Showing posts with label loot. Show all posts
Showing posts with label loot. Show all posts

2.02.2011

+2 Short Sword of Meal Detecting

Sword detects meals-- but not lone food-stuffs-- in the area by glowing and humming.

12.06.2010

Dragonclaw Gloves

Pair of gloves fashioned from the claws of a dragon, gives a +1 item bonus to AC. Resist 5 to fire damage.

When hit by a fire attack, do an Endurance Check, DC 18. If successful, take only half damage and redirect the full damage amount back to the attacker.

11.22.2010

Longbow of Sticking.

DEX+2 vs AC; 1d10+2 dmg.

From this gnollish bow, your arrow flies true, sticking deep. Until the arrow is removed, each time a melee attack hits your foe, the shock of it drives the arrow deeper and deeper; roll an extra d6 damage on top of each attack.

A humanoid creature can remove the arrow as a standard action on their turn, taking 3d6 damage as they do so and provoking opportunity attacks.

10.24.2010

Shigeru's Radiant Cloak of Hearts.

When the wearer is completely healthy (max HP), melee attacks deal an extra 2d6 radiant damage and push the target two squares.

Scepter of Chain Lightning.

Range 8, DEX+3 vs REF.

On a hit, roll 2d6 for damage. If the die result is 10+, roll 2d6 again. These results stack until a die roll is less than 10. There are no bonuses on this weapon.

If an attack misses, push the target 1 square.

Amulet of Bloodrock.

When wearing this amulet, a magic attack does a critical hit on a roll of 19 or 20, and does an additional 2d6 amulet damage.

Amulet of Critical Striking.

When a magic attack scores a critical hit, the wearer can making the same kind of magic attack-- even if it is an encounter or daily power-- against another target within range. This does not work for area attacks.

10.10.2010

Sneaky Pellets of Bamf.

Pellet creates a burst of smoke, obscuring your movements and allowing you to move unseen and thus without provoking opportunity attacks.

The Mouth of Death.

STR+5 vs AC; 1d10+5 dmg. When the blade strikes a fatal blow, the body explodes. Explosion is a burst-3 attack, STR+5 vs REF affecting all creatures in the radius (except yourself), 1d6+3 and targets are dazed until the end of your next turn.

Bracers of Immediate Interrupt.

When you are hit by a melee attack that is not an opportunity attack, and you are not granting combat advantage, you can roll a d20; if you roll a natural 20, you take no damage and knock your attacker prone. Otherwise, you take damage.

Bloodied Belt of Retribution.

When an attack makes you bloodied, your attacker takes twice the damage dealt by its attack.

10.02.2010

Shigeru's Boomerang of Stun.

Boomerang can attack up to three targets with a range of ten, and then return. The first target is DEX+2 vs AC, the second DEX vs AC, the third DEX-2 vs AC. If any of these rolls fail, the boomerang will not return and may indeed be caught by your enemy.

The boomerang does 1d8+2 dmg, and the target is stunned until the end of your next turn.

10.01.2010

Dagger of Necrotic Warding.

STR+2 vs AC; 1d4+2 necrotic dmg, and the target takes ongoing 4 necrotic damage (save ends). Magic-users who wield the dagger gain +5 resistance to necrotic damage.

9.30.2010

Simon's Whip of Vampire-Killer.

STR+3 vs AC; 2d6+3 dmg, and undead creatures are slowed until the end of your next turn.

9.29.2010

Lesser Belt of Megingjoro.

Belt gives its wearer a +3 to Athletics checks.

9.28.2010

Aratin's Bramble-Glove of Sting.

STR+3 vs AC; 1d8 dmg, and target takes a -2 penalty to all defense till the end of your next turn.

9.27.2010

Merciless Longbow of Bleeding.

Dex+2 vs AC; 1d10+2 dmg. If the target is bloodied before this attack, the arrow does 2d10+2 dmg.

9.12.2010

Warwick's Stones of Stopping.

When thrown, stones cover the target in a statue-like casing bearing their likeness, paralyzing them. DEX+2 vs AC. Upon impact, 1d6 is rolled.

If the result is
1 or 2, the target is paralyzed until their next turn.
3 or 4, the target is paralyzed until the end of your next turn.
5 or 6, the target is paralyzed until they've made a saving throw.

Five stones only.

Belt of Radiant Beauty

Belt creates an aura in adjacent squares, dealing 5 points of radiant damage per round, only to creatures that are vulnerable to radiant damage.

Clawed Glove of Cling

Glove enables you to cling to most walls and eavesdrop undetected.

An ACROBATICS check to climb up,
alternating ATHLETICS and ENDURANCE checks to stay up,
and a STEALTH check to remain undetected.