Talysian
Explorer
O.k. I'm running a low magic game. Most of the stuff given out is goign to be boons/training/Tatto's/and Dragon Mark (type powers). However I plan on each character gaining 1-2 Major Magic Items per Tier. The one's for Heroic I'm going to list Stats below. Please Evaluate and Critique Honestly.
Rod of the Silver River
Property: Add 1 Square to all Teleport powers
Critical: 1d6 Per Enhancement Bonus
Encounter: Free action Curse any target in sight
Daily: You May use your Eldritch Blast Ability at one or two
Targets.
Elit Druin
Property: +2 to Alchemy, Arcana & History Skill Checks, may treat
these as if trained.
Encounter: Free Action add a +1 to Any D20 roll just made.
Daily: Free Action: Reroll any D20 roll just made, you must keep
the second result.
Blade of the Word
Property: May use Arcana in place of Perception.
Critical: 1d6 Per Enhancement Bonus
At Will: Free Action: All Damage Dealt by this weapon is Force
Damage.
Encounter: Immediate Interrupt: When Struck by an attack: Add
your enhancement bonus to the defense targeted.
Daily: Minor Action: The Sword radiates with bright light,
causing all enemies within ten squares to take a -2 to
attack rolls. (this does not effect blind enemies)
Staff of the Frost Wyrm
Property: Gain Resist 5 to Cold (If you already have it add 2 to
your resistance).
Critical: 1d6 Per Enhancement Bonus
At Will: Free Action: All Damage Dealt by this weapon is Cold
Damage.
Encounter: Free Action: Your attack Slows the targets until the end of
your next turn.
Daily: Free Action: Your Attack Immobilizes the Targets Save
ends.
The Stehil
Property: The Stehil can cut through any substance. Deal Extra
damage equal to your enhancement bonus with combat
advantage. +2 To Stealth Checks.
Critical: 1d8 per Enhancement Bonus
At Will: Free Action when you drop an enemy to 0 hp, get 5
temporary HP per Tier.
Risca’s Chainmail
Property: Add Enhancement Bonus to all Healing Powers. +2 to all
Heal checks.
Critical: When you crit with an attack 1 ally within 5 squares may
spend a healing surge.
At Will: Free Action: You may take a -1 (per tier) to AC;
all adjacent allies gain a +1 (Per Tier) to AC until the end
of your next turn.
Encounter: Immediate Interrupt: When an adjacent Ally is hit, redirect
the attack to you, if it would miss your ac it misses. If not it
damages you instead.
Daily: Minor Action. Until the end of your turn, each character
healed by one of your encounter powers or daily powers
regains additional hit points equal to 1d10 + your Cha mod
Dwarven Forged Hammer
Property: +2 to Nature & Perception , Add con modifier to
Damage while in Guardian Form
Critical: 1d6 per Enhancement Bonus (1d8 in Guardian Form)
At Will: Free Action: All Damage Dealt by this weapon is Fire
Damage.
Encounter: Free Action: Trigger: You hit with an Opportunity attack.
Add 1d8 (per tier) Fire damage to the attack.
Daily: Free Action. Trigger: You hit an enemy with your
warden’s fury power using this weapon. Effect: That
enemy takes ongoing fire damage equal to 5(per tier) +
your Strength modifier (save ends).
Rod of the Silver River
Property: Add 1 Square to all Teleport powers
Critical: 1d6 Per Enhancement Bonus
Encounter: Free action Curse any target in sight
Daily: You May use your Eldritch Blast Ability at one or two
Targets.
Elit Druin
Property: +2 to Alchemy, Arcana & History Skill Checks, may treat
these as if trained.
Encounter: Free Action add a +1 to Any D20 roll just made.
Daily: Free Action: Reroll any D20 roll just made, you must keep
the second result.
Blade of the Word
Property: May use Arcana in place of Perception.
Critical: 1d6 Per Enhancement Bonus
At Will: Free Action: All Damage Dealt by this weapon is Force
Damage.
Encounter: Immediate Interrupt: When Struck by an attack: Add
your enhancement bonus to the defense targeted.
Daily: Minor Action: The Sword radiates with bright light,
causing all enemies within ten squares to take a -2 to
attack rolls. (this does not effect blind enemies)
Staff of the Frost Wyrm
Property: Gain Resist 5 to Cold (If you already have it add 2 to
your resistance).
Critical: 1d6 Per Enhancement Bonus
At Will: Free Action: All Damage Dealt by this weapon is Cold
Damage.
Encounter: Free Action: Your attack Slows the targets until the end of
your next turn.
Daily: Free Action: Your Attack Immobilizes the Targets Save
ends.
The Stehil
Property: The Stehil can cut through any substance. Deal Extra
damage equal to your enhancement bonus with combat
advantage. +2 To Stealth Checks.
Critical: 1d8 per Enhancement Bonus
At Will: Free Action when you drop an enemy to 0 hp, get 5
temporary HP per Tier.
Risca’s Chainmail
Property: Add Enhancement Bonus to all Healing Powers. +2 to all
Heal checks.
Critical: When you crit with an attack 1 ally within 5 squares may
spend a healing surge.
At Will: Free Action: You may take a -1 (per tier) to AC;
all adjacent allies gain a +1 (Per Tier) to AC until the end
of your next turn.
Encounter: Immediate Interrupt: When an adjacent Ally is hit, redirect
the attack to you, if it would miss your ac it misses. If not it
damages you instead.
Daily: Minor Action. Until the end of your turn, each character
healed by one of your encounter powers or daily powers
regains additional hit points equal to 1d10 + your Cha mod
Dwarven Forged Hammer
Property: +2 to Nature & Perception , Add con modifier to
Damage while in Guardian Form
Critical: 1d6 per Enhancement Bonus (1d8 in Guardian Form)
At Will: Free Action: All Damage Dealt by this weapon is Fire
Damage.
Encounter: Free Action: Trigger: You hit with an Opportunity attack.
Add 1d8 (per tier) Fire damage to the attack.
Daily: Free Action. Trigger: You hit an enemy with your
warden’s fury power using this weapon. Effect: That
enemy takes ongoing fire damage equal to 5(per tier) +
your Strength modifier (save ends).