Although I'm not actively DMing plots and running stuff IG, I occasionally crack open the toolset on my spare time to do some random scripting. (My latest project was that dartboard game.) Lately, one of the things I've been looking forward to is making particularly interesting loot that cannot be achieved by normal means of the toolset. Although I've conceived many ideas of awesome loot, many of them cannot be implemented for whatever reason. So, I could use some inspiration, and would like your help!
If you think up a piece of crazy, amazing loot that cannot be done using the standard item properties found in the toolset, post your idea here! I cannot guarantee I'll do it, or that it can even be done, but your ideas may inspire other ideas, which will help add to what I hope will be a flurry of crazy awesome stuff to appear in EFUA in the coming months.
Feel free to post your ideas, even if you are absolutely sure that it is impossible to achieve, or even if the idea is ridiculously overpowered. Items can be of any genre, be it weapon, armor, miscellaneous, potions, wands, etc.
To give you an example:
Intelligent Armor. The armor holds a spirit inside it that protects its wearer. When the wearer is near death, the armor will heal its wearer once, and put the wearer under the guise of invisibility.
The boots of the Wanna be Drunk- -2 dex, +2 Con, Decreased speed by 10% Permanent Drunken effect (-2 intelligence.)
Chainmail that has an ability like blood frenzy, but along with blood frenzy makes the PC glow red and gives a moderate speedboost, however the penalty afterwards is a -2 con and speed decrease which lasts for 5 IG hours.
Chaos Wand
Arcane wand
Cast Chaos Spell - Once/day - Random level 1 arcane spell.
Period.
:)
I always liked the legendary weapon stuff...the more you can learn about it, the more powers are unlocked! Or powers go up/ level.
Sentient weapons, imo. Preferably ones prone to trolling the wielder and their enemies mid combat.
A helmet that makes you say things when you put it on.
clothes that make you perform random emotes
This may be a possibility as of right now. Metal balls that have an AoE knockdown effect on creatures of any size except Huge (to Huge creatures the metal balls are perceived as nothing more than nuisances). Reflex save (maybe 14? 13?) vs. knockdown. They are a granadelike weapon, though I'm not sure what sort of a graphic they may have IG.
Cursed equipment (which isn't revealed on description) that needs a remove curse to take off.
Cursed equipment which forces a will save vs WEAPON EGO or change to weapons alignment.
Scripted Fat Traps
Girdle of Femininity/Masculinity
Winston's onto a winner with fat traps.
QuoteGirdle of Femininity/Masculinity
Dungeon Master's Guide
Encyclopedia Magica Vol. 2
XP Value: -
GP Value: 1,000 (Changing); 1,500 (Neutering)
This broad leather band seems to be a normal belt, but when worn, it immediately changes the sex of the wearer to the opposite gender. It then loses all power. There is no sure way to restore the character's original sex, though there is a 50% chance that a wish might, and a powerful being could alter the situation. Of these girdles, 10% actually neuter the wearer.
Instant EFU:A Romance Plot
Kobold Cannon.
ScRipTed ItEm SeTs.
town portal scrolls, Diablo 2 style
Why is the neutring belt more expensive?
yeah then you can rush me through the acts cruzel and maybe ill make a hammerdin
The Ring of Last Hope.
When you activate it (1/day), it teleports the wearer on a random spot of the isle.
The Weaponmasters staff.
When you activate it (1/day), it transforms into a random melee weapon.
The boots of dancing
On perception of music, the wearer emotes dancing.
The deck of many things
You know what it does...
The dice of fate
same as deck of many things...
The neverempty ale mug (Dwarf quest special loot!)
It's never empty.
The cloak of many moods.
It change colors according to the wearer health's statuts.
The amulet of lunacy (cursed, can't be removed excpet if..)
After each rest period, it give the wearer a random alignement.
Scepter of the Morninglord
A golden sun which may be held aloft to strike fear into or destroy the undead foes of the Church of Lathander.
