Post by Celeste on Oct 7, 2014 17:45:08 GMT -5
Name:
Celeste
Screen Name:
Gemmed Wings
Alignment:
Chaotic Good
Languages:
Common, Draconic (free), Elven (free), Dwarven, Terran
Common, Draconic (free), Elven (free), Dwarven, Terran
Country of Origin:
Kir'viir
Description:
Personality:
Current Rank:
Obsidian Master
Current Dice:
3d92
Current Hit Points:
Hit Points: 50 (Half Dice = 46 Endurance = 2, Willpower = 2, Diehard = 0)
Defense DC:
24 (10 + Quickness + 2 for Birthday suit.)
Traits
Strength [0]
Quickness [12]
Endurance [2]
Willpower [2]
Intelligence [4]
Perception [3]
Charisma [14]( 1 point for third anniversary, 1 point for rep turn in.)
Primary Class: Support
Class Bonus: 2 free support skills.
Primary Profession: Noble
Profession Bonus: "Noble Bearing" Those choosing the Noble profession have an effect on those around them, gaining respect and admiration. They are naturally able to convince others to see things their way, giving them a +5 to Diplomacy and Gather Information as well as Knowledge (Nobility) Checks. You also gain a one-time 2500gp when you take this 'profession'.
Secondary Class: Support
Class Bonus: 2 free support skills.
Secondary Profession: Charmer
Profession Bonus: "Silver Tongue" A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks. They also have a talent in watching for the slightest body language and attitudes, called "I Notice Everything!", giving them a +5 to Insight.
Race:
Crystal Dragon
Racial Weakness (if applicable):
Shadow
Racial Skill:
Dragon Breath
Shapeshifting
Magical Affinity
Skills from support class:
Immunity to Charm
Carouser
Levitation
Psychometry
Skill for being Charmer:
Aura of Lust : You are very attractive to the opposite sex. You are a minx of a man or woman and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you. [DM's discretion how used during adventures/storylines, opposed roll suggested.]
Skill for being Noble:
Teleportation Passport: A noble has struck a deal with the teleportation guild (Port Union) and can teleport free between the kingdoms. At no time does a noble need pay for transportation.
Flavor:
Knowledge (c: Dragons, t:Geology, a:Nobility/Royalty, s: Anthropology and Archeology. e:Arcana r:Sociology)
Flavor:
High Society: You know good manners and were trained to handle social interactions in noble circles. While in noble circles you gain a +5 to Diplomacy checks.
Flavor:
Polylingual: You can speak and understand all languages, but cannot read or write in any language but your own.
Flavor Topaz:
Pecunia Umbilicalia: You reach deep into mommy or daddy's pockets and get a stipend of money of d5 x 500 each month. You may roll 1d for every gemstone rank, for instance, at Crystal you roll 1d, Topaz 2d, etc. You must inform our Treasury Moderator each month so that the roll can be made, and gold placed in your account. You also gain a one-time 2500gp when you take this skill.
Flavor Amber:
Voracious Reader: You are well read, a scholar, and have knowledge in numerous areas. You may make a check in any knowledge area, and you gain a +2 to ALL knowledge checks
Flavor Sapphire:
Magical Appraisal: You can judge the usefulness of magical items with ease, allowing you to know it's worth and properties. If asked to roll for information, this gives you a +5 on Appraise checks for magical items.
Flavor Emerald:
Scion of Lore : The noble is well versed in all of the arts and sciences available from books and was tutored in classical education so that she may be well prepared for the world. If you have the Knowledge skill, you gain an extra +2 to each knowledge check roll for those you've chosen to be proficient within.
Flavor For Third Anniversary :
Noble Charity: Every noble must play a politician's game from time to time, including helping others find wealth and spreading coin around. This will allow the noble's Midas Touch skill to affect others that go on missions with her once a week and allow for a +5 Diplomacy bonus for the rest of the week as a result. ( Flavor)
Flavor Ruby:
Alluring Tongue +5 Diplomacy (Flavor)
Flavor Obsidian:
Forgetful Caress : You are able to make a target lose certain memories. You must touch the target with a caress, kiss or some other intimate contact. The target rolls a Willpower Save (DC10 + Charmer's Charisma Bonus). If the save is failed, the charmer may cause the target to forget one single piece of information such as the charmer's appearance, their meeting, or even the charmer's name. The charmer cannot make them forget a skill, ability, spell or anything of that sort. If they pass their save, they do not forget anything but do not realize the skill was used on them either. Once a target has passed the save, the Charmer cannot try again on them for 24 hours.
