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TOPIC: Re: The Design Your Own Ultra Rare Contest

Re: The Design Your Own Ultra Rare Contest 16 years 5 months ago #13

I'm sure many of you will recognize this item as Regis' Ruby Pendant from R.A. Salvatore's books, but it would make a very fun, not over the top item for the TD, but too powerful for the rare slot.  Plus it makes a hard choice between this and the HOP.<br /><br />Ruby Pendant of Enchantment (necklace) - Once per encounter (against an intelligent foe), you may use the pendant instead of attacking.  DC 16 will save or be stunned for 1 round.

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Re: The Design Your Own Ultra Rare Contest 16 years 5 months ago #14

  • bpsymington
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Wand of polymorph other - save vs. DC 12 or turn into another creature of wielder's choice<br />
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Re: The Design Your Own Ultra Rare Contest 16 years 5 months ago #15

I don't believe we can have a Medusa Head because the Medusa turned to dust and nothing remained.  Otherwise we should have been able to pull her snake hair out and make them into shoelaces.<br />;)
Noel<br />of Clan Smakdown<br /><br />With left hand firmly covering my eyes, a peal of thunder clapped from my wand as arcs of lightning cascade blindly from the tip.  I peek to see the Medusa dead from the blast slowly turning to dust herself.

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Re: The Design Your Own Ultra Rare Contest 16 years 5 months ago #16

Potion of Experience:  Turn in at desk after dungeon run.  Player gets double XP for the just completed Dungeon run. 
A society grows great when old men plant trees whose shade they know they shall never sit in.

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Re: The Design Your Own Ultra Rare Contest 16 years 5 months ago #17

<br />Potion of Experience:  Turn in at desk after dungeon run.  Player get double XP for the just completed Dungeon run.  <br />

<br /><br />Unless you are running hardcore, then you must turn it in at the  beginning of the run...    Muhahahah.<br /><br /><br />1000 GP Blood diamond

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Re: The Design Your Own Ultra Rare Contest 16 years 5 months ago #18

<br />Amulet of Might: +1 damage to melee attacks<br /><br />Rod of Wonder:  1/2/3/4/5/6 requires melee hit to gain added effect; number colsest to Dot determins effect  (1): Target is healed 5 hp (2): Target gains +1 damage to attacks this round (3): All attacks this round gain +1 damage agaist target. (4): target takes an additional +3 cold damage (5): target takes an additional +5 acid damage (6): target takes an additional +10 Fire damage.    (any class)<br /><br />Mask of Magic: allows any class to use scrolls <br /><br />Spectles of Arcane Sight: allows user to see invisable creatures and or magical writing<br /><br />Ioun stone of luck: Re-roll one failed save or attack once per adventure<br /><br />Arm band of mighty blows: twice per adventure gain max damage on an attack (attack must still hit, declare use before attacking)<br /><br /><br /> 
5th level Monk<br />"If done right, no can defense"<br />STR:23   DEX:15  CON:16   INT:12  WIS:17  CHA:10                <br />HP:35   AC:16   SAVES: Fort:+14  Ref:+12  Will:+16 <br />Greater Flurry Melee: +1 Dragonfist Bracer/Quivering Bracer  Hit:+10/+9  Min Damage:14/13  Max Damage:19/20<br />Ranged Combat(thrown): +1 Keen Handaxe   Hit:+5 ...

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Re: The Design Your Own Ultra Rare Contest 16 years 5 months ago #19

Amulet of Explorer's Luck:<br />(or amulet of action points) -- Once per room, add a d6 to any d20 roll before result is announced.<br />(ie.  to hit, saving throws, initiative, skill check, ...)<br />  The rumor is that there are going to be some type of Action Points in 4th edition, so this could be a preview to this for True Dungeon.<br /><br /><br />Slippers of the Spider -- spiderwalk at will<br /><br /><br />I really like the idea of a purple token for a wizard familiar (bat, cat, ...) with +5 hp, but I think that if it dies in the dungeon, the wizard should lose the 5 hp plus 2 hp more.  This way it's more like a real familiar was (sort of a double edged sword--so to speak).<br /><br />--Steven

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Re: The Design Your Own Ultra Rare Contest 16 years 5 months ago #20

Ring of Wild Magic:  It will do something different every year.  For instance, this year it could do the "4th Level Character" increase instead of using the potion of heroism.  I'd recommend that, since it would be a shame to go to all the work to make 4th level characters and have nobody do it because it was a one-time consumable.  This way you'd get lots of people to get the Ring to be able to play a 4th Level Character, because it would still have some effect in future years as well. 

