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1 year ago ::
Feb 23, 2012 - 3:17AM
#11
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| Willow's Cloak of Invisibility |
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| With the appearance of coarse cotton, but to the touch it feels like the fines silk. |
| Item slot: Back |
| Enhancement: Fortitude, Reflex and Will |
| Property: The enhancement bonus of this item increases to +2 at level 7, +3 at level 12, +4 at level 17, +5 at level 22 and +6 at level 27. |
Power ( Encounter Illusion ) : Free Action Standard action. You become invisible until you make an attack or until the end of the encounter. |
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1 year ago ::
Apr 23, 2012 - 7:51AM
#12
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An item my level 9 Warlord is about to find in a treasure chest ^^ Still working on the specifics. This item would be OP if I weren't the one who decides the monster's attack bonus xD
| Aegis of the Legion +3 |
Level 11+ Uncommon |
| One for all, all for one! |
| Neck |
| Enhancement: Fortitude, Reflex, and Will |
| Property: You and each ally within 10 squares of you gains an item bonus to Fortitude, Reflex and Will equal to half of this item's enhancement bonus. |
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1 year ago ::
Apr 26, 2012 - 7:55PM
#13
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| Crown Enchanted Bastard Sword +1 |
Level 4 Uncommon |
| The sword somehpw absorbed the crown's power... |
| Weapon: Any |
| Enhancement Bonus: attack rolls and damage rolls |
| Critical: +1d6 per plus, and you can spend a healing surge. |
| Property: Once per round when you deal damage to a creature using this weapon you regain an amount of hit points equal to twice the weapon's enhancement bonus. |
Power Daily (Free Action) Trigger: You hit with a melee attack using this weapon Effect: You can spend a healing surge to deal an extra 1[W] damage per plus with the triggering attack. |
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1 year ago ::
Jun 01, 2012 - 7:22PM
#14
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| Prime of Storm |
Level 10 Solo BAMF |
| Large magical beast (dragon) |
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Initiative10 Aura Name(Essence of Storm) Aura 1; Each creature that starts its turn within the aura and does not have resist or immune cold takes 5 cold damage and is slowed. When the Prime is bloodied, the aura increases to aura 2 an the damage increases to 10 cold damage. HP 250; Bloodied 125 AC 26; Fortitude 24, Reflex 24, Will 24 Speed: 8, Fly 10 Action Points: 2 Saving Trow: +5 Frenzied Action: On the Prime`s Initative +10 it can take a free action to make a claw attack against one creature within range. If the Prime cannot take this action due to the daze, stun or dominate condition, that condition instead ends. |
Claws ( Standard, at-will ) Cold |
| Melee 2, one creature; +13 vs AC; Hit: 2d8+7 damage, and an extra 1d6 cold damage if the target is slowed, immobilized or restrained. |
Tail Slam ( Immediate Reaction, at-will ) Trigger: A creature moves to a square adjacent to the Prime where he is flanking it. |
| Melee 1, the triggering creature; +11 vs. the higher of the target`s Fortitude or Reflex defense. Hit: 2d6+4 damage, and you slide the target 2 squares. Miss: The target can shift 1 square |
Tempes of the Storm ( Free Action when bloodied, encounter ) |
| Effect: The Prime goes into a frenzy, taking a -5 penalty to all defenses. In addition, whenever the Prime hits with an attack the target and one creature within 2 squares of it take 2d6+3 lightning damage |
Melt the Ice ( Minor, at-will ) |
| Close burst 10, Effect: You melt up to 4 squares of ice within range. Sometimes a minions was frozen in that block of ice that now fights at your command. This ability can also be used to make icicles fall fro the ceiling, one at a time. |
( Minor, Recharge when bloodied., encounter ) Cold, Thunder. |
| Close Blast 5, each creature within the burst. +12 vs. Fortitude; Hit: 2d10+8 cold and thunder damage. Miss: Half Damage. Effect: The target is pushed 3 squares and slowed |
| Alignment Chaotic Evil |
Languages Common, |
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| Skills [Skill +X, Skill +X] |
| Str [score (+X)] |
Dex [score (+X)] |
Wis [score (+X)] |
| Con [score (+X)] |
Int [score (+X)] |
Cha [score (+X)] |
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| Equipment [equipment] |
The icicle is a 2x2 square area attack. +8 vs. Reflex, 2d10+8 damage and the target is restrained. Miss: the target **** 1 square out of the area. Each icicle becomes difficult terrain when it falls. Counter Jariff: Executing this counter takes up the Prime`s move and standard action. Requirement: You start your turn grabbed by Jariff Effect: You fly up. Jariff can choose to let go at any point. If she does not, you proceed to shake her off when you have reached your desired hight. She can try to hang on with a Hard DC strength check. Counter Shant: Immediate Interrupt Trigger: Shant teleports to a square adjacent to you. You can make any attack available against him as he appears. You have combat advantage for the attack. If the teleport was part of an attack the attack misses, but he can still finish his action and turn as normal. (Protip: You can even "melt the ice" from undearneath Shant, causin him to fall into the hole) Counter Willow: Immediate Reaction Trigger: Willow ends her turn, in which you lost a lifespark Effect: Make an attack; +13 vs. Fortitude. Hit: You scream "You want my power, take it all!!!!!" and deal 2d10+8 lightning damage, and the target is dazed until the end of its next turn. Miss: Half damage, falls prone. Counter Tantalos: Immediate Reaction Trigger: Whatever you feel like Effect: You engulf im in ice, he i restrained (save ends). He gains a +2 to bonus to the saving throw i he mentions that he is burning hot.... or something. Counter Adriana
You and Adriana both use the same powesource, but seeing how you are a prime you can actually manipulate her power. When she draws a card from her deck, and gets a successful luck roll, you can as an immiediate interrupt turn it into a failed luck roll
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