Talk:Rings Slot Magic Items: Difference between revisions
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rotw+9, CL36, 34 feats, any weapon, any type, magic props up to +9, material property | rotw+9, CL36, 34 feats, any weapon, any type, magic props up to +9, material property | ||
if this could be used to copy the enchantments from a weapon wielded in one hand to a mundane weapon in the other (dual wielding), then it should be priced a little less than a weapon, but not much ( | if this could be used to copy the enchantments from a weapon wielded in one hand to a mundane weapon in the other (dual wielding), then it should be priced a little less than a weapon, but not much (95% cost of weapon throughout, is how I would do this). You are losing some diversity in properties and dweomermetals, by having to copy an existing weapon, leaving you less able to deal with different monster resists, etc. A separately purchased weapon could have different properties or dweomermetals, which, in my opinion, is usually better than just copying. | ||
Also, dweomermetal effects never stack, so having two items with the same dweomermetal doesn't help you at all (assuming you're wielding both at the same time). | Also, dweomermetal effects never stack, so having two items with the same dweomermetal doesn't help you at all (assuming you're wielding both at the same time). |
Revision as of 18:00, 12 September 2019
add melee-capable rings:
- +bonus melee attack/round (haste)
- +to-hit
- ring of mayhem: +BAB to damage for x attacks per round
- +x move when making a full attack
- ignore x difficult terrain
prisoners ring = love this concept, but this and the jailers ring should be part of the settlement rules. possibly include ironbound ring functions?
ring of sustenance = gives daily food, adds bonuses to environmental effects and overland movement
ring of maniacal devices = as rod of wonders? assuming we keep the rod/wand of wonder
ring of swarming stabs = scaling buffs to flanking, such as flank creatures at range, flank bonus increases to +3, flank inflicts dazzled or fogged x/day
ring of mind shielding = as written
ring of the ram = as written, plus an AOE attack, scale as stampede stomper? or necklace of fire?
scholars ring = as standard action, succeed on monster lore check 1/day. scale down to move/swift/immediate, scale 2/day, 1/encounter. fold in ring of revelation? (some ok content there) add bonuses to Library uses?
ring of ki mastery = as written, integrate with upcoming monk pass
ring of foe focus = change from defense to offense buff (+to-hit and + to damage) scale from move to swift to immediate action, scale from 2/day to 1/encounter to 1/round, scale from +1 each to +1/+2 to +2 each to +2/+3 to +3 each. damage buff level scales
decoy ring = this is a great idea, make it 1/day at will, scaling to 2/day, 3/day, 5/day, 7/day. Additionally, add in auto-activations when unconscious, when bloodied, when affected by a strong condition, medium condition.
ring of energy resistance = could be a HUGE family of items, scaling from 1 energy type to everything but primal in many steps, the amount based upon the CL of the ring as the spell. or, we just leave this as a spell.
ring of the troglodyte = rename ring of disgust, give it stinking cloud, nauseating trail, bonuses to Survival skill, all scaling.
steelhand circle = dumb name, but excellent concept for an item. scale properly, adds bonuses to damage (brawler, monk, combat maneuvers), adds scaling protection against critical hits, adds scaling (+1 to +5) sunder successes to sunder maneuvers
ring of sea strider = grants swim speed, jet usable x/day, and at the top end, dim door from liquid to liquid, at the very top end, teleport from liquid to liquid, at the VERY top end, plane shift or astral project, grants bonuses usable in the astral
ring of retribution = fun idea, but should be in the magical traps and/or the settlement rules. combine with some useful functions, like sending or message functions. allows the government/big bad to gift the players a poison pill
ring of water walking = great item, but....do we want to allow rings that are just permanent spells? i'd vote no, but, saying yes means there are dozens of possible rings from that function alone.
ring of fortitude = resistance to drains, etc. add in bonuses to survival rolls, maybe environmental damage resistance
ring of energy shroud = an incredible idea, it allows the allies of a careless caster to be immune to fratricide for x-times per day, scaling. also means even more flexibility against AOE's, and should be a second way to get AOE resists
ring of the ecclesiarch = ring-based glowing glove, divine focused, which automatically incorporates the ring of return, as well
ring of freedom of movement = again, do we want rings to be permanent spells? I think not, but boy, can be a LOT of items that way....
