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Stormanne
11-13-2008, 06:21 PM
Have a "Realistic" idea for rare loot for future mods, post them here...

Evasive Boots- ML 13-15 grants the wearer Feat:Evasion even if the class is not supposed to have it. Armor would still be a factor as to the effectiveness of the feat.

Flayers Eye- ML 15 Disembodied eye of an Illithid. Grants the wearer three charges of Mind Blast per day. (trinket)

Ball Pin Hammer- ML 12 Crippling Light hammer with a 3% chance of stunning blow.

Flamboyant- ML 15 Charisma +6 perform +13. Bound hat. Looks along the lines of the Lucky Hat.


Purpose is not for the most "Uber" equipment, but rare items that would be, at the very least, a conversation piece. And maybe even useful to those willing to give them a chance.

Lithic
11-13-2008, 06:34 PM
Have a "Realistic" idea for rare loot for future mods, post them here...

Evasive Boots- ML 13-15 grants the wearer Feat:Evasion even if the class is not supposed to have it. Armor would still be a factor as to the effectiveness of the feat.

Flayers Eye- ML 15 Disembodied eye of an Illithid. Grants the wearer three charges of Mind Blast per day. (trinket)

Ball Pin Hammer- ML 12 Crippling Light hammer with a 3% chance of stunning blow.

Flamboyant- ML 15 Charisma +6 perform +13. Bound hat. Looks along the lines of the Lucky Hat.

Boots: Too powerfull. Would be a must-have, and dungeons would then be balanced assuming everyone has them.

Eye: Depends on save. Could be overpowered, could be a waste of space.

Hammer: Yawn. You can already get a crippling weapon of 5% stunning blow in random drops. Think theres a +5 mace of 5% stunning blow from the reaver, and I've never heard it being used.

Hat: Yawn^2. Mimics the Bard's Cloak out of the hound or VOD raid, cept thats a cloak with +6 cha/+15 perform. Noone with any sense uses that either.

Aesop
11-13-2008, 06:45 PM
Nymph's Veil:
Robe
+6 Charisma
+15 Diplomacy
Charmguard: Any Mob that hits you is subject to a Charm Monster Effect


Soul Render
+5 Great Sword
Vampiric: each hit drain 1d3 HP from the victim and heals the weilder
Draining: On a Critical Hit target receives 1 Negative Level
Unholy
Pure Evil

Stormanne
11-13-2008, 08:45 PM
Boots: Too powerfull. Would be a must-have, and dungeons would then be balanced assuming everyone has them.

Eye: Depends on save. Could be overpowered, could be a waste of space.

Hammer: Yawn. You can already get a crippling weapon of 5% stunning blow in random drops. Think theres a +5 mace of 5% stunning blow from the reaver, and I've never heard it being used.

Hat: Yawn^2. Mimics the Bard's Cloak out of the hound or VOD raid, cept thats a cloak with +6 cha/+15 perform. Noone with any sense uses that either.

So, instead of offering any ideas, you just shoot down other peoples...nice.

Tanka
11-13-2008, 08:57 PM
So, instead of offering any ideas, you just shoot down other peoples...nice.
Welcome to the forums. Here's your cookie.

QuantumFX
11-13-2008, 10:29 PM
So, instead of offering any ideas, you just shoot down other peoples...nice.

He's also unable to read a Dungeon Master's Guide.

Anyway... back on topic.

Armors:

Armor of the Munchkin Warrior* (aka the Kundarak Defender Armor): +5 Mithril Full Plate with Dwarven Armor Mastery 3, +4 Dodge, +15 Intimidate, Levik's Defender.
Dragontouched Chain Shirt: Self explanitory...


Ranged Weapons:

Arrowstorm: +5 Longbow, 2d6 Base Damage, Acid Burst, Special Ability: Arrowstorm - When the weilder activates the manyshot feat each foe in the within an arc (similar to a beholder antimagic field) takes damage from the manyshot.
The Balanced Longbow: +5 Composite Longbow, 1d10 Base Damage, Natural Threat Range of 19-20, DR Bypass Good/Evil/Law/Chaos, +50% Ranged Acalarity, Greater Stability, +15 Balance, Cannot equip if of extreme alignment (Lawful Good, Chaotic Good, Lawful Evil, Chaotic Evil) otherwise UMD check of 20 unless True Neutral.
My Little Friend: +5 Light Repeating Crossbow. Transmutating, +50% Ranged Acalarity, Haste x2, Air Guard.
Painful: +5 Heavy Repeating Crossbow. Transmutating, Untyped Damage Burst, Special Abilty: Painful - Hits target with a symbol of Pain effect on a confirmed critical hit - no save.


