View Full Version : The BoM item pack (It's out!)
olimikrig Thu, 22nd Sep '05, 11:48pm The BoM item pack (users item pack)
What is this? Well, this is an item pack that I'm on the verge og making.
The merchant is up, the store is running, but wait! The items are missing!
You will be the one who generates the ideas, and I'll make them come through! (Now wasn't that deep? :p )
Things to keep in mind
Baldur's Gate II has loads over very powerful items as it is. Some new powerful items will and should be introduced in this item pack, but what I personally was thinking on was a Underrepresented items pack that weren't overpowered, but in balance with the game.
When you post your item suggestions, you should provide a full list of "stats" for the item, and if you can, a rough layout on the background of this given item.
Current ideas:
#1
The MAGEBLADE OF THE SORCERER is an item as mystical as it is rare. None know it's true origin, but it is said that it was forged by the Pink sorcerer know as Taluntain, in the time of troubles, when the gods walked the earth.
STATISTICS:
Damage: 8d1+2 / 1d4 cold damage
THACO0: +3 bonus
Special abilities:
+2 AC bonus
Spells: Gives one extra fifth level spell, one extra sixth level spell and one extra seventh level spell
Weight: 5
Speed Factor: 1
Requires: 10 strenght and 15 intelligence
Only Usable By:
Elven Mages (Single or Multi-class)
#2
THRWONG HAMMER +1
Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the war hammer is another. The horseman's war hammer is a descendant of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long.'
This Throwing hammer has been magically enchanted so it returns to the hand of the wielder.
STATISTICS:
Combat Abilities: Returns to thrower
THAC0: +1 bonus
Damage: 2D4 + 1 / 1d4 + 1 (melee)
Damage type: crushing
Weight: 4
Speed Factor: 1
Proficiency Type: War Hammer
Type: 1-handed
Requires: 9 Strength
Not Usable By:
Non-dwarves
Druid
Mage
Thief
#3
THRWONG HAMMER +2
Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the war hammer is another. The horseman's war hammer is a descendant of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long.'
This Throwing hammer has been magically enchanted so it returns to the hand of the wielder.
STATISTICS:
Combat Abilities: Returns to thrower
THAC0: +2 bonus
Damage: 2D4 + 2 / 1d4 + 2 (melee)
Damage type: crushing
Weight: 4
Speed Factor: 1
Proficiency Type: War Hammer
Type: 1-handed
Requires: 9 Strength
Not Usable By:
Non-dwarves
Druid
Mage
Thief
#4
Javalins (Rougly these are stacked throwing spears) (+1 and +2) - Olimikrig (me)
#5
Pilas of Returning (Rougly these are Javalins that do not stack) (+1, +2) - olimikrig(me)
#6
Throwing hammer of (?)
#7
Mace of <Deity> - Silverstar
#8
Elven Moonblades (Equivalent to Xan's in BG1, plus a little extra...)
#9
Shortbows (Decent shortbows presented much earlier in the game) - Kitrax
#10
Sling of <insert name> (more than one shot/round) - Blog
#11
The Magpie's Spear of Flight (the Magpie)
The Magpie was an adventurer from the northern reaches of Faerun, so named for his habit of meticulously searching the battlefield for any sign of valuable items to be parted from their recently deceased owners. In combat, he was known for his exceptional displays of great cowardice, which he preferred to refer to as "hit-and-run tactics". This spear was commisioned by him, and bears his obvious hallmarks. It has been enchanted to ward against any spell that might restrict motion, whilst allowing the wielder to strike more quickly against a foe. Combined with the spear's naturally great reach, this allows a warrior to pick his battles with care.
When holding this spear, however, one can't help but feel that one's place is not at the forefront of battle... and many of its wielders have sought to take flight at the most inopportune of moments.
Type: Two-handed
Proficiency: Spear
Damage: 1D6 + 3
THAC0: +3
Speed Factor: 0
Enchantment: always considered a +3 weapon when determining what can be hit
Special:
Free Action while equipped
+1 attack/round " "
Penalty to morale " "
Not usable by:
Cleric
Mage
Thief
Monk
#12
+2,3 wepons with special abilities... - Abdel - Bhaal Spawn
#13
MAGE ARMORS - Abdel - Bhaal Spawn
Mage armors were originally created by the renowned Bhaalspawn known as Abdel. When <CHARNAME> Slew him, the original armor was unfortunately broken, but the armor still held some energy.
The Pink Sorcerer who had followed the progress of <CHARNAME> closely came across this item as he travelled in <CHARNAME>'s footsteps.
The Pink Sorcerer tried to repair the armor, and succeeded at it to some degree. The vocalizing effect was still intact, but the flexibility decreasing counterspell Abdel had placed upon the armour couldn't be completely re-made. This resulted in an armor that will lower the arcane powers of the wearer. This is shown as a -'x' to the intelligence of the caster, where 'x' is 1 point of intelligence taken for each Armor class below that of 10.
All mage armours have an enchantment that will lower the weight, and strength requirement of the armor, so the weaker mages can wear the armors.
(This Particular Armor has been enchanted with a +x enchantment. each +1 enchantment will highten the base AC of the armor, and lower the intelligence penalty.
STATISTICS:
LEATHER PRICE
Special Abilities: Vocalize (300Gp)
-2 penalty to Intelligence
Armor Class: 9
Weight: 15
Requires 4 Strength
Usable By:
Mage (Single- and dual)
#14
Bane of <insert name> (Ranger only weap) - Kuemper
#15
Morning star(s)
#16
Dagger of Backstabbing - Olimikrig (me)
#17
Dagger of <insert name> - Olimikrig (me)
#18
Ofelix Halberd of Patriotism
Ofelix was an adventure from the northen region of Fearûn. In a sense he was from tribe of ''barbarians'' that couldn't care less about strangers. Even when invader conquered his country. They couldn't force it's inhabitant to change language or religion. After sereval years of enslavement a group of warrior plan an all out attack to expell the invader. However the insurgy was defeated and in loyalty for his land he accepted death and was executed
STATISTICS:
Combat Abilities: Inflict greater damage to chaotic person
THAC0: +2 bonus
Damage: 1D10 + 2 / + 4 vs chaotic
Damage type: Slashing, Piercing
Weight: 8
Speed Factor: 6? (normal for this type of weapon)
Proficiency Type: Halberd
Type: 2-handed
Requires: 9 Strength
Not Usable By:
Druid
Mage
Thief
Cleric
Monk
#19
Helm of Fire (Abdel - bhaal spawn)
50% Protection from Fire
Once a day can cast Fireball or Delayed Fireball
#20
Helm of Quickness (Abdel - bhaal spawn)
Can cast haste 3 times a day
Can cast improved haste once a day
#21
Ioun Stone of Str, Dex, etc... (Abdel - bhaal spawn)
Adds +1 to one of the above mentioned ability stats.
#22
Vampic Ioun Stone (Abdel - bhaal spawn)
Regenerate 2 HP each turn
Vampic touch with no weapon equiped
#23
Gaunlets of Death (Abdel -bhaal spawn)
-2 to Con
-2 to all saving throws
May cast the following spells once a day
Finger of Death
Death Symbol
Power Word Kill
#24
Gloves of the Mage (Abdel -Bhaal Spawn)
Reduce Casting time by 1
Usable by Mage (Multi or Dual)
#25
Improved Gloves of the Mage (Abdel - Bhaal spawn)
Reduce Casting time by 1
+1 to AC
Usable by Mage (Multi or Dual)
#26
Gloves of the Mad (Abdel - Bhaal spawn)
-5 to Int
-5 to Wis
May cast chaos once a day
#27
Gloves of the Divine Power (Abdel - Bhaal spawn)
One extra spells per a spells level till level 6.
+1 HP per a level
Usable by Clerics only
#28
The Helm of Invisibility (Abdel - Bhaal spawn)
Cast Invisibility 3 times a day
Cast Improved Invisibility once a day
#29
Warrior Blade (Abdel - Bhaal spawn)
Speed Factor 1-3 (what to choose )
Weight 12 lbs
Thaco +2
Damage 1d8+2
Special Abilities
+3 to AC
+ 1/2 attack a round
Usable By:
Kensai
Noteworthy items:
Weaponry:
-Bastard Swords
-Spears
-Scimitars
-Wazakhis (sp?)
-Ninja-Toos
-Throwing Spears
-Throwing Axes
-Throwing Daggers
-Cross-Bows
-Short Bows
-Maces
-Morningstars
-Daggers
-Darts
-Halberds
-Clubs
Armory:
- Buckler's
-Robes (Some robes that provided something somewhat more useful than res. - FX, more AC vs. certain dam type, equipped mage orientated abilities)
misc:
- Belts
- Amulets
All the above items are items that are somewhat overlooked in BgII, and that I personally think deserves a wee focus.
Feel free to discuss and critisise mine or any other's item additions, just keep in mind that if you do, you should provide a thoughtout argument as to why, and state if improvements can be made or not.
Hope ye up fer it!
NOTE: I know Taza had a likewise idea two years ago (Or I do now :p )...
[ October 11, 2005, 18:04: Message edited by: olimikrig ]
UCLAParadox Fri, 23rd Sep '05, 1:06am Icicles
Prof: Dagger (thrown)
Damage: 1d4 + 5 cold damage
THAC0: +2
Abilities:
5% chance of freezing opponent
Gnomish Kneecapper
Prof: Warhammer
Damage: 1d4+3
THAC0: +3
Abilities:
1) +1d6+4 (an additional 5-10) damage to all tall legged humanoid creatures (list below; no giant creatures)
2) 25% chance of causing knockdown on above creatures (1 round of "sleep" like effect); save at +3 for no effect; cannot be dispelled if possible..
3) 50% chance of causing slowness for 1 round (no save); cannot be dispelled if possible.
Creatures effected:
Elves (regular, half and Drow), humans, orcs, half-orcs, tieflings, trolls, ogres, and probably a few others I am missing.
Usability:
Made for Gnomes but Halflings and Dwarves can use it too.
The Magpie Fri, 23rd Sep '05, 1:34am Ok, as I suggested spears in the first place:
The Magpie's Spear of Flight
The Magpie was an adventurer from the northern reaches of Faerun, so named for his habit of meticulously searching the battlefield for any sign of valuable items to be parted from their recently deceased owners. In combat, he was known for his exceptional displays of great cowardice, which he preferred to refer to as "hit-and-run tactics". This spear was commisioned by him, and bears his obvious hallmarks. It has been enchanted to ward against any spell that might restrict motion, whilst allowing the wielder to strike more quickly against a foe. Combined with the spear's naturally great reach, this allows a warrior to pick his battles with care.
When holding this spear, however, one can't help but feel that one's place is not at the forefront of battle... and many of its wielders have sought to take flight at the most inopportune of moments.
Type: Two-handed
Proficiency: Spear
Damage: 1D6 + 3
THAC0: +3
Speed Factor: 0
Enchantment: always considered a +3 weapon when determining what can be hit
Special:
Free Action while equipped
+1 attack/round " "
Penalty to morale " "
Not usable by:
Cleric
Mage
Thief
Monk
What does everyone think? Free action seems a bit cheesy, but it does fit with the theme. An increase to movement rate would also seem to fit, but seems a bit much. But in general, any +1 attacks/round weapon is worth using, and being 2-handed stops it being abused as an off-hand weapon. The low base damage makes it difficult to overpower too much.
[ September 23, 2005, 01:47: Message edited by: The Magpie ]
UCLAParadox Fri, 23rd Sep '05, 2:39am (these are just comments cause you asked for them)
I think the Free Action fits. I agree that increased movement fits too. So maybe?
Special:
When the character is hit, 5% chance of double speed Haste and Fear cast on user with both lasting 1 round? So every now and then the character really does just bolt out away from the battle? Could completely swing the battle in the enemies favor one time and not have an effect the other. It also could be funny see your character just bolt out running for the hills.
Granted, I really like random chance things like this.
kuemper Fri, 23rd Sep '05, 3:00am Kuemper's Bane
Kuemper was a hermit residing on the outskirts of The Way Inn, near Waterdeep. Due to her ill-reguard of all people, she paid an obscene amount of gold for a mage to enchant this weapon for her. She never hit anyone with it; waving it around in a threatening manner served her well.
