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    Against the Giants - Unique Magic Items

    Teramotos
    Teramotos


    Number of posts : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Against the Giants - Unique Magic Items Empty Against the Giants - Unique Magic Items

    Post by Teramotos Thu Sep 26, 2019 6:23 am

    This is a placeholder for now. I'll list all the unique items for the Giant series 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 : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Against the Giants - Unique Magic Items Empty Re: Against the Giants - Unique Magic Items

    Post by Teramotos Thu Sep 26, 2019 4:47 pm

    ...current owner Pax (Art's PC)

    Ring of Range Finding Unique Magic Item
    Ring Slot
    (equip 14th Ring of Feather Fall in character builder)

    Property: The ring’s powers can only be used by non-evil creatures.
    Property: All powers of the ring activate only after being worn by the same creature for two continuous hours. If the ring is removed, the activation period starts over.
    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 elf or half elf of level ten or higher who wears the ring for one minute will know all of the ring’s properties.
    Property: You take no damage from a fall and always land on your feet.
    Property: The wearer can read and understand, but not speak, both giant and dwarven.

    Daily Power Calmly Down
    Minor Action
    Allies within five squares of you always land on their feet and take no damage from a fall until the end of the encounter as long as the ring wearer is conscious and wearing the ring.

    Daily Power Flea Flicker
    Minor Action
    After activating this power, on a single ranged attack before the end of the wearer’s next turn, the wearer may increase the range of the attack by up to six squares with the additional benefit of being able to score a critical hit on a 19 or 20. By using this power, the ring wearer loses a healing surge or takes 2d12 damage if they do not have a surge remaining.

    Encounter Power Extra Easy Accuracy
    Free Action
    If the wearer does not have “Elven Accuracy”, the wearer gains the power to re-roll a Ranged attack roll once per encounter, but they must use the second result and on an odd number, the ring wearer loses a healing surge and on a roll of one “1”, the ring wearer becomes dazed (save ends). If the wearer already has “Elven Accuracy” then the ring wearer may use this power to attempt to add to their Elven Accuracy reroll by rolling a d10; on an odd number, the wearer adds +2 but loses a surge, an even number adds +1, and on a result of a one “1”, the attack automatically fails and the ring wearer falls prone, loses a surge and is dazed (save ends).

    Encounter Power Broadside of a Barn
    Minor Action
    If using a ranged attack where only a single size Large (or Larger) enemy target is affected, the ring wearer may use this power to try to enhance the attack. Roll a d6; an even result adds a +1d4 un-named bonus to hit to the attack and a result of “5” or “6” adds +3d6 damage.

    This ornate silver ring has three blue gems and a pair of elegant engraved eagle wings.



    _________________
    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 : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Against the Giants - Unique Magic Items Empty Re: Against the Giants - Unique Magic Items

    Post by Teramotos Thu Sep 26, 2019 4:48 pm

    ...current owner Kazoo! (Ross' PC)
    Elasmer’s Wand of Wonder Unique Magic Item
    Ring Slot (equip 14th Ring of Feather Fall)

    Property: You take no damage from a fall and always land on your feet as long as you are holding the wand.
    Property: Can only be used by a Druid, a Rogue, or a character trained in Arcane.
    Property: An arcane check of DC 35 will reveal the wand’s properties, as will holding the wand for five minutes if the wand can be used by the character holding it.
    Property: After seeing the Wondrous power of the wand in use, evil creatures trained in arcane will have a tendency (about 25%) to attack the wand wielder in preference to other enemies unless such other enemies pose a significantly higher level of danger to the evil arcane creature.

    Daily Power Calmly Down
    Minor Action

    Allies within five squares of you always land on their feet and take no damage from a fall until the end of the encounter as long as the wand wielder is conscious and holding the wand.

    Encounter Power Wondrous Blast
    Usable Twice Per Encounter
    Move Action (or a minor action if used on the same turn as an Action Point)

    Each time this power is used, the wand wielder rolls a d12 and consults the following table. No rerolls or other modifications to this die roll are allowed.

