Post by rageofnocturne@aol.com on Feb 24, 2015 19:23:26 GMT -5
--------------------------------------------------
Name: Nanthael "Piper" Ingoduir
Screen Name: rageofnocturne@aol.com
Alignment: Chaotic Evil
Languages: Common, Primordial yet he understands all languages, Elven, Necronian
Country of Origin:unknown (from Arith)
Description:
Personality:
Current Rank:Ruby General
Current Dice: 2d14
Current Hit Points:52 (base 35 +12 intelligence +5 diehard)
Defense DC:19
Total Def:30 mundane 25 magic + immune to acid
Total Dmg: + 24 magical dmg +8 dmg melee or +24 dmg melee + 28 magical close range
Total Init: +21
Total Strike: +12 'vocations +8 melee
Traits
Strength Quickness Endurance Willpower Intelligence Perception Charisma
8 9 0 0 12 0 2
Traits and Talents:
Diplomacy +1 | Intimidation +14 | Bluff +3 | Disguise +2 | Stealth +14 | Insight - |
Spot +13 | Listen +8 | Athletics +8 | Climb +8 | Jump +8 | Swim +8 |
Acrobatics +14 | Tumble +9 | Balance +9 | Disable Trap +9 | Lockpicking +9 | Knowledge +14 |
Locate Traps - | Escape +9 | Sleight +9 | Appraise - | Gather Info +1 | Thievery +9 |
Ride +9 | Nature +12 | Use Object +9 | Search - | Hide +9 | Willpower +3 |
Primary Class:Support
Class Bonus:2 free skills non combat
Primary Profession: Bard
Profession Bonus: "Inspire Allies" Bards are great inspiration to their allies, and when they perform pushes their allies to greatness, giving all allies within hearing range a +3 to DMG or DEF which adds to any DMG or DEF they already have (chosen at the start). Once they've used a turn to inspire their allies, the bonus lasts the entire combat; they do not have to continue to play each round and are free to make other actions.
Secondary Class:Arcane
Class Bonus: You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
Secondary Profession: Mage
Profession Bonus: "Surge of Power" Mages are given a +5 DMG to all magical attacks they make in combat outside of your official spells per combat. Mages may also register 1 extra spell per gemstone rank. You need Magical Affinity to take this profession.
Race: Daeva
Racial Weakness (if applicable):Sonic
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill:Reincarnated Body: If dead for more than 1 hour you are reborn into a new body form and shape.
Racial Skill: Polylingual : You can speak and understand all
languages. However, you can only read Natural, Country & Supernatural
languages. The only languages you can write are your own. See the Languages
thread for more information on what's available to you.
Racial Skill:Reincarnation: after 5 rezzes are used you can be reborn into a new body. Lose all xp and skills but keep personal items
Flavor: Levitation: You have inborn talent of some kind to levitate at will. Levitation involves floating a few inches off the ground if you are moving horizontally; if you wish to move straight up and down, the highest you may go is 20 feet.
Flavor:Mind over Body: You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate skill.
Flavor:Clairvoyant : You have visions, of past and of things to come. You know things. Things most people would not. Whether a person, an animal or an object or weapon.. you can see the past or the future.
1.Shadow Form: Outside of combat, you are able to take the form of wispy incorporeal shadows once per day, for as long as you wish. Inside combat, you may take shadow form to evade a physical attack once per combat. This means you are incorporeal for all purposes of damage and evasion, mundane weapons cannot hit you in this form unless they are enchanted in some way to hit incorporeal.
2.Alert: You gain a +5 to Spot and Listen Checks.
3.Acrobatics: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
4. Magical Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill.
5. Sidestep: You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat.
6.(Flaw) 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. This is an innate skill.
7.(Support) Self Heal: Ruby - 26
Obsidian - 30
8.(Support) Gloomstrike: On a successful attack, you are able to blind your target for one round of combat, once per combat. They cannot do anything that round unless they have Blindsight.
9.T.Flavor)Psychometry : By handling a physical (non-living) object, the psion or mage can gain knowledge of what past events have surrounded it.
