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TOPIC: Transmute Ideas Please!

Transmute Ideas Please! 5 years 1 month ago #169

Ideas for effects on the Legendary Monk Amulet:

Ki Master - Your open hand and bracer weapon attacks gain +5/+5 (note: NOT all FoB attacks, only open hand and bracer)

Quivering Palm (d&d) - Announce you are making a quivering palm attack, if your open hand attack hits (either puck), you may as a free action force monster to make a FORT save with DC: 12+monk will save, if the save fails monster is killed outright. Only monsters affected by critical hits an be effected. 1/game

Quivering Palm (simplified) - An open hand attack slid on a 20 with the 4 facing the damage dot kills the monster. 1/game. (If this is too strong, we could add in the monster must be vulnerable to critical hits).

Diamond Soul - 50% combat magic resistance

Empty Body - Become ethereal - you gain invisible, inaudible, insubstantial, and scentless, and immune to non-force and eldritch magic. You may not interact with anything (players, monsters) while ethereal. You may become substantial again as a free action. 1/game

AC Bonus - If you equip no +AC granting torso slot items, gain +AC equal to your Wisdom bonus (e.g. +1 for WIS 12, +2 for WIS 14, ...)

Shapeless like water - Your AC is the larger of your AC or ( 10+ your Reflex save modifier )
Last edit: by Matthew Hayward.
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Transmute Ideas Please! 5 years 1 month ago #170

Endgame wrote:

Wade Schwendemann wrote:

Endgame wrote:

Wayne Rhodes wrote:

Endgame wrote:

Wayne Rhodes wrote:

Brad Mortensen wrote:

Arnold wrote: With the proliferation of UR weapons that can't find a home, why not design an upgraded whetstone?

It could work similarly to Enchanted Whetstone but would apply to rare+ weapons. If we had to cap it at only applying to other UR weapons, so be it.

Part of the recipe would require that you turn in any UR weapon. The idea struck me when reading James & Wade's discussion of shields that they'd mulched. There seems like there are a lot of UR weapons out there that people would be willing to mulch just because UR weapons don't age well. Also- there already seems to be a glut of 2019 Crossbows and F(l)ails.

"Any UR weapon receives +1/+1"


Doesn’t sound outrageous to me. The tokendb.com/token/3-rod-of-niltongue/ required a UR weapon as an ingredient. I bet a lot of people would make this.


I’d be in favor in principle, maybe just make it a +1/+1 across the board and make a rule saying you can only use one Whetstone.
The reason I’m saying across the board is because if we bump up UR weapons then we make relics worse then that are today just like the Enchanted Whetstone did to URs, if the new Whetstone helped relics and URs but not legendary weapons you would still have a similar devaluation of legendary tokens.

I think it would be good if TD wants to keep printing URs weapons to make them clearly better than rare weapons, and right now Enchanted Whetstone makes many rares better or close to as good as URs.
Heck they could make Enchanted Whetstone be part of the recipe for the “Greater Enchanted Whetstone“ since that’s what it’s name would likely be if made.


It depends on the rare vs UR weapon, right? A lot of the old UR weapons were just generic +2 weapons, so it is not surprise that the whetstone makes them obsolete.

The +2 Deadly Drow Blood Mace, is still better than a whetstone applied to a +1 Drow Blood mace, even if the damage wheel is similar. A +2 Baton of focus is way better than a whetstone applied to a rare Baton of Focus. In turn, a Whetstone +2 baton of focus still isn't as good as a relic +3 baton of focus.

Another option, is add a final boss immune to +1 weapons at Hardcore + difficulty. That would make even a bad UR still better than a rare w/ Whetstone.


I am not in favor of bosses being immune to +1 weapons at hardcore because many groups that are otherwise equipped well for hardcore would have a negative experience with that, that said I would support that idea on nightmare and epic in principle. I could see some monk and poly-Druid questions that might need to be hammered out still.

