Talk:Neck Slot Magic Items: Difference between revisions
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* Amulets, brooches, necklaces, aegis, scarab, clasp, medallion, ruff, carcanet, periapt, pendant, collar, gorget, ampule, choker, ascot, necktie, frill, locket , cameo, cravat, tippet | |||
===Templates For New Items=== | |||
{{:Magic Item Template Links}} | |||
Righteous Strength Amulet = cleric/pal item, adds bonuses to smite, castigate, channel, etc. | Righteous Strength Amulet = cleric/pal item, adds bonuses to smite, castigate, channel, etc. | ||
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Everwake Pendant = adds extra days to out of combat training stuff | Everwake Pendant = adds extra days to out of combat training stuff | ||
Necklace of Adaptation = | Necklace of Adaptation = add in defenses against environmental pins? or does that step on the freedom of movement too much? | ||
maybe add reduces pinned to grappled, which is fantastic for cave-ins and avalanches and collapses, oh my.... | |||
forge fist amulet = adds bonuses to making magic items. (maybe?) | forge fist amulet = adds bonuses to making magic items. (maybe?) |
Latest revision as of 12:51, 28 September 2019
- Amulets, brooches, necklaces, aegis, scarab, clasp, medallion, ruff, carcanet, periapt, pendant, collar, gorget, ampule, choker, ascot, necktie, frill, locket , cameo, cravat, tippet
Templates For New Items
- First item in a clade and the family description
- Each item after first
- Aggregated Family Page
- Table Row Per Item - use on tables listing items by slot (e.g. Magic Rods page)
- Table Row Per Family - use on main magic items table page (i.e. Magic Items page)
- Solo items not in a clade (e.g. rods)
- Weapon Base Prices - used as base price for all items unless price-nudge field is left blank
Righteous Strength Amulet = cleric/pal item, adds bonuses to smite, castigate, channel, etc.
Stormlure = like necklace of fire, except lightning damage
necklace of netted stars = like necklace of fire but epic only, does rare stellar damage
Feychild Necklace = planar amulet lets you travel to the First World as Plane Shift, grants you 5 points of elemental resistance, and has scaling sense/offenses while in the First World
periapt of health = immune to all diseases and poisons, scaling to higher CR's as you spend more money
Everwake Pendant = adds extra days to out of combat training stuff
Necklace of Adaptation = add in defenses against environmental pins? or does that step on the freedom of movement too much? maybe add reduces pinned to grappled, which is fantastic for cave-ins and avalanches and collapses, oh my....
forge fist amulet = adds bonuses to making magic items. (maybe?)
amulet of auric amenity = for a wizard, changes your school to a different school, for a given spell level, higher levels do better things. for non-wizard, grants minor spellcasting at very high levels (make so stacks with rogue talents, maybe add bonuses to Su and Sp class/race abilities?)
ampoule of false blood = for a sorc, changes your bloodline to a different bloodline, higher levels do better things for non-sorc, grants minor spellcasting at very high levels (maybe add bonuses to Su and Sp class/race abilities?)