Items

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

Items

Berth Bound zhambi