10. Dual Wield: This skill allows you to dual wield two one-handed weapons with the same base trait bonus to gain damage to both. This means you can use two light melee weapons or two pistols but not one of each. (Example: If you have dual-wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill.
11. 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.
12. Lasting Inspiration : Only a bard may take this skill, and it enables them to inspire their allies with even greater benefits. Their Inspire Allies bonus of defense or attack goes up to +5.
13.(Bard) Vibration : A bard can sing one note, so pure and strong, that it causes objects to vibrate around them. This is useful for removing items from someone's hands, including a weapon. The bard may use this 1/combat to cause a target to drop whatever is in their hands, causing them to not be able to use the weapon/staff/wand/etc until they pick it up. It can also be used, if the bard resonates well enough, to break mundane objects such as windows, glasses, etc (up to DM the results).
14.A.flavor) Shadow Walk : To use this skill, you must be in an area of shadowy illumination. You and up to 1 creature per gemstone (all must be touching) are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. In the region of shadow, you move at a rate of 50 miles per hour. You may use Shadow Walk for up to 1 hour per gemstone level a day, so a Crystal Rank could only use it up to 1 hour a day. You move normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying; it is meant to be a travel skill. If your shadow walk ends in something solid, you are shunted to a clear area. This is a strictly non-combat skill.
15. Rezz the Dead : You know how to pull the spirit of a dead creature back to their body, giving them a second life. See "How Death Works" for what happens after.
16. Life's Blood : Your blood flows with eternal life, and its healing powers allow you use your blood to heal others. At any point in or out of combat, you may perform a special bloodletting ritual through which you sacrifice some of your own vitality to heal another creature. When using this skill, you can choose how much damage you wish to do to yourself and apply your blood to the wounds of a living creature, healing it for a number of hit points twice the amount of damage you took from the ritual. A creature cannot be healed by this ability more than once per day. This skill can only be used once per combat.
17. Familiar : You gain a familiar, which is able to channel your spells. You may send your familiar to deliver your registered spells, allowing you to stay out of melee range of combat. Familiars may also make their own attacks, if you so choose. The benefit of a familiar is that it allows you one extra attack spell per combat, that the familiar delivers. Familiars are specialized Animal Companions, so please see the Animal Companion skill for how you build your Familiar NPC.
18. (Arcane) Psionic Affinity: You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
19.s. flavor) Teleport : This skill gives you the ability to teleport yourself as long as you have the exact location in mind. This pulls the caster into a portal, bending time/space around them, and popping them out of the other side at the desired location. With each gemstone rank you achieve you can take one person with you.
20. sapphire)Arcane Image : A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
21.sapphire) Combat Teleport : Once per combat, a caster with this skill may teleport to any location within 25 feet, allowing them to evade all damage.
22.sapphire) Acrobatic Backstab : 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.
23.Free) Counterpoint to Inspiration [Teamwork]
When an allied bard with this skill is within 60 feet and uses their bardic performance to grant allies a bonus, you may perform the same bardic performance or to increase those bonuses by +1. This increase only lasts as long as you and your ally each maintain the same performance, and can only be extended if you both have Lasting Inspiration.
24.e.flavor) 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.
25.emerald) Eldritch Master: This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell in combat. If your spell does damage then you may double your trait bonus for damage every time you cast an attack spell in combat. This is the Arcane Class version of Eldritch Focus and replaces that skill, and is considered a constant skill.
26.emerald) 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.
27.emerald) Arcane Warrior : This allows you to wield a light/one-handed weapon or one-handed tech in one hand, and a one-handed magic invocation in the other. This follows the same rules as dual-wield, it allows you to gain the damage for both in one round. You may choose to add your normal melee trait damage, OR your magic trait damage (INT), but not both every round. This is an innate skill.
28.r. flavor) Presence of Mind: The depths of your knowledge improve your reaction time. You may add your Intelligence (INT) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative.
29. ruby) Point Blank Spells: You are adept at using your magic in close melee combat. In close combat your non-registered spells gain a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5, Diamond +6. This is a constant skill.
