, all right, my mistake.
And the thread was asking the DM's what skills would make sense, not suggest this. I will suggest the whole thing in a thread if you want me to. I just suggested it since, at the very least, the kits can be used as a ambiant suggestion used when DM's are arround or for RP. Just putting it in the air, that's all.
smelly old boots
"these boots smell so bad and can be used to unleash a distracting smell upon someone, exploding the boots and covering your feet in smellyness in the process"
- 1 charisma
+ 1 animal empathy
one use: flare
Sharktooth Amulet.
Made by the goblins on the Sharktooth hunting grounds, this amulet of rotting shark teeth is enchanted by the power of Maglubiyet to well, hunt sharks!
+2 AC versus animal.
-1 charisma.
+2 Animal Empathy.
Sharktooth Shield
This small shield is enchanted to aid in shark hunting.
Small shield
+2 ac versus animal.
-1 charisma.
Sharkskin Cloak
This cloak is made from the tough hides of sharks.
5% slashing and Piercing immunity.
-5% to bludgeon dmg weakness.
Sand Spider glands-
Milking Sand Spiders is fun.
Use Poison
Nightriser helm-
An ancient, ornate helm used by the NIghtrisers.
+2 concentration
+2 intimidate.
1/day Shaelgarn's blade.
Leopard's Claw (Sickle)
This sickle seems to be made of a crude iron and covered in runes has been seen in the possession of a few of the barbaric halfling tribes on the island. It is said that it helps them commune with their leopard hunting mates.
Animal Empathy +4
Massive Critical 5
The Hand of the Wanna be Mage
Long ago, in the isles of the Archipelago, when the netherese were still alive, there was a mage by the name Oedipus Franks. Oedipus wanted nothing but to be the greatest mage in the history, o future of Faerun. So he cut off his hand of and enchanted it to aid in scribing down spells for him to remember later. The system was so brilliant, a few demented wizards joined him in making replica's. However, before he could become the greatest mage in history, his life, came tumbling down as netherese fell and the Nightrisers lopped his head off.
1/doom once a day.
Invis 10 charges
Masterwork Sharkskin Hide
This masterwork hide armor has been boiled, molded and cured for weeks on end. The resiliency of this material makes it easy to work with yet once completed makes it a wonderful armor. The only problem seems to be that the sharks dont want to give it up for some reason. (I see it in a white, off whites and light gray color scheme).
· * As hide armor
· +1 AC (for masterwork)
· +1 animal empathy
· +1 move silently
* 80% of weight
· Frequency: VERY rare, (very expensive)
[Shell Charm]
Popular among sailors and pirates, they are said to give good luck, success, happiness and problem solving.
Item Type: Amulet
+1 Persuade
+1 Appraisal
+1 Bluff
[Turtle Scale Armor]
Made of giant turtle scales, this armor offers above average protection, but is much more restrictive to the movements.
Item Type: Half-Plate
-2 Dex
Coconut Top [armor]
This simple top could give even the hairiest dwarf some sex appeal, though its lack of cover makes it quite the risk for combat.
+1 CHA
+4 Persuade
-2 AC
50% Vunerable Cold
Grass Skirt [armor]
Woven together from the long grasses surrounding the island, this skirt allows for a bit of blending into the scenery even if it does ruffle with any kind of movement.
+2 Hide
-1 Move Silently
Snorkel [helm]
A simple mask and hollow reed design allow for a deeper breath before submersion.
+2d10 Rounds Underwater Breathing
Floral Lei [amulet]
Floral Leis are known across the seas to bring wearers good fortune and pleasent company.
+1 all saves
+2 Persuade
Lucky Rabbit Foot [ring]
A typical lucky charm seen throughout all of Faerun.
+1 Reflex Save
QuoteSome loot ideas for the Bear quest
Handaxe of the Barbarian
+1 AB
+2 slashing against animals
+1 slashing
Barbarian Only
QuoteBoots of the Ranger
+1 AC dodge bonus against animals, aberrations, undead, and outsiders.
+2 MS and Hide
Ranger only.
QuoteThe Silver Spear
+2 ab versus Shape Shifters
-2 piercing dmg
+2 cold dmg versus ShapeShifters.
QuoteHelm of the Rager
Blood Frenzy Once a day
-1 wisdom
-1 intelligence
+1 Con
Barb Only
QuoteNature's vengeance (Longsword/dagger combination)
Longsword:
+1 AB versus undead, aberrations, outsiders
+1 slashing versus said creatures
Not usable by any class other than Ranger.
Dagger:
+2 AB versus undead, aberration, and outsiders.
+2 slashing versus said creatures.
Not usable by any class other than ranger.
When used in concert, should be like lol cool.
QuoteBow of the Vermin Slayer
+1 AB versus Vermin
Ranger Only
Should work!
Gnawed Stick
This piece of wood may have once been magical, but is now reduced to only a fraction of what it once was.
2 Charges
Barkskin, 2 Charges/Use
Entangle, 1 Charge/Use
__________
Beard on a Stick (Quarterstaff.]
This awkward item has a single shaft, connected to some hairy object. Whatever the case, the hairs are slightly magical, fearful to the bearded folk.
- 1 Bludgeon Damage
+ 1 AB vs. Dwarves
Taunt + 2
Heal + 1
I want this guys outfit. (It would look great on Scrapper.)
(http://i10.photobucket.com/albums/a139/RIPnogarD/NwN%20EFU%20pics/SmithsOutfit.jpg)
I’m thinking... (I know, I shouldn't do that :???:, anyway...)
Chain Shirt
+1 AC bonus for the added tough leather apron
~and or~
-1 to 5 DR vs fire
~and or~
+1 save vs fire based attacks
Possible negatives:
-1 perform
-1 tumble
Or, if the apron could be added and worn as a cape???
+1 AC bonus for the added tough leather apron
~and or~
-1 to 5 DR vs fire
~and or~
+1 save vs fire based attacks
Possible negatives:
-1 perform
-1 tumble
(Stuff like that)
QuoteMug of the Drunkard
10 Charges Ironguts (3)
Lesser Restoration (Single Use)
This ale stein is covered with ancient dwarven runes of hardiness and clarity, and appears to have been designed for week long ale binges.
So much poison on the server, and a big ironguts item would be nice, as opposed to just hoarding Lesser Restores and Antidotes.
QuoteHarness of Balance
Padded armor
1AC
+1 Tumble
Immunity: Knockdown
Designed for tumblers and acrobats, this harness gives the wearer a supernatural sense of balance and agility, but offers very little in the way of protection.
The anti-melee version of the Mind of Slime which gave Hold Person immunity. Someone might actually choose to wear this one :D. Yes, KD immunity is powerful, but KD is kind of overpowered and the low AC means more normal blows will get through anyway.
Is there a way to make something like a wheel barrel or a small cart that can be set up something like a mount so it stays with the PC looking like s/he's pushing or pulling it[COLOR="Red"]? [/COLOR]It would also be cool being that it’s a container like item if it could hold items. I mean this wouldn’t be like somebody riding a horse around the Zigg or anything; it would only be a PC pushing a cart around. The holding set could even be set up to lose items on reset so it wouldn’t be anything like hording items container, just a cool item that PC’s like Scrapper might push around and or use for things like role-playing working around the Zigg. It wouldn’t be much good on quests or out in the jungle so it would be rather restricted in use.
Even if it can’t hold items it would be nice to say save PC’s like Scrapper a lot of trips carrying stuff he cleaned up. He could more or less be role-played loading up the cart and haul the stuff to a reasonable dumpsite instead of the nearest other pile away from what he’s working on.
Just a thought...
What about a container using the Alchemist's Fire Barrel model from Hordes of the Underdark? Effectively a mobile container placeable you could load stuff into then pick up, with content weight reduction from the fact you push it, but a heavy base weight?
[COLOR="firebrick"]Silk armor[/COLOR]
This material is light and difficult to work with during construction but worth the effort when complete as it is as tough yet light, durable and easy to move around in.
+0 AC
8 max dex
-0 ACP
5% spell failure
Feats req: none
Base item: armor
5 lbs
+1 AC (deflection modifier)
Bonus feat: Deflect Arrows
//Note: In a nutshell its basically only padded armor with a kicker of deflect arrows that monks, wizards and sorcerers can wear due to no armor feat requirement. I picture this as a kind of silky clothing that is lose fitting making it easy to misjudge where somebody is striking and the silkiness even steers some weapons away (maybe something on the line of a silk gei or robes).
(http://i10.photobucket.com/albums/a139/RIPnogarD/silkarmor.jpg)
A few things. First, it's not possible to remove the proficiency feat requirements on an item, so wizards and sorcerers could not use this. Second, AC bonuses are of a type specific to the item: boots have Dodge AC; amulets have Natural AC; Shields and Armor (or clothing, or bracers) have Shield or Armor; everything else has deflection.
If this was a clothing item with deflect arrows and +1 AC, that could be very interesting.
Make it a cloak, give it bonus feat: Deflect Arrows and a -2 Dex, and you could say it is a Parrying Cloak.
I suggested that in another server, even.
Pirate's scimitar: This be the scimitar of a pirate! YARRR
+2 intimidate
3 charges of blood frenzy (7)
-2 persuade
Pointed Cutlass (Scimitar)
This cutlass has an incredibly sharp point, even if the blade is somewhat dulled. It appears to be slightly magical, even, shining brilliant colors.
-1 Slashing Damage
+1 Piercing Damage
Persuade +1
Color Spray, 3 Charges
Some Iron Ore
Iron Ore. This may be useful.
misc medium (4 squares)
Pretty much just to suggest that some monsters are carrying a small sample of ore.
Seeds
We have garlic, why not some shrubs of spices like cinnamon, salvia and pepper, and tobbaco for pipes ?
Nightriser Bone
This bone is somewhat enchanted. . .
misc medium bone
1 use of inflict light wounds
[COLOR="firebrick"]Heart of the Paladin[/COLOR]
This ring is silver with a heart shaped ruby.
+1 Heal
+1 persuade
Smite Evil 1/day
Usable by good
Note: although at first glance one might think smite evil is a bit much but remember that without at least a 12+ charisma and at least one level of paladin smite evil is basically useless. So basically this would be a paladin only ring unless somebody (good) wanted to wear it for the heal and persuade skill bonuses.
Side note: I guess a good bard or sorcerer (or whatever) might be able to use it (smite evil) and get their cha bonus added to their attack but the damage bonus is per paladin level so???
[COLOR="firebrick"]Gauntlets of the Watcher[/COLOR]
Plate gauntlets with an eye etched into the backs of the hand portion. (These gauntlets are prized by priests and paladins of Helm as they can be used as a Helm holy symbol.)
Light 15’
Ultra-vision
See invisible 1/day
Usable by lawful
Night-bane arrows
These arrows are old, but they are still useful. They are tipped with a few small, special, runes that allow it to release a healing spell upon impact with a foe. Unfortunetly, this means they are all but useless against anything other then nightrisers.
Arrow
On hit: Cast Cure Light Wounds
Make these somewhat rare, but not too rare.
Here's my crack at some "Good" or generic loot, especially talismans, to be found in chests, having been stolen by undead, orcs, etc. All of this is balanced off the properties of Evil loot I've seen.
Talisman of Valkur
A salt-encrusted token of the Captain of the Waves
+1 Heal
+1 Spot
+2 Fear Saves
Call Lightning (5) Single Use
Only useable by: Good
Talisman of Amaunator
10 Charges
Light (5) 1 charge/use
Searing Light (5) 5 charges/use
Light (dim) 5m yellow
Mail of the Lost Crusader
Old, dented mail of a divine champion who fell battling the Undead
Chainmail (rusty metal, golden cloth and leather, missing parts)
+1AC vs Evil
Some 1st level spell (PfE, mage Weapon, Summon, Cure Light?) 1/day
+2 saves vs Fear
+1 saves vs Negative Energy
Light, dim, 5m, White
Only useable by: Good
Mace of the Slayer
Blessed by an unknown champion to smite the undead, this weapon didn't seem to have saved its last wielder.
+1 bludgeoning dmg vs Undead
Bonus level 0 spell slot: Cleric
Bonus lvl 1 spell slot: Cleric
Only useable by: Good, Neutral
That Mail is awesome. Too awesome. Drop the magic weapon, and it would be a lot better. Maybe throw in a 5m yellow light.
Bubble Berries
These drop on quests near the ocean.
Sunmaw
Weapon type: Longsword
Bonuses:
+3 AB against undead
Bonus Paladin spell slot
Extra light damage
Penalties:
-3 AC to good
Ambient loot means the tiny, minor loots that you see dropped on regular enemies. You guys are making ridiculously powerful stuff. Come oooooon.
Gold scale
Description: A scale found in the wet caves of Ymph where special fish dwell. It is used for healing by the Trogodytes.
Abilities:Cure minor 20 charges
Cure moderate 10 charges
Cure serious 5 charges
I know I suggested a bunch of powerful stuff, LTS but the items are all based on ambient Evil loot and they all have the same or lower level spells than the ones I based them on. I needed someplace to suggest them.
The mail is actually meant to be the Good version of Ghoul Chain. Fear saves instead of poison saves, -ve energy saves instead of intimidate, Magic Weapon (a 1st level spell) instead of Summon Creature II (a 2nd level spell)
Wild Orc Swordsman Shield
The high intelligence of orcs is to blame for the crafting of this item.
Large Shield (2 AC)
Bonus Feats: Ambidexterity, Two Weapon Fighting
On a similar note, these feats could be placed on a two handed sword.
[COLOR="firebrick"]Harpers staff[/COLOR]
This is a silver shod darkwood quarterstaff
+1 undead
+1 lycanthrope
+2 save vs negative energy
+1d4 massive crit
Usable by good
@Allatum
Actually, an Ogre Paired Sword could be cool.
A 2h sword meant to be an ogre sized longsword for dual-wielding.
Corsair Breaching Bolt
This bolt has a charge attached and is used to blow holes in a ship to sink or board it.
Crossbow Bolt, Knock (3) On hit.
Increased weight
Screaming Harpy Helm
This helmet constantly screeches distractingly, but that sound can be focused to destructive intent.
Listen -5
Concentration -3
Discipline -3
Perform -5
Spellcraft-2
7 charges
Wounding Whispers Single use
Horizakauls Boom 1 charge/use
Balagarn's Iron Horn, 2 charges/use
Sound Burst 2 charges/use
[//I wanted to create something with a lot of cool sonic spells but considerable drawbacks, not to mention the RP value of SORRY I CAN'T HEAR YOU OVER THE HAT! Also, I've been playing with the Toolset to make some of the suggestions]
Bodged-Together Armor
(http://i33.tinypic.com/2mn4y0o.jpg)
Known as "salvage specials", these armors are crudely welded together from everything from full plate to chainmail, and even bits of weapons. They are surprisingly protective, but hard to move swiftly in.
Chainmail
+1AC
-5 Tumble
-5 Move Silently
(No further Hide penalty, after all you look like a pile of scrap :D)
More of it!
Quote from: Allatum;93763Wild Orc Swordsman Shield
The high intelligence of orcs is to blame for the crafting of this item.
Large Shield (2 AC)
Bonus Feats: Ambidexterity, Two Weapon Fighting
On a similar note, these feats could be placed on a two handed sword.
Best! Must be a unique thread about such itens!
Troglodyte's Shell of Bacteria
This little shell seems to have small beings in it, that, when consumed, clean up the traces of disease or poison. If it isn't consumed soon, however, these little critters may just pass away.
