The Road to Redemption

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The Road to Redemption

The Road to Redemption Greatsword +4
Paragon Artifact
“You have walked a purpose-less path, there is no room for weakness in your heart. Put aside past sorrows and remember why you yet still breathe. Set right the errors of the past and redeem your heart for the future. Heed my words and stand tall and shake the heavens!”
Enhancement: Attack rolls and damage rolls
Critical: +4d8 (+4d10 verse Evil aligned creatures)
Property: +1 item bonus to Acrobatics and Stealth checks
Property: +2 item bonus to Religion checks (Religion is also considered trained)
Property: “Shining Example” Aura 1 (Radiant): All enemies who start their turn in the aura takes a -2 penalty to AC and Reflex until the end of their next turn.
Property: Immunity Fear; +2 bonus to saving throws against charm effects.
Property: The wielder may use their highest ability score for all attacks granted by the sword instead of those listed in the power.
Power (At-Will * Divine, Weapon): Bond of Pursuit: Standard Action; see Avenger 1st level power.
Power (Encounter * Divine, Teleportation, Weapon): Blade Step: Standard Action; see Avenger 7th level power.
Power (Daily * Divine, Psychic, Weapon): Blade of Guilt: Standard Action; see Avenger 9th level power.

Bond of Pursuit
Avenger Attack 1
Descriptive text here.
At-WillDivine, Weapon
Standard ActionMelee Weapon
Target: One creature
Attack: +18 vs. AC
Hit: 1d10+13 damage. If the target doens’t end its next turn adjacent to you, you can shift a number of squares equal to 1 + Dexterity modifier (6 total) as a free action, and you must end that shift closer to the target.

Blade Step
Avenger Attack 7
Descriptive text here.
EncounterDivine, Teleportation, Weapon
Standard ActionMelee Weapon
Target: One creature
Attack: +18 vs. Fortitude
Hit: 2d10+13 damage, and you teleport 10 squares to a space that must be adjacent to an enemy.

Blade of Guilt
Avenger Attack 9
Descriptive text here.
DailyDivine, Psychic, Weapon
Standard ActionMelee Weapon
Target: One creature
Attack: +18 vs. AC
Hit: 2d10+13 damage. The target takes 5 psychic damage for each square it enters willingly (save ends).
Miss: Half damage. Until the end of your next turn, the target takes 5 psychic damage for each square it enter willingly.


The Road to Redemption

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