30. ruby) Ioun Master : This skill allows you to gain, and use ioun stones without the need for any of them to take up a loot slot. At Crystal rank you may use 1 ioun stone freely, at Topaz two, Amber three, and so on - adding 1 stone per gemstone rank you are allowed to freely use. Ioun stones can be gained through adventuring (loot) and special sales.
31. ruby) Hex : A witchy mage can select one hex per gemstone rank beginning at Topaz, please mark this clearly on your dossier. You may only use each of your hexes once per adventure. Your target gets a willpower save against DC10 + the mage's Intelligence, if they fail the hex lasts as many rounds as the mage's Charisma, unless a Remove Curse is used on them.
You may choose from the following hexes, the rank needed for each is marked: DC-22 vs Wlp
1. Shaken Hex (Topaz) - This puts the target under the effects of "Shaken".
2. Frightened Hex (Amber) - This puts the target under the effects of "Frightened".
3. Infection Hex (Sapphire) - Any wounds taken during this curse become infected with disease and cannot be healed until they gain a Cure Disease. They must continue to gain Cure Diseases
for additional wounds during the hex's effect unless the Remove Curse is given.
4. Discord Hex (Emerald) - The target creature does not trust his allies for as long as the curse is in effect.
5. Hoarfrost Hex (Ruby) - Causes target to be paralyzed with a sheen of frost while hex is in effect.
6. Slumber Hex (Obsidian) - Causes the target to fall asleep while hex is in effect.
32. Mage) Magical Resistance: You are resistant to magics and gain a +1 to all magical saves against
registered spells at the time of skill selection. This skill grows as you do; +3 at Ruby.
33. 20 rep Flavor)Intimidating: You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls.
Flaws:
Arrogant
Your arrogance makes social interactions more difficult.
Penalty: -2 penalty to all social interaction skills
Deep Sleeper
You are only awakened by extremely loud noises, or being physically shaken, prodded, etc. Even when you do wake up, you spend 1 round able to do nothing other than try to shake the cobwebs away and groggily sit up.
Penalty: Sleep effects such as spells, potions, etc cause you to sleep twice as long as normal. So, a sleep spell that drops someone for 1 round, would cause you to sleep for 2 rounds.
Gods and Religions do not interest you, and the best they will get from you is lip service. You swear oaths you should not, blaspheme without caring, and are disrespectful to Priests and devout worshippers. You consider organized religion dangerous or foolish, and you make no attempt to hide your feelings.
Penalty: In game terms, aside from the roleplaying aspects described above, you suffer a -2 penalty to all social based skill checks with anyone that you know to be a devout follower or worshiper of a deity.
Weapons with dice effects / enchantments:
Primary Weapon: Darkstar 2d7
(Legacy Fizzwinken's Stellar Shocking Voltcut Guillotine)
This beautiful sword (2d7) has a unique blade of starstone, and a hilt made from bones of death knights. It constantly crackles with "Lightning" and wisps of "Shadow". The hilt is designed to represent the horns tipped with violet gems branching out from a demonic face with a great open maw that is large enough to hold any one ioun stone. The magic of the ioun stone works only when the weapon is wielded. Runin runes are set into the pommel in golden script that repeat a single word “Mourn”. To anyone without Magical Affinity, this weapon functions only as a sword with none of the following benefits. When a rightful wielder (someone with magical affinity) comes near or touches this special blade, the world darkens and no matter the time of day or intervening barriers for a moment you can see the night sky and you witness a shooting star falling down like a single tear drop. This weapon cannot do damage to its owner and will even try to leap from the hand of someone attempting to use it against its owner. The owner of this weapon can, if the weapon would kill an opponent with it's attack, choose to withhold that damage and instead leave a vicious un-healable scar, permanently blind her (or only take one eye), or remove an appendage, which leaves your opponent at 1 point above their max hp (such as 39/40). This weapon, while wielded, grants darkvision and if the wielder already has it, ranged is doubled. It is an "Auran" weapon and also has "Hex Strike".
