Open Grammarsalad opened 3 years ago
Traps
These are preset traps that can be placed without fear of failure by anybody with some degree of skill in setting traps. More complex traps require more skill to place but are more effective. A few of these traps are magical in nature and have unique effects. See below for more details.Trap, Basic
This is a cheap, and simple trap.STATISTICS: Special: Requires a set traps skill of at least 10% to place.
Damage: 2d8 +5 missile damageWeight: 3 Cost: 50 gp
Trap, Standard
This is a standard trap, suitable for larger prey.STATISTICS: Special: Requires a set traps skill of at least 10% to place.
Damage: 2d8 +5 missile damage, and additionally deals 2d6 poison damage per round for the next 3 rounds.Weight: 3 Cost: 300 gp
Inspiration: https://www.youtube.com/watch?v=jFuPLM0UuUA
https://www.youtube.com/watch?v=c8hJfB-iy_g
https://www.youtube.com/watch?v=3C6YmCGZ6X8
10-ft poll
Chance to set off and detect traps within 10' (but chance to be destroyed in process, too)--has a number of 'charges' and 'breaks' when reaching that limit--but could break earlier--'drain charges' effect that has a ~20% chance to be set off after each use (summons cre that checks for traps and sets them off--how???)
Skill in find/remove traps reduces break chance
Bag of Flour Removes invisibility in melee range
Bag of Rats Bag, 'summons' a number of (non-allied, non-enemy) rats that scamper around setting off traps
Crowbar
Chance to Open Locks, chance to break w/every use and has limited charges (like 10' poll above). Is more effective in the hands of stronger characters.
Skill in pick locks reduces break chance
Guard Dog Dog that follows you around and helps defend you. non-party member, but loyal and can be enchanted/'trained up' with proficiencies mod.
Followers/Mercenaries Non-party members that can help players in various ways (carrying loot, fighting, casting certain spells, picking locks, disabling traps, etc.) Must be paid regularly or will leave (but will dump all items if carrying them). Minor NPC interactions
Lock-picks, Masterwork
Bonus to Pick locks (requires a min skill to use)
Pack Animal Carries Mucho gear. Does not fight or defend itself, so keep it safe
Pet Familiar like pet that cannot fight or anything. It's just there for funsies.
Lore
Mask Chance to intimidate opponents (contingency: see enemy, 'cast' intimidate to reduce stats for a bit (only effect 1x/enemy save vs paralysis or no)
Mask, Filtered As mask above, but also gives a bonus vs. cloud like spells
Spyglass 1000gp. Duplicates the Clairvoyance spell.
Rope
Tie up helpless enemies (save vs. paralysis or be unable to move/attack indefinitely)
Climb (via script)
Should also be able to strip enemies of their valuables when tied up. Maybe also get xp for defeating them.
Climb down cliffs (via script)
Scroll Tube Hold scrolls (added where there is none) er, maybe this already exists. Check. At least make it more widely available and maybe craftable
Special Materials
Thieves Tools, Masterwork Bonus to Find/disable traps (must have a min find trap skill to use)
Traps: Better effect if char has set traps skill
Mundane mod: General idea to reduce magic dependency/christmas tree characters Ultimate goal is to make it possible to go through the game without a single magic item
- General items:
- Get rock: anybody can pick up a rock and throw it
- Braciers: +1 defend vs. melee attacks
- Reduced magic: Low level magic items converted to high quality mundane items
- Masterwork weapons: + x to hit and damage (perhaps different sorts of modifications)
- General: special materials (mostly to hurt unique creatures)
- Blades:
- Sharp Blade: +1 dam
- Serrated blade: +3 dam/-1 spd(?)--tends to get stuck
- Balanced: +1 spd/hit
- Blunt weapons:
- Weighted: +1 dam/spd
- Heavy: +5 damage/-1 hit/-2 spd
- Special Arrows/bolts:
- Hunters Arrow: +1 dam
- War Arrow: +2 Hit/Damage
- Sling Bullets:
- Heavy: +1 blunt dam
- Sharpened: +1 pierce dam
- Bows:
- Compound: +1 hit/damage--Higher str req
- Crossbows:
- Repeater: +1 attack--uses smaller arms that do less damage (or -1 hit--less accurate)
- Heavy: Long pause; x2 damage or more; min required str
- Slings?
-Masterwork Armors:
- Reinforced: +x AC and/or resistance/-x dex--based on armor type
- Fitted: Smaller penalties to dex
- Masterwork items:
- Thieves tools
- Masterwork lockpicks: +x% to pick locks
- Padded boots: +x% to move silently
- Black cloak: +x% hide in shadows
- Toolkit: +x disarm (though also detect) traps
- Many monsters lose protection from nonmagic items (excepting ghosts and similar)
Though perhaps even ghosts will be hittable with special material weapons
Skills & Proficiencies: ??? - ???: Mundane
This group of components deal with useful, but largely non-magical gear. Many of these items are intended to interact with the other components in this mod, but they all should still be useful even if no other components are installed.
The general description of each component can be found in the table below. For a more in depth description of each, see the following section.
New and Revised Items
^ May break. See item description.
^^ New use(s)
Weapon and Armor: Upgrades
Weapon and Armor: Variant Materials