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Re: The Design Your Own Ultra Rare Contest 16 years 5 months ago #21

<br />Ring of Wild Magic:  It will do something different every year.  For instance, this year it could do the "4th Level Character" increase instead of using the potion of heroism.  I'd recommend that, since it would be a shame to go to all the work to make 4th level characters and have nobody do it because it was a one-time consumable.  This way you'd get lots of people to get the Ring to be able to play a 4th Level Character, because it would still have some effect in future years as well.  <br />

<br /><br />I think everyone is getting a bump to 4th level.  The potion would then make you a 5th level whatever, with 5 level abilities, spells, and whatnot.

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Re: The Design Your Own Ultra Rare Contest 16 years 5 months ago #22

Since you said we could submit previously submitted ideas, here are mine from quite awhile ago.  I deleted a few that are OBE or already on the list.  <br /><br />Ultra-Rares:<br /><br />1. Amulet of All-Seeing Eye:  Allows user to have Detect Magic light for 30 seconds in each room, must be worn through entire room.  Usable by Druid & Wizard.<br />2. Cloak of Levitation: Allows user to levitate straight up, cannot carry additional person.  <br />3. Wand of Immobility:  3 charges, successful hit immobilizes monster for 1-3 turns<br />4. Girdle of Invulnerability:  Adds 2 to Armor Class  Note:  This is very powerful, but it is following the tradition of the Girdle of Giant Strength for the Belt/Girdle Ultra-Rare Slot to be extra powerful. <br />5. Ring of Invisibility:  Makes wearer invisible, +10 to AC.  1 HP damage per round when activated.  <br />6. Lg. Shield of Missile Deflection:  +2 AC, +8 AC vs. missile weapon attacks<br />8. Scabbard of sharpening:  Gives +2 damage to sword sheathed in scabbard for first hit per combat.  Bonus limited to one sword per adventure.  Can specify type – for instance maybe this year would be a Longsword Scabbard of Sharpening.  Adds new slot, which many players like.  <br />9. Endless +1 Quiver:  Gives endless supply of  +1 damage magical arrows, new arrow appears after previous arrow was fired.<br />10. Magical Thieves Tools:  Allows one retry per trap<br />12. Holy Amulet:  Allows one retry per room for a healing spell.  Must be worn throughout dungeon.<br />13. Bracers of Accuracy:  +1 to Hit on all attacks<br />14. Boots of Haste/Speed:  Allows one reslide in combat per room.<br />15. Bottomless Jug of Hill Giant Ale:  Per Drink, heals 2 points and AC is dropped 2 for the adventure.<br />16. Amulet of Access, or Gloves of Finding: Thieves only, detects any secret doors when searching for them.  Must be worn in entire room to work.  <br />17. Longsword of Opposition:  +3 to hit, +3 Damage, 75% chance per round each monster will attack wielder of Longsword of Opposition.  <br />18. Helm of Night:  +1 AC, Wearer has Dark Vision (extra light source) or some sort of magical vision (Detect magic?).  Picture could be ornate helm, the face under it would be in shadow except for glowing red eyes.  <br />19. Small Shield of Animation:  +1 AC, both hands are free, usable by all classes that can use a Small Shield.  Limit one per character, takes up shield slot.  <br />20. Great Sword of Ghost Touch, can damage incorporeal monsters, and can be wielded by a character who is a Ghost.  Usable by all classes that can wield a Great Sword.  Someone who is a ghost gets no additional damage or “to hit” bonuses.  Sword is corporeal or incorporeal; whichever is more beneficial to the wearer.  Note:  This is a way for dead characters with the party as ghosts to still interact with the group – it could be the first of a series of Ghost Touch weapons for different classes (maybe one per year per rarity, making sure each year every class has something it can use. Commons would be expendable).  <br />21. Monk’s Belt of Iron Skin:  +1 AC, and +1 To Hit and +1 damage for unarmed damage, usable by Monk<br />22. +2 Longbow / +2 Flaming Longbow / +1 Flaming Longbow<br />23. +2 Flaming Heavy Repeating Crossbow, usable by Fighter and Barbarian <br />24. +2 Bastard Sword, Usable by Fighter/Barbarian<br />25. +2 Mace of Undead Warding:  +2 Damage, +2 to Hit, Adds 2 damage to turning attempts against Undead.  <br />26. +2 Scythe<br />27. Staff of Destruction:  +1 to Hit, 2-7 Damage, adds +1 damage to offensive spells cast from memory.  Wizards and Druids only.  <br />29. Bracers of Ambidexterity:  Allows Ranger to use two Longswords instead of a Longsword and a Shortsword.  <br />30. Amulet of Reducing:  Can eliminate one option from a set of choices in a room. (For instance, if there are three possible exits, using a charge can identify one exit that shouldn’t be taken).  Limit one use per room.  Must be worn throughout dungeon.  <br />32. Longsword, +1 Damage and +3 to Hit, or +3 Damage and +1 to Hit.  Could replace +2 Longsword.<br />33. Plate Mail of Resistance:  +8 AC, adds +1 or +2 to Savings Throws. Could replace +1 Plate Mail  <br />38. Ring of Protection +2<br />40. Amulet of Might Fists, +2/+2 to unarmed combat<br />41. Greater Bracers of Archery, +3/+3 on missile attacks<br />42. Brooch of Shielding (or Ioun Stone of Shielding), prevents 50% damage from missile spells<br />43. Hand of the Mage:  This mummified elf hand hangs by a golden chain around a character’s neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand once per room.  <br />44. Harp of Charming:  This instrument is a golden, intricately carved harp. When played, it enables the performer to work one suggestion (as the spell, Will DC 14 negates) into the music for each 10 minutes of playing if he can succeed on a DC 14 Perform (string instruments) check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours. <br />45. Ioun Stone Deep Red Sphere, +2 to DX<br />46. Ioun Stone Pale Blue Rhomboid, adds +2 to ST<br />47. Ioun Stone Pearly White Spindle, heals 1 pt. per room at end of room.  <br />48. Ioun Stone Dark Blue Rhomboid, can’t be surprised<br />49. Ioun Stone Dusty Rose Prism, +1 AC<br />50. Maul of the Titan, +6 Dam, -4 to Hit, Barbarian<br />51. Scabbard of Keen Edges:  Equivalent to casting Keen Edge on weapon in each room.  <br /><br /><br />