Moon On A Stick, Light, 20m, Yellow, Bright.
+3 Fear Saves
5 uses, each use triggers one Undead Turning as if the character was a 14 Charisma, Level Seven Cleric.
Horns of Beshaba
A set of garnet studded antlers on a scepter, glowing with an unnatural red light. Although this attracts the attention of the Maid of Misfortune, such a show of faith in her may persuade her to Provide ill luck more generously to those near you.
Moon On A Stick, Light, Dim, 5m, Red
-1 Universal Saves.
Unlimited use/day of Aura Of Menace (//%22http://nwn.wikia.com/wiki/Aura_of_menace%22)
Aura Of Menace is removed when item is unequipped
Totem Of Malar
The preserved claw of some great beast, attached to a cat's femur. It can be held aloft to instil fear of the Black Blooded Pard in any creature that approaches.
Moon-on-a-stick
-1 AC, -4 Persuade, Bluff, +2 Intimidate.
Same effect as the Horns of Beshaba but generates an Aura Of Unnatural (//%22http://nwn.wikia.com/wiki/Aura_of_unnatural%22) instead.
Barbed Arrows
These arrows are viciously barbed to distract and slow an opponent.
On hit special power, slows the target down 10% on a failed Reflex save.
Ring of the Diehard
+1 Fort saves.
A character wearing this ring will automatically stabilise to 1 HP upon reaching -8 or fewer HP. The ring is then consumed.
Dye Traps/Dye Bomb Grenadelike
Turns the victim's skin bright green for four hours (reflex save DC15). Requires a Restoration or something equally complicated to remove.
This is pretty much a way to prevent people escaping then coming back 5 minutes later out of their disguise with no way to catch them. If you get hit by one of these then congratulations, you're a fugitive until it wears off because if someone forces you to take your helm off you're a big green giveaway. Should be standard Armsman issue (but no more than 1-2 each) and difficult for anyone else to acquire.
Smokestick
This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud (//%22http://www.d20srd.org/srd/spells/fogCloud.htm%22) spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
This could be scripted as a Darkness (3) casting grenadelike as we don't get Smoke Cloud.
The Double Edged Blade:
Every hit make a reflex save or have the blade hit you. Very powerful high damage and crit range. Random either cure or inflict light wounds 2 uses a day.
The cursed rampager's loin cloth
It is said that when the wearer of this cloth is struck in combat that he shall be protected again further attacks by ancient spirits
OnHit - casts premonition with a 1/2 round duration
DR 5/-
-20% movement speed
cursed
Insane sarcastic golem
This tiny, indestructible golem has made you it's friend, no matter how hard to try to be rid of him he always seems to appear in your pack.
(summoning theme adjusted to summon golems, each spouting off a random, funny war cry before entering combat)
Quote from: Egon the Monkey;120233Ring of the Diehard
+1 Fort saves.
A character wearing this ring will automatically stabilise to 1 HP upon reaching -8 or fewer HP. The ring is then consumed.
Dye Traps/Dye Bomb Grenadelike
Turns the victim's skin bright green for four hours (reflex save DC15). Requires a Restoration or something equally complicated to remove.
This is pretty much a way to prevent people escaping then coming back 5 minutes later out of their disguise with no way to catch them. If you get hit by one of these then congratulations, you're a fugitive until it wears off because if someone forces you to take your helm off you're a big green giveaway. Should be standard Armsman issue (but no more than 1-2 each) and difficult for anyone else to acquire.
These are fantastic!
Here's one I just came up with.
Subdual Rope:
Tie down a PC that has been subdued, which will paralyze him for five minutes unless he's been freed!
Why wasn't there such robe in underdark! You are too lateh!
Oh jeeze.
Items that, when equipped, transform you into a random monster, which cannot be unmorphed until 5 IG hours have passed.
i.e. Joe equips the belt of happy happy faces, he turns into an ogre and is then killed, while everyone reads the name above the ogre and lols.