5th level monks already count as +4 weapons when using flurry of blows. I have no idea how poly druid works when it comes to magic weapons.

I was told that my Baton of Focus could not damage one of the 2017 monsters on normal (stone golem or similar) so I think the precedent for weapon immunity has already been set?


Baton of Focus is not a magical weapon in terms of direct attacks. If the monster was immune to non-magical weapons, the attack would have been a failure.

Yes - if normal is allowed to have weapon immunity to non magical weapon, where players might be playing with 1 booster, I think that would be enough precedent to set hardcore to have a boss be immune to +1 weapons.

There is a good chance the GM got the difficulty level wrong didn’t apply the level rules correct
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Transmute Ideas Please! 5 years 1 month ago #171

Idea for Barbarian Legendary Effect:

Berserk - As a free action: For the remainder of this combat you may slide two melee pucks (you must be able to wield both weapons but there are no other restrictions, you could slide two two-handed weapons). Your AC and Will saves are reduced to 10 while Berserk. You gain the 'Fight after death' ability while Berserk. You remain Berserk until the combat ends. 1/game

Or, if sliding two pucks is mechanically too much hassle, just: "Your melee attacks deal double damage (3x for crit) while Berserk."
Last edit: by Matthew Hayward.
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Transmute Ideas Please! 5 years 1 month ago #172

Sorry if someone already floated this idea but was thinking of the paladin transmute. How about something that gave 3 extra lay on hands and if sacrafice reset to 7 HP for both the paladin and the one being saved. At Legendary they get an additional sacrafice reset to 10 HP and maybe 5 lay on hands.

Maybe the numbers need to be adjusted, but I feel that lay on hands and sacrafice very speciific paladin abilities, like that bard’s bardsong or the rogue’s sneak attack. The biggest issue is that at relic level you need to be level 5 paladin to take advantage of sacrafice. At Legendary if you are just level 4 then you one have 1 use.
You either discover a star or you don't. You arrogant punk.
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Transmute Ideas Please! 5 years 1 month ago #173

jedibcg wrote: Sorry if someone already floated this idea but was thinking of the paladin transmute. How about something that gave 3 extra lay on hands and if sacrafice reset to 7 HP for both the paladin and the one being saved. At Legendary they get an additional sacrafice reset to 10 HP and maybe 5 lay on hands.

Maybe the numbers need to be adjusted, but I feel that lay on hands and sacrafice very speciific paladin abilities, like that bard’s bardsong or the rogue’s sneak attack. The biggest issue is that at relic level you need to be level 5 paladin to take advantage of sacrafice. At Legendary if you are just level 4 then you one have 1 use.


Also guard. Unless paladins were wanting the guard enhancers on something else, maybe their relic allows guard to block missiles, and legendary also blocks spells.
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Transmute Ideas Please! 5 years 1 month ago #174

kurtreznor wrote:

jedibcg wrote: Sorry if someone already floated this idea but was thinking of the paladin transmute. How about something that gave 3 extra lay on hands and if sacrafice reset to 7 HP for both the paladin and the one being saved. At Legendary they get an additional sacrafice reset to 10 HP and maybe 5 lay on hands.

Maybe the numbers need to be adjusted, but I feel that lay on hands and sacrafice very speciific paladin abilities, like that bard’s bardsong or the rogue’s sneak attack. The biggest issue is that at relic level you need to be level 5 paladin to take advantage of sacrafice. At Legendary if you are just level 4 then you one have 1 use.


Also guard. Unless paladins were wanting the guard enhancers on something else, maybe their relic allows guard to block missiles, and legendary also blocks spells.