Items:

Warflame's Last Ember*: Trinket - +4 Dodge, +10% Melee Acalarity (Same bonus as from Tempest), Feeblemind Guard, +2 Critical Threat Range (Does not stack with any enhancement that improves a weapon's threat range.)
Tomfoolery Trinket*: Grants a different ability each time the item is equipped. Pulled from the list of Dragontouched armor enchantments.
Tharne's Annoyance*: Trinket - +2 Luck, Alternate Tharne's Wrath III (+15 Open Lock, +15 Disable Device, Rogue Improved Trap Sense IV, 80% threat reduction.)
+1/+2/+3/+4 Tomb*: Trinket - Special Ability: Pull a tomb - Upon activation the trinket instantly kills the weilder and transports them to a pocket dimension that contains a resurrection coffin and a rest coffin. Exiting the pocket dimension transports the user back to where he used the ability. The + of the item determines how many uses the item has.


Handwraps:

Missing Inaction*: +1 Handwraps, Transmutating, Ghost Tough, Pure Good.
Something Useful*: +5 Handwraps, Transmutating, Untyped Damage Burst, +2 Exceptional STR, +2 Exceptional DEX, +2 Exceptional WIS, Insight +4.
Fisticuffs: +5 Handwraps, Paralyzing, Special Ability: Heavy Wisdom* - grants the weilder 5% stun and a +10 to his Stunning Fist DC.


Melee Weapons:

Warflame's Cutting Remark*: +5 Scimitar, Special Ability: Stupifying - Every hit results in 1 pt of INT, WIS or CHA damage. Special Ability: Dumbification - Add an additional 1d6 damage on a crit. Special Ability: Mental Scars - On a confirmed natural 20 casts feeblemind on both attacker and defender - no save.
Slowpoke: +5 Rapier, Maladroit, Bonebreaking, Slowburst, Crippling.
Luek's Luminescent Saber: +5 Rapier, Everbright, Does +2d6 light damage and +4d10 light damage + blinds on a crit.
The Everlasting Mobstopper*: +5 Club. Everbright, no save ooze puppet, Vorpal, Disruption, Paralyzing, no save flesh to stone on a crit. Vorpal's user on a 1


(*Activate your sarcasm detectors boys-n-girls! I'd love to see these things just to prove the Devs have a keen sense of humor.)

bobbryan2
11-13-2008, 11:03 PM
Boots: Too powerfull. Would be a must-have, and dungeons would then be balanced assuming everyone has them.

WOOOP WOOOP WOOOP

Newsflash:

This just in! Dungeons are already balanced assuming everyone has evasion!!!!

GeneralDiomedes
11-13-2008, 11:14 PM
RL Hammer of Amnesia

Eternity25
11-13-2008, 11:15 PM
My ideas for new items are...

+5 Goodluck Trinket

A random dropping one use item that removes 5 pts of permanent durbility dmg

Superior Potency VI Trinket: gives all spells caster lvl 6 and lower +50% to dmg

An [Exclusive] Ring or Trinket that is like the Spell Storing Ring but has a clickie of either Major Mana Pot or restores caster lvld25 mana.

Maybe items that give 10 reduction to light or force dmg

Maybe a caster/cleric trinket that gives +3 Goodluck Bonus, and Greater Spell Mastery.

Firestorm Ring: -33% Reduction to Fire Dmg, Fireshield Clickie [3 charges]

Spellwoven Fullplate: +5 Twilight Mithral Fullplate of Command, -10% ASF

Spellwoven Elven chainmail: +5 Twilight Mithral Elvenmail of Command, Improved Metamagic [Reduces all Arcane metamagic costs by 2]

Spellforged Fullplate: +5 Blueshine Mithral Fullplate, -10% dmg from spells, +1 max dex bonus

Spellforged Elvenmail: +5 Blueshine Mithral Elven Chainmail, -10% dmg from spells, +1 max dex bonus

Pearl of Divine Power: Intercession Ward, 3 clickies of mana regen [Exclusive], Cleric Only Item [Trinket]

Pearl of the Divine: Curse-ward [can't be cursed], Deathward clickie [12 or 15 minute duration], and Deathblock

Ollathir
11-13-2008, 11:25 PM
Trinkets:
- Warflame's Last Ember: +4 Dodge, +10% Melee Acalarity (Same bonus as from Tempest), Feeblemind Guard, +2 Critical Threat Range (Does not stack with any enhancement that improves a weapon's threat range.)


