Post by sharmantious on Nov 3, 2014 20:22:27 GMT -5
Name: De'vin Sharmantious
Screen Name: Chalybsvirgo
Alignment: Chaotic Good
Languages: Common, Zorcan (Icelandic) , and Elven (Non-drow)
Country of Origin: Off world, Ramus now known as Myteria
Description: Appears to be approximately four foot ten inches tall, pale skinned, athletic, and curvy in form. Her features are quite human, with hazel eyes, and flaxen colored hair.
Personality: Usually quiet, accented in speech, but also very guarded. Blunt to where it seems rude, but honest in her viewpoints that aren't forced on others. Neutral to approach most situations.
Reputation: 20
Resurrections: 5/5
Achievements:
1. Fresh Blood
2. Zupa, Zupa, Zupan - for 3 hours in Zyon
3. Learning the Ropes
4. Field of Kings - Three hours in Kyngfeld.
5. Sark It to Me- Three hours in Sarkotos
6. Trick or Treat- Attending a quest near Halloween
7. My Favorite Honkey - For attending a quest King Tut Day.
8. Desert Dash - For spending 3 hours in Thanes
9. Pool Party
10. Wild and Unspoiled- 3 hours in Mythily
11. East to West - visiting an area in Eastern Mythily
12. Embrace the Chaos- For attending a quest on Chaos Never Dies Day
13. Peacemakers
14. Bluer than Blue
15. Talkin Turkey
16. Once in a Triple Moon
17. Cupids Arrow
Listed Flaw Reference:
Code of Honor
You follow a stringent code that separates you from the others.
Penalty: You cannot attack helpless or unconscious foes and do not gain combat advantage against stunned enemies. This means that while a stunned creature normally has DC10, you must still roll strike on their normal DC. Additionally, you cannot harm prisoners, must spare adversaries who have surrendered to you, cannot use dishonorable tactics (poisoning the orc's water supply, etc), and that like.
Distinctive -- Heavy Accent (Raithmorian (Icelandic) for reference)
You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal. Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety.
Penalty: -2 on Disguise Checks
Phobia
A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.
Penalty: A DC15 willpower save is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia. If they fail, they are Stricken with Fear, if they pass they are simply Shaken (See Combat Charter).
Heights
Current Rank: Emerald Defender
Current Dice: 2d72
Weapon Damage: 1d8/1d8
Gold: 46,000 gp
Exp: 409
Current Hit Points: 48 (Half Dice = 36, Endurance = 3, Willpower = 4, Die hard = 5 )
Defense DC: 22 (10 + Quickness)
Initiative: + 12 (QCK)
Physical Strike: +11 (physical|QCK) | Damage: +11 (melee/ranged|QCK*) (*dex fighter/ dance partner +3)
Light Def = 20 def cap
Mundane Defense: +16 ( +13 Spiderweave Mail Def w/ Magically Warded (13 Magic Def)
, +3 Amulet of Armor )
Magic Defense: 13 (Spiderweave Mail +13 Def w/ Magically Warded (13 Magic Def)
Element Earth Defense/Damage: Boon of the Earth Node: (On Main Sword)
Devin (Sword) were put on the Earth Node and now are covered in some places (as much or as little as you want) with gemstones of your choice (ruby, emerald, clear quartz, sapphire, or something else if you desire). Weapons with this boon now bypass DR/earth, as well as do +5 DMG against creatures with the earth subtype. Ask the DM if you
Re-roll: 1/day (Rakes Fortune)
Attack: Battle Rager (Extra 1d 1/combat) / Vital Strike (Double Combat Dice 1/combat) / Deceptive Dance (1/combat Stun target on a hit) (Dual Weld Focus=6 Constant)(Dance Partner=3 constant)
Attack:: Dual Wield - Cold Iron Longsword 1d8 (Paragon 2, w/ Studded, Deflecting, Blood Groove) / Flame Touched Longsword 1d8 (Paragon 2, w/ Serrated, Impact, Blood Grove)(Critical hits on 19-20)
(Roll) + 12 Qck +3 Dance Partner = (Total)
Attack Specials: Cold Iron, Good
Negates 5 points of armor if the person is wearing physical armor
Negates 5 points of armor if the person is using a tech, a tattoo or natural armor
Once per combat, roll an Acrobatics check (DC: 20) to evade a ranged attack
Critical hits on a 19-20
Both weapons are considered 'light'
