Dice of Auspicious Fortune
The faces of these wooden dice show symbols the halflings associate with good luck.
Level: 11Price: 9,000 gp
Wondrous Item
Power (Daily): Standard Action. Effect: Roll 3 d20s. The results are “stored” in these dice until the end of your next extended rest or until you use this power again. Using this power removes any results previously stored in the dice.
Power (Encounter): No Action. Effect: When you make an attack, instead of making an attack roll, you can use one of the results stored in the dice. Using the result removes the stored result from the dice.
Portal Rod
By holding this rune-carved rod on both sides of the portal, you stabilize the link between the two places.
Level: 10Price: 5,000 gp
Wondrous Item
Power (Daily): Minor Action. Until the end of your next turn, one adjacent portal opened with the Linked Portal, Planar Portal, Reverse Portal, or True Portal ritual remains open, even if it would normally close before then. Sustain Minor: The effect persists until the end of your next turn. After 10 rounds of sustaining this effect, you can no longer sustain it and the portal closes. The portal begins to waver after 5 rounds, warning you of its impending closure.
Marble Elephant
Made of white stone, this statuette can become a powerful elephant.
Level: 10Price: 5,000 gp
Wondrous Item
Power (Daily • Conjuration): Standard Action. Use this figurine to conjure an elephant that appears to be made of white marble (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.
The marble elephant can carry one or more Large or smaller creatures weighing no more than 1,000 pounds total. If more than 1,000 pounds are placed on it, the creature disappears and cannot be conjured again until after an extended rest.
Marble Elephant
Huge natural animate (mount)
Initiative as conjurer Senses Perception +8
HP 15; Bloodied 7
AC 20; Fortitude 20, Reflex 16, Will 18
Speed 8
HP 15; Bloodied 7
AC 20; Fortitude 20, Reflex 16, Will 18
Speed 8

+11 vs AC; 1d10+7 damage, and the target is knocked prone.
Trampling Charge (while mounted by a friendly rider of 10th level or higher)
Mount

When charging, the elephant can move through one Medium or smaller creature’s space and make a stamp attack against that creature. The marble elephant must end its move in unoccupied squares, and the rider still attacks at the end of the mount’s movement.
Alignment Unaligned Languages -
Str 25 (+12) Dex 13 (+6) Wis 16 (+8)
Con 21 (+10) Int 2 (+1) Cha 9 (+4)
Str 25 (+12) Dex 13 (+6) Wis 16 (+8)
Con 21 (+10) Int 2 (+1) Cha 9 (+4)
Description: When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn.
A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks.
Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears.
A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks.
Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears.
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