1. light wood spears for halfings, 1D8 x2 piercing, but can random break in fight and damage who wield it.
2. cursed stuff that makes user a ghost, silent and invisible, and cant do or take damage, or actions (open doors, use itens, etc) for one night IG.
3. diseases that makes fever with effect of tremours and pain or paralization of one arm/hand (unable to wield a shield or a weapon) or one leg/foot ( walk like encubered)
Uncanny dodge on items. Please! Please.
I am against the rope because when you are SDd you should just stay down. If you want to paralyze them you hit them with an axe.
Scripting a way to strip armor/trinkets from a subdued person without whailing on them might be nice.
hat of explosion
this helm is red and has the appearance of the most knightly helmet available
wearing this helmet gives 50% fire vulnerability and +1 concentration
upon death the user's head will explode in a fireball making big hurt to everyone around him/her while he/she got dead. it also causes the wearer to not be revivable via respawn or raise dead
Quote from: Gippy;120282I am against the rope because when you are SDd you should just stay down. If you want to paralyze them you hit them with an axe.
Scripting a way to strip armor/trinkets from a subdued person without whailing on them might be nice.
I see your point, but the idea of the rope would be to extend that flexibility to situations where the subdued character would have a chance to escape. I was thinking the rope would be a good way to tie someone down while you go about other business (subdualing other people in adjacent transition areas?). It could also be a neat getaway, tying someone down and then having five minutes to run. It might also be an interesting way to threaten someone, similar to the classic example of the bandit leaving the dame in distress on the railroad tracks.
There is a scripted way to remove items. /c yank_pack quick/purse/everything
Keep the ideas coming!
Good aligned long sword.
Zero damage
+1 to hit evil apponents.
+1d10 divine damage versus evil.
+1 AC versus evil.
Immunity to Fear
I like the idea of intelligent blades. The above could be RP'd that the sword will not allow you to use it against anything but evil foes. This blade would obviously be devestating against a palemaster.
Amulet of The Second Chance
If you would be instantly killed by a single hit (deathspells excluded) this amulet instead causes you to be reduced to -5 health and bleeding.
It's a way of avoiding Critsplosions taking you out from 20-30 health to dead out of nowhere.
The Dagger of healing
No damage
On hit Cure light wounds (5)
Banner Carrier:
This flag will attatch to your back, allowing you to serve as a Banner Carrier. As Banner Carrier, you suffer -10% Movement speed, however, you and allies gain +1 to all saves, as well as +1 to your AB and AC. You also get Cure Minor Wounds cast upon you every turn. This lasts for 100 Turns before becoming to broken, or when a PC is beaten down (either in FD, Subdual, or Spar).
This, ideally, will be given more to NPC's than PC's (and even then, mostly for DM events possibly, such as a Battle of Fort Senuspur). I -really- liked the idea from Lord of the Rings: The Battle for Middle Earth II, it made it seem, I dunno, brilliant and really looked good.
Silverthorn Arrows:
These arrows allow one to knock an opponent down from range with suprising ferocity.
On hit KD (DC 20 Fortitude or somesuch), +1d6 Magical
Another insperation from Lord of the Rings: The Battle for Middle Earth II, it's the Elves' arrow upgrade, and damn it's cool.
Shout of Eledial (Eledial is an example name)
This scroll will allow you to shout a name, causing an effect.
Example: Shout of Eledial casts Fear (7) on all enemies in a Collosal area.
Another LotR insperation.
Spellsword Mail:
This Mithril Mail was designed for spellswords. It is a fitting tool for any arcanist.
Chain shirt, +1 AC, no Spell Failure
Intent: Make Spellsword more viable. Seriously, I'd like to see a spellsword Fireball the orcs in the middle of a fight using the actual spell.