Neutralize Poison, Single Use
Lesser Restoration, Single Use
Remove Disease, Single Use
_______
Glimmer Ring
This ring at first shines a small, green light, but it seems to go to a bright, white light, upon willing it to do so.
+ 1 Search bonus
+ 1 Spot bonus
Green Light (dim)
Light (5) 1/day
A "bowl of beggars" with 1 use cure moderate / day,
the little soup boy, can sell or give in quest.
Arrows of the Lycan's Heart
These silver-tipped arrows are covered in gore, glowing magically in moonlight. When shot, these arrows send out the smell of blood, useful against lycanthropes, but increasing their savageness, often for quite a while, though dulling senses for minutes. The magic in these arrows seems to arouse the beast within other creatures, even humanoids.
Vampiric Regeneration + 2
Attack Bonus vs. Shapeshifter + 2
Cold Damage vs. Shape Shifter + 2
Damage - 1
Onhit- Bull's Strength (3)
Onhit- Bane (2)
That would be so funny.
[shoots ally]
Evil/Stupid Ranger: "Look! You're stronger!"
Fighter: "Ow... You WANKER!"
I wholeheartedly support this amusingly abusable device :D
Maybe instead of bull’s strength rage would be cool, the arrow pisses em off so much they fly into a rage.
I'm not sure if rage is applicable for that. It might just enrage the shooter.
Arrows of the Bursting Heart
On hit negative energy Burst (3)
Nightriser Spear
A ruined spear found off the body of a nightriser.
Negative damage bonus
-2 persuade check
Nightriser Longbow
A very rare drop or quest reward perhaps, these weapons might dropped by nightriser archers or as part of certain undead hunting quests...
A tattered and worn longbow often used by nightrisers, it is freezing to the touch and thoroughly uncomfortable to wield.
+1 AB vs undead
-1 Discipline
-1 Concentration
Spears. Because spears are awesome :D
Glaive
This spear has a longer slashing blade mounted at its tip
Spear
Bonus Melee Damage: Slashing
Extra Damage: 1 Slashing
Boat Hook
Not much of a weapon, but could be used to pull an enemy's weapon away rather well
Spear
Damage Penalty: -4
Bonus Feat: Disarm
Weapon types that are rarely used/have decent drops for:
Jergali Bonecrusher
This weapon appears designed and enchanted to fend off the undead
Light Flail
Massive Criticals: 1d8 Damage
+2 Positive Energy Damage vs Undead
[//Massive crits to balance it out with battleaxe/hammer so someone might want to use a flail.]
Parrying Poleaxe:
This lighter than usual halberd is designed to be used in a skilful defense
Halberd
+1 Ac (deflection Modifier)
+1 Parry
+1 Tumble
+1 Discipline
Weight reduction: 80% of weight
[//drop off Risers, Gob Fort, anything "military"]
Putrescent Poleaxe:
This rusted halberd's blade is coated in a strange and corrosive goo.
Halberd
+1 Acid Damage
-1 damage
+1 Disease Saves
Ornate Halberd
A strange and ornate Halberd with some minor defensive powers.
Resistance 2/day
10 charges.
Entropic shield: 1 charge/use
Issac's Greater Fireball
scroll
dropped on any goblin or low INT creature quests.
Description: Whoever wrote this scroll knows little of the actual arcane.
Properies: 1 use fireball (lowest spell level)
only usable by: Wizard, Sorc, Bard
"The Legend of Aenobbo"
A Long, Horribly written poem by the Goblin Poet Vigibbo about how Gobsquat was founded. It's so horrible that reading it aloud will create some intresting effects, but, fortunetly, it's fragile enough that reciting it once will destroy it.
- Misc Medium (looks like a opened scroll in inventory).
1 use of Bane
It's pretty much a pun on Aeneas (the founder of the Latin people (whom the Romans were decented from)) and Vigil (who wrote a long epic on Aeneas)
Starry Hope (Shruriken)
Shuriken's enchanted by Priests of Selune, said to be made from the metal from the stars. of course, that is bull crap, but hey, they are useful nonethless.
+3 positive damage versus evil
+3 divine versus evil.
+1 slashing
Usable by Good.
Band of the Ruthless
Ring
This forgotten finger adornment, worn by those most spiritually inclined to Targus, have the ability to incite a small rage into the wielder. By receiving even a small portion of Targus' bloodlust and even by wearing this band, the wearer also gains a piece of his unflinching tenacity and therefore a lack of ability to make decent decisions all around.
+1 Concentration
+1 Discipline
Blood Frenzy (7) 1/Day
Only usable by: Chaotic
-2 Wisdom
Sling Ammo
Yes, there is some interesting sling ammo around, but it only drops in blocks of 1-5 (even just the +1 acid rounds), making it fairly pointless. Also, the disease rounds are pretty much useless, although funny, since diease will never have time to affect monsters, and even to IC grief a PC, they'll just go and cure it after the fight.
So:
Pulsating Seed
This seed seems ready to burst into growth as soon as it strikes ground.
Sling Bullet
OnHit: Entangle (3)
[single drop, fairly common]
Putrid Ymphian Apples.
Not much use offensively, but anyone struck by these would be hard to take seriously for some time
-2 Damage
DC=16 1d2 Charisma damage
[stacks of 10-20, uses Rotten Fruit animation on hit if possible]
Orcish Smoke Bombs
These bullets explode into a cloud of thick smoke on impact, and are used by orc raiders to mark targets or confuse victims.
On Hit: Darkness (3)
[Stack of 1-5]
Bag of Glowing Jellyfish
Some "imaginative" Troglodyte warrior seems to have selected small luminescent jellyfish as ammunition. They would likely both sting and illuminate a foe.
-1 Damage
+1 Acid Damage
On Hit: Light (5)
[Stack of 20-30, drop off Trog Warriors]
Huntsman's Bow
Made for Old Port hunters of jungle cats, this bow helps in aiming crippling shots to prevent the beast reaching you.
Longbow
Only Useable by: Ranger
+1 Piercing Damage vs Animal
+1 Spot
Bonus Feat: Called Shot
Damage Vulnerability: 5% Slashing Vulnerability
[Basically because without taking Fighter levels or Human you're not going to use Called Shot when what you need is Point Blank, Rapid, and Weapon Focus. Ranger only to stop every Fighter and Elf carrying one]
Feathery mask
Description: This helm is made of many bird feathers weaved together.
Material: Feathers
Abilities: +3 Animal Empathy
Dark Lizard Scalemail
Description: This mail is made up of scales off of a lizard.
Material: Scales
Equiptment model: Scalemail
The Halberd of the Heroics Hero of Heroism
+1 divine
-3 damage
Divine Favor 10 charges
Bless 10 charges
Holy Blade Single Use
Paladin Only.
oozing sludge sack on a stick
*a sack oozing sludge, GROSS*
On chance/hit: Disease
Standard item:Mace
Docks cutlass
+1 parry
+2 intimidate
1d4 massive criticals
Panther leather armor
*a leather armor made of jungle panther hide*
+3hide
+4 move silently
+1 intimidate
Material: Leather
Base armor: Leather armor
Black blade of Belittling Blood
Dagger
+3 Negative dmg bonus
+2 Slashing
Wounding
No Damage.
vine rope: a rope made of jungle vines, various lengths
jungle cat skin leather armor: as the name implies, +1 tumble, -1 AE
skeleton knuckles chain mail: resist negative energy 5, vulnerabilty to positive energy 50%, intimidate +2, hide -4
bear fur hide armor: same, +1 cold saves, -2 AE.
swamp lizard's hide leathers: leather armor, resist acid 1, hide +1, vulnerability to fire 10%
sea turtle shell helm: ridicule+ 20, armor ac+1, spot -5, listen -5
jellyfish venom: as the name implies, one use, paralysis on hit
jellyfish in a flask: acid flask effect
sand baked figurines: kobold, goblin, orcs, trolls, werewolves, etc.
fishermen's nets, poles, ropes, sails, etc.
smithy's hammers, anvils, coals, waterbuckets, nailbox, etc.
sea polished small stones: sling bullets
small salt pile: salt from sea water
Ymphian weeds: for smoking
shark tooth necklace: +1 intimidate
Umberlee's winds: throwing vial, on hit, balagarn's horn
hammoc: the local sleeping bag.
swordfish's blade greatsword: +1 damage vs animals, -1 to hit
sharktooth darts: darts (or shuriken), +1 damage vs animals, -1 to hit
octopus's ink bag: darkness, one use only
octopus's leathers whip: whip, on hit paralysis 10% chance, -2 to hit, no damage
exotic flower necklace: persuade +2, intimidate -4, AE-1
mysty mountain myst in a bottle: a bottle filled with air, the trader swears it's myst from the moutains.
gold/silver/whatever incrusted pebble: the trader swears he found it in "river name".
The Rat of DEATH
+2 neg dmg
+2 acid
+2 Cold
No Damage
Nature's Reaper
Sickle
This weapon is empowered to deal with the unnatural entities that are the bane of the natural world.
Only Usable by:
Druid
Ranger
+2 Positive Energy Damage vs Undead
+2 Acid Damage vs Aberration
+2 Cold Damage vs Outsider
It would be nice to see some equippable Druid gear that isn't circle-related.
Cursed Shuriken
Only Useable by: Rogue
Only Useable by: Evil
These shuriken spin with a malevolant appearance, sending fear and confusion, even causing some to faint, though the tips are rather dull.
Onhit: Scare
Onhit: Sleep
"Paladin's Bedtime Stories"
A few random stories that are told to young Paladins while they're being trained, and these look like, BEDTIME STORIES?!
Hey! It has the "The Little Paladin" in it!
Well lookie here, 'Beauty and the Imp!' A classic tale of redemption.
- a book, litterally
Obviously 'the little Paladin' is a pun on 'The Little Mermaid', and 'Beauty and the Imp' a pun on Beauty and the Beast.
What? It'd be pretty freaking cute.
Sanctified Touch
(Ring)
[indent]This silver-white band retains some of the holy magic of its former owner.
Cast Spell: Virtue (3 Uses/Day)
Cast Spell: Cure Critical Wounds - Other (Single Use)
Only Usable By Alignments (Good, Neutral)[/indent]
Sacred Execution Order
(Scroll)
[indent]Throughout this ancient legal document are divine icons and holy incantations revealed by Amaunator, for those who require the Eternal Sun's aid in carrying out this ordinance.
Cast Spell: Flame Weapon (Single Use)
Only Usable By Alignment (Lawful)
Only Usable By Classes (Blackguard, Cleric, Champion, Paladin)[/indent]
Tyche's Trial
(Misc. Small; something that looks like a coin)
[indent]The two faces of this coin look similar, save for their expressions: one is playful, while the other is afraid. A phrase is inlaid around the edge: "Fortune favors the bold."
Cast Spell: Haste/Slow (Single Use)[/indent]
Incomplete "Potion of Longevity" Recipe
(Scroll)
[indent]This scroll is titled "Auntie's Potion of Longevity," but there are several blocks of blank parchment upon it. It looks like you can probably follow some of the instructions well enough to cast a spell of moderate benefit, though.
Cast Spell: Lesser Restoration (Single Use)
Only Usable By Classes (Wizard, Sorceror, Bard)[/indent]
Scroll of False Vitality
(Scroll)
[indent]Arcane lore rarely deals with matters of life and health that can be understood by the common magus; this scroll has been meticulously scribed for their benefit, to give them an albeit poor complement to their knowledge.
Cast Spell: Aid (Single Use)
Only Usable By Classes (Wizard, Sorceror, Bard)[/indent]
Incomplete "Hedge Maze-Monster" Ritual
(Scroll)
[indent]Sections are missing, arcane 'sentences' incomplete, in the instructions on this scroll. There should be a whole second part, apparently to conjure up a consciousness for the hedge maze that you can attempt to create.
Cast Spell: Entangle (Single Use)
Only Usable By Classes (Wizard, Sorceror, Bard)[/indent]
The Rager's Bulwark.
Barbarian only
Large Shield
-2 AC
-5% bludgeon/slashing/piercing.
-1 CON and STR
Special Ability passive effect:
Your rage duration doubles.
The Wilder's Mighty Sword:
Filled with dents and flat spots, this sword is useful for bludgeoning the shit out of people
Greatsword
-4 slashing
+1d4 Bludgeon
Massive Criticals 1d6
+2 intimidate
The Star of the North!
Morningstar.
+1 divine dmg
-3 bludgeon.
+2 intimidate, persuade, bluff.
The Spear of Kozah- A veritable shaft of lightning
Cleric only
+1d6 Electric
No Damage
I had see daggers, shortswords, kamas and smallaxes with variable bonus, but kukris are most for sneaky.
We have spare one feat to use it, soo why not some real melee bonus ?
1. Sailor kukri (normal kukri with feat "use poison")
2. Skinner kukri (normal with +1 animal/beast)
3. Dreamer kukri (normal with massive critical 1D4)
4. Zombie hunter kukri (normal with +1 undead, bonus 1D4 positive energy)
5. Rusty Kukri (normal with +1 acid dmg)
---
occ:
http://www.trueswords.com/alices-zombie-extinction-kukhri-huge-custom-blades-p-3941.html
and soo on.
The Reaper's Hope
This light-weight scythe has a razor's edge.
-1 Attack and Damage Penalty
+1 Enhancement Bonus vs. Undead
+1 Slashing Damage vs. Undead
80% of weight
OnHit Cast Spell: Unique Power
The unique power would check Undead targets for the Immunity: Critical Hits property on their hides, and remove that property.
Dead Rat Flail
A dead rat. It could probably be used to beat on someone with.
Flail with the rat appearance, sold by Wily Williams. Seriously, how can he not sell this already?
Last thing I saw, he did.
Rusty weapons perhaps should have a %chance, with a low DC, to cause disease???
[COLOR="Firebrick"]Big cat leathers[/COLOR]
(as leather)/(looks like loincloth with bracers)
+2 hide
+2 animal empathy
Usable by
Druid
Ranger
Barbarian
Maybe even have an NPC make them for peopel who submit X amount of cat hides?
Echoing Hammer
The smiths of the Echoing Hall were renown for their sturdiness of product and hard of hearing. The impact of each blow of this smithing tool will resound many times over.
Light Hammer
Deafening Clang [8 charges]
Sonic Vulnerability 25%
Listen -3
Craft Trap +2
Morning Bloom
Morning Blooms were the invention of a zealous cult of Lathander who felt that the last thing that their foes should see is a blinding dawn. The brief lifespan of these worshipers is attributed to the intensity of the weapon's light being distracting equally to wielder and target alike.
Morning Star
Attack Penalty -1
Light (Bright: Yellow)
On Hit: Cast Spell [Flare, DC 10]
Spot -2
Only Usable by Good
Broken Bottle
Though no longer able to hold rum, only those with the thickest boots would want to tread whatever ground this glass bottle is shattered on.
Misc. Thin
Caltrops [Single Use]
Paladinflesh Flail
This heavy flail once belonged to Lucien Keeler, a gutsy young Paladin of Lathander hell bent on showing his mentor that he was ready to take the next step up and lead crusades of his own.
Didn't go too well when a seemingly routine expedition into a crypt turned bad, young Lucien being cut down with ease along with the few men he took with him. In a cruel twist his weapon was doctored with the skin of the Paladin, creating a ghastly item to come up against. The enchantments are strange, however, as it retained some of the goodly blessings already bestowed upon it
Heavy Flail:- Red evil glow or the green dripping acid effect.
OnHit: Mummy Rot (DC 14)
+ 1 AC vs Evil.
