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Author Topic: Convert items from planescape torment  (Read 24115 times)

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May 25, 2012, 02:13:29 AM
Reply #15
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I had noticed stuff like "Divinity" "Quality" "material" in the item properties section: what do they do, other than raising price?

EDIT: 1st item I try to convert:
DEIONARRA'S WEDDING RING
Special:
   +3 to All Saving Throws
   +3 to Armor Class
   +3 to Armor Class vs. Piercing
Weight: 0
« Last Edit: May 25, 2012, 02:16:30 AM by Dark_Ansem »
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


May 25, 2012, 06:10:07 AM
Reply #16

I had noticed stuff like "Divinity" "Quality" "material" in the item properties section: what do they do, other than raising price?

EDIT: 1st item I try to convert:
DEIONARRA'S WEDDING RING
Special:
   +3 to All Saving Throws
   +3 to Armor Class
   +3 to Armor Class vs. Piercing
Weight: 0

I would have made it:

+1 to saves
+1 to AC
+3 AC vs. Piercing

Divinity gives you twice the number of divine spells for whatever level it's set to.  Material & Quality are just descriptive.
HEATSTROKE


May 25, 2012, 06:32:28 AM
Reply #17
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I take wizardry does the same, but for arcane spells? that is a brilliant feat! I wanted to request it!
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


May 27, 2012, 09:47:32 AM
Reply #18
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so an item like this

Aegis
   +3 to Constitution
   +15 to Base Hit Points
   +3 to Armor Class

it could be:

+3 or +6 constitution
+1 AC

how could base hit points be considered? a bland regeneration effect?
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


May 27, 2012, 10:00:54 AM
Reply #19

so an item like this

Aegis
   +3 to Constitution
   +15 to Base Hit Points
   +3 to Armor Class

it could be:

+3 or +6 constitution
+1 AC

how could base hit points be considered? a bland regeneration effect?

I'd make it +4 CON & +3 AC.
HEATSTROKE


May 27, 2012, 10:05:51 AM
Reply #20
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My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


May 27, 2012, 10:06:42 AM
Reply #21

HEATSTROKE


May 27, 2012, 10:16:19 AM
Reply #22
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ah, you're a genius. and in the PrC the bonus is retroactive?
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


May 28, 2012, 02:16:07 PM
Reply #23
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next one:

BLADE OF THE IMMORTAL
(Unique, Artifact)
Damage: 2-3 Piercing
Enchanted: +1
THAC0: +1
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests

I'd say just a bade dagger with a +1 attack bonus and +1 enchantment... right?
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


May 28, 2012, 02:55:57 PM
Reply #24

next one:

BLADE OF THE IMMORTAL
(Unique, Artifact)
Damage: 2-3 Piercing
Enchanted: +1
THAC0: +1
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests

I'd say just a bade dagger with a +1 attack bonus and +1 enchantment... right?

Yeah, that was a pretty weak dagger other than its "plot" scripting.
HEATSTROKE


May 28, 2012, 03:45:53 PM
Reply #25
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now this one

RAVEL'S FINGERNAIL
(Unique, Artifact)
Damage: 2-7 Piercing
Enchanted: +2
Special: 2-12 Poison Damage
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Edged
Not usable by Priests

I'd say still a dagger, with a +2 or more enhancment bonus, + 2 or more attack bonus. I'm unsure how much piercing damage to add and how to rend that poison damage. acid damage is definitely not the same thing.
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


May 28, 2012, 08:29:32 PM
Reply #26

now this one

RAVEL'S FINGERNAIL
(Unique, Artifact)
Damage: 2-7 Piercing
Enchanted: +2
Special: 2-12 Poison Damage
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Edged
Not usable by Priests

I'd say still a dagger, with a +2 or more enhancment bonus, + 2 or more attack bonus. I'm unsure how much piercing damage to add and how to rend that poison damage. acid damage is definitely not the same thing.

I'd make it a +2 keen dagger, since it's doing slightly more damage in AD&D than a dagger +2 should have been able to do, but at the same time it's not a short sword since mages can use it.

You can make a poison type that will do straight HP damage on a failed save.  It's very simple to add them to the poisons.2da

Code: [Select]
//::///////////////////////////////////////////////
//:: Poison 2d6 Damage
//:: Poison_2d6_Dam
//:: Copyright (c) 2012 Athas Reborn
//:://////////////////////////////////////////////
/*
    Poison causes 2d6 HP damage.
*/
//:://////////////////////////////////////////////
//:: Created By: DM Heatstroke
//:: Created On: May 28, 2012
//:://////////////////////////////////////////////

void main()
{
    object oTarget = OBJECT_SELF;
    int oDamage = (d6(2));
    effect eVenom = EffectDamage(oDamage, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_PLUS_TWENTY);

    ApplyEffectToObject(DURATION_TYPE_INSTANT, eVenom, oTarget);
}

« Last Edit: May 28, 2012, 09:01:02 PM by DM Heatstroke »
HEATSTROKE


May 29, 2012, 02:37:29 AM
Reply #27
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I was thinking more of having it inflict "demon fever", the night hag disease.
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


May 29, 2012, 10:54:07 AM
Reply #28

I was thinking more of having it inflict "demon fever", the night hag disease.

That would be very appropriate too.
HEATSTROKE


May 29, 2012, 11:50:23 AM
Reply #29
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no idea about the DC throw, however...

a big challenger now!

DAK'KON'S ZERTH BLADE ("STREAMING BLADE")
Damage: 5-20 Slashing
Enchanted: +3
Special:
   +6 to Armor Class
   Doubles all 1st Level Mage Spells
   Doubles all 2nd Level Mage Spells
   Memorize 1 Additional 3rd Level Mage Spell
THAC0: +3
Speed: 6
Weight: 5
Proficiency: Edged

a one-handed longsword, I think.
I'd say, first of all, wizardry 1/2 + a bonus spell slot of Mage
then a +3 attack bonus, or more
then a +3 enhancement bonus, or more,

I am unsure about the base damage and that AC bonus...
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163