Equipment

Equipment

Here you will find equipment that may not be available in the core rulebooks.

4th Edition Sea of Dust
Items
Item Name Level Notes
Fleetrunner Boots 5+ Property
Ghostride Boots 6+ Property
Symbol of Turning 4+ Implement, Enhancement, Crit, Power
Weapons
Item Name Level Notes
Disrupting Weapon 8+ Weapon, Enhancement, Crit, Property, Power
Armor
Item Name Level Notes
Feral Armor 7+ Enhancement, Power, Property
Stonemeld Armor 8+ Enhancement, Power
Vitality Armor 7+ Enhancement, Property
Superior Melee Weapons
Weapon Prof. Damage Range Price Wt. Group Properties
Kama +2 1d6 - 1 gp 2 lb. Light Blade Monk
Nunchaku +2 1d6 - 1 gp 2 lb. Flail Monk
Sai +2 1d4 - 5 sp 1 lb. Light Blade Monk
Siangham +3 1d6 - 2 gp 1 lb. Light Blade Monk
Tonfa +2 1d6 - 1 gp 3 lb. Club Monk
Whip +3 1d4 - 1gp 2 lb. Flail Off-hand, reach
Superior Ranged Weapons
Bola +3 1d4 4/8 5 gp 2 lb. Flail Light thrown


Disrupting Weapon:
Created in ancient days by priests of Pelor, this weapon is the bane of undead everywhere.

Lvl 8 +1 3,400 gp, Lvl 13 +2 17,000 gp, Lvl 18 +3 85,000 gp, Lvl 23 +4 425,000 gp, Lvl 28 +5 2,125,000 gp
Weapon: Flail, Hammer, Mace
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus, or +1d10 radiant damage per plus against undead
Property: This weapon can be used as a holy symbol. It adds its enhancement bonus to attack rolls and damage rolls, and attacks can be augmented by this weapon’s power when it is used as an implement. You do not gain your weapon proficiency to an attack roll when using a disrupting weapon as an implement.
Power (Daily - Radiant): Free Action. Use this power when you hit an undead creature with this weapon. Deal +1d10 radiant damage per plus.



Feral Armor:
This armor causes its wearer to develop a ferocious streak, like that of the predator that once wore the same skin.

Lvl 7 +2 2,600 gp, Lvl 12 +3 13,000 gp, Lvl 17 +4 62,000 gp, Lvl 22 +5 325,000 gp, Lvl 27 +6 1,625,000 gp
Armor: Hide
Enhancement: AC
Property: Gain a claw attack while wearing this armor: a one handed military light blade melee weapon with +3 proficiency bonus to attack rolls and deals 1d8 damage.
The wearer gains proficiency with this weapon. The claw attack has an enhancement bonus to attack rolls and damage rolls equal to the enhancement bonus of this armor. This attack counts as a melee basic attack.
Power (Encounter): Standard Action. Close burst 1; targets enemies; make a basic melee attack using the claw attack granted by this armor against each enemy in burst.



Fleetrunner Boots:
The owner of these boots is gifted with unprecedented mobility in combat.

Lvl 5 1,000 gp, Lvl 15 25,000 gp, Lvl 25 625,000 gp
Item Slot: Feet
Property: Running gives you only a –2 penalty to
attack rolls. (Level 15: When you run, you can move up to your
speed + 6, instead of your speed + 2, Level 25: Running causes you to grant combat
advantage only to the next creature to attack you)



Ghoststride Boots:
These tattered gray boots have a haunting aspect, granting you the elusiveness of a ghost when you need it.

Lvl 6 1,800 gp, Lvl 16 45,000 gp, Lvl 26 1,125,000 gp
Item Slot: Feet
Property: While you are running, you gain a +1 item bonus to AC and become insubstantial. (Level 15: +2 item bonus, Level 25: +3 item bonus.)

Monk:
Fists are not the only weapons Monks learn to use.

Property: A monk may use this weapon with any power that allows the use of an unarmed attack.



Stonemeld Armor:
The stony surface of this sigil-covered armor can harden to briefly absorb the brunt of attacks.

Lvl 8 +2 3,400 gp, Lvl 13 +3 17,000 gp, Lvl 18 +4 85,000 gp, Lvl 23 +5 425,000 gp, Lvl 28 +6 2,125,000 gp
Armor: Cloth, Leather
Enhancement: AC
Power (Daily): Minor action. You gain resist 5 to all damage
until the end of your next turn. When you use this power, you
can expend one of your arcane encounter or daily powers to
increase the resistance by 5. Levels 23 and 28: You gain resist 10 to all damage.



Symbol of Turning:
Clerics use this potent weapon to battle the undead.

Lvl 4 +1 840 gp, Lvl 9 +2 4,200 gp, Lvl 14 +3 21,000 gp, Lvl 19 +4 105,000 gp, Lvl 24 +5 525,000 gp, Lvl 29 +6 2,625,000 gp
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus
Power (Daily): Standard Action. You must have the channel divinity class feature to use this power. Use channel divinity: turn undead, even if you’ve already used channel divinity in this encounter.



Vitality Armor:
When you take a serious wound while wearing this armor, it feeds you back a bit of your lost vigor.

Lvl 7 +2 2,600 gp, Lvl 12 +3 13,000 gp, Lvl 17 +4 65,000 gp, Lvl 22 +5 325,000 gp, Lvl 27 +6 1,625,000 gp
Armor: Scale, Plate
Enhancement: AC
Property: When an enemy scores a critical hit against you, you gain temporary hit points equal to 5 + the armor’s enhancement bonus at the start of your next turn.

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