Post by Stormy on May 31, 2014 0:24:13 GMT -5
Name:
Aurora Rose Briar "Stormy"
Screen Name:
Talesofbeauty@aol.com
Alignment:
Lawful Good
Languages: Common, Feral, Auron, Ignan
Country of Origin:
Offworld
Description:
Wolf Form- Pure white wolf, her coat glistens as if she rolled around in diamond dust, for it is kissed permanently by Frost, her eyes are a deep icy blue.
Human form: 5'6", Long whitish blue hair, icy blue eyes, petite, pale white skin.
Personality:
Champion link
Current Rank: Emerald Marshal
Current Dice: 2d76
Current Hit Points: 41 (Half Dice = 38, Endurance = 2, Willpower = 1, Die hard=0)
Defense DC: 16 (10 + Quickness)
Physical Strike = +17 (+12 STR Power Attack, +5 Bestial Fury) 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = +2 (2 INT) 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +10 (-2 Flaw: Beastly Instinct + 12 STR) Dmg + Strength Bonus
Ranged Damage = +6 (+6 QCK) Dmg + Quickness Bonus
Magic Damage =+2 (+2 INT) Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= +14 (+2 INT)+ Intelligence Bonus
Save agst Magic = +3 (+2 Devoute bonus +1 WLP) 1d20 roll + Willpower Bonus
Traits
Strength [12]
Quickness [6]
Endurance [2]
Willpower [1]
Intelligence [2]
Perception [1]
Charisma [2]
TACTICS
Diplomacy (CHA)= +7 (+2 CHA +5 Alluring Tonuge)
Intimidation (STR or CHA)= +12 (+12 STR) or +2 (+2 CHA)
Bluff (CHA)= +2 (2 CHA)
Disguise (CHA)= +2 (2 CHA)
Stealth (QCK)= (When Flying or cloak is active) +4 (6 QCK -2 Dragon Fly Cloak)
(normal) +6 (6 QCK)
Insight (PER)= +1 (1 PER)
TALENTS
Alert
Spot [PER] = +6 (1 PER + 5 Alert)
Listen [PER]= +6 (1 PER + 5 Alert)
Athletics [STR or END] = +17 (12 STR + 5 Athletics) or +7 (2 END + 5 Athletics)
Climb [STR or END] = +17 (12 STR + 5 Athletics) or +7 (2 END + 5 Athletics) or
+17 (12 STR, + 5 Athletics)
Jump [STR]
= +17 (12 STR + 5 Athletics)
Swim [STR or END] = +17 (12 STR +5 Athletics) or +7 (2 END + 5 Athletics)
Acrobatics [QCK] = +16 (6 QCK +5 Acrobatics +5 Belt of Tumbling)
Tumble [QCK]= +16 (6 QCK +5 Acrobatics +5 Belt of tumbling)
Balance [QCK]= +16 (6 QCK +5 acrobatics +5 Belt of tumbling)
Gather Info [CHA] = +2 (2 CHA)
Knowledge [INT] = +7 (+2 INT, +5 Breadth of exerience)
(monster lore)+17 (2 INT +5 Breadth of Experience, +10 Do you know your enemy?)
Ride [QCK] +11 (6 QCK + 5 Animal Affinity)
Handle Animal [CHA] +2 (2 CHA)
Nature [INT] = +2 (2 INT)
Use Object [QCK]= +6 QCK (6 QCK)
Primary Class: Devout
Class Bonus: "Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Primary Profession: Paladin
Profession Bonus: "Blessed Armor" Paladins must be of lawful good alignment. They gain any Medium or Heavy Armor (free of charge), and do not take any penalties for initiative while wearing it. Any weapon that they choose to wield becomes a "holy" weapon, this does not take up any points of enchantment and effects any weapon they bear.
