[citansdnd] Re: Berrian magic item choices

  • From: Diana Jakobs <diana.c.jakobs@xxxxxxxxx>
  • To: citansdnd@xxxxxxxxxxxxx
  • Date: Tue, 17 Nov 2009 10:36:22 -0800

Tartarus Items:
#1 Priority: Neck Item:

   1. Absence Amulet +1 (Casey special version, based on one found in AV1,
   level 2, 520gp).  Property - attempts to scry upon you, your location or
   object in your possession fail, as if the target of the attempt didn't exist
   2. Cloak of the Walking Wounded +1 (AV1, level 4, 840gp,) Property - If
   you use your second wind while bloodied, you can expend two healing surges
   instead of one, gaining HP from both
   3. Brooch of No Regrets +1 (AV1, level 3, 680gp,) Daily Power - free
   action, use this power when an ally within 10 fails a saving throw.  That
   ally rerolls the saving throw with a +2 power bonus and must use the second
   result, even if it is lower.


#2 Priority: Armor

   1. Agile Armor +1 (AV1, level 5, 1000gp).  Property - when not bloodied,
   gain an item bonus to AC equal to your dex mod, up to a max of +1
   2. Dwarven Chain +1 (PH1, level 2, 520gp). Daily Power: Free Action,
   regain HP as if you had spend a healing surge
   3.


#3 Priority: Weapon

   1.  Medic's Spiked Chain +1 (AV1, level 4, 840gp.)  Property -  When you
   use channel divinity in combat, an ally within 10 regains HP equal to your
   charisma modifier + this weapon's enhancement bonus.  Daily Power: Standard
   action, gain one additional use of channel divinity for this encounter
   2. Vengeful Spiked Chain +1 (AV1, level 5, 1000 gp.)  Encounter Power -
   free action when an attack hits an ally within 10 squares of you.  Gain a +2
   power bonus to attack rolls & +1d10 on damage rolls against that attacker
   until the end of your next turn


Potential Party Items:
Bag of Holding PH1 (level 5, 1000 gp)
7+ Potions of Healing (PH1, level 5, 50 gp each)
Translation item(s)

Total Party Treasure:
5000 gp from sale of coins
Flask of Insendiaries (???)
3 Nunchucks (no set price, assumed equal to spiked chain), total sale price
18gp
16 Bamboo clubs, total sale price 3gp 2 sp
4 Crossbows, total sale price 20gp
+1 Absence Amulet (Casey Special) value of 520gp

Total (not including inscendiaries): 5561 gp, 2 sp
Roughly 794gp, 4sp, 6cp each


On Sun, Nov 15, 2009 at 9:14 PM, Don Edwards <warrl@xxxxxxxxx> wrote:


> 1) Double Sword: Luckblade +1 (level 3, Adventurer's Vault) Critical
> +1d8. Power (Daily): Free Action: Reroll an attack roll you just
> made. Use the second result even if it's lower.
>
> 2) Neck slot: Badge of the Berserker +1 (level 2, Adventurer's Vault)
> Property: When you charge, your movement made as part of the charge
> doesn't provoke opportunity attacks.
>
> 3) Hide Armor: Breaching Armor +1 (level 3, Adventurer'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.
>
> 4) Double Sword: Rhythm Blade +1 (level 3: Adventurer's Vault 2,
> Blade Dancer's Regalia) Critical 1d6. Property: While you wield this
> weapon in your off hand, your shield bonus to AC and Reflex increases
> by 1.
>
> 5) Feet slot: Boots of Adept Charging (level 2, Adventurer's Vault)
> Property: After charging, you can shift 1 square before your turn
> ends.
>
>
>
>

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