Very valid. Though when you say block, I hope you mean guard against, not stop outright. So the spell or range attack is redirected from the declared target (if the paladin is guarding them) to the paladin.
You either discover a star or you don't. You arrogant punk.
Last edit: by jedibcg.
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Transmute Ideas Please! 5 years 1 month ago #175

I would like to see a barbarian specific helm - what about a Bloody War Skull made from Hat of the Hellway that grants something like the berserk skill mentioned earlier in this thread?
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Transmute Ideas Please! 5 years 1 month ago #176

Braxton Thomason wrote: I would like to see a barbarian specific helm - what about a Bloody War Skull made from Hat of the Hellway that grants something like the berserk skill mentioned earlier in this thread?


You are more or less in luck! This year we'll be designing a Barbarian focused UR, Relic, and Legendary token.

We know the Legendary will take the neck slot but the UR and Relic could be different.

You should advocate for all three tokens, and what abilities you like to see at each level. Your ideas above could become the UR and the Relic version.
Last edit: by Matthew Hayward.
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Transmute Ideas Please! 5 years 1 month ago #177

More ideas for effects on the Barbarian Legendary:

It's not my fault I'm the biggest and the strongest I don't even exercise - Barbarian may equip a second neck slot item that grants STR bonuses.

Uncanny Dodge - +2 AC and Reflex saves, and opponents don't benefit from invisibility, flanking, or sneak attack bonuses.

Battle Cry - All Crit-able monsters must make a will save vs. ( Barbarian melee damage+4 ), on a failure gain -4 to-hit on all attacks* while barbarian still alive. 1/game

Gimme a Boost - May grant one willing ally "fly" effect for one round, ally takes 6 HP damage at end of round if they don't have feather fall. 1/game

Improved DR - 2 DR from all sources (including eldritch, puzzle and push)

Trap Sense +2 to saves vs. traps

Indomitable Will - While in rage, pass any failed will save 1/game

Battle Training of the Ancients - Track down the mysterious "Destroyer" in the storyscape (or maybe they are in the dungeon sometimes?) (hours to be posted) and pass their test to gain a unique boon effect for that con.

* Monsters can never have their stats or abilities lowered by more than -6 from any combination of player effects.
Last edit: by Matthew Hayward.
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Transmute Ideas Please! 5 years 1 month ago #178

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Matthew Hayward wrote:

Braxton Thomason wrote: I would like to see a barbarian specific helm - what about a Bloody War Skull made from Hat of the Hellway that grants something like the berserk skill mentioned earlier in this thread?


You are more or less in luck! This year we'll be designing a Barbarian focused UR, Relic, and Legendary token.

We know the Legendary will take the neck slot but the UR and Relic could be different.

You should advocate for all three tokens, and what abilities you like to see at each level. Your ideas could form the UR and the Relic version.


Lenses of the design disagreement, the barbarian is always enraged.
Semper Gumby, Always flexible.

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Transmute Ideas Please! 5 years 1 month ago #179

Additional ideas for Ranger Legendary Effects:

Woodland Stride - Ranger has free movement while outside.

Evasion - Gains the evasion ability (take 0 damage on passed reflex save that otherwise would have 1/2ed damage)

Animal Companion - Meet up with the mysterious Beast-Master in the storyscape (or maybe dungeon?, hours to be posted) and pass their test to acquire an animal companion and related boon for the con.

Multi Shot - At start of adventure turn in N rare ammo tokens compatible with your ranged weapon. For each such token turned in you gain -2 to ranged to-hit and +4 to ranged to-damage.
Last edit: by Matthew Hayward.
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Transmute Ideas Please! 5 years 1 month ago #180

Additional ideas for Paladin Legendary Effects:

Divine Grace - Paladin gets +X to saves where X is their charisma bonus (+1 for 12 CHA, +2 for 14, ...)

Divine Health - Immune to natural and magical disease.

Special Mount - While outdoors the paladin gains a loyal steed which conveys: +1 to party initiative, adds +3 to the Paladin's Melee damage.

Holy Weapon - +3 damage vs. Fiends and Undead

Dispel Magic - Negate the effects of a harmful level 3 or lower magic spell targeting a single party member 1/game.
Last edit: by Matthew Hayward.
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