Viser opslag med etiketten Loot. Vis alle opslag
Viser opslag med etiketten Loot. Vis alle opslag

15. februar 2011

*The* axe

The Arcanite Reaper  
Forged at the dawn of time by Moradin, The Arcanite Reaper is a weapon that surfaces whenever the mortal realms are threatened to be annihilated. Many famous heroes have wielded this axe, most notably Gnoguh of the Swords of Drahar, who wielded it while killing the avatars of the 3 most powerful demonlords. He also used it when trying to stop the horde of demons invading Drahar in the year 27, when he fell like the rest of his allies.

The axe Arcanite Reaper is a +4 Executioner's Axe  with the following properties and powers.
Enhancement: + Attack rolls and damage rolls
Critical: +4d8 damage, +4d12 against demons
Property: A creature struck by the Reaper loses any resist fire and resist cold until the end of your next turn
Property: You gain resist 10 fire and resist 10 cold
Property: Critical on a 19-20
Property: You can speak Abyssal and read its script.
Power (Encounter): If you suffer an effect from a demon that a save can end, you can make a saving throw against it immediately upon gaining the effect.
Power (Encounter) • Healing: Devourer of Souls. No action. When you reduce a demon to 0 or fewer hit points with the Reaper, you heal as if you had spent one healing surge.
Power (Daily) • Weapon, free action - push 6 and knock any creature you hit prone, last until the end of your next turn

Folding Astral Skiff.

Folding Astral Skiff
Gargantuan vehicle
HP 250 
Space 2 squares by 4 squares
AC 4; Fortitude 20, Reflex 2
Speed fly 12 (hover), overland flight 15

Pilot
The pilot must stand at a control wheel, typically at the rear of the astral skiff.

Crew
 In addition to the pilot, an astral skiff requires a crew of three, all of whom use a standard action each round to control the skiff. Reduce the skiff’s fly speed by 4 squares for each missing crew member. At fly speed 0, the astral skiff sails out of control.
This does not apply if the pilot is Zug-Zug

Load
 Ten Medium creatures; one ton of cargo.

Out of Control
 An out-of-control astral skiff moves forward at half speed (not including any modifiers for its astral sails).

Astral Attunement
 This astral skiff functions on any of the known planes

Fragile Propulsion
 For every 25 damage the astral skiff takes, its speed is reduced by 2 squares. At fly speed 0, the ship comes to a stop.

8. februar 2011

Dark Elf Bribe Loot

Translocating Armor  Level 19 (Feyhide Armor)
A field of planar energy surrounds this armor. If an enemy fails to hit you, you can teleport out of its reach.
Price: 105,000 gp
Armor: Chain, Cloth, Hide, Leather, Plate, Scale
Enhancement: +4 AC

Power (Encounter * Teleportation): Immediate Reaction. Trigger: An enemy misses you with an attack. Effect: You teleport 3 squares.

Feyhide Armor
Description: Feyhide armor is treated with an elven process that gives resilience akin to the hide of tough fey beasts.

AC Bonus: +3
Minimum Enhancement Value: +4
Check: -1
Weight: 25 lb.Cost: Special
Special: +2 Fortitude
Type: Hide

Stormwalker’s Cloak   Level 20
This dark gray cloak with lightning-bolt edging provides protection from lightning and thunder damage and can be activated to deal such damage to your opponents for a short time.
Price: 125,000 gp
Item Slot: Neck
Enhancement: +4 Fortitude, Reflex, and Will
Property: Gain resist 10 lightning
Property: Gain resist 10 thunder

Power (Daily • Lightning, Thunder): Minor Action. Until the end of your next turn, each time you are hit by a melee at-tack the attacker takes 4d6 lightning damage or 4d6 thunder damage (your choice).


Trollskin Armor Level 20 (Feyhide Armor)
Trolls hate everyone, but especially you and your warty green armor.
Price: 125,000 gp
Armor: Hide, Scale
Enhancement: +4 AC
Power (Daily • Healing): Standard Action. Gain regeneration 5 until the end of the encounter or until you drop to 0 hit points or fewer. If you take acid or fire damage, the regeneration is suppressed until the end of your next turn.

