Ambient Loot Suggestions, EfU:A Edition

Started by lovethesuit, September 13, 2008, 05:19:15 AM

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Dreadfang

Golden claws
fist weapons
+ 1d4 slashing
+1 intimidate +2 vs fear

would be found on the wolves quest or off of a werewolf

Loghaire


RagingPurpleGiant

Magik Cheze
 
This goblinoid food has some spectacular magical properties although it stinks to high heavens. After eating this you can surely stomach anything.
 
1 Use Bears' Endurance
<elmo>: i have to say for me your glory days have been on EFUR RagingPurpleGiant1

RagingPurpleGiant

QuoteFoon
 
Base Item: Misc. Thin
 
This curious item is a brilliant combination of the spoon and fork, combining both names into "Foon". It possesses the flatnes of a fork, while lacking points, like a spoon, rendering it almost completely useless.
 
Properties:
None
<elmo>: i have to say for me your glory days have been on EFUR RagingPurpleGiant1

Egon the Monkey

Evergreen Sickle
This sickle appears to be crafted from still living wood, enchanted into razor sharpness by druidic magics. It can create suddenly sprouting plants to entrap the wielder's enemies, or sow the seeds of those same plants to grow naturally.
Sickle
Only Useable By: Ranger and Druid
11 Charges
Entangle 2 charges/use
Tanglefoot Bag 2 charges/use
Unique Power 1/day (plants a Kelpie Snare)

Grappling Hook
A whip with hooks and a grapnel on it, useful for scaling walls, or snatching away weapons even more efficiently
Whip
1d2 dmg
+2 Slashing damage
+3 Tumble
Bonus Feat: Improved Disarm

Lariat
A long rope with a noose on the end, designed to grapple and snare foes. It is however rather slow and clumsy to use
Whip (does not have Disarm:Whip)
1d2 dmg
Bonus Feat: Knockdown
-1 Reflex Saves

Helm of the Paranoid
"You're not paranoid if everything's really out to get you. And this is ymph... so it is. This helmet is coated with a thin metal foil and aids in spotting threats"
+3 Spot
+3 Search
+3 Listen
Light, normal 10m, white.
-3 Fear Saves

Cat Prod
"A staff with a large cross-brace and  spikes, designed to hold off a charge by the dangerous jungle cats of Ymph, among other things"
Quarterstaff
+1 Deflection AC
+2 Deflection AC vs Animals
+1 Piercing Damage
+2 Piercing Dmg vs Animals

The Butcher's Cleaver
"A vicious, crooked knife used by Flayer Halflings to hack the limbs off their victims"
Kukri
Only Usable by: Gnome, Halfling, Goblin, Reptilian
+1 Bludgeoning Damage
Bonus Feat: Called Shot.

Cerberus

Yellow Rose Amulet: A golden rose pendant hangs from a minthril chain...
 
Monk only
+1 heal
+1 natural AC
Bonus feat Ki Strike: The monk's unarmed attack counts as a magic weapon against creatures with damage reduction +1
  • This feat does not provide an attack bonus; it merely allows an unarmed character to penetrate the indicated levels of damage reduction.

Paha

These kind suggestions are already going over. You can find a way to pass the small dr easily enough, giving something like +1 strikes permanently to monks that can already be ridiculous, is not sensible in any way.

I myself don't support any such as any random items. If they excist, they are to be earned and given to the character.

Cerberus

Enchant weapon spells are a dime a dozen (clerics pass them out like candy on holloween). You cant enchant gloves. Making a monk that specializes in open hand kinda usless at times. Or they have to use a weapon and lose their unarmed bonuses to be able to hit things.
 
Ki-Strike doesn't work if they arm a weapon and it does NOT grant any bonuses to hit or damage. It simply allows an unarmed monk to hit a lessor wearwolf or whatever. Their AB and damage remain what they were without having ki-strike.
 
Good thing monks are fast and able to outrun all the lycans and undead they can't hit when they see the "Weapon inafective" denote...

Egon the Monkey

You CAN enchant gloves on EfU, you can also GMW and flame weapon/darkfire them. You just can't Keen Edge them (big deal). This is why a monk and a buffbot are a force to behold, and Cleric/monks are rather handy.
I refer you to the mechanics page, which it's a good idea to read before claiming something doesn't work. (slightly out of date, Darkness is back to normal, but its mostly OK)


Monks can deal fine with Risers even unbuffed as they have Bludgeoning damage. In fact, it's a monk using anything BUT unarmed that sucks. Only Kamas give you monk AB, and they both have a worse damage type and lower damage than fists. Still, unless you can use a shortsword or rapier, it's hard to get an anti-werewolf emergency weapon. So, how about:

Silver Letter Opener
A letter opener cast from silver. Not much of a weapon usually, but handy against something that may fear silver's touch.
Dagger
No Damage
+1 Ab vs Shapechanger
+1d4 Cold damage vs Shapechanger.