I once suggested random complicated Gnomish contraptions that provide various bonuses depending on your Craft Trap (mechanics) skill.
For instance, a pair of extremely complicated goggles with dozens of lenses, settings, and other random crap that gives you a search/spot bonus equal to Craft Trap/2.
A dagger which actually casts Cure Minor Wounds on the ENEMY onHit.
I do not mean the item property "OnHit: Cast Cure Minor Wounds" Nor do I mean, "1d4 Positive Energy Damage." I mean, a dagger which literally casts cure minor wounds on the target when you hit them with it. This item will be almost useless at healing friendly players, because it does the same amount of damage that it heals. Plus Strength. It could however still work as healing, when somebody is lucky. Beshaban/Tymoran Cleric hitting their ally with the dagger while they're at -1 HP and getting lucky and healing them back to life? Well, it's not a -smart- idea, but it sure is cool.
It will also give Rogues and Halflings an almost viable weapon to use against Undead with DR, something that they are sorely missing.
So yeah, there's my defence for why you should attempt to do this.
double post, i know.
Quote from: Thomas_Not_very_wise;120352The Dagger of healing
No damage
On hit Cure light wounds (5)
... oh god f***ing dammit.
You could have at least made your presentation of the idea not suck.
A Hooded Cloak.
Which, upon putting it on, changes your head to the default hooded head for each race.
Would be awesome if this was possible, for all into the 'fishy' business.
Not necessarily an item, but some way for PCs to carry other PCs who are not corpses would be very cool. Weight based on race (or subrace, probably), with some variation from constitution (percentage of racial weight?) and it basically puts a force follow on the character being carried and prevents them from using weapons (for small characters, spells might still be feasible, or perhaps using darts, scrolls, wands, etc.) Might also put some concealment on the character being carried and increased damage vulnerability on the one doing the carrying (although this could likely result in some sort of exploit popping up). For thoroughness's sake, put a daze effect or something on the person carrying so they can't tote that halfling around while still swinging a greataxe or casting spells or what-not.
It could be used like searching, where the other player must agree to be carried, or must be subdued already. This lets you drag victims away as prisoners, or rescue unconscious people and get them to a safe place for healing.
Just something I've thought might be kind of nifty.
Garrote: Items that straggle the opponent, placing the opponent in unconsciousness. It could be strickly a sub-dual weapon. I always think of the rogue that from the shadows strikes out wrapping a gleaming thin wire around the victims neck, and then robbing them or whatever. It goes with the, "I never saw it coming," or "I didn't know what happened till I woke up."
I was also thinking with the Garrote, a rogue with 3 or more levels could apply the damage of their sneak attack to the garrote also. It seems like cool sub-dual idea.
I would like to see amputation devices, could lead to some gruesome RP with characters having to remove another characters leg or arm. I guess there would still need to be DM invention here.
Underwater breathing devices, like actual helms or armor! So much of the server is underwater and needs exploring.
Thats it for now...
If scripted fat traps are put in, make a 10 lb pie that upon consumption makes you fat.
Band of the Deciever
This dark ring ocassionally phases in and out of existance, drawing its energy from the Plane of Shadow. Common amongst the faithful of Mask and his priests. They allow the wearer to create a copy of himself for a short time, confusing assailants just long enough for the wearer to slip away.
Basically it'll be like the flame twin except it doesn't explode into a fireball when the twin is unsummoned.
This is something I wish Davril had :(
We've actually had an item that did that, Daz. <_<
I thought shadow twins were already the special feature of some cleric domain?
Book of Answers
You ask a question, then use it. On use, you open the book to a page and it will give you an answer to your question. (Like a magic 8-ball.) I imagine a daft Oghman could make great use of this.
The Dice of Fate-
Created by Followers of Savras- these dice have an unerringly habit of giving cryptic answers to questions of the future, and the fates of certain people.