    1. Close Burst 5, all creatures, +15 vs Reflex – Hit - Blinded (save ends) by flying insects (butterflies, grass hoppers, flies, etc. whatever is native to the area). No effect underwater.
    2. Close Burst 5, one creature of wand wielder’s choice (but not the wand wielder) heals 15 hit points or gains 10 temporary hits if the creature is fully healed. If only enemies are within range, an enemy is healed for 30 points or gains 20 temporary hits.
    3. Close Burst 10, one random creature (not including the wand wielder) falls unconscious (save ends). Creature immediately awakens if it takes any damage.
    4. Wielder teleports to a square of the wielder’s choice within 8 squares.
    5. Wielder teleports to a square of the DM’s choice within 8 squares, but at least 1 square.
    6. Wielder and nearest ally teleport, exchanging places. No effect if no ally within 10 squares.
    7. The wielder casts a “Fireball” as a ranged attack, area burst 1 within 15 squares, all creatures within burst, + 15 vs Reflex, hit for 6d6 Fire damage, miss for half damage.
    8. Close Burst 10, the wand drains a Healing surge from the ally with the most surges and weakens the ally (save ends).
    9. Item appears in wielder’s hand: (1) small row boat (2) 30’ ladder (3) box of candy (4) DM’s imagination (5) a dead rat (6) a magic ice Dagger + 4 (cold dam) that melts after five minutes.
    10. Close Burst 10, one ally becomes confused and uses an At Will Power (DM’s choice) as a Free Action to immediately attack a creature of the DM’s selection.
    11. Wand wielder selects the result (including the item if a result of “9” is desired).
    12. Roll 2d12 but results of “12” result in a reroll. If both dice result in “12”, the wand shatters.


    _________________
    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 : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Against the Giants - Unique Magic Items Empty Re: Against the Giants - Unique Magic Items

    Post by Teramotos Thu Sep 26, 2019 4:48 pm

    ...current owner Ezio (Kobe's PC)
    Ring of the Reclusive Rogue Intelligent Magic Item
    Ring Slot


    Property: If you do not have Thievery as a trained skill, you may make Thievery checks as if you were trained although you do not receive the plus five bonus for being trained.
    Property: While wearing the ring, you may speak to the spirit trapped within the ring using telepathy even if the spirit trapped within the ring changes.
    Property: The ring may not speak aloud, however a creature within twenty spaces or that has line
    of sight may speak to the ring using telepathy if the creature speaks elven or draconic.
    Property: The spirit within the ring has a Thievery skill of plus 9 for the purposes of assisting the wearer. It is a free action for the wearer to ask the ring for assistance.
    Property: The spirit within the ring has a History skill of plus 15 on most subjects, plus 20 if the question concerns other intelligent magic items or artifacts.




    Daily Power Now You See Me…
    Minor Action
    Roll a d20, on an odd number, the wearer loses a healing surge. One a “1” the wearer loses a healing surge, turns invisible, makes a stealth check and then falls unconscious, save ends. Effect: You do not require either cover or concealment to make a Stealth check until the end of your next turn. If you are a Rogue, make a stealth check.


    Encounter Power Hit Em’ Where it Hurts
    Free Action
    After the ring wearer has scored a hit upon an enemy, and BEFORE rolling damage, the ring
    wearer may add two extra dice of sneak attack damage, which does not stack with a critical hit.
    If the wearer is not a rogue, then the wearer only gives +4 damage versus the two extra dice.




    This silver ring with a blood ruby stone in the shape of a pentagram has the spirit of a rogue named Timeroth deBekko trapped inside of it. DeBekko was a Master Thief who was especially skilled in the theft of one of a kind items and who headed of his own guild. It is rumored that members of his old guild, The Reavers of the Red Rose, have been searching for the ring for centuries. It is not known who created the ring, or how deBekko came to be trapped inside.


