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TOPIC: The Design Your Own Ultra Rare Contest - RESULTS Page 7

The Design Your Own Ultra Rare Contest - RESULTS Page 7 16 years 6 months ago #1

Once again we are having our collectors design the final UR token for 2008.  Please post your ideas here in this folder.  The contest length is SHORT -- so hurry!  We will pick the winner Friday, November 2nd at 5pm (Central). <br /><br />You can enter as often as you would like -- and all submissions become the property of True Adventures, Ltd.!  Feel free to enter any previously suggested token.<br /><br />The winner will receive a PROOF version of the actual Ultra Rare token that is picked.<br /><br />The winner will be picked from a very mysterious set of criteria that are only known by a secret cabal -- so their ruling is final and you should not be sad if your idea is not picked!<br /><br />Let the entries begin!<br /><br />
<br /><br />BTW, thank you to everyone for previous token ideas that I have received this year.  I am sorry that I could not use all of them!  I received 100s of ideas over the last few months, and since there are only about 20 new tokens per rarity level -- just having ONE token idea used was a cool feat!  If you had more than one idea used -- you did really well.  I wish I could have made everyone happy and made many more new tokens, but instead I got to disappoint some people.  I am sorry for that!  It is the worst part of doing my part for the event -- sometimes I have to be a butt-head!<br /><br />Anyway, thanks again for all your help!
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"

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Re: The Design Your Own Ultra Rare Contest 16 years 6 months ago #2

+2 Quartersraff of the Lionheart <3,4,5,6,7,8><br />Monk Paladin <br />Adds +3 AC<br /><br />EDIT:<br /><br />"Last Caress"<br />+1 Krissed Dagger <2,4,4,5><br />Allows rogue to to use in offhand. Does double damage on successful backstab. If used in conjunction with Nightshade's shortsword does triple damage.<br /><br />"Everfill Bottle"<br />Must have an admin or coach attach <superglue> any potion to the opposite side of this token. Potion can be used as normal and turned in to coach. At the end of the adventure, the potion is returned to the player to be used again next adventure. <br /><br />Rams Helm (or Bears, or Pats, or Colts, or whatever your fave team is:))<br />Barbarian, Fighter, Ranger<br />+2 AC <3,3,4,4,5,5,6,6><br />Once per adventure, character may charge opponent for automatic crit damage. Must slide the helm for damage Indicator. <br /><br />Flying Guilletine<br />Monk<br />Ranged weapon <1,1,1,2,2,3,4 or Death><br />If Crit is slid and death is the damage, monster dies. Not effective against monsters immune to crits.<br /><br />+1 Barbed Trident <2,2,5,5,7,7,9,9><br />Barb, Fighter, Paladin, Ranger<br />2 handed Melee or 1 hand Ranged<br />If used in Melee causes and extra point of bleed damage. If used ranged, Trident imbeds itself in opponent and causes 1 bleed damage and -2 init each round.  Opponents immune to crit are imune to the bleed damage but not the -2 init. <br /><br />Hands of True Death<br />"This delicate process removes the persons hands and immediately attaches these dessicated hands of an elder lich."<br />Effected character is down 5hp for the adventure but is able to crit undead monsters normally. Takes up a gloves slot.<br />-or-<br />Oil of True Death<br />1 round to apply, weapon crits effect undead. <br />I Just really dislike expendable UR.<br /><br />Orb of Spell Arc<br />Wizard Bard Druid Cleric<br />Off Hand slot<br />Once per room, any one spell placed on caster, may affect entire group<br /><br />"Diamond Skinning Blade"<br />Gain an extra Trophy token.<br />Slide 19-20 for 2 total. <br />Fine print: Stacks with HoP and is not a weapon nor takes a slot. Does not allow for extra practice slides.<br /><br />"Medusa"<br />+1 Orcish Scourge<br />Opponent must make Fort save of 16 or be paralized in stone for a round.<br />-or-<br />Opponent must make a Ref Save 16 or be tripped prone for a round.<br /><br />"Thick Bone Girdle"<br />-2 Reflex saves<br />Allows the use of an extra belt<br /><br />Black Pearl Ioun stone<br />Energy resistance 7

