Amazing Loot Ideas

Started by Sternhund, April 15, 2009, 02:55:34 AM

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Oskar Maxon

Why is the neutring belt more expensive?

Humoresque

yeah then you can rush me through the acts cruzel and maybe ill make a hammerdin

Letsplayforfun

The Ring of Last Hope.
When you activate it (1/day), it teleports the wearer on a random spot of the isle.

The Weaponmasters staff.
When you activate it (1/day), it transforms into a random melee weapon.

The boots of dancing
On perception of music, the wearer emotes dancing.

The deck of many things
You know what it does...

The dice of fate
same as deck of many things...

The neverempty ale mug (Dwarf quest special loot!)
It's never empty.

The cloak of many moods.
It change colors according to the wearer health's statuts.

The amulet of lunacy (cursed, can't be removed excpet if..)
After each rest period, it give the wearer a random alignement.

Egon the Monkey

Scepter of the Morninglord
A golden sun which may be held aloft to strike fear into or destroy the undead foes of the Church of Lathander.
Moon On A Stick, Light, 20m, Yellow, Bright.
+3 Fear Saves
5 uses, each use triggers one Undead Turning as if the character was a 14 Charisma, Level Seven Cleric.

Horns of Beshaba
A set of garnet studded antlers on a scepter, glowing with an unnatural red light. Although this attracts the attention of the Maid of Misfortune, such a show of faith in her may persuade her to Provide ill luck more generously to those near you.
Moon On A Stick, Light, Dim, 5m, Red
-1 Universal Saves.
Unlimited use/day of Aura Of Menace
 Aura Of Menace is removed when item is unequipped

Totem Of Malar
The preserved claw of some great beast, attached to a cat's femur. It can be held aloft to instil fear of the Black Blooded Pard in any creature that approaches.
Moon-on-a-stick
-1 AC, -4 Persuade, Bluff, +2 Intimidate.
Same effect as the Horns of Beshaba but generates an  Aura Of Unnatural instead.
 
Barbed Arrows
These arrows are viciously barbed to distract and slow an opponent.
On hit special power, slows the target down 10% on a failed Reflex save.

Ring of the Diehard
+1 Fort saves.
A character wearing this ring will automatically stabilise to 1 HP upon reaching -8 or fewer HP. The ring is then consumed.

Dye Traps/Dye Bomb Grenadelike
Turns the victim's skin bright green for four hours (reflex save DC15). Requires a Restoration or something equally complicated to remove.

This is pretty much a way to prevent people escaping then coming back 5 minutes later out of their disguise with no way to catch them. If you get hit by one of these then congratulations, you're a fugitive until it wears off because if someone forces you to take your helm off you're a big green giveaway. Should be standard Armsman issue (but no more than 1-2 each) and difficult for anyone else to acquire.

Smokestick
This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.

This could be scripted as a Darkness (3) casting grenadelike as we don't get Smoke Cloud.

eliff

The Double Edged Blade:
Every hit make a reflex save or have the blade hit you. Very powerful high damage and crit range.  Random either cure or inflict light wounds 2 uses a day.

VanillaPudding

The cursed rampager's loin cloth

It is said that when the wearer of this cloth is struck in combat that he shall be protected again further attacks by ancient spirits

OnHit - casts premonition with a 1/2 round duration
DR 5/-
-20% movement speed
cursed


Insane sarcastic golem

This tiny, indestructible golem has made you it's friend, no matter how hard to try to be rid of him he always seems to appear in your pack.

(summoning theme adjusted to summon golems, each spouting off a random, funny war cry before entering combat)

Sternhund

Quote from: Egon the Monkey;120233Ring of the Diehard
+1 Fort saves.
A character wearing this ring will automatically stabilise to 1 HP upon reaching -8 or fewer HP. The ring is then consumed.

Dye Traps/Dye Bomb Grenadelike
Turns the victim's skin bright green for four hours (reflex save DC15). Requires a Restoration or something equally complicated to remove.

This is pretty much a way to prevent people escaping then coming back 5 minutes later out of their disguise with no way to catch them. If you get hit by one of these then congratulations, you're a fugitive until it wears off because if someone forces you to take your helm off you're a big green giveaway. Should be standard Armsman issue (but no more than 1-2 each) and difficult for anyone else to acquire.

These are fantastic!

Sternhund

Here's one I just came up with.

Subdual Rope:
Tie down a PC that has been subdued, which will paralyze him for five minutes unless he's been freed!

Verybigliar

Why wasn't there such robe in underdark! You are too lateh!

The Crimson Magician

Oh jeeze.

Items that, when equipped, transform you into a random monster, which cannot be unmorphed until 5 IG hours have passed.

i.e. Joe equips the belt of happy happy faces, he turns into an ogre and is then killed, while everyone reads the name above the ogre and lols.

tooh

1. light wood spears for halfings, 1D8 x2 piercing, but can random break in fight and damage who wield it.

2. cursed stuff that makes user a ghost, silent and invisible, and cant do or take damage, or actions (open doors, use itens, etc) for one night IG.

3. diseases that makes fever with effect of tremours and pain or paralization of one arm/hand (unable to wield a shield or a weapon) or one leg/foot ( walk like encubered)

Gippy

Uncanny dodge on items. Please! Please.

Gippy

I am against the rope because when you are SDd you should just stay down. If you want to paralyze them you hit them with an axe.

Scripting a way to strip armor/trinkets from a subdued person without whailing on them might be nice.

derfo

hat of explosion

this helm is red and has the appearance of the most knightly helmet available

wearing this helmet gives 50% fire vulnerability and +1 concentration

upon death the user's head will explode in a fireball making big hurt to everyone around him/her while he/she got dead. it also causes the wearer to not be revivable via respawn or raise dead

Sternhund

Quote from: Gippy;120282I am against the rope because when you are SDd you should just stay down. If you want to paralyze them you hit them with an axe.

Scripting a way to strip armor/trinkets from a subdued person without whailing on them might be nice.


I see your point, but the idea of the rope would be to extend that flexibility to situations where the subdued character would have a chance to escape. I was thinking the rope would be a good way to tie someone down while you go about other business (subdualing other people in adjacent transition areas?). It could also be a neat getaway, tying someone down and then having five minutes to run. It might also be an interesting way to threaten someone, similar to the classic example of the bandit leaving the dame in distress on the railroad tracks.


There is a scripted way to remove items. /c yank_pack quick/purse/everything


Keep the ideas coming!