|
Post by Acaos on Nov 8, 2008 18:54:54 GMT
It's that time again - we're getting close to finishing the next set of areas, the Pit of Moliation, and we need more ideas for loot. They won't be in the next update (that is for shifter stuff and Funky's Massive Secret Project) but they are very close. The Pit of Moliation is aimed at characters level 52-58 and is a Myconid/Uroboros-style area. Loot should probably be of UR/Beholder/Illithid quality. Loot already made for the area includes: - Fire/Negative megadamage weapons
- BG/BK/Lash heavy armor
- Nifty usables (including the amazing throwable Traction Bomb, which drags your comrades back to their feet, and the never-before-seen Unicorn Horn, which is a long-range Restoration usable)
- New trap makers (including the Malicious Tripwire, which doesn't expire when triggered, but continues to affect all foes who pass over it until its power runs out, and the Wounding Field, which causes degeneration to all enemies kept inside)
- Pacts, items which when equipped let you exchange general power for specific (possible examples; not all of these may make it in: 2 CON + 1 DC for 1 SP; 2 CON + 1 AB for 1 AC; 2 CON + 1 AC for 1 AB; 2 CON + 1 Reflex for 2 Will; 2 CON + 1 Will for 2 Reflex; 2 Will + 2 Reflex for 2 Fort)
Acaos
|
|
|
Post by Trazik on Nov 8, 2008 18:58:56 GMT
Please include a short bow in the list of mega-damage weapons. Signed, Small Rangers Anonymous ;D
|
|
|
Post by nohmask on Nov 8, 2008 19:14:16 GMT
Something to boost your crafting skills significantly, but would not be used to (the AC boosting)....like a helmet that boots it by 60 or something but with nothing else on it....or even some penalty like -6 to stats......
|
|
|
Post by the1kobra on Nov 8, 2008 20:00:17 GMT
Well, there is a lack of variety as far as ammunition goes,., non AA ranged characters really have UR ammo, pings, points, etc,... and little else. I was wondering if some mega damage ammo could be added for ranged characters, like crossbow rogues. They would require a weapon focus to use, the throwables need appropriate foci and ammunition requires foci in one of their select launchers. Shurikens: +15 +8d12 elec Throwing Axes: +15 +8d12 acid Darts: +15 8d12 cold Crossbow Bolts: +10 piercing 8d12 Divine Arrows: +10 Piercing 8d12 Magical Sling Bullets: +10 Bludgeoning 8d12 Negative
Also, for divine slingers, I notice that there isn't really much difference between most slings because they can raise their enhancement via GMW. So I would like there to be: Divine Catapult (sling): Divine slingers who have this sling equipped can cast darkfire using their full level. Casting darkfire on this sling will immolate their bullets appropriately, adding on bonus fire damage. Mighty +16 Craft Weapon +20 Listen +20 Epic Weapon Specialization: Sling
Note: I purposely left this without an attack bonus, since divine slingers can GMW around it anyways and non-divine slingers, while they can still use it, won't get the best benefits from it.
|
|
|
Post by cathedralmaster on Nov 8, 2008 23:53:02 GMT
Boots with implosion immunity for people who can't use the shield.
More items with fear immunity (you can't do any of the LL dragon runs without it now).
|
|
|
Post by niarte1 on Nov 9, 2008 0:08:27 GMT
What about allowing mercurial weapons?
I know we have a greatsword in the weapons shop, or, at least we did if it wasnt removed.
It would be nice to be able to build toons around the use of mercurial weapons. Maybe make them similar to D&D adamantine weapons that would bypass the DR of constructs and machines, and prevent kickback from those.
An example would be....
Mercurial Greatsword (2D8, 19-20 x4) Bonus Damage vs construct = 2d10 slashing and bypass DR Bonus Damage normally : +2d6 slashing (if a set weap)
maybe make a series that would be specific to the new area and work off of the exotic feat proficiency? and if a focus is wanted, the allow for weapon focus greatsword to work for example.
Thoughts?
Too powerful?
Thanks for reading Niarte
|
|
|
Post by Acaos on Nov 9, 2008 0:37:26 GMT
The Mercurial Greatsword in the weapons shop is actually a Huge weapon. We're adding that and Lance as two-handed weapons for Large characters who want to go that route.