Feyhide Armor
Description: Feyhide armor is treated with an elven process that gives resilience akin to the hide of tough fey beasts.
AC Bonus: +3
Minimum Enhancement Value: +4
Check: -1
Weight: 25 lb.Cost: Special
Special: +2 Fortitude
Type: Hide

Magic Totem Level 21
This item is a simple totem that channels primal energy.
Price: 225,000 gp
Implement (Totem)
Enhancement: +5 attack rolls and damage rolls
Critical: +5d6 damage

Warmage’s Uniform Level 18 (Snakeskin Leather Armor)
These decorated greatcoats come in a variety of styles, but all lend military might to their wearers.
Price: 85,000 gp
Armor: Cloth, Leather
Enhancement: +4 AC

Power (Daily): Free. Trigger: You hit an enemy with an arcane attack power Effect: Until the end of your next turn, one ally within 5 squares of that enemy gains a power bonus to attack rolls against the enemy equal to the armor’s enhancement bonus.

Snakeskin Leather Armor
Description: Yuan-ti overlap fine “scales” of leather to produce the incredibly supple snakeskin armor.
AC Bonus: +2
Minimum Enhancement Value: +4
Weight: 10 lb.Cost: Special
Special: +2 Reflex
Type: Leather

Folding Astral Skiff Level 16
This small metallic cube expands into a full-sized astral skiff.
Price: 45,000 gp
Wondrous Item
Power (Daily): Standard Action. The cube unfolds into a full-sized astral skiff. The cube unfolds only if there is enough unoccupied space to contain the skiff.
Power (At-Will): Standard Action. The astral skiff collapses into a cube. You cannot use this power while creatures or objects (not including objects normally contained in the skiff ) occupy the astral skiff.

Frost Worm Loot

50.000 gp

Stoneborn Armor Level 18 (Specter Plate Armor)
Worked from rough stone, the plates of this bulky armor enable its wearer to tap into the limitless endurance of the earth.
Price: 85,000 gp
Armor: Plate
Enhancement: +4 AC

Power (Daily): Minor Action. Gain temporary hit points equal to 25 + your Constitution modifier. They last until depleted or until you take an extended rest.

Specter Plate Armor
Description: Specter plate is infused with energy from the Shadowfell.
AC Bonus: +10
Minimum Enhancement Value: +4
Check: -2
Speed: -1
Weight: 50 lb.Cost: Special
Special: Resist 2 all
Type: Plate

Healer's Brooch Level 19 
This innocuous adornment boosts your healing powers.
Price: 105,000 gp
Item Slot: Neck
Enhancement: +4 Fortitude, Reflex, and Will
Property: When you use a power that enables you or an ally to regain hit points, add the brooch’s enhancement bonus to the hit points gained.

Badge of the Berserker Level 17
This fearsome badge, crafted from bits of bone and leathery flesh, is favored by those who savor taking the fight to the enemy.
Price: 65,000 gp
Item Slot: Neck
Enhancement: +4 Fortitude, Reflex, and Will
Property: When you charge, your movement made as part of the charge doesn’t provoke opportunity attacks.

Rending Weapon Level 19 (Executioner's Axe)
When this axe scores a devastating strike, you can continue your assault.
Price: 105,000 gp
Weapon: Axe
Enhancement: +4 attack rolls and damage rolls
Critical: +4d6 damage, and make a melee basic attack with this weapon against the same target.

7. november 2010

Loot fra sommerhustur (samt gangen før)

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: 15
Price: 25,000 gp
Item Slot: Neck
Enhancement: +3 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.

Amulet of Protection
This light blue amulet increases your defenses.
Level: 16
Price: 45,000 gp
Item Slot: Neck
Enhancement: +4 Fortitude, Reflex, and Will

Book of Five Truths (The Third Truth)
Scribes recorded five truths on scrolls at the start of the Dawn War and then scattered the scrolls throughout the planes of existence. Each scroll grants its reader essential insight into the nature of being.
Level: 18
Price: 85,000 gp
Legendary Boon

Property: When performing a ritual, roll twice and take the better result.

