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DivineDragoonKain

Atelier loot

Jul 26th, 2019
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  1. This particular workshop in the atelier looks like a place related to nature magic and gardening, if you had to guess. There's a very earthy sort of feel in the room. Alchemy tools, enchanting stations, and the like are scattered around. Old bags of soil and dried manure rest against the walls... Looking among the things here you find the following things:
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  4. Vivaldi's Garden Escort - This ain't a hoe. This magical gardening tool has a woodcutter's axe, a shovel, a trowel, a post digger, branch clippers, a rake, and more. With this, one can easily perform gardening tasks they're not familiar with in only a smaller portion of the time. In combat, it's a wondrous item that has the following power:
  5.  
  6. Encounter - Primal
  7. Minor Action
  8. Target: A 3x3 patch of plant-based difficult terrain, a non-monster plant-based obstacle, or 3x3 patch of soil.
  9. Effect: Destroy the difficult terrain, destroy the obstacle, or excavate the soil one square down. This power is At Will in Vivaldi's ateliers.
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  12. Bag of Acorn Houses - A magical satchel of acorns. Pichi recognizes these as a type of pixie house, but they've been enchanted a different way. When you plant these in the ground as a move action, a 3x3 nut shack will arise from the spot centered on the player and enveloping them. This shack may appear as a closed acorn with a door or be an acorn's cupule suspended on poles to form a simple roof overhead. These shacks provide shelter from inclement weather and are resistant to fire, but will fall under repeated attack. Only one nut shack may be present on the battlefield at a time.
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  15. Fey Panther Gauntlets - These black leather gauntlets seem to have been made from a fey panther, and include their claws. They have an otherworldly power to them. They seem to be enchanted to bolster the user's inherent fury and are good at clawing up trees.
  16. Properties:
  17. You gain a +2 item bonus to damage rolls while raging.
  18. Level 14: Gain a +4 item bonus to damage
  19. Level 24: Gain a +6 item bonus to damage
  20. Your critical hit range is doubled against Magical Beasts with the plant subtype.
  21. Power ✦ Daily (Free Action)
  22. Effect: You gain a +4 bonus to attack rolls when using the rage strike power.
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  24.  
  25. Coat of the North - This warm fur coat appears to have been made from a mammoth's coat, dyed dark blue and white. It's fashionable, and large enough to be worn over armor comfortably, occupying a new Clothing slot.
  26.  
  27. Properties: The wearer gains Resist 5 cold. The wearer is immune to ill effects from cold weather, and retains sure footing on snow and ice.
  28. Power - At Will (Minor Action)
  29. Effect: Create a snowman or ice sculpture in an adjacent square. It can resemble whatever you like. This lasts as long as the environment allows for it.
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  32. In addition, there's a few other things here... you spy a collection of... thick, bristly hairs that resemble what was on the legs of the spiders you fought down south. They seem to have a strong magical property to them and stick to whatever touches them... perhaps that could be used for something. There's also more panther leather here.
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  34. You also find a strange iridescent orb that seems to show a vision of experiments being done on animals - no, not the abusive kind. He seemed to be increasing their intelligence somehow... What even is this orb, anyway? - Memory: Awaken Animal.
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  36. ------
  37. PART 2
  38. ------
  39.  
  40. Memory: Animate Flesh Golem - Someone putting together a monstrosity with sides of beef. As described in session.
  41.  
  42. Notes: This is a Major ritual and has a fairly steep material component, but people weren't interested in it so I don't imagine I have to make the stats now.
  43.  
  44. Memory: Control Weather - A woman raises her hands to the sky, a gentle fire's smoke extending up. It seems familiar somehow, and her eyes gaze towards the distance where rainclouds gather.
  45.  
  46. Notes: As normal Control Weather, but you can also pick from weathers adjacent to the current season.
  47.  
  48. Memory: Adder's Kiss - Someone, a burly male, drinks from a vial of some horrible looking liquid and gags.
  49.  
  50. Notes: Minor martial practice. 1 minute meditation time needed - can be triggered any time within the next eight hours. The next poison you ingest by mouth has no effect on your body, and you learn the ingredients used to make said poison and can teach the recipe to someone with sufficient alchemical skill (or try it yourself if you put effort towards learning poison making). For the next 24 hours after triggering this ritual, you can apply this poison by kissing someone on the lips (or on the skin if a contact poison) or by spitting with intent to produce venom. The stored poison is then used up.
  51.  
  52. Memory: Sea Lord's Stride - Again, the burly guy, dashes across the waves below Blackbaron's cliffs to save someone drowning.
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  54. Notes: Minor martial practice. 1 round warm-up needed (full action). Your feet become light and distribute your weight across water in a larger area than normal. When you take a move action across water, roll an Acrobatics check - you may move a number of squares equal to your check divided by 5 without falling into the water. This may not exceed your normal movement speed. If you take a double move action, you do not need to roll an acrobatics check.
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  56. Memory: Detective Vision - A woman in goth clothing creates an illusory wrapper around the room she's in, and manipulates the illusion to recreate an event.
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  58. Major ritual - 1 minute of analyzing the scene needed. Create a close burst around yourself equal to your Arcana skill + 10. This zone does not move with you. You intently study the area within this zone and can identify fine details that stand out from the norm. Within the zone you may create a simulacrum of people, objects, and anything that could conceivably been in the area and manipulate them to your bidding. These illusory constructs follow physics when interacting with each other, but are otherwise intangible.
  59.  
  60. Memory: Hallucinatory Terrain - An illusion covers a pond, making it appear to have a bridge.
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  62. Memory: Primal Prison - A woman shoves a person into a rock and leaves them there, unharmed, but unable to move.
