Wunschzettel

Hinweis: Bitte schreibt immer ein Datum an eure List oder aktualisiert eure Charakterbeschreibung regelmäßig, nicht dass ich evtl. Dinge zweimal vergebe.

Jonn

  • Vorschlag: Healer’s Brooch
    Healer’s Brooch Level 4+
    This innocuous adornment boosts your healing powers.
    Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
    Item Slot: Neck
    Enhancement: Fortitude, Reflex, and Will
    Property: When you use a power that enables you or an ally to regain hit points, add the brooch’s enhancement bonus to the hit points gained.

Ricward Silverkin

  • Portable Oriel!!!! (oder meinetwegen auch ein Portable Hole
  • Boots of Equilibrium
    Level 6
    The tough mesh sole of these supple buckskin boots grips even the most slippery surfaces.
    Item Slot: Feet 1,800 gp
    Property: You move normally on slippery surfaces, such as grease or ice.
  • Boots of Free Movement
    Level 6
    You deftly avoid entanglement in these well-crafted boots.
    Item Slot: Feet 1,800 gp
    Property: Gain a +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained condition.
    Power (Encounter): Minor Action. Make a saving throw against a slow, immobilize, or restrain effect that a save can end.
  • Hedge Wizard’s Gloves Level 4
    With a wave of these patched gloves, you can perform magic tricks.
    Item Slot: Hands 840 gp Power
    (At-Will ✦ Arcane, Conjuration): Standard Action. As the wizard’s mage hand power (PH 158).
    Power (At-Will ✦ Arcane): Standard Action. As the wizard’s prestidigitation power (PH 159).
  • Elixir of Dragon Breath Level 7+
    Whether frigid, acidic, or crackling with energy, this liquid grants you a potent blast of dragon breath.
    Lvl 7 100GP Lvl 17 2,600 gp Lvl 27 65,000 gp
    Elixir Power (Consumable ✦ Acid, Cold, Fire, Lightning, or Poison):
    Minor Action. Use this power after your drink the elixir. Until the end of the encounter, you gain an at-will attack power that requires a standard action to use:
    Close blast 3; +10 vs. Reflex; on a hit, deal 2d6 + Constitution modifier damage of a type determined when the elixir is created: acid, cold, fire, lightning, or poison.
    Level 17: +20 vs. Reflex; 3d6 + Constitution modifier damage.
    Level 27: +30 vs. Reflex; 4d6 + Constitution modifier damage.
    Special: Consuming this elixir counts as a use of a magic item daily power.
Generell nette Sachen:
  • Goggles of Aura Sight
    Goggles of Aura Sight Level 5
    These goggles aid in diagnosis and healing.
    Item Slot: Head 1,000 gp
    Property: Gain a +2 item bonus to Heal checks.
    Power (Encounter): Minor Action. Choose a target within 10 squares of you. Learn the target’s current and maximum hit point values, any current disease or poison conditions on the target, and any disease or poison effect the target can deal.
  • Goggles of the Bone Collector
    Goggles of the Bone Collector Level 9
    The bones of various creatures are woven into this eyewear.
    Item Slot: Head 4,200 gp
    Property: Gain a +3 item bonus to monster knowledge checks.
    Power (Encounter): Minor Action. Learn the origin, type, and keyword(s) of one creature in sight. Headband of Intellect
  • Boots of the Fencing Master
    Boots of the Fencing Master Level 7
    Your swift step befuddles your foes.
    Item Slot: Feet 2,600 gp
    Property: When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.
    Power (Encounter): Minor Action. Shift 2 squares.

Reed Feststockens

  • Shadow Hound Armor (Advent.Vault 2, p.12) Insubstantial if bloodied ,end of your next turn .
  • Bolt shard Crossbow (Advent.Vault 2, p.17) Close blast 3 instead of attack (Daily) Space Bending Weapon (Advent.Vault 2 p.23) Daily.one enemy up to 5 squares away can be attacked as if being adjacent (only once)
  • Vorschlag für mehr Flanking:
    Feyleaf Vambraces
    Feyleaf Vambraces Level 4
    A bright blue glow erupts from these tough bark guards, and the world shifts around you.
    Item Slot: Arms 840 gp
    Power (Daily ✦ Teleportation): Free Action. Use this power when you attack an adjacent target, but before you roll. Teleport to the nearest square from which you and an ally flank the target.

  1. = Seite im buch; AV = adventurers vault; PHB = Players handbook;
  • Sylvan Armor Level 3+ (phb 231) – level 3/+1 – gain +1 athletics and stealth
  • Shadowflow Armor Level 13+ (phb 231) -Lvl 13/+3 – Minor Action. Gain concealment until the start of your next turn. Level 23 or 28: Gain invisibility until the start of your next turn.
  • Phasing Weapon Level 14+ (phb 235) Lvl 14+ ranged Weapon ignore the penalty to attack rolls for cover or superior cover.
  • Duelist’s Weapon Level 3+ (phb 234) Lvl 3 Power (Daily): Minor Action. You have combat advantage against the next creature you attack with this weapon on this turn. Critical: +1d6 damage per plus, or +1d8 damage per plus if you have combat advantage

Tiflis Kri

*Die Liste wurde ein Wenig erweitert, stellt jetzt aber das Destillat dessen dar, was ich haben will :)


ZAHL = Seite im buch; AV = adventurers vault; PHB = Players handbook;

  • Robe of contingency (AV 49) – level 4/+1 – immediate reaction use when bloodied to teleport 6 squares and spend healing surge
ODER
  • Repulsion Armor Level 2+
    Inlaid with esoteric runes, this armor can repel even though most persistent foes.
    Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
    Armor: Cloth, Leather
    Enhancement: AC
    Power (Daily): Minor Action. Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.