    _________________
    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 : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Against the Giants - Unique Magic Items Empty Re: Against the Giants - Unique Magic Items

    Post by Teramotos Thu Sep 26, 2019 5:13 pm

    ...current owner Souldun - Vic's PC

    Axe of the Dwarf Champions Paragon Artifact
    Axe (any type) Enhancement: +4 to attack and damage

    Critical: Only + 4 damage (no extra dice)
    Property: On a critical hit, you deal +4d10 damage vs. any goblin type or giant type monster
    instead of the + 4 normal critical damage
    Property: + 2d10 damage against all creatures of Large or larger size
    Property: +2d10 damage against goblins, hobgoblins, and bugbears (does not stack)
    Property: You can speak and understand Dwarven and read (but not write) Dwarven script
    Property: You can throw the axe as a heavy thrown weapon and it will return to your hand.
    Range of five (05) squares. At six (06) to ten (10) squares, it is minus two to hit.
    Property: Axe (Jackabee) is intelligent and speaks in Dwaren via telepathy to its wielder
    Property: Must be used by a “Good” character. None of the Axe’s properties will function
    in the hands of a non-good character.
    Property: If used by a “Good” dwarf, the user will be able to speak the languages of Goblin
    and Giant and be able to communicate using telepathy with any creature within
    ten (10) squares that speaks Dwarven.

    Daily Power 1 Ward Off Death (Healing)
    Standard Action Range – Touch Target – One Ally
    Effect: Make a heal check DC 18, if made, the healer spends a surge but does not regain any hits from it. Instead, the target ally gains hit points as if they had spent two of their healing surges; the healer may add twice their Charisma modifier to the hit points regained. If the healing check is missed, the target only regains hit points as if they had spent one surge, plus the healers Charisma modifier.

    Daily Power 2 Bring Them Down (Martial/ Reliable)
    Standard Action Melee One Target – One Large or Larger Enemy
    Attack: Strength vs. AC or Reflex (must declare before the die is cast or the default is AC)
    Hit: 1 W + Strength modifier damage and the target is knocked prone
    Effect: An ally within four (04) squares makes a melee basic attack as a free action against the same target with a + 4 power bonus to hit. On a hit, in addition to normal damage, the target is immobilized, save ends. After effect, the target is slowed, saved ends.
    Special: This daily power is not expended (Reliable) unless both the Axe wielder and the ally hit. If only one or the other scores a hit, the power is not considered expended and available to be used again the next round.

    Gaining or Losing Powers of the Axe
    Owner gains a level + ?? Owner kills a good dwarf - ??
    Owner is a good dwarf + 2 Owner or an ally attacks a good dwarf - 2*
    Owner kills a giant + 1 (max 1/day) Owner disobeys order by a dwarf lord - 2
    Owner completes a quest + 1 Owner refuses to attack giants/ goblins - 1*

    * Penalties are applied only once per encounter. Current Score = _________


    _________________
    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 : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Against the Giants - Unique Magic Items Empty Re: Against the Giants - Unique Magic Items

    Post by Teramotos Thu Sep 26, 2019 5:15 pm

    ...current owner, Mickey's Ranger...
    Malaeura the Emerald Eye Paragon Intelligent Magic Item
    Stringed Bow (any type) Enhancement: +4 to attack and damage

    Critical: + 4d8 damage

    Property: On a critical, you deal +4d12 (not 4d8) dam vs. any Medusa, Rakshasas, or Mind Flayer
    Property: The Bow speaks Common and Draconic (low, sultry female voice)
    Property: The Bow may communicate with the wielder via telepathy if they are touching
    Property: + 4 item bonus for skill checks relating to poison, Medusas, Rakshasas, or Mind Flayers

    Encounter Power 1 Venom Strike
    Free Action
    Prior to making an attack roll, the user may declare they are adding “Venom Strike”. If the attack hits, a maximum of one enemy takes +3d6 poison damage, in addition to the regular damage of the attack. The affected enemy also takes 5 on-going poison damage, save ends. Creatures using a natural source of poison (not poisoned hand held weapons) and all undead are immune to this power.
    Encounter Power 2 Slithering Escape
    Immediate Reaction
    If the wielder of the bow is grabbed, the wielder may make an escape check as a free action, either Athletics vs. Fort. or Acrobatics vs. Ref with a + 4 power bonus to the check. If the wielder escapes the grab, they made also shift two squares, ignoring difficult terrain, as a free action.

