Post by kaezar on Nov 17, 2009 19:41:09 GMT
It still doesn't work for me. Weird. Well, trying to track it down manually.
Anyway, I finally had an idea for Verin, the Voice of Graz'zt.
I put here as a cloak, but an amulet would work just as well.
Verin's Negotiating Garb
Being the one most often required to meet Graz'zt's enemies, Verin knows very well there is a time for negotiations, a time for betrayal and a time for running.
He had this cloak fashioned to help deciding which of these endeavors to engage, as well as helping him with the first oand the last of those. The middle one, well, it came naturally.
So useful the cloak proved itself that Verin had more of those fashioned, which he hides in varios caches around the multiverse, so he can have one available wherever he is.
-----
You must have slain Graz'zit to use this item
-----
Ability Bonus: Intelligence +12,
Ability Bonus: Wisdom +12,
Armor Bonus: +16
Spell Slot: Bard Level 1
Spell Slot: Bard Level 1
Spell Slot: Bard Level 1
Spell Slot: Bard Level 2
Spell Slot: Bard Level 2
Spell Slot: Bard Level 2
Spell Slot: Bard Level 3
Spell Slot: Bard Level 3
Spell Slot: Bard Level 3
Spell Slot: Bard Level 4
Spell Slot: Bard Level 4
Spell Slot: Bard Level 4
Spell Slot: Bard Level 5
Spell Slot: Bard Level 5
Spell Slot: Bard Level 6
Spell Slot: Bard Level 6
Freedom
Damage Immunity: Bludgeoning 10%
Damage Immunity: Piercing 10%
Damage Immunity: Slashing 10%
Regeneration: +6
Save Bonus: Universal +5
Skill Bonus: Bluff +15
Skill Bonus: Intimidate: +10
Skill Bonus: Parry +10
Skill Bonus: Persuade +15
Skill Bonus: Taunt +10
Skill Bonus: Tumble +15
Only Useable By: Bard
Immunity: Mind-Affecting Spells
Charges: 11
Use: Freedom of Movement (45): 4 charges
Use: Greater Sanctuary (30): 6 charges
Well, I did chase the link acaos gave, even manually. However, I still wasn't able to find it. May have something to do with not being an insider.
Well, text that Acaos pasted didn't contradict anything about a pair of items I had ideas for. So here they are.
The Pit Fiend's Touch
Made from the cured skin of a pit fiend, those gloves proved themselves too indigestible even for the Darkness Given Hunger.
Whatever was inside them, however...
---
The special power of these gloves allows the user to make the gloves exude a deadly poison 3 times/day, which can be applied to a weapon. The first attacked creature hit by the weapon so poisoned, if the hit occurs until the end of the next round after the poisoning, must make a DC of 55 or die.
After that time, the poison loses its efficiency.
Poison immunity protects agains the poison effect, but a natural 1 will kill the critter anyway, unless it is of miniboss or higher status, or has itself the poison ability in any form.
Use: Special (5) 3 Uses/Day
Armor Bonus: +15
Damage Immunity: Bludgeoning 10%
Damage Immunity: Piercing 10%
Damage Immunity: Slashing 10%
Damage Resistance: Acid 40/-
Damage Resistance: Electrical 25/-
Damage Resistance: Fire 40/-
Damage Resistance: Sonic 20/-
Damage Resistance: Magic 15/-
Damage Immunity: Acid 10%
Damage Immunity: Fire 10%
Light Normal (15m) Purple
Save Bonus: Universal +5
Basic Feet
The acid-resistent properties of these boots were not enough to save its unfortunate wearer, but allowed them to survive ingestion by the Darkness Given Hunger with just minimal damage.
Ability Bonus: Constitution +12
Armor Bonus: +16
Damage Resistance: Acid 40/-
Freedom
Haste
Damage Immunity: Acid 25%
Save Bonus: Universal +5
Spell Immunity: Melf's Acid Breath
Spell Immunity: Lesser Spell Breach
Spell Immunity: Spell Breach
Spell Immunity: Greater Spell Breach
That's it.