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Re: The Design Your Own Ultra Rare Contest 16 years 6 months ago #3

Boots of Haste<br /><br />Once per combat, go first or take an extra action.<br /><br /><Lazy reposting><br />If not a medal, how about a Mantle of heroism and start off a whole new shoulder slot item and change it up with new shoulders each year. Even one of the combos can be shoulders. <br /><br />If the idea of different stats for each class is too much to keep track of. Then how about a permanent Bless or Magic circle of Protection against evil?<br /><br /><br />"Hammer of Foss Altus"<br />Dear gods man, just tell us what it does already!!!!

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Re: The Design Your Own Ultra Rare Contest 16 years 6 months ago #4

Mithril Dwarven Hall pass<br /><br />Once per dungeon, use the restroom :)

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Re: The Design Your Own Ultra Rare Contest 16 years 6 months ago #5

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Amulet of Repeat Spell1 or Repeating or something along those lines.<br /><br />Once per combat: Any combat spell cast from memory is automatically cast again during the next combat round for 'free' (aka, dosen't take up a use). Wizard can take any non-spellcasting action during that round as well. <br /><br /><br />Amulet of Timestop1<br /><br />Once per encounter allows wearer to gain a free action before combat begins. This action cannot be offensive in nature. Allows buffing or spell casting or scroll reading or whatever.<br /><br /><br />Amulet of Salvation1<br /><br />Once per encounter allows wearer to force any one monster to make a reroll before the effect of the roll takes effect. This can only be used to affect to hit rolls or saving throw attempts. Once the effect is announced, it's too late to use the amulet. <br /><br />(Consumable/personal version: Luckstone: Allows the possessor to reroll any one saving throw before the results are known and take effect. This ability can only be used once per any one save attempt) (Could either be once per dungeon or a consumable with 3-5 charges)<br /><br /><br />Sword of Defending +2: At the start of any combat round the possessor can apply any of the +2 bonus to AC instead of hit/damage<br /><br /><br />Rod of Eldrich Might: Increase Warlock's blast damage<br /><br /><br />Oil of Impact: As per scroll of keen edge but for blunt weapons. (Sure it's not a UR, but I meant to mention it ages back)<br /><br /><br />Amulet of Ironguard1: -2 points of damage from any weapon made of iron/steel<br /><br /><br />Bracers of Multishot: Causes an arrow to multiply when facing more than one enemy. Any hit affects all monsters equally. (eg. one slide would count as an attack against all targets)<br /><br /><br />Gauntlets of Whirlwind Attack: When facing multiple opponents this amulet allows any attack to affect all monsters equally.(eg. one slide would count as an attack against all targets)<br /><br /><br />Rod of Negation/Cancelation: Cancels any spell or spell-like effect. When used in combat, its use means the wizard can take no action the following round (eg, it's like counterspelling). (Might want to add charges to this bugger. If  it has charges then make it a rod. if it's a once per encounter or something then it can be whatever wearable slot.)<br /><br /><br />Amulet of Quicken Spell1: Allows the spellcaster to cast 2 spells in the same round. Both must be from memory.<br /><br /><br />Ring of Shooting Stars: Once per encounter. Blast one target for 10 pts of electrical damage.<br /><br /><br />Amulet of Retribution1: Any attack which causes death (due to HP loss) to the wearer results in twice the amount of damage being dealt to the monster.<br /><br /><br />Ring of Shielding: At the beginning of combat the wearer may designate a fellow party member. Any damage taken by that individual is halved and is also inflicted upon the wearer.<br /><br /><br />Amulet of Deflection1: Once per encounter, any projectile weapon or ray-like spell that would have hit the wearer instead misses. (I guess this could be Gloves of Deflection) (Just noticed there are already bracers of deflection which means this whole thing would need a name change. How about Dispersion?)<br /><br /><br />Ring/Gauntlets of Mighty Blows: (3-5 charges) Expending a charge results in double damage being dealt if the attack hits. (I can't quite decide if this should really be charged or not. Charged seems too weak. So does once per dungeon really. Once per room seems too strong. I guess we could do twice per dungeon or something as a balance.)<br /><br /><br />Masterwork Crib Sheets: Allows spellcaster to bypass one skill check per dungeon allowing for automatic success. Alternate names: Headband of Intellect/Helm of Brilliance. Since it's a UR, toss in a +1 to AC or something to boot to make it nice for non-helm wearing classes<br /><br /><br />Gauntlets of Elemental Mastery: Allows wearer to cause wielded weapon to deal 2 extra points of fire/cold/ or lightning damage with each successful hit. Element damage type must be declared at start of round (This can be adopted to as many 'types' of damage as needed though at least fire/cold should be there. It also adds a nice bit about extra damage for creatures with element vulnerabilities and whatnot.)<br /><br /><br />Mantle of Chaos: +2 AC (3-5 charges): Expending a charge after being hit by a monster (dealing HP damage) results in the damage instead randomly affecting another player character.<br /><br /><br />Amulet of Elemental Protection1: -5 damage from all elemental based attacks. (Only applies to the elemental part. So if someone hit you with a flaming sword, slicing damage stands and fire damage is reduced)<br /><br /><br />Leech Blade: Upon a succcessful hit, the weilder can choose to leave it embedded in the victim and the same amount of damage is done each turn as long as the slider is not 'bumped'. If bumped, weilder must use an action to recover the blade. (Critcals count as hits on subsequent rounds. Wielder can take non-combat actions while blade is snacking.)<br /><br /><br />(If we want a non-weapon specific effect) Gage of the Leech Blade: Same as above but grants the effect to any bladed weapon wielded. (Adds an interesting strategy element as other sliders will try to avoid bumping various tokens 'locked' on the board. As for what actions are allowable while the blade is snacking, I think it's best that no other slides be allowed. So anything that dosen't require a slide by that individual should still be kosher)<br /><br /><br />1Why are they amulets? Because I like amulets and I couldn't be bothered to think of individual slots. Just fill them in as whatever seems most appropriate if used.