Type: One handed
Proficiency: Long Sword
Damage: 1d6+2/+6 vs. Favored Enemy
Speed Factor: 2
Enchantment: +2
Special: This long sword adds +4 to hit and damage to a ranger's favored enemy. While equipped, it negates the penalties of wielding two weapons.
Useable: only by Rangers
I don't know how feasible this is, but, hey, I was on a roll in the fiction writing area.
Ofelix Fri, 23rd Sep '05, 4:51am Ofelix Halberd of Patriotism
Ofelix was an adventure from the northen region of Fearûn. In a sense he was from tribe of ''barbarians'' that couldn't care less about strangers. Even when invader conquered his country. They couldn't force it's inhabitant to change language or religion. After sereval years of enslavement a group of warrior plan an all out attack to expell the invader. However the insurgy was defeated and in loyalty for his land he accepted death and was executed
STATISTICS:
Combat Abilities: Inflict greater damage to chaotic person
THAC0: +2 bonus
Damage: 1D10 + 2 / + 4 vs chaotic
Damage type: Slashing, Piercing
Weight: 8
Speed Factor: 6? (normal for this type of weapon)
Proficiency Type: Halberd
Type: 2-handed
Requires: 9 Strength
Not Usable By:
Druid
Mage
Thief
Cleric
Monk
PS: Any reference on real life event are purely fictionaly and unintended :rolleyes:
Firag Fri, 23rd Sep '05, 10:14am Make Shoulder piece of armor like the bracers :p
(only for the left shoulder)
After the Great war in another Realm (unknow to us) Firag fall from the templer throne and leave the throne to his friend Throric, leaving for the border Realms , in this day everything he have disappear from the Realms except his left armor piece , nobody know what does but every mage in the templer army have copy of the shoulder . After
Thoric goes to hunt his friend down , the Templers fall from Helm Hold and the shoulder disappear . Great mages have wear it and nobody know how the piece left in Forgotten Realms ...
STATISTICS:
Special : Magic Resistans 5%, Decrease spell casting time by 5 , Protect From Evil , Immune to Death Spells
AC:6
Weight : 20
Only Usable by : Mages and Clerics
olimikrig Fri, 23rd Sep '05, 2:30pm @ THe Magpie: I think Bg2 has enough of movement altering items as it is, or?
So free Action would suit the idea better.
Special:
When the character is hit, 5% chance of double speed Haste and Fear cast on user with both lasting 1 round? So every now and then the character really does just bolt out away from the battle? Could completely swing the battle in the enemies favor one time and not have an effect the other. It also could be funny see your character just bolt out running for the hills.This would require a new spell effect made too. Maybe Fear's enough?
@ Kuemper:
Would it hurt if the Bane sword was a scimitar or some such instead? BG2 is just packed with Long Swords as it is already, no?
The Magpie Fri, 23rd Sep '05, 2:45pm Hmm... I contemplated the idea of a % Fear chance, but the point was to make a spear worth using, so it seemed a bit extreme, as it potentially makes it worthless. A hefty morale penalty accomplishes the same, almost, but isn't as seemingly random and unfair. It increases the character's odds of bolting if a battle is going badly, and that's what I was aiming for. Granted, I'm not sure if it can work as I intend, it might require some kind of inverse of the "Resist Fear" spell.
There's no need to increase movement rate, IMHO, that's why I left it out. The +1 attack is pretty neccesary, though, as it's what makes the weapon stand out. Granted, there's already Arbane, Belm and the Scarlet Ninja-to, so you could argue it's OTT or whatever, but the spear's basic problem is its pitiful base damage. 1D6 is nothing, especially for a 2-handed weapon. Adding +1 attack seemed to make sense to get over this. Also, single-class druids lack attacks/round, so it's one way of rectifying it, as Belm generally gets given to a thief or used on a warrior's off-hand.
olimikrig Fri, 23rd Sep '05, 3:12pm Granted, the extra attack is pretty necessary if we won't an item worth the while...
I will look a wee on how to go around the morale boost; otherwise the item is pretty well balanced as it is , imho anyways...
Goli Ironhead Fri, 23rd Sep '05, 4:29pm Blade Of Crimson Cat
Crimson Cat was perhaps the weirdest halfling ever lived. Not only was he a skilled warrior, but he also wielded this blade. Over three meters long as it is, one must wonder how it was possible for him to carry and, even more, wield it. Crimson Cat used the blade to fend of forces of evil, never stopping or straying from his path.
Then, one day, he just disappeared. The blade was found some days later from a small village. No one knows the truth about his disappearance, althought many say that he went to challenge the Abyss itself.
Regardless of the truth, this blade still serves it’s cause unquestionately. When it’s hilt is grasped, the blade will burst to a magical flame that burns evil fiercely. Also, it has an enchantment that enables the user to wield it, even thought it stays as heavy as ever.
STATISTICS:
Special:5% chance of Decapitating with each strike
Procifiency: Bastard Sword
Speed Factor:5
Damage: 1D12+5+10 Fire against evil
Damage: Type: Slashing
Weight: 1
Thac0: +3
Enchantment:5
Type:2-handed
Requires: Nothing
Not Usable By:
Druid
Mage
Thief
Cleric
Monk
This is a weapon used by a character in a story written by me. The Character was actually not Halfling, but that's closest thing possible. Perhaps the damage is little too much? Also, it's 2-handed, despite being a bastard sword (they can be wielded with 2 hands, can they not?), so 2-handed sprite should be used.
Abdel - Bhaal Spawn Fri, 23rd Sep '05, 5:03pm Here is a quick list of Bastard Swords and Battle Axes I have created. I could continue to post here or create one full list and send it to you directly olimikrig. Let me know.
Abel’s Gift (Bastard Sword)
This was a gift from an Arch-Mage Abel to his long time friend and protector Tangor. Abel enchanted this weapon so that Tangor would have the ability to defend Abel in a time of need, which happened to be all the time since Abel Wild Mage powers would summon quite a few pit fiends when they were not called upon.
STATISTICS:
Equipped effects:
Protection from Evil
+1 to AC
THACO Bonus: +2
Damage: 2D4+2
Damage type: slashing
Weight: 8
Speed Factor: 6
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Danar’s Darkblade of Shadows
It is said that this sword was used by Danar a well known scout and guide. This blade was often in his hands before he left off for his scouting journeys. Little is known about the blade or what happened to Danar.
STATISTICS:
Combat Ability: Cast Invisibility once a day
Equip Effect: +15% Hide in Shadows
THACO Bonus: +2
Damage: 2D4+2
Damage type: slashing
Weight: 7
Speed Factor: 5
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Usable By:
Rangers Only
Dink’s Knife (Bastard Sword)
Dink a Fire Giant a traveler that used only a butter knife carved out a name within his kin. Dink and his knife took down many Fire Giants who dared thought he was joking about the power that his knife held. With the help of his knife Dink was able to quickly cool down those around him who laughed at his knife and those who thought he was not a great warrior. After a while Dink grew tired of defending him with such a tiny weapon and picked something of greater power and thus Dink’s knife was thrown into world and since that time no other news of Dink or his knife existed.
STATISTICS:
Combat Ability: Upon a successful Critical Hit +10 Ice Damage
THACO Bonus: +3
Damage: 2D4+5
Damage type: slashing
Weight: 8
Speed Factor: 6
Proficiency Type: Bastard Sword
Type: 2-handed
Requires: 12 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Silver Knight Sword of Blasting (Bastard Sword)
This sword was created for one of the greatest unknown heroes of Fauren. This swords purpose was to assist the knight in taking down evil wizards quickly. The Silver Knight knew that to do such a task with a sword he would need his trusted weapon to be embedded with magical energy and this magical energy would have to strike the wizard quickly before he could cast his protection spells. After Silver Knights travel with also a not so well known wizard he has learned that one such magical energy that can strike it opponents quickly and has the ability of disturbing a wizard from casting most protection spells and that is why this sword is magically enchanted with this magical energy. Once Silver Knight had this weapon enchanted he took off to fight a lich, little did his wizard friend informed him that some magical protection spells are cast quicker than his swords magical energy. That of course was the last time Silver Knight was heard from. His magical entrusted sword however still exist and travels the land looking for a warrior foolish enough to take on a power mage who is well equip against this swords magical energy blast.
STATISTICS:
Combat Ability: Can cast Magic Missile 3 times a day (A total of 5 missiles cast)
THACO Bonus: +3
Damage: 2D4+3
Damage type: slashing
Weight: 7
Speed Factor: 5
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Elemental Sword of Chaos (Bastard Sword)
This sword has been passed along to many warriors. None have been able to hold on to for to long before they either meet death or drop the weapon in fear of its power. This weapon power comes from how it was forged. The forging of this weapon took over 1,000 years. Each 100 years the weapon was enchanted with an element and with each enchantment the weapon power grew. The last enchantment on this weapon cause previous enchantments to act randomly when in the hands of a warrior. Some of the enchantments are useful. Other can be deadly not only to those hit but also to the warrior wielding this weapon. And that is why this weapon is passed on from warrior to warrior.
STATISTICS:
Combat Ability:Critical hit does +10 damage of Fire and Ice Damage
Can cast Stone Skin Once a Day
10% Chance of casting fireball on the target
THACO Bonus: +2
Damage: 2D4+2
Damage type: slashing
Weight: 5
Speed Factor: 3
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Axe of Shadow Stabbing (Battle Axe)
This axe was used by an unusual Shadow Thief. He said this weapon allowed him to get up right behind his target and whack them into pieces without much trouble. Of course that was until he tried to take down his master, who was aware of this thief and took the necessary precautions. Now this axe of shadow stabbing has gone missing from the Shadow Thief guild.
STATISTICS:
Equipped Effects:
+10% Hide in Shadows
+10% Move Silently
THACO Bonus: +2
Damage: 1D8+2
Damage type: slashing
Weight: 5
Speed Factor: 5
Proficiency Type: Axe
Type: 1-handed
Requires: 10 Strength
Usable By:
Thief Only (Dual or Multi Class)
Abdel’s Gift (Battle Axe)
This was a gift from Abdel to Minsc for all the adventures these comrades been through. This weapon was finely crafted by Kogran a Dwarf that Abel and Minsc met on their adventures. Korgan knew a mage by the name of Edwin who would be able to magically enchant this weapon for Abdel. Upon meeting Edwin Abel knew any enchantments cast upon this weapon could be curse and thus Abdel threw the axe into the sewers when returning to meet his good friend and companion Minsc. Truth is that this weapon was in fact enchanted with a power that Abdel good friend Minsc would have greatly appreciated.
STATISTICS:
Equipped Effect: +2 to AC
Combat Ability: +2 Fire and +2 Ice Damage
THACO Bonus: +2
Damage: 1D8+2
Damage type: slashing
Weight: 5
Speed Factor: 5
Proficiency Type: Axe
Type: 1-handed
Requires: 10 Strength
Usable By:
Minsc Only
Divine Power Axe (Battle Axe)
This axe was carried by a great warrior who often fought for the good of the world. His actions are embedded into this axe. The battles that he won in his travels enchanted this weapon. The warrior who carried this axe fell and the individual who knocked the warrior down did so only from behind. The axe remembers and therefore any who hold this axe will be protect from such sneak attacks.
STATISTICS:
Equipped Effect:
When equipped cannot be backstabbed
Wear gains 1st and 2nd level spells
THACO Bonus: +3
Damage: 1D8+3
Damage type: slashing
Weight: 5
Speed Factor: 6
Proficiency Type: Axe
Type: 1-handed
Requires: 9 Strength
Usable By:
Paladins Only
olimikrig Fri, 23rd Sep '05, 5:13pm Please keep posting them here, that way I'll have all item suggestions gathered in one place...
Falstaff Fri, 23rd Sep '05, 5:25pm Actually, one of these already exists (sort of - I'm sure it's quite dead by now...)
http://www.sorcerers.net/ubb/ultimatebb.php?/topic/10/1757.html#000000
Just put it here as a point of reference, I suppose.
olimikrig Fri, 23rd Sep '05, 5:54pm I know :)
Tal mentioned it earlier, and I'm going to use this as reference, might even re-introduce some of the weapons suggested.