Prerequisites: Charmer, Magical or Psionic Affinity
Birthday Suit: Exactly what you were born wearing, nothing at all! This isn't so much an item, as just a special bonus attached to your bare skin. You have a +2 DEF, even if you are wearing nothing at all, and this DEF can go over any limits you may have. So if you are a light armor wearer and your limit would normally be +20, your birthday suit gives you +22 DEF!
(crystal) Natural Spell: While shapeshifted, you are able to use and cast your spells as normal, even if you usually need verbal components.
(crystal) Dexterous Fighter
(crystal) Ioun Master
(crystal) Flyby Attack
(crystal) Scent
(topaz) Elusive Dance : Your training in dance allows you to mirror and anticipate an opponent's moves, granting you +3 Defense throughout the combat. At Emerald it becomes +4, at Obsidian +5 DEF.
(topaz) Treasure Scent
(topaz) Treasure Hunter
(amber) Concussive Breath : When you use your breath weapon, you have the ability to stun your opponent as well as damage them. They must pass an Endurance check of 10+ your gemstone level (such as Topaz would be 12, Amber would be 13), if they fail then they not only take damage but are stunned and unable to react for as many rounds as allowed by rank. A save is given for each round.This can be used once per combat
(amber) Midas Touch
(amber) Spell Combatant: You have learned to cast spells and wield your weapon at the same time. You may wield a light or one-handed weapon, or one-handed tech in one hand, while using your off-hand to attack with magic during combat against one target. Additionally, once per combat you may not only add your normal bonus to your melee damage against the target, but your Intelligence bonus to your magic attack as well to the same target. This is for non-registered spells only in your off-hand.
(sapphire) Stronghold: Gain a stronghold that grows as you grow
(sapphire) Patents of Nobility
(sapphire) Sealed with a Kiss
(emerald) Knowledge (c: Religion t: Nature, a:Geography s: Dungeoneering e: Monster Lore r: History )
(emerald) Darksight
(emerald) Self Healing emerald (22)
(ruby) Peerless Patrician : Once per adventure a noble can roll a check twice and take the better roll. Once per week, a noble can take a 20 on any Bluff, Diplomacy, Intimidate, Knowledge (nobility) check.
(ruby) Heartthrob : The charmer is extremely effective at fooling others into believing they are in love. The victim’s heart believes it too, at least for a moment, until the charmer causes it to stop. This gives a charmer an extra roll of 1d of their combat dice, once per combat.
(ruby) Dissolving Breath : You may use your breath weapon to lower an enemy's defense bonuses for one round. If you make a successful strike with your breath weapon, then for one round your enemy loses all mundane defense bonuses. This can be used once per combat.
(Obsidian)Aura of Strength : You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice. You may write this out as a story or actually have a quest or mission to accomplish this. This is an innate skill.
(Obsidian)Bling: If you have it, flaunt it; those are the words some nobles live by. He can now wear extra jewelry: choose an extra ring, an extra amulet/necklace or an extra bracelet, so long as he can dish out the gold to buy it. The effects of all magical jewelry he wears stack if applicable.
Prerequisites: Noble (Primary), Obsidian Rank
(Obsidian)Multitalented Mastery: Both your primary and secondary professions are now considered "Primary" allowing you to take skills for Primary professions only.
Prerequisite: Obsidian Rank
(Obsidian)Ecstasy : The gestures of the charmer, along with his erotic incantations causes the person to go into an enjoyable, screaming, orgasmic, erotic fit. The term person includes any bipedal human, demihuman, or humanoid of giant-size or smaller, such as dwarves, elves, gnolls, halflings, kobolds, and others. The person receives a Willpower save vs the Charmer's Charisma roll. If the person fails the saving throw, he/she loses all Quickness bonus to Defense DC, causing them to have a DC10 for one round of combat.
Prerequisite: Charmer (Primary), Topaz Rank, Magical or Psionic Affinity
Flaws:
Curiosity
Flirt
Intolerance (Goblins)
Weapons with dice effects / enchantments:
Primary Weapon: Ensorcelled Aurum Katana 1d8
Ensorcelled Aurum is a highly dense and solidified gold created through magic, it is just as hard and solid as steel but with innate magical abilities. Weapons normally made of steel which are made of ensorcelled aurum strike with magic powers instead of raw physical force, allowing you to use your INT (intelligence) for Strike and Damage.
Sheath of Stealth [Magic Item]
This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of stealth, both it and the weapon become invisible until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.