Base Damage 12+6(Dual weld focus) + 3 (Dance partner)
Damage Bonus:+12 Qck + 6 Dual Wield Focus + 3 Dance Partner
Strike: 12+3 (Dance partner)
Evades: Sidestep / Quickstep / Avoid Blow (Roll 1d5 to add a bonus to your Def DC)
Counter: Acrobatic Backstab (Take no damage/Do reg attack)
Redirect: 1/combat reflect same damage type
Blind/Deafen: Four Eyes, Four Ears (2 rolls, take better)
Boosts: Heartening Laugh (Spend round and give all allies +5 to willpower per CHA pt)
Traits
Strength [0]
Quickness [12]
Endurance [3]
Willpower [4]
Intelligence [1]
Perception [0]
Charisma [6]
Tactics:
• Bluff [+14] (CHA 6) (+3 Shitting Me, +5 Gypsy Cloak side 1)
• Diplomacy [+9] (CHA) (+3 Shitting Me)
• Disguise [+6] (CHA)
• Insight [--] (PER)
• Intimidation [--/+6] (STR/CHA)
• Stealth [+12] (QCK) (+5 Gypsy Cloak Side 2)
Talents:
• Acrobatics [+17] (QCK) (+5 acrobatic) (3/day +5 Daredevil athlete, call before roll) 17/22
• Appraise [--] (PER)
• Athletics [--/+3] (STR/END)
• Gather Info [+9] (CHA 6) (+3 Shitting Me)
• Handle Animal [+5]
• Knowledge [1] (INT)
• Listen [+5] (PER) (+5 alert)
• Locate Trap [--] (PER)
• Nature [1] (INT)
• Ride [+13] (QCK) (+5 Horse Whisperer)
• Rogue [+12] (QCK)
• Search [--] (PER)
• Sleight of Hand [+12] (QCK)
• Spot [+5] (PER) (+5 alert)
• Use Object [+12] (QCK)
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Primary Profession: Swordmaster
Profession Bonus: "Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only .
Favored Swords: Longswords (One handed)
Automatic Skills: You may choose one free combat or swordmaster skill.
[Swordmasters take great joy in the dance of the blade, and are a mix between a traditional fighter and the more flashy swashbuckler, with a little supernatural edge thrown in.]
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Human
Racial Weakness (if applicable): None
Chosen Skills
Racial:
1. Versatility: You may choose any of the Versatility (V) marked skills if you meet the prerequisites for your skill slots. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with Versatility.
Prerequisite: Human Racial
2. Iron Will : You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
3. Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
4. Dexterous Fighter: This fighting style values placement of the strike to do the most damage over raw power, and allows a fighter using a light (one-handed) weapon to use their quickness instead of their strength to add to their combat dice for damage rolls. This is an innate skill.
Flavor:
1. Flavor: Undead Resistance : You cannot be turned undead. (Flavor) (Crystal)
2. Flavor: Daredevil Athlete : You are capable of pulling off amazing stunts. Three times per day, you can immediately gain a +5 bonus on a single Acrobatics or Athletics, Escape or Ride check. Must be stated BEFORE you roll for check. (Crystal)
3. Flavor: You're Shitting Me! : This grants a +3 bonus on Bluff, Diplomacy, and Gather Info. (Crystal)
4. Flavor: Four Eyes, Four Ears : It is very difficult to blind or deafen you. You may roll two saves against any attempt to blind or deafen you, and take the better roll. (Topaz)
5. Flavor: Horse Whisperer : You are able to urge horses and ponies to their best performance, to calm them when they are agitated, and allow them to accept you as a rider. You receive a +5 to Handle Animal and Ride checks concerning horses, ponies, mules or donkeys. In addition, any animal you are riding gets a +5 to Acrobatics if needed. (Amber)
6. Bottomless Pockets: Your pockets seem to have no end of useful objects that you packed with you on your journey. You can carry mundane equipment in your pockets instead of carrying a pack, and can retrieve any of your mundane gear without it taking up a round of combat. (sapphire)
7. Bottomless Pockets: Your pockets seem to have no end of useful objects that you packed with you on your journey. You can carry mundane equipment in your pockets instead of carrying a pack, and can retrieve any of your mundane gear without it taking up a round of combat.