Automatic Skills: Rezz the Dead, Healing Affinity, Combat Affinity
Secondary Class: Support
Class Bonus: 2 free support skills
Secondary Profession:
Profession Bonus:
Race:
Rare Natural Born Frost Lycan (Soul bound to a Fire Pheonix)
Racial Weakness (if applicable):
Sliver
Racial Skills:
Claw Strike, Beastial Fury, Elemental Affinity- Frost
Chosen Skills (5 to start, 3 more each gemstone rank)
1. Alert (crystal)
2. Athletic (crystal)
3. Animal Affinity (crystal)
4. Divine Health (crystal)
5. Divine Interference (crystal)
6. Chosen One (Topaz)
7. Sacred Touch (Topaz)
8. Diagonse (Topaz)
9. Divine Healing Surge (Amber)
10. Acrobatic (amber)
11. Paladins Hand (amber)
12. Power Attack (flaw)
13. Holy Strike (Sapphire)
14. Celestial Smite (Sapphire)
15. Honor Shield (Sapphire)
16. Noble Gaurd (support)
17. None Shall Fall (support)
18. None shall pass (anniversary free slot)
19. Prayer of Escape (emerald)
20. Soul Slice (emerald)
21. Remove Curse (emerald)
Flavor 1: Scent (crystal)
Flavor 2: Under water Breather (crystal)
Flavor 3: Alluring Tongue (Crystal)
Flavor 4: Polylingual (Topaz)
Flavor 5: Breadth of Experience (amber)
Flavor 6: Zone of Truth (Sapphire)
Flavor 7: Do you know your enemy?
Flaws
1. Beastly Instinct
2. Code of Honor
3. Phobia: Sleep
Any bonus skills for class? Healing Affinity, Rezz the Dead, Combat Affinity
Weapons with dice effects / enchantments:
Primary Weapon:
Broadsword (1d8)
[Slot: Hand]
Secondary Weapon:
Ranged Weapon:
Composite longbow (2d8)
Hidden Weapon:
Kris Dagger [1d5] [Stormy]
Armor: Heavy Battle Plate astrail Drift [+35 mundane/magical]
Extra Attack Item:
Extra Defense Item:
Heavy Steel Shield [+5 ] 3000gp
Head: Such as headband, hat, helmet, circlet, crown.
Face: Such as eye lenses, glasses, goggles, masks.
Neck: Chronocharm of the Horizon Walker [Neck]
This charm shows a rising sun half-obscured by the horizon. Like other chronocharms, this item slows your perception of time for a specific, singular purpose. When you activate a chronocharm of the horizon walker, you can double your movement speed allowing you to move a distance that would normally take up a full round as a free action leaving you to make another action that round. This ability functions once per day.
[Worth: 2,500gp]
Torso: Restful Crystal - 750gp
This silver clasp is decorated with a sparkling crystal shaped like a star. A restful crystal is a great boon to any warrior who must stay always at the ready. Sleeping in armor that has this crystal attached does not make you fatigued or uncomfortable in any way.
[Slot: Torso (or varied)]
Body (Armor): Heavy Battle Plate Astrial Drift metal 15,000 gp [+35 mundane/magical] 17, 500 gp (free Paladin)
Ethereal 6,000gp | 1,500gp | 12CP
☼ ☼
Parts of this semitransparent armor seem to fade in and out of existence, there one moment and gone the next.This enchantment enables the wearer of a suit of armor to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons).
Shifter 1,000gp | 250gp | 2CP
☼
Armor that is enchanted with Shifter, allows the armor to shift with a creature into any form it takes, giving them the boost of that armor regardless of what form they are in. This includes a Druid's Shapeshifting.
Elemental Resistance(Cold, Fire, Electric, Ice, Acid, Shadow, Radiant, Sonic) 10,000gp | 2,500gp | 20CP
☼ ☼
Choose one element and enchant your armor or shield to be resistant against the one element giving you a +5 extra Defense to that one element of your choice. This defense goes beyond your normal Armor Cap against that element ONLY.