ring of delayed doom = we have this as a fighter tactic, do we want a version as a magic item?
ring of shooting stars = re-scale as main attack item like necklace of fire
spiritualist rings = fascinating mechanic, dumb idea. rework as a potens machanvar (in the future) along the same lines as vecna teeth, ie, one ring in a set does 'something', two rings do two somethings and adds a combination power, three rings have three base powers, two secondaries, and a potent tertiary, having all four gives four base powers, three good secondaries, two potent tertiaries and a god-mode cap power.
ring of regeneration = as written, because damn
ring of resistance = cloak of resistance
band of triumph = as written, sonic attack item like stompers only voice-based. add scaling bonuses to warfare skill, siege damage, and leadership feats, if allowed.
blight siphon = pulls afflictions from targtes, scale from weak to moderate to strong, scale from touch to short range to long range, scale from 1/day to 1/encounter to 1/round, scale from equal transfer to one weaker
communique rings = put back in mind link spell, only now its an item. made in sets, rings can be added and removed from the set by use of the creator feat
dark life ring = as daywalker spell. again, should we allow rings as spells? so.... tempting.....
holdout ring = gloves of storing, only one item, but undetectable
ring of the weaponeer = allows any and all feats, powers, or abilities of the wearer that apply to a single, specific weapon to apply to one other single, specific weapon. scales to also transfer weapon enhancement bonuses from +1 to +9, weapon magical properties from +1 to +9, and material properties at the very top end, to a single type of weapon, to a single class of weapon, to all weapons of the same handedness and size, to any weapon at all. YIKES. price as weapon? more? less? start at .8, scale to 1.20 in .05's, or, start at .6 scale 1.4 in .10's rotw+1, CL8, 5 feats, 1 other weapon any type, magic props up to +2 rotw+2, CL11, 5 feats, 2 other weapons any type, magic props up to +3 rotw+3, Cl14, 8 feats, 3 other weapons any type, magic props up to +4 rotw+4, CL17, 8 feats, 3 other weapons any type, magic props up to +4, material property rotw+5, Cl20, 13 feats, 4 other weapons any type, magic props up to +5, material property rotw+6, CL24, 13 feats, 4 other weapons any type, magic props up to +6, material property rotw+7, CL28, 21 feats, 5 other weapons any type, magic props up to +7, material property rotw+8, CL32, 21 feats, 5 other weapons any type, magic props up to +8, material property rotw+9, CL36, 34 feats, any weapon, any type, magic props up to +9, material property
if this could be used to copy the enchantments from a weapon wielded in one hand to a mundane weapon in the other (dual wielding), then it should be priced a little less than a weapon, but not much (95% cost of weapon throughout, is how I would do this). You are losing some diversity in properties and dweomermetals, by having to copy an existing weapon, leaving you less able to deal with different monster resists, etc. A separately purchased weapon could have different properties or dweomermetals, which, in my opinion, is usually better than just copying.
Also, dweomermetal effects never stack, so having two items with the same dweomermetal doesn't help you at all (assuming you're wielding both at the same time).
As a "this is my melee weapon, and this is my ranged weapon" item, this is great. I'd still cap it just slightly cheaper than buying the weapon separately, because, again, you lose choices with this item.
ring of far strike = as written, add scaling from 1/day to 3/day to 5/day to 1/round to 2/round to 3/round to 5/round to 7/round to all attacks. YIKES.
ring of fear reflection = great concept, but make it simply damage reflection. upgrade to cloak of resistance, but affects EVERYTHING. will reflect points of damage equal to wearer's BAB? hrrrm.
ring of plagues = a great concept, should be incorporated into the settlement rules. don't kill the town watch, you'll get a curse from the town if you do!
ring of retreat = again a fun concept, should be in the settlement rules. activate ring to go to town! :D
ring of splendid security = interesting....
ring of summoning affinity = adds +1 to summon monster 1. scales to 9
ring of terrible cost = again, great concept, terrible item. rebuild it. charges can be built of bloodied-value hitpoints, class features, feats, etc. does big damage, BAB per charge, scaling as melee damage. scales as number of charges it can hold, from one to nine
ring of the beast = competitor to belt slot for physical stats