Welcome, Guest
Username: Password: Remember me

TOPIC: 2009 Ultra Rare Token Ideas Go Here!

Re: 2009 Ultra Rare Token Ideas Go Here! 15 years 7 months ago #85

From the original thread...<br /><br />Because there must be a Very Fine Hat(TM) token:<br /><br />Very Fine Hat (UR)<br />Class: Any<br />Slot: Head<br /><br />Once per combat, redirect one attack targeted to you to another party member of your choice.[/b]

Please Log in or Create an account to join the conversation.

Re: 2009 Ultra Rare Token Ideas Go Here! 15 years 7 months ago #86

I wonder if the wrong thread got locked by accident.  The joke token thread is the one that got locked.<br /><br />Kim
"It's not the years in your life that count, it's the life in your years."Abraham Lincoln

Please Log in or Create an account to join the conversation.

Re: 2009 Ultra Rare Token Ideas Go Here! 15 years 7 months ago #87

  • bpsymington
  • bpsymington's Avatar
  • Offline
  • 11th Level
  • Supporter
  • Follow me on Instagram @runningboardgamer
  • Posts: 15921
I'm just going thru new replies, so I don't know if the joken thread is locked yet - maybe that means the UR winners are all from that thread! :lol:<br /><br />Oh, and before it ends - yarrrr!!!! :icon_pirat:
Follow me on Instagram @runningboardgamer

Awesome avatar by Mauve Shirt!

Please Log in or Create an account to join the conversation.

Re: 2009 Ultra Rare Token Ideas Go Here! 15 years 7 months ago #88

  • bpsymington
  • bpsymington's Avatar
  • Offline
  • 11th Level
  • Supporter
  • Follow me on Instagram @runningboardgamer
  • Posts: 15921
Kim's right!  I think I'll make another suggestion!<br /><br />Pixie's Protection Plan - Bearer of this token has a pixie companion, and once per adventure can take each of the following actions: mage hand, feather fall, cure minor wounds.<br /><br />Headband of Cowardice - Head slot, usable by any class - allows wearer to take combat actions while being shielded<br /><br />(I wish I had thought of that last one before the deadline!)<br /><br />Sorry if I repeated any suggestions - did not have time to read them all.<br /><br />Keeping fingers crossed (but just one hand this time!)<br />
Follow me on Instagram @runningboardgamer

Awesome avatar by Mauve Shirt!

Please Log in or Create an account to join the conversation.

Re: 2009 Ultra Rare Token Ideas Go Here! 15 years 7 months ago #89

<br />Here are a few ideas we culled and slightly modified from a much longer list on a gritty piece of paper that had collected dust for the last twenty years.<br /><br />In the big picture, it seems apparent that the non fighter classes need headgear and there is no shortage of possibilities for what that headgear could look like or what it could do. Beyond that, the non fighter classes can bear some development in their items and the cleric and druid's healing skills could certainly bear augmentation from ultra rare or combo items that add capability and can offer some twist. <br /><br />Here are a few ideas that I hope are helpful and stimulate productive conversation. <br /><br />Hat of the Arch Mage<br />Appearance – white crooked pointy hat with wide encircling brim and leather hat ring<br />Slot – head<br />Class of Users – wizard only<br />Category – ultra rare<br />Power – +1 AC, and can attach a third ring or other item to the hat for that permanent effect<br /><br />Forest Headgear of the Forest Master<br />Appearance – green, slim, triangular hat, multi colored feather (robin hood style)<br />Slot – head<br />Class of Users – bard, ranger, druid<br />Category – ultra rare<br />Power – +1 AC, +2 saves, or can attach item to it for effect as above<br /><br />Hood of the Master Thief<br />Appearance – black hood with eyeslots<br />Slot – head<br />Class of Users – rogue only<br />Category – ultra rare<br />Power – adds 1 AC to rogue, provides 50% chance the rogue will not be attacked if monster die roll indicates rogue would be attacked<br />(This is an attempt to simulate the stealth capability of the rogue that cannot really be used in TD as I see it right now)<br /><br />Lanthorne of the Arch Mage<br />Appearance – a long staff with a hook and a small lantern on the end<br />Slot – weapon – two handed<br />Class of Users – wizard only<br />Category – ultra rare<br />Power – adds 1 AC to wizard (needs all the help he can get), provides superior illumination (stronger light available to wizard only), permanently protects the party from darkness spell, once per adventure can act as a gem of blinding<br /><br />Boots of Speed<br />Appearance – black boots<br />Slot – foot<br />Class of Users – all classes<br />Category – ultra rare<br />Power – allows two attacks or actions in first round of combat (not cumulative with other items that allow multiple actions)<br /><br />Boots of Anticipation<br />Appearance – brown boots<br />Slot – foot<br />Class of Users – all classes<br />Category – ultra rare<br />Power – allows +2 on initiative role or -2 to be hit if wearer chooses to avoid melee combat<br /><br />Mask of the Benevolent Jester<br />Appearance – facial mask with smiling face<br />Slot – head<br />Class of Users – all classes<br />Category – ultra rare <br />Power – protects wearer from a killing blow (reduced to 1 hit point if damage would have killed wearer), automatically calls out a greeting when entering a dark room, prohibits wearer from delivering a killing blow, (opponents can never be surprised or killed by wearer), must be worn for entire adventure, If wearer is at 1 hp, then can be subsequently killed. As long as wearer stays above 1 hp or heals above 1 hp before the second killing blow, the mask continues to protect.  <br />(This item is great for the adventuring party with a sense of humor)<br />
Of all the traits of humanity, there is only one we do not share with other species, which sets us apart and makes us unique <br />-- the ability to imagine.

Please Log in or Create an account to join the conversation.

Re: 2009 Ultra Rare Token Ideas Go Here! 15 years 7 months ago #90

<br />I wonder if the wrong thread got locked by accident.  The joke token thread is the one that got locked.<br /><br />Kim<br />

<br /><br />Maybe the jokes weren't so good?  :rolleyes:

Please Log in or Create an account to join the conversation.

Re: 2009 Ultra Rare Token Ideas Go Here! 15 years 7 months ago #91

Oh, just for fun, I thought I'd list the ones I suggested last year - some are OBE, a few are already used in some form.  =)<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 />7.  Ring of More:  Draw one additional treasure token (or 2 depending on your preference), stacks with Horn of Plenty.<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 />11.  Gloves of Grabbing:  Draw additional treasure token, stacks with Horn of Plenty.<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 />28.  Adamantine Shield, +3 AC, Fighter/Paladin only.  (could also expand to Cleric and/or Barbarian).<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 />31.  Dragonscale Helm:  -1 to Fire Damage, adds 1 to AC, usable by Fighter, Paladin, Cleric, Barbarian, and Druid.  <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 />34.  General’s Helm, +2 AC, Fighter/Paladin/Barbarian Only.  <br />35.  Tower Shield, +3 AC, usable by Fighter/Paladin, maybe Cleric & Barbarian also. <br />36.  Gearon’s +2 Heavy Mace, +2 or 3 damage vs. Undead, bonus for Clerics only.  <br />37.  +2 Scimitar of Steele – some ungodly cool effect like +3 damage against unnatural foes, special bonus just for Druids (my vanity pick)  J <br />38.  Ring of Protection +2<br />39.  Bracers of Defense +2 (too good for just a special token one year).  <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.

Please Log in or Create an account to join the conversation.

Time to create page: 0.089 seconds