    Daily Power On the Move
    Healing, Martial, Stance, Weapon (Bow)
    Minor Action, Personal

    Effect: When you assume this stance, you must move or shift a minimum of two squares each turn or the stance ends. While the stance is in effect, you are immune to: Slow, Immobilize, Restrained, Petrified and Grabs. Whenever one of these effects would normally take place, instead of being affected, you may choose to move to any adjacent square as a non-action. Enemies do not take attacks of opportunity as a result of this movement. The wielder may assume this stance to end any of the aforementioned effects. Also, at the start of each turn that the stance is in effect, before taking on going damage, you may make a save with a + 4 item bonus to end any effects with the poison keyword.



    Malaeura loves battle and bloodshed. She feels great pride when an arrow fired from her finds its mark. She often speaks of eyes, eyesight, snakes and gems, especially emeralds. She harbors a burning hatred toward Rakshasas and mind flayers. She is fickle, often bossy and knows a great deal of history (treat as a trained skill + 15) but whether she shares her knowledge with her wielder is another matter.


    _________________
    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 : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Against the Giants - Unique Magic Items Empty Re: Against the Giants - Unique Magic Items

    Post by Teramotos Thu Sep 26, 2019 5:16 pm

    ...current owner... I think it's Kazoo! Ross' PC...
    Ring of Chaos Unique Magic Item
    Ring Slot


    Property: While outdoors, the ring’s gemstone is a functional compass with the pear shaped tip pointing north. There is a one in twenty chance that the gemstone is pointing in a random direction when checked. It is a free action to glace at the ring and it can be checked once per person per minute.

    Property: While worn, the wearer exhibits a faint smell, similar to either fried foods or clover honey (wearers choice), detectable by certain creatures with a keen sense of smell at a range of four squares or less.

    Property: The wearer can speak Primordial and communicate telepathically with other creatures that also speak Primordial, range 10 and must have line of sight. The wearer gains a plus two item bonus for diplomacy checks with creatures that speak Primordial.




    Encounter Power I’ll Save You! (Arcane, Teleportation)
    Minor Action Close Burst 10 One Ally within Burst

    The ring wearer selects the ally and then rolls a single d12. The ally teleports to: 1 to 4, a square of the ring wearer’s choice within range, 5 to 8, a square of the ally’s choice within range, 9 to 11 a square of the DM’s choice within range. On an odd number the teleportation range is up to four squares and on an even result the teleportation range is at least five squares but no more than ten squares from the ally’s original position. On a roll of a “12”, the foregoing does not apply and the ally vanishes to an extra dimensional space and reappears in the original square as soon as their next turn starts.

    The ally must teleport to an empty square with solid footing as their primary destination if at all possible. If all legal squares to teleport to are occupied by solid objects, nothing happens. If all legal squares are occupied by creatures, then the ally is prone in the square of an ally, or the ally appears prone in an enemy’s square and is considered grabbed.


    Encounter Power Air of Importance (Poison)
    Move Action Close Burst 2 Up to three random creatures within Burst

    The ring wearer may change the odor he is emitting to that of rotten eggs. Unless they are immune, any affected creatures lose their minor action (if they have one) on their next turn. Does not affect; the ring wearer, creatures immune to poison, undead, constructs, creatures that have lived with the ring wearer for more than twenty continuous days, members of the ring wearer’s immediate family, and creatures of 16th level or higher.