Cloak: Capote of Dragonfly Wings [Cloak]
This iridescent cape hangs from the wearer's shoulders and seems formed of thousands of flexible dragonfly wings. It shimmers green, blue, and gold in the light and despite its delicate look is tough as canvas. The item has several abilities, one of which is that it repels small, mundane vermin. Vermin of lower than 10 hit points cannot approach, and vermin of 10 hit points or higher must make a willpower save of DC15 to approach, and take 1d5 damage in the process. Secondly, if you have the ability to fly, your speed slightly increases and you gain better maneuverability. If you do not have the ability to fly, this gives it to you, but you cannot move as fast while flying causing you to be unable to make any evades while flying. Wind-related effects do 1.5 extra damage when you are wearing this item. Additonally, a slight buzzing sound follows the wearer at all times, giving you a -2 to Stealth Checks.
[Worth: 4000gp]
Waist: Belt of Tumbling [Waist]
This thin and flexible cotton cord is meant to be wrapped several times around the wearer's waist. The belts wearer gains a +5 to all acrobatic checks.
[worth 2000 gp]
Arms/Wrist: Shapeshifter's Medallion 10,000gp | 2,500gp | 20CP
This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
Hands: Fizzwinken's Darkon Assault Probing Wargloves
These jet-black scalemail gloves hold a secret, for with only the movement of the fingers, sharp blades extend from the tips and trail inky black shadows as you move. Wounds caused by these blades do 'shadow' damage along with 1d4 slashing damage on each hand for a total of 1d8 if you are using both hands for unarmed attacks. On command, you may also press your hands while wearing these gloves against solid material no more than 15 feet thick, and gain the ability to see and hear beyond the material. You may use this ability 3 times per day. These gloves also give you an extra +3 DEF against shadow attacks.
Feet: Such as sandals, boots, or shoes.
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
1. Fizzwinken's Cryonic Blaze Draco-Ring
This articulated armored ring is made of both scales from a red dragon, and a white dragon and decorated with tiny embedded sapphire gemstones and delicate golden filigree. It is a work of art! When worn on a finger, the wearer can choose to cover their hand or weapon with fire, frost, or frostfire (cold fire).
2. Ring of the Ram [Ring]
A force bolt in the shape of a ram is generated by this ring on command. The wearer decides if 1, 2, or 3 charges are expended with each use. The ring can expend up to 3 charges per day.
One Charge: If aimed at a mundane block (such as a door, lid, etc), you get a +5 to your Strength roll to break the object.
Two Charges: You may do a bull rush, no roll needed, it is automatically successful.
Three Charges: You can make a ranged attack with a 50' limit, doing 2d6 damage. If you are within 30', then you do 3d6 damage.
[Worth: 5500gp]
Ring of Exploration [Ring]
This plain bronze ring is highly valued by anyone who explores the far corners of the world, but they are especially useful for those who seek to penetrate jungle interiors since they protect from simple, mundane diseases as well as solve the problem of passing through dense undergrowth. The wearer of a ring of exploration remains at a comfortable temperature during the most extreme weather conditions, as if he had endure elements cast upon them for cold, or hot environments. This ring does not save against cold or fire attacks though. The ring also continually provides its wearer with life-sustaining nourishment. The ring grants the wearer the ability to pass through natural thorns, briars, overgrown areas, and similar terrain (as long as it's not magically manipulated) at normal speed without suffering damage or other impairment. Finally, you always find the direction north.
[Worth: 10,000gp]
Consumables: (Up to five types, no limit on how much of each type.)
1.
1 Healing Potion (10hp)
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1.
2. Leaves of the Land [Magic Item]
This small pouch holds crushed leaves (can be replenished with any crushed leaves), and when they are scattered in still water, they form an arrow that indicates the direction of wherever the owner of the leaves wishes to go at that time. The arrow will remain for 3 rounds, or until disturbed by more than a few ripples.
