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. > > > >