Acaos
|
|
|
Post by Lythe Featherblade on Nov 9, 2008 1:47:13 GMT
Gloves that have the feats Weapon specialization and Epic weapon specialization (selectable for your type of weapon) but little else to add some damage to weapons
Amulet of the second chance +16 AC (no other bonuses) 1 charge of possum per day (self only, used automatically 2 rounds after death) Amulet may only be removed if it is fully charged (forcing a rest, can't swap to a different ammy after possum is used up)
Stones of Corpse Summoning - will summon a dead party member's corpse to your feet, provided they are on the same map as you
|
|
|
Post by ubernewb on Nov 9, 2008 3:59:15 GMT
*Dissonant Reflection Items* : An item with a temporary effect of turning incoming damage into temporary character HP Likewise a cursed item that turns outgoing damage into enemy HP. Maybe need to use both together to use either.
*Berserk sword* may possess the user and cause him/her to attack everyone including party members- mad dmg and bonuses from this sword, but it also constantly tries to dominate the user. 5% of all damage inflicted by the sword adds to a base Dom dc of 5. So if it inflicts 1000 dmg total while equipped, its Dom DC will be 55. An ultra powerful weapon to be used only at the most critical of moments.
I'd suggest that this kind of constant Dominate check and DC addition would be a good restriction on a powerful item. Its so powerful that it will eventually drive you mad if you continue to use it.
|
|
|
Post by chirikov on Nov 9, 2008 10:02:23 GMT
arkenhammer warhammer, artifact
levitation summon legendary dragon 1x/day unique ability: van de graaf (clevel 50 scintillating sphere on self, ignores sr and stuns for 1d3 rounds) light, bright (white) onhit: target bird must make a fort save or be turned into a walnut
|
|
|
Post by Trazik on Nov 9, 2008 10:26:33 GMT
For us craft-a-holics ...
An item (binds to the character and requires tag to use) which allows characters to craft wings or tail (perhaps 2 separate items) on their PC.
|
|
|
Post by kaezar on Nov 9, 2008 11:05:49 GMT
Well, iirc, the pit has a theme of endurance/resistence, so
Bracers of Uncanny Resistence
Armor Bonus: As appropriate (AC armor modifier) Damage Immunity: Bludgeoning 10% Immunity Bonus Damage Immunity: Piercing 10% Immunity Bonus Damage Immunity: Slashing 10% Immunity Bonus Damage Resistence Divine Resist: 10/- Damage Resistence Magic Resist: 10/- Damage Resistence Positive Resist: 10/- Damage Resistence Negative Resist: 15/- Immunity: Poison Improved Saving Throw: Universal +4
Bracers of Immutable Warrior
Armor Bonus: As appropriate (AC armor modifier) Damage Immunity: Bludgeoning 10% Immunity Bonus Damage Immunity: Piercing 10% Immunity Bonus Damage Immunity: Slashing 10% Immunity Bonus Immunity: Death Magic Immunity: Fear Immunity: Level Drain Immunity: Mind-Affecting Spells Immunity: Poison Improved Saving Throw: Universal +4
Bracers of Fiendish Protection
Armor Bonus: As appropriate (AC armor modifier) Damage Immunity: Bludgeoning 10% Immunity Bonus Damage Immunity: Piercing 10% Immunity Bonus Damage Immunity: Slashing 10% Immunity Bonus Damage Resistence Acid Resist: 20/- Damage Resistence Cold Resist: 20/- Damage Resistence Eletricity Resist: 20/- Damage Resistence Fire Resist: 20/- Damage Resistence Sonic Resist: 20/- Improved Saving Throw: Universal +4
|
|
|
Post by dodrudon on Nov 9, 2008 11:33:55 GMT
Bracing Cap Physical Resist 20/- Int +12 *some stuff*
Obsidian Goggles Immunity: Blindness Immunity: Darkness True Seeing Listen +30 Invisibility Purge @l50 2/day
|
|
|
Post by EW Storm on Nov 9, 2008 13:17:01 GMT
Bo & Luke Duke Arrows of Firestorm: on hit firestorm?, whatever lvl needed to burn trees in Rona. *lol*
|
|
|
Post by Delfestra Ruinvorn on Nov 9, 2008 16:17:52 GMT
Yes, I'd really like to see thrown weaponry with something other than total basement AB.
I also think it might be nice to have certain locations in the Pit that upgrade the old Class Specific Secret items to, say, level 50-55 usefulness...but require you to have the item itself.
The class specific secret items were a very cool idea that has really fallen by the wayside for everyone except Harper Boots and Ranger Writs from what I can tell. An upgrade point would keep the secret item idea in the game, and also require people to explore enough to find the things at lower levels also.
|
|