[Worth: 500gp]
3. Martyr's Tear [Magical Item]
This imperfect, rose-tinted gemstone resembles a teardrop or a broken heart depending on its orientation. Its pale facets are typically marred by a single crack or chip near the gem's middle. Once per adventure, the bearer may transfer up to 3d5 of their hit points into the stone. This deepens the gem's color, with a stronger color indicating more life energy stored in it. The gem can store a maximum of 15 hit points. If any hit points are stored in the gem, the bearer may touch it himself or another creature, transferring all the stored life energy from the gem to the target creature, healing it a number of hit points equal to the amount stored in the gem. This returns the gem to its normal color.
[Worth: 12,000gp]
4. Glove of Storing [Hand]
This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Many owners of gloves of storing find them to be useful and dramatic ways to store weapons, wands, and - because the item is stored in stasis - even lit torches. If the effect is suppressed or dispelled, the stored item appears instantly.
[Worth: 2,500gp]
5.
Mundane (non-magical pack Items
Gold Nugget (Worth: 20gp)
Jasper (50gp)
Star Ruby (1000gp)
1 Sapphire
1 Ruby
Jet (100gp)
2 daggers 1d5
1 small adamnatine & ruby bracers +3
1 mithril Sheild +2def
bedroll 2
belt pouches 2
blankets 2
backpacks 2
burlap sacks 2
bullseye lantern
bottles 4
bucket
compass
candles 4
canvas 2
empty flasks 2
empty vials 4
flint & Steel
Grappling Hook
Hammock
latern and oil flasks 2
rations 4
sewing needel
soap
hemp rope 50 ft
sealing wax
spyglass
small steel mirror
tent
waterskins 2
Wineskisn 2
whetstone
wodden cups forks, spoons bowls plates 4 each
Other Information:
GP: 13,750 gp
Reputation: 5
Rezzes: 5/5
Spells: (If you are a magic class, or have magical affinity, list your spells here once they've been approved.)</font>
Aurora Rose Briar "Stormy"
Screen Name:
Talesofbeauty@aol.com
Alignment:
Lawful Good
Languages: Common, Feral, Auron, Ignan
Country of Origin:
Offworld
Description:
Wolf Form- Pure white wolf, her coat glistens as if she rolled around in diamond dust, for it is kissed permanently by Frost, her eyes are a deep icy blue.
Human form: 5'6", Long whitish blue hair, icy blue eyes, petite, pale white skin.
Personality:
Champion link
Current Rank: Emerald Marshal
Current Dice: 2d76
Current Hit Points: 41 (Half Dice = 38, Endurance = 2, Willpower = 1, Die hard=0)
Defense DC: 16 (10 + Quickness)
Physical Strike = +17 (+12 STR Power Attack, +5 Bestial Fury) 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = +2 (2 INT) 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +10 (-2 Flaw: Beastly Instinct + 12 STR) Dmg + Strength Bonus
Ranged Damage = +6 (+6 QCK) Dmg + Quickness Bonus
Magic Damage =+2 (+2 INT) Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= +14 (+2 INT)+ Intelligence Bonus
Save agst Magic = +3 (+2 Devoute bonus +1 WLP) 1d20 roll + Willpower Bonus
Traits
Strength [12]
Quickness [6]
Endurance [2]
Willpower [1]
Intelligence [2]
Perception [1]
Charisma [2]
TACTICS
Diplomacy (CHA)= +7 (+2 CHA +5 Alluring Tonuge)
Intimidation (STR or CHA)= +12 (+12 STR) or +2 (+2 CHA)
Bluff (CHA)= +2 (2 CHA)
