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Caltrops and Thunderstones

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Post by daveyeisley Wed Apr 13, 2011 2:45 am

For Caltrops, would be cool if there was a way for the script to see if the caltrops actually damage a target, and if they do, then apply a movement speed penalty as in PnP.

This would also be cool for having a more expensive version, "magically enchanted caltrops" that can penetrate Damage Reduction.

For thunderstones, a tiny bit of sonic damage would be neat, maybe 1d4.
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Post by The Amethyst Dragon Mon Apr 18, 2011 6:25 pm

I like the idea of slowing movement for a time if someone has small metal spikes poking into their feet.

I could see about adding addition caltrop effects with additional entries into the spells.2da file.

Thunderstones, also doable. And here I was under the impression that already did 1d4 sonic damage. Yup...an item I've never used before. Smile
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Post by Eric of Atrophy Mon Apr 18, 2011 7:29 pm

If that is done, will it affect the effect that is on items? Ylene's gauntlets have caltrops and I think they have thunderstone, as well ...
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Post by daveyeisley Tue Apr 19, 2011 9:35 am

It should yes.
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Post by MannyJabrielle Wed Apr 20, 2011 4:10 pm

On the topic of grenades...

It'd be great to see an higher version of the holy water, choking powder, and caltrops type grenades as well... acid flasks and alchemist fire's have acid bombs and firebombs....

Would be great to see a the ability to toss large jars of holy water, powders that can cause blindness, powders that can cause sleep (knockout powder), and really nasty rusty serrated caltrops that can do a bit more damage.
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Post by MannyJabrielle Wed May 04, 2011 2:43 pm

Oooooooh.... another grenade item idea. This one more 'defensive' than offensive.

Smokebombs.

Inspired by playing my ninja assassin Ashe.... what self respecting ninja doesn't have little smokebombs to pull off that flashy showy exit?

I was thinking the smokebomb hits the ground/target (target self acceptable). It creates a small cloud of smoke VFX, and the targets have invisbility for say, 5 rounds or even 1 turn, plus it has a save vs blindness (smoke in the eyes).

If used on self, no save vs the blindness (you know to shut your eyes before firing off the smokebomb so you don't get the smoke in your eyes)... would sorta defeat the 'bangpoofescape' theatrics if you blind yourself!
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Post by daveyeisley Wed May 04, 2011 6:08 pm

MannyJabrielle wrote:Oooooooh.... another grenade item idea. This one more 'defensive' than offensive.

Smokebombs.

Inspired by playing my ninja assassin Ashe.... what self respecting ninja doesn't have little smokebombs to pull off that flashy showy exit?

I was thinking the smokebomb hits the ground/target (target self acceptable). It creates a small cloud of smoke VFX, and the targets have invisbility for say, 5 rounds or even 1 turn, plus it has a save vs blindness (smoke in the eyes).

If used on self, no save vs the blindness (you know to shut your eyes before firing off the smokebomb so you don't get the smoke in your eyes)... would sorta defeat the 'bangpoofescape' theatrics if you blind yourself!

I like the idea. I would say rather than straight up invisibility, have this rely on Stealth skills for actually moving around after the smokebomb goes off, by adding HiPS as a temporary feat to the character's skin for a couple rounds.
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