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#1
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Forum Member Posts: 638 Joined: 30-November 20 ![]() |
Here's a few suggestions for new Items for upcoming releases. I tried to keep it civil without overflowing things.
And yes, I'm a big fan of improving things as they move along. *** The Ecologies of Sikret & Critto - a tome with descriptions of new monsters on IA and how to defeat them ^If the majority of the work related to this is gathering the information. My suggestion is to open a thread on this forum and crowdsource it. I’m happy to write a page myself. I think Dequ opened up a dropbox link already for a monster manual Magical Keychain Casts knock 3 times / day).( For thief-less parties ) (Quick-slot item) Cloak of 6th sense Find Traps 5x day ( For thief-less parties ) +1 to saves Enchanted Jansen Techno Gloves +25 Open locks +40 Pick pockets Jansen Techno Gloves Gloves of pick pocketing 5x potions of master thievery 10,000gold The Jansen Family heirloom (Gloves) + 45 Open locks + 40 pick pockets + 30 move silently + 30 hide in shadows + 2 AC Enchanted Jansen Techno Gloves Mercykiller Ring Ring of lock picks Ring of danger sense Bracers of defence AC4 2 x Ring of protection +1 25,000gold Gloves of the Master Thief AC: 3 Saving throws: +1 bonus +25% Find traps +25% Open Locks: +20% pick pockets Ring of danger sense Gloves of pick pocketing Rick of lock pics Bracers of defence ac4 Ring of protection +1 40,000gol Enchanted Wondorous Gloves Grants the wearer 2 extra 2nd level spells, 2 extra 3rd and 4th level spells, extra 1st and 5th level spell. +1 thaco +1 AC +1 saves Ring of acuity Ring of protection +1 25,000 gold Sorcerian Ring Grants the wearer 2 extra 2nd level spells, extra 3rd and 4th, 5th, 6th and 7th level spell +1 AC + Saves Ring of acuity Reaching Ring 2 x Ring of Protection +1 20,000gp Tymora's Gift (Belt) +3 to Luck +10 Magic resistance Staff Mace +3 1-handed quarterstaff proficiency: quarterstaff 1d8 + 3 Thaco +3 Ingredients: Staff Mace +2 1 Scrolls of enchanted Weapon Permanency Scroll 20,000gp The One Handed Wizard 1-handed quarterstaff 1d8 + 4 Thaco +4 +1AC Ingredients: Staff Mace +3 Scroll of enchanted Weapon Ring of protection +1 Permanency scroll 30,000gp Staff Spear +3 1d8+3 Thaco +3 Damage type: Piercing Staff Spear +2 Scroll on enchanted weapon Permanency scroll 30,000gp Cloak of the living Strength +1 (random drop somewhere) Life & Death (cloak) Strength +1 Constitution +2 If wearer is barbarian/rashemi +10% chance every hit to enrage to wearer Cloak of the living Cloak of the dead Elven holy water 30,000gp Ring of Preservation AC +2 Saving throws+2 Regenerates 1hp/round Ring of Protection +2 Ring of regenerations Firetooth +4 2d4+4 + 2d4 fire damage Thaco: +4 Returns to wielder when thrown Fire resistance +25% Firetooth Boomerang Dagger Batalista’s passport Manual of elaboration 60,000gp *Hide of the Tribesmen* (Hide armour) AC4 (AC6 against missiles & piercing) -2 to charisma -Hide Armour’s thieving skill minuses If wearer’s class is Rashemi/barbarian (bonus abilities) +1% resistance to all physical damage *Armour of the North* AC3 (AC4 against missiles & piercing), +15 Resistance to cold -1 to charisma -Hide Armour’s thieving skill minuses requires: 16 strength, 16 con If wearer’s class is Rashemi/barbarian (bonus abilities) +2% resistance to all physical damage Hide of the Tribesmen Claak of protection +2 Winter Wolf Pelt (there used to be a winter wolf in a cage before beastmaster, where one was previously able to acquire a winter wolf pelt) 15,000 gold *Incarnated Armour of the North * AC2 +15 resistance to cold, +15 resistance to acid -(decreases movement speed by 2, nullifying barbarian advantage in movement speed) -Disables thieving skills Requires: 17 strength, 17 con If wearer’s class is Rashemi/barbarian (bonus abilities) +3% resistance to all physical damage (if wearer’s class is barbarian) Armour of the North Shadow Dragon scales Permanency scroll 20,000 gold *Guardian of the Ice Dragon Berserker Lodge* AC1 (AC -0, against slashing) +15 resistance to cold, +15 resistance to acid, +15 resistance to fire -(decreases movement speed by 2, nullifying barbarian advantage in movement speed) -Disables thieving skills Requires: 18 strength, 18 con. If wearer’s class is barbarian (bonus abilities) +4% resistance to all physical damage 5% chance on every hit to enrage the wearer (as per the barbarian innate ability) Incarnated Armor of the North Red Dragon Hide (an additional item added to Frikraag’s inventory) Manual of elaboration 25,000 gold *Legacy of the Rashemi* AC0 (AC -2 against slashing & crushing) + 15 resistance to cold/acid/fire -(decreases movement speed by 2, nullifying barbarian advantage in movement speed) -Disables thieving skills Requires: 18.90 strength, 19 con If wearer’s class is barbarian (bonus abilities) +5% resistance to all physical damage 10% chance on every hit to enrage the wearer (as per the barbarian innate ability) Regenerates 2HP per round +3 To Wisdom Guardian of the Ice Dragon Berserker Lodge 2 potions of barbarian essence Spirit of the Tribe (An item added to maze level of WK) Manual of elaboration 30,000gold *** and last but not least *** The Trump Card (a random drop somewhere, usable in quick-item slot) The inscription of the card says written on capital letters “THIS CARD HAS 200 CHARGES” Once a high master of the cult “Gobblers Of Pazuzu” created this device. While he had received the rank of “high master” in the cult, the high master’s credentials were in practice non-existent. Such was his shortcoming, that this was the only magical device the high master was able to create, though he had spent his entire life trying to create magical devices. Later on, the high master tried purveying his non-existent results by continuously going on non-coherent ramblings, to anyone who would listen, about how wonderful his item was: “This is a great Item, a wonderful item, the best item. We have done a great job, a marvelous job, a job that might be the best. Such a good job we have done, it has been wonderful”. A number of user’s of the card later reported, that even though the card was sold to them as having 200 charges in reality there were only 2 charges the high master’s response was that the user’s had been mistaken, did not how to properly use the card, were “bad hombres”, had treated him unfairly and that they were on “a witch hunt to get him” accepting zero responsibility for the shortcomings of his device. While the defenders of the “high master” in the Faerun press (the “Vulpes Vulpes News” among others) would describe the various beneficial aspects of the device by highlighting that “there’s a good chance a clan spirit appears to fight for the user”, “there’s a chance to make a fortune” or “you might get a positively affecting spell cast on you” In reality, almost everything the device does has a negative or a very negative outcome on the user or the party to such an extent, that any outcome that doesn’t have an adverse effect can be seen as a win. You have to be desperate, with no other choices really, to play the Trump Card. A random effect from the following (2 charges): 25% Party loses all gold (if party has less than 10,000 gp) 25% Summons a clan spirit (an intoxicated goblin called “proud boy” with 1 hp under the effect of berserking (it might attack the party)) to “fight” for the user 15% User healed for 2 hp, greater malision & 5 x horror cast on the party 15% Disintegrate on everyone in the area including party members 5% Everyone on the area has their int & wis scores reduced to 3 (can be cured with greater resurrection). Save against Death. (Treated as a 1st level spell). Doesn’t bypass magic resistance. 5% Cure medium wounds cast on the user, -5 to wisdom and -5 to charisma for 50 game hours on the user (non dispel-able, non curable) 4% A random useless item added to user’s inventory (worn out boos, skull, history of the north book, 1 bullet) 3% User gets the spell “infravision” cast on him/her 2% The whole party goes into panic 1% if the party has more than 500.000gp, party gains 10.000gp |
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Post
#2
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Forum Member Posts: 638 Joined: 30-November 20 ![]() |
Suggestion for a new kit. (Yes, I really like Minsc)
Rashemi Warrior (The Northern Barbarian) - Cannot dual class - Cannot place any proficiency points in 1-handed weapons - Cannot place any proficiency points in two-weapon style, one-handed weapon style or sword and shield style - Cannot wear metallic armours, armour choices restricted to hide armours - Cannot use any missile weapons - Cannot use shields - Doesn’t receive fighter’s normal 0,5 APR bonus on level 13 - Receives -1 to Intelliigence & Charisma - Human, Half-elf and Half-orc only - Hit die D12 - Receives +1 to Constitution & Wisdom - Receives +2 to movement speed (like the barbarian) - Gains “enrage” (like the barbarian) - Receives +4% resistance to physical damage every 5 levels (so 4% at 5th level, 8% at 10th level) - Gains +1 To hit every 6 levels (so +1 at level 6, +2 at level 12) - Gains 0.5 APR bonuses on 7th, 15th and 24th level. - Gains +1 to speed factor and critical hit range every 13 levels starting from level 13 ^ I tried to calculate it so, that this char would lose to a Berserker 1vs1 all the time when below level 10. When between levels 10-20 it’s about even. After level 20 the advantage goes to the Rashemi. This post has been edited by pekkae: Jan 18 2021, 02:25 PM |
