DivineDragoonKain

Mindflayer Pirate Loot

Jul 23rd, 2020 (edited)
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  1. Lumina's new rules start NOW. Anything you don't keep can be reacquired 2 for 1 wealth.
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  3. 10 bottles of Dragon's Breath - Drink one (a minor action) and you gain two uses of Dragon's Breath for the encounter. You may use Dragon's Breath as part of the action of consuming this potion. Choose your element when you drink the potion (this may be changed the next time you drink a potion) and use your highest modifier for the attack and damage rolls. https://fourth-edition-compedium.herokuapp.com/app/4e_database.html?view=race1 If you are already a dragonborn (which none of you are) your Dragon Breath becomes unlimited for the duration of the encounter.
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  5. 4 Potions of Vitality - These amber-colored potions allow you to drink as a minor action to heal 35 hit points and allow you to attempt a save against one effect that a save may end.
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  7. Dread Helm - This closed helm seems to smoulder with an intense aura, and anyone who puts it on finds their eyes shine like menacing red orbs from the eyeholes.
  8. Property
  9. Gain a +4 item bonus to Intimidate checks. Take a –2 item penalty to Diplomacy checks.
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  11. Power (Fear) ✦ Daily (Minor Action)
  12. Make an Intimidate check against the Will defense of a target within 5 squares of you. If the attack succeeds, the target takes a -2 penalty to attack rolls and defenses until the end of your next turn.
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  14. Spying Mirrors - Power ✦ At-Will (Standard Action)
  15. When each of these mirrors is affixed to a solid structure and you're adjacent to one of the mirrors, you can see and hear through the other mirror as if you were in its square until the start of your next turn. If you choose, creatures adjacent to the other mirror can also see and hear through yours.
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  17. Transposition Harness (Large creature barding)- (Power (Teleportation) ✦ Daily (Move Action)
  18. You and your companion swap places if you are within 10 squares of each other.
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  20. Rat Killer's Leather Armor: 2 DR (4 defender)You gain resist 10 against damage from swarms' attacks. In addition, you can move through a space occupied by a swarm, and your movement doesn't provoke opportunity attacks from swarms.
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  22. Retribution Claws (Spiked Gauntlet) - Critical: +1d6 damage per plus
  23. Property: Whenever an enemy scores a critical hit against you, your next attack with this weapon against that enemy deals +1d12 damage per weapon enhancement bonus. The effect ends at the end of your next turn. This does not occur if the critical hit was negated or made to miss.
  24. Property: You may wear this as an Other slot item, in which case it gains the following property: 'When you're in beast form and an enemy grants combat advantage to you, your melee attacks deal 1d10 extra damage against that enemy.'
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  26. Luring Withdrawal Chainmail:
  27. Resist 2 all (3 defender)
  28. Power ✦ At Will (Immediate Reaction)
  29. Trigger: An enemy misses you with a melee attack.
  30. Effect: You shift 1 square and slide the triggering enemy into the space you vacated.
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  32. Martyr's Hard Plate - Innate: 5 damage reduction. Enchantment: Power ✦ At-Will (Minor Action)
  33. You take a -1 penalty to AC until the end of your next turn, and allies adjacent to you gain a +1 power bonus to AC until the end of your next turn.
  34. Power ✦ Daily (Immediate Interrupt)
  35. Use this power when an adjacent ally is attacked. You take a penalty to your AC equal to the enhancement bonus of this armor; your ally adds an equal power bonus to his AC. Both effects last until the end of your next turn.
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  37. Periapt of Cascading Health - Power ✦ Encounter (Minor Action)
  38. You end one condition that a save can end. You gain a +2 power bonus to all other saving throws you make this turn.
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