[Worth: 5,000gp]
Secondary Weapon: Glass steel Katana [1d8]
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head: Fizzwinken's Aqueous Revitalizing Utility Unit
This ornate red silk headband is embroidered with gold thread, and studded with pearls and tiny crystalline scales. Wearing this headband grants freedom of movement beneath the waves as well as the ability to breathe underwater. The wearer is always aware of healing going on within 30', though no details are given. So long as the wearer has line of sight to, and is within 30' of the healer, the wearer can leech as many healing points as they wish from the original target, even up to the entire healing. This only effects healing by healing points, skills, items, potions, etc - it does not effect self-healing though you are aware they are self-healing around you. Unless you are making it obvious that you are leeching the healing points, no one should be aware of what you are doing, it merely seems that the healing is not working as intended. You may use this up to three times per adventure. Furthermore, once per day, the wearer can attempt to charm any monster if the monster fails a Willpower save of DC10 + the wearer's Charisma. A charmed monster will act in a friendly manner to only the wearer of the headband, and will obey simple commands for up to 30 minutes.
Face:
Neck:Amulet of the Succubi
This silver amulet is warm to the touch. It is a piece of solid silver, shaped to look like two eyes. It was made by the succubi of the Nine Hells, and is rumored to have ruined the lives of many lovers. Once per day, you can automatically succeed at any Bluff, Intimidate, or Diplomacy Check, no matter the DC. Once used, however, you take a -5 penalty to all Athletics checks for the remainder of the day.
[Worth: 7000gp]
Torso:
Fizzwinken's Maidenly Utilitarian Containment Lingerie: [Torso] This set of women's lingerie is far more than meets the eye. The corset is enchanted so that it has a miniature bag of holding, allowing the wearer to keep ten extra magic items in her cleavage. Used The lace edging the corset and tops of the stockings is studded with tiny blue crystal chips, holding magic that allows the wearer to gain a +3 to all knowledge checks.
Body (Armor): Heraldic Coin Armor [+23]
"Enchanted with Magically Warded" [+13 magic def]
Shifter
☼
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.
Cloak:
Battlecloak of the Mitani Knight
This voluminous emerald green cloak is trimmed in gold thread, and has two clasps in the form of golden disks with the crest of the royal Mitani family, Angevin, as well as emerald chips. This cloak grants a +3 DEF, and a +1 to all saves, and allows you to store one small item in each of the clasps.
-Vill'dys Wayfinder [Magic Item]
This small magical device is an ancient relic of the Sunken City of Vill'dys. Wayfinders are typically made from silver with gold accents, and function as compasses. Each bears four simple glyphs on its face, one for each of the cardinal directions, along with a spinning pointer that always points north, granting its user a +2 bonus on any checks required to avoid becoming lost. In addition, all wayfinders include a small indentation designed to hold an ioun stone without taking up an extra magical slot. When no stone is in place, a wayfinder can be commanded to emit light. This particular relic has the three moons carved into the back of the device, and is inset with beautiful black and silver pearls.
[Worth: 3000gp]
Current Ioun Stone (iridescent spindle) [Magic Item]
This stone sustains the wearer without air. Ioun stones orbit around the user's head.
[Worth: 1,500gp]
Waist:
Fizzwinken's Dynamic Exhalation Brawn Unit:
This heavy and wide dark scaled sash has a buckle in the shape of a dragon's head. (It adds a +5 to Strength Checks, enabling the wearer to lift more than his normal capacity. It also has the added ability of strengthening one's own breath weapon, increasing your breath weapon damage by one die, so if your breath weapon does 2d3 damage, with this item it will do 2d4). With multiple pouches
Arms/Wrist: Sleeves of Many Garments [Arms]
These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form. [Worth: 1000gp]
Hands: Gloves of the Ice Savant
Made from a pale blue metal and adorned with glowing, faint blue runes, these gloves are caked with layers of frost and ice. While wearing these gloves, you can imbue any melee weapon held in your hand with the frost enchantment.
Feet:Boots of the Tomb Raider [Feet]
These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. They grant their wearer a +5 bonus on checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to any Acrobatics saving throws asked to be made against such traps.
[Worth: 3,000gp]
Rings: (Up to two active)
1.
Ring of Regeneration [Ring]
This ring regenerates healing points of 1d4 each round. On your turn that round, roll for your healing first then proceed. This ring also regenerates lost limbs, though it takes 24 hours for the full regeneration.
[Worth: 8000gp]
2.Scarab of Protection [Neck, Wrist or Ring]
This magical item can be worn as a brooch, pendant, or even made into a ring. It holds the power to defend the person that wears it. It absorbs the first 5 points of any damage that a person takes.
