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Post by Matt on Feb 27, 2016 14:27:26 GMT
"Grating Gaze"
----- Using the Unique Power on this helm will grant an aura that reduces enemy immunities by 3% each round for up to 5 rounds.
----- Wearing this helm reduces planar effects by 2 layers.
Base Item: Helm Weight: 30.0
Special Properties:
Armor Bonus: +18 (AC Deflection Modifier) Skill Bonus: +15 Taunt Skill Bonus: +15 Bluff Skill Bonus: +15 Persuade
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Post by KnightErrant on Feb 27, 2016 16:07:53 GMT
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Post by FunkySwerve on Feb 27, 2016 17:47:25 GMT
"Unbreakable Will" Base Item: Amulet Armor Bonus +18 Natural Bonus Feat: Epic Skill Focus: Taunt Immunity: Charmed Immunity: Confusion Immunity: Daze Immunity: Mind Affecting Spells Immunity: Sleep Skill Bonus: +25 Taunt Using the Unique Power on this item will consume one use of Barbarian Rage, free you from phisical domination of grapple and apply a taunt effect on all enemies in a medium radius around you. Wearing this amulet will increase the penalities from Terrifying Rage by 1 point. Only Usable by: Barbarian ------------------------------ Looking at XRs, I don't see anything with close to these immunities. What would this be replacing for barbs? The rest of the suggestions look very solid. Tx, Funky
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Post by KnightErrant on Feb 27, 2016 18:22:34 GMT
"Unbreakable Will" Base Item: Amulet Armor Bonus +18 Natural Bonus Feat: Epic Skill Focus: Taunt Immunity: Charmed Immunity: Confusion Immunity: Daze Immunity: Mind Affecting Spells Immunity: Sleep Skill Bonus: +25 Taunt Using the Unique Power on this item will consume one use of Barbarian Rage, free you from phisical domination of grapple and apply a taunt effect on all enemies in a medium radius around you. Wearing this amulet will increase the penalities from Terrifying Rage by 1 point. Only Usable by: Barbarian ------------------------------ Looking at XRs, I don't see anything with close to these immunities. What would this be replacing for barbs? The rest of the suggestions look very solid. Tx, Funky When it comes to melee that are non DD/Staffmasters most used is likely Strongheart followed by uber randomed Pharaohs....unless Confusion immunity is needed then Heavenly Haunts. This item might be awesome for a Pariah too ?
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Post by Raj on Feb 27, 2016 18:35:31 GMT
Dunno, they look more cosmetic than else to me. Can put some +save vs effect instead. Was thinking a improved HH tbh, sleep/daze are easy status to remove/prevent, and overall tanks wear SH or those 10% phis imm amulets/pharaohs so didn't look OP stats-wise to me, just nice for the effects. Might want to put 30 barb levels required to prevent pariahs from using it eventually.
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Post by KnightErrant on Feb 27, 2016 19:00:16 GMT
Condensed from old post...
1) Gusty Breeze (Wind Fire Wheel)
Enemies struck by this weapon must make a DC 50 Fortitude check or be Dazed for 2 turns.
This weapon will bypass the energy fields surrounding Fume creatures permitting them to be safely attacked.
Base Damage: 1d4 Base Damage Type: Slashing Weapon Size: Small
Damage Bonus: 2d12 Divine Damage Bonus: 2d12 Magic Damage Bonus: 2d12 Positive Enhancement Bonus +14 Keen
(Tanks currently have no way to melee fume creatures and standing around being able to do nothing sucks :-) )
2) Saleks Slingshot (Sling)
This sling adds 4d12 of chosen elemental damage, the user can rotate between Acid, Cold, Electric, Fire and Sonic damage.
Bonus Feat: Overwhelming Critical Sling Enhancement Bonus +16 Keen Mighty +20 Skill Bonus: Craft Weapon +25
(There's not much for slings in the game...could make one for each element but IMHO one that rotates between them is fine...could also add Devastating Critical Sling feat and not be too much--once again IMHO)
3) Changeling Silks (Robes)
Using the virtue ability on this item allows you to toggle between 5d6 Sneak Attack, 5d6 Death Attack or 5d6 BG Sneak Attack.
Using the resistance ability on this item allows you to select x4 spell slots level 1-5 for any spell casting class.