Orb of Mental Dominion
A spellcaster channeling his mind through this orb gains mental prowess over foes, forcing them to relive the effects of a spell.
Level: 16
Price: 45,000 gp
Implement (Orb)
Enhancement: +4 attack rolls and damage rolls
Power (Daily): Free Action. Use this power when an attack with this orb succeeds against the target’s Will defense. When the target makes a saving throw against an effect from that attack, the target must roll twice and take the lower result.

Hero’s Gauntlets
These steel gauntlets reward risk and heroism.
Level: 17
Price: 65,000 gp
Item Slot: Hands

Property: When you spend an action point to make an attack, you gain a +1 bonus to attack rolls for that attack.
Property: When you spend an action point to make an attack and the attack deals damage, you gain temporary hit points equal to one-half your healing surge value.


Yzir, Scourge of the Primordials  (Paragon Level)
Yzir was forged at the dawn of times by Corellon himself, with the help of his sisters. It was made with one purpose, to slay the primordials.
Weapon: Longsword
Enhancement: +4 attack rolls and damage rolls
Critical: +4d12 damage
Property: Yzir deals 1d12 extra damage against elementals (demons, primordials, elementals etc)
Property: Critical on a 19-20 roll
Power (Daily * Fear): Free Action. Use this power when you hit with the weapon. The target takes a -4 penalty to all defenses (save ends).
Power (Encounter): Immediate Interrupt. Trigger: An enemy scores a critical hit against you. Effect: You become insubstantial until the end of your next turn.
Power (Encounter * Divine, Radiant): Standard Action. You can use turn elemental creature as a cleric turns undead. You cannot use this power with an implement, but you gain a bonus to attack rolls and damage rolls with it equal to Ruinblade’s enhancement bonus. You may also use any stat to determine attack and damage rolls.


Talisman of Jerzull  Paragon Level
This eight-pointed star of hammered platinum hangs on a chain of gold and pearls. Each point of the star is tipped with a diamond, and elaborate patterns of gold inlay cover its surface.
Implement (Holy Symbol)
Enhancement: +4 attack rolls and damage rolls
Critical: the target is stunned until the end of your next turn.
Property: Critical on 18-20 with radiant powers
Property: Whenever you make a Heal check, you can roll twice and use either result.
Property: Whenever you use a healing power the target regains 1d10 additional hit points.
Power (Encounter * Radiant); Immediate Interrupt Trigger: An enemy within 3 squares hits you with an attack. Wis vs Fortitude: Hit: The target is blinded until the end of your next turn
Power (Daily * Healing): Free Action. Trigger: An enemy within 5 squares is reduced to 0 hit points. Effect: You or one ally within 5 squares of you gains regeneration 10 until the end of the encounter (target of effect must be bloodied).


Cup of Jerzull  Paragon Level
Twelve great gems form a ring around the rim of this large gold chalice, which requires two hands to carry. The chalice glows with a faint golden light.
Wondrous Item
Power (Daily): Standard Action. You drink from the Cup of Jerzull and make an Endurance check against a disease affecting you, using the disease’s improve DC. If you succeed, you’re cured. If you fail, the disease doesn’t get any worse while it affects you.
Power (Daily * Healing): Using this power takes 10 minutes. By filling the Cup with water, you can create a potion of Jerzull. If you use the Cup together with the Talisman of Jerzull, you can instead create up to three potions of Jerzull. A potion created in this way reverts to plain water if it isn’t consumed within 24 hours.

Potion of Jerzull  Paragon Level
This golden liquid contains great healing magic.
Potion
Power (Consumable * Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 30 hit points and make a saving throw. If you have no healing surges when you drink this potion, you instead gain 15 temporary hit points.


Pouncing Beast Armor (Earthhide Armor)
When you wear this armor, you can feel the beast spirit within you urging you to leap forward and attack.
Level: 14
Price: 21,000 gp
Armor: Hide
Enhancement: +3 AC
Property: When you use wild shape to change into beast form, you can shift 1 square.

Power (Daily • Beast Form): Move Action. You shift 5 squares and must end in a space adjacent to an enemy.