Book of the Dead
Alignment Requirement : Lawfull Neutral
Class requirement: Cleric
Diety Alignment (Dm enforced): Kelemvor
1/day use of undeath to death
(insert a turn undead feat)
*description*
A book carried by the faithfull of Kelemvor in thier duties as caretakers of the dead. By calling on the name of Kelemvor while holding open the book undead within the area are destroyed and the names of those who the undead once were appear within the book of the dead. Acts as a greater Holy Symbol.
Perhaps a reward after some very difficult feat from clensing the Jergal of the undead taint forever or such.
Chain shirt, +1 AC, no Spell Failure??
Quote from: Luke Danger;120358Spellsword Mail:
This Mithril Mail was designed for spellswords. It is a fitting tool for any arcanist.
Chain shirt, +1 AC, no Spell Failure
Intent: Make Spellsword more viable. Seriously, I'd like to see a spellsword Fireball the orcs in the middle of a fight using the actual spell.
Wow, why not add on hit chaos shield? :)
I kind of believe you gave a shot at this item, being something like Rob's dream armor! ;)
Boots of Dancing -
Boots that, upon a failed tumble check, allows the PC to reroll the check with NO modifiers. I don't think this would be too overpowered if they were somewhat rare and no other effects should be on the boots(such as skill bonuses or the like).
Hah, that mail's not really OP, there were 0% spellfail Mithral Chainshirts in the UD. Besides, it's not the point, as this thread's for stuff that isn't possible with the normal toolset. That is :D
Amulet of Uncertain Fate
This worn amulet is fabricated of an unknown metal that shows its age despite its amazing hardness. The clear gemstone in its center is cracked. The crack has made a once benevolent amulet an instrument of chance; pray it is Tymora that answers and not Beshaba.
1 use/ day random spell or spell effect targeted on the user...may be very good...may be very bad.
Robe of light
+1 AC
+2 AC vs Undead
On hit cast: Flare
Light 20m (yellow)
How about a parasitic weapon that takes hit points from you in order to use powers from the weapon. Like magic weapon 1/day for 2 hit points and flame weapon 1/day for 5 hit points.
Or.
A vampiric weapon that grows more powerful with use. Every hit it absorbs some of the life force of your apponents, after a certain point it gains +1 damage, then maybe +1 to hit, etc... This would last for maybe ten minutes after fighting was over then dissipate.
Ix, your first suggestion intrigued me. However;
2-5 hitpoint damage is utterly replaceable.
Confide in something such as bull's strength for 30.
For the extremes, haste for 50.
Instead of set hitpoints, percentages would make more sense.
Make it be permanent and we're talking.
Yeah, increase the numbers. I like the idea of a give and take relationship with a weapon.
Something else could be maybe a seriously kick ass power like blade thirst for a level drain. Or could be Greater magic weapon and you lose two points of wisdom temporarily to represent the sword taking some part of your being to power itself.
Obsessive-Compulsive Gnomish Backpack Organizer
This contraption, created by a gnome who was so obsessive with his own twisted idea of 'organization' resembles a small figurine of a gnome. This was originally patterned after the owner, but since settled on a non-descript figure of gnomish proportions, as the device found its niche amongst neat-crazed gnomish wizards.
Unlike a figurine, however, the device is actually a small animatron, designed to remember a 'template' of the organization of one's belongings in one's adventuring effects - the places of wands in bandolier belts, scrolls in their tubes, potions in their right sleeves and cases and so on, up to the perfect arrangements of one's adventuring knapsack of satchel, and return everything to its right place in the event an undesired encounter throws the owner's effects in disarray.
Basically the item can be UseSelf or whatever it's called once to remember the arrangement of one's inventory, then to return a PC's backpack to the memorized organization.
Not even sure if it's possible, but I would love it so much.
Quote from: IxTheSpeedy;121505How about a parasitic weapon that takes hit points from you in order to use powers from the weapon. Like magic weapon 1/day for 2 hit points and flame weapon 1/day for 5 hit points.