Hex Strike: Chanting and cursing, you put a hex on your enemy as part of your unarmed or melee attack. If you make a successful melee strike against an opponent, in addition to dealing your normal damage, you can deliver the effects of the chosen hex to that opponent. This can be used once per combat.
Secondary Weapon: Psychic Orb( Evocation) 1d8 (1d10)
Dark Matter Blast/ Creating an orb of pure dark matter he is able to send it hurtling at a target with destructive explosions.
Ranged Weapon: Magic Ruin- 2d8 (paragon +2) 2d10 w/ amulet
Bloodleech ☼
You draw strength from those you wound with your spells. Your veins throb and pulse visibly when you use a 'vocation with the bloodleech enchantment. As much damage as you roll with your 'vocation, you are healed. This can be used once per combat.
Transdimensional Spell ☼
Your 'vocation affects incorporeal creatures, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space within the spell's area.
Toppling Spell ☼
If your target takes damage from the 'vocation they are knocked prone and must take one turn to right themselves, if they fail a DC15 Acrobatics Check.
Hidden Weapon:Dagger of Torment - ☼ ☼ ☼
This black metal dagger [1d4] has a long, thin, serrated blade, and has no hand guard. Instead it is wrapped with strips of blood-red leather in a tight pattern. It never needs sharpening and has the Everclean enchantment. Once per combat, with a successful hit, your target is afflicted by a dreadful vision which makes the wielder appear as a rotted corpse of someone they care deeply about, the sight only lasts a moment but dazes the target for one round. This curses the target, causing them to suffer flashbacks of the visions for 3 days unless a Break Curse is given.
Hidden Weapon:
Extra Attack Item: Cravat of Fell Power [Neck]
(Magical or Psionic Affinity Only)
This medium length, embroidered strip of scarlet cloth is covered with arcane sigils and mystic designs. Worn around the neck (occupying space on the body as an amulet), a cravat of fell power adds +2 dice to any invocation the wearer uses. For instance, an invocation that does 1d6 damage will do 1d8 damage when this is worn.
[Worth: 6,000gp]
Extra Defense Item:
Head: Such as headband, hat, helmet, circlet, crown. Crown of Conquest [Head]
This crown of steel and gold projects an aura of menacing power. The wearer gains a +10 bonus on Intimidate checks, and whenever he rolls a critical hit (even if he does no damage due to the target's defense), the crown creates a boon effect centered on the crown's wearer causing all allies to gain a +2 to Strike, Damage, and Saving Throws for one full round of combat. (+5 magical def)
[Worth: 15,000gp]
Face: Such as eye lenses, glasses, goggles, masks. Arachnid Goggles [Eyes]
This leather band is studded with dozens of faceted crystals of varying size, two of which fit over the eyes. When wearing these goggles, the wearer uses all the crystals as eyes, gaining all-around vision. This boosts Spot Checks by +5.
[Worth: 2,500gp]
Neck: Such as amulets, medallions, torcs, necklaces. Amulet- +5 magic and mundane def
Torso: Such as shirt, vest, vestments or tabards. 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.
[Worth: 3000gp]
Body (Armor): Such as armor, or robe. Fizzwinken's Functional Dracohide Barrier Apparatus
Most of this +18 DEF/+13 Magical DEF armor is crafted of black dragonhide, but one arm is set with mithral plates attached to the hide creating a thick and defensive vambrace of silvery metal. The armor is immune to Acid. The vambrace is more than meets the eye, bound to its wearer by their blood. When the wearer of the armor is attacked, the vambrace's metal plates quickly pull together detecting the motion, and moves to protect its wearer's weak spots. It also creates a surge of energy that lashes out from the vambrace to any attacker giving 1d5 damage which cannot be defended against, once per combat. The armor itself is enchanted with Ethereal, enabling the wearer to become ethereal once per combat, dodging an attack unless it can hit you in that form.