Oh, and guys/girls! Feel free to call the item(s) "<user name>'s <insert name/weap type>"
Abdel - Bhaal Spawn Fri, 23rd Sep '05, 6:32pm I decided to see what was out there for weapons in the link and I have to say some of those weapons/items are way over powered, if not all of them. You might find one maybe two to use if this weapon pack is meant for balanced magical items.
olimikrig Fri, 23rd Sep '05, 6:45pm Or, I could re-balance some of them ;)
Felinoid Fri, 23rd Sep '05, 8:10pm The one thing I'd really like to see is an un-nerfed Armor spell. The only problem is getting the duration to depend on damage. Unfortunately, all I can think of off the top of my head is making the effect permanent, or I'd do it myself. :nolike:
Abdel - Bhaal Spawn Fri, 23rd Sep '05, 8:46pm Here are a few more items. I love Dink's Briefs. I don't believe I actually decided to release that special set of Chain Mail.....
Abel’s Glove of Arcane Magic
These gloves were once worn by a fierce and fiery mage known as Abel. His power was great and came from all sorts of magical items which he either created or stolen off some other power mage. Rumors told that these gloves were worn by Abel as he used all his magical energies and some how were granted magical properties not often heard off for simple looking garments. Abel love for magic eventually caught up with him and ended his life for his love often brought about evil and unthinkable fiend. And as the story goes he was slain by one he brought forth.
Equipped Ability:
+2 AC
Doubles 1st and 2nd level spells
One extra 3rd, 4th & 5th level spells
Usable by:
Single Class Mage Only
Bracers of Abdel
These Bracers were worn by a great Ranger Abdel who traveled the land in search of his father. These Bracers never came off Abdel and when in battle it seemed as if the bracers would absorb a portion if not all of the damage direct at him. As time passed Abdel grew old and no longer continued his search, seeing that chances of his father living was inevitable. Rumor has it that Abdel was buried with these Bracers and his decaying body still adorns them.
Equipped Ability:
25% Reduction in physical and magical damage
+1 AC
Weight: 2
Usable by:
Fighter
Paladins
Rangers
Bracers of Titanium
These are one of the rarest defense Bracers every created by Oracle. Oracle known for providing magical protection to his comrades in arms and sometimes his foes by accident created these bracers as his last defense. Although he never truly was able to adorn these magical bracers rumor told that the person in whom he upset got to him before he had a chance to equip the bracer.
STATISTICS:
Equipped Ability: +3 AC
Weight: 2
Courage Band
This band was worn by a warrior who went out of his way to hunt dragons. His fearlessness often made those around him feel well protected. However due to this warriors lack in actual fighting skills his death became him quickly upon the first true dragon he fought. The dragon that slain this young and fool hardy warrior made sure that theses bands would only be found upon his dead body for he feared a true warrior one day might actual acquire these bands and be able to hunt dragons without fear.
STATISTICS:
Equipped Ability: Immune to Fear Spells and spells affecting morale
Weight: 2
Not Usable by:
Bard
Druid
Mage
Thief
Fire Bands
This set of bands was forged in the hottest lava pits. These bands when worn seem to radiate a faint glow of red around the users. The first warrior ever to posses these bands was often seen throwing fire oils around his own feet and most times came out without a slight hint he was hit by fire. However one time the bands failed this warrior and upon being hit with flames he let loose a massive amount of fire oils which lead to his death.
STATISTICS:
Equipped Ability: 50% Protection from fire
Weight: 2
Not Usable by:
Gauntlets of the Silver Knight
Known for his hatred of Evil Wizard the Silver Knight asked his not so known friend the Wizard to enchant these items to give him protection against magic. Unfortunately the Silver Knight took off long before his not so known friend the Wizard could finish these gauntlets and from stories Silver Knight was slain by a very power Evil Lich.
STATISTICS:
Equipped Ability: 25% Magic Resistant
Weight: 5
Usable by:
Fighter
Wizard Slayer
Shadow Gloves
These items were once worn by the infamous shadow thief, Slickly Fingers. Slickly was not known for much other than always being able to provide his Guild Master more than 100gp of valuables each.
STATISTICS:
Equipped Ability:
+25% Picket Pocket
+25% Open Locks
Weight: 2
Usable By:
Thief Only
Woodland Bands
These items are created for the left over fines of entanglement spells cast by the first ever Great Druid. These bands allow nature healers abilities not normally allowed to them and slow the enemies if needed.
STATISTICS:
Equipped Ability:
Can cast one magic user spell per a Druid Spell Level
Combat Abilities: Can Cast Entangle 2/day
Weight: 2
Usable By:
Thief
Dink’s Briefs – Abel Chain mail of Cold Protection
Dink the powerful fire giant lost a set of specially woven briefs that was design to keep his hot temper in control and protect Dink from any form of cold attack. However one day when Dink was out taking care of some business his briefs was stolen from him. This armor is made from the Dink’s brief. The thief that took these didn’t realize he could sell these items so he sold them to a Mage, Abel who loves to create unique and power magical items. STATISTICS:
Equipped Ability:
50% resistance to Cold
25% resistance to Fire
Armor Class: 4
Weight: 40
Requires: 8 Strength
Not Usable By:
Druid
Mage
Thief
Tangor’s Mystical Chain
This chain mail was once adorned by Tangor, Abel protector. This chain provided Tangor the ability to with stand most of the arcane miscast spells Abel would cast. This along with Abel’s gift was Tangor most prized possession however Tangor and Abel both died at the hands of a not so friendly summon fiend.
STATISTICS:
Equipped Ability:
25% resistance to Physical and Magical Damage
25% resistance to Cold and Fire
Armor Class: 3
Weight: 30
Requires: 8 Strength
Not Usable By:
Druid
Mage
Thief
Minsc Gift
Minsc the not so wise or bright Ranger gave this to Abdel during their journey together. Minsc however forgot that Abdel preferred leather armors and never wore this highly magical armor. This armor magical abilities were never found out by Abdel or Minsc since neither one ever put the suit of armor on. One night when resting Minsc and Abdel was attacked this armor was robbed from their possession. Minsc being the brave warrior tried to track down this armor but to his surprise no luck.
STATISTICS:
Equipped Ability:
Stealth skills active
10% Magic Resistance
Armor Class: 2
Weight: 30
Requires: 8 Strength
Usable By:
Rangers Only
Disciple of The Watch Fri, 23rd Sep '05, 9:04pm Dagger of the Order of The Scorpion
This vile adamantine blade is rumored to be the legendary weapon of Shadow Scorpion, one of the grandmasters of the order of the Scorpion. Based in the Plane of Shadow, they were a ruthless guild of assassins said to be related to the legendary Dying Light. They used a special type of venom who was said to be the one of the Scorpion Lord, a minor deity the clan worshipped. The efficacity of this venom was shocking, paralyzing the victim, fearfully living his/her last moments. They would leave a small scorpion made of dark matter as their signature.
How did the weapon came to leave Shadow Scorpion's grip was never known... some say that internal conflicts between the grandmasters of the Order of the Scorpion and those of the Dying Light led to a bloody, decimating war between the two clans, while some other stories say that after the mysterious disappearence of the Scorpion Lord, the order was dissolved, and relics of the clan were casted into another plane... how did they found its way to the material plane remains a mystery.
Stats:
Damage: 1D4 +2
33% chance of paralyzing target for 2D6 rounds
Poison: 15 damage over 15 seconds
Thac0:+2
1 extra attack per round
Usable by: Assassin
Weight: 2
Requires: 5 strength
Abdel - Bhaal Spawn Fri, 23rd Sep '05, 9:47pm I am so bored today. Here are a few more items. Let me know what you think so far of the items created.
Abby’s Scarf
This scarf was once worn by a great and beautiful young mage who could charm any man to do her bidding. This scarf carries the same essence as it previous owner and now the wearer of this scarf can gain the favors of those encountered.
STATISTICS:
Equipped Abilities: Set Cha to 18
Weight: 1
Not Usable by:
Cloak of Shape Changing Form
This cloak was once worn by a very humble and aging hermit. This cloak would allow the hermit to form into simple forms such as squirrels, rats, dogs, or even cows if he wanted. However his most prefer form was that of a squirrel. This hermit was last seen being chased by his dog.
STATISTICS:
Equipped Abilities: Can change form once a day for each of the following forms: Chicken, Cow, Dog, Rat and Squirrel
Weight: 3
Not Usable by:
Binki Cowl
Lord Binki ruler of his own domain wore this cowl which was bright red appeared to give Binki a fiery aura. Binki traveled the world gaining the respect of many nobles and kings. He even offered his services if ever needed. When Lord Binki was called upon to protect his king from a neighboring country he lived up to his word. He arrived and fought hard for the king and took down many enemies. Upon striking the last enemy only than did he realize he was on the wrong side of the battle field. And upon this Lord Binki drove his own sword into himself and that is the last time anyone heard from Lord Binki. This cloak is covered in Binki blood and is ever so tainted with his soul. This cloak will drive almost all who wear it nuts but at the same time protect the wearer from being blinded by on what side they are on.
STATISTICS:
Equipped Abilities:
Protects the wearer from mind altering (charm, chaos, etc…) and Fear spells
10% Extra HP
Weight: 3
Not Usable by
Tango’s Cloak
Tango a strange and short little gnome traveled the land boasting of his magical power. However due to his true lack of Magical abilities Tango never lasted to long in any place at any given time. Fortney for Tango his cloak provided him enough protection that he was able to escape any one who actually wished to test Tango magical abilities. However tango ended up being ambushed by a group that believed his magical powers were nothing more than his ego. When push came to shove Tango surprisingly ended up being the lone survivor of that night. One day after a great fight Tango left his cloak upstairs in his room and started a fight which ended on the other end of town. That night Tango finally met his match and it is all due being left cloak-less.
STATISTICS:
Equipped Abilities:
+1 AC
Immune to Fear
Special Abilities that require charges (5 charges total)
When wearer is reduce to 1 HP cloak cast Heal on wearer (this uses on charge)
Weight: 3
Not Usable by:
olimikrig Fri, 23rd Sep '05, 10:20pm To make it easier for me to simply copy+paste item description into my Setup.tra file, I would like if you all could write the setup for the item like this (so all descriptions will have a likewise setup):
<Name>
<Background>
STATISTICS:
Damage:
THAC0:
Special abilities:
(?)
Weight:
Speed Factor:
Proficiency Type:
Type:
Requires:
(Not) Usable By:
@ Fireag
I won't make those! They're overpowered to the rediculous, and cannot make a Pelvise(or whatever those shoulder things are called in english).. reduces casting time by 5! Immunity to death spells! Ac improvement! :nuts:
sorry dude.
@ Goli
I'll altert the weight to the weight of a regular Bastard Sword (why would it be 2-h if it wight only 1?).
Yes, the dmg. is a little too much, I'll remove the vs. evil modifier.
Also added a 10str requirrement... Seems logical to me.
@ UCLAP
1) +1d6+4 (an additional 5-10) damage to all tall legged humanoid creatures (list below; no giant creatures)1d6+4 extra would be fine
2) 25% chance of causing knockdown on above creatures (1 round of "sleep" like effect); save at +3 for no effect; cannot be dispelled if possible..
3) 50% chance of causing slowness for 1 round (no save);Causing creatures to be "knocked down" in approximately 1/4th of all attacks and slowed in approximately ½ of all attacks seems a wee too much for me. Lets make it a 5% effect instead, or what (everyone feel free to comment on this one)?
cannot be dispelled if possibleIt is possible afair.
[ September 24, 2005, 17:01: Message edited by: olimikrig ]
olimikrig Sat, 24th Sep '05, 10:44pm Someone out there interested in alpha and-/ or beta testing this item pack? I will need some to do some SoA and some to do some ToB (or both) testing on whether item damage/abilities behave proper, feedback on prices, altering of background/description where needed, etc...
Please PM me or write here if you're interested.