+ 2 AC vs Undead.
1d4 Negative Energy Damage vs Good.
That's practically DM loot good :P
doom shoes
said to be crafted out of pure doom, these purple shoes can be used to doom someone
doom 1/day
The "Missing" weapons
I've never seen a Dwarven Waraxe drop, nor any heavy Crossbow worth using. There is one, and it is terrible.
So:
Lightened Sailor's Crossbow
Devoid of ornamentation and with all non-functional bulk carved out, this simple large crossbow is deigned to have a lighter weight and be easier to use in shipboard actions.
Heavy Crossbow
Weight Reduction: 40% of Weight
Bat Hunter's Crossbow
Designed for hunting the giant bats of Ymph for food, or simply to remove them as pests, this bow is capable of temporarily deafening them to confuse their "sonar".
Heavy Crossbow
Listen +2
On Hit: Deafness-DC 16 20% 2 rounds
Clan Bronzewelder Waraxe
Some years back, local hunters recall that the fanatical dwarf sailor Hugthor Bronzewelder led a small force in pursuit of a rumored fort of goblin mercenaries. That was the last they saw of him.
Dwarven Waraxe
+1 Electrical Damage
+1d2 Electrical Damage vs Goblins
+1 Discipline
Clan Bronzewelder Defender's Axe
This axe presumably belonged to one of the dwaven Defenders in Clan Bronzewelder's suicidal assault on the island goblins
Dwarven Waraxe
Only Usable by: Dwarf
+1 Discipline
+1 Will Saves
+1 Concentration
+1 Fear Saves
double doom shoes
"twice as much doom, these shoes are also green"
doom 2/day
A scepter with a Yellow Sun on it
Believed to be remnants of the Amaunatori clergy from the Netherese, this Scepter can grant you protection from chaos a number of times before disintegrating.
Protection from Chaos.
Sunlord Andros' Underwear
Underwear reputedly worn by the first real claimant of power on the Ziggurat, Sunlord Andros' Underwear are blessed with the same saintly stubbornness as that holy man. They will give him the patience of a true saint, and the mental focus of a scholar. However, he'll look an absolute tart walking around in a probably dead man's underwear.
Useable by: Lawful only
Useable by: Paladin, Cleric, Fighter, Ranger
Concentration +4
Spellcraft +4
Lore +2
Persuade -4
Bluff -2
Intimidate -2
Cast Bless 1/day
Cast Aid 1 charge/use
--------------------
Al-Hassar's Underwear
Like his unfortunate predecessor, even Al-Hassar's wardrobe was looted after his death. This wardrobe however hints at the twisted nature of the would-be tyrant: all black, and some hints at leather. Nothing anybody but a true psychopath would walk around wearing in public. Especially wearing nothing else at all.
Useable by: Neutral and Evil only
Useable by: Fighter, Ranger, Rogue, Bard, Cleric only
Intimidate +2
Persuade -4
Bluff -2
Negative Energy Ray 1/day
Protection from Good 1 charge/use
---------------------------
The Faceless' Underwear
Yep. This underwear was that loincloth the Faceless- a druid of some repute - used to wear for all those years in the Underdark. He likely never changed it, because this loincloth has picked up some of his traits. You do not wish to know why the Stygian Armada would bereave him of it, though. Or why they didn't just burn it.
Useable by: Druid, Ranger, Barbarian only
Spellcraft +2
Lore +2
Heal +1
Intimidate -1
Bluff -1
Persuade -2
Entangle 1/day
Tanglefoot bag 1 charge/use
A tentacus (Longsword)
Used by the Clergy of Garagos The tentacus has the following attributes:
A tentacus does 1d4+2 points of slashing and piercing damage to small or man-sized creatures and 1d3 points of slashing and piercing damage to L-sized or larger beings when held or thrown. It has a speed factor of 3, is size S, and weights 1 lb. It has a range of 1/2/3.
However, rusted remains of these swords are only to be found, so they should do only +1 piercing damage to all creatures.
Shark'stooth
A dagger that is EXTRA EXTRA pointy
Lightning Belt
The result of a Netherese Wizard with a love of "shocking" puns, these belts are often found around the Archepelago, usually accompanied by small piles of blackened remnants
Belt
Only Useable by:
Wizard, Sorcerer
Damage Vulnerability: 5% Electrical Vulnerability
11 Charges.
Use:
Electric Jolt 1/day
Gedlee's Electric Loop 1 charge/use
Lightning Bolt 2 charges/use
Scintillating Sphere 2 charges/use
Call Lightning 3 charges/use
//On a par with the Lightning Wand, 3 charge no restriction Acid Breath greatsword etc.
Blade of Deliverance
Created for the smiting of evil foes, this is the only use to which this sword cares to be put.
Longsword
Only Usable By: Paladin, Champion of Torm
//OOC: Do not attempt to UMD this item
Enhancement Bonus +1 vs Evil
Enhancement Penalty -3 vs Good, Neutral
+1 Discipline
Light (bright) 10m Yellow
[SIZE="3"]Ring of the Ram[/SIZE]
Bonus feat: Knock down
+1 Discipline
-1 Int
-2 Persuade
Thick Boots
These boots are thick and heavy. These make movement almost impossible to do comfortably, and they make a horrible scratching noise when used, though it does offer some protection against mud, branches, and thorns. Impractical, to say the least.
((Make them like, a whole pound. I forget what property that is.))
Dodge AC - 2
Dexterity - 1
Move Silently - 7
Tumble - 3
Damage Resistance + 1 Soak + 5
SILVER WEAPONS
+1 versus lycans
-1 against everything else.
Old stygian helm. An old Stygian helm lost when on many ventures.
Cerrated bastard swords.
This sword is a blit blunt but its sides goes and shreds and ttears.
Massive criticals, bonus slashing damage.
Pewter Mug
This is a large pewter mug with a lid on the top, presumably to prevent sloshing about while quaffing or waving to conduct a drunken sing-along.
Everfull Mug
This is a large pewter mug with a lid on the top, presumably to prevent sloshing about while quaffing or waving to conduct a drunken sing-along. For some reason, whenever you look in the bottom there's always a few last gulps left, even if you swore you drained it dry last night.
3/day, Potion(Liquor) effect.
Thieves' suit
A cunningly enchanted slick leather suit, made for the express purpose of evading the long arm of the law.
Only Usable by: Chaotic.
2AC (leathers)
+1 Ac vs Lawful (armor)
+1 Hide
+1 Move Silently
+1 Open Lock
-1 Discipline
5 Charges
Potion of Caprice effect 1 charge/use.
Camouflage 2 charges/use
Baton of Authority
An old Amaunatori relic. It is somewhat faded, but still a useful tool for laying down the law.
Only usable by: Lawful
Club (One of the more fancy skins)
Light dim, (5m)
+1 Ac vs Chaotic (deflection)
+1 Bludgeoning Damage vs Chaotic
-5 Bluff
5 charges
Potion of Duty effect 1 charge/use
Tanglefoot Bag 1 charge/use
I thought a couple of items with lawful/chaotic alignment restrictions would be interesting, as I've not seen any of those.
That baton gave me an idea...
Colony Guard Nightstick
A short, stout piece of solid oak, this club has the Zigguraut coat of arms inscribed on the end. It is useful in subduing miscreants and criminals without causing permanent damage.
Only Useable By: Lawful
Only Useable By: Neutral
Decreased Skill Modifier: Bluff -3
Skill Bonus: Persuade +3
Skill Bonus: Intimidate +1
[[I'm wanting to add in an effect, but I don't know how to do it. Basically, I want it to deal a significant amount of extra subdual damage (maybe 1d6 or +4 or something) in order to make it a better choice for subduing someone than simply whacking them with a Greatsword on subdual mode. I also thought of giving it charges of Hold Person, but that'd be too easily abused.]]
On hit daze or entangle effect, low %chance?
Yeah, that could work.
Ceramic Plate Armor (Full plate)
This bulky armor is made from large, interlocking ceramic pieces, latched to and sown into a sturdy body suit. While the material is lighter than metal, it is extremely retrictive and fatiguing to move in.
[INDENT]+1 AC vs. Slashing
-1 Dexterity
-1 Constitution
5/- resist fire
-5 saves vs. fire
+2 saves vs. electricity
80% of weight[/INDENT]
I'm sure that, at some point, someone on the island thought non-metallic armor might be a good idea.
"Issac's Lesser Crossbow"
Description: 'WHAT?!'
Regular Crossbow Stats.
1 use of magic missile, lowest caster level.
Basically a humerous joke.
Nightriser Longsword.
An ornate longsword used by the Nightrisers.
+1 intimidate
+1 persuade
+1 parry.
+1 ac versus humans.
Inspired by this thread (http://www.escapefromunderdark.com/forums/showthread.php?p=108304&posted=1#post108304)
Basically, the same effective item, but the first one is more restricted in its use, even if it's got a cooler-looking bonuses list. Both are 4AC items that would let Rangers dual-wield. The second would also be good for Druids.
Ancient Netheril Scout's Chainshirt
This relic of the Netherese is especially flexible in its make, allowing wilderness scouts to fight with twin blades as easily as in soft leathers.
Chain Shirt
Weight: 30 lbs
4 AC
Only Usable By: Ranger
Bonus Feat: Ambidexterity
Bonus Feat: Two Weapon Fighting
+1 Hide
+1 Move Silently
+1 Tumble
OR
Old Port Hunter's Armor
A fancy, well enchanted set of hide armor. A pity it didn't save its last occupant.
Hide Armor
Weight: 15 lbs
3AC
+1 AC (Armor Modifier)
+1 Persuade
Obviously a Castle Vrazden only drop
Castle Vrazden Chainmail:
This chainmail was worn by a guard of Castle Vrazden, it's last occupant dead. The armor is enchanted well against physical forces, but alas, it will not hold against the elements.
Chainmail:
5AC (armor)
5/- Damage Resistance VS Slash, Peirce, and Blunt damage
25% Damage Vunerability: Fire, Cold, Acid, Lightning
A lesser rogue sling
A older sling made of long leathers with a pouch of chain;
+2 Attack Bonus and light blue (10m)
(basic Sunlight sling without bonus to undead)
Useable by: Rogue
Snakescale Breastplate
5AC
60% weight decrease
-1 Discipline
+1 Hide
+1 Move Silent
Thorny Plate armor
8 AC
Deal 1d4 damage to people who hit it (if possible)
- 2 tumble
Entangle 1 use per day
This armor has what seems to be much plant growth on it. From some slight looks it could be from Old Port. It seems to have some brier vine on it. It seems like its thorns could hurt its attackers and entangle foes.
Cloak of Shadows (lesser, normal, and greater)
Lesser
+2 Hide and move silent
1 use/day darkness
Normal
+4 Hide and Move silent
1 use/day darkness
Greater
+6 hide and move silent
1 use/day darkness
Goblin stink Maul
A rather silly and stinky hammer, it is used by the troopers of the Pestilent Scourge. It provides good strength and would fit like a normal warhammer.
Normal warhammer fighting
Massive critical
1 use/day stinking cloud or On hit: Disease DC-14 (don't know what kind of disease)
Er, the last 3 posts are all pretty much DM-Loot grade stuff and beyond. Pestilence, you're new it seems and might not have twigged that EfU loot on the whole is low magic, low power. Especially plate armor. I'd suggest having a wait and seeing what the high-grade gear here has as properties before suggesting stuff that goes beyond it. Maybe look at a merchant PC's best stock.
The maximum physical resistance I've seen on drops has been 5% immunity to physical damage types on a rare -1AC set of chainmail.
As for AB, unconditional AB I've only ever seen on DM loot. That said, if any weapon could use an unconditional +1 AB, a sling would be good. +1 darts exist, but a reliable ranged DR beater would be nice.
So, my suggestions on a few of those items:
Thorny Plate armor
8 AC
25% Piercing Vulnerability
25% Fire Vulnerability
25% Cold Vulnerability
25% Acid Vulnerability
+5 Hide
This old set of chinineous looking fullplate appears to have been patched togeter with of all things, extremely resilient thorny vines. It looks to leave you somewhat exposed, and flammable.
Drops on Broodhive (Rare)
Stargazer Champion's Sling.
Gifted to the elite sling snipers of the Brood Stargazers, these enchanted slings add extra heft to any rock.
+1 Attack Bonus
Light (Yellow, 5m Dim)
//Yes, it beats DR, but so do the two sorts of +1 darts and the +1 Throwing axes around, and it's a sling. You'll never hit more than 4 dmg without good ammo.
Dis Rat Bag.
Made from the skin of the rare, semi-demonic Dis Rat found in the archipelago, these strange bags seem slightly bigger on the inside, allowing one to store extra equipment.
Bag
Contents Weight reduction -10%
Bolts
I miss the Underdark's great selection of neat crossbow bolts. Especially the Iron Horn and Electric Loop ones.
Stargazer Seed Bolts
These odd looking bolts have large, pointed seeds as tips.
On Hit: Entangle L1
Drop in stacks of 5
Bone Bolt
Carved from a single bone, this bolt gleams with a dull red energy and sense of malice.
On Hit: Negative Energy Burst Level 3
Single Drop
Blackout Bolts
These bolts are tipped with small vials of shadow essence that can cover an area in inky blackness.
On Hit: Darkness L3
drop in stacks of 10-15
green vest
(item is a bright green trenchcoat)
obviously green, some of the green can be washed off and used as a weapon
acid splash 1/day
Spelldrinker Cloak
Tired of having to waste good spells on the young and arrogant mages that thought they could best him, Salathart the Noble ((Yes, I did make that name up)), crafted this rather handy cloak so that he would not have to resort to the big guns as often when dueling yet another would be arch-mage. The dark blue cloak almost seems alive as it eats spells, little by little, and reverts it back into its user's own power. Salathart eventually made the mistake of confusing a fellow arch-mage, under the effects of an eternal youth spell, for a lesser magician. He did not survive the battle, but his stylish cloak did.
Spell resistance 3
Damage reduction, Magical: 1
Bonus spell slot, 1st circle
Bonus spell slot, cantrip
Bonus spell slot, cantrip
Only usable by Wizard
Not to bash the idea but the lowest spell resistance able to be given to an item is 10, and damage reduction 5/-.
Targusian Blade:
[Longsword]
While not one of the legendary Blades of Targus, this sword bears the crest of Targus, now known as Garagos, and is enchanted to bring blood to enemies. This one has been designed to kill Orcs. However, only one with a true free spirit of Garagos can use it, and those of good heart will drop the blade in an instant.
+1 attack VS orcs
Only Usable: Chatoic Nuteral and Evil
+AB weapons
Druids get a bit stiffed on these, as Maces, Swords and Crossbows are unusable, and they can't cast MW. Same goes for ranged PCs trying to fight Shapechangers.
Castle Vrazdn Shortbow.
Used by the guards of Vrazdn's keep to fend off the occasional werewolf incursion.
Shortbow
+1AB vs Shapechanger
Light (Blue 5m) dim
Hide -2
Spot +2
Cold Iron Dagger
Bring this back, please. The Only Cold iron weapons right now are Longswords or Longbows. Not much good for small or non-martial PCs.
Wild Orc Wolfbane Knife
A common sidearm of the Wild Orcs since their ranks were broken during Red Eleint by a surprise werewolf attack.
Dagger
+1 AB vs Animal
+1 AB vs Shapechanger
+1d4 Fire dmg vs Shapechanger
(//Can drop on any Wild Orc quest or spawn)
Just FYI Egon, there is a Silver Knife drop somewhere IG.
