[citansdnd] Assad's magic items

  • From: Steve Bartalamay <lanzlo@xxxxxxxxxxx>
  • To: citansdnd@xxxxxxxxxxxxx
  • Date: Sun, 15 Nov 2009 22:29:53 -0800

1) Short Sword: Duelist's (level 3, PHB) Critical +1d6 (+1d8 if I have combat advantage) Power: (Daily) Minor action: You have combat advantage against the next creature you attack with with this weapon on this turn.


2) Leather Armor: Breaching Armor +1 (level 3, Advenurer's Vault) Power (Daily, Teleportation): Move action: Use this power when you are adjacent to a wall to teleport to the other side of the wall. This teleport does not require line of sight and moves you no more than three squares. If you attempt to teleport into an occupied square, you go nowhere; your move action is not spent, but the daily power is expended. (Just like yours, Don)

3) Feet: Acrobat Boots (level 2, PHB) Property: Gain a +1 item bonus to Acrobatics checks. Power (At-Will): Minor action: Stand up from prone.

4) Hands: Poison Gloves (level 4, Adventurer's Vault ) Power (At-Will) Standard Action: You store one dose of poison that can be applied to a weapon in these gloves. The gloves can hold only one dose of poison at a time. Power (At-Will) Minor action: You apply the stored poison to a weapon you're holding; doing so consumes that dose of poison.

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"Laugh…and the world laughs with you. Laugh hysterically, for no apparent reason, and they’ll leave you alone."

Steve Bartalamay
lanzlo@xxxxxxxxxxx


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