Test Page 10

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Stop losing this post.

And this one.

This is useful.

 

PHARAOHBANE, SCYTHE OF THE SCARAB DRAGON
An enormous adamantine scythe, seemingly too large for any mere mortal to lift. First wielded by a gria whose soul was returned to the mortal coil by the dwindling power of an ancient goddess, it thirsts for the blood of those who would oppose the reign of deities...
Weapon - Scythe (Huge)
Rarity: Mythic
Force: Magic, Divine
PROPERTY
You can use this weapon as a two-handed weapon as though it were only one size smaller; it deals damage as though it were its actual size.
While you wield this weapon, you gain an item bonus to weapon damage equal to your attunement bonus.
While you wield this weapon, you can stand up from prone as a free action that does not provoke opportunity attacks.
Attacks with this weapon are penetrating. (A penetrating effect ignores any effect on its target that would reduce its damage.)
This weapon deals +2d6 holy damage against creatures with the enemy of Viraxis quality.
This weapon can make critical hits against Undead.
POWERS
Power (At Will): As a swift action, you can change this weapon's bonus holy damage to arcane damage, or bonus arcane damage to holy damage.
Power (Encounter): When you use a maneuver that deals increased damage, you can immediately recover any resources expended on that maneuver as a free action.
Power (Daily): When you would gain the dead status, as a reaction you can spend any number of healing surges and recover hit points for each surge spent.

 

WINGS OF VIRAXIS
Two solid pieces of ruby mox, spun almost gossomer thin, into what are clearly intended to be wings. They pulse with a combination of Magical and Divine power - a reminder of a long-forgotten age when gods yet ruled...
Accessory - Back
Rarity: Artifact
Force: Magic, Divine
Special: To benefit from this item, you must replace your natural wings with this item.
PROPERTY
You gain a fly speed of 60 feet with perfect maneuverability.
You gain improved evasion against all Magic effects.
You can always choose to use your Intelligence modifier as your ability modifier for any skill check that would normally use Dexterity.
Whenever you strike a creature with the enemy of Viraxis quality with a weapon, you deal +2d6 arcane damage.
POWERS
Power (At-Will): Standard. You spin, creating a wave of arcane energy; make a ranged touch attack, using Charisma rather than Dexterity, against all creatures in a 15-foot cone; this attack resolves against Reflex. If you hit, the target takes potency 2 arcane damage and is knocked prone.
Power (At-Will): Reaction. When you are targeted by a Magic effect, you gain SR equal to 10 + your character level against the effect. If you have multiple Accessories with the name "of Viraxis" equipped, the SR you gain increases by 5 for each additional such Accessory.
Power (Encounter): Swift. You can teleport to any square you can see within 120 feet.
Power (Daily): Standard. You generate an aura of magical flight, with a radius of 50 feet, that lasts for 5 rounds. All allies within the area gain float and a fly speed of 40 feet with perfect maneuverability.

 

FIRST RESORT
Hand-built from scraps and more mechanical than most firearms, this carbine seems less than functional, lacking any apparent way to feed it ammunition. Mounted on it is a strange capacitor of some kind, which crackles with electricity and glows ominously...
Weapon - Rifle (One-handed)
Rarity: Mythic
Force: Technology
Special: You must be a trainer to attune to this item.
PROPERTY
This weapon's base damage type is lightning, rather than piercing.
Ranged attacks made with this weapon ignore the insubstantial quality.
When you make a basic ranged attack with this weapon, you can choose to deal half damage. If you do, and you also hit the target's Will, the target is confused until the end of your next turn.
When you make a basic ranged attack with this weapon, you can choose to deal half damage. If you do, and you also hit the target's Reflex, the target is immobilized until the end of your next turn.
You can spend a swift action to gain float until the end of your next turn.
You can spend a swift action to gain libra until the end of your next turn. (A creature with libra knows the current hit points, weaknesses and resistances, and Force alignment of any creature they look at within 60 feet.)
As a standard action, you can release the rotom stored within this weapon; the rotom is under your control, and is treated as a rotom of your character level. If you do, this weapon loses all of its properties, can no longer be used to make ranged physical attacks, and gains the property "As a standard action, recall the rotom into this item; this item regains all of its other properties and loses this one."

 

NEUTRON PARALLAX
An enormous birfurcated blade of black metal, with a barrel of sizable caliber filling the cavity left, this weapon sports an unusual firing mechanism. It's weight seems to vary as you heft it, as though it shifts its mass in response to not what you are doing now, but what you will be doing shortly...
Weapon - Combination Greatsword/Rifle (two-handed)
Rarity: Mythic
Force: Time
Special: You must know the gravity bow and lead blade jikuu to attune to this item. If you lose knowledge of either jikuu, your attunement to this weapon automatically ends.
PROPERTY
You gain innate haste.
Whenever you gather quanta, you can roll twice and choose which result you prefer.
Your gravity bow and lead blade jikuu grant untyped bonuses to damage potency, rather than a power bonus.
Whenever this weapon is affected by gravity bow or lead blade, it automatically gains the other for the original effect's duration.
When you make a basic ranged attack with this weapon, if you have the Dual Wield feat, the target of your attack is considered to be within range of both heads of this weapon.
When you take a charge action, you can make any number of turns up to 90 degrees. Making such a turn during a charge requires you to spend 1 quanta for each turn, as part of the action.