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Magical items.

Posted by The DogFor group archive 0
The Dog
ex-Familiar, 9 posts
Dragonheart
*roar*
Sat 4 Feb 2017
at 22:47
  • msg #1

Magical items

Below are a summary of 'lesser' magical items encountered/possessed, normal magical items possessed /encountered / craftable, and powerful/rare items possessed or encountered
This message was last edited by the player at 08:26, Mon 27 Feb 2017.
The Dog
ex-Familiar, 9 posts
Dragonheart
*roar*
Sat 4 Feb 2017
at 22:46
  • msg #2

Basic Magical Items

Powered daggers

Obsidian = cold
Silvered = radiant

On a critical, deal 5 extra damage, and all damage is of the relevant energy type.
Free action (consumes dagger) - on a successful hit, make damage as per critical, and deal ongoing 5 damage (save ends), dagger is lost


Clear stone

Can see ethereal through the stone (minor action to see, -2 penalty to attack to keep holding while attacking, not with two handed weapon)

Can be combined with weapon to damage incoporeal (but not see them), or combined with Sun Globe to create a third illumination mode that can see ethereal (sheds no other light)


Flying Dagger

Dormant animated object that, when thrown in the direction of an enemy and the activation word said (carved on the dagger, noticeable after a short rest with the object), becomes a 7th level NPC minion. It will make for and attack the indicated target, however based on opportunity it may divert to other targets in the vicinity if the primary target proves too strong. The command word to stop the dagger again requires a DC23 Arcana check, can be tried only once after the dagger is activated.

quote:
Stats: Small natural animate. AC21, Fort 18, Ref 20, Will 17. Speed 2, fly 6. Init +10, Perception +8 (darkvision). Stealth +11

Melee basic attack - pinning thrust: Melee 1 (one creatuyre), +12 vs AC
Hit: 6 damage and target is grabbed (escape DC 16). Until the target is not grabbed by any daggers, the target takes 1hp damage per dagger at the start of its turn. (Only taken once per turn)

When flying dagger has a target grabbed, it can only attack that target, and hit automatically.

Trait (nimble blade): When flying dagger has a target grabbed, it gains a +2 bonus to AC and Reflexes.

Srt 8 (+2), Dex 17 (+6), Wis 11 (+3), Con 13 (+4), Int 2 (-1), Cha 5 (+0)

This message was lightly edited by the player at 08:26, Mon 27 Feb 2017.
Theodore
ex-Familiar, 9 posts
Dragonheart
*roar*
Sat 4 Feb 2017
at 22:46
  • msg #3

Normal Magical Items

Cleaner's Stones
Level 1 wondrous item, 360gp

Three modified gemstones. A cleaning prestidigitation effect cast through one stone is amplified out to 5 squares and can be echoed through the remaining two stones. The stones cannot generate such an effect on their own.

A stone can be a distance of 20 squares from the source stone and still echo the effect. The prestidigitation effect can be cast through one of the stones from a distance of up to 2 squares. Each stone activated counts as a use of prestidigitation (to the maximum of three concurrent effects), though only a single action is required to activate multiple stones.

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Belt of resilience (heroic tier) level 1, 360gp
Waist Slot item
Properties: Heal checks made to aid you gain a +2 item bonus

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Eternal chalk, level 1, 360gp
Wonderous item
Properties: A stick of eternal chalk never breaks or wears down with normal use. Any writing or drawing made with this chalk cannot be erased for one week by anyone except the poriginal artist or author.

---------------------------------------------------------------------------------

Acrobatic Boots (level 2, 520gp)
Feet item slot
Properties: You gain +1 item bonus to Acrobatics checks
Power (at-will) (minor action)
You stand from prone

-----------------------------------------------------------------------------

Wyrmtooth dagger +1, level 2, 520gp
Dagger 1d4, +3 prof, 5/10 range, 1lb
Light thrown, off hand (light blade)
+1d6 crit
Properties: On a crit, the target loses its resistances (Save ends)
Power (daily, free action): Until the end of the encouter, sorcerer attack powers you use through this dagger ignore the resistance of any enemy within 10 squares of you.

-------------------------------------------------------------------------------

Belt of Vigor (heroic tier) level 2, 520gp

Waist slot item
Properties: You gain a +1 item bonus to your healing surge value

------------------------------------------------------------------------------

Robe of useful items +1, level 2, 520gp
Utility Power (daily, minor action)
Effect: You procure one non-magical item worth up to 10gp (wut hte DM's approval) from the robe. The item is generic (a torch or rope, for instance), not a specific item (the key to a particular chest). The item lasts for 1 hour. When it dissappears, you regain the use of this power

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Aldron's box, level 2, 520gp
Wonderous item
Properties: This box unfolds (As a standard action) to reveal a magic campfire. This fire is warn, comfortable, and cannot be doused by any action beyond refolding the box (another standard action)

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Amulet of Psychic Interference +1
Level 5 neck item, 1000gp
Enhancement: +1 Fortitude, Reflex, and Will
Properties: Make saving throws for charm, fear, or psychic effects at the start of your turn rather than the end.