Earthhide Armor
Description: Dwarves use earth energy to fortify earthhide, mimicking the strange living-earth skin of creatures such as the galeb duhr and the earth titan.
AC Bonus: +3
Minimum Enhancement Value: +3
Check: -1
Weight: 25 lb.Cost: Special
Special: +1 Fortitude
Type: Hide
Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it’s light enough that it doesn’t affect your speed.

Illithid Robes
These robes are tight and sleek, with a crest behind the head. They partially protect you from harm if you can compel some poor fool to assist you.
Level: 15
Price: 25,000 gp
Armor: Cloth
Enhancement: +3 AC
Property: Resist 10 psychic.
Power (Daily): Immediate Reaction. When you are hit by an attack, you and an ally within 2 squares of you each take half of the damage from the attack (round fractions up). The damage dealt to the ally can’t be reduced by resistances or immunity.

Githweave Armor
Description: Githzerai weavers first taught other peoples the methods of making githweave. It’s clear that the githzerai took these techniques from their erstwhile masters, the mind flayers.
AC Bonus: +0
Minimum Enhancement Value: +3
Weight: 2 lb.Cost: Special
Special: +1 Will
Type: Cloth
Jackets, mantles, woven robes, and padded vests don’t, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn’t slow you down or hinder your movement at all. All characters are proficient with cloth armor.

Torc of Power Preservation
This platinum and gold neckband contains a reservoir of energy that you can tap.
Level: 15
Price: 25,000 gp
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will
Power (Daily): Free Action. Use this power after you use an encounter power of the torc’s level or lower. Roll 1d20 + the torc’s enhancement bonus. If the result is 10 or higher, that power renews as if you had taken a short rest. If the result is lower than 10, you don’t expend the use of this power and no daily use of a magic item power occurs.

Magic Holy Symbol
A holy symbol of your god, enchanted with magical power.
Level: 16
Price: 45,000 gp
Implement (Holy Symbol)
Enhancement: +4 attack rolls and damage rolls
Critical: +4d6 damage

Armor of Dwarven Vigor
This armor, which appears to be crafted of chiseled stone, grants you the endurance of a dwarf warrior.
Level: 17
Price: 65,000 gp
Armor: Chain, Scale, Plate
Enhancement: +4 AC
Power (Daily * Healing): Minor Action. You use your second wind and regain an additional 1d6 hit points per plus.
Special: If you’re a dwarf, you can use this armor’s power as a free action on your turn.

Warplate Armor
Description: Legend holds that Moradin made the first godplate armor, and ancient dwarf smiths copied his patterns imperfectly to make warplate armor.
AC Bonus: +11
Minimum Enhancement Value: +4
Check: -2
Speed: -1
Weight: 50 lb.Cost: Special
Type: Plate
The heaviest type of armor, made up of shaped plates of metal or similarly resilient material, plate provides the most armor protection. The cost for its superior fortification is mobility and agility.

+75.000 gp


@Hansen: De har sådan set fordelt det meste, men vi kigger lige på det inden næste gang. Vi spiller ikke på tirsdag.

12. oktober 2010

Lich Loot

25.000 gp

Magic Weapon (Executioner's Axe)
A basic enchanted weapon.
Level: 16
Price: 45,000 gp
Weapon: Any
Enhancement: +4 attack rolls and damage rolls
Critical: +4d6 damage


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: 15
Price: 25,000 gp
Item Slot: Neck
Enhancement: +3 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.


Demonscale (Drakescale)
Piecemeal skins, scales, and exoskeletons of demons form a frightful but sturdy suit of scale armor.
Level: 14
Price: 21,000 gp
Armor: Scale
Enhancement: +3 AC
Power (Encounter): Immediate Interrupt. Trigger: You take acid, cold, fire, or lightning damage. Effect: You gain resist 10 to the triggering damage type until the end of the encounter.
Drakescale Armor
Description: Drakescale armor mimics the small, close scales of rage drakes to stave off attacks.
AC Bonus: +8
Minimum Enhancement Value: +2
Speed: -1
Weight: 45 lb.Cost: Special
Type: Scale
Overlapping pieces of highly durable material, such as steel or even dragon scales, make up scale armor. Despite its heaviness, scale is surprisingly easy to wear; its straps and buckles make it adjustable and able to fit snugly on the body, allowing flexibility and agility. Mundane scale armor uses metal plates.