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Re: The Design Your Own Ultra Rare Contest 16 years 6 months ago #6

Mantle of Second Chances(Shoulder slot)--Player gets a re-roll once per dungeon (My LG character uses this and it is simply one of the most useful items out there)<br />(Henwy my LG character also has the ability to make the monster re-roll, and I think that's too unbalancing)<br /><br />Infinite Wand of Nerveskitter--(Arcane) +5 Initiative once per dungeon (or could be made into a ring so that it allows more access)<br /><br />Ring of Treasure Finding--Allows player re-pick treasure earned from the treasure box. One use per dungeon. Ring must be worn for 24 hours to have an effect. Stacks with Horn.<br /><br />Potion of Treasure finding--(consumable) Allows 4 draws out of treasure box for a dungeon. If already using horn, allows 7 draws.<br /><br />Belt of Battle--Once per dungeon, player gets an extra turn.<br /><br />Magic Thieves' Tools--Rogue starts halfway through the trap.<br /><br />Magic Spectacles--Allows the paladin to use divine scrolls, ranger arcane scrolls, and rogue all scrolls. Allows the barbarian the ability to read.<br /><br />Mask of Insight--Player is automatically able to detect any secret doors<br /><br />Wand of Vortex of Teeth--(Arcane) (2 charges??) All monsters take 3d8 damage per round no save, force damage<br /><br />Scroll of Lesser Dragon Ally--(Arcane) Player must sacrifice 1000gp to cast this spell. For one room, a dragon works for the party.<br /><br />Potion Bracers--Works identical to belt of retrieval but uses the bracer slot (i.e. don't have to sacrifice using the girdle for the player that thinks its essential). Also allows use of a second potion, if also using the belt, if the combat lasts 2 rounds.<br /><br />Anklet of Translocation(foot slot)--Player can, once per day, teleport ten feet.<br /><br />Book of Wonder--(consumable) Allows the player access to a class they couldn't otherwise play.<br /><br />Scroll of Disintigrate--(arcane) Monster must make a DC 18 fort save or be defeated<br /><br />Luckstone(traditional version)--+1 on all saves<br /><br />Ioun Stone--protects all ioun stones for one player from loss or destruction<br /><br />Charged Ring--(one charge) allows a player to expend the charge from this ring instead of using the charge from another magic item that he has in his possession<br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br />