FLAVOR (Emerald Rank)
Skills:
1. Alert : You gain a +5 to Spot and Listen Checks. (Crystal)
2. Side step: You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat. (Crystal)
3. Dual-Wield : You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill. (Crystal)
*Note: If you wish to target 2 people, then the Strike roll HAS to have beaten both targets Def. DC. You divide your damage in half, and add one weapon's damage to one and one weapon's damage to the other.
4. Disarm: Allows a successful melee strike to knock a weapon out of your opponent's hand. It takes up a turn to pick it up if they want to continue using it. Once per combat. (Crystal)
5. Acrobatic Back stab: Upon being attacked and taking no damage, you dart past your opponent, ending up perfectly positioned for a counterattack at that moment, allowing you to attack that same attacker instantly without taking up a turn. Roll strike as normal, and then proceed. This can be used once per combat. (Crystal)
6. Avoid Blow : This allows the Thief to see an attack coming and get out of the way, adding 1d5 to his Defense DC against a single attack. Can be used once per combat, but will do one point of strain damage whether it hits or not. Example: Ashton's about to get hit, enemy rolls a 17, which is above his Defense DC. He uses Avoid blow. If he rolls a 1, it increases his defense to 16, which is still not high enough, and he takes whatever the attack's damage is +1 point of strain damage. If he rolls a 3, it bumps him up to 18, and he avoids the attack entirely, only taking the 1 point of strain. (Topaz)
7. Battle Rager : The heat of battle, the feel of the splatter of blood, the anger raging inside makes you a monster on the battlefield. Once per combat you may rage and roll 1d more of your dice. (So if you are 2d, you roll 3d. 3d rolls 4d. 4d rolls 5d) (Topaz)
8. Deceptive Dance: This is the culmination of both the swordmaster's fluid graceful steps as well as their precise and deadly flourish of weapon. They attack their target once per combat with such a graceful tenacity that the assault leaves their victim stunned and confused, losing as many turns of combat as allowed by rank as well as taking damage from the attack. A willpower save is given every round of DC10 + the swordmaster's Quickness. (Topaz)
9. Diehard : You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire. (Taken twice) (Amber)
10. Heartening Laugh : A Swordmaster is able to support friendly characters against fear and intimidation attempts by spending a round directing a booming, mocking laugh at his opponents. This gives all allies a +5 to Willpower Checks. The effect lasts for a number of rounds equal to the Swordmaster's Charisma bonus. (Flaw)
11. Quickstep : The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat.
Prerequisite: Swordmaster (amber)
12. Vital Strike : The Swordmaster is able to find and exploit weaknesses in his opponent, enabling a devasting attack once per combat, giving him a double roll of his combat dice.
Prerequisite: Swordmaster (Primary), Amber Rank (amber)
13. Dual Wield Focus: You have become a master of using dual one-handed weapons or techs, and your strikes hit with more damage, allowing you to add in half your damage trait bonus to every attack you make. This is an constant skill.
Prerequisites: Dual Wield Skill
(Sapphire Rank)
14. Rake's Fortune: Swashbucklers and swordmasters tend to be extremely skilled and lucky individuals. Once per day, you may re-roll any dice roll. The character must take the result of the re-roll, even if it's worse than the original roll. At Emerald rank, the character may take the best roll out of the the two rolls. At Obsidian, you may use this skill twice per day.