Ability hits.
Use an item and you take a temporary ability drop (or even something as negative as a negative level) that remains in effect for the duration of the ability.
Example: Bulls Strength, Unlimited/Day, but whenever it's in effect you lose 2 Dex and 2 Con.
Haste Unlimited/Day, but you get -2 Dex and a negative level as long as you're hasted.
Stoneskin, Unlimited/Day but you get -4 (or even 6) to Dex and Con for the duration of the spell.
Etc.
Quote from: Kiaring;121559Obsessive-Compulsive Gnomish Backpack Organizer
YES! this! gawd yes!
its not the fuging that angers me. it that resorting the invent. makes me want to rage.
Boots of the Stalwart:
1/day power, 2 rounds Knockdown Immunity.
Ancestral Bone Collar
Crafted from intricately carved and interconnecting pieces of bone, this choker collar fits tightly around the neck. Taking generations to assemble from the bones of deceased family members, these collars are treasured heirlooms among Stargazer families. Tradition dictates that a single piece of skull be worked into the necklace at the time of death so that the next generation might have a closer link to those who came before her.
+1 Wisdom
+3 Search
+5 Lore
Cursed - Cannot be removed. If it ever is, the wearer suffers -5 Int and -5 Wisdom permenantly.
---------
Nightriser Burial Shroud
It is said that the shroud from a nightriser can grant the owner power over the nightriser from which it came.
It is also said that such power flows in both directions.
This shroud has been twisted and knotted to be worn as a belt.
Summon a nightriser once per day. Must be night time. This is a fairly powerful summon.
Each night at sunset the wearer must make two will saves. the first would be a lower save. 12-15 or so. If this is failed, the character will randomly be effected by Confusion until the next sunrise. This effect will last no more than a few rounds per time.
the second save would be slightly higher, probably around 19-20. If this save is failed the character will be similarly effected, as above, except by Daze. Representing their greater ability to fight off the control of their undead friend.
Cursed - Cannot be removed.
Cloak of the Mirswith (yes, ripped off the SoT series. Sue me)
Bonus Feat: Hide in plain sight.
Cursed, can only be removed if the character succeds in a high saving throw and this can only be attempted once each several hours. This propiety is hidden. The user would slowly become a lizardofolk, maybe starting by the skin, wich would slowly turn green then grow a tail, and finally change to the lizardfolk monster model. Thus becoming an MPC and hostile to the city guard.
This is not reversed once the cloak has been removed.
Also, the character would be forced to obey his "Queen", althouh that can only be RP if a DM is present. Would be pretty awsome though.
Mirswith triple knife (kukri):
Hide +3
Move silently +3
Bonus feat: Sneak attack: 1d6
If wielded once during the day, the saving throw to remove the cloak increses. While wielded, the gradual change is faster. If wielded without the cloak, it will have the same effect as the cloak, but can be removed at any time.
Cloak of Dragon Wings
This cloak was magicaly crafted from the wings of a true great wyrm.
Once a day (or x limited uses), it grants the wearer wings, and he can take one flight to an outdoors area he chooses. (He would get teleported to the area).
Katana of the Warrior Spirit
1/day summon semi-powerful spirit
+1 ab or enhancement
An extremely sharp blade once owned by a powerful warrior of the Kara-Tur who mysteriously disappeared from his homelands and found himself in the land of Ymph. He had tried to return to his home but fate had somthing else planned for him. His spirit still to this day resides within the blade ready to do battle with all who oppose the wielder of the blade.
Seeing that we have no katanas on the server =)
Great ideas thus far, I'm looking forward to making some of these, or making items inspired by some of these.
Minor reminder. Your item idea should have a feature or property that can only be scripted. I'm not interested in anything that can be done using the vanilla item wizard in the Aurora toolset.