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Re: The Design Your Own Ultra Rare Contest 16 years 5 months ago #23

  • nyghtmare
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Beckett's Pants - [Allows user to pick up second class after all of the class have been selected, user has the lower hp between the two classes, can not use tokens that are against their "active" class] Text on token: Allows user to switch between their two classes.

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Re: The Design Your Own Ultra Rare Contest 16 years 5 months ago #24

  • bpsymington
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<br /><br />Amulet of Might: +1 damage to melee attacks<br /><br />Rod of Wonder:  1/2/3/4/5/6 requires melee hit to gain added effect; number colsest to Dot determins effect   (1): Target is healed 5 hp (2): Target gains +1 damage to attacks this round (3): All attacks this round gain +1 damage agaist target. (4): target takes an additional +3 cold damage (5): target takes an additional +5 acid damage (6): target takes an additional +10 Fire damage.    (any class)<br /><br />Mask of Magic: allows any class to use scrolls <br /><br />Spectles of Arcane Sight: allows user to see invisable creatures and or magical writing<br /><br />Ioun stone of luck: Re-roll one failed save or attack once per adventure<br /><br />Arm band of mighty blows: twice per adventure gain max damage on an attack (attack must still hit, declare use before attacking)<br /><br /><br />  <br />

<br /><br />I like the Spectacles and the Armband - I assume using the armband would disqualify the attack for crit damage.<br />
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