(*Activate your sarcasm detectors boys-n-girls! I'd love to see these things just to prove the Devs have a keen sense of humor.)

Damn, got me droolin now

Honestly it wouldbe great if we could get another +5 UMD item outside of Titan
cb gloves 'Mystic touch' +5 UMD

bigpun
11-13-2008, 11:30 PM
Docent of Reconstruct = +5 w/ one or two clickies of reconstruct.

Gennerik
11-13-2008, 11:40 PM
Boots: Too powerfull. Would be a must-have, and dungeons would then be balanced assuming everyone has them.
Unless it's a rare item like the Sunblade, etc used to be that randomly drop out of chests on a very rare basis. Then there's not a chest to farm in order to get it.

Eye: Depends on save. Could be overpowered, could be a waste of space.

Hammer: Yawn. You can already get a crippling weapon of 5% stunning blow in random drops. Think theres a +5 mace of 5% stunning blow from the reaver, and I've never heard it being used.
I use it. It works quite well for tactics Fighters to increase the chance to Stun.

Hat: Yawn^2. Mimics the Bard's Cloak out of the hound or VOD raid, cept thats a cloak with +6 cha/+15 perform. Noone with any sense uses that either.

And it's not like DnD doesn't have a Ring of Evasion. It's only a 10000gp item. And it's not like it would help anyone not in light armor and without decent Reflex saves.

SniptheShadow
11-14-2008, 12:14 AM
Boots of the Zephyr
+35% Movement, Immunity to Knockdown, +13 Jump
min lvl 12

Obsidian's Hour
+5 Dagger of Puncturing and Deception
Darkness 3 times per rest, Blindness cast on a critical hit
+10 Move Silently, +10 Hide, +6 Sneak Attack
Min lvl 14

Starburst
+5 Charisma Ring of Regeneration 1/round
Immunity to Fear

Cool thread!

Snip

bobbryan2
11-14-2008, 12:16 AM
And don't forget the..

Bloody Rapier

+1 Wounding Rapier of Puncturing


Remember? They're not overpowered, so there's no reason not to put a lvl 10 item as a static reward.

Stormanne
11-14-2008, 01:22 AM
Music Box - ML 15 trinket 5 charges of Otto's Sphere of Dancing per day.

Needle - ML 12 bound arrows. +5 Transmuting, part of set.

Thread - ML 12 bound +5 Keen Composite Longbow. Mystical longbow with the ability to make Needle arrows fired from it return unerringly as if a rope were leading the arrows back to the quiver, part of set.

Holy Grail - ML 3 bound trinket. Small chalice that slowly refills with a healing elixir. 3 charges cure light wounds that slowly regains in the same manner of the Meltwood Staff.

Devil's Bane - ML 16 Mithril FP, Banish Guard, 5 charges Banish/day

Pure of Heart - ML 12 Mithril FP, Disease Immunity, Poison Immunity, Deathblock.

Clear Thoughts - ML 13 bound Helm Immunity to all mind controlling spells and effects.

Golden Fleece - ML 15 bound cloak +15 Haggle, +15 Diplomacy, +15 Bluff, -10 balance Legendary cloak that makes all around you bend to your will. Due to its incredible weight, the wearer becomes clumsy.

Kargons Plate - ML 11 trinket Barbarians rough hewn plate that magically generates ham for its possessor. Kargons Tasty Ham 1/day.

sirgog
11-14-2008, 01:51 AM
Here's a few ideas I've had. They include drop locations and % chances.




Lesser Vial of White Dragon Blood
Found in: Optional chest in Prey on the Hunter Normal, 2% drop rate
Trinket slot
Provides a +3 enhancement bonus to each of the wearer's ability scores (Str, Dex, Con, Int, Wis, Cha).
Resist Cold: 3
Clicky: Protection from Elements: Cold 1/day
Minimum level: 12
This vial of crimson liquid is ice-cold to the touch. Harvested from the dragon Aussircaex, it lends a little of the fallen dragon's former might to its possessor.