Cloak: Such as a cloak, cape, or mantle. 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]
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Such as bracers, bracelets. Vambraces +7 mag and mun
Legs: Darkweave Pants of Adaptation
This darkly woven material can be used to make clothing, and certain armors and gives a +5 to Stealth.This enchantment allows a person to survive in whatever circumstance (per DM) that they find themselves in. It does NOT give immunity to elemental attacks, but it does allow you to breathe fine in smoke, or breathe underwater, or stay cool in the heat, or stay warm in the freezing cold.
Hands: Such as gloves, gauntlets, wrappings or one glove. Arcanist's Gloves [Hands]
These sleek blue gloves bear tiny golden stars across the knuckles. Wearing these gloves allows you to cast regged spells in combat one gemstone rank higher than your own rank. So for instance if you are Sapphire ranked, your regged spells are considered Emerald rank to determine effects and damage.
Feet: Such as sandals, boots, or shoes. Boots of Catwalking [Feet]
These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
[Worth: 2,500gp]
Body Modification: Such as tattoos, piercings.Arcane Finger Sleeves:
Finger Sleeve I: This allows a spellcaster to write an extra spell per dice rank.
Finger Sleeve II: This gives a mage +5 DMG to non-regged magical attacks they cast in combat.
Finger Sleeve III: This doubles the amount of spells you are allowed to cast per day.
Finger Sleeve IV: This allows a spellcaster to write 5 extra spells per gemstone rank.
Finger Sleeve V: This finger and wrist tattoo allows a spellcaster to cast an extra spell during combat.
Rings: (Up to two active)
1.Ring of Assimilation [Ring]
This ring appears as a plain band of electrum with an empty setting. When another magical item small enough to fit in the setting is placed into the empty setting, it projects it's powers through the ring as if the magical device had been created as a magical ring. For instance, you could place an ioun stone into the setting and use it's magic without it orbiting your head. Typical magical items that fit into the setting include ioun stones, and other gemstone items. Any item should be approved by tesarikone, please use logic. The ring must be worn on your finger for the magic item to be assimilated. If you remove the ring, the item falls out.
[Worth: 2,000gp]
w/ Ioun Stone (dark blue rhomboid) [Magic Item]
If you do not have the Alert Skill, this stone grants the wearer +5 to Spot and Listen. If you already have the Alert skill, the bonus for Alert increases to +8 when this stone is used. Ioun stones orbit around the wearer's head.
[Worth: 4,000gp]
2.
Free: Obsidian Heart ring- can teleport to nearest safehouse.
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Yule Free.Eggnog Potion: Acts as 1 Full-Heal potion. The downside (or upside, depending on tastes) is that it tastes like eggnog. One use, Consumable.
Yule Free. Ugly Holiday Sweater: Hideous sweater (description up to the owner, whatever they think would be ugliest, be creative!) Can be worn for one quest, does not take up an equipment slot. Grants a +1 to defense DC for that quest (enemies have trouble looking at the wearer enough to hit them properly), but unravels at the end and turns into a mundane ball of yarn. Must be stated at start of quest. One Use, Consumable.
Magical Pack Items (Up to five magical / wondrous items.)
1.Rezz Coin- immediately is used after death does not use any of 5 rezzes.
2."Fallen Cherub Feather" - This feather from the fallen cherub can be used to incite hatred in one opponent for one round, if they fail a 1d20 Willpower Save (16+ needed to pass) then they will attack another enemy instead of the adventuring group on their next turn. A feather can only be used on one enemy per combat (meaning, if someone else uses it on Bad Guy [HASH]1, you can't use yours on that enemy for that combat.) This can be used once per adventure.
3.Black Dragon Bone Seax (Naturally Acidic (for those weak to Acid)) 1d5
w/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.
w/Shadowreach ☼ ☼ A shadowreach weapon can reach through your own shadow to catch foes off guard. Once per combat, you can activate the enchantment and gain 6 feet to the reach of your weapon. The target is denied their Quickness bonus to their Defense DC for this attack, making their DC10.
w/Merciful ☼ All damage done by this weapon deals non-lethal damage, even if you hit beyond a person's hit points, they are simply knocked out. The enchantment can be suppressed at will by the weapon's owner.
4.