Disguise (CHA)= +2 (2 CHA)
Stealth (QCK)= (When Flying or cloak is active) +4 (6 QCK -2 Dragon Fly Cloak)
(normal) +6 (6 QCK)
Insight (PER)= +1 (1 PER)
TALENTS
Alert
Spot [PER] = +6 (1 PER + 5 Alert)
Listen [PER]= +6 (1 PER + 5 Alert)
Athletics [STR or END] = +17 (12 STR + 5 Athletics) or +7 (2 END + 5 Athletics)
Climb [STR or END] = +17 (12 STR + 5 Athletics) or +7 (2 END + 5 Athletics) or
+17 (12 STR, + 5 Athletics)
Jump [STR]
= +17 (12 STR + 5 Athletics)
Swim [STR or END] = +17 (12 STR +5 Athletics) or +7 (2 END + 5 Athletics)
Acrobatics [QCK] = +16 (6 QCK +5 Acrobatics +5 Belt of Tumbling)
Tumble [QCK]= +16 (6 QCK +5 Acrobatics +5 Belt of tumbling)
Balance [QCK]= +16 (6 QCK +5 acrobatics +5 Belt of tumbling)
Gather Info [CHA] = +2 (2 CHA)
Knowledge [INT] = +7 (+2 INT, +5 Breadth of exerience)
(monster lore)+17 (2 INT +5 Breadth of Experience, +10 Do you know your enemy?)
Ride [QCK] +11 (6 QCK + 5 Animal Affinity)
Handle Animal [CHA] +2 (2 CHA)
Nature [INT] = +2 (2 INT)
Use Object [QCK]= +6 QCK (6 QCK)
Primary Class: Devout
Class Bonus: "Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Primary Profession: Paladin
Profession Bonus: "Blessed Armor" Paladins must be of lawful good alignment. They gain any Medium or Heavy Armor (free of charge), and do not take any penalties for initiative while wearing it. Any weapon that they choose to wield becomes a "holy" weapon, this does not take up any points of enchantment and effects any weapon they bear.
Automatic Skills: Rezz the Dead, Healing Affinity, Combat Affinity
Secondary Class: Support
Class Bonus: 2 free support skills
Secondary Profession:
Profession Bonus:
Race:
Rare Natural Born Frost Lycan (Soul bound to a Fire Pheonix)
Racial Weakness (if applicable):
Sliver
Racial Skills:
Claw Strike, Beastial Fury, Elemental Affinity- Frost
Chosen Skills (5 to start, 3 more each gemstone rank)
1. Alert (crystal)
2. Athletic (crystal)
3. Animal Affinity (crystal)
4. Divine Health (crystal)
5. Divine Interference (crystal)
6. Chosen One (Topaz)
7. Sacred Touch (Topaz)
8. Diagonse (Topaz)
9. Divine Healing Surge (Amber)
10. Acrobatic (amber)
11. Paladins Hand (amber)
12. Power Attack (flaw)
13. Holy Strike (Sapphire)
14. Celestial Smite (Sapphire)
15. Honor Shield (Sapphire)
16. Noble Gaurd (support)
17. None Shall Fall (support)
18. None shall pass (anniversary free slot)
19. Prayer of Escape (emerald)
20. Soul Slice (emerald)
21. Remove Curse (emerald)
Flavor 1: Scent (crystal)
Flavor 2: Under water Breather (crystal)
Flavor 3: Alluring Tongue (Crystal)
Flavor 4: Polylingual (Topaz)
Flavor 5: Breadth of Experience (amber)
Flavor 6: Zone of Truth (Sapphire)
Flavor 7: Do you know your enemy?
Flaws
1. Beastly Instinct
2. Code of Honor
3. Phobia: Sleep
Any bonus skills for class? Healing Affinity, Rezz the Dead, Combat Affinity
Weapons with dice effects / enchantments:
Primary Weapon:
Broadsword (1d8)
[Slot: Hand]
Secondary Weapon:
Ranged Weapon:
Composite longbow (2d8)
Hidden Weapon:
Kris Dagger [1d5] [Stormy]
Armor: Heavy Battle Plate astrail Drift [+35 mundane/magical]
Extra Attack Item:
Extra Defense Item:
Heavy Steel Shield [+5 ] 3000gp
Head: Such as headband, hat, helmet, circlet, crown.
