Too much homebrew…
For food to make any sense, everyone in this universe has the uncanny ability to eat like a duck.
| Food |
| Level |
Item |
Effect |
| 3 |
Can of Fruit Juice |
Power (Consumable – Healing) Minor Action. Gain regenerations 2 until the end of the encounter. If you aren’t bloodied at the start of your turn while this power is in effect, you don’t regain any hit points and the regeneration is suppressed until the start of your next turn. |
| 3 |
Cookie |
Power (Consumable – Healing) Minor Action. You regain 6 hit points. |
| 4 |
Bread Roll |
Power (Consumable – Healing) Minor Action. Spend a healing surge. Instead of the hit points you would normally regain, you regain 8 hit points. |
| 5 |
Hamburger |
Power (Consumable – Healing) Minor Action. Spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points. |
| 6 |
Croissant |
Power (Consumable – Healing) Minor Action. Spend a healing surge. Instead of the hit points you would normally regain, you regain 12 hit points. |
| 8 |
Skip Sandwich |
Power (Consumable – Healing) Minor Action. Spend a healing surge. Instead of the hit points you would normally regain, you regain 6 hit points and gain a +1 bonus to speed until the end of the encounter. |
†prices have been truncated for your safety
†all food items may be used outside of combat to boost the effect of a healing surge (limit 1 per rest)
†only one solid food item may be consumed throughout a single encounter
†solid food can not be administered
| Drugs |
| Level |
Item |
Effect |
| 1 |
Cold Remedy |
Power (Consumable) Minor Action. For 1 hour, you gain resist 5 cold. While the effect persists, as a minor action, you may end one cold condition that a save can end. Doing so ends the effect provided by the remedy. |
| 1 |
Vial of Serum |
Power (Consumable) Minor Action. Removes a poison effect that a save can end and grants +3 poison resistance until the end of the encounter. |
| 5 |
Refreshing Herb |
Take one hour to prepare up to 3 Refreshing Balm. A Heal check of 10 creates 1, 15 creates 2, 20 creates 3. A Nature check of 13 creates 1, 18 creates 2, 23 creates 3. Preparation takes 10 minutes and requires a water source. |
| 5 |
Refreshing Balm |
Power (Consumable) Standard Action. Standard Action. Removes one status effect that a save can end. |
| 7 |
Sudden Guts Pill |
Power (Consumable) Minor Action. Until the end of the encounter you may critically hit on an attack roll of 19-20. |
| 8 |
Bag of Dragonite |
Power (Consumable) Minor Action. Your next melee attack before the end of your next turn deals an additional 3d8 damage. |
| 10 |
Secret Herb |
Take one hour to prepare up to 3 Secret Balm. A Heal check of 15 creates 1, 20 creates 2, 25 creates 3. A Nature check of 18 creates 1, 23 creates 2, 28 creates 3. Preparation takes 10 minutes and requires a water source. |
| 10 |
Secret Balm |
Power (Consumable) Standard Action. Removes one status effect that a save can end and grants a +2 bonus to saving throws for the duration of the encounter. |
| Offensive Consumables |
| Level |
Item |
Effect |
| 5 |
??? |
??? |
| 5 |
Bomb |
Power (Consumable – Fire) Standard Action. Make an attack; Area burst 1 within 10; +8 vs. Reflex; on a hit, the attack deals 2d6 fire damage; on miss, half damage. |
| 6 |
Toothbrush |
Power (Consumable) Standard Action. Make an attack; Close blast 3; +9 vs. Fortitude; on a hit, the target is blinded until the end of your next turn. |
| 8 |
Snake/Viper |
Power (Consumable) Standard Action. Make an attack; Ranged 5; +11 vs. Reflex; on a hit, the target takes ongoing 10 poison damage (save ends). |
| 8 |
Insecticide Spray |
Power (Consumable – Acid) Standard Action. Make an attack; Close blast 3; +7 vs. Fortitude; on a hit, the target is dazed until the end of your next turn. If the target is an arthropod, it takes 2d6 acid damage and is blinded until the end of your next turn. |
| 8 |
Rust Promoter |
Power (Consumable) Standard Action. Make an attack; Melee touch; +11 vs. Fortitude; on a hit, a target wearing metal armor or that has a metallic body takes a -2 penalty to AC until the end of the encounter. |
| 10 |
Super Bomb |
Power (Consumable) Standard Action. Make an attack; Area burst 2 within 10; +13 vs. Reflex; on a hit, the attack deals 3d6 fire damage; on miss, half damage. |
| 10 |
Rust Promoter DX |
Power (Consumable) Standard Action. Make an attack; Melee touch; +13 vs. Fortitude; on a hit, a target wearing metal armor or that has a metallic body takes a -3 penalty to AC until the end of the encounter. |
| Weapons |
| Weapon |
Proficiency |
Damage |
Range |
Weight |
Group |
Properties |
| ??? |
+3 |
?? |
10/20 |
1 lb. |
??? |
Off-hand,… |
| ??? |
+2 |
1d10 |
10/20 |
2 lb. |
??? |
Off-hand,… |
| ??? |
+3 |
1d8 | | 2 lb. |
Mace |
Brutal 1 |
| ??? |
+2 |
1d6 |
3 |
1 lb. |
??? |
Off-hand,… |
| Wondrous Items |
| Item |
Property |
| ??? |
Emits an aura of sorts… |
| Neck Slot Items |
| Item |
Property |
| Travel Charm |
+2 to saving throws against stun |
| Great Charm |
+1 AC; +2 to saving throws against stun |
| Night Pendant |
Protects against flash |
| Rain Pendant |
+10 cold resistance |
| Rabbit’s Foot |
+1 speed; +2 to saving throws against stun |
| Sea Pendant |
+5 cold and fire resistance; Protects against flash |
†flash protection – whenever afflicted by a PSI Flash effect that a save can end, you may roll a saving throw as an immediate reaction
| King’s Raiment |
| Level |
Item |
Slot |
Effect |
| 5 |
Bracer of Kings |
Arms |
+2 to saving throws against charm effects |
| 6 |
Diadem of Kings |
Head |
Power (Encounter): Immediate Interrupt. Use this power when you would be dazed by an attack. You are not dazed by the attack. |
| 7 |
+1 Cloak of Kings |
Neck |
+2 item bonus to athletics and endurance |
| 8 |
+1 Sword of Kings |
Weapon (longsword) |
+3d6 critical damage; Crit on 19-20; Power (Encounter): Minor Action. Until the end of your next turn, you do not deal half damage while weakened. |
2-piece bonus – For each two items you have from this set, you gain a +1 bonus to opportunity attack rolls
4-piece bonus – While you are not adjacent to any allies, you gain a +1 bonus to attack and damage rolls