Adventurer's Vault 2: A 4th Edition D&D Supplement 0786952040, 9780786952045

Hundreds of new weapons, tools, and magic items for your D&D(R) character.Whether you're a player looking for a

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Table of contents :
Title Page......Page 1
Ch.1 - Magic Items......Page 2
Armor......Page 3
Weapons......Page 12
Ammunition......Page 22
Holy Symbols......Page 25
Orbs......Page 29
Rods......Page 31
Staffs......Page 34
Tomes......Page 38
Totems......Page 40
Wands......Page 45
Arm Slot Items......Page 49
Feet Slot Items......Page 54
Hand Slot Items......Page 55
Head Slot Items......Page 58
Neck Slot Items......Page 60
Rings......Page 66
Waist Slot Items......Page 71
Wondrous Items......Page 73
Consumables......Page 84
Ch.2 - Item Sets......Page 89
Heroic Tier......Page 90
Paragon Tier......Page 104
Epic Tier......Page 118
Group Sets......Page 124
Appendix: Item Tables......Page 132
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ADVENTURERS VAULT™ Arms and Equipment for All Character Classes

G GAME in



SUPPLEMENT

Logan B o n n e r



Peter Schae

C H A P T E R

1

MAGIC ITEMS WHEREVER ONE

tr a v e l s t h r o u g h o u t t h e

w o r l d ( a n d b e y o n d ) , m a g i c i t e m s a r e h i g h l y sought a l t e r (or t h e i r b e n e f i t s b o t h s m a l l a n d l a r g e . A d v e n t u r e r s s e e k out m a g i c a l t r e a s u r e s to h e l p t h e m a c h i e v e their goals. M a n y o f those treasures h a v e h i s t o r i e s that i n s p i r e r u m o r s a n d s p a w n q u e s t s . T h i s c h a p t e r p r e s e n t s m o r e m a g i c i t e m s to fill o u t a d v e n t u r e r s ' w i s h lists. •

A r m o r : Strong materials a n d protective magic k e e p blades a n d arrow's a w a y f r o m y o u r flesh.



W e a p o n s : Strike fear into y o u r e n e m i e s w h e n y o u



A m m u n i t i o n : A r r o w s , bolts, a n d s l i n g stones g i v e

w i e l d a w e a p o n of p o w e r . y o u a c o m b a t e d g e at r a n g e . •

I m p l e m e n t s : H o l y s y m b o l s , o r b s . r o d s , staffs, tomes, totems, a n d w a n d s c h a n n e l v o u r magic a n d grant special benefits.



A r m s S l o t I t e m s : S h i e l d s to g u a r d y o u a n d b r a c e r s to s m i t e y o u r foes.



F e e t S l o t I t e m s : W h e n y o u n e e d to m o v e q u i c k e r , j u m p f a r t h e r , o r d o d g e better, s t e p i n t o o n e o f these items.



H a n d s S l o t I t e m s : M a g i c g l o v e s a m i g a u n t l e t s not o n l y k e e p y o u r h a n d s w a r m but k e e p y o u a l i v e .



H e a d S l o t I t e m s : M a g i c to bolster t h e m i n d , b o d y , a n d spirit.

• •

N e c k S l o t I t e m s : I m p r o v e y o u r defenses in style! R i n g s : Jewelry imbued with powerful and varied enchantments.



W a i s t S l o t I t e m s : T h e s e items c a n improve y o u r h e a l t h a n d i n c r e a s e y o u r skills—as w e l l as h o l d y o u r pants up.



W o n d r o u s I t e m s : S t r a n g e a n d fantastic items w i t h a w i d e range o f uses.



L a i r I t e m s : N e w w o n d r o u s i t e m s to e n h a n c e y o u r base of operations.



T a t t o o s : T h e best t h i n g a b o u t m a g i c o f t h e f l e s h is that it's i n s e p a r a b l e f r o m y o u .



C o n s u m a b l e s : U s e t h e s e o n e - s h o t i t e m s to get out o f a tough s i t u a t i o n .

S e v e r a l o f t h e i t e m d e s c r i p t i o n s a r e a u g m e n t e d by s i d e b a r s that offer l o r e o r b a c k g r o u n d a b o u t t h e i t e m , p l u s o n e or m o r e a d v e n t u r e h o o k s i n v o l v i n g t h e i t e m a n d h o w t h e c h a r a c t e r s m i g h t a c q u i r e it.

CHAPTER

1

|

Magic Items I

ARMOR No attack is too devastating

or of S h a r e d H e a l t h

Level 30

This golden chalranail glows with divine energy that heals you when you help others. to be turned

aside.