[Worth: 12,000gp]
Shapeshifter's Medallion As a Brooch, this pin is of silver, with a crystal dragon as the body. 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 slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form.
Consumables: (Up to five types, no limit on how much of each type.)
1. Scent Breaker-
Alchemical compound to confuse creatures with the scent ability. Small grenade like pouch can be thrown in 10ft range increments or scattered over a 5ft area. Affected creatures make fortitude save, DC 18 for a direct hit, DC 15 otherwise, or lose scent ability for 1 minute. After the minute affected creatures must make a second save or lose their scent ability for an hour.750gp
2. Soothing Syrup -
This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothing syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothing syrup you gain a +3 bonus on saving throws made to resist effects that would make you nauseated or sickened. - 300gp
3. Barkskin +2 -
Gain a +2 to your physical defense for 3 hours. - 300gp
4. Memory Bind -
This thin red liquid allows the imbiber to cast twice as many spells per adventure/combat as normally allowed. Memorybind disrupts the natural flow of magic however, and reduces the DC of all spells cast that adventure by 2. - 250gp
5. Potion of Darksight -
Drinking this potion gives you darksight for 3 hours. Darksight allows you to see up to 60 feet in darkness, though everything is in black and white. 400gp
Other Items:
"Many Eyes of Vessnelshvarss" - Vess the Corpsespinner resides on the Astral Plane, and because you all helped her, she is often watching out for you. Once a week, while on an adventure, she will appear out of the astral plane suddenly, and take half of the damage of any magical or mundane attack upon you, then quickly disappear again.
Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you. These take different forms.
Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
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Magical Pack Items (Up to five magical / wondrous items.)
(upgraded to 10 items stored in cleavage)
1.Personal Oasis [Magic Item]
Once per day, when this 10 -foot-by-10 -foot blanket is unrolled, and the command word spoken,a 5-foot-by-10-foot tent springs from the blanket, along with a campfire, a bowl of dates, and a gallon of cool water. The campfire burns continuously, never needing fuel, and the dates are enough to sustain one person for a day. Upon speaking the command word again, the oasis rolls back up into blanket form.
[Worth: 1,500gp]
2. Mask of Deception [Face] or [Magic Item]
This item is resembles a carnival mask, suspended from one side from a handheld handle. When using this item, it gives a +5 to Bluff Checks.
[Worth: 2000gp].
3. Spectral Shroud [Torso]
This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using a see invisibility spell. This also allows the wearer to damage incorporeal creatures with whatever weapon they choose to bear while wearing the shroud.
4. War Widow [Weapon] ☼ ☼
This curious weapon is a battered warhammer with a haft partially covered with black sackcloth. These weapons were created so that the warriors who used them died gloriously in battle, and not from diseased rations or tripwires. While carrying War Widow, it grants a +5 bonus to any checks made against the effects of disease, poison, and any trap effect. It functions as an anarchic warhammer (1d6).
Worth: 12,000gp
5. Gunman's Duster [Cloak]
This long, loose-fitting coat grants a +3 DEF. Once per adventure, you are given the ability to completely dodge an incoming firearm attack and take no damage. If the wearer uses a firearm himself, then they are able to reload and fire a firearm in the same turn.
[Worth: 7,000gp]
6. Rune of Mending
This rune will mend one item that has been left in need of mundane repair, such as a shield that has been sundered or a weapon that has rusted. No save.
7.Earring of Shitha
Grants 10 extra healing points per adventure.
8. Plaguewood Greatclub 2d8
9. Warmaster Warhammer [Weapon] ☼ ☼
Description: The end of this warhammer (1d6) is anything but traditional. It has 3 hulk ends connected to a center point. The 3 ends all glow with red signifying the great power within. Once per combat on a successful strike, if the target takes any damage, the target must make a Willpower Save of DC10 + Owner's Strength or will lose their next turn from the force of the hammers hit.
[Worth: 9,500gp]
-Fizzwinken's Pyro-Ice Combustive War Scythe (1d8 - 2d3 1/combat)
The pole of this 1d8 weapon is adamantine, and cannot be sundered except by another adamantine weapon. The blade is of crystalline, with tiny veins of pulsing light that is bright enough to use like a candle. When desired, the blade lights with rimefire, doing both fire and cold damage upon a successful attack. Once per combat, the blade will explode like a violent blizzard of sharp ice chunks, doing an extra 2d3 damage.
Backpack of Holding
-Gloves of the Ice Savant [Hands]
Made from a pale blue metal and adorned with glowing, faint blue runes, these gloves are caked with layers of frost and ice. While wearing these gloves, you can imbue any melee weapon held in your hand with the frost enchantment.
