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DARRELL RICHE<br />
Inspiring Weapon Level 3+<br />
Leaders use this weapon to rally allies around them for a powerful<br />
attack.<br />
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp<br />
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp<br />
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp<br />
Weapon: Any<br />
Enhancement: Attack rolls and damage rolls<br />
Critical: +1d6 damage per plus<br />
Power (Daily): Minor Action. Allies adjacent to you gain a<br />
power bonus to damage rolls equal to the enhancement<br />
bonus of the weapon until the end of your next turn.<br />
Jagged Weapon Level 12+<br />
This weapon is pitted, scarred, and unadorned, but it deals<br />
grievous wounds.<br />
Lvl 12 +3 13,000 gp Lvl 22 +5 325,000 gp<br />
Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp<br />
Weapon: Axe, Heavy Blade, Light Blade<br />
Enhancement: Attack rolls and damage rolls<br />
Critical: Ongoing 10 damage<br />
Level 22 and 27: Ongoing 20 damage<br />
Property: This weapon scores critical hits on a 19 or 20.<br />
Jarring Weapon Level 20+<br />
This weapon smashes through your enemy’s defenses, leaving<br />
them rattled from the severe blow of the attack.<br />
Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp<br />
Lvl 25 +5 625,000 gp<br />
Weapon: Flail, Hammer, Mace<br />
Enhancement: Attack rolls and damage rolls<br />
Critical: +1d6 damage per plus<br />
Power (Daily): Free Action. Use this power when you hit<br />
with a melee attack. Your target is weakened and dazed<br />
(save ends both).<br />
Legendary Weapon Level 25+<br />
Legends are made when heroes do incredible things, and this<br />
weapon gives them a few more opportunities.<br />
Lvl 25 +5 625,000 gp Lvl 30 +6 3,125,000 gp<br />
Weapon: Any<br />
Enhancement: Attack rolls and damage rolls<br />
Critical: +1d6 damage per plus<br />
Power (Daily): Free Action. Use this power when you score<br />
a critical hit. Take a standard action.<br />
Luckblade<br />
Luck favors the bold—and the wielder of this blade.<br />
Level 3+<br />
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp<br />
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp<br />
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp<br />
Weapon: Heavy Blade, Light Blade<br />
Enhancement: Attack rolls and damage rolls<br />
Critical: +1d8 damage per plus<br />
Power (Daily): Free Action. Reroll an attack roll you just<br />
made. Use the second result even if it’s lower.<br />
Lucklender Level 20+<br />
This weapon can turn bad luck into good fortune.<br />
Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp<br />
Lvl 25 +5 625,000 gp<br />
Weapon: Any<br />
Enhancement: Attack rolls and damage rolls<br />
Critical: +1d6 damage per plus<br />
Property: When you roll a 1 on an attack roll during combat<br />
or when a critical hit is scored on you, this weapon gains a<br />
charge. There is no limit on the number of charges, but the<br />
weapon resets to 2 charges after an extended rest.<br />
Power (At-Will): Free Action. Spend a number of charges<br />
up to the weapon’s enhancement bonus to gain a power<br />
bonus to your next attack roll with this weapon equal to<br />
the number of expended charges.<br />
CHAPTER 2 | Magic Items<br />
WEAPONS<br />
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