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Tonarlanz Striker
Tonarlanz (me generic archer/mage ) created this bow with his vast magical powers. With it he unleashes the power of acid and lightning in a massive tempest that destroys anything on its path. On a more down to earth note, it is a long bow that seems to fire acid arrows (melf's acid arrows) which when they impact do the usual d6 of bow damage + 10 acid damage +10 lightning damage. BTW the impact animation is the prot. from evil one (i always thought it looked like lightning) and the melf acid arrow impact. It also has a 15% chance of casting Divine storm (the spell with the purple clouds and orange lightning bolts) with each hit. |
Seems like a killer bow lots of damage there. Seems a litte high but what the hell. What is the rate of fire. This bow should e a great troll killer as well.
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I think it's too powerful. It needs a downside.
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A good one would be HIGH str requirement and some damage every time that divine thingy happens?
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That bow would need some colossal drawbacks to be fair. Somebody's been paying homage to the Munchkin Gods here. The bit about the impact animations is nice, but at least get rid of the Storm of Vengeance, and make a percentage of the damage reflect back upon the user.
About the Archer->Mage: Somebody wrote a MOD that allows you to make a Fighter, and take the Archer kit. Perfectly fair, but I think that if you DO become a Fighter(Archer), you shouldn't be allowed to Dual to Mage. Kensai->Mage was bad enough. |
how about the downside is this... you cant weild the bow unless youre an archer.
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How about making it cursed so that u become a retard?(5 Int, 5 Wis) Or make it that u take 10~20% of the damage that u do to the demons..etc?
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May I suggest the following instead? 1d6+5 piercing damage, +1d4 acid damage, +1d4 electrical damage Your current bow has a damage range of 21-26, the above has a damage range of 8-19. You may think I have nerfed the base damage too much, but I am not done yet. Give the bow a 25% chance to cast Chain Lightning( at user's level) on each hit. Allow the user to cast Call Lightning( at user's level) once per rest. Once a day, the archer can use the bow to call forth a lightning storm by shooting a magical arrow into the sky. It takes a full day for the magical arrow to recharge. |
How about make it have a 25% chance to cast lightning bolt instead of chain lightning... should make things more interesting, no?
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May I suggest the following instead? 1d6+5 piercing damage, +1d4 acid damage, +1d4 electrical damage Your current bow has a damage range of 21-26, the above has a damage range of 8-19. You may think I have nerfed the base damage too much, but I am not done yet. Give the bow a 25% chance to cast Chain Lightning( at user's level) on each hit. Allow the user to cast Call Lightning( at user's level) once per rest. Once a day, the archer can use the bow to call forth a lightning storm by shooting a magical arrow into the sky. It takes a full day for the magical arrow to recharge.</font>[/QUOTE]Well it fires 3 arrows per round and of course requires no munitions! BTW Dundee I think that reducing the elemental damage would be good. But not 1d4 maybe 1d6? I like the idea of call lightning but I would prefer acid damage. Maybe a new spell that does 3d6 acid damage for 3 rounds? But I like the storm of vengence spell so i'll keep that. So now I have to make a drawback like the others suggested (thinks and steam begins to come from his ears) When storm of vengence comes it has a 35% chance of invoking a hostile marilith... |
Why don't you go ahead and make it shoot Arrows of Slaying while you're at it? Arrows of Munchkin Slaying would be a good start.
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well i'm no Solar (solars have infinte arrows of slaying of any creature they want) so no I'm not having arrows of slaying ;)
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I still think that u should make the bow cursed so that u become a retard...
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5% chance per use wielder is feebleminded.
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Feebleminded? (cough!) That is really bad!. Maybe -2 to all saving throws and -2 to wis
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This bow is a complete overkill.
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It's effectively an artifact, therefore should have artifact-level penalties.
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Ummm -2 to saving throws, -2 to wis and a chance to invoke an ennemy marelith... you sure it's overkill. Mareliths are very dangerous even at high levels
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Well in any cas My friend just sent me a new mage robe. (THIS is OVERPOWERED!)
