Equipment Compendium (Stormforge Supplement)

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Scales.png This page is of questionable balance. Reason: Level 8 items do not grant +1 enhancements; they are +2 by then - level progressions are all wrong, they are supposed to go up in steps of 5 per enhancement bonus. Ugh. Banshee's Fate is supposed to be a unique relic, so why is it given different levels instead of being an artifact?

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The place to find items unique to Stormforge.

Shocking Rod (4e Equipment)

Shocking Rod Level 3+ {{{rarity}}}
This black rod is nine inches long with a black pearl skull carved set at the end of the rod. The rod slightly emanates a minor static shock that can me initially unsettling to the wielder.
Level 3 +1 680 gp Level 18 +4 85000 gp
Level 8 +2 3400 gp Level 23 +5 425000 gp
Level 13 +3 17000 gp Level 28 +6 2125000 gp

Implement (Rod)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 lightning damage per plus and target is knocked prone
Power (Lightning) ♦ At-Will (Free Action)
All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Power (Lightning) ♦ Encounter (Standard Action)
Use this power in place of a basic melee or ranged attack. Deal 1d6 lightning damage and target is knocked prone.

Note: This item is the preferred weapon of many prison guards, especially in less civilized kingdoms.

Amulet of Whispers (4e Equipment)

Amulet of Whispers Level 8+ {{{rarity}}}
This small disc shaped amulet bears a thin circular blood channel along the edge that allows a single drop of blood to flow and fill the channel evenly.
Level 8 +1 6500 gp
Level 12 +2 12000 gp

Item Slot: Neck
Enhancement: Fortitude, Reflex and Will
Power (Psychic) ♦ Encounter (Standard Action)
A single drop of blood activates the amulet's power granting the wearer the privilege of sending and receiving short messages (of no more than 25 words) to the ritualist who is bound to the amulet regardless of distance. Any message you send in this way can only be overheard with a successful arcana or religion check (the DC is the same as a listen check DC). You can sustain this power as a standard action to continue your message.

Note: Creation of this item is a closely guarded secret of the followers of the goddesses, Sissthus and Anesthia.

Ring of Elemental Mastery (4e Equipment)

Ring of Elemental Mastery Level 16 {{{rarity}}}
This small nondescript ivory ring bears the Dwarven runes for all four elements.
Level 16 45000 gp

Item Slot: Ring
♦ Choose Element (Fire, Water, Earth, Air) Gain damage resist 5. Fire element: Fire; Water Element: Cold; Earth Element: Poison; Air Element: Lightning
Power (Special) ♦ Daily (Standard Action)
Wearer gains damage resist 10 to chosen element until end of encounter. Fire element: Fire & Lightning; Water Element: Cold & Acid; Earth Element: Poison & Acid; Air Element: Lightning, Thunder, & Cold

Note: Currently there are only four of these rings and each is well guarded.

True Death (4e Equipment)

True Death Level 15 Poison
A vile concoction made using nightshade, the sap of a rare desert scorpion, and a year of blessings by the High Priest of the Kylmor, Demi-god of Murder and Lord of Assassins.
Poison 45,000 gp
Power (Consumable Star.gif Poison): Attack: +20 Vs. Fortitude; the target becomes deathly ill.
First Failed Save: the target is unconscious. (successful save target remains unconscious, second successful save ends effects)
Second Failed Save: the target is dying (2 successful save ends).
Aftereffect: if the target still lives, the target may immediately spend one healing surge, is weakened and dazed until target takes a short rest or receives divine healing.
Special: One application of the poison is required before each attack. Applying the poison to a weapon requires a minor action.

Note: The Assassins Guild in Kadishmar is the primary user of True Death poison.

The Banshee's Fate (4e Equipment)

The Banshee's Fate Level 8+ {{{rarity}}}
This adamantite mace is engraved with the faces of four screaming women who turned their backs upon their gods long ago. The eyes of the carvings glow red and the mouths open emitting horrific screams from the souls of the unfaithful trapped within the mace.
Level 8 +1 3600 gp Level 18 +4 +85000 gp
Level 10 +2 +5000 gp Level 22 +5 +325000 gp
Level 14 +3 +21000 gp Level 26 +6 +1125000 gp

Weapon: Mace
Enhancement: Attack rolls and damage rolls
Critical: +1d8 necrotic and psychic damage per plus, and you can choose to reroll any or all of your critical dice, but you must take the second result of each die.
♦ If you worship Anesthia, you can use this weapon as your holy symbol. It adds its enhancement bonus (but not its proficiency bonus) to attack rolls and damage rolls when used in this manner. If you do not worship Anesthia, you do not benefit from this weapon's property and cannot use this weapon's powers.
Power (Necrotic, Psychic) ♦ At-Will (Free Action)
All damage dealt by this weapon is necrotic and psychic damage. A free action returns the damage to normal.
Power (Psychic) ♦ Daily (Free Action)
Use this power when you hit with the weapon. The target takes 10 ongoing psychic damage (save ends) and is dazed until the end of your next turn.

Note: The Banshee's Fate is a holy relic of Anesthia, Goddess of Death, Keeper of Secrets. As an ancient weapon from the fourth age, it is given to a chosen follower of Anesthia to aid the fight against the enemies of the Faithful. The Banshee's Fate is a unique weapon which, when obtained, is level 8. To increase the magic of the item requires the use of a Create Magic Item ritual and the expense of residuum equaling the gold piece value shown above. Currently the Skullwarden, Riardon of Shi'ar wields the Level 18 version of this weapon.

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