Rituals:
True Sending (book), Forbiddance (book), Planar Portal (book), Summon Demon (book), Consult Oracle (book), Scramble Portal (scroll), Planar Sending (book), Rope Trick (book), Drawmij's Instant Summons (book), Shadow Walk (book)

14. september 2010

Wizard loot

9000 gp

Ring of Brotherhood
These platinum rings come in pairs and are shared only by the closest companions.
Level: 14
Price: 21,000 gp
Item Slot: Ring

Property: Each of these rings is part of a set of two. As a minor action, a ring wearer can ascertain the following information:
• The current hit points and general status (alive, dying, or dead) of the other ring wearer
• The number of healing surges the other ring wearer has remaining
• Any effects currently affecting the other ring wearer
• The current emotional state of the other ring wearer
• The straight-line distance to the other ring wearer. If the other ring wearer is on a different plane, neither the distance nor the specific plane can be ascertained.
Special: These rings come in pairs. If one ring is disenchanted, the other loses all its magic. The cost covers a set of rings.
Power (Daily): Free Action. Transfer a single healing surge to the wearer of the other ring. This cannot bring the recipient above his or her total healing surges. If you’ve reached at least one milestone today, transfer two healing surges.


Ring of Fury
This ring gleams with hate.
Level: 14
Price: 21,000 gp
Item Slot: Ring

Property: Gain a +2 item bonus to Intimidate checks.
Power (Daily): Free Action. When you are first bloodied, make two basic attacks.
Special: If worn with the belt of fiends, you gain a +2 item bonus to Diplomacy, Insight, Bluff, and Religion checks when dealing with devils.


Primordial Ring
This ring consists of twisted metal bands whose colors shift before your eyes.
Level: 14
Price: 21,000 gp
Item Slot: Ring

Property: You are treated as an elemental creature as long as the ring is worn.
Power (Daily): Minor Action: Gain resistance 10 variable until the end of the encounter or for 5 minutes. You cannot use this power to resist a damage type to which you have a vulnerability.
    If you’ve reached at least one milestone today, your resistance 10 variable becomes (2/encounter).

Githyanki Loot

Githyanki Silver Weapon (Longsword)
The rune-engraved weapon assaults a creature’s mind and has the power to banish it to another plane.
Level: 14
Price: 21,000 gp
Weapon: Heavy Blade
Enhancement: +3 attack rolls and damage rolls
Critical: +3d8 psychic damage
Power (At-Will • Psychic): Free Action. All damage dealt by this weapon is psychic damage. Another free action returns the damage to normal.
Power (Daily • Teleportation): Free Action. Use this power when you hit with this weapon. The target is banished to a demiplane (save ends). It disappears from sight, cannot take actions, and cannot be targeted. On a save, the target reappears in the space it last occupied. If that space is occupied, the target returns to the nearest unoccupied space of its choosing.

Tenebrous Shroud
This cloak wraps around you in inky blackness.
Level: 13
Price: 17,000 gp
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will
Property: Gain resist 15 necrotic.
Power (Daily): Immediate Reaction. You can use this power when you are hit by a melee attack. You become invisible until the end of your next turn.

31. august 2010

Drow Mask

Drow Mask
This mask makes the wearer look like a dark elf.
Level: 16
Price: 45,000 gp
Item Slot: Head
Property: You polymorph into a drow
Property:You gain darkvision
Property: You speak Elven

Power (Encounter): Minor; Close burst 1; Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.;

22. august 2010

Fire Giant High Priest Loot

22.000 gp
 
Cursing Wand
You curse your foe when you channel your spite through this dark yew wand.
Level: 14
Price: 21,000 gp
Implement (Wand)
Enhancement: +3 attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: When you score a critical hit with the unluck power using this wand, the target also takes a –2 penalty to attack rolls, skill checks, ability checks, and saving throws (save ends).
Power (Daily * Arcane, Implement, Necrotic): Standard Action. As the bard’s unluck power (Player’s Handbook 2, page 72).

