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#1 |
Ra
![]() Join Date: May 19, 2002
Location: The US of A
Age: 36
Posts: 2,365
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make up some stats for a weapon in some novels. Like I am doing one weapon from the Icewind Dale Trilogies. But please please don't tell how someone received it cause it might spoil some parts to the readers of that book.
Name: No name +2 Scmitar User 100 Percent Immune to fire Inflicts 1D4 Ice damage per hit+4 against Fire creatures 1D8+2Firecreatures+4 This is all entirely a guess now for a blade I make up +3 Dagger Sythe's Point Great thief Sythe once used this blade. Killed many a foe with it and uh......it came in your possesion. Delivers some uh poison.
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#2 |
Silver Dragon
![]() ![]() ![]() Join Date: December 28, 2002
Location: Wales
Age: 44
Posts: 1,617
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Possibly 100% fire resistance is excessive. Even the best items in ToB/SoA only offer 50% resistance. I suppose you could make it offer +50% resistance, rather than setting fire resistance TO 50% if you were really concerned about the power.
Do that and the item would be about right [img]smile.gif[/img]
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Warning: Powergamer |
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#3 |
Red Wizard of Thay
![]() Join Date: August 23, 2002
Location: come play with my wings
Age: 41
Posts: 821
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spear of the Grove+3
an extra level 2-4 spell cast insect plague once per day(i'll have to check and see if that's the one i actually want) 10% resitance to posion damage only usable by druids Sword of La'drian+4 ac bonus of 1 when hit by sword the victim must save vs. magic +1 or their armor class will raise by 2 bastard sword Mace of Past Grievance+3 raises wisdom +1 while equipped armor of faith while equipped only usable by evil clerics
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Just because your paranoid<br />Don\'t mean they\'re not after you<br />Kurt Cobain |
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#4 |
Baaz Draconian
![]() Join Date: January 15, 2002
Location: Vaasa, Finland
Age: 43
Posts: 772
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Some crazy weapons I´ve been thinking of:
Ice Hammer +2 Damage: 1-8 +2, +2 ice damage Thac0: -2 Speed factor: 5 Grants 10% proctection from ice damage + 2% per level of the equipper. Required strength: 15 ***************** Cursed quarterstaff of clumsiness -4 to dexterity *permanently* -2 to intelligence *permanently* -40% to movement rate Damage: 2d4 -1, -2 against undead Speed rate: 10 Required Strength: 16 Type: Two-handed The wearer of this staff is, naturally and most logically, unable to cast any spells. The user must not have wisdom of 13 or higher, or he would notice this staff looks suspicious. ****************** Bow of markmanship Damage: 1-6 +1 Thac0: -5 Speed factor: 7 Simple! ****************** NiceWorg´s Bane Damage: 1-8 +3, +1 against worgs Thac0: -3 Can summon a pack of Worgs once per day Reduces damage taken from worgs by 50% Usable by: NiceWorg only, and no one else
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#5 |
Quintesson
![]() Join Date: May 1, 2001
Location: Leeds, West Yorkshire, England
Age: 44
Posts: 1,088
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Inspired by playing IWD2:
Greatsword +5: "Balance" User can select between: Balance: 2D6+5 THAC0: +5 +3 elemental damage randomly chosen from fire,cold,acid,electricity and poison Power: 2D6+10 THAC0: +0 Each hit, the target must make a save vs death (-2 penalty) or suffer double damage from the blade and receive one point of each elemental damage Breach: 2D6 THAC0: +10 Spellstrike with every hit. The opponents AC bonuses due to armour and shields are negated Simple design, but very effective. [ 02-20-2003, 08:56 AM: Message edited by: Jim ] |
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#6 |
Jack Burton
![]() Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 40
Posts: 5,459
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Characters should come with a standard
Amulet of simplicity: Resistances to (un)enchanted weapons or damage types have no effect against blows from the wearer of the amulet. Magic items other than the amulet become normal items of their type while the amulet remains around the user's neck (and cannot be detected by detect magic-type spells). Can only be removed by those who stick to the rules |
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