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    Newport Knights - Unique Magic Items

    Teramotos
    Teramotos


    Number of posts : 4854
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Newport Knights - Unique Magic Items  Empty Newport Knights - Unique Magic Items

    Post by Teramotos Thu Sep 26, 2019 6:22 am

    This is a placeholder for now... I'll list all the unique items for the Newport Knights game here.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Teramotos
    Teramotos


    Number of posts : 4854
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Newport Knights - Unique Magic Items  Empty Re: Newport Knights - Unique Magic Items

    Post by Teramotos Thu Sep 26, 2019 4:42 pm

    ...current owner - Ash

    Accurate Wand of Fire Missiles Unique Magic Item – 15th Level
    (equip 13th Level Master’s Accurate Wand of Magic Missiles + 3 in the character builder)
    Description: This shorter than normal wand has a tan shaft and an oval shaped hard tip with a reddish brown hue. It feels warm to the touch.

    Property: The wand’s powers will only function after being carried by the same character for ten minutes or longer and can only be used by a non-evil character.

    Property: An arcane check DC 26 or higher will reveal the wand’s properties.

    Property: The wand has all the powers and functions of a Master’s Accurate Wand of Magic Missiles +2 but with an additional +1 on to hit rolls and damage rolls.

    Property: At will, as a free action, the user may change the magic missiles fired through the wand to fire damage instead of force damage.


    Encounter Power The Heat of Battle (Fire, Implement, Arcane)
    Free Action

    By activating this power BEFORE making the “to hit” roll of any arcane power with the “Fire” keyword, the user can add 1d6+3 of fire damage to the damage roll if the attack hits any targets. The additional fire damage increases by an additional 1d6 against undead creatures. If the wand user chooses to expend a healing surge when activating this power, the user may add 2d6+3 of additional fire damage to the damage roll if the attack hits any targets instead of 1d6+3.

    Encounter Power I Protect Those Who Serve Me (Implement, Arcane)
    Minor Action

    By activating this power, an invisible aura two squares in all directions of the wand wielder shields all conjured creatures and summoned creatures (including familiars) of the wand’s user. All such protected creatures gain resist five (05) versus all damage and a + 1 on all saving throws. The aura does not protect the wand wielder. The aura follows the wand wielder and lasts for; five minutes, or until dismissed as a free action or until the wand wielder falls unconscious.

    Daily Power Down in Flames (Implement, Fire, Arcane)
    Free Action

    This power can be used during the wand user’s turn, or during another’s turn as a reaction. The wand wielder is engulfed in an explosion of smoke and flames, vanishing and leaving only a small pile of ashes. All creatures within one square take five points of fire damage and must immediately save or be blinded (save ends). One enemy of the wand wielder’s choice within six squares erupts in flames (on-going 10 fire damage, save ends) and if the enemy creature is flying, it immediately must make a saving throw or it falls prone (falling damage applies). The wand wielder teleports to any square within six squares (LOS/ LOE apply) and the wand wielder also becomes invisible until the start of the wand wielder’s next turn.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Teramotos
    Teramotos


    Number of posts : 4854
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Newport Knights - Unique Magic Items  Empty Re: Newport Knights - Unique Magic Items

    Post by Teramotos Thu Sep 26, 2019 4:44 pm

    ...current owner Joe's Cleric

    Silver Armbands of Justice Unique Magic Item – 12th Level
    Arm Slot Item
    (equip 6th Level Iron Armbands of Power in the character builder)

    Description: This pair of bright silver Bracers are smooth with rounded and reinforced ends. Each of the four ends are adorned with seven sapphires. Engraved on the face of each bracer is the image of a humanoid wearing a blindfold and holding a weapon in the right hand and a pair of merchant’s scales in the left.

    Property: All powers of the bracers activate only after being worn by the same creature for two continuous hours after which the humanoid image on the face of the bracers matches the wearer and the weapon being held by the image will be any one weapon of the wearer’s selection. This weapon on the bracers will become the “attuned” weapon. The wearer is aware of all powers after their image appears on the face of the bracers.