Western Paladin Sun, 25th Sep '05, 8:17am Crystal Sword +2
This sword is a truly gorgeous weapon, with an intricate hilt made of an unidentifiable silvery metal and a long blade made of pure, clear crystal. In spite of its delicate appearance, the crystal is very sharp and hard, and further seems to be slightly repellant to hostile magic. The shopkeeper is not sure of the weapon's history nor how it got to this country, but he assures you there will never be another sword like this. Of course, he does stand to make more money if you believe that.
STATISTICS:
Damage: 1d10 + 2
THAC0: +2
Special abilities: Casts Minor Spell Turning once per day
Weight: [Standard weight for two-handed swords, I can't remember off-hand]
Speed Factor: [As weight]
Proficiency Type: Two-Handed Sword
Type: Two-handed
Requires: 14 Strength
Not Usable By:
Cleric
Druid
Mage
Thief
[ September 26, 2005, 03:46: Message edited by: Western Paladin ]
Malovae Sun, 25th Sep '05, 1:00pm Okay go these two built and ready to send. Its took me hours to get the arrows working right. I'll add stories and a name to the bow later.
The bow is here because BG2 has no longbows that require no ammo and the selection was a bit limited to a few easily obtained good ones.
The arrows are a bit of fun. just something i cooked up whilst making the bow. If they are included i would limit the number sold , much like the Arrows of Dispelling are. They will cost alot as well.
Criticsm welcome :p
Longbow
STATISTICS:
Damage: 1d6 +2 Magic Damage +2 Piercing Damage
Thac0: +3
Special Abilities:
Does not require ammunition
Every successful hit leaves the target with a -1 penalty to Thac0. This is cumulative with further attacks. The effect of each strike lasts 2 rounds.
Weight: 8lbs
Speed Factor: 4
Proficiency: Longbow
Type: Two-handed
Requires: 15 Strength
Not usable by:
Cleric
Druid
Mage (single)
Monk
Amnish Roulette (arrows)
STATISTICS:
Damage: 1d6
Thac0: +3
There is a 5% chance one of the following may happen:-
Target petrified
Target's sex changed
Target slowed for 1 turn
Target webbed for 3 rounds
Target confused for 3 rounds
Target polymorphed into a cow
Target feebleminded for 2 rounds
Target stunned for 2 rounds
There is a 60% chance that the target will recieve 1d6 additional piercing damage
No two effects will occur at the same time
Unsable by:
Cleric
Druid
Mage (single)
Monk
Western Paladin Sun, 25th Sep '05, 1:30pm Wild Surge arrows! I like! :cool:
Actually, if you have Weimer's Item Upgrade mod, you can upgrade the Heartseeker from Ribald's secret stash into "Teleomortis", a longbow that doesn't require ammunition. :)
Malovae Sun, 25th Sep '05, 1:55pm Yeah, but have you seen its stats, its pointless. i like items that arent overpowered but have some worth. i suppose it was +4 enchantment. Mines a +3 because i'm hoping it will be usable for mid SoA.
i may have to tone down the Thac0 drain because an Archer with grandmastery in longbows and relativly high level could get it down to a -10 penalty (-20 if improved hasted or GWW!!!). And I don't know if the piercing damage should be there. It allows the proficiency bonuses and class bonusses to be taken into account. I suppose it still does less damage than most melee weapons so is balanced.
Glad you like the arrows. its quite funny turning Amnish guard into devas (their oppisite sex avatar). I might reduce the chance of petrify, stun, feeblemind, confuse, and slow to 2%, remove the web, and leave the other two at 5%. Then increase the piercing damage to 80% chance of 1d3.
What do you think?
The Magpie Sun, 25th Sep '05, 2:21pm Yeah, % chance THAC0 drain would be better, I think. And the piercing damage is fine - like you say, it still does less damage than most melee weapons. Feeblemind and confusion are dangerous ones, because they're script-breakers. Although, with a % chance that low, you'd probably be safe.
But you've done a good job; I always thought that an unlimited ammo longbow was a criminal omission from SoA. It's nice to see one that's not outrageously overpowered. :)
olimikrig Sun, 25th Sep '05, 3:24pm It sounds great Malovae :thumb:
Malovae Sun, 25th Sep '05, 5:56pm Okay went back did some editing and this is my contribution if you want to use it. All items are made so i just have to email them and their descriptions. They all work, as far as i can tell from testing, as they should do.
If you want me to make some for you let me know which ones, it might save you some time :) i've got plenty of it.
Oh, and the stories arent great but I'm nbot much of a story teller. Feel free to flesh them out ;)
Longbow +3: ‘Long Road’
This bow, slightly worn looking though brimming with energy, gifted to a young warrior named Ezkiel Quareen. Legend says that the skilled archer travelled great distances looking for a bow that was able to damage powerful foes that could resist even magical arrows. His efforts were in vain however, as there was no such bow he could find. On his way he found many shortbows that fit his purposes, but he had trained with longbows all his life and was not going to begin to use weak weapons only fit for thieves. He was beginning to lose heart until one day he came upon a slightly unstable elven character. After much pointless dialogue over what the existence of Halflings had achieved, he finally mentions a possibility that he could help him in his quest. Curious as to how the elf could know of his quest, he resisted putting an arrow in his chest. Telling Ezkiel he would be back in 3 days, he set off with no word of why. Ezkiel, tired and fed up decided there was no harm in waiting to see if there was anything to come of his encounter. Three days later this longbow fell on his head from the sky. He never saw the elf again.
STATISTICS:
Damage: 1d6+2 Magic Damage +2 Piercing Damage
Thac0: +3
Special Abilities:
There is a 33% chance that upon a successful hit, that the target will suffer a -1 penalty to Thac0. This is cumulative with further attacks. The effect of each reduction lasts 2 rounds.
Weight: 8lbs
Speed Factor: 4
Proficiency: Longbow
Type: Two-handed
Requires: 15 Strength
Not usable by:
Cleric
Druid
Mage (single)
Amnish Roulette Arrows
These very rare arrows are believed to have been invented by war wizards in the employ of Amn several centuries ago. Amnish legionaries, presumably bored with normal interrogation method came up with an extraordinary game based on their favourite gambling pastime; roulette. Asking the war wizards for arrows that would have random effects on the targets was simple enough, coin, the only language many of the recruits spoke, was all was needed. The idea, the inventor proclaimed, would be for the hapless victims to shoot themselves with the new creations and to experience the humiliating or perhaps deadly consequences. Despite the great expense the legionnaires went too to play their morbid pastime, they soon lost interest as most often the result was a painful death from bleeding. The arrows were soon sold on throughout Amn to any who would have them at great profit to the legionnaires; but only after inserting a few into some cheating war wizards.
STATISTICS:
Damage: 1d6
Thac0: +3
There is a 2% chance one of the following may happen:-
Target petrified (Save vs. death at -4 to avoid)
Target confused for 2 rounds
Target stunned for 2 rounds
Target feebleminded for 2 rounds
Target slowed for 1 turn
There is a 5% chance one of the following will happen:-
Target's sex changed
Target polymorphed into a cow
There is an 80% chance that the target will receive 1d3 additional piercing damage
No two effects will occur at the same time
Malovae’s Defence Orb
This tiny swirling orb flies around the head of the user, defending from attacks and other dangers that doers of evil may throw at them. Despite this it also has some other useful abilities, including amplifying their telepathic ability and defending from evocation spells.
It is said to have been crafted by the great mage Malovae hundreds of years ago, but some modern scholars claim this to be myth, and that it’s true origin is Netheril. Despite this many still believe the ‘myth’, and continue with its namesake. Regardless of where it was made, this stone is a great asset for any mage who dabbles in adventuring.
STATISTICS:
Armour Class: +2
Saving Throws: +2
Special Abilities:-
Mind Wave:
The orb that floats around the user’s head also has a mental link with the caster. When the caster wishes, he or she may unleash a wave of telekinetic energy and may possibly stun their opponents.
Damage: 3d8+5 electrical damage
Surrounding enemies will be stunned for 1 round (save vs. spells at +2 to avoid effect)
Usable 3 times a day
Energy Barrier:
The orb may also protect the user from harmful energy attacks from the school of evocation. This lasts for 5 rounds and negates the effects of all spells from that school, including area of effect.
Usable once per day
Malovae’s motto:
“Some things are better left unsaid” - Target is silenced for 2 rounds (no save)
Usable once per day
Weight: 1lb
Requirements: 16 Intellegence
Usable by:
Mages (single, dual, multi)
[ September 25, 2005, 18:10: Message edited by: Malovae ]
olimikrig Sun, 25th Sep '05, 7:27pm Oh, and the stories arent great but I'm nbot much of a story teller. Feel free to flesh them out Nah :p that's what we've got the Great Magpie for :p
If you want me to make some for you let me know which ones, it might save you some time i've got plenty of it.I'll take you up on this. I'll just do a list of remaining items, and give you some tasks. Feel free to alter where you think it's needed, if we'll have some clashes conserning that, we should be able to figure an middle way or alternative out :)
Malovae Sun, 25th Sep '05, 7:37pm Send away. I'm emailing you the ones I've done so far.
Western Paladin Mon, 26th Sep '05, 3:47am Yeah, those arrows look really nice. I'd use them. :thumb:
I edited my sword's name to be just "Crystal Sword +2". You don't have to use it if you don't want, but if you do I think that sounds better than the way I had it before. :)
Firag Mon, 26th Sep '05, 7:17am @olimikrig
Then remove the casting time :p
Then remove the casting time :p
No one realy knows who forged this armor , but from the tales it is only know that the mother of Firag was the one that created it . No one know what the armor may give to his owner , but one it is know one put it on the body it can't be removed . When leaving for the border realms Firag left his armor in the Templar Hold . On the back side of the armor you can see the sign of HELM , on the other side you can see the sign of Black Dragon prepared to throw his breath to you . The Armor is black , with some red and white spots where the signs are .
STATISTICS :
Immune to Mind Control , Immune to Heal , Cursed , Protected from Normal Weapons
AC : 3
Weight : 96
Only Usable By : Cleric
[ September 26, 2005, 07:45: Message edited by: Firag ]
The Magpie Mon, 26th Sep '05, 11:46am Now that's cool. Might be worth lowering either the AC or the weight, though, otherwise people might not bother with it. After all, mundane Full Plate gives better AC, even if PFNW is very handy, enemies with normal weapons are rarely a threat anyway (unless you're a mage relying on PFMW). The really dangerous stuff will always have enchanted weaponry. Otherwise, I like the way you've worked the theme for the item. Immune to Heal is a nice touch - people might actually have to memorise some of the "lesser" healing spells, for once!
Malovae Mon, 26th Sep '05, 5:00pm Yeah, that looks good. Its not very often that you get a cursed item worth using :)
Lower AC to the same as Full Plate +1 and the weight slightly as Magpie says and I would stick it on a cleric. Its quite easy to make as well.
Abdel - Bhaal Spawn Mon, 26th Sep '05, 5:27pm olimikrig how many items and weapons do you have to date?
Firag Mon, 26th Sep '05, 5:45pm Ok magpie than the new stats should be :
STATISTICS :
Immune to Mind Control , Immune to Heal , Cursed , Protected from Normal Weapons
AC : 0
Weight : 40
Only Usable By : Cleric
olimikrig Mon, 26th Sep '05, 5:46pm As up to now I've got 26 plus some addtional item Malovae is at making.
I'm myself currently creating a moonblade, which requirres some effort since it should be only wearable by an elven PC :p
And, I want it to deal 10d10 lightning damage to the wearer and destroy itself if any Evil elven PC tries to use it ;)
Abdel - Bhaal Spawn Mon, 26th Sep '05, 6:35pm olimikrig I will make a moonblade usable by only a y Eleven Ranger when I get to the long sword category. My last one I was one was cloaks. I still have a way to go.
olimikrig Mon, 26th Sep '05, 9:15pm HuH :confused: are you talking about actually making the item, or just describing what it will do? I have already made a moonblade, but if you think you can script it to be only wearable by the PC without using tons of loopholes then be my guest.
