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Adventurer's Vault.pdf

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Bridle of Conjuration Level 4<br />

This simple leather bridle conjures a magical mount for your<br />

use.<br />

Wondrous Item 840 gp<br />

Power (Daily ✦ Conjuration): As a standard action, you<br />

conjure a riding horse (MM 159) in a space adjacent<br />

to you. The bridle transforms into the mount’s tack<br />

and saddle. The horse serves you, obeying your spoken<br />

commands to the best of its ability, though it does not<br />

attack even in defense. The horse disappears after 12<br />

hours or if reduced to 0 hit or fewer points.<br />

Charm of Abundant Action Level 28<br />

This plain metal charm allows you to outrun or outfight your<br />

foes.<br />

Wondrous Item 2,125,000 gp<br />

Power (Encounter): Free Action. Use this power on your<br />

turn to spend an action point (assuming you have one<br />

available). You can spend the action point even if you<br />

spent an action point earlier in the encounter. You must<br />

be holding the charm when you spend the second action<br />

point.<br />

Chime of Awakening Level 4<br />

This silver chime sounds an alarm in the minds of you and your<br />

resting allies.<br />

Wondrous Item 840 gp<br />

Power (Daily): Standard Action. You set the chime of<br />

awakening to ring when a specific trigger occurs within<br />

10 squares of it. Example triggers include the presence<br />

of anyone other than you and your allies, the light of the<br />

sun touching the area, or the appearance of a specific<br />

character or type of creature. The chime rings in the<br />

minds of you and all allies within 10 squares of it. You<br />

and affected allies are instantly awoken (if asleep) and<br />

alert.<br />

The chime of awakening can be fooled by creatures in<br />

disguise. It makes active Perception checks with a +10<br />

modifier.<br />

Chime of Opening Level 25<br />

The subtle tone of this fluted mithral chime can overcome traps,<br />

wards, and the toughest locks.<br />

Wondrous Item 625,000 gp<br />

Power (Daily): Standard Action. When you strike the<br />

chime, you direct it to open a single locked or trapped<br />

door, chest, gate, or other object within 5 squares of<br />

you. Make a single Thievery check with a +30 modifier<br />

against the DCs required to open the object and disable<br />

any traps on it. Depending on the DCs, it is possible for<br />

the chime to unlock an object but not disable the traps<br />

on it (or vice versa), or to disable some traps but leave<br />

others intact.<br />

Chime of Warding Level 10<br />

The air around you shimmers with protective force when you<br />

strike this golden chime.<br />

Wondrous Item 5,000 gp<br />

Power (Daily ✦ Zone): As a standard action, strike this<br />

chime to create a close burst 2 that lasts until the end<br />

of your next turn. Any enemy that enters the zone<br />

is attacked: +15 vs. Fortitude. A hit pushes the target<br />

1 square away from the center of the burst and<br />

immobilizes it until the start of its next turn. If you or any<br />

ally makes an attack while in the zone, the effect ends.<br />

Sustain standard.<br />

Crystal Ball of Spying Level 10+<br />

This clear crystal orb flickers with the hazy images of distant<br />

people and places.<br />

Lvl 10 5,000 gp Lvl 20 125,000 gp<br />

Wondrous Item<br />

Property: When you use this crystal ball as a focus for a<br />

scrying ritual, gain a +2 item bonus to Arcana checks made<br />

during that ritual. The value of this crystal ball must meet<br />

the focus cost requirement for the ritual, as normal.<br />

Level 20: +4 item bonus.<br />

Darkskull Level 9<br />

Darkness swells around this menacing onyx skull.<br />

Wondrous Item 4,200 gp<br />

Power (Encounter ✦ Illusion): As a minor action, you<br />

cause all active light sources within 10 squares of you<br />

to be suppressed until the end of the encounter. Light<br />

sources activated after you use this power function<br />

normally.<br />

Deadblast Bone Level 19<br />

This rune-scarred bone has the power to temporarily stun<br />

undead.<br />

Wondrous Item 105,000 gp<br />

Power (Daily): Standard Action. Make an attack: Close<br />

burst 5; targets undead creatures; +22 vs. Will; on a hit,<br />

the target is stunned until the end of your next turn or<br />

until it is attacked, whichever comes first.<br />

Death Rattle Level 8<br />

Bone shards clatter within this black-beaded rattle, making your<br />

necrotic attacks more potent.<br />

Wondrous Item 3,400 gp<br />

Power (Daily ✦ Necrotic): Minor Action. You and all allies<br />

within 10 squares of you gain a +1 power bonus to<br />

attack rolls and damage rolls with powers that have the<br />

necrotic keyword. This effect lasts until the end of your<br />

next turn. Sustain minor.<br />

CHAPTER 2 | Magic Items<br />

WONDROUS ITEMS<br />

169

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