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Re: The Design Your Own Ultra Rare Contest 16 years 6 months ago #7

Gem of True Seeing - Permanent See Invis as well as see through illusions.<br /><br />+2 Scalemail of Heavy Fortification (or +1 Half Plate, same thing) - 8AC, Immune to Crits<br /><br />Scroll of Phantasmal Killer - DC 16 Will Save for no effect, if failed DC 14 Fort Save or die, 10 damage even if Fort save succeeds.  Mindless Creatures unaffected.<br /><br />Troll Hide Armor - 5 AC Regen 3 hps at the start of each new room.  (Not sure what other species this could be to justify Barbs not wearing it...)<br /><br />Rod of Divine Healing -  Cleric Only, Distribute four points of healing at the start of each new room.  (Maybe a no more than 2 points per person rule would be good here)<br /><br />Pixie Familiar - Wizard Only, +5 max hps<br /><br /><br /><br />
You can't spell slaughter without laughter.

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Re: The Design Your Own Ultra Rare Contest 16 years 6 months ago #8

Pixie Pal(slightly different version)--2 hp, able to carry small objects in the room, naturally invisible so normally woulod not be able to be targeted<br /><br />Amulet of Mending -- any tokens destroyed, except consumables, are remade at the end of the room<br /><br />Helm of Battle--Once per encounter, +2 to hit<br /><br />Armbands of Empowered Healing--Once per combat, heal spell cast is +50%<br /><br />Ring of the healer -- any character can now cast divine healing scrolls (with apologies to Gary)<br /><br />Tome of Dexterity--(no slot) +2 Dex<br /><br />Chime of Opening--(3 charges) opens lock without setting off traps, rogue can use this once per adventure without using a charge<br /><br />Nightshade's Boots--Boots of Elvenkind and Freedom<br /><br />Circlet of Pursuasion -- if monster is not immediately hostile, players may be able to avoid combat with role playing<br /><br /><br /><br />

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Re: The Design Your Own Ultra Rare Contest 16 years 6 months ago #9

Cool idea on the Nightshade's boots.

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Re: The Design Your Own Ultra Rare Contest 16 years 6 months ago #10

Key of Greyhawk - 1 per party allowed. 1 use. Marked on party card at the beginning of the adventure. Allows the party to defeat any room.

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Re: The Design Your Own Ultra Rare Contest 16 years 6 months ago #11

Shield of Greyhawk - +3 to AC and the shield can cast dispel evil once per day.<br /><br />Kim
"It's not the years in your life that count, it's the life in your years."Abraham Lincoln

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Re: The Design Your Own Ultra Rare Contest 16 years 6 months ago #12

Staff of the Magi -Wizard- 1/3/3/4/6, +2 to AC, Allows wizard to cast Burning Hands once per room for free.<br /><br />Bandit's Mask -Rogue- +1 AC Helmet, Allow the rogue to loot one extra treasure from combat only (this does not include completed puzzles or trapped chests).<br /><br />Gem of True Seeing - All - Functions as a  Major Rumor in the coaching room, then can detect invisible creatures or hidden doors in the dungeon.<br /><br /><br />
Could just be rockin the pillsbury. - HenwySir Killian Brimstone, Paladin and Knight of the Valiant Order

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