[Worth: 3000gp]
- Getaway Boots [Feet]
These rather nondescript boots can, once per day, be attuned to a location their wearer is standing upon. Once the boots are attuned to a location, once per day as a the wearer, along with anything she is wearing or carrying, teleports back to the attuned location. No allies can be teleported when the boots are activated even if they were in the area when the boots were attuned to their location. Once the boots are attuned to a location, they continue to be attuned to the same location until they are attuned to a new location.
[Worth: 1,500gp]
-Kraken's Bracelet [Wrist]
This bracelet is forged of silver and crafted to resemble numerous tentacles linked together. The bracelet's wearer can make Knowledge Checks on knowledges he does not have, gaining a +3 to those checks. He also gains a +2 to Insight Checks. This does not stack with skills that allow bonuses to untrained knowledge checks such as Voracious Reader.
[Worth: 4,500gp]
-Burnoose of Moonless Nights [Cloak]
This black burnoose seems like an ordinary desert robe. Once per day, in darkness or shadowy illumination, the wearer can draw up the hood to gain total concealment for up to 10 minutes out of combat, or one round in combat. If used in combat, the wearer can attack without revealing her location. The burnoose does not work in bright light, and such light reveals a wearer within its area.
[Worth: 4,000gp]
-Shirt of the Leech [Torso] This shirt is a deep burgundy color and regardless of who wears it, is always ever-so slightly too tight. The wearer is always aware of any healing going on within 30', although the shirt does not provide any more detail than that. So long as the wearer has line of sight to, and is within 30' of the healer, the wearer can leech as many healing points as they wish from the original target, even up to the entire healing. This only effects healing by healing points, skills, items, potions, etc - it does not effect self-healing though you are aware they are self-healing around you. Unless you are making it obvious that you are leeching the healing points, no one should be aware of what you are doing, it merely seems that the healing is not working as intended. You may use this up to three times per adventure. [Worth: 5,500gp]
-Windrunner's Shirt [Light Armor] ☼ ☼ This mithralweave shirt +13 DEF seems to ripple and flash like sunlight on running water. On command, the wearer can extrude sail-like membranes that reach from wrist to knee. By spreading her arms, the wearer causes these sails to fill with air and push her along the surface water with the speed of a small sailcraft in a moderate wind. (The wearer can choose to take advantage of existing winds instead.) The wearer can use this ability for up to 1 hour each day. The duration of the effect need not be consecutive. [Worth: 7,500gp]
-Rezz Coin x 4
-Stirge's Gauntlet [Hand] This wicked, black metal armored glove has long slender spikes mounted at the end of each finger and acts as a spiked gauntlet (1d4). Once per combat, if used for a melee attack that hits, it also drains blood from the target to revitalize the wearer. The gauntlet heals damage for double the amount rolled for the damage it deals. I.E. if you roll your 1d4 and roll a 3, it will heal 6 damage. [Worth: 4,000gp]
-Fairy Gold [Magic Item]
This bag, when filled with leaves, appears to hold gold coins for 8 hours
-Moonglobe Flashlight
This magical flashlight has three options. One click allows for a flashlight, another click and the glowing rod portion lights up, another click and it pulses, good for warning lights. Five inches long, easily attached to a pack. Gives off a soft light akin to moonlight.
[Slot: Gear]
- Torc of the Lionhearted [Neck]
Each end of this heavy copper neckwear bears the image of a snarling lion. It gives the wearer a bonus of +5 against any rolls against fear effects.
[Worth: 2000gp]
- "Ribbon of Willpower" - This ribbon when worn grants a +2 to Willpower Save
-Gloves: +5 Use Object
-Overcoat +5 DEF
-Chitin Boots [+2 DEF]
-Sandals of Airwalking [Feet] These soft leather sandals have soles that consist of a layer of blue velvet decorated with intricate gold stitching. When slipped onto the feet, they feel as weightless as air. When the wearer has already moved at least 10 feet along the ground or another surface (not counting travel on a mount), these boots can be activated to give the wearer the ability to walk on air until the end of the round. If the wearer hasn’t reached a solid surface by the end of the round, she immediately falls back to the ground, taking any applicable falling damage. These sandals can be used once per day per gemstone rank (so at crystal, once per day; topaz, twice a day), but no more often than once per 2 rounds. [Worth: 3,500gp]
-Cleaning Tail [Magic Item] The dark haired tail of a mare is firmly attached to a well-made leather handle, producing this cleaning implement. Once a day when the item is brushed across garb or other solid materials, any stains and dirt will be completely removed by a magical prestidigitation effect. Mild odors will also be eliminated, leaving the materials in a freshly cleaned condition. The tail can be used for up to an hour each day before the cleaning magic loses its effectiveness.