    _________________
    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 : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Against the Giants - Unique Magic Items Empty Re: Against the Giants - Unique Magic Items

    Post by Teramotos Sat Jul 04, 2020 1:54 pm

    Current owner - Alyce

    Ring of the Fire Walker Unique Magic Item (Pargon Tier)
    Ring Slot Item

    Property: Only useable by a character trained in Arcane.
    Property: Wearing this ring for ten minutes allows the wearer to know and then use, all of the item's properties and powers. Also a DC 32 Arcane check by a wizard of 11th level or higher also reveals all properties and powers.
    Property: This delicate ring made from an iron and silver alloy is adorned with three firey rubies, each with a shadowy image. This first ruby contains the shadow of a slender figure walking with grace; the second a sitting figure with a fan; and the third a dynamic figure throwing a spell.

    Encounter Power: Lava Walk
    Move Action: You can walk over lava, hot coals, and other similar burning surfaces as if they were solid ground and take no fire damage from the burning surface, however other fire attacks will affect the wearer normally. The wearer can move thier speed only once per turn in this manner and they can do so for up to three consecutive turns if they wish until the power expires.

    Encounter Power: Fan the Flames
    Reaction: The Ring wearer takes Fire damage. You take only half damage and the damage you did not take is dispursed by the wind. Make a Close Burst 2 attack + 15 versus Reflex upon all creatures in the burst and upon a hit, taking 2d6 fire damage.

    Encounter Power: Enspelling Flames
    Free Action: You hit with any Arcane attack power. Subtract a healing surge or unused Action Point to compell the enemy you just hit to make a saving throw vs charm. Upon a failed save, the enemy makes a basic attack against an opponent of the ring wearer's choice that is within reach. If the opponent makes thier save, they are dazed (save ends) or until the end of thier 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 : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Against the Giants - Unique Magic Items Empty Re: Against the Giants - Unique Magic Items

    Post by Teramotos Sat Jul 04, 2020 1:55 pm

    Current Owner - Maki

    Scythe of the Morning Lord Unique Magic Item
    Equip Scythe + 3

    Property: Only useable by a non-evil character trained in Religion.
    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 Arcane check by a wizard of 11th level or higher also reveals all properties and powers.
    Property: This Scythe has a shaft made from a stalk of thunder wheat grown by the Storm Giant princes and the blade is made from steel taken from the surface of the sun. On the left side of the blade is an amber stone the color of the morning sun and on the right side is smokey quartz the color of a storm cloud.
    Property: + 3 to Hit and + 3 to damage

    Encounter Power: Boom! Shaka Boom!
    Minor Action: After scoring a hit in melee combat, the wielder may add 2d6 Thunder damage (4d6 vs a Large or Larger opponent) and cause the opponent that was hit to be deafened, save ends.

    Encounter Power: By the Light of the Morning Star
    Minor Action: After scoring a hit in melee combat, the wielder may add 2d6 Radiant damage (4d6 vs Undead) and cause the opponent to be blinded, save ends. Instead of extra Radiant damage and blinding the opponent, before damage is rolled, the wielder may choose to Daze the opponent, save ends.

    At Will Power: Reaching Strike
    Free Action: The wielder puts forth an extra effort and increases the reach of the Scythe by one square for the next attack roll. The wielder then subtracts either an Action Point or a Healing Surge.


    _________________
    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 : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Against the Giants - Unique Magic Items Empty Re: Against the Giants - Unique Magic Items

    Post by Teramotos Sat Jul 04, 2020 1:58 pm

    Current Owner - Pax

    Iron Weave Bowstring Unique Magic Item (Paragon Tier)


    Property: Only useable by a good character, any Ranger, or an Ogre Magi.
    Property: Attaching this bow string to a bow and then holding the bow for ten minutes allows the wearer to know and then use, all of the item's properties and powers.  Also a DC 32 Arcane check by a wizard of 11th level or higher also reveals all properties and powers.
    Property: This bowstring is made from the mane of a Kirin and interwoven with strands of iron and silver.  It takes five minutes to install on any shortbow, longbow, or greatbow.