Bard Attack Unluck
You manipulate what was once an ode to fate, speaking it in reverse and warping the weave of fortune.
Encounter        Arcane, Implement, Necrotic
Standard Action      Ranged 5
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier necrotic damage. The next time the target makes an attack roll before the end of your next turn, you roll 1d20 and can replace the target’s roll with yours. In addition, choose an ally within 5 squares of you. The next time that ally attacks the target before the end of your next turn, you roll 1d20 and can replace the ally’s roll with yours.


Feytouched Armor (Leather)
Materials from the Feywild are worked into this armor, improving your reflexes and allowing you to disappear briefly.
Level: 12
Price: 13,000 gp
Armor: Leather, Hide
Enhancement: +3 AC

Property: Gain an item bonus to initiative checks equal to the armor’s enhancement bonus.
Power (Encounter • Illusion): Standard Action. You become invisible until the end of your next turn.


Periapt of Wisdom
This silver amulet increases your wisdom and can be activated to greatly enhance the strength of your will.
Level: 13
Price: 17,000 gp
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will

Property: Gain a +1 item bonus to Wisdom ability checks and Wisdom-based skill checks (but not Wisdom attacks).
Power (Daily): Immediate Interrupt. You can use this power when you are hit by an attack that targets your Will defense. Gain a +5 power bonus to Will against the attack.

Frost Fury Weapon (Exe Axe)
When this weapon’s wielder is bloodied, the axe blade becomes icy and promises a cold death with each swing.
Level: 13
Price: 17,000 gp
Weapon: Axe
Enhancement: +3 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.

Armor of Durability (Hide)
When your allies rely on you to keep fighting, this armor helps keep you in the fray.
Level: 14
Price: 21,000 gp
Armor: Hide, Chain, Scale, Plate
Enhancement: +3 AC

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

21. august 2010

White Dragon Loot

10.000 gp

Cord of Divine Favor
A healer’s garment, this cinch lets you tend to yourself as you aid others.
Level: 13
Price: 17,000 gp
Item Slot: Waist
Power (Encounter • Healing): Free Action. Use this power when you use healing word on an ally or use another power that grants an ally the use of a healing surge. You can spend a healing surge as well and regain hit points equal to your healing surge value.

Bracers of Iron Arcana
Favored by spellcasters, these iron bracers are covered in esoteric runes that help deflect physical attacks.
Level: 14
Price: 21,000 gp
Item Slot: Arms
Power (Daily): Minor Action. Gain an item bonus to AC equal to your Intelligence, Wisdom, or Charisma modifier until the end of your next turn.
Belt of Vigor
This chain metal belt improves your recuperative abilities.
Level: 12
Price: 13,000 gp
Item Slot: Waist

Property: You gain a +2 item bonus to your healing surge value.

Survivor's Belt
This belt gives you the ability to stabilize even when near death.
Level: 11
Price: 9,000 gp
Item Slot: Waist
Property: You roll two death saving throws, taking the higher result.


Stone of Light
This oval bead of white quartz has the arcane symbol for “radiance” on its surface.
Level: 12
Price: 13,000 gp
Wondrous Item
Power (Daily): Free Action. Trigger: You miss an enemy with a radiant attack power. Effect: Reroll the attack roll.

17. august 2010

Master Summoner Loot

5000 gp.

Siberys Shard of Radiance
The shard glows with the light of Siberys.
Level: 13
Price: 17,000 gp
Implement (Dragonshard Augment)
Property: You gain a +3 bonus to damage rolls with radiant attacks that use the augmented weapon.
Property: When not affixed to a weapon, this dragon shard illuminates a 10-square radius with bright light.

Chime of Warding
The air around you shimmers with protective force when you strike this golden chime.
Level: 10
Price: 5,000 gp
Wondrous Item
Power (Daily • Zone): As a standard action, strike this chime to create a close burst 2 that lasts until the end of your next turn. Any enemy that enters the zone is attacked: +15 vs. Fortitude. A hit pushes the target 1 square away from the center of the burst and immobilizes it until the start of its next turn. If you or any ally makes an attack while in the zone, the effect ends. Sustain standard.