[Worth: 500gp]
-Amulet of Bullet Protection [Neck]
This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a bonus of +2 to their Defense DC once per combat, against firearm attacks.
[Worth: 6,000gp]
- Chainsaw Sawtooth Saber [Weapon] ☼
Ever been in a clash of the swords and wish you could rip through the opponents sword? Here is the answer. A sword hilt with a lever, the blade of the sword (1d8) holds serrated teeth pointed downwards. Once per combat, you may activate the lever and the chainsaw engages, the teeth pull downwards into the hilt's feed where they are returned to the top of the weapon. This act causes you to sunder your opponent's weapon, destroying it completely. This will not work against legacy weapons, unless you have paid to legacy the chainsaw saber itself, and in that case the sundered legacy weapon will return to them unharmed the next day.
[Worth: 10,500gp]
-Portable Fountain [Magic Item]
When it is placed on the ground and a command word spoken, this palm-sized, jade chrysanthemum expands to become a fountain, gushing fresh water from its center into a spacious basin. The fountain occupies a 5-foot area. It can be used once per day,
producing 10 gallons of water. The fountain reverts to its portable form when all the water has been removed from its basin.
[Worth: 1,500gp]
-Clarifying Goggles (Head)
These goggles contain a lens of slightly rippled blue glass that turn clear under water, allowing you to see without hindrance by removing any normal underwater penalties to vision, and they provide a +2 bonus to Spot and Search checks while underwater. The lens is roughly circular, 3 inches in diameter and a quarter inch thick, with a brass frame around it. The goggles impede sight above water, imposing a -2 to all Spot and Search.
-Choker of Fell Power [Neck]
(Magical or Psionic Affinity Only)
This beaten copper choker necklace is covered in arcane sigils and mystic designs. Worn over the neck (occupying space on the body as an amulet), a choker of fell power adds +2 dice to any invocation or evocation the wearer uses. For instance, an invocation that does 1d6 damage will do 1d8 damage when this is worn.
[Worth: 7,000gp]
Catching Cape [Cloak]
This silvery cape furls and ripples like a flag with every step its owner takes. Once per day, the wearer can order the cape to transform into a faint sphere of force that surrounds him on all sides, allowing him to evade any damage from a ranged attack, including invocations and visible spells (such as a fireball, or ice orb). When the field is used, all magic is lost from the cloak, leaving only a mundane silvery garment for the remainder of the day.
-Ring of Signets [Ring]
The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, she can cause the crystal to adopt any shape she wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of her personality. Once the crystal assumes this initial form, it always takes that form whenever the same wearer puts on the ring. The wearer can embed this image on any object that belongs to her, or that she has crafted (as an arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.
-Jack's Axe [1d6] - This axe resembles other axe weapons in our world, but it is just different enough to make it special. When using this axe, the user cannot help but to utter "Here's Johnny!!" at least once.
-Far-Reaching Sight [Magic Item]
This sight can be attached to a single one or two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. Once per combat, a ranged attack made from this weapon treats the target as though they have DC10.
[Worth: 5,500gp]
-Animate Staff [Magic Item]
Created from a number of iron rods, copper gears, and silver screws, this staff constantly shifts and changes. The staff gives you the ability to mend mundane items. In addition, once per day, this staff can become a clockwork creature of medium size for up to 10 minutes. This creature can do simple tasks for you, but cannot be used in combat.
[Worth: 1,500gp]
-First Thaw [Weapon] ☼
First Thaw is a quarterstaff enchanted with "Frost", as well as the ability to keep you warm and toasty in cold environments. You do not suffer from any damage from the cold weather when using this weapon.
[Worth: 6,000gp]
-Drilbu:
This is a 4 to 6 foot long shaft of crystal that holds two psionic powers of your choice (a list will be sent if you wish this object). It can also be used as a quarterstaff. You do not need Psionic Affinity to use the powers enchanted into the object.
*Adjust Body: You heal yourself or another target up to 12 points a day
*Psionic Revivify: You are able to return the dead to life before the psyche leaves the corpse. You are able to do this once per day, the target loses a rezz. Once per week, you may do this without the target losing a rezz..
Cost: 10,000gp
-Dorje:
This is a crystal wand that holds one psionic power (list will be sent if you wish this object). It has 55 charges, once the charges are used it is merely a piece of crystal. You do not need Psionic Affinity to use the enchantments in this wand.