    Encounter Power: Kyudo Form
    Standard Action: You combine this power with a Standard Action Ranged Attack Power using a bow before the "To Hit Roll" is made.  You attempt to acheive perfect form in the attack, making a DC 22 Acrobatics or Athletics check (wielder chooses) as a free action.  Upon a successful check, the attack gains a + 2 un-named bonus and inflicts + 2W damage.  

    Encounter Power: Quick Pullback
    Minor Action: The bow wielder may make a basic ranged attack as a minor action.

    At Will Power: Air Under the Arrows
    Free Action: Used during the bow wielder's turn, the bow wielder may expend a healing surge or an action point to gain a +10 to range and critical on a 19 or 20 on any attacks made until then end of the bow wielder's current turn.


    Last edited by Teramotos on Sat Jul 04, 2020 2:11 pm; edited 1 time in total


    _________________
    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 : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Against the Giants - Unique Magic Items Empty Re: Against the Giants - Unique Magic Items

    Post by Teramotos Sat Jul 04, 2020 2:00 pm

    Current Owner - Bannor

    Silver Strikebacks Unique Magic Item (Paragon Tier)
    Equip Strikebacks (Hand Slot Item)

    Property: Only usable by a non-evil character.
    Property: Wearing these gloves for ten minutes allows the wearer to know and then use, all of the item's properties and powers. Also a DC 32 Arcane check by a wizard of 11th level or higher also reveals all properties and powers.
    Property: These finely crafted thin red leather and silver chainmail gloves are light weight yet provide a high level of protection for those engaged in close in hand to hand fighting.

    Encounter Power: Strike Back
    Reaction: You are hit by a melee attack. After taking damage, you make a melee basic attack against the enemy who struck you if they are within your reach.

    Encounter Power: High Block
    Reaction: You are hit by a melee attack from a large or larger opponent. Reduce the damage by half and make an immediate saving throw with a +3 item bonus against any one condition inflicted by the attack that just hit you.

    Encounter Power: Quick Silver
    Free Action: During the wearer's turn, after the wearer misses with an encounter attack power, the wearer make make an immediate basic attack.


    _________________
    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 : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Against the Giants - Unique Magic Items Empty Re: Against the Giants - Unique Magic Items

    Post by Teramotos Sat Jul 04, 2020 2:01 pm

    Current Owner - Raistlen

    Orb of Ice Unique Magic Item


    Property: Only usable by a non-evil character trained in Arcane.
    Property: Holding the orb for ten minutes allows the wearer to know and then use, all of the item's properties and powers. Also a DC 32 Arcane check by a wizard of 11th level or higher also reveals all properties and powers.
    Property: This translucent six inch diameter orb weighs slightly less than two pounds and glows with a faint icy blue light. It is beautiful to behold and cold to the touch.


    At Will Power: Put 'Em On Ice
    Free Action: If using an Arcane attack power that inflicts; Fire, Lighting, Acid or Force damage, if the wielder has the orb in hand, they may attempt to change the damage to Cold damage if the wearer is able to make an Endurance Check DC 15. Note, a natural "1" is always a failure for the purposes of this power. Upon a failed check, the power still functions and deals its normal type of damage but the orb wielder suffers 2d6 Cold damage.

    Encounter Power: Icy Blast
    Free Action: Upon inflicting cold damage, if held and presented boldly, the wielder may increase the cold damage against a single opponent by adding 5d6 additional cold damage. The wielder then subtracts a healing surge or action point.