Armor Bonus: +16 (AC Armor Modifier) Bonus Feat: Energy Resistance Acid II Bonus Feat: Energy Resistance Cold II Bonus Feat: Energy Resistance Electric II Bonus Feat: Energy Resistance Fire II Bonus Feat: Energy Resistance Sonic II Damage Immunity: Bludgeoning 15% Damage Immunity: Piercing 15% Damage Immunity: Slashing 15% Enhancement Bonus: Dexterity +16 Improved Saving Throws: Elemental Damage +10 Regeneration +10 Skill Bonus: Hide +25 Skill Bonus: Listen +25 Skill Bonus: Parry +20 Use Greater Spell Mantle (17) 2 Uses/day
(Morphable robes for a wide range of melee classes and quasi classes)
4) Beaker of Endless Shadow Shield Potions.
5) Survivors Guilt (Large Shield)
Using the resistance ability will allow the user to choose between Amnesia Immunity, Breach Immunity, Dispel Immunity, Implosion Immunity, Mord Immunity and Stun Immunity.
Using the virtue ability will allow the user to choose between Fire Walking, Levitation, Passwall and Water breathing.
Armor Bonus +16 (AC Shield Modifier) Damage Immunity: Divine 10% Damage Immunity: Ectoplasmic 10% Damage Immunity: Magic 10% Damage Immunity: Negative 10% Damage Immunity: Positive 10% Damage Immunity: Psionic 10% Damage Immunity: Vile 10% Immunity: Poison Improved Saving Throws: Esoteric +10 Improved Saving Throws: Exotic +10 Skill Bonus: Craft Armor +25
(Cool defensive survival shield for tanks).
6) Kobold Ballista (Heavy Crossbow)
This Crossbow adds 5d12 elemental damage of users choice from Acid, Cold, Electric, Fire or Sonic.
Armor Bonus: +10 (AC Shield Modifier) if user has no Monk levels. Bonus Feat: Sneak Attack 5d6 Enhancement Bonus: +16 Keen Mighty +30 Skill Bonus: Craft Weapon +25 Skill Bonus: Listen +20
(There are currently 2 endgame heavy crossbows in the game)
7) Chaotic Mithril (Crafting Item-single use) This consumable will allow a Abyss or Limbo weapon to have it's damage types rerandomized.
8) Shrill Indifference (Ring)
This ring will protect the wearer from Breach Spells targeted at him or her.
Using the resistance ability allows the user to toggle between Charm Immunity, Daze Immunity, Festering Immunity, Sleep Immunity or Stun Immunity.
Damage Immunity: Acid 15% Damage Immunity: Cold 15% Damage Immunity: Electric 15% Damage Immunity: Fire 15% Damage Immunity; Psionic 25% Damage Immunity: Sonic 15% Improved Saving Throws: Spells +10
9) Planetar Plate (Heavy Armor)
This item grants +2 AC above and beyond the normal armor limit when worn. You must have 30 levels of Paladin to equip this item.
While wearing this armor the Paladins Guardian Angel ability has a 50% chance of not being consumed when used.
Using the Mass Resurrection token will raise every party member on the same map as your on. (You must rest with this item on)
Armor Bonus +19 (AC Armor Modifier) Bonus Spell Slot: Paladin 1 x5 Bonus Spell Slot: Paladin 2 x5 Bonus Spell Slot: Paladin 3 x5 Bonus Spell Slot: Paladin 4 x5 Bonus Spell Slot: Paladin 5 x5 Damage Immunity: Bludgeoning 40% Damage Immunity: Piercing 40% Damage Immunity: Slashing 40% Damage Reduction: +16 soak 20 Damage Damage Resistance: Bludgeoning Resist 25/ Damage Resistance: Piercing Resist 25/ Damage Resistance: Slashing Resist 25/ Enhancement Bonus: Charisma +16 Regeneration +20 Skill Bonus: Discipline +20 Skill Bonus: Heal +10 Skill Bonus: Listen +10 Skill Bonus: Parry +10
(Upgraded Holy Avenger Plate with cool abilities)
10) Unholy Grimace (Heavy Armor)
This item grants +2 AC above and beyond the normal armor limit when worn. You must have 28 Levels of Blackguard to equip this item.
This item will double the duration of any Death Ward Spell cast while worn. This stacks with the Extend Spell feat.
While wearing this armor the Blackguards Call of the Grave ability becomes a gigantic pulse attack that lasts 3 rounds. (You must rest with this item on).