Issac's bow
When asked to make a better spell he said thats impossible
So he just made a better bow
Does not require arrows
onhit magicmissle(1 missle)
Arrows do not do damage
Portable Repeater Crossbow
A rugged, crossbow equipped with a magazine and lever mechanism similar to a siege repeater, allowing it to be cocked and loaded in a single action. In order to accomplish this feat, the draw strength is significantly reduced
Base Item: Heavy Crossbow
-3 Damage
Bonus Feat: Rapid Reload
Non-Martial Craft Trap Weapons
I can't recall a single +Craft Trap weapon that's not Martial or Rogue proficiency. I'd like to see some an engineer Wizard/Priest/whatever could use without resorting to Martial Prof as a feat.
So. Idea
Smith's Prybar.
A small, heavy iron bar with a sharp end and several grooves .Ideal for disassembling or tinkering with devices, but also usable as a weapon in a pinch.
DaggerExtra Damage Type:Bludgeoning
Skill Bonus: Craft Trap +3
Skill Bonus: Craft Armor +3
Skill Bonus Set Trap +1
Enhanced Carpentry Mallet
A heavy duskwood mallet, with Gondite symbols branded into the sides.
Club
Skill Bonus: Craft Trap +3
Skill Bonus: Craft Armor +3
Skill Bonus: Craft Weapon +3
Loot for a Variety of Dull Quests and Other Random Purposes
Ghoul's Iron Maiden
Found in the Docks Barrow
This garment is little more than a set of straps and fasteners, but inside the lining of this morbid apparel are hundreds of tiny needle-sharp spikes. Its ghoulish purpose is to keep torture victims and ritual subjects alive, awake, and in excruciating pain.
(http://img58.imageshack.us/img58/3931/ghouloutfit.jpg)
Base Item: Cloth 0/0
Improved Saving Throw: Death +2
Arcane Spell Failure: +20%
Damage Vulnerability: Bludgeoning 50%
Damage Vulnerability: Piercing 25%
Damage Vulnerability: Slashing 25%
Spell Immunity: Sleep
Bonus Feat: Defensive Roll
Scurvy Chef Apron
Found in the Troglodyte Cavern
Avast! The garb of a pirate chef. Perfectly suited for the galley of a ship, but out of place anywhere else. There are still some fresh herbs and spices inside the pocket.
(http://img5.imageshack.us/img5/4569/chefapron.jpg)
Base Item: Cloth 0/0
AC Bonus vs Animal +2
Improved Saving Throw: Disease +2
Improved Saving Throw: Fire +2
Decreased Saving Throw: Cold -2
Decreased Skill Modifier: Discipline -2
Decreased Skill Modifier: Intimidate -2
Decreased Skill Modifier: Taunt -2
Choking Powder 2 Charges / Use
Herb, Garlic 2 Charges / Use
Charges: 11
Corroded Cutlass
Found in the Troglodyte Cavern
This ancient cutlass is so severely damaged by corrosion that it has holes in it, but the cutting edge is just as sharp as ever.
Base Item: Scimitar
Damage Bonus: Acid +2
Damage Penalty: -4
Keen
Lucky Rabbit's Foot
Found Anywhere
Base Item: Miscellaneous Small
Resistance (2) 1 Use / Day
Soiled Traensyr Slave Garb
Found Anywhere
This set of ragged clothing bears the mark of the drow city of Traensyr, enchanted to make slaves more productive and easier to control as they adapt to their wretched lives of endless toil in the harsh conditions of the Underdark. The collar is a steel band that, once fastened around the wearer's neck, can only be removed by powerful magic.
(http://img13.imageshack.us/img13/9599/slavegarb.jpg)
Base Item: Cloth 0/0
Ability Bonus: Strength +1
Decreased Saving Throw: Mind Affecting -2
Decreased Saving Throw: Fear -2
Darkvision
Cursed
Castaway's Duds
Found in the Troglodyte Cavern
The last unfortunate soul to wear this ragged outfit survived mutiny, braved shark-infested waters, squashed venomous sand spiders, and tangled with wild animals only to die alone in a cave while looking for a warm place to sleep for the night.
(http://img6.imageshack.us/img6/8519/castawayduds.jpg)
Base Item: Cloth 0/0
AC Bonus vs Human +1
AC Bonus vs Animal +1
AC Bonus vs Beast +1
AC Bonus vs Vermin +1
Decreased Saving Throw: Universal -1
Tanglefoot Bag 2 Charges / Use
Poison Weapon 2 Charges / Use
Charges: 9
Faith of the Scrivener
Found in the Shrine of Jergal
Bearing the mark of the Pallid Mask, this powerful chain suit is only suitable for one whose soul awaits the End of Everything.
(http://img207.imageshack.us/img207/4537/jergalchains.jpg)
Base Item: Chain Mail 5/2
AC Bonus vs Undead +3
Immunity: Negative Energy 25%
Spell Immunity: Cure Critical Wounds
Spell Immunity: Cure Serious Wounds
Spell Immunity: Cure Moderate Wounds
Spell Immunity: Cure Light Wounds
Spell Immunity: Cure Minor Wounds
Only Usable By: Lawful
Control Undead (13) 2 Charges / Use
Charges: 3
(NOTE: I originally wanted to add immunity to Invisibility to this item to make it a true test of fate for the wearer, but apparently that's not possible with the toolset. Improved Invisibility is in there, but not Invisibility. Also, I have not yet tested this to see if the spell immunities block the use of healing potions, and if they don't, it sort of defeats the whole point of the armor.)
Shield Smasher:
Mace
1d4 Blunding
-1 Attack
120% weight (if possible)
The Mace, also known as the Shield Smasher, is a powerful weapon, but it is unweidly. Still, being able to smash an opponents shield is a valuble tool.
Wild orc Warhorn:
Scare 1/day
Fear (6) 2 charges per use
5 Charges
This warhorn is carried by Wild Orc Warlords and other high-ranking warriors on the front lines. When blown, it sends cowardly enemies reeling.
Junked Sharborneth/Stygian/Order Banner Carrier set:
Misc. Medium
This was once a flag for a Sharborneth/Stygian/Order Banner Carrier, attatched like a backpack to rally allies to a staging area. It is useless now, destroyed utterly. Still, the wood might fectch a few coins.
The last one was inspired by Banner Carriers in the RTS game 'Lord of the Rings: The Battle for Middle Earth II', and it is something that, if makable, I think would be good for combat events, the Banner Carriers (giving them something to boost allies slightly prettymuch)
Huge Wild Orc Drum Set
Something along the lines of 20 pounds.
This huge set of drums makes a huge impact when beat upon, though beating very loudly creates a single loud blast, that is both fearsome, and inspiring.
2 Charges
1 Charge/use Balagarn's Iron Horn
2 Charges/use War Cry
1 Charge/use Bless
Wing Spear
Found during Vrazden Quest.
The wing spears are special and tribalistic weapons of the Stargazers. After many halflings fallen at the hands of the castle Vrazden, the spears have been found there.
Bonus Druid spell slot 1
Animal empathy +3
Since anyone taking Exotic weps for firepower rather than mostly RP (Loviatarans with whips and so on) takes a Bastard Sword because there aren't any good Dwarf Waraxes or Katanas, let's see a few.
Gem-studded Netherese Swordmaster Blade (Drops on Gem Mine)
Finely forged of a light alloy and lethally sharp, these blades were the pinnacle of Netherese smithcraft. Even after thousands of years in an an abandoned mineshaft, this example still seems well-balanced and deadly.
Katana
Massive Criticals 2 Damage
Concentration +1
Weight Reduction 80% of Weight.
Duergar Miner's Axe
Made to the Dwarven large battleaxe style, an impressive weapon with a pick on one side for mining, and an axe blade on the other in case anything tries to stop you.
Dwarven Waraxe
Extra Damage Type: Piercing
+1 AB vs Elemental (it's a Mining Axe. It'll hurt Earth Elemetals rather well at least)
Kara-Turan Captain's Blade
Former property of one of the many trader or pirate sailors passing through or lost in the Archipelago, this exotic blade is a fine sidearm for any leader.
Katana
+1 Persuade
+1 Intimidate
+1 Reflex Saves
Iron Shiv: A rather plain looking dagger made from iron, it has been filed down to an extremely sharp point capable of piercing armor, hide, and bone.
Dagger
+1 Piercing Damage
Bonus Feat: Dirty Fighting
I can't imagine a weapon like this would be overpowered as Dirty Fighting only allows one attack per round while using the feat.
Yeah, and most PCs specialising in daggers will have DF anyway to get the extra dmg.
Nightriser Overseers drop
Overseer Crystal, Varying qualities
(Ruby)
Poor:
2 charges
Negative energy ray 1 charge
Fair:
5 charges
Negative energy ray 1 charge
Ray of enfeeblement 1 charge
Good:
10 charges
Negative energy ray 1 charge
Ray of enfeeblement 1 charge
Negative energy burst 3 charges
Rare:
25 charges
Negative energy ray 1/day
Negative energy ray 1 charge
Ray of enfeeblement 1 charge
Negative energy busy 3 charges
Enervation single use
QuoteGoggles of Spellslinger-Sharpshooting
A set of brass and leather goggles that appear to aid in blasting one's spells at unnaturally resilient creatures.
Helmet
Only Useable By: Wizard
Only Useable By: Sorcerer
Bonus Feat: Spell Penetration
Spellcraft +2
Since everything and its dog seems to have Spell Resistance now, Some Spell Penetration would be good for offensive casters to give a better chance when they're low level, while still making SR a pain for wands and devices.
Arrows with Extra Damage: Bludgeoning so they act as Bludgeoning or Piercing. They should be relatively cheap to purchase (being just arrows with a stone head, or a blunt head). A small penalty to AB or DMG to represent the limited use of such arrows, mainly against creatures resistant to piercing (or completely immune to).
They exist! THey drop commonly! They drop in stacks of.... one XD.
To be found of Orc Gurilla fighters.
Gurilla Firelauncher: This long bamboo tube has been filled with a rudementry alchimecal mix that, when lit at one end, is fired out of the other at great speed and explodes on impact with another solid surface. (One shot fireball)
Cilice of the Enduring
a lightly barbed and bloodied cilice commonly worn by the Ilmatari as an act of penance and devotion.
Gloves
-2 con
+2 Heal
Cure light wounds 1/day
Bonus cleric spell slot: 1st
Only usable by: Good
fried butt
"this is a butt fried to perfection"
bless, single use
[Mist Brew]
This item gives you hallucinations, at the same time grant extreme strength and constitution. Being found with this item is an assured ticket to a Stygian's interrogation room where you will be slowly tortured with hooks and barbs as they cackle madly as they snicker at your weakness for being such a dumb ass.
-4 intelligence, wisdom, charisma.
+1d4 str, and con.
Steel mantle
Witht the proper training this fine silk cloak is more than meets the eye...
A) +2 Discipline (the cloak can be used to hide the wearers center line, thus making it difficult to catch them off balance).
B) Entropic Shield x/daily (when used properly the flowing silk helps absorb and deflect incoming projectiles).
C) Prereq's: Lawful/monk/monk AC bonus/deflect arrows (all of this mostly to up the DC vs UMD).
*NOTE: This might be a nice item for the Order of the Steel Fist (hint-hint)
double fried butt
a. eat for real good taste
b. eat for endurance
c. smell good
this might be real good for the butt eat committee (hint)
Butt Spanker
Prerequisite: Usable ony by admin and moderators
This special tool is used to delete pointless humorless flame posts (like this one and half of derf's posts) and spank the member that wrote the juvenile BS.
*prepares for his spanking*
Vial of Tears
A vial of salty tears, said to lift the spirits of those deviant enough to consume them.
Only Useable by: Evil
Aid, single use.
The Ring of the Gong- Sound burst single use
Fifty Percent immunity to Sonic.
Pocket Guardsman - Dagger
1 use/day: Shelegan's persistant blade (4)
+1 AC
+1 Magical damage
Only usable by: Wizard
Spinach
1/use Greater Bull's Strength
Ancient Netherese Laboratory Tools
"These old, extremely precise tools appear to be designed to aid alchemists with tricky problems"
9 charges
Fox's Cunning, 2 charges/use
Identify, 1 charge/use
Unique Power (the alchemy tool power) 5 uses/day
Weight reduction, 30% of weight.
Gloves of Ayuruk (maybe more of a DM loot)
These lightly padded gloves are grey in color with blood red cord encircling the wrist portion.
-2 dam
+1 AC deflection mod
+1 Fort
Cure moderate wounds 1/daily (or laying on of hands if thats possible)
Prereq: monk AC bonus, devine spell ability
Those are rather powerful, but hefty drawbacks. They're 3/4 points of damage lower than other monk gloves.
You can't put prerequisites, so it would have to be Only Usable By: Monk.
Also, if you're unsure on whether a feat can be added, just test it in the toolset. I suggested some impossible stuff intil I just decided to fire it up and run my ideas through the item wizard.
Is there a way to make an item usable by two classes, not either or but has to have both classes? For instance usable by monk and cleric, not one or the other but has to have both classes.
Or maybe has to worship a certain deity? (like Ilmater)
Claws of the Eagle
These gloves were found in the mountains off the body of a dead stargazer. They appear useful.
Gloves
+3 slashing damage.
-2 bludgeon.
Eagle's splendor 1/day
Seriously, ambient loot. We're way up there again on power level. 1/day stat boost items are uncommon even among dm loot afaik, and other x/day are not exactly common either.
Cerberus: Not mechanically possible, but there's the nifty little thing of adding a dm messege in the description with it.
randy's unyielding feet
said to be the severed feet of a man who never surrounded these ones give you the same stalwart fury as randy himself oK? also really ambient
+1 discipline
The Quarterstaff of a song.
The staff has musical notes on it. Sounds like a song in the making.
+1 bludgeon
+3 perform
Weighted Stargazer Sling.
"Weighted to put some extra heft behind a thrown rock, but the clinking stone weights do tend to make a bit of noise"
Mighty +1
Massive Criticals 1d4 damage
Move Silently -1
Stargazer Lizard-Hunting Sling
"Made with heavy stone weights and elastic vines to deliver a punch capable of killing even a massive Deep Lizard, this large sling has the problem of unbalancing the user due to the force of swinging it"
+2 Mighty
+1 AB vs Reptilian
Reflex Saves -1
Move Silently -1
Reduced AC: Dodge Modifier -1
Quote from: Oskar Maxon;149266Seriously, ambient loot. We're way up there again on power level. 1/day stat boost items are uncommon even among dm loot afaik, and other x/day are not exactly common either.
Beh, half the shit posted here doesnt see the light of day and I dont even think the DM's pay a hell of alot of attention to this thread anyway. It's more or less a dream sheet for some fun items to make you (or a DM) go Hmm... If a DM does see it and like it, he may make it, or something close to it, if he doesn't it isn't hurting anybody.
The Silent Smith
Rumored to have been commissioned by a smith with sensitive hearing, this large hammer makes no sounds upon impact. Regardless if it is striking an anvil or the skull of a foe.
Warhammer
+2 Move Silently
QuoteGold Coins
I suppose you COULD use them as sling ammo, but isn't that a bit.... flashy? At least it might distract someone.
Sling Ammo
Onhit: Daze 1 round 10% chance DC 12
Yellow round ammo picture
Comes in a 10-stack
Cost=10 Gold
Think about it:
Beggar Kid: Spare a coin, sir?
