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- Antipode: A gleaming fullblade that seems to be carved of ice, with a handle of mythril that extends into a molten longsword in the blade's center.
- Critical: +1d12 per plus
- Property: All damage dealt by this weapon is either Fire damage or Cold damage. You can switch between them at-will as a free action.
- Power (Overcharge 1 ✦ Fire or Cold): Free Action. Use this power when you hit with the weapon. Deal an extra 1d6 damage of the weapon's element, and the target takes ongoing 5 damage of the same type (save ends).
- Level 15 or 20: 2d6 damage and ongoing 10 damage.
- Level 25 or 30: 3d6 damage and ongoing 15 damage.
- Grimoire Weice - Tome
- Property: When you use the wall of ice power through this tome, the wall can be up to 15 squares long and 10 squares high.
- Overcharge 2: You may use the Wall of Ice wizard power, using Intelligence, Wisdom or Charisma.
- Flying Fairy Blade - Longsword
- Critical: +1d6 per plus
- Power - At-Will, Free Action: When you make a melee basic attack with this weapon, you may roll an additional melee basic attack at -5 to hit and -5 damage. This power cannot trigger itself.
- Mantle of Warding:
- Property: The area affected by your Swordmage Aegis class feature increases to a close burst 3.
- Overcharge 2: Minor Action - Mark all enemies in your Aegis burst with your aegis (save ends).
- Irrefutable Chainmail:
- Overcharge 1: Free Action. Use this power when you miss with an attack that targets Will defense. Reroll your attack with a power bonus equal to your inherent defensive bonus.
- Royal Ring of Proof Against Poison
- Property: The wearer is immune to ingested and inhaled poisons, and gains resistance 15 versus ongoing poison damage.
- Overcharge 1: Minor Action - Choose up to five allies. They gain the property of this ring until the end of the encounter, or for ten minutes out of combat.
- Ring of Focus
- Property: You gain a +1 item bonus to Will.
- Overcharge 1: Minor Action. Once per round until the end of the encounter, you can use a free action on your turn to sustain an effect of yours that requires a minor action to sustain. If you’ve reached at least one milestone today, you can sustain a power once per round on your turn using no action, rather than a free action.
- Gnomish Luck Amulet
- Property: When you score a critical hit, you make a saving throw against one effect that a save can end. You gain an item bonus to that saving throw equal to your inherent defense bonus.
- Overcharge mechanics: Expend this power as a daily or pay a number of Healing Surges equal to the Overcharge value to activate this effect.
- The rest of the display weaponry, jeweled orbs, non-magical scepters, rings, furred capes and badges of royalty, worth together enough to increase your caravan wealth by 2 (It was at 4, so 6 now).
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