Power (psychic, daily) Immediate reaction
Trigger: An enemy you can see hits or misses you with a power that has the charm, fear, or psychic keyword
Effect: The triggering enemy takes 10 psychic damage.

----------------------------------------------------------------------------------

Forgemaster's gloves (heroic tier)
Level 6 hands slot item, 1800gp

Properties: Gain resist 5 fire.

Power: Daily (minor action)
The next attack power you use deals 1d6 extra fire damage.

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Deep-Pocket Cloak +2
Level 7 neck slot item, 2600gp

Enhancement: +2 fortitude, reflexes, will

Properties: The pockets can hold up to 1000lb in weight, or 100 cubic feet in volume. Cloak only weighs 1lb. Each item can weigh no more than 10lb. Drawing an item is a minor action.

Items in a Dryad Bag of Holding can be accessed too, also as a minor action (or vice versa). Tiny creatures can also move between the two items.

Power: 1/round (free action)
You draw an item from the cloak or store an item within it.
NB: This does not apply to drawing items from a Dryad Bag of Holding.

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Gadgeteer's Goggles
Level 8 head slot item, 3400gp

Properties: +4 item bonus to Perception and Thievery checks to detect / disable traps

Power: Encounter (minor)
Make a thievery check to disable a trap

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This message was last edited by the player at 17:53, Thu 06 July 2017.
Theodore
ex-Familiar, 9 posts
Dragonheart
*roar*
Sat 4 Feb 2017
at 22:45
  • msg #4

Powerful Magical Items

Helm of Seven Deaths
Level 5 head item, 1000gp (rare)

Utility power (at will, minor)
Effect: Choose one bloodied creature you have hit with an attack during this turn. You learn that creature's current hit point total.

Utility power (at will, 1/turn, free action)
Trigger: You kill a living creature with an attack
Effect: One of the helm's seven gems captures the creature's soul. A gem can hold no more than one soul at a time and glows with a green radiance when it contains a soul. A dead creature cannot be returned to life while its soul is captured in this manner.

Utility power (healing) (encounter, minor)
Requirement: At least three of the seven gems must each contain a soul.
Effect: You regain hit points equal to 5+one half your level, and two gems release their souls.

Utility power (daily, minor)
Requirement: All seven gems must contain souls.
Effect: On our next damage roll, maximise the results of up to four of the dice you roll. All seven gems then release their souls.

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Flaming Delver's Shortsword +1 (level 6, rare, 1800gp)

Military one-handed weapon
1d6 damage, +3 proficiency, 2lb
Off-hand, light blade. Delver's gem embedded in pommel.
While the daily power is available, the gem on the pommel shines with red fire.
Critical: +1d6 fire damage

Power (fire) (free action, as long as gem not alight)
All untyped damage dealt changes to fire damage. Another free action (or turning on light) returns the damage to normal

Power (free action, as long as weapon not flaming)
Sheds dim light to radius 20 squares as long as daily power unused

Power (free action, as long as weapon not flaming)
Sheds bright light to radius 20 squares as long as daily power unused

Power (free action)
Sheds no light

Power (fire) (daily) (free action)
Trigger: You hit with the weapon
Effect: The attack deals 1d6 extra fire damage, and the target takes ongoing 5 fire damage (Save ends)

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Dryad Bag of Holding and Concealment (level 6 wonderous item, rare, 1800gp)

Acts as a bag of holding and a bag of concealment, and can contain 200lb / 20 cubic feet of items, yet the sack will only weigh 1lb. Taking any item out is still only a minor action.

However, anyone reaching inside the sack can also take an item from the Deep-Pocket Cloak as long as they know what they want (and vice versa). This also only counts as a minor action.

Similarly tiny living creatures can enter the bag and carry on moving out of the other cloak (or vice versa).

One object placed within it can, at the owner's choice, be concealed from physical search (though will still be shared with the cloak). Any creature other than the one that placed the item in the backpack cannot find the object. If the backpack is destroyed, the object falls from its remains.
This message was last edited by the player at 21:13, Sun 23 Apr 2017.
The Altweaver
GM, 1215 posts
The Teller
of The Tale
Mon 20 Mar 2017
at 21:12
  • msg #5

Magical items in Blackwood village

Tooth of Chaos dagger +1, level 4, 840gp
+1 to attack/damage
+1d8 to critical
Power (daily, free action)
Trigger: You hit an enemy with a sorcerer attack power using this dagger
Effect: Whenever you hir rhat enemy with a sorcerer attack power before the end of the encounter, you can treat your attack roll as even or odd

Chaos storm dagger +1, level 3, 680gp
+1 attack/damahe
+1d6 psychic damage on crit
Attack power (daily, free action)
Trigger: You make an arcane ranged at-will attacking using this dannger, your attack roll is an odd number
Effect: After triggering attack is resolved, you use the attack power agaian against a different target, with a power bonus to the attack roll equal to the dagger's enhancement bonus


Wyrmtooth dagger +1, level 2, 520gp
+1d6 crit
Properties: On a crit, the target loses its resistances (Save ends)
Power (daily, free action): Until the end of the encouter, sorcerer attack powers you use through this dagger ignore the resistance of any enemy within 10 squares of you.