CE Halfing Rogue: HERE'S your coin! *sneakattack*
Beggar kid: *Dies*
CE Halfling Rogue: *giggle*
Welded Chain Shirt
strategic spots of this chain shirt have been fused together making it stronger in spots than a normal chain shirt. Of course this also makes it a bit less comfortable...
AC = 5
ASF = 25%
ACP = -3
MDB = 3
Riser Bone
Well what the heck. A riser bone. Looks like it has... minor, necromantic enchantment.
Misc. Med, Bone apperance, 1 use Inflict Minor wounds
The Light Hammer... OF DOOM!
lighthammer
+1 neg energy dmg
onhit 25% chance doom.
War wizard's Gauntlets
A couple gauntlets worn by ancient netherese wizards as an aid for battle. Each finger contains a small rune that can be turned into a magic missile and cast instantly. They have two small gems on each the palms, both broken.
Cast spell: Magic missile (1) (1 charge/use)
Cast spell: Magic missile (3) (2 charges/use)
Cast spell: Magic missile (5) (3 charges/use)
Cast spell: Magic missile (7) (4 charges/use)
Cast spell: Magic missile (9) (5 chages/use)
10 Charges
Usable only by: Wizard
Usable only by: Sorcerer
Artisanal Netherese Banded Mail
This finely crafted, ancient mail is made of a strange alloy that seems to sap the energy behind any blow striking it.
Banded Mail
6 AC, +1 Dex AC
5% Slashing Immunity
5% Piercing Immunity
5% Bludgeoning Immunity
+1 Persuade
+2 Discipline
I thought it would be interesting to have a set of banded mail or splint that is worth wearing as much as halfplate. It's the class of armor that unlike all others, no PC has a good reason to use, since although there are variants with fairly good bonuses, they never make up for the lost AC.
Goblin Head
The head of a goblin. Enchanted. It's eye whites seem to have been burned black, and whenever you look closely into it's eyes, a flicker can be seen.
Alchemist's Fire, Single Use
--
Basically a goblin head that explodes.
Ring of Grumbar's Inverted Grin
Laden with Terran runes praising the somber rule of the Boss of the Earth, Grumbar, this ring completely strips its wearer of any sense of humor.
Ring:
- 2 charisma,
spell immunity: tasha's hideous laughter
Floppy Pit Viper
Its obviously just a Pit Viper that has been grabed by the tail and used as a Whip
Whip:
1d4 damage,
On hit, 15% chance of poison
Gardeners gloves
5 charges
+1 poison
+1 desease
Entangle (2)/1 charge
~OR~
Gardeners gloves
Usable by Druid/Ranger
+1 poison
Entangle (2)/1 daily
Can ya tell I need a silly entangle spell, (and I don't wanna spend a spell slot on it) grr... :???:
prebuffer's delight (boots)
'these shoes, aptly named the prebuffer's delight, hold a variety of basic strengthening spells best used before engaging in combat, given the shoes' clumsiness to wear
5 charges
1 charge bull's strength
1 charge barksin
1 charge magic weapon
-2 ac dodge
-2 dexterity
Quote from: RIPnogarD;157840Gardeners gloves
5 charges
+1 poison
+1 desease
Entangle (2)/1 charge
~OR~
Gardeners gloves
Usable by Druid/Ranger
+1 poison
Entangle (2)/1 daily
Can ya tell I need a silly entangle spell, (and I don't wanna spend a spell slot on it) grr... :???:
The items are valid but unfortunately entangle/day does not work to open what you're trying to open!
More 'unique' loot suggestion?
We have a powerful little editor in the aurora toolset. Why not think a bit more outside the box for unique loot suggestions? Like a 'Spell sequencer ring' which could save spells cast upon it... Or a 'javelin' which is a simple spear but can be thrown. I remember lobbying for a 'blackjack' item for rogues, but I don't think it went in- in the end.
I could make both these things for twenty minutes of scripting, probably less in fact.
I'm aware that pallette clutter is something to keep an eye on, but isn't there an item tracking system on efu? These things are unique after all, you could always delete the script when you've had your fun with the item.
Also sorry this sort of a suggestion, but I thought it ould serve better in this forum.
I reckon a Blackjack could be done with:
QuoteBlackjack
"A small leather bag filled with lead shot. An easily concealable weapon good for getting the drop on a victim, but useless in protracted combat"
Mace
No Damage
Damage Penalty -2
Hide +1
Bonus Feat: Blackguard Sneak Attack, 2d6 (BG sneak stacks with Rogue Sneak. If it's not an item feat, I know Nut's got a way to add it anyway)
Dangerous with sneaks as you'd get 1-10 dmg, useless if facing someone.
In fact I think Howl actually scripted a no dmg club that'd daze if you were in as position to sneak attack them, as DM loot.
Quote from: Egon the Monkey;162525I reckon a Blackjack could be done with:
Dangerous with sneaks as you'd get 1-10 dmg, useless if facing someone.
In fact I think Howl actually scripted a no dmg club that'd daze if you were in as position to sneak attack them, as DM loot.
Needs to be rogue sneak attack 2d6 as blackguard and rogue sneak attacks stack with one another meaning this could be QUITE brutal for a pure rogue.
That's the idea. It has no dmg, a further -2 to reduce the dmg range and bonus dm,g from STR, and so it's very strong in flank and utterly useless in the front as the sneak won't trigger. Maybe more -dmg. it is meant to be a sneak attack only weapon.
As you can change weapons in combat as a free action, rogues would just quick slot it and as soon as they get any sneek attack cahnces, just pop it out and rape. If the target turns to them, quickslot back to a normal weapon. Could be so easily exploited.
Blackjack seems like a decent idea, I don't really see how it could be overpowered when someone can just use a greataxe or a worthwhile weapon instead though
Quote from: Rhonus;162659As you can change weapons in combat as a free action, rogues would just quick slot it and as soon as they get any sneek attack cahnces, just pop it out and rape. If the target turns to them, quickslot back to a normal weapon. Could be so easily exploited.
That's the aim, not an exploit. It was my thought on making a pure backstabber's weapon. This would give you 1-10 damage on a finesse weapon, BUT only on sneak attackable targets. It wouldn't deal base weapon dmg ever (No dmg attribute on the weapon and -2 dmg on top of that to nerf STR dmg). You compare that to say a +1 dmg rapier that's available, which would be 2-7 18-20 crit. This would be good but with major drawbacks. It would in fact be the opposite of the No Damage Rogue's Mace that is only useful to deal positive damage to undead. You could in fact offer it in a couple of versions. What self respecting Docks Thug wouldn't want to be able to jump a Stygian using half a brick in a sock as an improvised ambush weapon? XD
Vendor Loot Version:
QuoteBrick in a Sock
Club
"Always the boon to the goon in a hurry, this is a brick or rock of some sort stuffed into a thick and knotted sock to serve as a handle for a makeshift flail. Not much good where you want a knife, but decent to ambush a victim for a mugging."
No Damage
+2 Bludgeoning damage
Bonus Feat: Blackguard Sneak Attack (1d6)
One or two items for my 'crazy gnomish inventions' line of items. QuoteGnomish Steam-Powered Annoyance Gauntlet
Base item: Gloves
Originally the creation of the impish and now renound gnomish wizard Gobdi Bimplenoxtreplin durring his his his years of stay within a mage's academy in Waterdeep. These heavy iron gloves make a constant drone as gears churn within them and water boils, small smoke-stacks all over the devices bellow steam on occasion.
The gloves themselves offer little in the way of defense but are very handy should the user desire to cause a small bit of havoc. The gloves allow the wearer to generate a mild electrical shock at a distance.
A warn out lable is printed on the right hand near a hole "Refill With Water Nightly".
Properties:
Added Weight 20 lbs
Electric Jolt 5/day
Lightning Bolt 10 charges
[/B]
QuoteAmazing Exploding Toothpick
Base Item: Misc. Small.
During a painful drudic seige in Lantan many years ago a gnomish inventor sought to placate the druids by creating an invention that would aid nature as much as it did gnome-kind, proving once and for all that Alchemy and Nature could co-exist.
After many nights of tireless work and research the gnome invented the "Amazing Disolving Toothpick", a toothpick that would disolve moments after use, to aid in stopping the ceaseless litering of toothpicks in the streets and forrests of the isle of Lantan.
Much to the gnome's surprise durring his initial test of the toothpicks they were extremely explosive.
There was much rejoicing in the gnome's village when the druids were all silenced by a barrage of the gnome's new and improved "Amazing Exploding Toothpicks".
Properties: Fireball 1 use. Caster level 10.
[/B]
Maybe a good item to involve in a plot or possibly even to start a mini-plot for whoever manages to find it.
QuoteArch-Staff of Eyes
Base item: Magic Staff
This staff appears to be crafted of pertrified wood, but upon closer inspection it is composed on the intertwining eye-stalks of many dead beholders. The head of the staff is a grouping of four beholder eyes all staring out in various directions.
It is said that this staff was created when a great wizard slew the first beholder ever spawned. Legends hold that the staff is destined doom its' possessor, for the one who holds the staff inevitably attracts the attention of beholders from deep within the earth and their primal urge to sap the life from any who dare to touch the eye-stalks of their ancestor.
Properties:
Negative Energy Protection 1/day
Clarity 1/day
Stone to Flesh 1/day
Death Ward 1/day
Magic Missile 1/day Caster level 8
Special Property:
Cursed; Cannot be removed from inventory until death. (If possible)
QuoteCloak of the Skinned
Base Item: Cloak
This cloak is stitched together from the partially tanned hides of the civilized races. Embedded into the flesh of the cape are many twitching eyes of varying colors. A large symbol of Velsharoon if scorched into the back of this cloak by way of branding.
Properties:
+1 deflection AC
+2 deflection AC vs Good
Vampiric Touch 1/day Caster level 8
[/B]
QuoteEvard's Irrepresable Huts
Base Item: Misc. Small
This sack is full of small figurings appearing to be clay houses, painted and crafted to look very inviting and quaint.
When thrown a hut expands and grows until it reaches three times its current size at which point it explodes with a pointful "boom". Weither or not this was the hut's intended function is not known.
Properties:
Soundburst 10 uses.
QuoteThe Crying Blade
Base item: Greatsword
Created for the Paladin-Painbearers of Ilmater this blade was crafted to protect others over its weilder. The hilt is wrapped in simple rags and the blade seems dull and rusted.
Two inscriptions on the metal of the blade read "The True Martyr shall bare the pains of others" and "The True Martyr sheilds others before themselves".
Properties:
-2 AC deflection
+2 Divine Damage
+1 attack vs evil
Sheild 1/day
QuoteThe Skewering Blade
Base item: Greatsword
Created for the Warrior-Painbringers of Loviatar this blade was crafted to bring incredible harm to others and just as much to its weilder. The hilt is wrapped in right leathers that are pierced by small metal spikes and the blade itself is serated and barbed.
Two inscriptions on the metal of the blade read "The True Warrior shall learn to love the pain" and "The True Warrior's strength shall be measured in scars".
Properties:
-2 AC deflection
+2 Negative Energy Damage
+1 attack vs good
Magic Weapon 1/day
[/B]
[/B]
QuoteBlack Symbol of Bane
Base Item: Necklace
This black and fearsome looking holysymbol exudes a radiating feeling of dread for those who are not of the faithful of the Black Lord.
Originally crafted by the Zhentarium for use in interogation and routing out spies it is now widely used by most members of the Banite clergy across the lands for any number of purposes.
Properties:
+3 intimidate
Fear 5 uses
[/B]
Maybe something interesting to find on an alter somewhere durring a quest or DM quest. Maybe even a good reward from an evil god for a successful sacrifice. QuoteUnliving Catalyst
Base Item: Misc. Large
This is a human corpse. The body of this corpse is covered in all manner of infernal runes and symbols, some of which are tattood and others having been scarred into his body. His eyes have been dug out and replaced with two pieces of smooth and eye-sized onyx.
It is unknown what dark ritual is used to create these terrible things, although the clergy of Velsharoon and Orcus are suspected. These cults are suspected due to the pulsing and writhing negative energies that drift just under the carcas' skin.
Properties:
Create Undead 1 use.
Special Properties:
This should look and weigh what the typical player corpse would. 150 I think.
[/B]
Alot of restrictions on this one. Might need some tweaking. It sounded like a good idea when I first thought of it. QuoteWitch-Bane Cutlace
Base Item: Rapier
This slender sword resembles a Pirate's cutlace although many holy-symbols dangle from its handle. The blade's very tip seems to be made of Cold Iron. Cut into the blade are many strange runes in various languages, occasional elven and dwarven runes state things like "Purity" and "Life". An inscription at the very base where the blade meets the handle says "The S.S. Besheba's Bussoms".
In reality this blade once belonged to a Pirate Captain within the Sea of Dragons who headed the ship known as "The S.S. Besheba's Bussoms". Dispite being none-to-good himself, he had an overwhelming fear of a local group of Sea Hags. He had a blade crafted and blessed by priests of Valkur and several other good aligned gods and went off to slay the creatures.
If touched by arcane spellcasters of any kind or men of evil intentions the blade begins to burn their hands. Making it completely unusable to wizards, sorcerers, bards and most definately evil witches.
Somehow the sword ended up here.
Properties:
Attack Bonus +1 vs Human
Attack Bonus +1 vs Outsider
Damage Bonus +1 vs Humans
Damage Bonus +1 vs Outsider
Spell Resistance 10
Only usable by Good
Only usable by Neutral
Only usable by Fighter, Rogue, Cleric, Barbarian, and Ranger
[/B]
Flung Sling
A dirty rag used by many unsavory races (goblins mainly) to fling their own feces at unsuspecting persons. When not in use, can double as a loincloth, snot rag, hand towel, mask, or even hat.
DMG: Regular sling dmg or no dmg
On hit: Lose Charisma point DC 20
There nothing like taking a shot to the face.
@RPG:
That body exists. It's called a Twitching Corpse and it's not uncommon. Animate Dead Single Use.
Great minds think alike, I guess.
I'll just have to make my next few ideas even more outlandish and bizzare to insure they don't exist!
QuoteSlaecient Energy Being
Base Item: Misc. Medium (Glowing Orb)
This hovering solid ball of light is roughly the size of a human head, if not a bit smaller. It glows a faint warming solf pink that occasionally shifts into a fuzzy white.
This ball of energy is actual a living creature, a native inhabitant of the Possitive Energy Plane. The race is immune to the painful effects of the plane, and being one of the only races on the plane have adapted to their comfortable life-style, becoming completely unable to protect themselves.
Often captured and used by evil wizards and conjurers for their ability to soak up an area's natural divine energies like a sponge. When a Slaecient Energy Being is slain it provides a burst of its stored possitive energies.
Properties:
1 Charge Cure Critical Wounds
Bag of Winds
Base Item: Misc. Medium (Sack)
These large leather sacks are tightly bound shut and full to nearly the point of exploding. The effects of each bag differ based on the plane of their creation.
QuoteBag of Winds: Howling
This large leather sack is the color and texture of unworked stone. It is bound tightly with thick rope off which many danging wind-chimes of odd and various shapes dangle.
This sack was created on the Plane of Pandamonium, capturing the force of the bizzare and powerful winds of the layer.
The bag seperates the wind into two seperate bursts, one of the wind's howling insanity effect and the other of the winds painful of sound.
Properties:
Confusion 1 use
Sound Burst 1 use
QuoteBag of Winds: Scorching
This red leather sack is warm to the touch. A metal coil holds it shut tightly.
