Talk:Wrists Slot Magic Items
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- Sleeves, armbands, bracers, manacles, shackles, vambraces, couter, wristlet, bracelets, bangle, torque, cuff, ruffle, engageants, bells, armlet, coil, fetter, ligature.
Templates For New Items
- First item in a clade and the family description
- Each item after first
- Aggregated Family Page
- Table Row Per Item - use on tables listing items by slot (e.g. Magic Rods page)
- Table Row Per Family - use on main magic items table page (i.e. Magic Items page)
- Solo items not in a clade (e.g. rods)
- Weapon Base Prices - used as base price for all items unless price-nudge field is left blank
Harrowing Spell (Feat) item
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
'Jangle Bangles' ?
'Thunder Cuffs' ?
heavy copper or gold, have attached metal links or lightning-bolt shaped trinkets that rattle noisily and crackle with sparks. inflict -5 penalty on Stealth while worn.
on successful melee attack, they:
- at 1, inflict +1 base weapon damage as lightning. This is fixed, as little lightning shocks, and is not affected by things that change weapon damage.
- at 2, inflict +2 base as lightning, may inflict vexed 1/day on creature just hit, no save, does not stack
- at 3, inflict +3 base as lightning, may inflict vexed 2/day
- at 4, inflict +4 base as lightning, may inflict vexed 3/day
- at 5, inflict +5 base as lightning, may inflict vexed 5/day
- at 6, inflict +6 base as thundercrash, may inflict vexed 8/day
- at 7, inflict +7 base as thundercrash, may inflict vexed or antagonized 13/day
- at 8, inflict +8 base as thundercrash, may inflict vexed or antagonized 21/day
- at 9, inflict +9 base as thundercrash, may inflict vexed or antagonized 34/day
pricing on these is going to be difficult, because they scale like mad....simplify? does the neg on stealth count enough to flatten price curve? scale stealth penalty from -1 to -5 to flatten further? change status away from stickiness? really want a sticky/tanky item....