Armor Bonus +19 (AC Armor Modifier) Bonus Feat: Aura of Courage. Bonus Feat: Sneak Attack 6d6 Bonus Spell Slot: Blackguard 1 x5 Bonus Spell Slot: Blackguard 2 x5 Bonus Spell Slot: Blackguard 3 x5 Bonus Spell Slot: Blackguard 4 x5 Bonus Spell Slot: Blackguard 5 x5 Damage Immunity: Bludgeoning 40% Damage Immunity: Piercing 40% Damage Immunity: Slashing 40% Damage Reduction: +16 soak 20 Damage Damage Resistance: Bludgeoning 25/ Damage Resistance: Piercing 25/ Damage Resistance: Slashing 25/ Enhancement Bonus: Charisma +16 Regeneration +20 Skill Bonus: Discipline +20 Skill Bonus: Hide +20 Skill Bonus: Listen +10 Skill Bonus: Parry +10 Spell School Immunity: Necromancy
(Upgraded Dreams of the Neverborn plate with cool abilities)
11) Darkness Strikes (Robes)
You must have 28 levels of Assassin to equip this item.
This item will increase your Mortal Strike DC by 1 while worn.
This item will double the duration of any Foebane spell you cast. This stacks with the Extend Spell feat.
Armor Bonus +16 (AC Armor Modifier) Bonus Feat: Sneak Attack 6d6 Bonus Spell Slot: Assassin 1 x5 Bonus Spell Slot: Assassin 2 x5 Bonus Spell Slot: Assassin 3 x5 Bonus Spell Slot: Assassin 4 x5 Bonus Spell Slot: Assassin 5 x5 Damage Immunity: Bludgeoning 15% Damage Immunity: Negative 50% Damage Immunity: Piercing 15% Damage Immunity: Slashing 15% Damage Reduction: +16 soak 20 damage Damage Resistance: Bludgeoning 20/ Damage Resistance: Piercing 20/ Damage Resistance: Slashing 20/ Enhancement Bonus: +16 Dexterity Regeneration +15 Skill Bonus: Discipline +15 Skill Bonus: Hide +20 Skill Bonus: Listen +15 Skill Bonus: Parry +10 Spell Immunity: Maze Use Keen Edge (17) 3 uses/day
(Assassin robes with cool extras--the MS DC should stack with other sources--endgame Assassin MS DC seems lacking when compared to shifters and zen rangers)
12) Swashbuckler Chain (Light Armor)
You must have 28 levels of Weapon Master to equip this item.
Any weapon of choice the user equips gains +1 to threat range and multiplier.
Using the resistance ability will toggle the Power Attack feat permanently on or off.
Armor Bonus +18 (AC Armor Modifier) Bonus Feat: Evasion Bonus Feat: Improved Power Attack Bonus Feat: Power Attack Damage Immunity: Bludgeoning 20% Damage Immunity: Piercing 20% Damage Immunity: Slashing 20% Damage Reduction: +16 soak 20 damage Damage Resistance: Bludgeoning 20/ Damage Resistance: Piercing 20/ Damage Immunity: Slashing 20/ Enhancement Bonus: +16 Strength Regeneration +15 Skill Bonus: Discipline +15 Skill Bonus: Listen +15 Skill Bonus: Parry +15 Skill Bonus: Tumble +15
(Weapon Master armor with cool stuff)
13) Raiment of Shevarash (Robes)
You must have 28 levels of Arcane Archer to equip this item.
Equipping this item allows the Hail of Arrows ability to be used every three minutes as a fast action.
Using the resistance ability will toggle the Rapid Shot feat permanently on or off.
Armor Bonus +16 (AC Armor Modifier) Bonus Feat: Rapid Shot Bonus Feat: Sneak Attack 6d6 Damage Immunity: Bludgeoning 15% Damage Immunity: Piercing 15% Damage Immunity: Slashing 15% Damage Reduction: +16 soak 20 damage Damage Resistance: Bludgeoning 20/ Damage Resistance: Piercing 20/ Damage Resistance: Slashing 20/ Enhancement Bonus: +16 Dexterity Regeneration +15 Skill Bonus: Discipline +10 Skill Bonus: Hide +20 Skill Bonus: Listen +20 Skill Bonus: Parry +15 Use Greater Spell Mantle (17) 4 Uses/Day
(AA Robes with cool stuff)
14) Holy Hurler (Sling)
Enhancement Bonus: +16 Bonus Feat: Sneak Attack 6d6 Bonus Spell Slot: Cleric 7 x5 Bonus Spell Slot: Cleric 8 x5 Bonus Spell Slot: Cleric 9 x5 Keen Mighty +20 Skill Bonus: Craft Weapon: +20 Skill Bonus: Listen +20
(Cool Slinger Sling with spell slots)
15) Legendary Arcane Caster Bow (Longbow)
Using the virtue ability will merge each Dustbone and Hell bow.