This satchel was created upon the Plane of Fire and contains some of the layers powerfully hot air condenced and ready to burst.
Properties:
Flaming Hands Caster Level 12 1 Use
QuoteBag of Winds: Arctic
This blue bag is covered with a perpetual and slowly growing layer of frost. The leather itself is an ice blue. The pack is tied tightly shut with a rope of white wolf-pelts and from them dangle several wind-chimes in the shape of snowflakes.
This bag was created from the essence of a rare air-pocket in a particularly frigid section of the elemental plane of water.
Properties:
Cone of Cold Caster Level 12 1 Use
QuoteSuccubus Ring
Base Item: Ring
Forged deep in the abyss this ring of attractive and swirling design is crafted out of a strange red metal and set with a small ruby.
Properties:
+4 Persuade
+4 Bluff
[/B]
Maybe something nice to put on the occasional ogre or maybe on some quest involving ogres. QuoteDuh Smashur
Base Item: Quarterstaff
This large and clumbsy piece of wood looks to be a club carved poorly from a heavy tree branch. What some ogre must have thought to be his initials are carved into the side.
Properties:
Bonus Damage 1d6 bludgeoning
-4 attack penalty
[/B]
QuoteIlmater's Nuts
Base Item: Misc. Small (seeds)
These walnut sized seeds are always sold in groups of two.
Dispite their inappropriate name they're very useful if you can stand to put them in your mouth.
Properties:
Cure Light Wounds 2 uses
[/B]
QuoteImpressive Longsword
Base Item: Longsword
This longsword is well crafted and plated with the occasional spec of gold or silver as well as sporting a well crafted handle with intricate designs.
Properties:
+2 Persuade
QuoteCursed Cloak: Vaunted Base Item: Cloak
This dirty brown cloak is torn and smeared with blood and dirt, it smells as though it had been torn from a recently deceased man who died in a less than pleasant fasion.
Mass-Produced by Priests of Velsharoon in an attempt to morph an entire city into the living dead at once these cloaks failed to work properly and instead of creating an army of undead were just a mild annoyance.
Properties:
Special Movement Speed: Zombie Walk
QuoteSplint-Mail of Arch-Wizardry Base Item: Splint-mail
This heavy suit of armor is covered in arcane runes. Surely the wizard who could wear this would be the envy of his collegues.
Properties:
Bonus spell slot wizard level 1
[COLOR="firebrick"][SIZE="4"]Spiked Buckler[/SIZE][/COLOR] (as dagger, size small)
1d4 damage
+1 AC deflection modifier
+2 perry
+1 bludgeoning
-1 tumble
(http://i10.photobucket.com/albums/a139/RIPnogarD/SpikedGauntlet.jpg)
NOTE: Two of these with ambidexterity and two weapon fighting would be... cool!
Golden claws
fist weapons
+ 1d4 slashing
+1 intimidate +2 vs fear
would be found on the wolves quest or off of a werewolf
Opium...
Magik Cheze
This goblinoid food has some spectacular magical properties although it stinks to high heavens. After eating this you can surely stomach anything.
1 Use Bears' Endurance
QuoteFoon
Base Item: Misc. Thin
This curious item is a brilliant combination of the spoon and fork, combining both names into "Foon". It possesses the flatnes of a fork, while lacking points, like a spoon, rendering it almost completely useless.
Properties:
None
Evergreen Sickle
This sickle appears to be crafted from still living wood, enchanted into razor sharpness by druidic magics. It can create suddenly sprouting plants to entrap the wielder's enemies, or sow the seeds of those same plants to grow naturally.
Sickle
Only Useable By: Ranger and Druid
11 Charges
Entangle 2 charges/use
Tanglefoot Bag 2 charges/use
Unique Power 1/day (plants a Kelpie Snare)
Grappling Hook
A whip with hooks and a grapnel on it, useful for scaling walls, or snatching away weapons even more efficiently
Whip
1d2 dmg
+2 Slashing damage
+3 Tumble
Bonus Feat: Improved Disarm
Lariat
A long rope with a noose on the end, designed to grapple and snare foes. It is however rather slow and clumsy to use
Whip (does not have Disarm:Whip)
1d2 dmg
Bonus Feat: Knockdown
-1 Reflex Saves
Helm of the Paranoid
"You're not paranoid if everything's really out to get you. And this is ymph... so it is. This helmet is coated with a thin metal foil and aids in spotting threats"
+3 Spot
+3 Search
+3 Listen
Light, normal 10m, white.
-3 Fear Saves
Cat Prod
"A staff with a large cross-brace and spikes, designed to hold off a charge by the dangerous jungle cats of Ymph, among other things"
Quarterstaff
+1 Deflection AC
+2 Deflection AC vs Animals
+1 Piercing Damage
+2 Piercing Dmg vs Animals
The Butcher's Cleaver
"A vicious, crooked knife used by Flayer Halflings to hack the limbs off their victims"
Kukri
Only Usable by: Gnome, Halfling, Goblin, Reptilian
+1 Bludgeoning Damage
Bonus Feat: Called Shot.
Yellow Rose Amulet: A golden rose pendant hangs from a minthril chain...
Monk only+1 heal
+1 natural AC Bonus feat
Ki Strike: The monk's unarmed attack counts as a magic weapon against creatures with damage reduction +1
- This feat does not provide an attack bonus; it merely allows an unarmed character to penetrate the indicated levels of damage reduction.
These kind suggestions are already going over. You can find a way to pass the small dr easily enough, giving something like +1 strikes permanently to monks that can already be ridiculous, is not sensible in any way.
I myself don't support any such as any random items. If they excist, they are to be earned and given to the character.
Enchant weapon spells are a dime a dozen (clerics pass them out like candy on holloween). You cant enchant gloves. Making a monk that specializes in open hand kinda usless at times. Or they have to use a weapon and lose their unarmed bonuses to be able to hit things.
Ki-Strike doesn't work if they arm a weapon and it does NOT grant any bonuses to hit or damage. It simply allows an unarmed monk to hit a lessor wearwolf or whatever. Their AB and damage remain what they were without having ki-strike.
Good thing monks are fast and able to outrun all the lycans and undead they can't hit when they see the "Weapon inafective" denote...
You CAN enchant gloves on EfU, you can also GMW and flame weapon/darkfire them. You just can't Keen Edge them (big deal). This is why a monk and a buffbot are a force to behold, and Cleric/monks are rather handy.
I refer you to the mechanics page (//%22http://www.escapefromunderdark.com/index.php?pageid=mechanics#spells%22), which it's a good idea to read before claiming something doesn't work. (slightly out of date, Darkness is back to normal, but its mostly OK)
Monks can deal fine with Risers even unbuffed as they have Bludgeoning damage. In fact, it's a monk using anything BUT unarmed that sucks. Only Kamas give you monk AB, and they both have a worse damage type and lower damage than fists. Still, unless you can use a shortsword or rapier, it's hard to get an anti-werewolf emergency weapon. So, how about:
Silver Letter Opener
A letter opener cast from silver. Not much of a weapon usually, but handy against something that may fear silver's touch.
Dagger
No Damage
+1 Ab vs Shapechanger
+1d4 Cold damage vs Shapechanger.
Every class can use a dagger.
Blighted Branch
A branch enchanted with druidic magics of withering and blight, created as a tool to counter excessive growth.
Club
+1d4 Negative Energy Damage vs whatever sort of creatures Shambling Mounds, Infested Treants and Assassin Vines count as.
Staff of the Painbearer
Staff
"This staff is bound in red cord and a symbol of the Ilmateri faith. It allows one to suffer in others stead, healing them at greater risk to the wielder"
Only useable by Good
Only useable by Lawful Neutral
20% Slashing, Piercing and Bludgeoning Vulnerability.
+6 Heal (A lot, I know, but 2 Surgeon's knives or Embalming Tools are a total +4 with no drawbacks and less weight)
17 charges
Remove Disease 4 charges/use
Cure Moderate Wounds (6) 3 charges/use
Cure Minor Wounds 1 use/day
Bottled Shadow
"The shadowy substance within this potion bottle writhes and reshapes itself continually. It seems receptive to a focused effort of will"
Only Useable by Wizard
Only Useable by Sorcerer
Shadow Conjuration, Single Use.
Greater Shadow Conjuration, Single Use
Weight Reduction 10% of Weight
Passion of Hoar
The blade to this sword is perfect in every sence, silver in colour, it never appears to loose it's shine. He hilt is strong, comftable and strudy. Within the center of the hilt, a broken red ruby with the emblem of hoar marked on it, rests pathetically, the word "Truth" written with golden letters adorns the hilt. It is said to have belonged to the fallen paladin Victor Tremayne who recovered it from a powerfull devil he slayed within the abyss while still on his days of glory.
Sadly not much is known of Tremayne's fate, as the records, were erased shortly after he went rogue and abandned the order. It is said that his brothers recovered the weapon from his corspe, after he was captured and executed for treason. His last words remain, however.
"Never look to deeply within yourself, for your passion may betray your oath"
+2 Dicipline
+1d4 slashing damage vs evil
+2 divine damage
//OOC: Do not use unless you are a pure paladin.
Every time the PC kills an evil enemy, that PC has a 20% chance of gaining +1 caothic and 20% of +1 evil alignment points. This will not be made visible to the character. This weapon cannot be traded or dropped by a paladin or ex-paladin untill his/her death.
That is DM loot IMO. The sort of thing that's worthy of a plot.
Wolf mantle
This cloak is actually the skin of a remarkably large grey wolf in whole: even the head remains, having being turned into a hood.
+5 Animal Empathy
+3 Spot
+3 Listen
+3 Search
+1 AC deflection modifier
//This item is cursed, once worn, it can't be removed untill the remove curse spell has been cast on whoever is using it. At midnight, As long as you are not inside a city, you morph into a werewolf, automatically set all PCs to hostile, and become confused for 5 turns.
Ambient loot, really. The sort of stuff that's common on quests or drops off wilderness spawns. Stuff that is a dime a dozen or quest flavour loot, not epic plot hooks. Anyway, I'll stop now. Hammer time.
Gnomish Mining Hammer
A traditional gnomish mining hammer. It has a little mining pick on one side, in order to go prospecting for gems, and a warhammer head on the other, in case anyone tries to stop you.
Light Hammer.
+1 Piercing Damage
+1 Bludgeoning Damage
+1 Search
Repairman's Hammer
A small hammer, good for repairing broken equipment, or fixing the injuries of a labourer.
Light Hammer
6 uses Cure Light Wounds (5)
+1 Disable Trap
+1 Open Lock
Hammer of the Unrighteous
This hammer fairly glows with divine radiance.
+1 AB vs Evil
+1 Divine Damage vs Evil
Light, dim, 5m, Yellow
Only useable by: Good
//Do not use with UMD
There's a lot of demonic Evil only sweet no UMD gear, we could use a Good equivalent.
Stormhammer
This hammer is marked with a lightning bolt on both striking faces, and holding the handle results in occasional small shocks. It does ,however, noticeably jolt anything it hits.
Light Hammer
No Damage
+1d4 Electrical Damage
-1 Concentration
10% Electrical Vulnerability
Only Useable by: Chaotic
Werewolf Claw
This is the claw of a werewolf. It still holds some of the innate power that lets shapeshifters harm each other.
"Fang" item
Magic Weapon (2), Single Use. High probability drop off an Elder Werewolf.
Armor and weapons!
Melders chain
The chain is smooth and finely made, each link slides to the next near perfectly. And when you move and fight the only sound heard is the screams of your foes.
Chainmail
+4 hide
+4 Ms
When equiped your silenced
The harping tones
The blade of this rapier is lined with lyrics in a tounge long dead,
When you swing it the songs of old seem to play with the wind in slight whistles. Yet in thier tones your seem strangely taken.. and not quite yourself.
+1 sonic damage
+2 perform
-3 will saves
Armor of dawning hopes.
This armor is gilded with gold and enscribed with prayers from the downtrodden and helpless begging for help. When you don it you feel empowered to help them no matter where they are, your blind drive often makes you fearless.. yet the armor is that of maytrs and you have and odd feeling the blood stains glinting off its perfect surface are from past owners.
Fullpate
Imunity to fear
+1 to will saves
-2 ac
5% von to negitive energy
Blade of lost thoughts
Known to belong to a cult of absent minded weapon masters
Whoms blades were sharp yet thier minds not so much. They learned thier skill from a cabel of very patient masters only to have them take a moment of weakness and kill them all, The blades much like the students are strong in force.. but a bit dull.
Saber
+2 slashing damage
-2 intelligence
-1 will
Hidden wants
This armor made from a cult of vices, mostly the vices of greed and lust is a sure show that in darkness thier is power at curropted risks.. The risks may not be present at frist but they always surface sooner rather then later.
Leather armor
+1 ac
+2 hide
+2 ms
+1 tumble
25% divine damage von
-1 universal saves
-2 fear saves
Natures last fury
The trade mark blades of a group of doomed druids made of silver and ironwood found once they and thier grove was overrun with foresters and undead. Once the battles stoped and the foresters went over the remains they discovered these blades and armed thier militia with them, after that a clever merchant bought and duplicated them. They are found to have landed in the hands of a great many adventures. And are a known staple to the rising lythacope hunter as it can heal minor cuts and slashes before the infection of lythacopy sets in.
Longsword
-2 damage
1d4 cold Verse Shapechangers
+1 ac Verse Shapechangers
10 charges of cure light wounds.
Volfs End
The rapier of a long known iluskan swashbuckler, Known as Volf Nevothors Was brought into mass production when he died due to a poisoin slipped to him by a greedy merchant. Once he died the merchant pressed his fabled blade into mass production and ever since they have scattered threw out the lands. Imbuned with his feared fury and his leagcy of loose loves but also his fault of not being able to hold his drink to well, this blade is a trademark of the all duelists and swashbucklers that ever dared take to sea.
Rapier
+1 slashing damage
+2 persuade
-1 fortitude
Leaders hold
This shield inner side is engraved with clever battle tactics and tips, assisting the user on the fly with a quick glance so he can yell out to the rest of his men and keep them alive, yet as all great leaders protection is a major key as well. This shield keeps the user from being taken down by the stray bolt or arrow.. But the stray catapult shot may just be enough to kill a wielder.
Large shield
10 charges of aura of glory
+1 ac Verse Piercing
10% von against bludging
And thats all I got for now do enjoy and I love feedback!
Most of the stuff posted lately has nice descriptions, but it's in the style of normal NWN gear. Ambient loot is gear that says "I'd expect to see this item laying around in the Archipelago".
- No weapon I've seen that's not Simple, a Whip or a set of gloves tends to have more than +1 unconditional damage. A good rule of thumb for EfU loot is that the less powerful the base weapon, the more powerful the bonuses that you can find.
- Generally stuff has 5-10% damage vulnerability, with the exception of martial weapons with a powerful added damage type which go up to 50-100%. Items with save/skill penalties tend to have a specific IC reasoning for it. (Illithid gear saps your Will, heavier items are clumsy)
- Most of the loot is linked to the lore and setting of the server, and the quest or monster it comes from. Undead drop negative energy crystals, divine gear is often linked to the deities that have ancient temples on the isle, etc.
- EfU loot isn't legendary gear rich with tales of dead heroes. It's faded weapons from the back of a ruin's armory, crudely made but useful gear forged by monsters, or standard issue equipment from a dead pirate crew or mercenary squad. Stuff with a history is reserved for unique DM loot.
For example:
-Orcs are always fighting Mist Ogres in the Mountains.
-Mist Ogres are Giants.
