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 = same as always
  Necklace of Adaptation = add in defenses against environmental pins? or does that step on the freedom of movement too much?
rename to Aegis of Life?
  maybe add reduces pinned to grappled, which is fantastic for cave-ins and avalanches and collapses, oh my....
same as always is a bit dull, but honestly, this is a pretty dull item.
ways to make it better
make it a dispersing items for gas effects, own square only, expand to 4 squares you choose, nine squares centered, nine squares you choose, 16 squares you choose, 25 squares centered, 25 squares you choose.
allow it to produce air for the wearer, one other, 2 others, 3 others
allow it to grant protection against non-lethal environmental effects, 1 to 9 points.  cool or warm air sheathe, protects against pressure, etc.
hrrrm.... 'least, minor, able, useful, excellent, amazing, astounding, incredible, invincible'
least noa +1 CL9 dispersing 1 square, produces air for wearer, 1 pt ER vs Env non-lethal
minor noa +2 CL12 dispersing 1 square, produces air/water for wearer, 2 pt ER vs Env non-lethal
able noa +3 CL15 dispersing 4 square, produces air/water for wearer, 3 pt ER vs Env non-lethal
useful noa +4 CL18 dispersing 9 fixed squares, produces air/water for wearer, 4 pt ER vs Env non-leth
excellent noa +5 CL21 dispersing 9 chosen squares, produces air/water/food for wearer, 5 pt ER vs Env non-leth
amazing noa +6 CL24 dispersing 16 chosen squares, produces air/water/food for wearer, 6 pt ER vs Env non-leth
astounding noa +7 CL27 dispersing 25 fixed squares, produces air/water/sleep/food for wearer, 7 pt ER vs Env non-l
incredible noa +8 CL30 dispersing 25 chosen squares, produces air/water/sleep/food for wearer, 8 pt ER vs Env non-l
invincible noa +9 CL33 dispersing 36 chosen squares, produces air/water/sleep/food for wearer, 9 pt ER vs Env non-l
 
* I think the environmental ER could be a lot higher (top end amulet should basically make you immune to environmental damage... that's basically the point of the item.
* Also, while I like the dispersing thing (for self only, or in a radius around self), I would get rid of the 'produces air for other people besides yourself' and instead put in some of the other life support elements from Champions.
 
hrrrm..... see above.  also, note that as written, it's only versus non-lethal, which is both more and less awesome :) maybe add reduces pinned to grappled, which is fantastic for cave-ins and avalanches and collapses, oh my....


* I would get rid of the 'chosen squares thing', and maybe cap it at a 10' radius (5x5 area, centered on wearer). Chosen squares will slow down the game a LOT.
* I'd make food and water much lower level, since in practical terms, no one ever really tracks that stuff anyway; it's an RP thing more than anything else.
* sleep is tricky... if we negate the need entirely, the game breaks. I could see it reducing the number of hours required down to about 4 hours (like the Alchemist's Tweaking, and can't be stacked with tweaking).
* For the ER, I'd go much higher (probably scaling weird: 1, 2, 4, 7, 11, 16, 22, 29, 37) since it's limited to environmental only, and I'd ditch the 'non-lethal only' part, too; it should work for both.


  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



  • 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?)