Take care
Kaezar
Anyway, I finally had an idea for Verin, the Voice of Graz'zt.
I put here as a cloak, but an amulet would work just as well.
Verin's Negotiating Garb
Being the one most often required to meet Graz'zt's enemies, Verin knows very well there is a time for negotiations, a time for betrayal and a time for running.
He had this cloak fashioned to help deciding which of these endeavors to engage, as well as helping him with the first oand the last of those. The middle one, well, it came naturally.
So useful the cloak proved itself that Verin had more of those fashioned, which he hides in varios caches around the multiverse, so he can have one available wherever he is.
-----
You must have slain Graz'zit to use this item
-----
Ability Bonus: Intelligence +12,
Ability Bonus: Wisdom +12,
Armor Bonus: +16
Spell Slot: Bard Level 1
Spell Slot: Bard Level 1
Spell Slot: Bard Level 1
Spell Slot: Bard Level 2
Spell Slot: Bard Level 2
Spell Slot: Bard Level 2
Spell Slot: Bard Level 3
Spell Slot: Bard Level 3
Spell Slot: Bard Level 3
Spell Slot: Bard Level 4
Spell Slot: Bard Level 4
Spell Slot: Bard Level 4
Spell Slot: Bard Level 5
Spell Slot: Bard Level 5
Spell Slot: Bard Level 6
Spell Slot: Bard Level 6
Freedom
Damage Immunity: Bludgeoning 10%
Damage Immunity: Piercing 10%
Damage Immunity: Slashing 10%
Regeneration: +6
Save Bonus: Universal +5
Skill Bonus: Bluff +15
Skill Bonus: Intimidate: +10
Skill Bonus: Parry +10
Skill Bonus: Persuade +15
Skill Bonus: Taunt +10
Skill Bonus: Tumble +15
Only Useable By: Bard
Immunity: Mind-Affecting Spells
Charges: 11
Use: Freedom of Movement (45): 4 charges
Use: Greater Sanctuary (30): 6 charges
Well, I did chase the link acaos gave, even manually. However, I still wasn't able to find it. May have something to do with not being an insider.
Well, text that Acaos pasted didn't contradict anything about a pair of items I had ideas for. So here they are.
The Pit Fiend's Touch
Made from the cured skin of a pit fiend, those gloves proved themselves too indigestible even for the Darkness Given Hunger.
Whatever was inside them, however...
---
The special power of these gloves allows the user to make the gloves exude a deadly poison 3 times/day, which can be applied to a weapon. The first attacked creature hit by the weapon so poisoned, if the hit occurs until the end of the next round after the poisoning, must make a DC of 55 or die.
After that time, the poison loses its efficiency.
Poison immunity protects agains the poison effect, but a natural 1 will kill the critter anyway, unless it is of miniboss or higher status, or has itself the poison ability in any form.
Use: Special (5) 3 Uses/Day
Armor Bonus: +15
Damage Immunity: Bludgeoning 10%
Damage Immunity: Piercing 10%
Damage Immunity: Slashing 10%
Damage Resistance: Acid 40/-
Damage Resistance: Electrical 25/-
Damage Resistance: Fire 40/-
Damage Resistance: Sonic 20/-
Damage Resistance: Magic 15/-
Damage Immunity: Acid 10%
Damage Immunity: Fire 10%
Light Normal (15m) Purple
Save Bonus: Universal +5
Basic Feet
The acid-resistent properties of these boots were not enough to save its unfortunate wearer, but allowed them to survive ingestion by the Darkness Given Hunger with just minimal damage.
Ability Bonus: Constitution +12
Armor Bonus: +16
Damage Resistance: Acid 40/-
Freedom
Haste
Damage Immunity: Acid 25%
Save Bonus: Universal +5
Spell Immunity: Melf's Acid Breath
Spell Immunity: Lesser Spell Breach
Spell Immunity: Spell Breach
Spell Immunity: Greater Spell Breach
That's it.
Take care
Kaezar