-A piece of Wild Orc Equipment might therefore have AB, AC or damage bonuses against giants.
-Mist Ogres like Cold. Wild Orcs like Fire.
QuoteMistburner Glaive
This long-tipped spear is used by Wild Orc scouts to hunt down the Ogres they constantly battle for territory in the mountains.
Spear
5% Cold Damage Immunity
+1 Slashing Damage
+1d4 Fire Damage vs Giant
A few more items for a group thats taking a rise
Shield of the law
Description: Often mass pruduced by temples of bane for thier tyantical leaders men. Commonly found about due to palidens annoying tendancy to destroy said temples.
Large shield
+1 intimidate
+2 ac v chaotic
Shield of the Unbending Law
Description: Often only given to the best and strongest of the guards for most baneist temples, They are imbuned with more power to fight the lawless.. and anyone else.
Large shield
+1 ac
+2 ac v chaotic
+3 intimidate
And now to genric rusty dagger you find about the isle
Steel knuckles
A set of gloves inlaid with steel and pads for your hands, Found on the odd creature or human bandit. Where these gloves truely origin is unknown.
Gloves
+1 bludg damage
Swashers
Used by a notorious group of kolbold pirates which are most often hugely failing in thier attempts to rob the passangers on the strange mans raft. They quickly started to curculate about the isle as adventures started to use the small blades they droped.
Dagger
+1 slashing damage
-2 intimidate
Runic stave
A staff covered in runes and other slight aids to help mages with spells and thier concentration.
Quaterstaff
+1 0 spell slot Wizard, Sorc, Bard
+1 lore
+2 concentration
Rusted goggles
The headwear of many a deranged gnome inventor, which beasts seem to keep for reasons thier own.
Helmet
+2 craft trap
+1 Open lock
-2 persuade
The shiv
Often found on the desprate of the slums and docks this blade seems to have coined the nickname "the shiv" as it has been used to "shiv" many a poor drunken traders.
Dagger
-2 Attack bonus
+1 slashing damage
20% weight reduction
Shark tooth
A tooth from a shark, rumors say that dipping it in a liquid will tell you if its poisoned or not, of course.. who belives in rumors?
Necklace
5 charges
(Use it on a potion and if the potion changes color to lets say.. Prismatic then its poisoned.)
Crippler
Used enmass by kolbold sharpshooters, This crossbow has sights specificly made for shooting the shins, ankles, and, nethers of its targets. Always aiming so low you often miss the blow and the slight feature of your target thats going to kill you, Once again proving the intelligence of kolbolds.
Heavy/light Crossbow
Extra feat - Called shot
+1 AB
-4 spot
-4 search
-2 AC
Not all pieces of equipment have a negative stat or vulnerability. Take that into account.
We actually have a scripted poison testing power already, it's just that the item is hard to buy up here. That could be added to a bit of loot.
I really like the Shiv idea, but in common with a lot of the other suggestions, you've disadvantaged it beyond people using it. I'd suggest something like:
The Shiv
Enhancement Penalty -1
Bonus Feat: Sneak Attack, 1d6
Weight Reduction: 20% of Weight
That's -1 AB and damage usually, but nasty if you use it as an ambush weapon.
Guardian Amulet
Amulets such as this have said to become very popular among the nobles and patricians of Old port who deal with not so trustworthy businesmen, per say, as means of escape. Although they orinally come from Ymph, after the original stash was found in the ruins below the city they are a rare sight among the colonists, usually only arround the neck of said nobles, or whatever thing they did not manage to use them aganst.
Base item: Amulet
Special item power: When used, it casts balgarian's Iron horn and summons 2 shelegan's persistant blades. Single use.
Small War Hammer
Crafted for the small of stature these hammer's have small hooks to inflict cuts as well as the crushing damage of the hammer.
Small Hammer (1d4)
+1 Piercing Damage
+1 Slashing Damage
Only useable by Gnome/Halfling
(May seem OP, but even with these stats it isn't as good as a short sword, as the crit is a x2 20 on a small hammer and not a x2 19/20 as the shortsword is)
Well, Thanks for the feedback on my weapons :D Great to see people take intreest in them Also With the Guardian Amulet Only one dagger can be summoned at a time, if another is casted the frist fades. I think this is to keep armies of daggers with dr and decent ab from overwhleming the server.
I like those weapon suggestions but I'd recommend changing the crippler. +AB vs all are rare and normally DM loot only.
On it!
Revised crippler Stats
Light/heavy Crossbow
+1 Verus Human,dwarf,gnome,halfling,elf,halfelf
Extra feat Called shot
1 mighty
-4 spot
-4 search
-2 AC
Why would a crossbow have called shot yet reduce Spot ranks? ;)
Here's my contribution
Dried Troll Snot.
Choking Powder.
beacuse, being a kolbold they always aim low and in looking low they miss very obvious things, such as the nick in the knights armor, or the missing scale on the dragons chest. In always looking down, they are experts at hitting legs,knees,shins Places where it would cripple thier foe due to thier height. But they often miss small details and other things when shooting with this bow due to thier always aim and focusing on the legs of thier targets.
Beastward Chalk
This bag of chalk, often used by Ypmphian hunting parties, can be used to inscribe a circle of warding against beasts of the wild, or other morally unaligned creatures.
Special Power, Single use.
Casts Protection From Neutrality as per the Potion of the Radical Soul on everyone within two metres.
Witch eye torch
Made from a suposed kolbold "Witch" eye
This torch glows with dark light, making the shadows deeper and causing unatrual effects to gleam slightly.
Torch
-4 spot
15 charges of find traps
15 mm of blue light
Evil Eye- This eye is evil. Oh my!
Bestow Curse
Acid gel
Flame weapon (acid)
Manchakan Slave Collar:
"Tired of losing slave after slave on the frontieer? With their slaved natives holding limited knowledge of mechanisms, the Manchakan Enclave (known well for the combination of steel and magic) developed magically attuned collars. If an area was traveled past unwarranted, many a corpses were found detonated from the shoulders up".
Once applied, if triggered by leaving an area an alarm is given.
Option is given for detonation of everything from the collar up.
Engineering skill can see to removal
I posted a similar idea in the slaves discussion thread as a way to make playing a slave PC more interesting to the players on both ends of the RP. Fear effect 1/day though rather than death. Something you would not want while on the run, that would be usable to punish a slave, and would make pursuit an option , which you can't do on a headless corpse.
Elven Longsword
A bit lighter, better balanced and eleborately decorated than a typical longsword. Elven smiths found by adding decorative ettchings in stratigic places on the blade they could improve teh balance. This ettching also helps to lighten the blade slightly.
(as longsword)
+1 initiative, +2 parry
The sword of light
This old silver sword glows with a dim light.
Light (Dim): Yellow
On hit: Cast Flare
Greater sword of light
On hit: Cast flare
Use: Light, unlimited uses/day
+1 divine damage.
Light Halfling bolter
A bolter designed and made by the most rougish of races.
Small crossbow
+2 hide
+1 tumble
Goblin Warbanner
This long sword is scribed with goblin runes and crude insults also it is nicked and damaged making the blade look old and rusted.
Longsword
-1 damage
+2 taunt
+1 will saves
OrcSlayer Bolts
Mass produced by many dwarf clans these bolts strike true against orcs, with brutal and deadly power
Bolts
+1d4 slashing damage V Orcs
Fists of the silent crow
These gloves in wild production from small abbys to large monestaries they are made for new students in martial arts to teach them to hit like a crows beak, Fast and annoying
Gloves
+1 piercing
+1 reflex saves
+2 tumble
Half shield
A tower shield brutaly mauled in half, most of its enchaments are gone with such a brutal blow but some remain.
Tower shield
-1 ac
50% weight reduction
+3 dicipline
+1 Fortitude saves
Necklace of tounges
Made by sadistic flayers, this necklace if off setting allows speaking to people you cant understand slightly better.
Amulet
+3 bluff
+3 persuade
-1 charisma
Lizard scale helm
A helm made and coated from lizard sales of nuemerous reptilains you feel warded from poisons, and your head moves in a smooth slither like way making you harder to notice in contrast to your background.
Helmet
+2 saves Against poison
+2 Move silently
Deepwarden's pendant (Necklace)
This ancient pendant seems to be very dented and very dirty. But still containing power of the Deepwardens.
+2 Search
+2 Spot
+1 listen
Dwarven crossbow (Heavy crossbow)
This crossbow is heavily built and very heavy, used for power not accuracy
+2 damage piercing
-5 attack bonus
Wildwalker's steps (Boots)
These boots are old and faded, only some runes appear and glimmer.
+2 move silently
+2 tumble
Immunity to entangle
Ancient dwarven waraxe of Silverbeard (Dwarven Waraxe)
This dwarven waraxe shines brightly and gives power to those who defend others with their own lives. Striking down with great accuracy and strength.
+1 ac deflection bonus
+2 attack bonus
Rot Rublade (Bastard Sword)
This goblin greatsword is badly rusted, and has many strange runes carved all allong it, overhall it seems frail. However, it emanates powerfull magic.
No damage
+1d4 Negative energy damage
On hit cast: Contagion
Ear Wax
Gives sonic resistance 5/- for say, an hour.
Smoke bomb
Provides inmunity to cloud of bewilderment for 2 rounds. Casts cloud of bewilderment on self, that lasts 1 round.
Orderman's Blade
Long sword
+1 AB vs Orcs
+1 Damage vs Orcs
Whenever you are in an area with orcs it also has
Light (dim) blue propiety.
Survival Kit
Belt.
"This belt has a canteen, pocketknife, length of cord, and many pouches upon it. A useful piece of equipment for navigating the wilderness"
+2 EFUSS Wilderness Survival
+1 AE
Breakout Brew
"Originally created covertly in their cells by Netherese prisoners, these brews were designed to enable a mage to throw enough spells successfully at their Nightrisen guards to allow a prison break"
Potion, special power, adds Spell Penetration as a feat or +2 to CL for SR checks for 2 rounds.
Tribal Drumstick
"This oversized drumstick seems able to get a resounding boom out of whatever it strikes. Including heads."
Club, Only Useable by Bard
+1 Sonic Damage
-2 Move Silently
Onhit Deafness DC 14 10%, 4 rounds
Snare Whip, Lesser
This whip has several tips which seem to writhe as if they where alive.
Bonus Feat - Freedom of movement
1 Use/day - Entangle
+2 damage bonus piercing.
Dude, Immunity to all entangle and paralysis? I've never heard of DM loot with freedom, let alone flavour.
Maybe..
Snare whip, lesser
This whip has several tips which seem to writhe as if they where alive.
Inmunity: Specific spell - Entangle
1 Use/day - Entangle
+2 damage bonus piercing.
Hellfire Longbow/Shortbow (Imps 2 quest)
A longbow made out of a strange material you can't quite identify, small fragments of it can be removed and used as arrows, the bor regenerates as you remove them.
Unlimited amunition: Arrow +1 fire damage
Improved saving throws: Fire +2
Only usable by: Evil
Yeah sorry guys my aim was to basically prevent the weilder from being entangled by his own spell. And that basically fixes it so thanks.
Snare whip, lesser
This whip has several tips which seem to writhe as if they where alive.
Inmunity: Specific spell - Entangle
1 Use/day - Entangle
+2 damage bonus piercing.
Stone Sword (Longsword)
Many of these can be found throughout the ziggurat. Being crafted from stone it is after thousands of years without use that this sword has been covered in moss and other weeds. Although massively blunt and heavy the blade offers strength and power.
Extra weight: 10 lbs
1d4 Bludgeoning
-2 damage
+2 discipline
-3 tumble
Decaying Robes (robes, ghoul quest found in coffins)
Once a fine mage's robe it has seen better days. It could have been grand and expertly enchanted in it's time. Now you see a ragged dirt stained robe holding little to no magic enchantment. It's condition has many rips, torn parts, and overall awful looking.
Bonus 1st lv Spellslot Wizard and Sorceror
Spellcraft +2
Lore +3
Persuade -1
bluff -1
Intimidate -1
Stone Axe (Batleaxe): Same desc (replaces sword with axe) and Bonuses as Stone Sword
Helm of Intensity (or whatever else you want it to be):
This item was designed to allow its wearer to focus his or her native energies into singularly powerful casting of spells. Unfortunately, the helm's magics require so much focus on empowering the user's spells, that he or she becomes oblivious to much else happening in the environment.
Only usable by wizards and sorcerors
Bonus Feat: Empower Spell
-5 to listen, spot, and search
Cerebral Amplifier
A circlet or helmet that raises will power greatly, but lowers reflexs in the same regard.
-10~ to reflex save
+10~ to Will save
Silk Ladden Leather Armor
Padded Leathers with a layer of silk underneath that makes removal of arrow heads, and other such piercing items, easier
Damage resistance/Damage reduction a small amount against piercing (Like 5%, or DR1/3)
Healing + 1
-5% fire resistance or some other penalty to balance it out.
The problem with huge bonus huge penalty items is they're instant minmax. A cleric or a pure fighter's not going to be making many reflex saves anyway, but that would render them effectively immune to will saves with a few more bits of gear.
Netherese prison alarm ring
A ring that, when tapped, sends a message asking for help from anyone nerby. Belived to have been used by the guards of the prision when the situation was overwhelming
When used it casts whispering wind that sends a message warning about the inminent danger to all players in the area. Could be found in nightrisers and ToM quest
Quote from: Egon the Monkey;208837The problem with huge bonus huge penalty items is they're instant minmax. A cleric or a pure fighter's not going to be making many reflex saves anyway, but that would render them effectively immune to will saves with a few more bits of gear.
That is a good point; I liked to have brawler's, archer's, and swordsmen belts and switch between them when they're easy to get, so I like those kind of tricks.
I got the idea for the item from thinking about that scene in young Frankenstein where he has the clamps on his temples. =]
Armor of Knives
Weakened armor with protroding spikes and spines that damage the enemy as you're damaged.
-5 AC~
On hit: DeathArmor
Soul Bow
A magical bow that drains the life of the user, but allows them to shoot magical arrows from its draw.
- 4 Con~
- 2 Str~
Unlimited Ammo: +1 Arrows~
Iron Maiden (Half or full plate)
This magnificent armors are said to be the work of a priest of Lovithar, it is extremly painfull to use because it appears to hurt by merely touching it, in exchange however, anyone who strikes the user of the armor will share his pain, and recive similar damage.
Damage vunerability: Slashing/Bludgeon/Piercing 25%
Anything that hits the armor wearer, weather ranged or melee takes half the damage it dealt in magical damage.
Also -3 fortitude or something
The Fish-Food Can
This suit is used by enforcers of the docks to be forced onto a victim before throwing them into the deep waters off the cliffside. The armor cannot be removed once put on, and is so heavy that it prevents the wearer from making almost any movement on land, let alone in water, and therfore prevents them from thinking about much of anything other than movement. Several unfortunate victims have drowned in this type of armor.
+1 AC
/5 Physical Resistance
+100% weight
-2 Will
-2 AB
-3 Reflex
Cursed: Can't be removed once put on.
(Would actually be cool to kill people this way.)
I can't be bothered to read through this whole thread so I don't know if it has been suggested but-
Boots that give a movement speed bonus. Either by adding the barbarian movement feat, monk speed feat etc or instead by some sort of scripting which I know absolutely nothing about.
This could also be done with feats like say- Trackless step for nature classes that aren't rangers.
Yeah, it's possible, I had some gloves that had Bonus Feat Unarmed Strike once, and that's not normally toolsettable. Problem would be not having it stack with Monk Speed if it was Barb Speed for example.