Abdel - Bhaal Spawn Mon, 26th Sep '05, 10:25pm olimikrig I could write the text. My home PC has been on the fritz lately and I am in a dire need for an upgrade, running Windows ME. YUCk. Or else I would actually create the item.
Here are a few more weapons I wrote up. Let me know what you think. I love Dart of Death.
Club of Deep Wood
This club was made in the heart of Cloakwoods by a hermit. This club has been imbedded with all sorts of natural magic that it is only relevant that those who wish to protect nature can use this club. This club solo purpose is to protect nature and those who wish to protect nature. This club has only seen the hands of a few and those who do hold it understand their purpose and will protect nature in such a way they never thought so before.
STATISTICS:
Combat Abilities:
Good Berry 3/Day
Summon Animals 2/Day
Call Woodland Beings 1/Day
Summon Lesser Earth Elemental 1/Day
Equipped Abilities:
Barkskin
Thaco: +1
Damage: 1D6+1
Damage type: crushing
Weight: 3
Speed Factor: 3
Proficiency Type: Club
Type: 1-handed
Requires: 5 Strength
Usable By:
Druids
Rangers
Jaheria’s Club of Good
Jaheria a warrior druid and a protector of the wood was often seen carrying this mighty club. After a while the club grew in power from the magical energies she cast to protect her friends and to attack their enemies when in battle. As Jaheria traveled with her companions she slowly started to see why fighting for the cause of good would benefit nature and neutral perceptive slowly changed. When her Jaheria traveling party was attack when resting out one night she missed placed her club for another and notice that she lost the power she once had when she yield this club and no longer felt as if fighting for the cause of good would benefit nature. In the battle her club was taken from a Hobgoblin who took flight due to how fast his comrades were falling. Jaheria took off after the Hobgoblin but lost him in the mist of the foggy night. Since that night Jaheria prefers to wield a scimitar or a quarterstaff due to the fact that she will never be able to hold a club like the old that was forged with magical energy in her hands.
STATISTICS:
Strikes as a +3 weapon
Combat Abilities:
Cure Light Wounds 3/Day
Call Lighting 1/Day
Equipped Abilities:
Changes Alignment to Good
Thaco: +2
Damage: 1D6+2
Damage type: crushing
Weight: 3
Speed Factor: 2
Proficiency Type: Club
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Mage
Shank Metal Club of Stone Cracking (Cursed)
This club was the most prized possession of Shank, a dwarf cleric who went out and tried to rid his clan of the attacking Stone Giants. During his battle with the giants it is said when he hit them their bodies it would start to crack. His clan doubt it was Shank strength that would cause the giants bodies to crack, since Shank could not use armor due to how he could barely lift 50lbs. Shank clan believed the metal club Shank yield was tuned to Shank’s hatred of Stone Giants and his hatred fueled the club to crack and sometimes shatter the giants into tiny pieces. However due to Shanks lack of protection he fell one day to a band of stone and hill giants and that was the last anyone heard of Shank. However his club as been in the hands of many warriors and after wielding it for a day or two many drop the club due to how weak they feel after wielding it for such a short time.
STATISTICS:
Combat Abilities:
Upon a successful hit all Giant Humanoids and Golems must save vs. Death or be destroyed.
Equipped Abilities:
-2 to Str
Thaco: +2
Damage: 1D6+2
Damage type: crushing
Weight: 10
Speed Factor: 7
Proficiency Type: Club
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Mage
Dart of Fire Blast
This dart is magically tuned dart that explodes when thrown and contact is made with a object. The fire explosion is about 10-15’ in diameter. This weapon is deadly even for it’s owner given that it returns to its owner and when your enemy approaches and you are throwing this weapon there is a chance you yourself could be destroyed by the blast. STATISTICS:
Combat Ability
Upon Success fit the dart will explodes and cause 3D6 worth of fire damage save for ½.
Weapon return to owner
Thaco +2
Damage: 1D3 + Fire Damage 3D6
Damage type: missile (piercing)
Weight: 0
Speed Factor: 1
Proficiency Type: Dart
Type: 1-handed
Not Usable By:
Cleric
Dart of Icy Death
This Dart origin is unknown and what it may or may not do is also unknown. The only thing known about this Dart is that it’s owner always seem to end up frozen or so they say.
STATISTICS:
Combat Ability
Upon success hit target must save vs Breath Weapon or take 1d8 cold damage at -5 save.
Thrower of the weapon must save vs Breath Weapon or be frozen for 5 rounds.
Weapon return to owner
Damage: 1D3 + Ice Damage 1D8
Damage type: missile (piercing)
Weight: 0
Speed Factor: 1
Proficiency Type: Dart
Type: 1-handed
Not Usable By:
Cleric
Dart of Death (Cursed)
This dart has seen many hands and all who touch it die. There is no chance of survival or so goes the legend. However one man does boast using this dart and taking down a dragon. But the man did die the next person who he met who he dared to throw the dart at and it was a simple child. Now this dart travels the realm looking for its next victim.
STATISTICS:
Combat Ability
Thrower of the Dart must save vs. Death -15 or die.
Target must save vs. Death -10 or die
Weapon return to owner
Thaco: -5
Damage: 1 or Death
Damage type: missile (piercing)
Weight: 0
Speed Factor: 1
Proficiency Type: Dart
Type: 1-handed
Not Usable By:
Clerics
Felinoid Mon, 26th Sep '05, 10:40pm Love the Jaheria club. :thumb:
olimikrig Mon, 26th Sep '05, 10:51pm It looks great Abdel. You work a way too fast for Malovae and I to keep up with you :) , which is only good!
Any one interrested in translating tis to either: german, italian or spanish? Already got a French translater (thanks Ofelix)....
Heh, by the way I don't think I can use this pack myself in my Misunderstood party, since there's too many of the items I am allowed to use there's actually worth the while, which if you have read the thread you'd know, is bad :shake:
[ September 26, 2005, 23:06: Message edited by: olimikrig ]
Hard Blunt Stone of Fury Mon, 26th Sep '05, 11:22pm I'll make a suggestion. This'll be great I can't make up good names and I'm terrible at descriptions.
Dart of Healing
This is a strange dart made by a cleric whose name is unknown. The dart acts like a sling but it doesn't take any bullets and can't use bullets. This dart isn't made for killing but rather for healing. Not much else is known besides the fact it is a dart that doesn't inflict pain.
STATISTICS:
Damage: none
THAC0: +2
Special abilities:
Returns to Thrower
Cast Raise Dead 1/Day
Target that is Hit is healed 20 points of damage
Damage: none
Damage Type: missile (piercing)
Weight: 0
Speed Factor: 1
Proficiency Type: Sling
Type: One-Handed
Requires:
Usable By:
Clerics (Dual, Multi or Single)
I hope that was a good suggestion.
Felinoid Mon, 26th Sep '05, 11:44pm Ooh, I've got an idea:
Rock of DUH!!
Similar to the type of rock that was flung at Neeber/Noober in his childhood, these stones unerringly seek out the skulls of their hapless victims. It is said that a single blow from one of these strange rocks can lower an IQ by up to 50 points!
STATISTICS:
Damage: 1d4+1
THAC0: -1
Special Abilities:
-1 INT (permanent) on hit
5% chance of Feeblemind
Damage type: missile (piercing)
Weight: 0
Launcher: sling
It's effectively a +1 rock (1d4 damage base, IIRC) with a -2 modifier for the called shot on the head. The Feeblemind isn't really necessary if you want to take it out. This would be a great thing to have when you meet up with Noober.
Noober: "Are you gonna throw rocks at me?"
PC: "Yes." *thwack!* :lol:
It'd be pretty sweet against low-INT enemies, too. A few hits and they're dead from stat-drain. :evil:
olimikrig Tue, 27th Sep '05, 12:12am :lol: :lol: :lol: :lol:
Abdel, you Dagger o' Death is soooo much fun :shake:
kamikaze!
The Magpie Tue, 27th Sep '05, 12:18am :shake:
Yup, it's even more insane than Westley's version of Eye-gouger that blinded the thrower, inevitably sending them wandering into the fray. :lol:
Still, it'd be lethal if you cast Death Ward on the thrower before unleashing it.
@ Fel: we could sneak in an AoLS reference and call it the Rock of Bush instead...
olimikrig Tue, 27th Sep '05, 12:32am Still, it'd be lethal if you cast Death Ward on the thrower before unleashing itAh, but there got to be a cheezy way around everything, no? Okay, should I make it a save vs. something else instead ?
The Magpie Tue, 27th Sep '05, 12:43am Nah, maybe just remove the save penalty: -10 is simply mental: Finger o' Death is only -2, after all. Maybe make it a bonus to save, like Chromatic Orb. :hmm:
olimikrig Tue, 27th Sep '05, 12:47am Could do that, but then we'd also need to give a bonus to the opponents save. Also I think I'm going to make it a stacked item instead of returning. I don't think you should be able to use this as an alternative way of Ctrl+y a creature throughout the game, or :hmm:
Abdel - Bhaal Spawn Tue, 27th Sep '05, 2:44pm olimikrig don't forget the character throwing the dart must save vs. death at -15 or die. That is why it is a cursed item. Maybe make it save vs. spell or breath weapon at -10 for the thrower and -5 for the target. Either way this dart purpose is to take the life of the thrower and not the target.
Now think of it this way. If this weapon returns to your hand and you have 3 attacks a round, that would require 3 saves within a round. Now at a -15 modifier for the thrower chances are they will die by the third throw. On the other hand the target has a greater chance of living at only a -10 modifier to their saving throw.
My next catergory is the daggers and so far this is what I have in mind.
Dagger of Paper Cutting....
I will write it up later on today and post it. I believe everyone on here will get a good laugh with this lethal dagger.
olimikrig Tue, 27th Sep '05, 2:48pm At -15 chance are that they'll die by the first throw ;) It would require them to have a pretty high saving throw to make it at -15 :p
Hmm... Maybe, just maybe I should make it an disintegrating death, destroying the caster and his items alike? What say you :hmm:
Abdel - Bhaal Spawn Tue, 27th Sep '05, 5:58pm olimikrig,
As for the actual way the person dies disintegrating, death, etc... works. As long as the person has to save vs. something or die I could careless what spell is cast upon a failed save.
Here is one weapon that is over powered only if you repeatly have successful hits in a row on one target. Of course if you miss than hit, than miss, than hit the damage would be minimum in comparison. Though over powered if successful this weapon has no increase in Thaco but is considered a +2 weapon. Please let me know what you think of this weapon.
Paper Cutting Blade
This is not a weapon of choice. One usually wields this weapon when others are either broken in the heat of battle or removed from their possession. This weapon can be quite effective when the wielder takes their time and continuously hits their enemy with this thinly crafted blade. The blade when looked at appears to be as thick as the thinnest parchment ever seen in the realm. The weapon smith who created this blade took years of forging to provide the owner a weapon that had an ultra thin blade and stability in the blade not normally seen. The original owner of this weapon was a mad arch mage who enjoyed inflicting pain and torturing his enemies. This weapon was often seen slicing open a small harmless wound on the victim. Once the mad arch mage sliced the victim skin open, even though it appeared no wound occurred, the mad arch mage would squeeze lemon on the victim unseen wound. This of course often lead the mad arch mage victims into crazy frenzy as they endured numerous slices repeated by lemon juices penetrating a almost unnoticeable wound. After the 5th cut the victims of this blade would often seem unconscious from the pain the lemon juices provided. One such victim the mage tried this on was well protected against little weapons like this. This victim cast a spell that harden his skin and upon the 5th hit the victim was still awake. Surprise by this the mage start slashing and spraying. The victim survived around 30 or so strikes before the mage accidentally cut his prisoner free. Once the prisoner was free the mad mage life was ended by his only torturing blade and rightfully so.
STATISTICS:
Combat Ability:
Each successful hit the target will take additional 2 point of lemon juice damage. Each successful hit that is followed by another successful hit the damage would be doubled. Strength modifiers not included in the multiple successful hit damage calculations.
Example of how special ability works:
Round 1 successful hit 1d2+2
Round 2 miss no damage
Round 3 successful hit 1d2+2
Round 4 successful hit 1d2+ (2* 1d2+2)
Round 5 successful hit 1d2+ (2* 2d2+4)
Round 6 successful hit 1d2+ (2* 4d2+8)
Round 7 miss
Round 8 successful hit 1d2+2
Etc…..