Prerequisites: Swashbuckler (Primary), or Swordmaster (Primary) (Sapphire Rank)
15. Redirect : Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic.
Prerequisite: Sapphire Rank
(Sapphire Rank)
16. Armor's Gap : You can bypass a target’s mundane armor with a weapon by searching for gaps and flaws. You must spend a full round of doing nothing but analyzing your opponents armor, and then you are able upon your next attack to bypass all mundane armor or natural armor with a piercing or slashing weapon. Each subsequent attack against the exact same opponent allows you an opportunity to roll a Spot to see if you can still find the gaps and flaws. Each round is harder to find, as that enemy is now aware of his flaws and seeks to protect himself. Spot DC15, and increases by +2 each round after that you attempt to bypass the defenses. You must still make your Strike against your opponent to actually hit him.
Prerequisite: Emerald Rank
COMBAT (Emerald Rank)
17. Anticipate Evade: Your agility allows you to anticipate an enemy's evade, so that you can easily circumvent their actions with your swift movements. This negates the use of any type of evade skill, spell, CM, loot, etc and causes your target to take half the damage intended for them, despite their best effort to evade.
Prerequisites: QCK 8, Emerald Rank
COMBAT
(Emerald Rank)
18. Back to Your Feet : This enables you to shrug off disabling conditions as long as you are equal or higher gemstone rank than the attacker. You are able to cause any disabling condition that would effect more than one round of combat to only affect you for one round of combat. If the attack or skill only causes you to be stunned or disabled for one round, you slough that off with ease and the effect does not take place. This can be used only once per day.
Prerequisites: Combat-Oriented Profession, Emerald Rank
(All Combat Class Professions, Monk, Paladin or Vindicator)
DEFENSE (Emerald Rank)
Weapons with dice effects / enchantments:
Primary Weapon: Cold Iron Longsword (Paragon *2) 1d8
This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron affect creatures that are weak to it, such as feykin.
Enchants:
Studded☼ ☼
This improvement adds hard metal studs, not unlike those on a suit of studded leather armor, to a blunt weapon to amplify its ability to damage foes without physical armor. A studded weapon ignores the first five points of defense of someone with natural armor (thick skin, etc) as well as inked armor.
Deflecting☼ ☼
If you're wielding a deflecting weapon, you can try to knock projectiles aimed at you out of the air. Once per combat, when you would normally be hit by a ranged weapon, you may make a DC 20 Acrobatics Save. If you succeed, the ranged weapon or projectile deflects away harmlessly. You must be aware of the attack and not stunned in any way.
Blood Groove☼
The fuller, also known as the blood groove, is a furrow that travels down the length of the blade from the hilt to just before the tip, designed to reduce the weight of the blade and increase its strength. This allows the craftsman to create a lighter blade without diminishing the strength of the weapon, a process difficult to perfect but, when successful, produces a weapon both strong and light. When a one-handed blade is given a blood groove, it is considered a light weapon. Two-handed weapons just become a little lighter to use.
Secondary Weapon: Flame Touched Iron Longsword (Paragon *2) 1d8
This material naturally confers the "Good" alignment on any weapons made with it.
Enchants:
Serrated☼ ☼
This improvement adds dozens of sharpened ridges, similar to the teeth of a saw, to the striking edge of a slashing weapon, allowing it to chew through armor with ease. When attacking an enemy with a Serrated weapon, you may ignore the first 5 points of defense. The enemy must be wearing physical armor for this modification to work.
Impact☼ ☼
Any weapon enhanced by this improvement scores a critical hit on 19-20 instead of only on a natural 20. Critical hits allow you to double your rank dice damage.
Blood Groove☼
The fuller, also known as the blood groove, is a furrow that travels down the length of the blade from the hilt to just before the tip, designed to reduce the weight of the blade and increase its strength. This allows the craftsman to create a lighter blade without diminishing the strength of the weapon, a process difficult to perfect but, when successful, produces a weapon both strong and light. When a one-handed blade is given a blood groove, it is considered a light weapon. Two-handed weapons just become a little lighter to use.