Vial of White Dragon Blood
Found in: Optional chest in Prey on the Hunter Hard, 2% drop rate
Trinket slot
Provides a +4 enhancement bonus to each of the wearer's ability scores (Str, Dex, Con, Int, Wis, Cha).
Resist Cold: 10
Clicky: Protection from Elements: Cold 3/day
Minimum level: 14
This vial of crimson liquid is ice-cold to the touch. Harvested from the dragon Aussircaex, it lends some of the ancient dragon's former might to its possessor.

Greater Vial of White Dragon Blood
Found in: Optional chest in Prey on the Hunter Elite, 2% drop rate
Trinket slot
Provides a +5 enhancement bonus to each of the wearer's ability scores (Str, Dex, Con, Int, Wis, Cha).
Resist Cold: 20
Clicky: Protection from Elements: Cold 5/day
Minimum level: 16
This vial of crimson liquid is ice-cold to the touch. Harvested from the dragon Aussircaex, it lends the fallen dragon's ancient and terrible might to its possessor.



Beads of Reverence
Found in: Any optional chest in Monastery of the Scorpion, 0.3% drop rate per chest on normal, 0.45% hard, 0.6% elite
Trinket slot
Exclusive
Class Required: Cleric (UMD 30 overrides)
Devotion 8
Clicky: Heal 3/day
Minimum Level: 15



Goggles of Clarity
Found in: 'Move like a Chess Knight maze' optional chest in Enter the Kobold, 0.75% drop rate (1% Hard, 2% Elite)
Trinket slot
Exclusive
Provides a +6 enhancement bonus to Intelligence.
Clicky: True Seeing 1/day
Minimum Level: 15
The sad fact is that only when wearing these goggles can someone understand that they do not require them.



Wayfinder's Helm
Found in: Optional chest in Stealer of Souls, (the one after Sor'jek that only appears on Hard and Elite), 2% drop rate
Helmet slot
Clicky: Greater Teleport 1/day
Minimum level: 13
Iskaryte the Terrible crafted this helm in ages past to provide a rapid escape from dangerous situations. Over thirteen centuries, it failed the great wyrm but once.



Amulet of the Protector
Found in: Optional chest in Stealer of Souls, (the one after Sor'jek that only appears on Elite), 2% drop rate
Amulet slot
Exclusive; Binds on acquire
Exceptional AC bonus: +3 (treated as the same as the Chattering Ring and what's currently called 'Dragontouched Armor +3 Dodge bonus - and as such does not stack with either)
Clicky: Mass Protection from Energy 3/day
Sventusk the Warrior crafted this amulet in ages past to defend himself and his allies. Over two millenia, it failed the great wyrm but once.

sirgog
11-14-2008, 01:54 AM
And don't forget the..

Bloody Rapier

+1 Wounding Rapier of Puncturing


Remember? They're not overpowered, so there's no reason not to put a lvl 10 item as a static reward.



Personally I'd like to see WoP shortswords added as a rare, static drop. That way, you could get something very very good by farming, but there'd still be something better available to aspire to pulling. (Kinda like Jinx's Vexation - it's a nice +5 Mith FP, but you'd rather have a +5 Blueshine Mith FP of Axeblock or a +5 Twilight Mith FP of Command).

Stormanne
11-14-2008, 03:43 AM
Hiking Boots - ML 13 Immunity to slippery surfaces, 3 charges of Freedom of Movement/day

Shield of the Heavens - ML 14 +5 Heavy Mithril Shield, Sacred, +5 protection bonus, Heal Guard

Truth - ML 14 +5 Holy Burst longsword of Pure Good, 5 charges of Shield of Faith(13)/day part of set

Dare - ML 14 +5 Heavy Mithril Shield, +3 Protection bonus, 3 charges Rage/day part of set

Salt of the Earth - ML 14 outfit, DR-5, 3 charges Corrosive Salt/day, Earth Guard

Tenkari_Rozahas
11-14-2008, 09:50 AM
Warflame's Cutting Remark*: +5 Scimitar, Special Ability: Stupifying - Every hit results in 1 pt of INT, WIS or CHA damage. Special Ability: Dumbification - Add an additional 1d6 damage on a crit. Special Ability: Mental Scars - On a confirmed natural 20 casts feeblemind on both attacker and defender - no save.