Thaco: (Considered +2 to hit)
Damage: 1d2+Special
Damage type: Slashing
Weight: 1
Speed Factor: 0
Proficiency Type: Dagger
Type: 2-handed
Not Usable By:
Cleric
[ September 27, 2005, 18:17: Message edited by: Abdel - Bhaal Spawn ]
The Magpie Tue, 27th Sep '05, 6:07pm :cool:
That's very nice Abdel. :thumb:
Could be very deadly in the hands of an extremely low THAC0 warrior... Or utterly useless. Just out of interest, how do you intend to handle dual-wielding? Will misses on the off-hand count too? Is it even possible to stack damage like this? :hmm:
Abdel - Bhaal Spawn Tue, 27th Sep '05, 6:17pm Make this weapon 2-handed and the problem of the off hand would be solved. After all it was mad arch mage who wanted the weapon. I will edit my previous post.
Gilden Wed, 28th Sep '05, 10:57pm Olimikrig
#3
THROWING HAMMER +2
This Throwing hammer has been magically enchanted so it returns to the hand of the wielder.
STATISTICS:
Combat Abilities: Returns to thrower
THAC0: +2 bonus
Damage: 2D4 + 2 / 1d4 + 2 (melee)
Damage type: crushing
Weight: 4
Speed Factor: 1
Proficiency Type: War Hammer
Type: 1-handed
Requires: 9 Strength
Not Usable By:
Non-dwarves
Druid
Mage
ThiefI like the idea of a throwing hammer, since it is an excellent weapon for high strength fighters as long as the damage plusses for high strength apply to this when it is thrown, in the same way they do with the dwarven thrower. However the usefulness is largely ruined by only allowing dwarves to use it. I would allow non-dwarves to use it, no reason they shouldn't. I'd go further, and have this hammer made from wood with the head hardened until it is almost as tough as iron. Druids now have a good alternative weapon to sling bullets.
Now in the 'not usable by category' there are
Thieves
Magic Users
ps. I would also raise the speed factor to something like 4, hammers are far too unwieldy to rate a 1.
olimikrig Thu, 29th Sep '05, 5:10pm Good idea :)
I like the idea of a throwing hammer, since it is an excellent weapon for high strength fightersThat's exactly my point. And the prob in BG to is that the only throwing hammer is the Dwarven tosser/thrower, which cannot be used by non-dwarves. Every party should have the chance of selecting throwing hammer!
Malovae Fri, 30th Sep '05, 4:41am Got three more done. Emailing them now. Just letting people know whats going in :)
Below is Western Paladin's updated sword. The description may change.
Crystal Clear +2
This sword is a truly gorgeous weapon, with an intricate hilt made of an unidentifiable silvery metal and a long blade made of pure, clear crystal that glows a light blue colour due to energy given off by the impossibly floating runes it contains. It once belonged to the famed Ilyana, a ranger from the East who fought against large infestations of undead across the land, taking special attention to the whereabouts of liches, her favoured enemy. A sorcerer made this weapon to be like her, delicate-looking yet deadly. It’s slightly lighter weight for a weapon of its size allows for noticeably quicker attacks, although it must still be noted that it is no short sword. In spite of its delicate appearance, the crystal is very sharp and hard, and when the wielder wishes, may reflect magical attacks just like deflecting sword blows from enemies. Ilyana vanished from the historical records about thirty years ago, and the shopkeeper is not quite sure how her sword got to this country.
STATISTICS:
Damage: 1d10 + 2
THAC0: +2
Special abilities: Casts Minor Spell Turning once per day
Weight: 6
Speed Factor: 5
Proficiency Type: Two-Handed Sword
Type: Two-handed
Requires: 8 Strength
Not Usable By:
Cleric
Druid
Mage
Thief
Below if Firag's cursed armour. Not much info to go on but I have given it a somewhat logical name based on the story and fleshed the story out a bit because i didn't recognise some of the references.
Firag, if you have anything you want changing let me know, and i'll get on it :)
Mother’s Curse +1
Although no one really knows who forged this armour, the tales that surround this artefact claim that it was the mother of a famed hero named Firag, who created this cruelly useful full plate. The abilities the armour gives to its wearer, though mysterious, do come at a painful price. Once equipped, it cannot be removed from the body. This is mainly because the inside of the armour is covered with small spikes that dig into the wearer and eject small amounts of weak poison into them. Although unnoticeable, it does require a healthy person to endure such an effect. The poison also slightly discolours the wearer damaging their charisma.
Legend has it that when leaving for the border realms Firag left his armour in the Temple of Helm. This story is given some merit, for that on the back side of the armour you can see the sign of Helm, which indicates that it was probably gifted at some point to a servant of that deity. Modern scholars argue that the armour was crafted by an unknown craftsman within the service of Helm, but this is largely discredited by the fact that the symbol was obviously added later as a consequence of its extensive use throughout the Order. The armour has been used by many great adventurers over the years, including Theodora Manstapler, Igor ‘the merciless groundhog killer’ Smith, Dasios Noober and of course Firag. The great success of these adventurers speaks for itself and although cursed, this plate surely has more heroic days in it yet.
STATISTICS:
*Cursed*
All healing spells cast upon the wearer have no effect. This includes Cure Minor Wounds, Cure Medium Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Healing and Heal. The spell effects from regenerate still work as normal.
Charisma: -2
Immune to Charm
Immune to Normal Weapons
AC: 0
Weight: 40
Requirements: 16 Strength, 14 Constitution
Usable By:
Cleric (Single, Dual, Multi)
This one is mine, i hate the fact that there is only two pairs of boots in SoA worth using (Boots of speed and boots of Avoidance). the Speed ones usually win due to the faster travel. So here are ones which increase movement speed but don't put the stupid haste icon on....
Yugoll’s Boots of Escape
Yugoll was once a name that many authorities regarded as a dirty word. Understanding why this was requires an understanding of the mind of the policing forces of Faerun. The main thing to know is that they don’t like being outsmarted or evaded longer than a day or two. After a day the fun of the chase became the boredom of the search. Yugoll, a thief of some renown up in Waterdeep, was one of the most difficult targets of the Waterdeep authorities. Taking great pains to capture him alive, the guards were not allowed to use lethal force when they found him. Whole teams of war wizards were sent to stop him in his stride, but no matter what they threw at him he merely danced around as if nothing had happened. Before they knew it, he had clicked his heels together and miraculously became invisible; disappearing into the night.
So cocky was Yugoll, he began to operate during the day, in plain sight of guards and townspeople. This alarmed the most senior officials of the city, who feared such a blemish on their Guards reputation would lead to damaging repercussions in the trade sector. In response, they hired some of the best bounty hunters in the land to procure him. The woman that finally brought Yugoll to his knees was a veteran bounty hunter named Theresa Vargu. As cunning as well versed in her trade, she engineered a fake art show, where dozens of masterpieces were to be shown to the public for a small fee. It was not long before Yugoll struck, and Vargu was ready waiting. As soon as he appeared, ten guards jumped out and surrounded him, which led to several moments of hysterical laughter at the meagre attempt. Then something Yugoll was not expecting happened, Vargu threw a trap at him. Not expecting that the authorities would try to hurt him, he recoiled in terror. But when fired it did nothing. Then it slowly dawned on him as he saw the enclosing ethereal bars…. he was to be mazed.
By the time Yugoll was released from the magical prison, the guards had erected a miniature prison in the mock-art gallery. He was going no where. It was soon found that his extraordinary ability to avoid capture was due to the boots he had worn.
From that point on, over confident thieves were called ‘Yugolls’. He never saw his boots again.
STATISTICS:
Permanent Free Action
Movement Speed increased by 4
May cast Invisibility once per day
Not Usable by:
Wizard Slayer
Abdel - Bhaal Spawn Fri, 30th Sep '05, 10:27pm Boots of Biting Back
These are magical boots that provide it wear with power protection not normally seen in boots. Normaly magical boot provide a increase movement that increases a wearer protection, but these boots do a little more than that. The wear is not only protected like in normal magical boots but is able to cause up to 50% of the pain the wearer feels to the individual that hit the wearer of these boots.
STATICS:
Combat Abilities: When wearer successfully receives damage there is a 25% chance that the enemy/target who hit the wearer will receive 50% of the damage they caused on the wearer. Save for 1/2.
Equip Abilities:
Free Action
+1 AC
Felinoid Fri, 30th Sep '05, 10:40pm @Abdel:
:lol: I just got an idea for something else to call them.
Boots of "Butt Kicking for Goodness"
.
.
.
On occasion, when the wearer is hit, the boots will automatically guide his foot to the posterior of his attacker, administering a swift kick of "justice".
.
.
.
Not usable by:
Evil characters
This would be perfect pair of boots for Minsc. :grin: If you guys don't make it, I will. (For personal use only, of course; I don't have the patience to mess with all of that WeiDU stuff.)
Hard Blunt Stone of Fury Sat, 1st Oct '05, 4:57am I'll make a suggestion (i think i made one before but....)
Cloak of The Big Green Guy
This cloak is enchanted SERIOUSLY! It was enchanted by a Necromancer named The Big Green Guy. No one knew what his real name was though. People say this cloak is evil and some people say this cloak is good. C'mon WEAR IT ALREADY!
STATISTICS:
CURSED
+2 To All Saving Throws
-2 AC Penilty
Wearer is Hasted
Wearer Regenerates 1HP every 6 Seconds
-3 To ALL STATS
Can Cast Bolt of Glory 3/Day
-5 HP
Anyone Can Use This item.
Western Paladin Sun, 2nd Oct '05, 2:12am Boots of Butt-Kicking for Goodness = :D
How do you kick a beholder in the butt? (For example.)
Hard Blunt Stone of Fury Sun, 2nd Oct '05, 2:20am You don't kick a Beholder, the Beholder kicks you! ANyways You kick the Beholder at the bottom (which i suspect is its butt)
Felinoid Sun, 2nd Oct '05, 2:54am No, you kick it in the posterior (the back). It's like a backstab, but with a boot! :lol: For a beholder, it'd be like getting kicked in the back of the head.
Malovae Sun, 2nd Oct '05, 12:57pm You'd probably get "Boot ineffective"
olimikrig Mon, 3rd Oct '05, 2:42pm Hmmm... How would one go about making the 'boots of idiot removal'? You can't even script an invis monster to summon, and deal extra dmg. to mobs with less intelligence than 10, as Intelligence, afaik, isn't in the IDS files.... Any suggestions :hmm:
I could maybe have the boots deal extra dam. vs. all mobs that has less than 10 int, but this would be somewhat restricted ( I would also have to deal extra dam. vs. named creature types with a higher int score, and the 25% chance +3 int when hit, wouldn't do jack damage-wise - i.e. I would still deal the 5 extra damage).
Balle Mon, 3rd Oct '05, 4:10pm but beholder's still got to get rid of the "waste" where does it go? or rather where does it come out?
kuemper Mon, 3rd Oct '05, 4:16pm Beholders are abberations; where do you think all those magical rays come from? :shake: Probably they just metabolise it into their bodies.
olimikrig Mon, 3rd Oct '05, 4:18pm Guys and girls alike.
Sorry to be a :geezer: , but I would prefer if you guys at least to some degree kept your replies on-topic...
Balle Mon, 3rd Oct '05, 4:59pm what about a small beholder that could be used as a cannon and shoot beholder "rays"? sort of like jan jansen, it could be a crossbow like weapon, with special ammo
Blackthorne TA Mon, 3rd Oct '05, 5:26pm The originator of this thread would like to minimize the pure silliness in this thread and keep the conversation toward the topic of the Item Pack.