*Touchsight: While using this power, your telekinetic field tells you where everything is as you generate a subtle telekinetic field of mental contact. This allows you to "feel" your surroundings even in total darkness, or when your sight would be obscured by your physical environment. It emanates up to 60 feet. You can detect all creatures, even if hidden or invisible, out to 60 feet. This can be used up to up to 30 minutes per day, but can be broken into smaller increments, such as 5 minutes at one time, 10 minutes another, etc.
Cost: 5,000gp
-Gun With No Name [1d6] ☼☼
Though the green, glowing runes on this firearm denote it as magical, otherwise this "Reliable" pepperbox (1d6) appears beat up and nearly useless. This weapon can be reloaded normally. While carrying this firearm, the wielder is immune to scrying and any form of divination that attempts to ascertain her location, thoughts, or alignment. The firearm itself is immune to locate object and similar effects. [Worth: 11,000gp]
-Titanic Maul [Weapon] ☼☼
This solid jasper two-handed hammer is 6 foot long and weights about 120 lbs. When it hits, it causes an extra 1d5 damage, for a total of 3d5 damage. When used to hit an object of less than 30 hit points (per DM), the object is automatically destroyed. Anything inside that object, such as within a chest, is destroyed as well, though. [Worth: 8,000gp]
-Glassteel Shortsword [Weapon] ☼☼
This glassteel shortsword has a diamond in the hilt that shimmers and shines with radiance. Once per combat, the diamond sends a burst of radiance, blinding the target for one round of combat. if they do not have blindfight, they cannot make any attacks for that round.
Starting Bid: 100gp
- Legendmaker [Weapon] ☼ ☼ ☼ ☼
This amazing longsword (1d6) exists to experience and retell the epics surrounding the bearer and her companions. The weapon has darkvision and blindsense, and the ability to hear (therefore allowing Listen Checks). Legendmaker loves to give its opinion on any topic (though tends to give far more information than needed), and is allowed to make it's own Knowledge Check roll for any knowledge with a bonus of +3 to the roll. It loves to sing before battle but ceases when battle begins. It can speak (but not read) Common, Dwarven, Elven, Gnome and Halfling. Legendmaker can perform once per week by singing or telling a story, allowing you to roll 2d100 for tips.
[Worth: 10,000gp]
-Amulet of Armor +3 DEF
-Daredevil's Boots [Feet]
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas, gaining a +2 to any checks made for movement upon treacherous surfaces. If the wearer has the skill Walk the Walls, it doubles the length you can walk up a wall without making any checks.
[Worth: 2000gp]
-Caltrop Boots [Feet]
These knee-high black leather boots have prominent and irregularly shaped heels which seem to bulge from the rest of the shoe. Once per combat, the boots’ wearer can cause the boots to let loose a spray of caltrops through the back of the heels as he moves during the remainder of his round. These caltrops fill a 6 foot area behind the wearer. Any creature, including the wearer, who steps into the area is forced to roll an Acrobatics Check DC15, if they fail they trip and fall and lose one turn of combat righting themselves. Once produced, these caltrops remain in existence until removed.
[Worth: 4,000gp]
-Gloves of Manual Prowess [Hands]
This pair of fine, charcoal-gray leather gloves is exceptionally comfortable. They are so well made that they do not impair the sense of touch. Gloves of manual prowess
allow you to temporarily excel at tasks involving fine manual dexterity. They grant a +5 to Use Object, Disable Device, Lockpicking and Sleight of Hand checks you are asked to make.
[Worth: 8,000gp]
-Dueling Gloves [Hands]
These supple gloves grant the wearer a +3 bonus against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons. The wearer doesn’t drop held weapons when panicked, stunned or critical fails.
[Worth: 9,000gp]
-Token of Aaron Hexenthal
A jet-black raindrop shaped piece of scalemail which can be worked into any armor, bracers, shield or made into an amulet or other piece of jewelry. It gives a +3 DEF against shadow attacks. If worked into armor, it will count as one of the enchantments (2 pts) upon that armor.
-'Runic Key' A seafoam blue crystal, radiating a faint light. It allows access to the Araggaxio tower, and records the person's progress. (Current: Floor Seven)
- Flirtatious Mirror: When a creature looks at their reflection in this mirror, the reflection will move on it's own and act in a flirtatious manner, fluttering it's eyelashes,winking, and blowing kisses. (Curiosity)
-1 Bolt of Silk :Palesilk (Never dyed, naturally pale rose)(Curiosity)
-2 Seaweed Baskets (Curiosity - Worth 40gp Each)
-Roc Feathers: These golden feathers come from the rocs killed in Mythily. They are of varying sizes from small to extremely large (which would be difficult to carry around, so unless you have a bag of holding, it would not make sense for you to have feathers as big as you are). (Curiosity)
2 Soul’s Day Cookies
Popcorn, 1 small bag (as requested)
Golden Pyramid Statue (Curiosity)
This small golden pyramid has enough gold to be worth 400gp, and it says in Thanic, "My parents went to see Amun-Re and all I got was this lousy pyramid."
