6. maj 2010

Start items list

Alle får 1000 gp (det er inklusiv de 100 gp man normalt starter med) samt 2 healing potions.

Man kan, før vi starter, bruge de 1000 gp som man lyster. Regn dog ikke med at der findes magicshops eller lignende. Hvis I vil have fri adgang til items, må en eller anden lære og købe ritualet.

Som I giver besked om, hvad I bliver (med sikkerhed), bliver jeres items tilføjet til den her post.

Molin
Symbol of Astral Might
This symbol is a potent tool against creatures from the Elemental Chaos.
Level: 4
Price: 840 gp
Implement (Holy Symbol)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Property: On a critical hit you deal +1d10 damage instead of +1d6 against elemental creatures.
Power (Daily): Free Action. Use this power when you hit with an attack using this holy symbol. Deal +1d10 damage to each elemental creature hit by the attack.

Amulet of Protection
This light blue amulet increases your defenses.
Level: 6
Price: 1,800 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will

Supporting Armor
This heavy iron armor absorbs the shock of jarring attacks.
Level: 5
Price: 1,000 gp
Armor: Plate, Scale
Enhancement: +1 AC
Power (Daily): No Action. Trigger: An effect dazes or stuns you. Effect: You make a saving throw against the triggering effect. On a save, the effect ends.

Jensen
Battleforged Armor
The dwarves and the dragonborn argue over which race invented this enchanted armor.
Level: 5
Price: 1,000 gp
Armor: Plate
Enhancement: +1 AC

Property: If you use your second wind when you are bloodied, regain an extra 1d10 hit points.

Rending Weapon (Execution Axe)
When this axe scores a devastating strike, you can continue your assault.
Level: 4
Price: 840 gp
Weapon: Axe
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Property: Whenever you score a critical hit with this weapon, make a basic attack against the same target

Amulet of Protection
This light blue amulet increases your defenses.
Level: 6
Price: 1,800 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will

Bønne
Stanching Armor
This form-fitting armor clings to you as if it were a second skin, sealing your wounds.
Level: 3
Price: 680 gp
Armor: Cloth, Leather
Enhancement: +1 AC

Property: You gain an item bonus to saving throws against ongoing untyped damage equal to the armor’s enhancement bonus.
Power (Daily * Healing): Minor Action. You spend a healing surge and regain hit points equal to your surge value + the armor’s enhancement bonus.

Orb of the Deft Negotiator
This pale white stone emits feelings of calm and goodwill, making your enemies willing to attack those you choose.
Level: 4
Price: 840 gp
Implement (Orb)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 psychic damage per plus
Property: You gain an item bonus to Diplomacy checks equal to the orb’s enhancement bonus.
Power (Daily * Augmentable, Charm): Free Action. Trigger: You hit an enemy with an attack using this orb. Effect: The enemy makes a melee basic attack as a free action against a creature of your choice that is adjacent to it.

Augment 2: The enemy gains a power bonus to the attack roll equal to your Wisdom modifier.


Periapt of Proof against Poison
The black gem on this thin silver chain turns white when you’re exposed to poison.
Level: 9
Price: 4,200 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will

Property: You gain resist 5 poison.
Power (Daily): Immediate Interrupt. Trigger: You take damage from a poison attack. Effect: Your resistance to poison increases by 15 until the end of your next turn.


Solitaire (Cinnabar)
This jagged red crystal boosts your resilience when you hit your foes hard.
Level: 6
Price: 1,800 gp
Wondrous Item
Power (Daily): Free Action. Use this power when you score a critical hit on your turn. Roll a saving throw against an effect that a save can end.
Special: You cannot use more than one solitaire in an encounter.

Hansen
Amulet of Life
Crafted in orum, and in the shape of a stylized sun, this amulet flairs with amber light whenever it’s used.
Level: 5
Price: 1,000 gp
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will
Power (Encounter * Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.


Marauder’s Armor
This heavy, fur-lined armor is favored by barbarian pirates who rush into the fray.
Level: 7
Price: 2,600 gp
Armor: Leather, Hide
Enhancement: +2 AC

Property: When you charge, you gain a +1 bonus to AC until the end of your next turn.
Power (Daily * Healing): Free Action. Trigger: You hit with a charge attack. Effect: You make a saving throw with a bonus equal to the armor’s enhancement bonus, or you spend a healing surge and regain additional hit points equal to the armor’s enhancement bonus.