Please respect his wishes and avoid talking about anything other than desired items that are at least possible in BG2 in this thread.
olimikrig Mon, 3rd Oct '05, 6:34pm I like the idea of a throwing hammer, since it is an excellent weapon for high strength fighters as long as the damage plusses for high strength apply to this when it is thrown, in the same way they do with the dwarven thrower. However the usefulness is largely ruined by only allowing dwarves to use it. I would allow non-dwarves to use it, no reason they shouldn't. I'd go further, and have this hammer made from wood with the head hardened until it is almost as tough as iron. Druids now have a good alternative weapon to sling bullets.Arh, Gilden. I didn't quite read your reply thoroughly enough the first time. This hammer *is* wieldable by non-dwarves, which is the entire point about making it! Non-dwarves should rightfully have a throwing hammer they could use too...
Western Paladin Wed, 5th Oct '05, 8:43am When should we expect the mod to hit the streets? :cool:
Malovae Wed, 5th Oct '05, 12:45pm Oli's lookin for a beta to be released sometimne next week, but that may change. PM him if you want to try it :)
Gilden Thu, 6th Oct '05, 3:41pm Thanks for the update Olimikrig, and good to hear the hammer you envisage is usable by non-dwarves.
As for my bit about making the hammer wooden and allowing Druids to use it, I'm not even sure it is technically possible to do that. I don't know enough about what you can and cannot do in this area.
olimikrig Thu, 6th Oct '05, 7:03pm Gilden, it might be possible to make it "look" wodden, by changing item colours. This will however not be a top-priority by far, as we have more important things to look into first...
However I am planning on fiddling some with item colours when the mod has been fully tested and is gtg ;)
Felinoid Thu, 6th Oct '05, 7:26pm @Gilden:
You can make any item usable by any class or kit when creating or editing it, but the problem remains that you cannot give a druid the Warhammer proficiency without SK. So while a druid would be allowed to use the hammer, he couldn't be proficient. So a Druid using it would get the -3 THAC0 penalty, and an F/D would get -3 to THAC0, -2 to damage, and -1/2 atks/rd when compared to possible specialization. Likewise, the same stuff would happen with a mage, thief, or M/T...
:idea: Make it a quarterstaff! It could be classified as a one-handed quarterstaff (like the staff-mace), and so usable by all, but it could still have the throwing hammer look and abilities. :hmm: Or, you could have a specific Druid throwing hammer that gives them * in Warhammer while equipped. (I think that's possible.)
olimikrig Thu, 6th Oct '05, 8:12pm Make it a quarterstaff! It could be classified as a one-handed quarterstaff (like the staff-mace), and so usable by all, but it could still have the throwing hammer look and abilities. Or, you could have a specific Druid throwing hammer that gives them * in Warhammer while equipped. (I think that's possible.)I can only make the desciption icon, ground icon and incentory icon resemble a quaterstaff. The papaerdoll has to look like a war hamme, otherwise the game will crash if a make it a throwing hammer projectile :(
What could be done is to change the looks of the warhammer with photoshop, and then add an equipped effect to make the weapon look brown.
The photoshop part would requirre some work, so one could go for a club or some such instead.
I would also have to change the item description from that of an regular WH to something special (wodden WH aren't seen all that often ya know :p )
* in Warhammer while equipped.it is ;)
Bion Thu, 6th Oct '05, 9:18pm How 'bout, instead of the "Dwarven Thrower" hammer, you actually make the "Dwarf Thrower" (as refered to in one in one of th Dwarven Thrower item descriptions). It looks like a Dwarven Thrower, but when a dwarf tries to use it, they go flying instead (maybe it casts a wing buffet on the dwarf?). Don't know if there's a way to trigger this in IE...
Any thoughts about naming these items after BoM regulars? Would be especially funny if they were also inside jokes on SPers... Like the "paper thin knife" could be called "[SPer's] Razor of Paper-Thin Retorts", and could be credited to an SPer who's known for winning debates not through the strength of argument but from posting weaker arguments again and again until their opponent gives up in frustration... (Actually, more than one SPer likely fits that bill... :mommy: )
olimikrig Thu, 6th Oct '05, 9:29pm It looks like a Dwarven Thrower, but when a dwarf tries to use it, they go flying instead (maybe it casts a wing buffet on the dwarf?). Don't know if there's a way to trigger this in IE...This is do-able... all I need to do is to make an invisible creature with a script sayg each time someone uses the hammer, she will summon forth, make a check to see if it's a dwarf, and if it is instantly cast a wing buffet on the dwarf, and force him to throw the hammer :lol:
Any thoughts about naming these items after BoM regulars?Yeah, I'm sending the beta to tal tonight, but when the next v. goes out, there'll be major changes to item desciptions and such, with heavy reference to BoM user, and other BoM specific's...
This is, after all, the Boards of Magick Item pack :p
Some of the weapons already hold names of BoM regulars, but the background history on these item are still somewhat vague...
olimikrig Mon, 10th Oct '05, 1:22am Okay, so far we've got 52 items done and ready for the beta (which I count on getting up some way or another - e.g. The pack would probably have to wait for an site update here on SP, so if I can upload it on an upload site instead, that would be preferable. This way I'll only have to send the doen 'n' ready pack to Tal)..
Items created so far:
3 Throwing Hammer +2
4 Throwing Hammer +2, Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the war hammer is another. The horseman's war hammer is a descendant of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. This Throwing hammer has been magically enchanted so it returns to the hand of the wielder.
STATISTICS:
Combat Abilities:
Returns to thrower
Enchantment: +2
THAC0: +2
Damage: 2D4 + 2 / 1d4 + 2 (melee)
Damage type: crushing
Weight: 4
Speed Factor: 1
Proficiency Type: War Hammer
Type: 1-handed
Requires: 9 Strength
Not Usable By:
Druid
Mage
Thie
5 Throwing Hammer +1
6 Throwing Hammer +1, Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the war hammer is another. The horseman's war hammer is a descendant of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. This Throwing hammer has been magically enchanted so it returns to the hand of the wielder.
STATISTICS:
Combat Abilities:
Returns to thrower
Enchantment: +1
THAC0: +1 bonus
Damage: 2D4 + 1 / 1d4 + 1 (melee)
Damage type: crushing
Weight: 4
Speed Factor: 1
Proficiency Type: War Hammer
Type: 1-handed
Requires: 9 Strength
Not Usable By:
Druid
Mage
Thief
7 Mageblade of Laiwethel
8 Mageblade of Laiwethel: 'Lady of Flame, Lady of Night' is an item as mystical as it is rare. None know its true origin, but it is said that it was forged for the great Dark Elven Fighter/Mage known as Laiwethel, by the Pink sorcerer know as Taluntain.
STATISTICS:
Equipped Abilities:
Armour Class: +2
Spells: Gives one extra fifth, sixth and seventh level spell
Combat Abilities:
25% Chance of Dispelling Magic upon hit.
Enchantment: +3
Thac0: +3 bonus
Damage: 8d1+2 / 1d4 Fire damage
Weight: 5
Speed Factor: 1
Proficiency Type: Dagger
Type: 1-handed
Requires: 10 strenght and 15 intelligence
Not Usable By:
None
9 The Magpie’s Spear of Flight +3
10 The Magpie was an adventurer from the northern reaches of Faerun, so named for his habit of meticulously searching the battlefield for any sign of valuable items to be parted from their recently deceased owners. In combat, he was known for his exceptional displays of great cowardice, which he preferred to refer to as "hit-and-run tactics". This spear was commissioned by him, and bears his obvious hallmarks. It has been enchanted to ward against any spell that might restrict motion, whilst allowing the wielder to strike more quickly against a foe. Combined with the spear's naturally great reach, this allows a warrior to pick his battles with care. When holding this spear, however, one can't help but feel that one's place is not at the forefront of battle... and many of its wielders have sought to take flight at the most inopportune of moments.
STATISTICS:
Equipped Abilities:
Free Action while equipped
Attacks per round: +1
Penalty to morale
Enchantment: +3
Thac0: +3
Damage: 1D6 + 3
Speed Factor: 0
Proficiency: Spear
Type: Two-handed
Not usable by:
Cleric
Mage
Thief
Monk
11 Ofelix’ Halberd of Patriotism +2
12 Ofelix was an adventure from the northern region of Fearûn. In a sense he was from tribe of "barbarians" that couldn't care less about strangers; even when invader conquered his country. They couldn't force its inhabitants to change their language or religion. After several years of enslavement a group of warriors planned an all out attack to expel the invader. However the insurgency was defeated and in loyalty for his land he accepted death and was executed.
STATISTICS:
Special Abilities: Inflict greater damage to ‘chaotic’ enemies
Enchantment: +2
THAC0: +2
Damage: 1D10 + 2
Damage type: Piercing
Weight: 8
Speed Factor: 6
Proficiency Type: Halberd
Type: 2-handed
Requires: 9 Strength
Not Usable By:
Druid
Mage
Thief
Cleric
Monk
13 Blade of the Crimson Cat +1
14 Crimson Cat was perhaps the weirdest Halfling ever lived. Not only was he a skilled warrior, but he also wielded this blade. Over three metres long as it is, one must wonder how it was possible for him to carry and, even more, wield it. Crimson Cat used the blade to fend of forces of evil, never stopping or straying from his path.
Then, one day, he just disappeared. The blade was found some days later from a small village. No one knows the truth about his disappearance, although many say that he went to challenge the Abyss itself.
Regardless of the truth, this blade still serves its purpose without pause. When its hilt is grasped, the blade will burst to a magical flame that burns evil fiercely. Also, it has an enchantment that enables the user to wield it, even thought it stays as heavy as ever.
STATISTICS:
Combat Abilities:
5% chance of Decapitating with each strike (save vs. death)
Enchantment: +1
Thac0: +1
Damage: 1D12+5
Damage: Type: Slashing
Weight: 6
Speed Factor: 5
Proficiency Type: Bastard Sword
Type: 2-handed
Requires: 10 Strength
Not Usable By:
Druid
Mage
Thief
Cleric
Monk
15 Icicles
16 The typical throwing dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger. Unlike a dagger, this one has a smaller handle and is balanced differently. This particular dagger has been magically enchanted to look and act like icicles.
STATISTICS:
Combat Abilities:
5% chance of freezing opponent
Enchantment: +2
THAC0: +2
Damage: 1d4 / + 1d5 cold damage
Damage Type: piercing
Speed Factor: 2
Proficiency Type: Dagger
Not Usable By:
None
17 Gnomish Kneecapper +3
18 Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this - the war hammer is another. The horseman's war hammer is a descendant of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long. This War Hammer was created by the gnomish hero John the "Turnip Tosser", and is made for the pure purpose of smashing the knees of "tall-folks".
STATISTICS:
Combat Abilities:
5% Chance of "knocking" an opponent down
5% Chance of slowing an opponent
Enchantment: +3
Thac0: +3
Damage: 1d4+3, +1d6 vs. Elves, humans, orcs, half-orcs, trolls, ogres
Damage Type: blunt
Speed Factor: 3
Weight: 6
Proficiency Type: Warhammer
Type: 1-handed
Only Usable By:
Gnomes
Halflings
Dwarves
19 Helm of Fire Resistance
20 This class of open-face helmet, made of reinforced leather or metal, covers most of the head, save the face and neck. These helmets commonly provide protection for the nose.
STATISTICS:
Equipped Abilities:
+50% Fire Resistance
Special Abilities:
May cast Fireball once a day
Protects against Critical Hits
Weight: 2
Not Usable By:
Mage
Thief
Monk
Kensai
21 Javelin
22 The origin of the javelin throw is usually attributed with the elves of the southern forest Kingdom Tethyr. The Javelin is constructed of three parts: the head, the shaft, and the grip. They are about the same length as a regular spear, but tend to be slimmer for an increased aerodynamic effect. Looking into the general aerodynamics of the javelin, it is clear that they are made for flying at shorter distances, which could indicate that they were first created as hunting tools primarily used in forest environments, where a short but precise flight was needed. The javelin is approximately 3 metres long. The fragile build of the Javelin disables melee attacks.