Gnomish Ring of Failure
1 charge use on self Wail of the Banshee.(Rigged to kill caster as well as everyone within' spell radius who do not make the DC...which will have to be greatly lowered =P)
Used in case of failure by a group of powerful...but insane Necromancers residing in the Moonsea area. "Here use this if you are unable to properly complete your task"
A blade with a high vampiric regeneration (+4, +5) And other bonuses that made it more powerfull than most blades. (+1 AB, +2 Damage) That takes 1 HP each turn it is kept in the inventroy and 2 HP per round when wielded. If the user reaches 0 hit points, he/she automatically dies.
Some item, dont care what, that seems very powerful at first glance. Bonus AC, bonus damage, elemental of physical DR, whatever. The trick is that the item is cursed, cannot be removed without usual curse removal methods, and every one or two IG hours, the character must make a will save or have their alignment shifted 5 points toward the opposite end of the good/evil spectrum.
It would need to be scripted though that once your alignment hits 100/0, whichever is opposite the original, the item stops shifting your alignment altogether.
Both the turning people into a Lizard loot and the "in case of failure..." loot have been seen before! :P
QuoteShark Leathers
A powerful artefact of Sekolah, said to have once been owned by a powerful religious member of the Stygian Armada. It allows humanoid races to let out their shark side, although the value of this is arguable as it is somewhat hard to take off.
Con: +2
Fortitude: +3
Immunity: Drown
Will: -1
Dex: -2
Cha: -2
Use: Instantly turn into a shark when underwater, and back into a human when leaving.
Cursed: After wearing it once, if a PC enters water without it on, they permenantly become a shark until Remove Curse can be cast upon them.
Seeds of the archdruid:
Upon throwing seeds on the ground, they grow to the size of a bush or a tree in a matter of seconds.
Dust of Curse Detection:
"Blessed by priests of Mystra with a charm to detect harmful magic, this powder will glow a dull blood-red in the presence of harmful magic"
Basically the same as the Conjurative sand, but reacts to the "cursed" property not summoning reagent status.
With the ten truckloads of cursed items everyone seems to want scripted up, (seems to have turned into the Sadism Thead ;)), this would be very useful.
On a related note, can we have Remove Curse scrolls dropping at the same sort of rate Bestow Curse ones do?
A special armor, that could cast a uniqure ability:
2 Charge/use: The armor reduces 100% damage from any kind done to the user and heals that same amount. Lasts for 5 rounds. 11 Charges.
The shackels of war: Unlimited uses/day: May target any creature, the creature and the caster will be forced to fight with their current weapons and will be locked, they cannot do any other action untill either of the creatures is dead.
Should have a nice effect that makes it look as it the two where binded to each other.
Dead magic traps!
Traps that strip all the magic properties from a PC's gear and prevents spellcasting for a short amount of time before everything goes back to normal.
(I has code for this already :D)
A trap that creates a flame twin of whoever falls in it, the flame twin begins to attack you and then.. Boom!
The Revenant's ring
If you wear with ring ondeath, your corpse disappears, and you become a ghost for a limited time.
Two Things:
Tymora's Lucky Dice
When rolled, these dice do a random act, whether it be a buff, summoning a creature, or something to that effect.
Could even change up the name so that it's Besheba's Unlucky Dice
Or,
A Deck of Tarot cards that does the same thing, depending on what card you draw.
Club of the Crazy Thunder Mofo
A metal lightning rod, when held up to the sky, can gather storm clouds, lightning strikes, and other unknown weather extremities.
1 charge: On use, cause a light rainstorm, or when a current light storm is going on, intensify to a heavier storm in the area. I don't know how to works, but you get the picture. Also, upon use of this, causes a Call Lightning spell to hit the user.
2 charges: Cast Call Lightning.
50% Electric Vulnerability.
WHATEVER AMOUNT CHARGES.
