Nonetheless, here are the items.
Ring of Improved Combat Abilities
Accessory, Magic.
Effect: +1 to AC, Melee and ranged bonuses, and damage rolls when equipped.
Greatsword of the Burning Winter
2H Weapon, Magic.
Use: Roll d%. If 50% or above, you deal a 1d6 Fire damage. If 10-49%, you deal 1d6 Cold damage. If lower than 1-%, this attack deals normal damage.
Damage: 2d6+Fire or Ice Damage.
Critical: 19-20/X2
Staff of Greater Protection from Elements
Weapon, Magic.
Use: Like the spell, except you can resist 20 damage from an Elemental spell, and all damage from natural Elemental damage (for example you can wade through lava safely). This effect lasts one hour once activated, and requires a 24-hour cool-down.
Longsword of Increased Damage
Weapon, Magic.
Damage: 1d6+1d4-1 (extra damage cannot go lower than 1).
Critical: 19-20/X2
Amulet of Increased Defenses
Accessory, Magic.
Effect: +1 on Reflex, Fortitude, and Will Saving Throws.
Crossbow of Magic Missiles
Ranged Weapon, Magic
Damage: 1d8+1d4 damage.
Critical: 19-20/X2
Special Qualities: Auto-hit, roll for Crit; Infinite Ammo; Reloads instantly, does not require a Minor Action.
Boots of Spider Climb
Accessory, Magic.
Accessory, Magic.
Use: Works as the Spell does, but only when both boots are equipped.
Glove of Greater Magic Weapon
Accessory, Magic.
Effect: Works as the Spell does when cast by a Cleric with a Caster Level of 9. The Weapon held in the hand wearing this glove receives this Enchantment.
Effect: Works as the Spell does when cast by a Cleric with a Caster Level of 9. The Weapon held in the hand wearing this glove receives this Enchantment.
Chain Mail of Reflect Minor Wounds
Medium Armor, Magic.
Effect: When you take damage, roll d%. If you roll 0-35%, subtract 1d8 worth of damage taken (cannot go below 1 damage taken). If you roll above 35%, you take normal damage.
Bonuses and Penalties: +5 AC, +2 Maximum Dexterity Bonus, -4 Armor Check Penalty, 25% Arcane Spell Failure, 40 lbs.
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