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Post by karajix101 on Jun 6, 2012 9:56:37 GMT -5
Now, I'm not quite ready to ascend, need a little more EXP, but I wanted to post it, because I need help. I want to know if I should take out anything, or add anything to make it the correct level, or to add something to make it better. Without further ado... User Login : karajix101 Character Name : Saethe Spellsurge Desired Ascension Material : Item - Longsword Feedback Desired : (yes/no) Yes Item name: Fatal Touch Properties Description : Intricate golden runes adorn the flat of the blade on both sides, the blade itself wrought of pure silver as it meets the solid-gold crosspiece and the hilt bound in dark leather before reaching the pommel, a symbol of Kelemvor emblazoned upon it. Attack Bonus +9 Extra Melee Damage Type : Bludgeoning Extra Melee Damage Type : Piercing Damage Bonus: Divine 2d8 Damage Damage Bonus: Positive Energy 2d12 Damage Holy Avenger Keen Massive Criticals 2d12 Damage Material: Steel Quality: Masterwork Skill Bonus : Discipline [+9] Visual Effect: Holy EDIT: This is the final one, I found out what I wanted, and this is it. If Extra Melee damage is allowed of course
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Post by gatalis on Jun 6, 2012 11:22:21 GMT -5
Well you're right at 25... Now, this looks good to me, but here's a few suggestions I'd personally make to maximize effectiveness since you only get one ascension item:
Remove Light
Remove Holy Avenger and replace it with a level 4 Paladin spell slot
Get a mage IG to cast continual flame on it, this'll give you the light without taking away from your total cost.
EDIT: Just a player giving feedback on how to improve it though *shrug*
EDITEDIT: I'd also suggest if possible using normal regen instead of vampiric. This is less from an RP standpoint and more from a practical standpoint, as Vampiric doesn't always work when you hit someone.
EDITEDITEDIT: Nevermind, I thought paladin spells worked like cleric spells, they don't. Holy Avenger is the way to go since you can't use level 4 spells... Sorry for the confusion.
EDITEDITEDITEDIT: Haha! I figured it out!
So I would suggest removing Holy Avenger and replacing it with a level 4 paladin spell slot. Paladins get a spell called "holy sword" that mimics holy avenger when they get level 4 spells, and paladin spells function like cleric spells.
You won't be able to use it until you get your level back up high enough to cast paladin spells (level 6 I think) but when you do, you can just cast holy sword. The spellslot is cheaper so it allows you to put more things on the sword for maximum efficiency.
The biggest downside is that you'll have to cast holy sword instead of it being on it 24/7, so its up to you about if it'd be easier to work with it and apply extra bonuses, or just have holy avenger.
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Post by xkcdapostle on Jun 6, 2012 13:58:34 GMT -5
I'd recommend the Holy Sword property, though only on the assumption that it is allowed. (You will find the new dungeon makes up for spell slots...) Get rid of the light property, unless you want it to be a different colour... Since at least two mages on the server have the spell Continual Flame (Vesur and William) to my knowledge. More should Vesur feel like sharing his findings, though no doubt William would be happy to enchant your item or hand out the scrolls to teach what part of the archive William has to a Mage that would help. I wonder if Vampiric regeneration is a little dark for a Kelemvorite Paladin sworn to oppose Necromancy... This aspect interests me... Otherwise, your design is a good weapon, use what little gold the light property's removal gives for something else.
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Post by BALLS OF STEEL on Jun 6, 2012 14:05:43 GMT -5
Paladins do get their spells as clerics and druids, if saethe had 14 wisdom, he would be able to cast a fourth level spell from his sword
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Post by Avvy on Jun 6, 2012 15:03:23 GMT -5
right off the bat. Vampiric regen will not be allowed on your ascension item unless you plan to no longer follow Kelemvor. It steals health from your foe and gives it to you. I'll take a look at the rest of it though.
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Post by karajix101 on Jun 6, 2012 15:06:47 GMT -5
Alright, so I removed Light and Vampiric Regen, but I still dunno how much I could add, or need to remove to make it the right level. :/
Edit: Maybe I could add On Hit : Silence [DC=16] But I don't understand the Duration, with the percents and such. Could someone explain it to me?
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Post by gatalis on Jun 6, 2012 15:17:16 GMT -5
Anything under a price value of under 1,200,000 is within the level limit of 25
As for Paladin spells, I figured out they function like cleric spells but the character has to have access to level 1 spells before they can cast any
EDIT:
Basically the on-hit DC is the DC to resist, and the percentage is the % chance for it to work when it hits, and the duration is how long it lasts... So a short duration means it's likely to work, but a long duration makes it less likely to work when you hit the opponent
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Post by xkcdapostle on Jun 6, 2012 15:27:22 GMT -5
If you add an on hit, it may not be cast since the Holy Avenger property has an onhit cast already...
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Post by karajix101 on Jun 6, 2012 15:30:08 GMT -5
Alright, then how about a spot bonus?
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Post by Avvy on Jun 6, 2012 16:43:29 GMT -5
Alrighty, so we've looked at it a bit more. You can't have Holy Avenger AND an onHit. This is because Holy Avenger includes an onHit function.
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Post by gatalis on Jun 6, 2012 17:02:25 GMT -5
My suggestions:
AB +9 Divine 2d10 positive 2d12 (or vice versa) Holy avenger Keen +7 to a skill
or...
AB +9 True Seeing 1/day Divine 2d10 positive 2d10 Holy avenger Keen Massive Criticals: 2D10
or maybe...
AB +9 Divine 2d10 positive 2d10 Holy avenger Keen Massive Criticals: 2D12 +2 to a skill
In the first case I looked at maximizing damage, in the second case (not sure if it'd be approvable) I looked at giving Saethe TS while adding a bit of umph to crits, and in the third case it's damage all the way.
EDIT: Of course a slight lowering of the AB bonus allows for all types of tricks from the looks of it.
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Post by karajix101 on Jun 6, 2012 17:11:33 GMT -5
Those look good! I'll see which I think would be the most useful.
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Post by BALLS OF STEEL on Jun 6, 2012 17:50:53 GMT -5
AB +9 True Seeing 1/day Divine 2d10 positive 2d10 Holy avenger Keen Massive Criticals: 2D10
Will not be approved
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Post by Avvy on Jun 6, 2012 17:51:16 GMT -5
Please remember to follow the rules of item creation. TS is not allowed.
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Post by karajix101 on Jun 6, 2012 20:25:44 GMT -5
Edited, please check it, to make sure that is okay for everyone. I'm open to suggestions. For instance, I could remove Holy Avenger and up the damage, and then Cast Holy Sword on it from the Spell slots given by Paladin Gear. And I also need help coming with a description, if anyone is interested!
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