I dont see this one being used much unless you know the chars going to have stats that will keep them from being incapped by the feeblemind thing: IE. a WF Barb with min cha and wis would probably never touch one of these at fear of the feeblemind thing.

Aspenor
11-14-2008, 09:53 AM
*The* Rapier of Puncturing

+2 Wounding Rapier of Puncturing :p

Just kidding!

Deuce
11-14-2008, 10:06 AM
Nifty as some of these are, why the almost exclusive focus on higher end stuff? I've only seen one min lvl 3 item for lowbie gear. How about some more items like Maelstrom?

Oh, wait, got a ton of new named lowbie gear added in NPE....

Carry on...

Aspenor
11-14-2008, 10:13 AM
And don't forget the..

Bloody Rapier

+1 Wounding Rapier of Puncturing


Remember? They're not overpowered, so there's no reason not to put a lvl 10 item as a static reward.

well, the Rapier of Puncturing from core is a +2 wounding rapier of puncturing. :)

bobbryan2
11-14-2008, 12:15 PM
well, the Rapier of Puncturing from core is a +2 wounding rapier of puncturing. :)

Yeah, but their version of puncturing sucks.

:)

Stormanne
11-14-2008, 12:57 PM
Confusion - ML 8 +1 Transmuting Rapier with Random damage on crit (Bone Breaking, Puncturing, Slicing, Enfeebling, Stunning) 1 charge Mind Fog/day.

Bad Temper - ML 10 +3 Mithtril Half Plate Upon hit, wearer is granted 10 seconds of Rage. This poor fitting armor makes the wearer uncomfortable and constantly agitated. When hit, he is likely to erupt into a fit of anger.

Beacon - ML 6 +2 Adamantine Full Plate Command DR 7-Magic This Highly Polished set of armor seems to be forges as such to reflect away or absorb magical damage.

QuantumFX
11-14-2008, 12:59 PM
Warflame's Cutting Remark*: +5 Scimitar, Special Ability: Stupifying - Every hit results in 1 pt of INT, WIS or CHA damage. Special Ability: Dumbification - Add an additional 1d6 damage on a crit. Special Ability: Mental Scars - On a confirmed natural 20 casts feeblemind on both attacker and defender - no save.

I dont see this one being used much unless you know the chars going to have stats that will keep them from being incapped by the feeblemind thing: IE. a WF Barb with min cha and wis would probably never touch one of these at fear of the feeblemind thing.

Actually it would be the melee caster (Paladins, Rangers, Battle Clerics) types that would fear this weapon. A warforged barbarian could live with the 1 INT/1 CHA that feeblemind gives you. If something like this ever made it into DDO it would probably be popular with the PvP crowd.

In case you missed the gray text associated with the asterisk - all of the Warflames gear is a mockery of all the drama queen posts I've seen recently here in the DDO forums. The stat draining effect is there to mimic the sensation of becoming dumber after reading these drama queen posts.

RavenStormclaw
11-14-2008, 06:32 PM
Drinker:
+5 Dagger
Soul stealing
True Ressurection
ML: 12

Upon a successfull hit that results in the death of the target Drinker absorbs the soul of said target and is charged. Should the wielder ever die while holding Drinker (ie must be equipped) 1 minute after death Drinker will pour forth the stolen soul essense ressurecting its wielder. Drinker may only hold one charge at a time

Wheat Thrasher Champions Blade
+1 Sickle
Haste 3 clickies as caster level 5

It was said in a small town outside of Stormreach for many years the annual wheat thrasing contest was won by the same man. Some say the magic of this blade is the reason.

QuantumFX
11-14-2008, 11:25 PM
More items:
the Stoneblood: This trinket grants any weilded weapon the pertrification ability on a vorpal effect. (And yes, the name is a mockery of the bloodstone.)
the Arcane Bulwark: this trinket increases the effective caster level of all current spell effects by 5 for dispel checks.
the Kobold Shaman's belt: this exclusive belt grants +15 concentration, Spell storing, +30 enhancement bonus to Jump.
the Hobgoblin Cleric's belt: this exclusive belt grants +15 concentration, Spell storing, and Feat: Mobile Spellcasting.

Stormanne
11-15-2008, 02:22 AM
Shiver - ML 2-4 Bound +1 Icy Burst Rapier w/ 1 charge of Niac's Freezing Ray/day

Twig - ML 2 +1 Club of Maiming Simple tree limb that was poorly trimmed. The knobs on the limb deal extra damage upon critical hits. Some leaves still remain on the end of this weapon.