Face: Such as eye lenses, glasses, goggles, masks.
Neck: Chronocharm of the Horizon Walker [Neck]
This charm shows a rising sun half-obscured by the horizon. Like other chronocharms, this item slows your perception of time for a specific, singular purpose. When you activate a chronocharm of the horizon walker, you can double your movement speed allowing you to move a distance that would normally take up a full round as a free action leaving you to make another action that round. This ability functions once per day.
[Worth: 2,500gp]
Torso: Restful Crystal - 750gp
This silver clasp is decorated with a sparkling crystal shaped like a star. A restful crystal is a great boon to any warrior who must stay always at the ready. Sleeping in armor that has this crystal attached does not make you fatigued or uncomfortable in any way.
[Slot: Torso (or varied)]
Body (Armor): Heavy Battle Plate Astrial Drift metal 15,000 gp [+35 mundane/magical] 17, 500 gp (free Paladin)
Ethereal 6,000gp | 1,500gp | 12CP
☼ ☼
Parts of this semitransparent armor seem to fade in and out of existence, there one moment and gone the next.This enchantment enables the wearer of a suit of armor to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons).
Shifter 1,000gp | 250gp | 2CP
☼
Armor that is enchanted with Shifter, allows the armor to shift with a creature into any form it takes, giving them the boost of that armor regardless of what form they are in. This includes a Druid's Shapeshifting.
Elemental Resistance(Cold, Fire, Electric, Ice, Acid, Shadow, Radiant, Sonic) 10,000gp | 2,500gp | 20CP
☼ ☼
Choose one element and enchant your armor or shield to be resistant against the one element giving you a +5 extra Defense to that one element of your choice. This defense goes beyond your normal Armor Cap against that element ONLY.
Cloak: Capote of Dragonfly Wings [Cloak]
This iridescent cape hangs from the wearer's shoulders and seems formed of thousands of flexible dragonfly wings. It shimmers green, blue, and gold in the light and despite its delicate look is tough as canvas. The item has several abilities, one of which is that it repels small, mundane vermin. Vermin of lower than 10 hit points cannot approach, and vermin of 10 hit points or higher must make a willpower save of DC15 to approach, and take 1d5 damage in the process. Secondly, if you have the ability to fly, your speed slightly increases and you gain better maneuverability. If you do not have the ability to fly, this gives it to you, but you cannot move as fast while flying causing you to be unable to make any evades while flying. Wind-related effects do 1.5 extra damage when you are wearing this item. Additonally, a slight buzzing sound follows the wearer at all times, giving you a -2 to Stealth Checks.
[Worth: 4000gp]
Waist: Belt of Tumbling [Waist]
This thin and flexible cotton cord is meant to be wrapped several times around the wearer's waist. The belts wearer gains a +5 to all acrobatic checks.
[worth 2000 gp]
Arms/Wrist: Shapeshifter's Medallion 10,000gp | 2,500gp | 20CP
This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
Hands: Fizzwinken's Darkon Assault Probing Wargloves
These jet-black scalemail gloves hold a secret, for with only the movement of the fingers, sharp blades extend from the tips and trail inky black shadows as you move. Wounds caused by these blades do 'shadow' damage along with 1d4 slashing damage on each hand for a total of 1d8 if you are using both hands for unarmed attacks. On command, you may also press your hands while wearing these gloves against solid material no more than 15 feet thick, and gain the ability to see and hear beyond the material. You may use this ability 3 times per day. These gloves also give you an extra +3 DEF against shadow attacks.
Feet: Such as sandals, boots, or shoes.
