Showing posts with label Dota 2. Show all posts
Showing posts with label Dota 2. Show all posts

Friday, February 16, 2018

Stating Dota 2 Items p.2

[1] Blight Stone
Equipment – Necklace

If you hit a foe while wearing this stone, they get -2 AC for the rest of the battle. The stone guides you to old battlefields and gets excited nearby rotting flesh.

This stone ruins and corrupts equipment, warping it and rusting it. It is said the scratches and dents caused by the weapons of the wielder spread rust and staining colors from the points of impact on afflicted armors, lest they be polished and well maintained.

[2] Infused Raindrop
Charm – Carry for Effect

Whenever the carrier of this charm takes elemental damage from fire, lightning, or acid the raindrop soothes their wounds and cools them; absorbing 1d6 points of damage.

The raindrop shrinks each time it is activated. It only works 3 times before evaporating totally.

[3] Wind Lace
Charm – Carry for Effect

As long as you carry the Wind Lace, the winds always aim to aid in your movements; gaining +1 foot of movement per round. This allows you to eventually catch up to those faster then you, or outrun foes of your similar speed if you're using the basic rules. If you're using chase or stunt rules, then the wind lace grants +1 to the relevant roll instead.

[4] Observer Ward
Consumable – 3 Uses

The ward must be placed upright and planted into the ground. It turns invisible and can see everything around it. The planter of the ward automatically sees what the ward sees; transmitted by the winds of magic. The wards shrivels and dies in 1d4 days.

While invisible, it can still be found via touch. Magical creatures may be able to sense or devour the ward, and anyone who discovers a ward placed somewhere compromising will be none to pleased about it, and will usually destroy it unless they can send it useful fake information. There is a rare blue offshoot of the ward that can see the invisible.

[5] Ultimate Orb
Charm – Carry for Effect

This orb contains the essence of life; as long as you hold it treat yourself as 1 class level higher then you actually are. You gain all the saves, HP, spells, bonuses and all advantages of the next highest level except for your level 10 social/storyline bonuses such as gaining a free fort and men for Fighters.

The orb is highly coveted by basically everyone and everyone who possess the orb tries to keep it a secret. However simply owning the orb causes the carrier to seem greater and larger then life, making their presence and reputation grow. Many up and coming powerful and individuals of growing fame are murdered on the assumption they may possess this priceless artifact.

[6] Eaglesong
Magic – 1 Use per day

By blowing this horn it grants the target “limitless dexterity”. For one combat round the target can avoid all attacks, or automatically hit their attack. If used in combination with a bow, the bow's range extends to anything you can see up to the horizon. If a very light breath is used to blow the horn, it grants +5 to stealth checks for a turn.

[7] Tranquil Boots
Equipment – Boots

The wearer of these boots draws healing energies from the earth itself; recovering hit points at the same rate of bed rest even while travelling. The boots can store up to 6 hit points of “healing” that the wearer can use on others by touching them or themselves by clicking their heels.

Those who wear the Tranquil Boots find themselves living at peace on the roads and in nature, away from warfare and conflict. Those who wear the boots also live about 15 more years on average, keeping along much of their youthful vigor even into extreme old age. This only applies to those who have worn the boots for many years- but even slipping the boots on your feet once seems to have a positive, long-lasting impact on the body and mind.

[8] Wraith Band
Equipment – Head + Magic 1 Use per day

This band constantly whispers. It grants +1 to a random stat modifier each day. Once per day, you can focus the whispers of the band to grant you +2 to a stat modifier for one exploration turn. Once used, the band is silent until the next night when the whispers begin to speak again.

[9] Demon Edge
Equipment – Sword

This magic sword is excellently made and very sharp, granting +2 to hit. Anyone hit by this sword with less then 10 HD instantly die. Anyone of a high enough level, divine essence, or extreme fortitude to resist this effect take 4d6 damage instead.