Using the resistance ability will release the bows.
Only useable by a Arcane Archer.
Attack Bonus +16 Bonus Feat: Sneak Attack 6d6 Bonus Spell Slot: Wizard 1-4 x3 Bonus Spell Slot: Wizard 5 x4 Bonus Spell Slot: Wizard 6 x4 Bonus Spell Slot: Wizard 7 x4 Bonus Spell Slot: Wizard 8 x4 Bonus Spell Slot: Wizard 9 x4 Mighty +17
(AA Bow for caster AA's....I haven't seen very many over the years...so maybe this should be a untagged or level 40 tagged item similar to the Aboleth Sorc/PM staff ?)
16) Morphic Augmenter. (Aug/Augmenter)
Using the resistance ability allows the user to choose between +8 to one ability stat or +6 to two or +4 to three.
Using the virtue ability allows the user to choose between +30 to one skill or +15 to two or +10 to three.
Once set and used the abilities can no longer be changed.
(Upgraded version of the Abyssal augs with more flexibility)
17) Rowan Tree Staff (Quarterstaff)
You must be a Staffmaster to equip this item.
Any damage type selected using the Blackstaff spell adds +2 extra dice.
Any Breach spell cast by the user will allow the staff to breach on hit --(CL 45 ? )-- for 1 round per caster level.
Bonus Feat: Epic Skill Focus Craft Weapon Bonus Spell Slot: Wizard 1-9 x2 each Damage Bonus: Acid 2d12 Damage Bonus: Cold 2d12 Damage Bonus: Divine 2d12 Damage Bonus: Electric 2d12 Damage Bonus: Fire 2d12 Damage Bonus: Positive 2d12
(Staffmasters could use a cool class item like the Aboleth Monk staff)
18) Break Enchantment Augmenter (Break Enchantment x2 day CL 45).
(Non casters would love a way to remove hand spells from themselves).
19) Polymorph any object scroll. (Scroll)
Single use consumable.
Allows the user to change their toons appearance one time to one of a list of pre approved toon skins.
20) Honing Stone of the Silver Sword. (Gem)
Single use consumable.
Using this gem/rock will enchant one melee weapon to +20 Enhancement for 1 hour of real time.
21) Free as a bird. (Ring)
When wearing this ring you are immune to being Forcecaged by item or special ability.
Spell Immunity: Bigby's Clenched Fist Spell Immunity: Bigby's Crushing Hand Spell Immunity: Bigby's Forcefull Hand Spell Immunity: Bigby's Grasping Hand
22) Entropic Crucible (Consumable)
Single use upgrader for already Moliated items.
(Specific item by item upgrades would need to be hammered out)
23) Lash's Leash (Whip)
You must be a Lash of Hatred to use this item.
Bonus Spell Slot: Blackguard Level 3 x4 slots Bonus Spell Slot: Blackguard Level 4 x4 slots Bonus Spell Slot: Ranger Level 3 x4 slots Bonus Spell Slot: Ranger Level 4 x4 slots Damage Bonus: Cold 2d12 Damage Damage Bonus: Divine 2d12 Damage Damage Bonus: Electric 2d12 Damage Damage Bonus: Fire 2d12 Damage Damage Bonus: Positive 2d12 Damage Damage Bonus: Sonic 2d12 Damage Enhancement Bonus: +14 Keen
(Cool Lash weapon along the lines of Aboleth Monk staff...Lash's don't have much in the way of "fun" stuff)
24) Helm of the Epic Hero. (Helmet)
Using the Resistance ability allows the user to choose immunity to any of the HG Epic Spells.
Spell Immunity: Hellball Spell Immunity: Greater Ruin
Must be worn continuously after rest to function.
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Post by Matt on Feb 28, 2016 9:28:27 GMT
"Prismatic Sheath"
----- Using the unique power on this item will grant your weapon 3 dice to each elemental type and 1 dice to each exotic.
Tank quality of life product, not as good as caster buffs, but being able to do it would make runs faster and less "please buff dis and buff dat, right let me swap weapons etc.... I think i read over KE's post with an idea like this
Possibly could also add some form of unresistable dmg to make it different then just buffing weapons too, to give it value when casters are about.
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