Summoned Armor (plate)
One need never worry about being caught unarmored while possessing this extraordinary armor.
Level: 11Price: 9,000 gp
Armor: Any
Enhancement: +3 AC
Power (At-Will): Minor Action. You banish this armor to a secure extradimensional location. At any point in the future, unless you are wearing armor, you can use another minor action to recall the armor. The armor appears on you as though you had donned it normally.
Sunblade (longsword)
This heavy golden sword attacks with the power and intensity of the sun, burning nearby enemies.
Level: 9Price: 4,200 gp
Weapon: Heavy Blade
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage
Property: This weapon can shed bright or dim light up to 20 squares. You control the brightness and range of the light.
Power (At-Will • Radiant): Free Action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.
Power (Daily • Radiant): Standard Action. You cause motes of light to burst out and attach to your enemies. Make an attack: Close burst 1; targets enemies; Strength vs. Reflex (apply a bonus to the attack roll equal to the weapon’s enhancement bonus); on a hit, the target takes 1d8 radiant damage.
Symbol of Protection
This symbol allows you to shield a companion from the threats of your foes.
Level: 10Price: 5,000 gp
Implement (Holy Symbol)
Enhancement: +2 attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free. Trigger: You hit an enemy with a divine attack power using this holy symbol. Effect: Choose one ally within 5 squares of you. Until the end of your next turn, the enemy you hit can’t attack that ally.
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