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
1. Fizzwinken's Cryonic Blaze Draco-Ring
This articulated armored ring is made of both scales from a red dragon, and a white dragon and decorated with tiny embedded sapphire gemstones and delicate golden filigree. It is a work of art! When worn on a finger, the wearer can choose to cover their hand or weapon with fire, frost, or frostfire (cold fire).
2. Ring of the Ram [Ring]
A force bolt in the shape of a ram is generated by this ring on command. The wearer decides if 1, 2, or 3 charges are expended with each use. The ring can expend up to 3 charges per day.
One Charge: If aimed at a mundane block (such as a door, lid, etc), you get a +5 to your Strength roll to break the object.
Two Charges: You may do a bull rush, no roll needed, it is automatically successful.
Three Charges: You can make a ranged attack with a 50' limit, doing 2d6 damage. If you are within 30', then you do 3d6 damage.
[Worth: 5500gp]
Ring of Exploration [Ring]
This plain bronze ring is highly valued by anyone who explores the far corners of the world, but they are especially useful for those who seek to penetrate jungle interiors since they protect from simple, mundane diseases as well as solve the problem of passing through dense undergrowth. The wearer of a ring of exploration remains at a comfortable temperature during the most extreme weather conditions, as if he had endure elements cast upon them for cold, or hot environments. This ring does not save against cold or fire attacks though. The ring also continually provides its wearer with life-sustaining nourishment. The ring grants the wearer the ability to pass through natural thorns, briars, overgrown areas, and similar terrain (as long as it's not magically manipulated) at normal speed without suffering damage or other impairment. Finally, you always find the direction north.
[Worth: 10,000gp]
Consumables: (Up to five types, no limit on how much of each type.)
1.
1 Healing Potion (10hp)
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1.
2. Leaves of the Land [Magic Item]
This small pouch holds crushed leaves (can be replenished with any crushed leaves), and when they are scattered in still water, they form an arrow that indicates the direction of wherever the owner of the leaves wishes to go at that time. The arrow will remain for 3 rounds, or until disturbed by more than a few ripples.
[Worth: 500gp]
3. Martyr's Tear [Magical Item]
This imperfect, rose-tinted gemstone resembles a teardrop or a broken heart depending on its orientation. Its pale facets are typically marred by a single crack or chip near the gem's middle. Once per adventure, the bearer may transfer up to 3d5 of their hit points into the stone. This deepens the gem's color, with a stronger color indicating more life energy stored in it. The gem can store a maximum of 15 hit points. If any hit points are stored in the gem, the bearer may touch it himself or another creature, transferring all the stored life energy from the gem to the target creature, healing it a number of hit points equal to the amount stored in the gem. This returns the gem to its normal color.
[Worth: 12,000gp]
4. Glove of Storing [Hand]
This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Many owners of gloves of storing find them to be useful and dramatic ways to store weapons, wands, and - because the item is stored in stasis - even lit torches. If the effect is suppressed or dispelled, the stored item appears instantly.
[Worth: 2,500gp]
5.
Mundane (non-magical pack Items
Gold Nugget (Worth: 20gp)
Jasper (50gp)
Star Ruby (1000gp)
1 Sapphire
1 Ruby
Jet (100gp)
2 daggers 1d5
1 small adamnatine & ruby bracers +3
1 mithril Sheild +2def
bedroll 2
belt pouches 2
blankets 2
backpacks 2
burlap sacks 2
bullseye lantern
bottles 4
bucket
compass
candles 4
canvas 2
empty flasks 2
empty vials 4
flint & Steel
Grappling Hook
Hammock
latern and oil flasks 2
rations 4
sewing needel
soap
hemp rope 50 ft
sealing wax
spyglass
small steel mirror
tent
waterskins 2
Wineskisn 2
whetstone
wodden cups forks, spoons bowls plates 4 each
Other Information:
GP: 13,750 gp
Reputation: 5
Rezzes: 5/5
Spells: (If you are a magic class, or have magical affinity, list your spells here once they've been approved.)</font>