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#3
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Forum Member Posts: 94 Joined: 22-August 15 ![]() |
Suggestion for a new kit. (Yes, I really like Minsc) Rashemi Warrior (The Northern Barbarian) - Cannot dual class - Cannot place any proficiency points in 1-handed weapons - Cannot place any proficiency points in two-weapon style, one-handed weapon style or sword and shield style - Cannot wear metallic armours, armour choices restricted to hide armours - Cannot use any missile weapons - Cannot use shields - Doesn’t receive fighter’s normal 0,5 APR bonus on level 13 - Receives -1 to Intelliigence & Charisma - Human, Half-elf and Half-orc only - Hit die D12 - Receives +1 to Constitution & Wisdom - Receives +2 to movement speed (like the barbarian) - Gains “enrage” (like the barbarian) - Receives +4% resistance to physical damage every 5 levels (so 4% at 5th level, 8% at 10th level) - Gains +1 To hit every 6 levels (so +1 at level 6, +2 at level 12) - Gains 0.5 APR bonuses on 7th, 15th and 24th level. - Gains +1 to speed factor and critical hit range every 13 levels starting from level 13 ^ I tried to calculate it so, that this char would lose to a Berserker 1vs1 all the time when below level 10. When between levels 10-20 it’s about even. After level 20 the advantage goes to the Rashemi. I love the idea of giving Minsc a customized kit. Just some random (it truly IS, random) input that came straight through my mind reading you there, especially lorewise : Dunno how "northern" Rashemen are in comparison to Uthgarts and Spine of the World's barbarian tribes, but some Resistance to Cold seems fair enough, and not broken overall (immunity at some level ? meh, that might be broken) I'd take into account the bodyguard's function of Minsc regarding her late wychlaran, and maybe consider some % resistance to magic damage on higher level, since Rashemen society kinda relies on said wychlarans. All in all, a barbarian even closer than usual to shamanic stuff. "Receives -1 to Intelliigence & Charisma" : makes sense to me, a rashemi berserker is not supposed to need it if he travels with his wychlaran. Yet, ain't like it matters much on a melee character anyway, so it's hardly a disadvantage. " Receives +1 to Constitution & Wisdom" : seems to me like Boo has something to do with what we could remotely call "wisdom" when it comes to Minsc. What about working something around in the HLA around a telthor (rashemi animal spirit) oriented thing ? Summoning, bonus stat or w/e. Yet, I feel like it makes no sense to make Boo magical in any way, his point if for us not to know I guess. "- Receives +4% resistance to physical damage every 5 levels (so 4% at 5th level, 8% at 10th level) " : too strong imo for all the offensive advantages he already gets. Maybe that could be reduced so he's "half a barbarian" from damage resistance point of view. Maybe making it half physical/half magical resistance would fit the shamanic perspective of a rashemi better, still leaving him a bit behind a vanilla barbarian. Could some "on kill" mechanics get introduced to the game, to get a "cleave" feeling as in the feat from 3+ edition ? Maybe something like an HLA that allows the Rashemi warrior to be granted Whirlwind for 1 round each time he kills a target ? Would need to be an HLA, way too strong for the early game, but later on, enemies are so tough it could be quite... okayish. Dunno about it. "- Gains 0.5 APR bonuses on 7th, 15th and 24th level. - Gains +1 to speed factor and critical hit range every 13 levels starting from level 13" might be a little strong, even more than most fighter kits while keeping all the bonuses of a barbarian. What about simply making Minsc able to achieve Mastery (not GrandMastery) in two-handers ? Much like a dwarven defender for axes/hammers. I mean, Jaheira can get *** and still iron skin herself ! : p Not mentionning the extra APR, which could be a decent mechanic to introduce some "frenzy" into Minsc. Hence, as a clickie rather than innate stuff. All in all, the Protector kit from IA seems, simply by the name, to be really fitting Minsc in my opinion. How could it be tweaked to make it more barbarish, yet, keepin the "assist" part of the kit ? All this makes me wanna think of a Red Wizard kit to make someone shine again ! |
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