Ritual Candle
This candle of rune-carved purple wax gives off a clear, bright glow when lit.
Level: 11
Price: 9,000 gp
Wondrous Item
Property: This candle never burns down (except as noted).
Power (Daily): Standard Action. Light the candle before beginning to perform a ritual. You gain a +2 power bonus to any skill checks made as part of the ritual.
    The candle automatically extinguishes at the end of the ritual and can be used again the following day.

10. august 2010

Beholder Loot

2400 gp

Crest of Vigilance Eternal
The undying courage of the deva race fuels the power of this item to keep you focused in combat.
Level: 12
Price: 13,000 gp
Item Slot: Arms
Power (Daily): Immediate Interrupt. Trigger: An effect dazes or stuns you. Effect: You make a saving throw against the triggering effect. On a save, the effect ends.
Special: This item can be either bracers, a light shield, or a heavy shield.

3. august 2010

Foulspawn Loot

1000 gp


Shadowdancer’s Gloves
While you’re hidden, these supple gloves make your attacks more deadly.
Level: 11
Price: 9,000 gp
Item Slot: Hands

Property: When you hit an enemy you’re hidden from, you deal 1d6 extra damage.

High Priest Quarter Loot

Dice of Auspicious Fortune
The faces of these wooden dice show symbols the halflings associate with good luck.
Level: 11
Price: 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: 10
Price: 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: 10
Price: 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
Stamp (standard, at-will)
+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)
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.

27. juli 2010

Vampire loot

Healer’s Armor (chain)
This sturdy armor enhances your ability to heal your allies.
Level: 10
Price: 5,000 gp
Armor: Hide, Chain
Enhancement: +2 AC

Property: When you use a healing power, the target regains additional hit points equal to the armor’s enhancement bonus.

Der var også 1000 gp og et Magic Map Ritual (book)

21. juli 2010

Spider loot

Amulet of Protection
This light blue amulet increases your defenses.
Level: 11
Price: 9,000 gp
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will

13. juli 2010

Loot: Red Dragon Cave

5000 gp, Tenser's Lift Ritual (book), Raise Dead Ritual (book)


Blood Drinker (Exe axe)
You know when to feed your weapon, because it growls when it’s hungry.
Level: 9
Price: 4,200 gp
Weapon: Axe, Heavy blade
Enhancement: +2 attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: If you make an attack using this weapon and miss all targets, the blood drinker deals 5 damage to you, and the next attack you make before the end of your next turn deals 2d6 extra damage to the first target it hits.

Skeleton Key
This ornate ivory key opens locks with ease.
Level: 10
Price: 5,000 gp
Wondrous Item
Power (Daily): Standard Action. When you touch the key to a locked door, chest, gate, or other object, make a Thievery check with a +20 bonus against the DC required to open the lock.

Death’s Brink Armor (scale)
This black metal armor has the image of an outthrust hand emblazoned on its breast.
Level: 12
Price: 13,000 gp
Armor: Scale, plate
Enhancement: +3 AC

Property: While you’re dying, you don’t die until you fail four death saving throws.
Power (Daily): No Action. Trigger: You roll a death saving throw and dislike the result. Effect: You gain a +3 bonus to the saving throw. 

Loot: Cult of Imix caves

1000 gp residuum, 200 gp


Safewing Amulet
This orange amulet reduces the damage you suffer when falling.
Level: 8
Price: 3,400 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will

Property: When falling, reduce the distance by 20 feet for the purpose of calculating damage. You always land on your feet after a fall.

Feedback Armor (cloth)
Crackling psychic energy cascades around you, flaring outward when you make a mental assault on a foe.
Level: 9
Price: 4,200 gp
Armor: Cloth, Leather
Enhancement: +2 AC
Power (Daily * Augmentable, Psychic): Free Action. Trigger: You use a psychic power. Effect: Each creature adjacent to you takes 1d6 psychic damage and is pushed 1 square. Augment 2: The psychic damage increases to 2d6. Augment 4: The psychic damage increases to 3d6.