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Post by Matt on Mar 11, 2016 11:51:47 GMT
A rival to Pendant of the Seer, amulet of the pharaoh, divine intervention, haunts, spectres etc.. And since it's paragon, it's naturally more useful than XR amulets for the given classes. ----- Wearing this item will increase the DC of all cleric and druid spells of level 7 and below by 1. ----- The item will automatically extend any healing circles cast. ----- This item grants a + 5 bonus to Saving Throws vs. Evil. You must be level 70 to use this item. Base Item: Amulet Weight: 0.5 Special Properties: Armor Bonus +18 (AC Natural Modifier) Bonus Spell Slot: Cleric Level 9 Bonus Spell Slot: Cleric Level 8 Bonus Spell Slot: Cleric Level 7 Bonus Spell Slot: Cleric Level 6 Bonus Spell Slot: Cleric Level 5 Bonus Spell Slot: Druid Level 9 Bonus Spell Slot: Druid Level 8 Bonus Spell Slot: Druid Level 7 Bonus Spell Slot: Druid Level 6 Bonus Spell Slot: Druid Level 5 Damage Immunity: Bludgeoning 5% Damage Immunity: Slashing 5% Damage Immunity: Piercing 5% Damage Immunity: Positive 5% Damage Immunity: Acid 15% Damage Resistance: Primal Resist 10 / - Immunity: Mind-Affecting Spells Immunity: Paralysis Skill Bonus: Concentration +10 Skill Bonus: Animal Empathy +15 Skill Bonus: Lore +20 Skill Bonus: Heal +15 Only Usable: Druid Only Usable: Cleric
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Post by FunkySwerve on Mar 12, 2016 21:09:32 GMT
My inclination would be to remove the Paralysis immunity and the physical immunes. I'm a little iffy on the special at lvl 7 instead of 6, but I understand the rationale. I would also probably increase the Evil Save bonus to somewhere between 12 and 15. I'd like to see some other comments based on the original before I Approve this item, though.
Thanks, Funky
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Post by Matt on Mar 12, 2016 21:21:55 GMT
Considering all of the XR amulets give physical immunity, i don't see much of a problem why this couldn't. I'm honestly not sure what types of paralysis this immunity actually gives, since things in hell like Imps can paralyze you anyway, Ice Reavers too.
Not many level 7 uber spells so it's not a stooopid boost, unlike lvl 9 and below would be.
Rationale for the powerlevel, cant aug the slots so you're never going to have 10+% phys immunes and 888999 capability, also no stat boost atm (although i feel like one could be added).
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Post by Raj on Mar 12, 2016 21:51:34 GMT
Considering all of the XR amulets give physical immunity, i don't see much of a problem why this couldn't. Tradeoffs Level 7 DC-based divine spells: (clr) Destruction, Word of Faith, Mass Inflict Critical Wounds. (drd) Firestorm, Word of Balance, Fissure, Imprisonment. It's not that bad of a power bump (atm only Destruction and Fissure are of common usage), even if the others get a boost (a couple of probable ones) the overall bump in power is not dramatic. What about making a cleric and a druid version btw, keep +1 dc to 1-6 and give a +2 dc (or some cool effect like 1d3 rounds slow even on a successful save?) for the respective "Words" spells? To me looks like most (all?) caster set loot is single-class-locked, while slots for 2 different classes is something you see on BUR loot atm. 10% divine on clerical version, 10% positive on druid one, remove phisicals, remove acid, MAYBE minor dr/imm to sacred for clerical one, primal for druidic one...
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Post by Matt on Mar 12, 2016 22:00:51 GMT
Be my guest to make 2 separate threads for each idea ;D
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Post by FunkySwerve on Mar 13, 2016 17:40:29 GMT
What about making a cleric and a druid version btw, keep +1 dc to 1-6 and give a +2 dc (or some cool effect like 1d3 rounds slow even on a successful save?) for the respective "Words" spells? To me looks like most (all?) caster set loot is single-class-locked, while slots for 2 different classes is something you see on BUR loot atm. 10% divine on clerical version, 10% positive on druid one, remove phisicals, remove acid, MAYBE minor dr/imm to sacred for clerical one, primal for druidic one... I like this idea a lot more, as it provides more loot. ;P OP, Raj explained my reasoning in removing the % phys. The 7 and below is problematic not just because of present spell use, but because we are always seeking to make more spells useful. It's almost inevitable that one of the ones he lists, or some other level 7, would come into favor, with at least 11 massive paragon areas slated to come. I'm going to APPROVE as to his two versions. I think the level 7 one is too tricky to balance at the moment, current boost aside. I recognize that he somewhat hijacked your thread, but my goal here is to make endgame viable loot as quickly as possible, so I am more lenient with hijacking than I otherwise would be in forum threads. If you still want to push a level 7 version, please make a new thread, but be aware that it should probably be 1/class, and will need substantial tradeoffs. Thanks, Funky
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