    Property: An arcane check DC 26 or a religion check DC 22 will reveal the bracer’s properties. Any non-evil character of at least 12th Level who is also trained in religion who holds the bracers for five minutes will become aware of all powers and properties.
    Property: The armbands can only be used by a non-evil creature.
    Property: The armbands grant the wearer a +2 item bonus to all melee damage rolls.

    Daily Power Justice is Blind – (Radiant, Weapon, Martial, Reliable)
    Free Action
    By activating this power, the wearer expends a surge and wearer’s next melee attack with the attuned weapon which hits, inflicts an extra 3W damage and all the damage from the attack becomes radiant damage. Upon expending this power, ALL creatures (wearer included) within two squares of the target are blinded (save ends) and take 2 points of (radiant) damage. If the wearer’s melee attack misses, the surge is still expended but this power may be used again.

    Encounter Power The Long Arm of the Law – (Martial, Weapon)
    Minor Action
    This power can be used with a melee or ranged attack. By activating this power, the wearer’s next attack (if it’s a ranged attack) will have its range increased to twenty squares. Melee attacks have their normal reach. If the attack hits, in addition to other effects, the target will be knocked prone and also immobilized (save ends). Also on a hit, the wearer may shift their speed, even through enemy squares, but must end up the same distance or closer to the target than when they started shifting. At the end of the shift, if the wearer has a free hand and is within reach of the target, the wearer may automatically grab the target as a free action.

    Encounter Power The Law Protects Those Who Believe – (Healing, Martial)
    Immediate Reaction
    After being hit or missed by an enemy attack, after damage is rolled (if any), the wearer may expend a surge. If the wearer is a cleric, paladin, or warlord, they may expend a second surge and then select any one ally within six squares to regain twenty hit points. If the wearer is a warlord, instead of using a second surge, they may immediately use “Direct the Strike” as a free action with +4 un-named bonus to hit and without being prone to any attacks of opportunity.



    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Teramotos
    Teramotos


    Number of posts : 4854
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Newport Knights - Unique Magic Items  Empty Re: Newport Knights - Unique Magic Items

    Post by Teramotos Thu Sep 26, 2019 4:45 pm

    ...current owner Edward Kenway

    Bracers of Valor Unique Magic Item
    Arm Slot
    (equip 6th Iron Armbands of Power in character builder)

    Property: The Bracer’s powers can only be used by non-evil creatures.
    Property: All powers of the Bracers activate only after being worn by the same creature for two continuous hours. If the Bracers are removed, the activation period starts over.
    Property: An arcane check DC 23 or a history check DC 18 will reveal the item’s properties.
    Property: Wearer communicates telepathically with any allied Deva or Angel within 100 squares.

    Daily Power Guardian Angel/ Spirit Animal
    Free Action
    (usable anytime unless unconscious, stunned, or dazed)

    Wearer summons an Angelic creature (size M, AC = 25 F/R/W = 23, 25 hits, Fly Hover 6) that appears in an empty square next to the wearer. The angel immediately heals the wearer for two surges (or grants 20 temporary hits if the wearer has no surges remaining). If there is an enemy adjacent to the angel when it appears, the angel immediately makes a basic attack (+15 vs. FORT Holy Long Sword – HIT: 2d8+10 Radiant Damage EFFECT: Push enemy two squares.) The angel remains for three of the wearer’s turns (counting the turn it was summoned if summoned during the wearer’s turn) or until it is killed. Wear gains + 3 to all DEF (but not exceeding 28 in any case) while adjacent to the angel. The angel acts during the wearer’s turn but only receives a single standard action. The angel can make opportunity attacks. If trained in Nature, the Guardian may take the form of an animal spirit (wearer’s choice) instead of an angel.