A r m o r is a n i n t e g r a l p a r t o f a n y a d v e n t u r e r s g e a r . F r o m t h e w i z a r d ' s r o b e s a n d t h e b a r b a r i a n ' s h i d e to the b a r d ' s < h a i n m a i l a n d t h e p a l a d i n ' s plate, a r m o r ' s

Lvl 30 +6 3.125.000 gp A r m o r Chain Enhancement: AC Property: W h e n you use a healing power that benefits an ally, you also regain hit points equal to one-half the hit points that ally regains.

p r o t e c t i o n is a v a i l a b l e to e v e r y h e r o . E n c h a n t m e n t s improve the wearer's A r m o r (!lass. w h e t h e r bv t i l l i n g p l a l e a r m o r ' s g a p s w i t h s h i e l d s o f force o r h a r d e n i n g l e a t h e r a r m o r i n t o s o m e t h i n g that c a n s l o p a ballista shot. S e a s o n e d a d v e n t u r e r s c a n d e p e n d o n m a g i c a r m o r to protect t h e m e v e n I r o m t h e teeth o f a n a n c i e n t w y r m . A t least s o m e o f t h e t i m e . A r m o r of Aegis E x p a n s i o n

Level 2 -

[•techs oj magicalforce swirl around this light armor, coalescing to deflect titlarks tii|aiusl you and your companions. Lvl2 +1 520 gp L v M 7 +4 65.000 gp Lvl7 +2 2.600 gp Lvl 22 +5 325.000 gp Lvl 12 + 3 13.000 gp Lvl 27 +6 1.625,000 gp Armor: Cloth, leather Enhancement: AC Power (Encounter): Immediate Interrupt. Trigger. A crea­ ture you have marked with your aeais of shielding power targets you and at least one of your allies with an attack. EJJect: The damage of the triggering creature's attack damage is reduced by 5 + the armor's enhancement bonus. Level 12 or 17:10 t- enhancement bonus. Level 22 or 27:15 + enhancement bonus.

A r m o r of S h a r e d Valor

Level I 5 I

W h e n you exhort your allies to find oourui|e. ion fin, I il yourself! Lvl 15 +3 25.000gp Lvl 20 +4 125.000 gp A r m o r Leather, chain Enhancement: AC

Lvl 25 Lvl 30

+5 +6

625.000gp 3.125,000 gp

Property: W h e n you use a power that grants an ally a bonus to any defense, you gain an equal bonus of the same type to the same defense. This bonus lasts until the power's effect ends or until the end of your next turn. A r m o r of S u d d e n R e c o v e r y

Level 3^

Vou shrug off deadly conditions easily in this supple armor. Lvl 3 +1 680 gp Lvl 8 +2 3.400 gp Lvl 13 13 1 7.000 gp A r m o r Cloth, leather Enhancement: A C

Lvl 18 Lvl 23 Lvl 28

+4 +5 +6

85,000 gp 425,000 gp 2,125.000 gp

Property: You gain a +-1 item bonus to saving throws against ongoing damage. Power (Daily • Healing): Minor Action. You can use this power w h e n you're taking ongoing damage. The ongo­ ing damage ends, and you gain regeneration equal to the amount of the ongoing damage until the end of the encounter.

A r m o r of D a r k D e e d s Swirlinu with shadows, this armor masks you from your enemies. Lvl 14 ^ 3 21.000 gp Lvl 24 - 5 52S.0O0gp L v l 1 9 +4 105,000 gp Lvl 29 wers. M e m b e r s of o t h e r classes g a i n n o b e n e f i t f r o m w e a r i n g or h o l d i n g a h o l y s y m b o l . Y o u can't m a k e m e l e e attacks w i t h a h o l \ s y m b o l .

E n h a n c e m e n t : Attack rolls and damage rolls Property: W h e n you hit an e n e m y with an attack using this ammunition, one ally within 3 squares of that enemy can teleport to a space adjacent to It.

Whatever

the i m p l e m e n t k e y w o r d , a n d you c a n use a s\ mbol's

it takes, the symbol of a god has power. Of

U n l i k e o t h e r Implements, y o u n e e d o n l y w e a r a h o l \ s y m b o l lor Its p r o p e r t y o r p o w e r to f u n c t i o n . 11 y o u a r e w e a r i n g or h o l d i n g m o r e t h a n o n e h o l y s\ m b o l , n o n e ol y o u r s y m b o l s f u n c t i o n .

Convert's Symbol

Level 1 3

This symhal is a carving of a hand grasping an arcane imple ment. It allows you to auiveri same of your arcane power into healing. Lvl 13 +3 17.000 gp Lvl 23 +5 425.000 gp Lvl 18 > 4 85.000 gp Lvl 28 +6 2,125.000 gp I m p l e m e n t (Holy Symbol) E n h a n c e m e n t : Attack rolls and damage rolls Critical: ' 1d6 damage per plus Property: Arcane casters can wield this holy symbol in one hand to use it as an implement for arcane powers. Choose the type of arcane implement w h e n the symbol is created. P o w e r ( D a i l y • Healing): Minor Action. You expend an arcane daily attack power. O n e ally you can see within 10 squares of you regains hit points as though he or she had spent a healing surge, plus additional hit points equal to the level of the expended power.

course, an e n c h a n t e d holy