  • Achtung Level 10:
    Salve of Power
    This stoneware jar periodically renews a potent unguent that can restore a character’s power.
    Wondrous Item 5,000 gp
    Power (Daily): Minor Action. When salve of power is applied to a creature, the target can expend one healing surge to regain the use of one daily power of 5th level or lower (instead of regaining hit points). If the target has no healing surges remaining, it cannot benefit from the salve.
  • Jade Macetail Level 8
    This green jade figurine depicts an armored reptilian beast with a spiked tail.
    Wondrous Item 3,400 gp
    Power (Daily ✦ Conjuration): Standard Action. Use this figurine to conjure a macetail behemoth that appears to be made of jade (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.
    Power (At-Will): Standard Action. The jade macetail recharges its tail sweep power.
  • Goggles of Aura Sight Level 5
    These goggles aid in diagnosis and healing.
    Item Slot: Head 1,000 gp
    Property: Gain a +2 item bonus to Heal checks.
    Power (Encounter): Minor Action. Choose a target within 10 squares of you. Learn the target’s current and maximum hit point values, any current disease or poison conditions on the target, and any disease or poison effect the target can deal.

Vielleicht von generellem Interesse?

  • Gem of Colloquy
    Gem of Colloquy Level 2+
    This jewel hovers near your head, sharpening your wit and expanding your knowledge of languages.
    Lvl 2 520 gp Lvl 12 13,000 gp
    Item Slot: Head
    Property: Gain a +1 item bonus to Bluff and Diplomacy checks. Understand and speak 1 additional language, chosen at the time of the gem’s creation.
    Level 12: +3 item bonus, 2 additional languages.
  • Armor of Resistance
    Armor of Resistance Level 2+
    Special wards in this armor provide extra resistance. Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
    Armor: Any
    Enhancement: AC
    Property: Resist 5 to a damage type chosen from the following list at the time the armor is created: acid, cold, fire, force, lightning, necrotic, poison, psychic, thunder.
    Level 12 or 17: Resist 10.
    Level 22 or 27: Resist 15.
  • Chime of Awakening
    Chime of Awakening Level 4
    This silver chime sounds an alarm in the minds of you and your resting allies.
    Wondrous Item 840 gp
    Power (Daily): Standard Action. You set the chime of awakening to ring when a specific trigger occurs within 10 squares of it. Example triggers include the presence of anyone other than you and your allies, the light of the sun touching the area, or the appearance of a specific character or type of creature. The chime rings in the minds of you and all allies within 10 squares of it. You and affected allies are instantly awoken (if asleep) and alert. The chime of awakening can be fooled by creatures in disguise. It makes active Perception checks with a +10 modifier.
  • Floating Lantern
    Floating Lantern Level 3
    This silver lantern floats in midair under your control.
    Wondrous Item 680 gp
    Property: This lantern never needs lighting or refilling. When you let go of the lantern, it continues to hang in the air where you leave it. If weight in excess of 1 pound is applied to the lantern, it falls to the ground.
    Power (At-Will): Minor Action. While you hold the float- ing lantern or are adjacent to it, you can set its light to be bright (10-square radius), dim (5-square radius), or off.
    Power (At-Will): Move Action. The last creature to hold the lantern can mentally command it to move up to 10 squares in any direction, but not more than 10 squares from it.
  • Polyglot Gem
    Polyglot Gem Level 6
    This intricately carved gemstone holds the secrets of language within its many facets.
    Wondrous Item 1,800 gp
    Property: Each polyglot gem contains the knowledge of one language, chosen when the item is created. As long as you carry the gem on your person, you are able to speak, read, and write that language fluently.
    If you carry more than one polyglot gem on your person, none of them function.
    Special: If you create a polyglot gem, you can imbue it only with a language you know.
  • Battle Standard of Might
    Battle Standard of Might Level 4
    This flag is marked with martial runes that inspire strength in you and your allies.
    Wondrous Item 840 gp
    Power (Encounter ✦ Zone): Standard Action. When you plant the battle standard in your space or an adjacent square, it creates a zone in a close burst 5. While within the zone, you and your allies gain a +1 power bonus on damage rolls.
    This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard’s square can remove it from the ground as a standard action.
  • Battle Standard of Healing
    Battle Standard of Healing Level 3
    This white flag is emblazoned with sigils of healing that restore the vitality of you and your allies.
    Wondrous Item 680 gp
    Power (Encounter ✦ Healing, Zone): Standard Action. When you plant the battle standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5. Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point.
    This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard’s square can remove it from the ground as a standard action.
  • Cloak of Distortion
    Cloak of Distortion Level 4+
    This cloak roils about you like the rippling air of a scorching desert.
    Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
    Item Slot: Neck
    Enhancement: Fortitude, Reflex, and Will
    Property: A ranged attack against you from more than 5 squares away takes a –5 penalty to the attack roll.

Wunschzettel

Agia Zehfee