  63.  
  64. A few of these seem to involve calling upon Arcane constructs... maybe a similar result could be achieved by calling on fairies instead.
  65.  
  66. Memory: Dancing Lights - A wizard calls upon arcane constructs to make flickering, dancing lights.
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  68. Memory: Hold Portal - A wizard calls upon arcane constructs to hold a door shut with magic.
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  70. Memory: Tenser's Floating Disc - A wizard calls upon arcane constructs to conjure a disc of energy and carry a load.
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  72. Memory: Fetch - A wizard calls upon an arcane construct to deliver a message.
  73.  
  74. Memory: Seek Rumor - A wizard calls upon arcane constructs that turn invisible to gather information from the city about a subject.
  75.  
  76. Notes: I need to tweak this a bit.
  77.  
  78. Pandoran upgrades and tool kit - TBD
  79.  
  80. The Eye of Eden - Slotless upgrade.
  81. Properties:
  82. You gain Darkvision.
  83. You recognize undead by their auras, a deep purple hue usually, which is visible to a range of 60 feet and through walls. You can will this vision off and on.
  84. Power (Encounter) - Minor Action. Until the end of your next turn, invisible objects and creatures are visible to you and you take no penalties for targeting them.
  85.  
  86. Crystal Hammers - A toolkit of hammers that ring musical notes when striking things. Their purpose is unknown, but they seem magical.
  87.  
  88. Dao of the Western Warrior (Set item)
  89. Light Blade
  90. Criitical: +1d6 per plus.
  91. Power (Encounter): Free Action.
  92. Trigger: You hit an enemy with an arcane attack power using this weapon.
  93. Effect: That enemy is marked by you (save ends).
  94.  
  95. Moonsilver Staff
  96. Critical: +1d6 radiant damage per plus
  97. Property: Treat this staff as silvered (Player’s Handbook, page 220) for the purpose of implement and weapon attack powers made using it.
  98. Power (Daily): Free Action.
  99. Trigger: You hit an enemy with an arcane or divine radiant power and deal damage to it using this staff.
  100. Effect: That enemy takes extra radiant damage equal to 5 + the staff ’s enhancement bonus
  101.  
  102. Blastwarp Staff
  103. Critical: +1d6 force damage per plus
  104. Property: When you hit at least three targets with a close attack power using this staff, you gain combat advantage on your next attack before the end of your next turn.
  105. Power (Daily): Free Action.
  106. Trigger: You use an arcane close blast attack power through this staff.
  107. Effect: The attack becomes a close burst 2 squares smaller than the blast, to a minimum of 1 (for example, a close blast 5 becomes a close burst 3)
  108.  
  109. Staff of Knives
  110. Critical: +1d6 damage per plus, or +1d12 damage per plus when used as a melee weapon
  111. Power (At-Will): Minor Action. You transform this item from a staff into a dagger or from a dagger into a staff.
  112.  
  113. Staff of the War Mage
  114. Critical: +1d8 damage per plus
  115. Power (Daily): Free Action. Use this power when using a power that has a blast or a burst effect. Increase the size of
  116. the blast or the burst by 1.
  117.  
  118. Staff of Spectral Hands
  119. Critical: +1d6 damage per plus
  120. Property
  121. When you use the mage hand power, you can conjure a number of hands equal to your highest mental stat modifier (minimum 1, maximum of 1 + the staff 's enhancement bonus). You can sustain all of the hands each round with a single minor action.
  122.  
  123. Broom of Cleaning - Wondrous Item. This broom, when set upright on its bristles and given an order, will sweep away filth, liquid and garbage, transforming the area into a pristine state. A single room can be cleaned within a few minutes - a large building might take half an hour, and a castle would take around four hours.
  124.  
  125. Panther Slippers - These slippers resemble the gloves Eli found before, but they seem intended for a different user.
  126. Power ✦ Daily (Immediate Reaction)
  127. Trigger: An enemy adjacent to you shifts.
  128. Effect: You shift 1 square. If you're in beast form, you instead shift 3 squares.
  129.  
  130. Chain Belt - A belt with a hefty length of chain and an odd winch mechanism.
  131. Belt Slot
  132. Property: You always have access to ten feet of good quality metal chain,, but one end is fastened to the belt.
  133. Power * Encounter (Free Action)
  134. Effect: Choose an allied or neutral character within 5 squares. They are pulled into the closest adjacent square and do not provoke attacks of opportunity for this movement.
  135.  
  136. Sehanine Bracers - These moon-studded bracers grant power to the faithful.
  137.  
  138. Property
  139. Treat weapons you wield (including ammunition, thrown weapons, and the like) as silvered (Player's Handbook, page 220). Divination magic marks you as a follower of Sehanine.
  140. Power ✦ Daily (Free Action)
  141. Trigger: You hit a shapechanger with a weapon attack.
  142. Effect: The creature reverts to its natural form and can't use polymorph powers (save ends).
  143.  
  144. Tattoo Set - A toolkit with special quills meant for scratching tattoos into someone's skin. Provided a diagram is studied, the quills will do most of the work. You can only wear one magic tattoo at once, and applying or removing this usually has to be done in a safe place, like an inn or the caravan. There's also a bit of enchanted ink included and two diagrams:
  145.  
  146. Strongheart Tattoo: Wondrous Item.
  147. Property: When you spend a healing surge, you regain extra hit points equal to the number of healing surges you have spent since your last extended rest.
  148.  
  149. Demonskin Tattoo. Wondrous Item.
  150. Property: When you spend an action point to take an extra action, choose acid, cold, fire, lightning, or thunder. You gain resist 5 to the chosen damage type until the end of the encounter.
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