Tornarlanz Robes Of Eternal Death Equiped abilities:immune to death magicks, fire shield:BLACK(immune to level drain when enemy hits he is drained 1 level) -2 to casting speed Special abilities:May cast death spell, finger of death, animate dead 1/per day Armor class 4 It looks like a robe of the arcmage but in black and silver |
bump
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<font color="lightblue">Overpowered ?? I disagree. Overpowered is too weak a term for those things... </font>
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I think Dundee's suggestion is best - the damage he has proposed is far more realistic (although how do you define realism in this game?). It would probably be a lot more entertaining to play with such a weapon rather than the one you're already using, Lucifer. Not too sure about 'Chain Lightning' with it though... I'd sooner say something like 'Otiluke's Resilient Sphere' although don't ask me why I think that - it's just something that came into my head.
[ 09-16-2002, 03:43 AM: Message edited by: Arledrian ] |
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LOL!
Make it do whatever you want, and have fun with it. It's ridiculously overpowered, but do what you want to have fun. It's just a game after all =) |
Agreed, but he asked our opinions so we're giving em.
As far as that bow goes, Lucifer, since you're dealing with what is an essentially an artifact, give it whatever powers you want, but take it a step further for a powerful weapon like that and give it a name and a history. Keep in mind the penalties too. With artifacts they are always severe and permanent. And the more powerful the artifact the heavier the penalty. The Hand and Eye of Vecna, and the Axe of the Dwarvish Lords are good examples. I know there are more but I can't think of any right now. [ 09-16-2002, 08:02 PM: Message edited by: Lharae ] |
I, personally, would like to see more original/funny custom items in the game. I remember that Arundor's Abode had a couple of really neat items: A Bow that instead of shooting arrows, dropped cows on the head of your enemies (MMOOOOOO!!!), and a cursed pair of Orc Poo Boots.
Here's the most original item I've ever designed, and I happen to think it's completely balanced. Lemella’s Ear: Lemella the Dry was a notable Priestess of Valkur who had the misfortune to fall in love with the wrong man: a chief among a nomadic clan of barbarians. Their wanderings quite often left Lemella far from the sea she loved almost as much as her husband, and out of sympathy for her divided heart, Valkur presented her with this whelk shell, which Lemella could use to bring the sounds and scents of the ocean back to her poor soul. Even now, you can hear pounding surf and the cry of seagulls within it. A few years after Lemella’s death, an inquisitive Mage discovered a far more interesting use for the Ear: The noise of the sea was only one example of the sounds it could reproduce. Any sound or utterance could be spoken into the mouth of the shell, and be heard again later, simply by speaking the proper command word. What makes the Ear a practical adventuring tool is that it can store spells, as well as more mundane sounds, although only those spells where the magical effects are purely auditory. The caster simply aims the spell directly into the mouth of the shell, which absorbs it and is now "loaded" with that spell until it is used. Only knowledge of the command word is needed to release the spell’s energies, so the Ear may be fired by anyone—-a trait that makes it valued more by a spellcaster’s confederates than by the spellcasters themselves. Attributes: The empty Ear may be placed in the spellcaster’s Quick Slot and loaded with any one of the following spells: Chant, Command Word: Die, Greater Command, Holy Word, Power Word: Blind, Power Word: Kill, Power Word: Silence, Power Word: Sleep, Power Word: Stun, Unholy Word, and Wail of the Banshee. Once loaded, it drops back into the caster’s Inventory, and remains loaded until it is used, at which point it is ready to store another spell. The Ear may be given to other players. Not Usable By: Wizard Slayer |
The Axe of the Dwarven Lords is one of my favorites. Those of you who know your artifacts porbably know that its curse is that it gradually turns its wielder into a dwarf (I forget the other stats, but they were pretty sick). Well, I had an elf fighter that found it. We ended up basing an entire pnp campaign around this elf that got turned into a dwarf, and as the wielder of the axe, went on a quest to restore the dwarven high kingdoms in Faerun. We got as far as retaking Myth Drannor for the elves when the campiagn sadly ended due to real world constraints.
Another fun cursed item, though not an artifact, is the Girdle Dwarven Femininity/Masculinity. Turns its wearer into a dwarf of the opposite sex :D Imagine the war you could start if you gave that to, say, an elf king. [ 09-16-2002, 10:44 PM: Message edited by: Lharae ] |
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