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status effect magical grenades

i know there are a few grenade like items that do some ninja like things, but i was thinking it would be cool to make the following:

darkness grenade stinking cloud grenade grease grenade (non flammable) gust of wind grenade web genade bane grenade

especially since some chars cant use wands but having these items available would make for some cool tactics.

just trying to think with portals, here.

I say, Crank up that Craft Trap skill, And make 'em IG!

are these things currently craftable?? i mean not like my current char could get the points to do it but if a pc can make these exact items right now man people should advertise that.

Well a couple of those already exist.

I was under the impression that traps were not craftable in EFU and that Craft Trap was essentially replaced as "engineering" or something like that.????

That doesn't stop you from making Sewer Grime grenades and covering your enemies in shit! UBEL!

*sighs*

No end to the Ubel, is there...

Darkness Powder and Laughing Gas exist IG. Web sounds kind of neat, but I don't see Gust of Wind making sense as a grenade, and Bane would only affect a single target.

Hmm, it could be done, I suppose...

With arcane prowess one could contain the winds within an easily breakable container.

But then, I suppose you could say the same thing about any spell.

especially since some chars cant use wands but having these items available would make for some cool tactics

I would prefer to bring in a character that can use wands. And cast these spells. If any spell could be contained within an easily breakable container... hey, who needs a mage?

AScottBay ...Web sounds kind of neat....

I had an item from a spider or ettercap that did this. They exist. I think it's called like 'Slimy Spider Sack' or something along those lines.

Professor Death I was under the impression that traps were not craftable in EFU and that Craft Trap was essentially replaced as "engineering" or something like that.????

Yes. I'd imagine the process of creating grenades would take a good deal of enginieering ability. Kinda like a bomb-maker, special components and skills are needed with technology to make grenades.

(Or so I always interpreted it)

"Emryuk"]Hmm, it could be done, I suppose...

With arcane prowess one could contain the winds within an easily breakable container.

This would be perfect for my character who frequently breaks wind.

I very, very much support this idea. I would also like to concur with RwG's idea about having them made via Craft Trap, and would be very much against it this being part of the "Alchemy".

Oh, and if failed by more than X amount, the "bomb" should detonate.

Other ideas- Electric Spring-Lash Grenade-like attack: Gedlee's Electric Loop

Alchemist Fire Satchel/Bomb Grenade-like attack: 3d6 Fire damage AoE, +2d6 Fire damage on range touch attack, fireball visual effect, Reflex save for 1/2

i dont know if id want to put fireball grenades into the hands of everyone. it would make mages less magey. status effect type stuff would be preferable. Oh and through a sleep grenade in the mix too.

AScottBay Darkness Powder and Laughing Gas exist IG. Web sounds kind of neat, but I don't see Gust of Wind making sense as a grenade, and Bane would only affect a single target.

I could definitely see Gust of Wind making sense. Something like "Bottle of Trapped Wind" that, when broken, totally spews it out.

I have to object to having all the cool spells avaiblable through items, especially through items anyone can use.

It makes the mage class useless. More so, as this is a low lvl server, and low lvl mages actually are... er, weaklings.

Grease, laughing gas (Tasha's Hideous Laughter), even lesser dispel are all available as items already.

The Alchemist Fire Satchel isn't as strong as even a level 5 wizard's fireball, except to one target. Additionally, the Reflex Save for half damage would be pretty low, since there's not going to be any Spell Focus feats or intelligence ability bonus to boost it up. It's definately still good, but balancing it would be a thing for the DMs to decide by how costly they would be to make or rarity of the components. Effective-wise, it's not nearly as useful as a wizard.

Items are cool because they give the effects wizards give. The thing about wizards is that everything they do that is cool, they do better, and THEN they can use these awesome items too. I don't understand how items that are available to everyone makes wizards less effective! Really, with high intelligence scores, they're the ones who are more likely to be able to spare skill points for things like this, and they get better modifiers too!

So I strongly disagree that this makes wizards worse. It actually just gives them a better chance to have more "spells", via items, and easier access than most other characters, since they must take the mechanical "gimp" of having more intelligence to be as successful as wizards.

Garem I don't understand how items that are available to everyone makes wizards less effective!

Making warriors able to use spell-items, as well as fighting, is unbalancing, as wizards will never be able to match even light fighting skills. (unless the summons last longer, perhaps).

Seems to me classes in ADD were "made" to enhance player cooperation. Tis different in other games such as Runequest, where anyone can develop any skills.

Cool spell-like items should really be saved for UMD use, IMO, but that's just me.

But wizards can not only use them too, but they also notoriously have more money, higher intelligence scores, more free skills points, and other helpful factors that really makes a difference.

Also, theoretically ANY item with a magic effect is taking the place of a wizard in a small way. Weapon charms, alchemist's fire (temporary Darkfire), potions, wands-- all of them are substitutes for wizard abilities. These would be no different.

Garem ... also notoriously have more money...
Lol, no. If they spam the wand crafting/potion brewing, sure, they can become rich, but there are relatively few that do this.

Wizards don't typically have to buy armor (except some silly egomaniac Agents, Terry...) nor do they need to spend large sums of gold on consumables such as potions and other survival-necessary tools that frontliners and some rogues use. They have their spells to protect them, which are pretty much free.

There have been numerous discussions about this in the past, about how it is very courteous of arcanists and backliners to help financially support the frontliners!

Aye, it's true what Garem says. I've actually had times where I had no idea what to spend money on with a wizard.

Garem Also, theoretically ANY item with a magic effect is taking the place of a wizard in a small way. Weapon charms, alchemist's fire (temporary Darkfire), potions, wands-- all of them are substitutes for wizard abilities. These would be no different.

I agree with you, that's why i wouldn't want to see more.

Hey, whatever happened to casting Invisibility and just standing around soaking up teh xp and gp? Wizards totally get higher level and richer.

MithrilDragon Hey, whatever happened to casting Invisibility and just standing around soaking up teh xp and gp? Wizards totally get higher level and richer.

This is usually the case for most wizards, however they do need scrolls/wands/potions to use outside of their daily castings to be effective. Heck, my sorcerer had 20 scrolls of magic missle, 4 casts of ghostly visage, 2-3 of mage armor, 4-6 shield scrolls and more before I decided to cut down on characters and perma him. Speaking of sorcerers why are we talking about giving wizards more crap when sorcerers are nearly phased out in EfU.