Frost Fury Weapon
When this weapon’s wielder is bloodied, the axe blade becomes icy and promises a cold death with each swing.
Level: 3
Price: 680 gp
Weapon: Axe
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 cold damage per plus, or +1d10 cold damage per plus while you’re bloodied
Property: While you’re bloodied, this axe deals extra cold damage equal to your Constitution modifier.

BC
Wand of Allure
Charms cast through this twinkling golden wand reach the most distant of foes.
Level: 4
Price: 840 gp
Implement (Wand)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: When you use a ranged arcane charm power through this wand, the power’s range increases by 2 squares, and you ignore cover and concealment.
Power (Daily * Arcane, Charm, Implement): Standard. As the bard’s fast friends power (Player’s Handbook 2, page 69). See below:

Bard Attack - Fast Friends
You sing a tune of false friendship, leaving your foe in a reverie.
Encounter        Arcane, Charm, Implement
Standard Action      Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: Choose yourself or an ally. The target cannot attack that character until the end of your next turn or until you or one of your allies attacks the target.

Amulet of Resolution
Whether the affliction be of mind or body, this mithral necklace gives you a second chance to ward it off.
Level: 2
Price: 520 gp
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will
Power (Daily): No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower.

Armor of Sacrifice
These plain robes offer no apparent defensive value, yet they aid your allies when they suffer.
Level: 5
Price: 1,000 gp
Armor: Chain, Scale, Plate
Enhancement: +1 AC
Power (At-Will): Minor Action. Use this power when you are adjacent to an ally who is subject to an effect that a save can end. The ally is no longer affected, and you now have the effect. You cannot make a saving throw against this effect until the end of your next turn.
Power (Daily • Healing): Minor Action. Spend a healing surge. One ally within 5 squares of you regains hit points as though he or she had spent a healing surge.

Vagabond’s Die
This die is well used—the images on its faces are almost worn away.
Level: 8
Price: 3,400 gp
Wondrous Item
Power (Daily * Varies): Minor. You target a creature of your choice within 10 squares and roll a d6.
1: Drunkard’s Mug. The target takes a –2 penalty to attack rolls until the end of its next turn.
2: Gambler’s Dice. Roll a d20. If the result is even, the target takes damage equal to the result. If the result is odd, the target regains hit points equal to the result.
3: Jester’s Chair. The target falls prone.
4–5: Soldier’s Fist. The first attack that hts the target before the end of your next turn deals 2d6 extra damage.
6: Storm’s Fury. The target and all creatures adjacent to it take 1d10 lightning damage.

Bedet
Brooch of Shielding
This ornate silver shield pin absorbs force attacks against you.
Level: 3
Price: 680 gp
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will

Property: Gain resist 10 force.
Power (Daily): Immediate Interrupt. Use this power when you are hit by an area, close, or ranged attack. Gain resist to all damage equal to the brooch’s resist force value against that attack.

Shockweave Armor
Metal studs on this armor magically protect you from lightning, and then unleash that same power against your foes.
Level: 5
Price: 1,000 gp
Armor: Cloth, Leather
Enhancement: +1 AC

Property: You gain resist 5 lightning.
Power (Encounter): Free. Trigger: You take lightning damage. Effect: Until the end of the encounter, this armor’s daily power gains a +1 bonus to the attack roll and deals 1d10 extra lightning damage.
Power (Daily * Lightning): Immediate Interrupt. Trigger: An enemy adjacent to you targets you with an attack. Effect: Make an attack against the triggering enemy: +8 vs. Fortitude; on a hit, deal 2d10 lightning damage, and the enemy is dazed until the end of your next turn.


Transference Weapon
With this weapon, your enemies need take heed of what afflictions they place on you, lest they suffer them as well.
Level: 7
Price: 2,600 gp
Weapon: Any
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage
Power (Daily): Free Action. Use this power when you hit with the weapon. Transfer a condition or ongoing damage effect that is affecting you to the target you hit. The condition or ongoing damage continues to run its course as normal on the target.

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