Every class can use a dagger.

Egon the Monkey

Blighted Branch
A branch enchanted with druidic magics of withering and blight, created as a tool to counter excessive growth.
Club
+1d4 Negative Energy Damage vs whatever sort of creatures Shambling Mounds, Infested Treants and Assassin Vines count as.

DollarPhil

Staff of the Painbearer
Staff
"This staff is bound in red cord and a symbol of the Ilmateri faith. It allows one to suffer in others stead, healing them at greater risk to the wielder"

Only useable by Good
Only useable by Lawful Neutral
20% Slashing, Piercing and Bludgeoning Vulnerability.
+6 Heal (A lot, I know, but 2 Surgeon's knives or Embalming Tools are a total +4 with no drawbacks and less weight)
17 charges
Remove Disease 4 charges/use
Cure Moderate Wounds (6) 3 charges/use
Cure Minor Wounds 1 use/day

Bottled Shadow
"The shadowy substance within this potion bottle writhes and reshapes itself continually. It seems receptive to a focused effort of will"
Only Useable by Wizard
Only Useable by Sorcerer
Shadow Conjuration, Single Use.
Greater Shadow Conjuration, Single Use
Weight Reduction 10% of Weight

Drakill Tannan

Passion of Hoar

The blade to this sword is perfect in every sence, silver in colour, it never appears to loose it's shine. He hilt is strong, comftable and strudy. Within the center of the hilt, a broken red ruby with the emblem of hoar marked on it, rests pathetically, the word "Truth" written with golden letters adorns the hilt. It is said to have belonged to the fallen paladin Victor Tremayne who recovered it from a powerfull devil he slayed within the abyss while still on his days of glory.

Sadly not much is known of Tremayne's fate, as the records, were erased shortly after he went rogue and abandned the order. It is said that his brothers recovered the weapon from his corspe, after he was captured and executed for treason. His last words remain, however.

"Never look to deeply within yourself, for your passion may betray your oath"
 
+2 Dicipline
+1d4 slashing damage vs evil
+2 divine damage

//OOC: Do not use unless you are a pure paladin.

Every time the PC kills an evil enemy, that PC has a 20% chance of gaining +1 caothic and 20% of +1 evil alignment points. This will not be made visible to the character. This weapon cannot be traded or dropped by a paladin or ex-paladin untill his/her death.

Egon the Monkey

That is DM loot IMO. The sort of thing that's worthy of a plot.

Drakill Tannan

Wolf mantle

This cloak is actually the skin of a remarkably large grey wolf in whole: even the head remains, having being turned into a hood.

+5 Animal Empathy
+3 Spot
+3 Listen
+3 Search
+1 AC deflection modifier

//This item is cursed, once worn, it can't be removed untill the remove curse spell has been cast on whoever is using it. At midnight, As long as you are not inside a city, you morph into a werewolf, automatically set all PCs to hostile, and become confused for 5 turns.

DollarPhil

Ambient loot, really. The sort of stuff that's common on quests or drops off wilderness spawns. Stuff that is a dime a dozen or quest flavour loot, not epic plot hooks. Anyway, I'll stop now. Hammer time.

Gnomish Mining Hammer
A traditional gnomish mining hammer. It has a little mining pick on one side, in order to go prospecting for gems, and a warhammer head on the other, in case anyone tries to stop you.
Light Hammer.
+1 Piercing Damage
+1 Bludgeoning Damage
+1 Search

Repairman's Hammer
A small hammer, good for repairing broken equipment, or fixing the injuries of a labourer.
Light Hammer
6 uses Cure Light Wounds (5)
+1 Disable Trap
+1 Open Lock

Hammer of the Unrighteous
This hammer fairly glows with divine radiance.
+1 AB vs Evil
+1 Divine Damage vs Evil
Light, dim, 5m, Yellow
Only useable by: Good
//Do not use with UMD

There's a lot of demonic Evil only sweet no UMD gear, we could use a Good equivalent.

Stormhammer
This hammer is marked with a lightning bolt on both striking faces, and holding the handle results in occasional small shocks. It does ,however, noticeably jolt anything it hits.
Light Hammer
No Damage
+1d4 Electrical Damage
-1 Concentration
10% Electrical Vulnerability
Only Useable by: Chaotic

Werewolf Claw
This is the claw of a werewolf. It still holds some of the innate power that lets shapeshifters harm each other.
"Fang" item
Magic Weapon (2), Single Use. High probability drop off an Elder Werewolf.