Golden Amun-Re Statue (Curiosity)
This statue of Amun-Re is the same as all the statues in the temple and pyramid, made of gold and decorated with red and blue faience.
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Rumerian Heavy Calvary Horse: 13,000gp
The Rumerian Heavy Calvary horse (RHC) is by far the largest equine mount in the world. Thick and powerful muscles, hard and iron like hooves, nothing draws terror or awe on the field of battle as a charge of Rumerian Heavy Calvary horses. These are the finest heavy warhorse variation in the world. Each stallion that is purchased is gelded before they leave, allowing Rumerian to be the sole breeders of their astounding mounts.
Type: Animal
Size: Large
Speed:
Alignment: Neutral
Hit Points: 43
Attack: Hooves (1d8/1d8)
Defense: +9 (Toughest Hide)
Special Qualities: Scent, Low-Light Vision, Alert
Known Commands:
Carrying Capacity: A light load for a Rumerian Heavy Calvary horse is up to 400 pounds; a medium load, 401-800 pounds; and a heavy load, 801-1,200 pounds. A Rumerian Heavy Calvary can drag 6,000 pounds.
- Military Saddle & Saddlebags
Saddle, Military: 1000gp
A military saddle braces the rider, providing a +3 bonus on Ride checks related to staying in the saddle. If you’re knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle).
- Bit & Bridle
- Horseshoes of Speed: Your horse will move twice as fast as a normal horse.
These four shoes are affixed like normal horseshoes, and allow a horse to travel twice as fast as normal. You may only have one set of shoes on a horse at any given time, and all four must be affixed for the magic to be effective.
[Worth: 1,500gp]
- Everlasting Feedbag
Gems: ( these are the same as on the roster)
Mawa Nut (3000gp),
Alexandrite (500gp),
Aquamarine (500gp),
Garnet;Violet (500gp),
2 Rosetta (500gp),
Elemental Stone (100gp),
Flashstone (100gp),
Jet (100gp),
Bloodstone (50gp),
3 Jasper (50gp),
Iolite (50gp),
Flint (10gp),
Lapis (10gp),
Obsidian (10gp),
2 Pearls: Freshwater (10gp),
7 Quartz:Blue (10gp),
Amethyst (100gp)
Jet (100gp)
Obsidian (10 gp)
Turquoise (10 gp)
Red Garnet (100 gp)
Golden Yellow Topaz (500 gp)
Blue Star Sapphire (1000 gp)
Mundane (non-magical pack Items.)
- 2 Golden and crystal goblets ( gotten from blue door quest)
- 2 Sets of golden dinner ware ( gotten from blue door quest)
- 2 Crystal platters ( gotten from blue door quest)
-- Bedroll
-- Belt Pouches
-- Blankets
-- Backpacks
-- Burlap Sacks
-- Bullseye Lantern
-- Butterfly Net
-- Bell
-- Block and Tackle
-- Bottles, Glass
-- Buckets
-- Compass
-- Candles
-- Canvas
-- Chain, 10ft
-- Candlesticks
-- Chalk
-- Caltrops
-- Coffee Pot
-- Cooking Pots, Kettles
-- Empty Flasks
-- Empty Clay Jugs
-- Empty Barrels
-- Empty Baskets
-- Empty Vials
-- Fishnet
-- Fishing Hooks
-- 50 Feet of Hemp Rope
-- 50 feet String or Twine
-- Flint & Steel
-- Firewood
-- Grappling Hook
-- Hammock
-- Hourglass
-- Ink / Ink Pen / Parchment
-- Lanterns & Oil Flasks
-- Manacles
-- Pitons
-- Pole, 10ft
-- Rations
-- Sewing Needle
-- Sealing Wax
-- Soap
-- Spyglass
-- Small Steel Mirrors
-- Tents
-- Tools such as hammer, shovel, spade etc.
-- Unlit Torches
-- Various sized wooden chests
-- Waterskins
-- Wineskins
-- Whetstone
-- Wooden or Metal Cups, Forks, Spoons, Bowls, Plates
-- Whistle
Other Information: (You can put age, description, status, children, etc)
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)