Ranged Weapon:
Arrows:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Worn Items:
Head: Such as headband, hat, helmet, circlet, crown.
Face: Such as eye lenses, glasses, goggles, masks.
Neck: Amulet of Armor +3 DEF (Magical Defense)
Torso: Such as shirt, vest, vestments or tabards.
Body (Armor): Spiderweave Mail +13 Def w/ Magically Warded (13 Magic Def)
Cloak: Gypsy's Cape [Cloak]
This reversible multicolored cape marks the wearer’s flamboyant audacity when turned with its bright colors outward, granting a +5 bonus on Bluff checks. Reversible, the dappled camouflage of its other side grants a +5 bonus on Stealth checks.
[Worth: 4000gp]
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Duelist's Vambraces [Arms]
(Dexterous Fighter)
Made from a mix of sturdy steel and boiled leather, these vambraces grant a +1 bonus to Quickness while the wearer is wielding two weapons (not including natural weapons or unarmed attacks). This cannot be used if any other boost to traits is being used including skills, spells and loot.
(worth 6,500GP)
Hands: Poisoner's Gloves [Hands]
These black, rubbery gloves have sharpened digits. Fine channels lead to the tip of each finger, which are often stained with foul chemicals. The gloves are used primarily by assassins to deliver poisons while in combat. Each glove may be filled with a single dose of poison, a potion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer can deliver the dose to a target as a melee attack or as part of an unarmed attack. The wearer can use both gloves in the same round if they have the dual wield skill. Each glove can be used once per day. Filling a glove during combat takes your full turn that round.
Feet: Sandals of Air walking [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]
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
1.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. 2 (3 dose 10 Hp) Healing potions (In gloves) (Potion one 2/3 uses potion two 3/3 uses)
2. Potion of Dark Armor - Drinking this potion bestows Darksight, and Mage Armor (+3 defense) for an entire quest.
"Because we're tough and not afraid of the dark!" -TD 3723
( 1)
3. Potion of Health and Wellness - Drinking this potion will restore 10 hp to the target and cure most mundane diseases.
"Because we get knocked down and get back up!" ( 2 )
4. Goes South Potion - Pouring this potion on a corpse will return it to life with 1 HP, like a Rezz the dead potion (Rezz is lost)
"I just want something for when everything goes to Hades." ( 1)
5.
Books (seperate pack)
1. Heritage Book [Book] WRITTEN IN ANCIENT
This collection of genealogical tables, descriptions of common traits found in particular noble families, heraldry, scurrilous rumors, and ancestral deeds provides readers with a great deal of insight into the aristocracy. Consulting this book grants a +5 bonus on Knowledge (nobility) checks.
2. Starry Score [Book] or [Magic Item]
(Bard Only)
This scroll is made from soft white vellum. When unrolled, it reveals dense silver writing in Elven. It is a portion of a great opera performed by elves to please someone they refer to as the Queen of Stars. A good-aligned bard who does not know elven can spend one round studying it, giving them the ability to discern it enough to perform it. If you know elven, then you can perform it that round. All evil outsiders who can clearly hear the bard perform and are within 30 feet must succeed on a Willpower (DC10+Bard's Charisma) or be physically pained, taking a -3 on Strike Rolls, Damage, and Saves. Conversely, all good outsiders gain a +3 sacred bonus on Strike, Damage and Saves. Both effects last for as long as you continue to perform.
[Worth: 6,000gp]
3.
Magical Pack Items (Up to five magical / wondrous items.)
1. Notebook of Inquiry [Magic Item]
This item resembles a small, finely bound booklet with a quality leather binding. When writing accounts of inquiry and interrogation in this booklet, it bestows upon user a +5 to Gather Information checks.
[Worth: 2000gp]
2. After-Image Mirror [Magic Item]
This hand-held mirror's magic works when a candle is lit and held up to it. It shows in the mirror events that occurred in the area in the last few hours.