Pendant of Ersatz Evil
[skull pendant shape]
When activated, this locks tight and shield's the user's thoughts, presenting making the wearer appear black-souled in the sight of paladins, a true villain. OOC// this will shift you alignment for mechanical purposes only, you do not have to RP it
Pendant of Spurious Righteousness.
When activated, this locks tight and shield's the user's thoughts, presenting the karmic appearance of a champion of goodness, regardless of the wearers' true intentions. OOC// this will shift you alignment for mechanical purposes only, you do not have to RP it.
For 20 minutes once a day, shifts your alignment 10 points into either Good or Evil. It also applies the Cursed effect to itself for that time, so it cannot be removed.
It would be a neat way to bypass PfX, hide from paladins/blackguards or for a neutral person to activate Good or Evil Items at a key time. The downside being you're then locked in to your new Alignment for the 20 minutes, and can't use a pendant for that time
Rune-Carved Throwing Axes
These incredibly ornate throwing axes are covered from bone handle to steel head with tiny and intricately carved runes. They seem to hold a powerful enchantment which not only causes them to fly straight and true, but that keeps the blade honed to a razor's edge. These axes also have an uncanny ability to find themselves back in the wielder's possession.
Keen
+1 AB
Reduced weight, since there are really only two of them.
These axes would be undroppable and would be created by a second item. The item would very simply create a new stack of the magical axes to replicate the fact that they are reappearing in your possession.
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Durable Throwing Axes
These well balanced axes are crafted of extremely durable material. They seem as though they might hold up to heavy combat use.
Same as above, just non magical versions.... Frankly I think all throwing axes ought to be replaced with this object :-) Might actually see some use out of them then.
The Sword of "Your Momma"
This sword upon Contact with the enemy, makes "Your Momma Jokes."
Such as, "Your momma so fat, she causes the world to tip every time she leaves the bed."
Quote from: Thomas_Not_very_wise;125378The Sword of "Your Momma"
This sword upon Contact with the enemy, makes "Your Momma Jokes."
Such as, "Your momma so fat, she causes the world to tip every time she leaves the bed."
Or slightly more relevant to the game, you could have a sword that talks(sort of). You ask a question as part of an RP situation, then the sword can be activated to give its wisdom. Sort of like one of the magic 8-balls, it has all sorts of ambiguous responses(10 or so would be fine) like "Maybe you should do that" or "That's not the wisest course of action"
Needless to say it should come with a disclaimer heh
Quote from: scribjellydonut;125379Or slightly more relevant to the game, you could have a sword that talks(sort of). You ask a question as part of an RP situation, then the sword can be activated to give its wisdom. Sort of like one of the magic 8-balls, it has all sorts of ambiguous responses(10 or so would be fine) like "Maybe you should do that" or "That's not the wisest course of action"
Needless to say it should come with a disclaimer heh
Who said the Netherese didn't have a sense of humor?!
Quote from: Thomas_Not_very_wise;125380Who said the Netherese didn't have a sense of humor?!
Make 'em both, we can have our cake & eat it too
(inspired in above posts)
A helmet that when worn cannot be unequipped, and randomly says "yor momma" jokes.
Stealthy rogue: Shhh! maybe we can sneak on the Cyrists while they are distracted.
Leather bound ranger: *wears helm* Alright *enters stealth more*
*They both come closer*
Leather bound ranger: "Your momma so fat she needs a map to find her own but"
Priest of Cyric: *casts finger of death*
Stealthy Rogue: *dies*
Leatherbound ranger: *dies*
fat wand:
makes the target of the large phenotype
necklace of the doom witch:
+1 ac
+1 universal saves
0 wizard spell slot
1 wizard spell slot
0 sorcerer spell slot
1 sorcerer spell slot
2 sorcerer spell slot
cursed
when worn in a rainy area, causes the wearer to melt, causing 2d6 divine damage a round until not in a rainy area
when worn underwater, causes the wearer to writhe in agony, causing 4d6 divine damage a round until not underwater