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Donation Awards [Archive] - TrogWorld

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Almuric
02-01-2010, 11:18 AM
Server Expenses and Funding thread here - http://www.trogworld.com/forums/showthread.php?t=1225



Benefit #1 - Access to an exclusive shop area with items for sale that are available nowhere else on the mod granted once donation level reaches $20.

Benefit #2 - Your choice of one-

10000xp and 10000gp per $1 donated (given in $5 increments)

or

1 or more custom magic items per donation (no combining of donations)
The custom magic item is requested based on point value listed here $1 = 1 point. The item must be approved first.
Example - $10 donation = +3 keen bastard sword with 2d6 cold damage (3 + 2 + 5)

Custom Item Creation

Ability Bonus: (+2 For each bonus increase) - You can have a maximum combined ability score of +6, but no single bonus can be over +4. For instance you could create an item with a +2 Dex, and +4 Cha, or you could create an item with a +2 Str, +2 Dex, +2 Int.

AC Bonus: (+1 For each bonus increase)- Maximum +5 Base AC.

Attack Bonus: (+0.5 for each melee bonus rounding up and +1 for each ranged bonus) - Maximum of +5 on one-handed weapons, +6 on two-handed.

Base Item Weight Reduction: +1 50% reduction only

Bonus Feat (+1 For each): You can give the following bonus out: Alertness, Extra Turning, Spell Focus (any).

Cast Spell: (+0.5 per spell level.) You may not give out Unlimited Uses/Day. +1 for each use per day, charges do not count.

Damage Bonus: 1d4 - +1, 1d6 is +2, 1d8 +3, 1d10 +4, 2d6 +5 2d6 is maximum.

Damage Reduction: (Start at +3 points. Each +1 bonus adds a +1 also each soak of 5 adds another +1) You cannot give out a damage reduction higher than +5 [Soak 10 Damage]. For instance a +2 [Soak 10 Damage] would be considered a +7. Because 3 + 1 + 1 + 1 + 1 = 7. Or if you had a +4 [Soak 15 Damage] would be consided a +10. Because 3 + 4 + 3 = 10.

Damage Resistance:

+2 for -/5 Bludgeoning, Piercing, or Slashing
+4 for -/10 Bludgeoning, Piercing, or Slashing
+6 for -/15 Bludgeoning, Piercing, or Slashing
+8 for -/20 Bludgeoning, Piercing, or Slashing
Total Bludgeoning, Piercing, and Slashing resist is 20 on one item.
+1 for each -/10 resist of elemental damage, only allowed types are fire, electrical, acid, cold, maximum of + 50 Resistance on one item. Split any way you choose.

Darkvision: (+1)

Enhancement Bonus: (+1 for each bonus) - Maximum of +5 on one-handed weapons, +6 on two-handed.

Freedom of Movement: (+6)

Haste: (+5)

Holy Avenger: (+5)

Immunity: Damage Type – Not allowed

Immunity: Miscellaneous – Not allowed.

Immunity: Spell School – Not allowed

Immunity: Spells by Level – Not allowed

Improved Evasion: (+5)

Keen: (+2)

Massive Criticals:

+1 for 1d6
+2 for 1d10
+3 for 2d8
+4 for 2d12


On Hit: There are too many possible combinations here. As this is awarded the point value will be added as an example here. On Hit Slay is not allowed.
Examples:

On Hit Daze (DC14)(Duration 25% / 3 rounds) - +2
On-Hit Stun (DC26)(Duration 25% / 3 rounds) - +13
On-Hit Dispel (DC26) - +6

Regeneration: (+1 for each) No more than +1 on any item due to it’s stacking ability.

Regeneration: Vampiric (+1 for each bonus) Maximum of +5

Saving Throw Bonus: (+2 for each Universal bonus) Maximum of +4 universal save on any one item.

First Group: (+0.5 for each rounded up) Acid, Cold, Divine, Electrical, Fear, Positive Energy, and Sonic (Maximum of +5).

Second Group: (+1 for each) Disease, Fire, and Poison (Maximum of +5)

Third Group: (1.3 for each bonus rounded up) Death and Mind Affecting (Maximum of +5)

Saving Throw Bonus: Specific (+1 for each) (Maximum of +5)

Skill Bonus: (+1 for each 5 bonus points) (Maximum of +20 individual skill points per skill, +50 total skill points per item.)

Spell Resistance: (+3 for 10, +4 for 12, +5 for 14, +6 for 16, +8 for 18, +10 for 20) You may not assign a spell resistance higher than 20.

True Seeing: (+7)

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Example Items:
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Long Sword (10 points)
Enhancement Bonus +5 (+5)
Massive Criticals [1d10 Damge] (+1)
Saving Throw Bonus: Universal [+2] (+4)
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Great Sword (7 points)
Light (+0)
Keen (+2)
Damage Resistance: Electrical [Resist 20 / -] (+2)
Regeneration +1 (+1)
Saving Throw Bonus Specific : Fortitude [+2] (+2)
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Chainmail (2 points)
Darkvision (+1)
Bonus Feat: Alertness (+1)
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