    Encounter Power Heroic Strike
    Free Action
    If the wearer is a martial class, after scoring a hit (but not a critical hit) and before damage has been rolled, the wearer declare they are using this power to make up to three re-rolls. All damage dice are then rolled together and the player may select one die to reroll. The player may select the same die more than once. After three die rerolls have been completed the damage result is then final. The wearer must then subtract a healing surge.


    Encounter Power Feat of Heroism
    Free Action
    If the wearer is trained in Athletics, Acrobatics, or both, after an Athletics or Acrobatics check, the wearer may expend this power to re-roll the check with a +2 power bonus. The second result must then be used.


    These lightweight armored bracelets are made from a dull white metal. They can have a plain, smooth finish, or appear to have stylish curved engravings as desired by the wearer.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Teramotos
    Teramotos


    Number of posts : 4854
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Newport Knights - Unique Magic Items  Empty Re: Newport Knights - Unique Magic Items

    Post by Teramotos Thu Sep 26, 2019 4:46 pm

    ...current owner Becky's PC

    Ring of the Ore Merchant Unique Magic Item
    Ring Slot

    Property: All powers of the ring activate only after being worn by the same creature for twenty four continuous hours. If the ring is removed for any reason, the activation period starts over. In rare instances, some of the continuous features of the ring may start to function for select characters who are close in nature to the ring’s original owner after being worn for as little as thirty minutes.
    Property: An arcane check DC 25 or a history check DC 20 will reveal the ring’s continuous properties and the ring’s general nature. After being worn for twenty four continuous hours, the wearer will know all of the ring’s properties. Any non-evil dwarf of level ten or higher who wears the ring for one minute will know all of the ring’s properties.
    Property: Grants a plus five (05) item bonus to the wearer’s Dungeoneering Skill, and the wearer is treated as trained in this skill but does not gain an additional plus five bonus.
    Property: The wearer can read, speak and understand dwarven but cannot write in dwarven.
    Property: The wearer gains low light vision with a range of one square per half the wearer’s passive perception (rounded down) to a maximum of fifteen squares.
    Property: The ring’s powers can only be used by non-evil creatures.

    Daily Power Hear Evil, See Evil, but Speak No Evil
    Minor Action
    The wearer gains Blindsight with a range of fifty feet (10 squares) for five minutes (one encounter). Note that the blindsight granted by this ring will only allow the wearer to detect evil creatures. Non-evil creatures that would be normally undetectable without blindsight, remain undetectable. Also, while using this power, the ring wearer cannot speak (spells or powers that require a verbal component cannot be used), but the ring wearer may use sign language or telepathy, assuming they already possess such powers.

    Encounter Power Rock Solid
    Immediate Interrupt
    If the wearer is struck for damage with a hand held weapon, the ring wearer can use this power, negating the hit by calling forth a shield of rocks which spring up from the earth. If the ring wearer is standing on a solid surface, the ground will move (slide) the wearer to any square of the wearer’s choice within two squares, even through enemy squares. The rock shield will also remain in place, protecting the ring wearer adding +4 item bonus to AC until the start of the ring wearer’s next turn.


    This silver ring with a red, clear, and yellow crystal, is of dwarven manufacture, originally intended to protect a human merchant who made frequent trips to the underdark. The merchant was very skilled in acting as an agent for the dwarves and was always able to sell the dwarven ore for a good price. To help protect their friend as they passed through the underground trade routes, the dwarves made this ring for them.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Teramotos
    Teramotos


    Number of posts : 4854
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Newport Knights - Unique Magic Items  Empty Re: Newport Knights - Unique Magic Items

    Post by Teramotos Sat Oct 10, 2020 1:30 pm

    I Am Groot Unique Wonderous Magic Item (12th Level)

