25. april 2010

Megaloot liste

Hej drenge.

Det var så blogpost nr 200...

Jævnfør min loot-SMS, så var der klart flertal for at køre tingene "by the book". Dvs at man igen kan lave magic items og får ting fra bøgerne.

For at gøre overgangen lettest mulig, så har jeg valgt at give jer en bunke items (alle de items i burde have fundet siden level 1, minus de specielle items der er tilbage i gruppen - dvs Molins items samt medallionerne) som I så kan fordele. Okay, der er måske ikke det store at fordele, de fleste giver sig selv, men så har i det i skulle have haft på nuværende tidspunkt.

Det vil sige at man inden på tirsdag kan fjerne alle de +1 items uden powers som man havde fået indtil videre (og nej, de kan ikke disenchantes, de har bare aldrig eksisteret) og equippe det man nu har fået.

Når Jensen (eller en anden) får fat i Enchant Magic Item-ritualet (det er level 4) så kan I få lavet items i gruppen... Hvis Jensen altså gider. Bemærk dog at I ikke længere er begrænset af PHB items, men I kan istedet lave items fra ALLE bøger. Check dog altid lige med Compendium'et, da der er lavet en del errata på en god sjat lettere broken items ;).

Grunden til at I ikke længere er begrænset til PHB er at visse classes er slet ikke dækket ind i PHB, når det kommer til implements og generelt items der passer til dem.

I har ligeledes fået 400 gp (per person).

Forvent at fordelingen bliver lidt mere random end tidligere, når I nu selv har muligheden for at lave noget der er brugbart.

Loot-liste:

Tome of Forty Steps
Included within this curious tome are a number of arcane formulas for manipulating speed and time.
Level: 8
Price: 3,400 gp
Implement (Tome)
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage
Property: Your summoned creatures gain a +1 item bonus to speed.
Power (Daily): Free Action. Trigger: You use a wizard summoning power. Effect: Each round while the summoned creature exists, you gain an additional move action that you can use only to command the creature.

Retribution Weapon (Excecutioner' Axe)
This blade bestows power to those who seek vengeance against an adversary.
Level: 7
Price: 2,600 gp
Weapon: Any melee
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage
Property: Whenever an enemy scores a critical hit against you, your next attack with this weapon against that enemy deals +1d6 damage per plus of this weapon. The effect ends at the end of your next turn.

Magic Totem
This item is a simple totem that channels primal energy.
Level: 6
Price: 1,800 gp
Implement (Totem)
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage

Final Word Weapon (Longsword)
Etched into the weapon’s blade are profound curses and dire threats.
Level: 5
Price: 1,000 gp
Weapon: Axe, Heavy Blade
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Power (Daily): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Make a melee basic attack with this weapon against the target that triggered this power.

Dwarven Armor (Chain)
Crafted by the finest dwarf armorsmiths, this armor was once only available to dwarves, though now some armors-miths will create a set for whoever can pay the price.
Level: 2
Price: 520 gp
Armor: Chain, Scale, Plate
Enhancement: +1 AC

Property: Gain a +1 item bonus to Endurance checks.
Power (Daily • Healing): Free Action. Regain hit points as if you had spent a healing surge.

Stoneborn Armor (Plate)
Worked from rough stone, the plates of this bulky armor enable its wearer to tap into the limitless endurance of the earth.
Level: 3
Price: 680 gp
Armor: Plate
Enhancement: +1 AC
Power (Daily): Minor Action. Gain temporary hit points equal to 10 + your Constitution modifier. They last until depleted or until you take an extended rest.

Armor of Durability (Hide)
When your allies rely on you to keep fighting, this armor helps keep you in the fray.
Level: 4
Price: 840 gp
Armor: Hide, Chain, Scale, Plate
Enhancement: +1 AC

Property: When you spend a healing surge to regain hit points, you regain additional hit points equal to the armor’s enhancement bonus.

Deathcut Armor (Hide)
Crafted from the hides of creatures slain by necromantic magic, this armor radiates unease and offers protection against similar magic.
Level: 5
Price: 1,000 gp
Armor: Leather, Hide
Enhancement: +1 AC

Property: Resist 5 necrotic.
Property: Resist 5 poison.
Power (Daily • Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 + Charisma modifier necrotic damage to that enemy.

Magic Armor (Cloth)
A set of basic yet effective enchanted armor.
Level: 6
Price: 1,800 gp
Armor: Any
Enhancement: +2 AC

Amulet of Resolution
Whether the affliction be of mind or body, this mithral necklace gives you a second chance to ward it off.
Level: 7
Price: 2,600 gp
Item Slot: Neck
Enhancement: +2 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.

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.

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