    Encounter Power: Ice Shield
    Immediate Interrupt: The orb wielder takes fire damage. An icy shield appears and reduces the damage by half. The orb wielder may then slide three squares upon a instantaneous thin sheet of ice with no 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 : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Against the Giants - Unique Magic Items Empty Re: Against the Giants - Unique Magic Items

    Post by Teramotos Sat Jul 04, 2020 2:02 pm

    Current owner - Ezio

    Rogue's Belt of Emeralds Unique Magic Item
    Waist Slot (equip Rogue's Belt 11th)


    Property: You can attempt to escape a grab as a minor action.
    Property: Only usable by a non-evil character.
    Property: Putting on the belt for ten minutes allows the wearer to know and then use, all of the belt's properties and powers. Also a DC 32 Arcane check by a wizard of 11th level or higher also reveals all properties and powers.
    Property: This beautiful dark leather belt is adorned with nine dark green emeralds and has a brushed gold buckle. There are several small, hidden pockets always known to the wearer, but requiring a DC 35 perception check for others to find. It is light, flexible and very strong.

    Encounter Power: Roll Up
    Minor Action: If the wearer is prone and trained in Acrobatics, he can shift one square while prone, ignoring difficult terrain and then stand up in an unoccupied square.

    At Will Power: Nie - Nie
    Free Action: If the wearer is trained in Thievery, once per turn, the wearer can pull forth a small item, no larger than a knife or potion, from one of the belt's secret compartments. The wanted item instantly appears in the wearer's free hand. Each of the nine compartments can hold one small item weighing less than two pounds, or up to twenty coins or gem sized items. Storing an item takes a minor action.

    Encounter Power: Anti-Venom
    Free Action: If the wearer has a Constitution score of 10 or higher, as a free action at the start of the wearer's turn, they may attempt a Saving Throw versus any Poison effect with a + 4 item bonus. Poison effects include any effects with the Poison key word.


    _________________
    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 : 4852
    Registration date : 2008-12-01
    Age : 60
    Location : Seattle

    Against the Giants - Unique Magic Items Empty Re: Against the Giants - Unique Magic Items

    Post by Teramotos Sat Oct 10, 2020 1:25 pm

    Hell Hound Hide Magic Item 16th Level

    Neck Slot (equip Amulet of Protection +3)

    Property: +3 to Fort, Ref and Wil defenses.
    Property: Putting on the Hide for ten minutes allows the wearer to know and then use, all of the item's properties and powers. Also a DC 32 Arcane check by a wizard of 11th level or higher also reveals all properties and powers.
    Property: This dark wolf's hide cloak is made from the hide of a Hell Hound. It is adorned with a steel and silver alloy chain and a beautiful fire opal clasp.


    Encounter Power: Hell Hound Fire
    Minor Action: Make an attack, close blast two (02), REF + 2 versus REF, all enemies in blast. Hit 3d6 Fire damage.

    Encounter Power: Hide from Flame
    Reaction: If you take fire damage, you may shield yourself with this hide to reduce the damage by half or reduce the damage by 15 points, whichever is greater.

    Daily Power: Breath from Hell
    STD Action: The wearer transforms into the shape of a hell hound and blasts forth a firey cone of intense flame. Make an attack, close blast five (05), REF + 4 versus REF, all creatures in blast. Hit 6d6+6 Fire Damage (add 3d6 additional critical dice of Fire Damage on a critical hit) and any targets hit take on going fire damage five (05), save ends. After breathing the wearer rolls one d10. One a result of a "1", the wearer is transformed into a Hell Hound. All equipment is transformed with the wearer per "shape change". Wearer keeps all stats except as follows; the only melee attacked allowed is "Bite" STR+4 vs. AC for 1d12+STR; speed becomes eight (08), wearer cannot speak but can bark, growl, etc (no spell casting which requires verbal components), can use "Hell Hound Fire" above as an at will attack (Standard Action), wearer gains a + 4 to Stealth. Unless the wearer rolled a "1", the wearer can change back as a Minor Action or will change back after five minutes have past, otherwise a "Dispell Magic", "Remove Curse", or Nature check DC 35 by someone other than the wearer is needed.


    _________________
    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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    Against the Giants - Unique Magic Items Empty Re: Against the Giants - Unique Magic Items

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