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#1
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![]() Premium Member Posts: 305 Joined: 25-February 07 ![]() |
I'll be making several suggestions (or at least bringing ideas) to the appreciated, great IA game developers. Even if you don't like my idea, maybe it will spark one of your own. Critto can let me know when he's no longer interested in hearing these ideas from me.
![]() My first idea has to do with weapon proficiencies. Simply put you get more proficiency slots as you spend more time with weapons. Dual classes would get slots according to whatever class they are currently. Maximum weapon proficiency slots per weapon type: 1 for wizards and sorcerers; 2 for clerics, druids, thieves, ranger-cleric mc, thief-cleric mc, and bards; 3 for caster-melee types (rangers, paladins, multi-class caster-fighters); 5 for straight melee classes (all fighters and barbarians). Wizards/sorcerers can’t have combat styles, but all others can. APR increases are not limited to warriors. Kits can’t increase the number of proficiency slots, except in very rare cases. For instance, rangers in more modern DnD versions can specialize in the use of 2 weapons or in archery. Consequently, it makes sense to me that a ranger specialized in archery can have 5 slots in bows. This post has been edited by rbeverjr: Feb 22 2019, 12:20 AM |
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Post
#2
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Forum Member Posts: 607 Joined: 20-November 09 ![]() |
Here are some item concepts. I've kept with the theme that all items should be obtainable in SoA portion. Let me know what you think.
Treefolk’s Fist +4 Derived From: Treefolk’s Arm +3 Bone Club +2 (Spellhold) Skullcrusher +3 (Underdark) Wyvern’s Tail +2 Blood of a Royal Troll (Troll Mound, new item) Manual of Elaboration 25,000 gold Abilities: +1 bonus to Strength THAC0: +4 bonus Damage: 1D6 +4, +5 damage to unnatural creatures, +2 crushing damage 5% chance on hit to inflict 4d6 points of acid damage 5% chance on hit to inflict 4d6 points of poison damage Usable by druids and rangers Notes: Ch 6 +4 version of treefolk's arm. I also recommend reducing combine cost for Treefolk’s Arm to only 25k gold, so total cost of this item is 50k. Treefolk's Fury +5 Derived From: Treefolk’s Fist +4 Storm Star +3 Club of Detonation +3 Rimed Club +4 Scroll of Giant Strength Manual of Elaboration 50,000 gold Abilities: +2 bonus to Strength THAC0: +5 bonus Damage: 1D6 +5, +5 damage to unnatural creatures, +10 crushing damage 5% chance to inflict 8d6 points of acid damage on hit 5% chance to inflict 8d6 points of fire damage on hit 5% chance to inflict 8d6 points of cold damage on hit 5% chance to inflict 8d6 points of electrical damage on hit 5% chance to inflict 8d6 points of poison damage on hit Notes: Total cost is 150-175k due to forge costs based on 1) Rimed Club (50k), 2) Treefolk’s Arm (my suggestion of 25k), 3) Treefolk’s Fist (25k). Comparable to Poseidon's Wrath in cost and abilities. Excludes Royal Elemental Staff line from being crafted due to material overlap. Ring of the Archmage Derived from: Ring of Acuity Ring of Wizardry Amulet of Power Amulet of Metaspell Influence Lich Ashes (Twisted Rune lich) 2x Scroll of Memory Boosting Scroll of Vocalize Scroll of Foreknowledge Permanency Scroll 50,000 gold Abilities: Wearer can cast two additional spells per level per day Casting speed improved by 1 Immunity to Silence Immunity to level drain Usable by: Single class mages Notes: Not possible to forge this and Nalia’s ring or the Memory of the Apprenti due to overlaps. Could somehow be made into an Imoen specific item. Gauntlets of Blessed Might Derived From: Paladin’s Bracers Gauntlets of Weapon Skill (Brac 09) Gloves of Healing 3x Oil of Speed 3x Ring of Protection +1 Permanency Scroll 30,000 gold Abilities: +10 hit points +2 bonus to THACO +1/2 attack per round +1 bonus to saving throws +1 bonus to armor class Once per day, the wearer may cure target of disease, poison, level drain, and cure 20 hitpoints worth of damage Usable by: Lawful Good Paladins Champions of Arvoreen Notes: Slight boost to paladin melee effectiveness. Somewhat related, I think Mazzy should thematically be able to use the other Paladin items (Holy Avenger/Purifier +4/Enhanced Pride of the Legion). Noble Staff of Earth +4 Derived From: Staff of Thunder and Lightning +2 Staff of Arundel +3 Staff of Earth +2 Staff of the Woodlands +4 Scroll of Memory Boosting Permanency Scroll 100,000 gold Abilities: +3 bonus to Armor Class Wielder may memorize one additional druidic spell per level The wielder may summon an Elemental Prince for 20 rounds to fight by his side once per day The wielder may cast chain lightning (10D6 damage) once per day The wielder may cast Call Lightning (10d8 damage) once per day THAC0: +4 bonus Damage: 1D6 +4, +4 piercing damage 5% chance on hit to cause an additional 5d6 + 20 crushing damage 5% chance on hit to cause an additional 5d6 + 20 poison damage Thunderclap: 10% chance of stunning hit target for 2 rounds (Save vs. Spell negates) Usable by: Druids Notes: The golem slayer and royal elemental staff still outclass this item. End game druid staff. Greater Mage Robe of Resistance Derived From: Mage Robe of Elemental Resistance (IA forged item) Robe of the Neutral Arch Magi Belt of Inertial Barrier 2x Cloak of Protection Manual of Elaboration 50,000 gold Abilities: AC 3 +2 bonus to Saving Throws 5% magic resistance Wearer is under the effect of permanent Protection from Energy, granting 75% resistance to fire, cold, acid, magic, and electricity Usable by: Mages Notes: Robe of Elemental Resistance is pretty lacking and not worth forging. This is an improved end game option which may still not be worth forging. A B->M dual can use Poseidon's Wrath or Royal Elemental Staff to get equivalent/better protections. |
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