Worth: 1,500gp
3. Ioun Stone (eastern star) [Magic Item]
This red crystal is cut in the shape of a five-pointed star. Its user understands spoken and written languages as if under the effects of polylingual. Ioun stones orbit around the user's head.
[Worth: 2000gp]
4. Rod of Hidden Light [Magic Item]
This rod crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, only the holder of the rod can see the light produced.
[Worth: 2000gp]
5. Canticle of Amun-Re [Instrument]
This is an eleven stringed oud carved of juniper and edged in gold, set with mother of pearl. This oud grants a second roll of Performance once per day, if you have that skill. It also can be commanded to produce one of four non-combative spell-like abilities, each once per day. (An oud is an ancient instrument similar to a lute).
Flare: Produces a flash of light.
Light: Causes a chosen object to glow like a torch, shedding bright light for a 20 foot radius.
Mending: Repairs small breaks or tears in objects that are less than one pound in weight and nonmagical.
Message: You may whisper a message and receive a whispered reply with little chance to be overheard. Point at each visible creature you want to hear your message, when you whisper then all targeted will hear it and be able to give you an answer.
Mundane (non-magical pack Items
Gems:
1. Citrine (50gp)
2. Obsidian (10 gp)
3. Red Garnet (100 gp)
4. Golden Yellow Topaz (500 gp)
5. Blue Star Sapphire (1000 gp)
Other Information: (You can put age, description, status, children, etc)
Odd Foods or other Items:
1. 2 Soul’s Day Cookies
2. Popcorn, 1 small bag
3. A fist sized rock that "beats" like a heart. (Curiosity)
4. Frosty Goblet [Magic Item]
- This pint-sized drinking vessel is a well-crafted goblet made from untarnished brass. The only adornment is a band of snowflake shapes formed in a ring just below the lip. Once per day when a damp finger is run in a circle along the lip of the goblet, the temperature of the beverage will drop to just above freezing as if affected by a ray of frost spell.
[Worth: 500gp]
5. Mug of the Drunken Bard
This beautifully polished and crafted mug always remains sparkling and unmarked no matter how much someone attempts to filthy it, it remains clean as the day it was initially polished. When a one grips upon the mug and thinks about the beverage they want most the mug magically fills to the brim with the very drink all specifications met as in hot drinks filling steaming hot and cold drinks filling ice cold. Secondly under the mug there is a small flat ended key as to not disturb the cup while resting, when twisted the key winds the gears within the bottom of the mug and plays one of its magically recorded tunes typically ones to lift the spirits or songs depicting glorious conquests in battle.
Miscellaneous Items: (Not always carried)
Weapons:
Elven Longsword [1d6]
Durandal ☼ ☼ Durandal is a well-used adamantine gladius (1d6) whose hilt contains a thread from the cloak worn by Blessed Ruth. It is an intelligent, holy sword that possesses empathy with the wielder. Once per adventure, Durandal can cast a remove fear effect upon its wielder(only). Durandal uses its empathy to urge the wielder to be brave and righteous, particularly when faced with overwhelming danger.
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.
1. Empty Your Mind: When this power is manifested, you gain a +2 to all a willpower check you are asked to make, which can be used as many times per day as your INT bonus. If you have no INT, then you may use it once per day.
2. Elfsight: You gain low-light vision while using this power, and a bonus of +2 to Search and Spot. You also notice secret or concealed doors if you are within 5 feet of it. If you also have "My Light", the cone of light extends 40 feet instead of 20 feet.
Cost: 10,000gp
Items
-- Bedroll
-- Belt Pouches
-- Blankets
-- Backpacks
-- Burlap Sacks
-- Bulls eye 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
-- Saddlebags
-- 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
" One does not have to carry a shield in the physical sense to be a shield maiden. You simply have to have strong spirit, and a thing worth protecting.." De'vin Sharmantious
-- Wooden or Metal Cups, Forks, Spoons, Bowls, Plates
-- Whistle