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.
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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