Log - ML 8 +2 Impact Great Club of Maiming Simply huge tree limb that was poorly trimmed. The sheer size of it increases the threat range of the weapon and the knobs upon it deal extra damage on critical hits. Whoever made this massive club was in such a hurry, he even left some leaves on it.

Old Sully's Hammer - ML 6 +2 Maul of Weighted A patron of the Wavecrest, smitten with the tasty ale, has taken a keg and mounted it to a steel rod. The still potent ale gives the wielder the possible chance at stunning his targets.

Kobolds Match - No ML Masterwork Quarterstaff w/ 5 charges of Scorching Ray(3)/day This staff was lifted off of one of the Kobold Shamans in the Waterworks.

krud
11-15-2008, 08:24 AM
Re: boots of evasion. - wonderful. Add an item that makes a majority of splash evasion builds obsolete. Although they may be in PnP, this would definitely be too powerful if implemented in DDO, no matter how rare they may be.

If they do go that route, maybe they should also add a UMD+10 item which also grants UMD as a class skill (for those who cannot get max ranks in UMD).

Stormanne
11-15-2008, 02:29 PM
Re: boots of evasion. - wonderful. Add an item that makes a majority of splash evasion builds obsolete. Although they may be in PnP, this would definitely be too powerful if implemented in DDO, no matter how rare they may be.

If they do go that route, maybe they should also add a UMD+10 item which also grants UMD as a class skill (for those who cannot get max ranks in UMD).

So you think that purists who are getting the shaft with a lot of new content should remain getting the shaft. Most of the new high end content I have ran is Evasion heavy. You think that your batman builds should be the only ones that get to successfully complete these. Because of the evasion splash builds, the game has been thrown out of balance for pure classes... And the implementation of any Feat:Evasion item would be no more harmful than the Icy Raiments, or WoP.

bobbryan2
11-15-2008, 03:29 PM
Re: boots of evasion. - wonderful. Add an item that makes a majority of splash evasion builds obsolete. Although they may be in PnP, this would definitely be too powerful if implemented in DDO, no matter how rare they may be.

If they do go that route, maybe they should also add a UMD+10 item which also grants UMD as a class skill (for those who cannot get max ranks in UMD).

Well, they would save an inventory slot. :D

As much as I hate reasonings like that... it's an item that should have existed for a long time. And I'm completely sympathetic with x14/rog2 that feel they wouldn't have taken the splash... that's a reason to add respec options... not to not implement the item.

krud
11-15-2008, 06:51 PM
So you think that purists who are getting the shaft with a lot of new content should remain getting the shaft. Most of the new high end content I have ran is Evasion heavy. You think that your batman builds should be the only ones that get to successfully complete these. Because of the evasion splash builds, the game has been thrown out of balance for pure classes... And the implementation of any Feat:Evasion item would be no more harmful than the Icy Raiments, or WoP.

If evasion builds are all that is necessary then that is poor quest design. There are plenty of sacrifices made when creating an evasion build. It's not always an easy decision between evasion or pure class. That all goes out the window with the boots. There are no longer any sacrifices to be made. One item that's worth 2 levels of a character seems a little powerful to me.

Project this out to level 20. A tempest barbarian no longer needs to sacrifice anything to get everything (well maybe give up the high AC, whoopdeedoo). 14barb/6rgr will get the highest dps, best stat damage, highest hp, 10% perma haste and evasion. What the hell do they give up? The uberest get even uberer, while everyone else gets, ...meh.

krud
11-15-2008, 07:10 PM
Well, they would save an inventory slot. :D

As much as I hate reasonings like that... it's an item that should have existed for a long time. And I'm completely sympathetic with x14/rog2 that feel they wouldn't have taken the splash... that's a reason to add respec options... not to not implement the item.

since, they won't add a respec option....

If they do see fit to make boots of evasion I think they should also implement Heal potions. Don't stop with evasion boots, I want everything.

SlipperyPete
11-16-2008, 10:41 PM
Armor of the Munchkin Warrior* (aka the Kundarak Defender Armor): +5 Mithril Full Plate with Dwarven Armor Mastery 3, +4 Dodge, +15 Intimidate, Levik's Defender.

