Item Suggestion Thread

Started by Howlando, February 05, 2019, 09:06:39 PM

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Howlando

This thread is for suggesting items to be added to some of the various ambient loot tables of EFU.

Any ideas are welcome. Also keep in mind you can suggest things like: potential sets, fragment themes, etc.

Anecdotes and Annotations

We need more trinkets that can cast  Remove Fear and Remove Paralysis.

Anonymous Lemur

Quote from: Anecdotes and Annotations on March 07, 2019, 03:51:19 PM
We need more trinkets that can cast  Remove Fear and Remove Paralysis.

Remove paralysis for sure! Remove fear though is sold by a vendor who is always present extremely cheaply. (The potions remove fear in an area around the drinker.)

Yamo B. There

I don't see a problem with more sources for an effect or item type that can be purchased. We can buy healing potions, spell scrolls, or mundane armor, but they still drop in loot. Sticks of Remove Fear falling out of goblin bodies seems fine.

Astegard

Fishing related stuff:
Slime: new item, capturable with the current "you caught a slime" that does nothing right now. Combines with an empty fishing bottle for a conjure slime tier 2.
Empty bottle: Combinable with Slime for a conjure slime tier 2.
Husk of a water creature: Make it a reagent for summoning water elementals?
Eel eggs: Make it a food item/ reagent ?
Watterlogged papers: Make it a lore chance to get a scroll / reagent?
Head: Make it a reagent for summoning or alchemy?
eeri skull: Make it a reagent for summoning or alchemy?

Dont know if i missed any more junk items.


LoveLess

Currently most people just use the upgraded herbs with no real concern for their additional benefits because of how annoying they can be to manage, along with the relatively minor gains. It would definitely help if they had pouches of their own, but you rarely find enough to warrant such and you are not collecting them because of their lack of being worth their management, so a few suggestions for them:

Give Improved Herbs +1 healing per tick much like Skill Focus: Heal, or Rouge's Physician Perk, that also stacks with them, but only if you have either of the perks. Then +2 for Superior Herbs, to greatly increase their effect even further, but again would require that you have either the Skill Focus or Rogue Perk to receive this bonus.

When you use an empty bag on Improved or Superior Herbs, it creates a bag specifically for them at the cost that that bag can no longer take herbs of a level lower than it.

Jello!

A ring-runner set would be cool

For example something like:
Ring runners Leathers 3ac/4dex
Hide +2
Move silently +2
Search +3
Fire save - 2
Reflex +1

Ring-runner boots
1 hide
1 move silently
1/day retreat
2/day caltrops

Ring-runner travel pack
1/day blur
Hide  +2
Will + 1


Grouch

For the House Orza faction shop.

Masterwork Chainmail

5/2

+1 ac
5% Physical DI vs Slashing Piercing Bludgeoning

+1 discipline
+2 intimidate
Things will never be the same (I've applied too much ketchup to this hamburger)

MAGIC

For the Nephezar shop:

A Bloodvial Satchel

For storing and protecting our blood vials

SunrypeSlim

Weapons. Add Weapons.

-

Carved Oar
(Katana)
OUB: Fighter
OUB: Weapon Master
Damage Penalty: -1
Extra Damage Type: Bludgeoning

-

Kusarigama [PAIR]
(Kama/Whip)
OUB: Monk
OUB: Fighter
OUB: Rogue
[Kama]
Skill Bonus (Discipline): +3
Immunity: Disarm
[Whip]
Extra Damage Type: Bludgeoning
Damage Bonus: +1d4 Bludgeoning

-

Pogospear
(Shortspear)
OUB: Gnome
OUB: Halfling
OnHit: Jump (Level 1)
Save Penalty: -1 Reflex
Skill Bonus (Tumble): +1
PM me for an apology! :3

Richørd

I will be making a few item suggestions here, strictly for the Velstran prestige points shop since I haven't played anywhere else so far.


Velstra Masterwork Cape
or
Velstra Veteran Cape
or
Velstran Swordsman's Mantle
Description:
This is the superior version of the cape of House Velstra.
It has been reinforced with threads of steel woven into it, making this cape serve as a good protection against bladed weaponry that strikes from the back, should one find themselves surrounded or in the need to perform whirling attack maneuvers.
Besides that it seems to hold the same embroideries and spill-resistant enchantments of the standard capes of the House.
Stats:
+1 Saving Throw Fire
+1 Saving Throw Acid
+10% DR/- Slashing
+5% DR/- Piercing
+1 Taunt
+1 Tumble
Cost:
EDITED. I had a change of mind after realizing that the +1 Full Plate cost is set at 4.000 points and the helmet costs "only" 1.500. I'd say a cape like this should then cost 2.000 to 2.500

Lion's Flower
or
Velstran's Guard
or
Iron Floret
Description:
A round iron shield, commonly seen being worn by the Retainers of House Velstra that are tasked with the exclusive duty of guarding the Endless Feast.
Decorated with engravings of vines, Velstra's famed grapes and the House's heraldry it presents an opponent a welcoming target to strike at. But the enchantment within would certainly be a surprise to many unsuspecting foes.
Stats:
Large Shield (2 Shield AC)
+1 Shield AC
2 Uses/Day Masochism (CL6)
+1 Taunt
+1 Bluff
+1 Saving Throw Fear
Cost:
Same as above, cost has been reconsidered. I would set it at around 2.000 to 3.000

Poisons
I believe it is absolutely reasonable and very fitting for House Velstra to hand out poisons (that have been confiscated by Retainers within the Vale, of course ;] ) to it's Retainers. The variety should range from mid to higher tier poisons, mainly those that would debilitate ability scores and such. I don't believe that House Velstra would specialize in combat-focused poisons that'd silence, deafen or blind a character though (especially since those would be a very valid cause for balancing concerns).
Of course those should also be unusable for anyone without the Use Poisons feat and be priced quite highly.
A very special tool for special occasions, so to speak.

SunrypeSlim

Porry the Fishermen sells fish scales and fishing bait. Could we get bundles of those?

Silas Sparrowbroth sells trashgull eggs. Could we get bundles of those too?

The piss ale keg only has single bottles. Could we get 10 and 50 bottle stacks too?

<3
PM me for an apology! :3

SunrypeSlim

Humanoid Guts and Monster Guts, to go with Animal Guts for use as bait.
PM me for an apology! :3

Jello!

Maybe a little self-serving, but I think it would be cool if there were crossbow bolts that, when shot, had a net to trap people with (example: on hit web or entangle spell)

Egon the Monkey

Monsters have a lot more success  with long-term disabling effects these days as PfX doesn't make you fully immune to Mind-Affecting, and there are a lot of dispels.  I do like the fact monster casters are more threatening and not just wasting spells. However, we'd have a more interesting time if we could react to these effects without further resorting to "must have high level caster backup", as they have slots spare for removal spells.

The problem is the counters to Blindness/Paralyse are all very niche spells. Often Cleric only, or prohibitively high level for arcane casters. Preparing them in advance tends to be either very wasteful or very meta. Which means people either hoard the few devices capable of removing these long-term stuns, or resort to panicked heal spamming or running away.  Making reactive counters to Paralyse/Blind etc available to mundane healers would help them fill out their niche. Counter-play is a lot more fun than making passive high-save builds or pre-buffing anyway.

Antitoxin: Change this to also apply Ironguts on a DC15 check and remove ability damage on an additional  DC30 check
I have SF Heal and the Physician perk and I don't even bother to pick this up. It removes poison, but not the ability damage. Which is a bit rubbish as poison has already done half its ability damage up front. By the time you realise it's worth using Antitoxin, the second part of the ability damage has probably now applied anyway. If it removed ability damage or cast Ironguts if you made a successful check, it would be worth carrying around. Then it's a cheap Lesser Restoration/Ironguts that needs training.  I don't see this as OP as Lesser Restoration is so accessible these days.

Eye Wash: DC 15 out of combat/DC20 in combat. Removes Blindness.
Monsters use a lot of Blindness these days, both onhit and from spells. 2 rounds/level of being useless is very annoying as there are few ways to remove it. Potions of Remove Blindness/Deafness are L3 divine and thus expensive. I think this would be better than dropping more Remove Blind/Deaf potions, as the increased awkwardness and need for training would mean removing blindness in PVP wouldn't become trivial.

Muscle Relaxant: DC 15 out of combat/DC20 in combat. Removes Paralysis and Stun.
I know of one remove paralysis device off one quest that doesn't always spawn. And since monsters dispel a lot more and can now get lucky and punch through PFX, being able to do something more useful than spam healing and pray would be good.

Pick-Me-Up: DC 15 out of combat/DC20 in combat. Removes Fear and Confusion.
This probably needs to have Range: Short as Feared PCs run about so much that they tend to move out the way while the "apply" animation plays. This is true just for trying to apply herbs to PCs in a rush.  This one's more of a quality of life change. Remove Fear potions are good, but it adds a bit of utility to a medical PC.

Finally,  for a similar reason to Blood Vials, can we have these all Weight Reduced to 0.1lbs? It's wierd that Tonic bottles are 5 times as heavy as potions, especially when I can't keep them in a bag like for Herbs.  Just the inventory space is a reason not to carry a bunch of Tonics.

If I can be given the code for Tonics, I'm even willing to have a go at scripting these up. I suggested DCs that a trained PC can reliably get, but will be difficult with 0 Ranks of Heal in combat. Even a 50/50 shot isn't great when you need them right now and you're sacrificing a round of using a healing trinket to apply one. They could even be merged down so each item does more, I just grouped them by what seemed to make IC sense.