STATISTICS:
DDamage: 2D4
Damage type: piercing
Weight: 3
Speed Factor: 3
Proficiency Type: Spear
Type: 2-handed
Requires: 8 Strength
Not Usable By:
Cleric
Mage
Thief
23 Javelin +1
24 The origin of the javelin throw is usually attributed with the elves of the southern forest Kingdom Tethyr. The Javelin is constructed of three parts: the head, the shaft, and the grip. They are about the same length as a regular spear, but tend to be slimmer for an increased aerodynamic effect. Looking into the general aerodynamics of the javelin, it is clear that they are made for flying at shorter distances, which could indicate that they were first created as hunting tools primarily used in forest environments, where a short but precise flight was needed. The javelin is approximately 3 metres long. The fragile build of the Javelin disables melee attacks.
STATISTICS:
Enchantment: +1
Thac0: +1
Damage: 2D4+1
Damage type: piercing
Weight: 3
Speed Factor: 3
Proficiency Type: Spear
Type: 2-handed
Requires: 8 Strength
Not Usable By:
Cleric
Mage
Thief
25 Javelin +2
26 The origin of the javelin throw is usually attributed with the elves of the southern forest Kingdom Tethyr. The Javelin is constructed of three parts: the head, the shaft, and the grip. They are about the same length as a regular spear, but tend to be slimmer for an increased aerodynamic effect. Looking into the general aerodynamics of the javelin, it is clear that they are made for flying at shorter distances, which could indicate that they were first created as hunting tools primarily used in forest environments, where a short but precise flight was needed. The javelin is approximately 3 metres long. The fragile build of the Javelin disables melee attacks.
STATISTICS:
Enchantment: +2
Thac0: +2
Damage: 2D4+2
Damage type: piercing
Weight: 3
Speed Factor: 3
Proficiency Type: Spear
Type: 2-handed
Requires: 8 Strength
Not Usable By:
Cleric
Mage
Thief
27 Javelin of Tearing+2
28 The origin of the javelin throw is usually attributed with the elves of the southern forest Kingdom Tethyr. The Javelin is constructed of three parts: the head, the shaft, and the grip. They are about the same length as a regular spear, but tend to be slimmer for an increased aerodynamic effect. Looking into the general aerodynamics of the javelin, it is clear that they are made for flying at shorter distances, which could indicate that they were first created as hunting tools primarily used in forest environments, where a short but precise flight was needed. The javelin is approximately 3 metres long.
This particular Javelin has been enchanted with powerful magic.
STATISTICS:
Special Abilities:
10% chance of tearing the flesh of an opponent, causing 1d4 +2 extra piercing damage
5% chance of stunning an opponent
Enchantment: +2
Thac0: +2 bonus
Damage: 2D4 +2
Damage type: piercing
Weight: 1
Speed Factor: 3
Proficiency Type: Spear
Type: 2-handed
Requires: 5 Strength
Not Usable By:
Cleric
Mage
Thief
29 Pilum of Returning +1
30 The Pilum is equivalent to the Javelin in most aspects. It tends to be shorter though. Pilums are said to be a wizard’s modification of the javelin, hence pilums do not stack, and are usually found with the magical effect of automatically returning to the hands of the user immediately having been thrown.
STATISTICS:
Enchantment: +1
Thac0: +1 bonus
Damage: 1d10 +1
Damage type: piercing
Weight: 1
Speed Factor: 3
Proficiency Type: Spear
Type: 2-handed
Requires: 5 Strength
Not Usable By:
Cleric
Mage
Thief
31 Pilum of Returning +2
32 The Pilum is Equivalent to the Javelin in most aspects. It tends to be shorter though. Pilums are said to be a wizards modification of the Javelin, hence Pilums do not stack, and are usually found with the magical effect of automatically returning to the hands of the user immediately having been thrown.
STATISTICS:
Enchantment: +2
Thac0: +2 bonus
Damage: 1d10 +2
Damage type: piercing
Weight: 1
Speed Factor: 3
Proficiency Type: Spear
Type: 2-handed
Requires: 5 Strength
Not Usable By:
Cleric
Mage
Thief
33 Choice of Felinoid +2
34 Felinoid was a Tethyrian hero with an agility of the like not ever before seen on the face of Faerûn. None other than Elminster himself magically enchanted this renowned pilum for Felinoid. Elminster took a fragment of Felinoid's agility and placed it within the pilum itself, causing the wielder to cast it at greater speed. The blade of the pilum was dipped in a highly toxic acidic, and magically protect so the effect won't wear off. It has the ability to return to the hands of whoever wields it.
STATISTICS:
Equipped Abilities:
Attacks per round: +2
Special Abilities:
Soaking Pilum (dealing 5 points of poison damage for 50 seconds unless save vs. death).
Enchantment: +2
Thac0: +2 bonus
Damage: 1d10 +2
Damage type: piercing
Weight: 1
Speed Factor: 3
Proficiency Type: Spear
Type: 2-handed
Requires: 5 Strength
Not Usable By:
Cleric
Mage
Thief
35 Abdel's Mage Chain
36 Mage armours were originally created by the renowned Bhaalspawn known as Abdel. When <CHARNAME> Slew him, the original armour was unfortunately broken, but the armour still held some energy.
The Pink Sorcerer who had followed the progress of <CHARNAME> closely came across this item as he travelled in <CHARNAME>'s footsteps.
The Pink Sorcerer tried to repair the armour, and succeeded at it to some degree. The vocalizing effect was still intact, but the flexibility decreasing counter spell, Abdel had placed upon the armour couldn't be completely re-made.
This resulted in armour that will lower the arcane powers of the wearer. This is shown as a percentile chance of miscasting the spell
All mage armours have an enchantment that will lower the weight, and strength requirement of the armour, so the weaker mages can wear the armours.
STATISTICS:
Equipped Abilities:
Vocalize
20% chance of MIscast Magic
Armor Class: 7
Weight: 20
Requires: 6 Strenght
Usable By:
Mage (single- and dual)
37 Abdel's Mage Chain +1
38 Mage armours were originally created by the renowned Bhaalspawn known as Abdel. When <CHARNAME> Slew him, the original armour was unfortunately broken, but the armour still held some energy.
The Pink Sorcerer who had followed the progress of <CHARNAME> closely came across this item as he travelled in <CHARNAME>'s footsteps.
The Pink Sorcerer tried to repair the armour, and succeeded at it to some degree. The vocalizing effect was still intact, but the flexibility decreasing counter spell, Abdel had placed upon the armour couldn't be completely re-made.
This resulted in armour that will lower the arcane powers of the wearer. This is shown as a percentile chance of miscasting the spell
All mage armours have an enchantment that will lower the weight, and strength requirement of the armour, so the weaker mages can wear the armours.
STATISTICS:
Equipped Abilities:
Vocalize
30% chance of MIscast Magic
Armor Class: 6
Weight: 20
Requires: 6 Strenght
Usable By:
Mage (single- and dual)
39 Abdel's Mage Chain +2
40 Mage armours were originally created by the renowned Bhaalspawn known as Abdel. When <CHARNAME> Slew him, the original armour was unfortunately broken, but the armour still held some energy.
The Pink Sorcerer who had followed the progress of <CHARNAME> closely came across this item as he travelled in <CHARNAME>'s footsteps.
The Pink Sorcerer tried to repair the armour, and succeeded at it to some degree. The vocalizing effect was still intact, but the flexibility decreasing counter spell, Abdel had placed upon the armour couldn't be completely re-made.
This resulted in armour that will lower the arcane powers of the wearer. This is shown as a percentile chance of miscasting the spell
All mage armours have an enchantment that will lower the weight, and strength requirement of the armour, so the weaker mages can wear the armours.
STATISTICS:
Equipped Abilities:
Vocalize
40% chance of MIscast Magic
Armor Class: 5
Weight: 20
Requires: 6 Strenght
Usable By:
Mage (single- and dual)
41 Abdel's Mage Plate
42 Mage armours were originally created by the renowned Bhaalspawn known as Abdel. When <CHARNAME> Slew him, the original armour was unfortunately broken, but the armour still held some energy.
The Pink Sorcerer who had followed the progress of <CHARNAME> closely came across this item as he travelled in <CHARNAME>'s footsteps.
The Pink Sorcerer tried to repair the armour, and succeeded at it to some degree. The vocalizing effect was still intact, but the flexibility decreasing counter spell, Abdel had placed upon the armour couldn't be completely re-made.
This resulted in armour that will lower the arcane powers of the wearer. This is shown as a percentile chance of miscasting the spell
All mage armours have an enchantment that will lower the weight, and strength requirement of the armour, so the weaker mages can wear the armours.
STATISTICS:
Equipped Abilities:
Vocalize
30% chance of MIscast Magic
Armor Class: 4
Weight: 30
Requires: 6 Strenght
Usable By:
Mage (single- and dual)
43 Abdel's Mage Plate +1
44 Mage armours were originally created by the renowned Bhaalspawn known as Abdel. When <CHARNAME> Slew him, the original armour was unfortunately broken, but the armour still held some energy.
The Pink Sorcerer who had followed the progress of <CHARNAME> closely came across this item as he travelled in <CHARNAME>'s footsteps.
The Pink Sorcerer tried to repair the armour, and succeeded at it to some degree. The vocalizing effect was still intact, but the flexibility decreasing counter spell, Abdel had placed upon the armour couldn't be completely re-made.
This resulted in armour that will lower the arcane powers of the wearer. This is shown as a percentile chance of miscasting the spell
All mage armours have an enchantment that will lower the weight, and strength requirement of the armour, so the weaker mages can wear the armours.
STATISTICS:
Equipped Abilities:
Vocalize
40% chance of MIscast Magic
Armor Class: 3
Weight: 30
Requires: 6 Strenght
Usable By:
Mage (single- and dual)
45 Abdel's Mage Plate +2
46 Mage armours were originally created by the renowned Bhaalspawn known as Abdel. When <CHARNAME> Slew him, the original armour was unfortunately broken, but the armour still held some energy.
The Pink Sorcerer who had followed the progress of <CHARNAME> closely came across this item as he travelled in <CHARNAME>'s footsteps.
The Pink Sorcerer tried to repair the armour, and succeeded at it to some degree. The vocalizing effect was still intact, but the flexibility decreasing counter spell, Abdel had placed upon the armour couldn't be completely re-made.
This resulted in armour that will lower the arcane powers of the wearer. This is shown as a percentile chance of miscasting the spell
All mage armours have an enchantment that will lower the weight, and strength requirement of the armour, so the weaker mages can wear the armours.
STATISTICS:
Equipped Abilities:
Vocalize
50% chance of MIscast Magic
Armor Class: 2
Weight: 30
Requires: 6 Strenght
Usable By:
Mage (single- and dual)
47 Abdel's Mage Plate +3
48 Mage armours were originally created by the renowned Bhaalspawn known as Abdel. When <CHARNAME> Slew him, the original armour was unfortunately broken, but the armour still held some energy.
The Pink Sorcerer who had followed the progress of <CHARNAME> closely came across this item as he travelled in <CHARNAME>'s footsteps.
The Pink Sorcerer tried to repair the armour, and succeeded at it to some degree. The vocalizing effect was still intact, but the flexibility decreasing counter spell, Abdel had placed upon the armour couldn't be completely re-made.
This resulted in armour that will lower the arcane powers of the wearer. This is shown as a percentile chance of miscasting the spell
All mage armours have an enchantment that will lower the weight, and strength requirement of the armour, so the weaker mages can wear the armours.
STATISTICS:
Equipped Abilities:
Vocalize
60% chance of MIscast Magic
Armor Class: 1
Weight: 30
Requires: 6 Strenght
Usable By:
Mage (single- and dual)
49 Longbow +3 ‘Long Road’
50 This bow, slightly worn looking though brimming with energy, gifted to a young warrior named Ezkiel Quareen. Legend says that the skilled archer travelled great distances looking for a bow that was able to damage powerful foes that could resist even magical arrows. His efforts were in vain however, as there was no such bow he could find. On his way he found many shortbows that fit his purposes, but he had trained with longbows all his life and was not going to begin to use weak weapons only fit for thieves. He was beginning to lose heart until one day he came upon a slightly unstable elven character. After much pointless dialogue over what the existence of Halflings had achieved, he finally mentions a possibility that he could help him in his quest. Curious as to how the elf could know of his quest, he resisted putting an arrow in his chest. Telling Ezkiel he would be back in 3 days, he set off with no word of why. Ezkiel, tired and fed |