...and if anyone but a halfling wears the armor it looks like George Costanza in his tuxedo before the opera.

sirgog
11-17-2008, 12:19 AM
Armors:

Armor of the Munchkin Warrior* (aka the Kundarak Defender Armor): +5 Mithril Full Plate with Dwarven Armor Mastery 3, +4 Dodge, +15 Intimidate, Levik's Defender.



Many a Munchkin will still eschew it in favor of the Icy Raiments... Although it might just be what's needed to get armored toons back in the game again. Maybe make it +7 not +5, and it might get used.

(that's not a facetious comment - but more pointing out how ridiculously weak heavy armor is at current endgame)

LeeRoy
11-27-2008, 09:08 AM
He's also unable to read a Dungeon Master's Guide.

Anyway... back on topic.

Armors:

Armor of the Munchkin Warrior* (aka the Kundarak Defender Armor): +5 Mithril Full Plate with Dwarven Armor Mastery 3, +4 Dodge, +15 Intimidate, Levik's Defender.
Dragontouched Chain Shirt: Self explanitory...


Ranged Weapons:

Arrowstorm: +5 Longbow, 2d6 Base Damage, Acid Burst, Special Ability: Arrowstorm - When the weilder activates the manyshot feat each foe in the within an arc (similar to a beholder antimagic field) takes damage from the manyshot.
The Balanced Longbow: +5 Composite Longbow, 1d10 Base Damage, Natural Threat Range of 19-20, DR Bypass Good/Evil/Law/Chaos, +50% Ranged Acalarity, Greater Stability, +15 Balance, Cannot equip if of extreme alignment (Lawful Good, Chaotic Good, Lawful Evil, Chaotic Evil) otherwise UMD check of 20 unless True Neutral.
My Little Friend: +5 Light Repeating Crossbow. Transmutating, +50% Ranged Acalarity, Haste x2, Air Guard.
Painful: +5 Heavy Repeating Crossbow. Transmutating, Untyped Damage Burst, Special Abilty: Painful - Hits target with a symbol of Pain effect on a confirmed critical hit - no save.


Items:

Warflame's Last Ember*: Trinket - +4 Dodge, +10% Melee Acalarity (Same bonus as from Tempest), Feeblemind Guard, +2 Critical Threat Range (Does not stack with any enhancement that improves a weapon's threat range.)
Tomfoolery Trinket*: Grants a different ability each time the item is equipped. Pulled from the list of Dragontouched armor enchantments.
Tharne's Annoyance*: Trinket - +2 Luck, Alternate Tharne's Wrath III (+15 Open Lock, +15 Disable Device, Rogue Improved Trap Sense IV, 80% threat reduction.)
+1/+2/+3/+4 Tomb*: Trinket - Special Ability: Pull a tomb - Upon activation the trinket instantly kills the weilder and transports them to a pocket dimension that contains a resurrection coffin and a rest coffin. Exiting the pocket dimension transports the user back to where he used the ability. The + of the item determines how many uses the item has.


Handwraps:

Missing Inaction*: +1 Handwraps, Transmutating, Ghost Tough, Pure Good.
Something Useful*: +5 Handwraps, Transmutating, Untyped Damage Burst, +2 Exceptional STR, +2 Exceptional DEX, +2 Exceptional WIS, Insight +4.
Fisticuffs: +5 Handwraps, Paralyzing, Special Ability: Heavy Wisdom* - grants the weilder 5% stun and a +10 to his Stunning Fist DC.


Melee Weapons:

Warflame's Cutting Remark*: +5 Scimitar, Special Ability: Stupifying - Every hit results in 1 pt of INT, WIS or CHA damage. Special Ability: Dumbification - Add an additional 1d6 damage on a crit. Special Ability: Mental Scars - On a confirmed natural 20 casts feeblemind on both attacker and defender - no save.
Slowpoke: +5 Rapier, Maladroit, Bonebreaking, Slowburst, Crippling.
Luek's Luminescent Saber: +5 Rapier, Everbright, Does +2d6 light damage and +4d10 light damage + blinds on a crit.
The Everlasting Mobstopper*: +5 Club. Everbright, no save ooze puppet, Vorpal, Disruption, Paralyzing, no save flesh to stone on a crit. Vorpal's user on a 1


(*Activate your sarcasm detectors boys-n-girls! I'd love to see these things just to prove the Devs have a keen sense of humor.)
I like the one that nerfs dwarfs the dorf armour master id like to start runnin a hafling