This death effect takes hold even on tiny scratches and scrapes, and it is so sharp even minor cuts count as full attacks. If you test the blade with your finger, try to disarm someone holding it, or grab the sword by the blade roll a save or treat it as though you were hit by the blade.

[10] Vanguard
Equipment – Shield

This counts as a magic shield that grants the user +2 AC. If you hold the shield up and focus only on defense this round, giving up your attack, the shield also reduces the damage of all incoming attacks by -2. Additionally if you are hit with a knockback effect, or slammed by an incredible force, the shield absorbs it causing you to only be pushed by a few inches, even by the swing of a giant or a huge boulder falling on you.

Sunday, January 14, 2018

Stating Dota 2 Items p.1

[1] Tango
Consumable – You find 1d4+1

Using this glowing material on a single plant kills it, slowly healing and restoring the user of the item. This only applies to a single plant, and the amount of life force is tied to the size and strength of that plant, so trees are almost always used. This item works on giant fungi sprouts, cave moss golems, etc.

Heals 1d4 health each day, rolled each morning for 3 days.

[2] Smoke of Deceit
Consumable – 1 use

When uncorked, purple fog grants an aura of stealth to all within a short range. This grants +1 to all stealth rolls for each character until that character is uncovered. The true power of this item is that word of a person's passing or namesake does not spread or is not recognized- this allows for passing through hostile lands or places with spies as long as you are not uncovered by the very person searching for you. Nobody but the direct searchers will pass along word they saw you.

[3] Orb of Venom
Charm – Carry for Effect

As long as you are carrying this orb, every time you inflict damage with bladed weapons or arrows you deal 1 poison damage per round for 1d6 rounds. This applies to all cuts you make while carrying the orb, including surgical or accidental self inflicted injuries.

[4] Morbid Mask
Equipment – Mask

When you defeat a foe of at least 2 HD, you heal 1 health.

[5] Ghost Scepter
Magic – Two uses per day

The target of this scepter turns into a spectral shade of themselves. They are unable to be hurt by non-magical weapons and attacks, but take an extra +1d6 damage from all magic and spell based damage. They also cannot physically attack others in this form unless they also possessed a magic weapon when they were turned into a specter. Successful casting of Turn Undead knocks them back to normal. Lasts a maximum of 2 exploration turns.

[6] Shadow Amulet
Magic – One use per day

Once activated, this amulet takes a single combat round to fade out the user and make them invisible. They cannot attack, move, or cast spells during this time, but if they were casting a spell before they used it they can continue to channel that ability while invisible. They can speak in a voice that seems to come from everywhere and nowhere while in this form. Lasts a maximum of an exploration turn.

[7] Blink Dagger
Magic – One use per charge; 1d4-1 charges

The blink dagger allows the user to teleport up to 30 ft in any direction. This can be used to teleport through solid walls if the user knows there is an empty space and the general idea of where they will end up. If you are injured you cannot use the dagger.

The dagger has a limited number of charges and the party does not know how to recover them. It is rumored that slaying a transient who will not be remembered is the only way to recharge the dagger.

[8] Null Talisman
Equipment – Necklace

While worn, this talisman makes the wearer's curses and spells save at -2, making it harder for enemies to save against them. Spoken curses, such a literal curse against someone and wishing them damnation, have been known to mildly jinx people who have been spoken to this way by the amulet wearer. All who wear the talisman are said to be of a sharp mind but overly cruel and sacrilegious.

[9] Void Stone
Charm – Carry of Effect

Every time you use a racial power, spell, item, or secret fighting technique that has a daily use limit this stone has a 1 in 6 chance of restoring it if you are carrying the stone. Each stone can only do this once per day, and each stone past the first adds +1 in 6 chance to resfresh.

[10] Perseverance
Equipment – Ring

This person heals an additional +1 health each day from bed rest. If you use wound infection tables, they do not apply to this character when injuried. The first time this character would be killed by a natural force such as a blizzard, tidal wave, or volcanic eruption; they appear nearby instead, miraculously surviving with 1 HP remaining.