5. Scroll Case
1.Scroll of Heal All- A scroll of Heal All holds a powerful incantation that when read, heals all allies on the board of 10 hit points. THREE USES
2.Scroll of Heal All- A scroll of Heal All holds a powerful incantation that when read, heals all allies on the board of 10 hit points. THREE USES
3.Scroll of Heal All- A scroll of Heal All holds a powerful incantation that when read, heals all allies on the board of 10 hit points. THREE USES
4. Scroll of Heal All- Scroll of Heal All- A scroll of Heal All holds a powerful incantation that when read, heals all allies on the board of 10 hit points. 2/3 uses left
5.
Free: Obsidian Heart Insignia- can communicate with any member of the heart that has this even Maria.
Ioun Stones:
1. Ioun Stone (black spindle) [Magic Item]
This ioun stone gives you darkvision to 60 feet. Ioun stones orbit around your head while in use.
[Worth: 2,000gp]
2. Ioun Stone (crimson sphere) [Magic Item]
This stone grants you a +2 bonus to un-regged magical damage. Ioun stones orbit around the wearer's head.
[Worth: 2,500gp]
3. Ioun Stone (western star) [Magic Item]
This blue crystal is cut in the shape of a five-pointed star. When the user desires, it renders the western star and all other ioun stones in his possession invisible. It still orbits around the user's head, but it is invisible.
[Worth: 1,500gp]
4. Ioun Stone (clear sphere) [Magic Item]
This ioun stone gives you the ability to see through it. The stone still maintains an orbit around your head. If you are affected by blindness, you can still move normally. You can have this stone implanted into your forehead as your head slot, or implant it in the palm of their hand, using it to see around corners while staying in full cover. It is possible to target the Clear Sphere Ioun Stone separately with a blindness effect.
[Worth: 4,000gp]
5. 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 Comprehend Languages.
Ioun stones orbit around the user's head.
[Worth: 2000gp]
6.
Free.The Obsidian Steed (Free Slot Magic Item)
This figurine appears to be a small, carved obsidian stone. Inspection reveals that it resembles a rearing black horse. On command, the piece of obsidian becomes a fantastic mount; a jet-black warhorse. The steed allows itself to be ridden, and special items such as horseshoes can be put on the mount when it is in horse form.
Mundane (non-magical pack Items)
Pipers Loot
Choral Ring (bard primary focus) [Ring]
This gold ring is set with a very large opal. While worn, the wielders bardic talents can be in effect even in places where they would not normally be. (Underwater, zone of silence, etc) If a wielder possesses the skill 'Snowflake War Dance', they may use it for a number of rounds equal to half their charisma modifier. In addition, while using 'Snowflake War Dance', if the wielder possesses the skill 'Sonic Blade' the damage of it is 1dX, where X is the wielders charisma modifier.
Stone of Avonmyra
This smooth small stone can be used to solidify water so it can be walked upon, or to release it back to water form. Please check with the DM before it is used.
1 Blue Arrow - Does dmg when shot from a bow, but also induces lust in the target if they fail a Willpower DC15. Roll to see who in the area (friend or foe both) is the target of the lust which lasts for 1d3 rounds.
1 Bottle of Passionfruit Wine! A lovely pink, sweet, lust inducing beverage made from the harvested passionfruits from the Demiplane of Erotikas. One bottle holds enough for 12 glasses of wine. This is like Aura of Lust, it's not going to force someone to do something they would not already consider, but it does make you quite frisky!
Black Flame Candle. When burned, this candle emits a black flame. And instead of dripping wax and getting smaller, it grows in size. It produces cold, darkness, and oxygen, while growing all the time. The candle may be cut into segments, but only the uppermost one will retain the magic. Note that if the atmosphere of an enclosed space gets too oxygenated, humans can get quite giddy, although it causes no real physical harm.
Winter Games(2016) Ice Cup
Shadowskin Leafweave Mail - +10 def - hide in plain sight, able to make hide and stealth checks even when not hiding.
Other Information: (You can put age, description, status, children, etc)
--Age: ? ? ?
--Height: 5'9"
--Weight: 128lbs
--Hair: Dark Purple
--Eyes: Gold