QuoteBoots of Reckless Haste:
"Common among Loyalist Scouts, these boots are handy for any spy or message runner. However, the price of increased speed is not having such a fine appreciation of obstacles in your path..."
//Do Not use if you are a Barbarian or Monk
Only Useable By Fighter/Rogue/Bard/Paladin/Cleric/Wizard/Sorc
10% Movement Speed Increase.
-2 Reflex Saves
QuoteDust of Protection
This dust may be used to place a glyph on the floor that will ward the location from planar rifts for a time. Alchemists often find it valuable.
Single Use, Unique Power Self Only.
(This item will prevent a hostile outsider being summoned on a failed alchemy roll. It wil not ward off Grey Renders, spells or direct damage)
QuoteGoblin Potion of Flatulence
This potion smells rather alarmingly of boiled cabbage and brimstone. Drinking it will likely have an adverse effect on your digestive tract.
Potion, single use Choking Dust
Heartseeker
Rumored to have been the blade of a once famous assassin, remembered only by his catch-phrase "Wherever I strike, I'll pierce your heart", this long and viciously sharp stiletto is capable of piercing deep into almost any kind of armor, leaving a grievous wound behind.
Dagger:
Keen
Bonus Feat - Improved Critical Dagger
+2 Piercing Damage
Canzah, thats DM loot. Very good DM loot at that. Like, I'd expect a dagger weaponmaster to have something that good.
QuoteArachnid Claw
Kukri
"This curving claw has been carved off a large spider and the end wrapped in leather for a grip. It is a crude but nasty little weapon"
+1 Acid Damage
+1 Massive Criticals
Drops on any quest with Flayers
QuoteOrcan Brushcutter
Used by Wild Orcs to cut trails, and enhanted by their pyromaniacal shamans to burn through thick brush or Ymph's more aggressive plants.
+1 Fire Damage
+1 AB vs Elemental
+1 Fire Damage vs Elemental
(Plant monsters are Elementals, you see)
I find it odd that although you can get great rapiers, shortswords and daggers, there are very few good kukris. Especially as Flayers are always armed whith those or a sling. On the other hand there are some rediculously badassed daggers.
More naturalistic/Island/Micronesian/Somoan style weapons!
http://www.hawaiianartifact.com/sharktooth.html
QuoteShark Tooth Sword: This sword is made of wood with sharks teeth tightly laced to the 'edge' with sinew, resulting in a somewhat ungainly weapon that never the less has a fierce slashing edge.
http://www.tikimaster.com/product/KOA27/HAWAIIAN-KOA-SWORD---41---54-LARGE-TIGER-SHARK-TEETH.html
Longsword
Only usable by: Druid, Ranger, Barbarian
-1 atk
+1 slashing dmg
Does not violate druidic oaths
QuoteShark Tooth Paddle Club
http://www.hawaiianartifact.com/images/STW-13.jpg
Same as above, but a club
QuoteShark Tooth Spear: A Sharpened spear of wood with shark teeth held to the sides of the business end with sinew ties.
http://www.tikimaster.com/product/KOA34/HAWAIIAN-SPEAR-WEAPON-12-W-SHARK-TEETH---TIKI-KOA-WOOD.html
Spear
Only Usable by: Druid, Ranger, Barbarian
-1 piercing
+1d4 slashing
Does not violate druidic oaths
QuoteRattan Armor: This light armor is made of thin strips of Rattan fiber woven together tightly and treated with chemicals, offering unparalleled lightness and toughness. Unfortunatly, it is also highly, highly flammable.
Chainshirt (4/4)
Only usable by: Druid, Ranger, Barbarian
Dmg res: 5/- Slashing
Dmg res: 5/- piercing
Dmg Vuln: 100% fire
Does not violate Druidic Oaths
QuoteGreatclub: This enormous, man sized club is crafted of wood or stone and shaped roughly like a sword, though heavier and more ungainly.
Greatsword
No Combat Dmg
Extra Dmg type: Bludgeoning
+1d8 Bludgeoning dmg
Increased Weight if possible
Only Usable by: Barbarian, Druid, Ranger
Does not violate Druidic Oaths
Town cryer's Bell:
Base item - light flail
+1d4 sonic damage
+2 perform
+1 taunt
+2 Persuade
1 use/day - Deafening Clang
(Is mainly designed for Bards and Clerics)
QuoteVine Whip, Lesser: This whip appears to be made from the preserved and still flexible branch of an assassin vine. Although less potent than a living one, the dried venom is still dangerous.
Whip
-1 damage
+1d4 Acid Damage
QuoteLoviataran Scourge, lesser
This barbed scourge has spikes both along the whip and along the handle, and bites into the user's flesh. This leaves them somewhat inured to pain.
11 Charges
+1 Piercing Damage
+1 Divine Damage
-5% Piercing Vulnerability
Masochism, 2 charges/use
QuoteButcher's Cleaver: A heavy meat cleaver, usful to joint a hunted beast in the field. //+2 EFUSS Wilderness Survival
Scimitar
Massive Criticals 2 Damage
+2 Piercing Damage vs Animal
Butcher's Knife power, unlimited uses/day.
QuotePotion of Ventriloquism: Popular at noble parties, this potion allows one to throw their voice to any location they desire.
Whispering Wind, Single Use
QuoteMagic Gong: If hidden by a track, this enchanted gong will ring at the presence of a passerby, yet only you will hear it.
Alarm, Single Use
QuoteOrcan Shaman Belt
"This belt, worn by orcan shamans, carries numerous pouches of healing herbs"
Heal +1
5 charges
Unique Power 1 charge/use (the Healing Herbs power)
QuoteScepter of Enforcement
"Used by Netherese slavedrivers as a subtle alternative to the lash, some of these relics of commanding power still lie around Ymph, covered in the rust and dirt of ages"
Wand
5 charges
Command, 1 charge/use
Nybor's Gentle Reminder, 1 charge/use
OUB: Wiz/sorc/bard
Rainbow Suspenders (belt)
-----------------------
A rather manly pair of rainbow suspenders. You could use them to hold up your pants while you duck and weave your way from adventure to adventure.
+2 Tumble
-5 Intimidate
Mirror Shard of the Dark way
A fragment of a shattered enchanted mirror, when you look into its gaze you see faint glimmers.. of things behind you. Reflect it towards your foes it shatters.. but it leaves them with a nasty suprise. But if you gleam it in such a way.. the light in a room just fades leaving this lingering patch of darkness.
3 charges
Summon shadows III 3 Charge
Darkness 1 Charge
Trinkets of Transformation
This is an item that will turn you into a random creature of no great power (stone lizard, goblin, kobold, raven, parrot, etc....) for a limited amount of time.
perhaps some of these are good....
Zombie Skull Scepter:
base item: Wand
Charges:20
Powers:
summon creature:(Zombie)1/per day
summon creature:(NightRiser Guard) 5 charges/per use
negative energy weakness: 20%
negative energy ray(lvl4) 2 charges/per use
AC vs Undead -1
only usable by:Evil
This scepter wrought from a cursed skull of a once zombie pulses with the remaining energy of the undead.Found mostly on nightriser mages this scepter shows every low aspect of the nightriser culture enslaving their very own in eternal servitude.
hope you liked that one heres a few others:)
Crescent Dagger:
base item:dagger
damage:1d4
base type:Slashing
wieght: 1.0
critical threat:(up to DMs)
+1 slashing damage
-3 piercing damage
wounding 1 pt damage per round: VS DC 10
This dagger unlike many others is used for long cuts and slashes rather than piercing stabs. Being made to do so has made it a fine weapon for slashing but using it makes piercing damage not as well. The dagger has small pricks in the blade as to rip as well as cut causing much more bleeding than normal. This weapon is a common favorite amongst sadists and lowly rogues.
GutBuster:
base item: Potion
wieght: 1.0
deals 1d8 points of damage to drinker
for 1d8 turns grants full immunity to poison, disease, and any kind of fear, or sleep magic.
after affect wear off must make a save VS DC 15 if failed drinker takes another 1d4 points of damage falls unconscious and has a -3 to his con until rested.
Dwarves are unaffected by con loss.
This elixir heavily favored by dwarves was made to make the drinker fully resilient to any poison and disease, but further testing has shown many new additions to he elixir. Because of the shock of the sudden change in body mages and the like tend to rather not drink it. It is a favorite amongst
common warriors before going out to adventure. The taste is revolting and the smell is said to be able to knock out a cow.
Black Longsword:
base item: longsword
damage: 1d8
base type: slashing
wieght: 8.0
critical threat:(up to DMs)
Charges: 20
+1 to slashing damage
+1 negative damage
wounding 1 point: VS DC 10
negative weakness: 50%
AC-1
cold damage: 1d4
-1 strength when wielding(doesnt apply to undead)
abilitys:
Magic Weapon(4th level):5 charges/per use
vampiric touch(5th level):5 charges/per use
summon undead:(nightriser skeleton):2 charges/per use
protection from good: 2 times/per day
They say this blade was forged by the followers of Orcus for their undead warriors and some were given as gifts to their enemys as to weaken them to the negative energys of the orcus followers.The blade can mostly be found under the control of Orcus followers, some (rarely) nightrisers and dark evil necromancers. The blade is said to grant some mastery of the negative plane but as well as to weaken them against negative energys and to make non-undead weaker with numbing cold.
If you like the items please say so :) remember if the items are too powerful go ahead and edit as you want and DMs of course change them as you want.
sorry about the sad faces when i did the : and tried to do ( for you know. But i put them too close so they resulted in sad faces
You can edit your post and check an option to disable smilies.
oh okay cool thanks for telling me
To be found wherever netherese ruins are involved...
Malfunctioning object (granade-like)
It's hard to tell what this is, likely some weathered netherese artifact. Doesn't look safe to be arround.
Cast: fireball (or the electric variant) (2) single use.
Crackling rod (club, or maybe miscelaneous small)
This pipe was once part of a netherese mechanism. What function it served is nearly imposible to tell. It appears however, to hold unstable magical energy that might be redirected.
27 charges
Electric jolt: 1 charge/use
+1 electric damage (if club or quarterstaff or something)
+1 sorcerer level 1 spellslot
OUB: Wizard
OUB: Sorcerer
OUB: Bard
Crackling shard (dart, or maybe shuriken)
Metal shards charded with magical energy. Probably pieces of a broken mechanism of the netherese. It would certianly hurt to be hit by one.
On hit cast spell: Electric jolt
Boom Stick
Base Item: Quarterstaff
Charges: 3
This staff with a small worthless gem at the end, labeled in crude orcan "Boom Stick".
Magic Missile 1 charge/use
Quote from: Luke Danger;236260Boom Stick
Base Item: Quarterstaff
Charges: 3
This staff with a small worthless gem at the end, labeled in crude orcan "Boom Stick".
Magic Missile 1 charge/use
I Second this but, the name signifies a boom, so perhaps sonic burst?
http://tvtropes.org/pmwiki/pmwiki.php/Main/BoomStick
Magic Letter:
A blank scroll with a strange rune on the top-right side of it. It feels strange just to hold it, and when you do you begin to imagine certian palces you had visited with impresive clarity. Anything you write on it is repeated aloud in your voice, probably not the only palce where it is repeated though.
Blank Scroll
Cast spell: Whispering wind
(not learnable by wizards, and usable by all)
Crown of burning blood:
A Crown fashioned from a redstained steel, and has a warm touch if your blood is akindle with the passion of blood magics. Often found in places that are home to bloodcasters of all talents but in decent number. The frist and foremost to any blood bound caster, as it not only aids thier retention, but also increases thier channeling ablities and concentration- also the odd compisition of the metal causes it to reject men and woman not gifted with such inner fire.
+1 2nd rank spell slot
+2 spell craft
+2 concentration
-Sorc Only Umd not applicable-
Corrupted Stargazer Greatclub
"A heavy branch wielded by an undead headless savage, its branches warped by a lich's whims"
-1 AB
+1 Negative dmg
-20% Negative Vulnerability
Exotic Katana.
+1 Discipline
((I find a certain lack of these within the module. I understand they are exotic weapons but to see more of them would mean more interesting Katana concepts in my opinion. Also this is just a basic item similar to the sturdy bastard swords you see dropped around the server.
Interesting katana concepts is a contradiction in terms.
Lead Pipe
"A length of lead piping, ripped off a wall somewhere. A traditional method of solving arguments in the Docks"
Mace
+2 Intimidate
Dented Riser Plate
"A suit of metal that seems to work excellently for risers, yet when you wear it you feel a varity of the wounds that have been delt to the fleshless creatures make it more then a small bit uncomfortable."
Fullplate
+2 against negitive
-1 ac
Tome of Heaven's Cleansing Fury
The masterwork of a cabal of alchemists who sought the fabled Withering cure. The Tome details an alchemy process that can actually cure the Withering. Seven obscure reagents from the far corners of the discipline are listed in it. The Book itself is the final ingrediant, as it is inscribed with many incantations on each cleric-blessed page. Like all the other reagents it gets consumed whether successful or not, and it is unlikely it could be remade exactly as it was before.
The result is a single ray of focused purity, descending from the sky and erupting from the earth, focused on the alchemist, of such brilliance onlookers are blinded for an hour.
If the Alchemist rolls 100, and gets 1-50, the energy absolutely obliterates them and their belongings.
If the Alchemist rolls 51-100, the energy consumes only the Withering, purifying the flesh so completely it can never again get a foothold. There is a chance for all memories acquired since the person first was infected to be removed also.
False Tome of Heaven's Fury
Though unable to find the warded and hidden book, the servants of the lich created some fakes they hoped looked much like it. It works the same way as the real one, except a storm of negative energy fully withers the alchemist in a moment. Auch.
There is a chance the alchemist retains some free will and can continue as an undead, if not promptly slain by his former comrades, but it is more likely they suffer the same slavery to the lich as other withered creatures.
It is not easy to detect the sinister origins of these books, but it is possible for an exceptionally learned individual to do so. Said individuals are very likely to seize the book for themselves if it is the real thing, unfortunately.
Withered Stomach
The withered contents of a Stargazer's stomach rests inside.
10 uses of Acid Splash
One use of Mestil's acid breath.
Chaotic Tomes
Even more fakes, these contributed as a malicious joke by the Psychopomp. The results range from the sprouting of wings, tails or horns, to complete transformation into a creature of Chaos, to insanity.
Tome of Law
A tome of utter law, this relic will shift the user's alignment toward Lawful.
A chaotic individual holding this relic will feel the righteous fury of law, and take 1 dmg every turn.
Alchemical implements:
A device that seems to be utilitarian in both cutting, mixing, shifting, and stabbing, as well as crushing and rolling. The small device seems perfect for the strain of a alchemical table.
//+1 alchemy EFUSS//
Dagger
No damage
Climbing Harness:
A contraption that allows one to anchor himself into a wall for greater control when climbing.
1/day +value to climb checks made within the next 10seconds.
Blood of the Martyr
These stones are often found on the sites of long forgotten battles. It is said that many men of faith have fallen for high minded ideals on Ymph and though their names and even the causes they layed down their lives for are forgotten, some small memory lives on in these strange stones.
Healing trinket which provides 5 charges of cure medium wounds. Only useable by non evil.
Dwarven Defender
~ This minthril tower shield is slightly shorter but a bit wider than other tower shields and is prized by most dwarves.
Minthril tower shield
60% of weight
white lite 15'
Entropic shield 2/daily
usable by dwarf
usable by Fighter
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