Talk:Wrists Slot Magic Items: Difference between revisions
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lb+1, CL6, +1 reach 1/round | lb+1, CL6, +1 reach 1/round | ||
lb+2, Cl10, +1 r 2/round | lb+2, Cl10, +1 r 2/round | ||
lb+3, CL14, +1r 3/round | lb+3, CL14, +1r 3/round, change damage type if desired to one other | ||
lb+4 CL18, +2r 3/round | lb+4 CL18, +2r 3/round, change damage type if desired to one other | ||
lb+5, Cl22, +1r all melee | lb+5, Cl22, +1r all melee, change damage type if desired to one other | ||
lb+6, CL26, +2r, 4/round | lb+6, CL26, +2r, 4/round, change damage type if desired to two other | ||
lb+7, Cl30, +2r, all melee | lb+7, Cl30, +2r, all melee, change damage type if desired to two other | ||
lb+8, CL34, +3r, 4/round | lb+8, CL34, +3r, 4/round, change damage type if desired to two other | ||
lb+9, CL38, +3r, all melee | lb+9, CL38, +3r, all melee, change damage type if desired to three other | ||
Revision as of 15:07, 28 August 2019
Harrowing Spell (Feat) item
spellguard bracers = add scaling bonuses to cast defensively, adds temp hitpoints when casting while threatened, adds +1 circle if manaburning a spell by at least two levels while threatened
the bonuses to manaburning are painful, but how the temps scale needs some thinking to offset. temps BEFORE provoke, or after? could be another knob... sb+1, CL4, +1 to cast defensively, +1 temp hit point 1/enc sb+2, CL8, +1 cast, +2 temp 1/enc, +1 circle if manaburn two slots while defensive sb+3, CL12, +1 cast, 1+spell level temps 1/enc, +1 circle for 2 sb+4, CL16, +2 cast, 1+spell level temps 1/enc, +1 circle for 2 sb+5, CL20, +2 cast, 1+spell level temps 1/enc, +1 circ for 2, +2 for 3 sb+6, CL24, +2 cast, 1+spell level temps 1/round, +1 circ for 2, +2 for 3 sb+7, CL28, +3 cast, 2xspell level temps 1/round, +1 circ for 2, +2 for 3 sb+8, CL32, +3 cast, 2xspell level temps 2/round, +1 circ for 2, +2 for 3 sb+9, CL36, +3 cast, 2xspell level temps 3/round, +2 circ for 2
longarm bracers = all increases inclusive...this should be expensive? although the good all-melee isn't until epic... hrrrm rename to farstrike bracers? longarm is a transmute thing, funny rubber arms. farstrike is an evoke thing, force of the cut manifests farther away. hrrrm. should special effects count? should this be two items? one mechanic with two names? the flavor is totally different, one is clowny/funny, (heehee ruber arms!), the other is scary/mystical. hrrrrrrrrmmm. lb+1, CL6, +1 reach 1/round lb+2, Cl10, +1 r 2/round lb+3, CL14, +1r 3/round, change damage type if desired to one other lb+4 CL18, +2r 3/round, change damage type if desired to one other lb+5, Cl22, +1r all melee, change damage type if desired to one other lb+6, CL26, +2r, 4/round, change damage type if desired to two other lb+7, Cl30, +2r, all melee, change damage type if desired to two other lb+8, CL34, +3r, 4/round, change damage type if desired to two other lb+9, CL38, +3r, all melee, change damage type if desired to three other
charm bracelet = complex item with a whole menu of effects? NAY! a set of one-purpose items that scale
avenging knight bracers = gain Smite a scaling number of times per day. if already have smite, no effect
manacles of keeping = combine manacles of cooperation, shackles of compliannce, durance vile, make good
verdant vine bracer = makes a scaling number of goodberries per day, throw berry as ray weapon doing mighty fist of the earth effect as vines, use berry as barkskin, use berry as climbing beanstalk, vine strike, all scaling slaughter berry, to match the victory berry thing
bracers of sworn vengeance = same mechanic, scale it as much as we want