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More +Spot/Listen Items

There seems to be a distinct abundance of Hide and Move Silently items, and a glorious absence of equipment to helpfully counter-act them.

I'd like to see more items in game that help grant bonuses to spot and listen.

Came up with a couple ideas myself:

Item: Kobold-Skin Boots Model: 2/4/3 Color: 1/1/1 Description: A pair of boots made from genuine kobold skin, they work like the smaller reptillian brethren of kobolds, the snakes. They're a super-sensitive set of boots that adjust to fit perfectly against the flesh of the feet, acting almost like a second layer of skin until removed. They're instrumental in picking up on movement around the wearer, the drawback of course is that with the increased feeling comes the increased feeling of pain, especially from the sharp and jagged rocks of the Underdark all about.

Special properties: Listen +5 Increased Damage Vulnerabilty: 50% ((I suppose these properties can be adjusted somewhat for greater and lesser versions of the boots))

Glass Dagger (Dagger type)

A clear glass dagger with a wide, lens-like blade. Can be used to wicked effect in close quarters, as a visual focus out of close quarters, and even to flash light in the eyes of your enemy! Too bad it doesn't have a pommel or guard, so it leaves the bearer's hand open!

+1 Spot +1 Search -3 Parrying Cast Spell: Flare (One use per day)

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Hunter's Shield (Large Shield type)

The stretched hide of a Malar beast (a species renowned for its amazing senses) covers this stiff wooden shield. This shield is worn with a leather strap over the forearm, with a grip in the hand that pulses when something hidden is near. Though it brings the bearer's attention to things otherwise unnoticed, it can be a little distracting at times.

+3 Spot +3 Listen -3 Concentration -3 Discipline

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Azmikar the Unerring (Greatsword type)

The least famous of all famous swords, this vain and sentient blade considers itself far too important to converse with its bearer (aside from a few telepathic comments: "That way!" "Over here, stupid!" "Hit that!") It would much rather just handle things itself, and as such it leans towards the nearest enemy at all times. This has the delightful side effect of pointing out enemies that one may not otherwise have noticed. The other side effect is that it's nearly impossible to get this sword pointing the way you want it to.

-2 Attack Bonus +2 Spot +2 Listen Bonus Feat: Cleave

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Teaching Staff (Quarterstaff)

The enchanted walking staff of an ancient archery instructor whose name has been lost to the ages. Fed up with the time he would waste correcting the near-sightedness of his pupils, he has this staff enchanted to give them all the proper guidance in a fraction of the time. Unfortunately, one day a distraught pupil stole the staff and bludgeoned the old master with it, leaving him a crippled, hawk-eyed diviner for the rest of his life.

+1 Bludgeoning Damage OnHit Cast Spell: Clairaudience/Clairvoyance

There's a good reason why there should be more stealth items than detect items. It's because anyone rolling a detect check actually gets to roll a 1d20 in addition to their Spot/Listen modifier, whereas the stealthed character has to rely on their Hide/MS modifier exclusively.

Essentially, this means that if you don't have a Hide/MS of 20+, anyone can detect you given enough time. This doesn't even take into account being in Detect mode (which grants a bonus of some sort), being an elf (permanent Detect mode) or standing still (+5 bonus to Listen).

I do think that Clairaudience/Clairvoyance should have a longer duration than 1 round / level, though. That's just pathetic compared to the 10 turns / level of Camouflage / Mass Camouflage or the 1 hour / level of One with the Land.

I'm sure the hider rolls a d20+ as well

The duration of Amplify might be upped as well. It should be used more often but I kind of see that it runs out before you even make another listen check sometimes.

Fish I'm sure the hider rolls a d20+ as well

Nope. It's your hide / MS versus their spot / listen + D20 if they have detect mode on...which everyone does, always. That always annoys the hell out of me. Really, there are ways of walking other than putting on something which effectivly is like saying your character is always looking over his shoulder, into the shadows, cupping his ears in the direction of even the faintest sound.

Fish is wrong.

Linelle The duration of Amplify might be upped as well. It should be used more often but I kind of see that it runs out before you even make another listen check sometimes.
I was going to suggest this too, but +20 to Listen is quite a lot. It basically ensures you're going to detect any sneak while the spell is on. In my mind, the use of this spell should be rather specialized in any case; C/C isn't so bad since the individual bonuses to Spot/Listen don't guarantee detection against high-stealth opponents, and more importantly, because neither Spot nor Listen are class skills for wizards/sorcerers. (Whereas bards get Listen as a class skill.)

Mechanics changes:

Clairvoyance/Clairaudience grants +15 spot/listen, 2rounds/level.

Both clairaudience/amplify will pretty much guarantee that you'll detect any stealther (and remember you only need to detect them once, whereas the stealther needs to beat -both- your spot/listen with their hide/move silently every round).

Getting stealth high isn't particularly easy in EfU, as it requires both substantial skill/feat/equipment investment (which all come at a price, one way or another). There are also quite a few + spot/listen items in game.

heres an idea

Sword of anti senses

((explantion)) this sword makes your vision fuzzy once you hold it and your ability to hear goes way down. but you feel loose and flexible at the same time. something tell you this sword is used in combat not a walk around sword

make an item that'll virtually make you blind and deaf but gives your parry skill a 10+? spot skil down 10- listen down 10-. enhancement +1 . so this would be switrched out during combat to be used.