    Property: Useable by a non-evil character trained in Arcane or Nature, or a Ranger, Druid, Warden or Barbarian.
    Property: Holding the item for ten minutes allows the wearer to know and then use, all of the item's properties and powers. Also a DC 32 Nature check by a character of 12th level or higher also reveals all properties and powers.
    Property: This figurine takes a minor action to activate and there must be enough room for it to appear (large). It obeys only you, responding to spoken commands. It remains up to an hour or until you use a minor action to dismiss it. It acts upon your initiative and each action it takes costs you a minor action. If you do not command it on your turn, it will stand where it is without taking an action. It has no healing surges and when reduced to zero hit points it returns to figurine form and cannot be summoned again until you have taken an extended rest. It cannot make attacks of opportunity.
    AC 24 Fort 24 Ref 20 Wil 20 Speed 5 Unaligned Hits - 15
    Vulnerable to Fire 10 - Resist Cold, Necrotic, and Thunder 10
    Slam + 15 vs AC Reach 2 Hit - 1d12+6 damage and push target one (can use w charge)
    Entangle + 13 vs Reflex - one target within close blast 6 - Hit - immobilized (save ends)

    Daily Power: Miracle Grow
    Free Action: Upon activating the figurine the user subtracts a healing surge to give Groot 10 temporary hit points which last until the end of the current encounter. If the user is trained in Nature, Groot gains 2d8 additional temporary hit points.
    Daily Power: I AM Groot
    Minor Action: If the user has line of sight and line of effect to Groot, the user may subtract a healing surge to give Groot 10 temporary hit points as well as a standard action. If an attack is made with the standard action, Groot will be + 2 to hit.
    Encounter Power: We are Groot
    Minor Action: User subtracts a healing surge. Until the end of the user's next turn, Groot can make attacks of opportunity and the user and any allies of the user who are next to Groot gain + 3 to all defenses. If the user or an ally take damage while this power is in effect, one time, Groot may use Slam against the enemy causing the damage, if the enemy is within range. This would be a reaction.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Teramotos
    Teramotos


    Number of posts : 4854
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Newport Knights - Unique Magic Items  Empty Re: Newport Knights - Unique Magic Items

    Post by Teramotos Sat Oct 10, 2020 1:30 pm

    Ring of Karma Unique Wonderous Magic Item (14th Level)

    Property: Useable by a non-evil character trained in Arcane or History or a Deva or Rogue.
    Property: Wearing the item for four hours allows the wearer to know and then use, all of the item's properties and powers. Also a DC 32 Arcane check by a character of 12th level higher also reveals all properties and powers.
    Property: On bluff checks, if a "1" is rolled, the user falls prone and becomes dazed (save ends).
    Property: This ring is made of an iron alloy is feels heavy. There are fine red streaks in the metal and a beautiful red ruby in the shape of an hour glass.

    Encounter Power: Enhanced Memory
    Free Action: If using the Deva power, Memory of a Thousand lifetimes, if the Deva subtracts a healing surge, the Deva may add a +2 bonus to the roll. If the wearer is not a Deva, once during an encounter, the wearer subtracts a healing surge and then may reroll any d20 roll but with a - 2 penalty and must use the second result.

    Daily Power: Tempting Fate
    Free Action: If the ring wearer rolls dice of Auspicious Fortune and doesn't like the result, the ring wearer may subtract both an action point and a healing surge and re-roll them.

    Daily Power: It Wasn't Meant To Be
    Free Action: If an enemy that the ring wearer has line of sight and line of effect to, makes a saving throw, ability check, or skill check, the ring wearer may cause the enemy to re-roll the saving throw with a penalty equal to one third thier intelligence modifier, rounded down but with a minimum of one.

    Daily Power: It Was Meant To Be
    Free Action: If an ally that the ring wearer has line of sight and line of effect to, makes a saving throw, skill check, or attack roll, the ring wearer may grant the ally a re-roll with a bonus equal to one third the ring wearer's intelligence modifier, rounded down but with a minimum bonus of one. The ally subtracts a healing surge and the ally must use the second result.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising

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    Newport Knights - Unique Magic Items  Empty Re: Newport Knights - Unique Magic Items

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      Current date/time is Sat May 18, 2024 9:29 pm