Wild flare dagger +1, level 2, 520gp
+1d6 damagae on crit
Power (encounter, free action)
Use this power when your chaos sorcerer chaos burst feature would give you  saving throw because of an odd attack. You can forgo the saving throw to deal extra damage equal to the weapon's enchancement bonus to the first target of the attack.



Dagger 1d4, +3 prof, 5/10 range, 1lb
Light thrown, off hand (light blade)


Shadowdance armour +1, level 5, 1000gp
+1AC
Your area and ranged attacks don't provoke opportunity attacks
Power (daily, free)
Trigger: You move more than 3 squares
Effect: In bright light, your space and all adjacenet squares become shrounded in dim light until your next turn. If you were already in dim light, your space and all adjacement squares became dark, blocking line of sight, until your next turn. You can see perfectly in this area of dim light or darkness.


Hidden dagger +1, level 3, 680gp
+1d6 damage crit
Properties: You gain an item bonus to initiative checks equal to waepona's enhancement
Power (at-will, 1/round, free action)
Effect: You draw or sheathe this weapon. If you sheathe this weapon, it vanishes, and only you can find and draw it
Special: You can only use this power once per turn

Lesser cloaked weapon +1, level 2, 520gp
+1d6 damage crit
Properties: When stoaked, a cloaked weapon cannot be detected or taken from its owner. The wepaon's owner must speak a chosen word when stowing the weapon somwehere on his or her person. This word becomes the weapon's command word. As a minor action, the weapon's owner can give the command word and reach for where the weapon was last stowed, and it will appear in the woner's hand.

Belt of resilience (heroic tier) level 1, 360gp

Waist Slot item
Properties: Heal checks made to aid you gain a +2 item bonus

Belt of Vigor (heroic tier) level 2, 520gp

Waist slot item
Properties: You gain a +1 item bonus to your healing surge value

Robe of useful items +1, level 2, 520gp
Utility Power (daily, minor action)
Effect: You procure one non-magical item worth up to 10gp (wut hte DM's approval) from the robe. The item is generic (a torch or rope, for instance), not a specific item (the key to a particular chest). The item lasts for 1 hour. When it dissappears, you regain the use of this power


Robe of avoidance +1, level 3, 680gp
Power (encopunter, immediate reaction)
Trigger: An enemy misses you with a melee attack
Effect: Shift 1 square

Robe of contingency +1, level 4, 840gp

Power (healing, teleportation, daily, immediate reaction)
Use this power while you are bloodied and when an attack damages you. Teleport 6 squares and you can spend a healing surge


Flame bracers (heroic tier), level 3, 680gp
Arm slot
Properties: When you score a critical hit, the target takes 1d6 extra fire damage
Power (daily, minor) The next time you hit with an attacj, the target takes 1d6 extra fire damage


Eternal chalk, level 1, 360gp
Wonderous item
Properties: A stick of eternal chalk never breaks or wears down with normal use. Any writing or drawing made with this chalk cannot be erased for one week by anyone except the poriginal artist or author.

Aldron's box, level 2, 520gp
Wonderous item
Properties: This box unfolds (As a standard action) to reveal a magic campfire. This fire is warn, comfortable, and cannot be doused by any action beyond refolding the box (another standard action)

Moutebank's deck, level 1, 360hp
Wonderous item
Properties: You can attune this deck of cards to yourself by shedding six drops of blood on it during a short rest. From that point forward, whenever you draw or deal a card from this deck, it is of a suit and value of your choice. Anyone else who interacts wit hthe deck finds it to be a normal deck of whatever game it is designed for. Only one creature can be attiuned to the deck at a time.


Flask of the dragon's breath, level 3, 680gp
Wonderous item
Properties: Once per day, you can drink this elixir as a minor action. When you do, you can use the following power once before the end of the encounter
Power (daily, fire): Minor action attack: close blast 3 (creatures in the blast) level +5 vs reflexes hit: 1d6 + con fire damage

[Private to GM: Phylactery of action, level 3, 680gp
Arms slot item
Utility power (encounter, no action)
Effect: Reroll a saving throw against any effect on you that applies one or more of these conditions: dazed, immobilized, petrified, restrained, stunned. You must use the new result.


Bottled twighlight, level 1, 360gp
Wonderous item
Utility power (daily, minor)
Effect: You remove the cork from the bottle, and all light within 10 squares of the bottle becomes dim light unti lthe end of the encounter




Restful bedroll, level 1, 360gp
wonderous item
Properties: Wheneever you complete an extended rest in the restful bedroll, you gain 1d8 temporary hit points


Harp of deep slumber, level 3, 680g
Wonderous item
Power (daily, minor)
Each creature within 20squares of you takes a -15 penalty to perception checks until the end of your next turn

Everlasting provisions, level 4, 840gp (plain basket)
Wonderous item
Properties: After an extended rest, you open the basket, creating enough food and water to feed five medium or small creatures (or one large creature) for 24 hours

]
This message was last edited by the GM at 21:25, Fri 13 Oct 2017.
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