Avatar Reward Rules
General Reward Guidelines
All items should inherit from a base file in /d/common/obj/armour or /d/common/obj/weapon
Rewards should be slightly better in terms of crunch (mechanics) than what players can get in the world. What’s the point of them putting the time into the plot if they could just go grab something better?
Reward crunch should be based on the level of effort the PC put into their roleplay with the plot. Someone who sat on the sidelines and did nothing does not get as good of a reward as the PC who risked everything.
Rewards should be tailored for the PC’s level.
Rewards may have an unlimited amount of shine (eye candy).
No reward may break the max item bonuses listed below. Period, no exceptions.
An item can have a maximum of **5** bonuses, including:
Static bonuses (str/saves/everything in the list below), max 3
Special functions that active on hit (weapon or armor), max 3
Temporary feat, max 1
Spells, max 2 (should have a decent cool down/daily or charges)
No hidden/stacking bonuses. Everything must use the set item bonus function that can (temporary feats has to use a different function).
Consider making your item below max to allow for future upgrades.
Note the PC in question and include the path where the file can be found.
Rules for Updating Old Avatar Gear
Use your best judgement.
Nothing that deviates from the above rules.
When in doubt, ask for a second or third opinion.
Upgrades to outdated avatar gear requested by the player should be kept within the limit of what a player can currently craft. Upgrades made as a plot reward can be beefier (see Kismet Tokens below).
Note the PC in question and include the path where the file can be found.
Kismet Tokens Guidelines
For small plots or story arcs, avatars may hand out Kismet Tokens. Players can use these for minor upgrades to their gear or other unique RP tools.
One token grants you one of the following upgrades:
Change the base damage type of the weapon to either silver or cold iron.
Base Enchantment Bonus: +1 (Max 10 for weapons, max 7 for armor)
Saves: +1
Stats or skills: +1
Attack or Damage Bonus: +1
Empowered or similar bonuses: +1
Altering the descriptions (including echoes) of an item that normally cannot be altered.
Other bonuses are considered on a case-by-case basis, as limited by the lists on this page.
Note that any upgrades granted by this token prevents you from upgrading the item with the craft enchant menu.
Note that if you have already used the enchantress on Tonerra and/or applied an oil to a weapon you want upgraded, these will be reapplied free of charge.
Max Item Bonuses
Stat Bonuses:
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
Saving Throws:
All:
Special Cases:
Akra’Mushal gives 6 Will, probably because it’s an intelligent item that forces you to kill females.
Quicksilver from Klauth gives 6 Fortitude
Skills:
All:
Special Cases:
Example: Tree Torc from Teq gives +30 survival (and nothing else)
Function: set_item_bonus(“skill”, #);
Resistances:
Miscellaneous:
Armor Bonus:
Attack Bonus:
Bonus Spell Slots:
Bonus Spell Slots (Specific Level):
Caster Level Bonus/Empowered:
Example: 3 (Raven’s Sickle from Klauth, Various Bracers from Klauth, Sun Torc from Teq)
Function: set_item_bonus(“caster level”, #);
Damage Bonus:
Fast Healing (NO):
Example: No items have this at present, and they probably shouldn’t.
Function: set_item_bonus(“fast healing”, #);
Shieldmiss (Note this overrides the base shieldMiss, it doesn’t stack with it):
Sight Bonus:
Spell Penetration: