Post by sloane on Oct 24, 2016 16:42:44 GMT -5
Vital Information |
Name: Sloane Moretti
Screen Name: valiantmadcap
Alignment: Chaotic Neutral
Race: Human
Size: Medium
Racial Weakness: n/a
You take twice the amount of damage from your weakness unless otherwise specified.
Languages: Common, Bryonish, Ignan
Country of Origin: Bryony
Chosen Deity: Zumyan
History |
Born of simple heritage in Bryony, there was nothing special about Sloane when he was first began. It was not long until he was seemingly marked during an accident that caused him to be burned, the scars upon his face taking the loose shape of a phoenix. From there the mages of Bryony swore he was marked by Zumyan and insisted on taking him from his home to be trained in the ways of fire magic. It is not certain if he was chosen or not, but he did have a fondness for the magic and as he trained and studied his body began to change as a result, his eyes took a golden color with red irises, his skin became ashen and pale, his body hotter than most. His youthful years were spent like this, training within the schools of Bryony and only knowing of other things through what he could read in books. It may have been his isolation, or the passing of time causing his "inner flame" to die down with his ebbing passion for his path.. but he found himself drawn to consuming kindling as an attempt to ignite the flames and keep him strong, the safest of kindlings he found to be alcohol. Whenever he was able he would sneak a drink, finding that not only did it fill him with endless passion but he felt really good as well! Vice's tend to not go do well with strict training and being drunk constantly when flinging fire about was frowned upon heavily, causing him to eventually flunk out and be forced from his home as a failed attempt at greatness. All was well though, he had his best friend in a bottle and a whole knew world to explore as he set out to prove he was indeed a chosen of Zumyan, leaving fire and ash in his path to purify and cleanse, and maybe make some friends!
Flaws
Alcoholic | A person who drinks alcoholic substances habitually and to excess or who suffers from alcoholism. There are very few times when you are not drunk, or in the process of getting drunk. You cannot take skills that allow you to drink to excess without getting drunk. You reek of booze, and while you may have learned to function as a drunk in your life, there are still effects such as eyesight, and how others perceive you. Penalty: Take a -2 to all Charisma based rolls, and a -2 to all Spot or Insight checks --- |
Easygoing | You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious. Penalty: You gain a -2 penalty on Intimidate and Bluff Checks. --- |
Vice | Booze, gambling, tobacco, or brothels . . . there's a rich bounty of pleasures to be bought with coin! Penalty: Same penalty as for Tithe (10% of any gold you earn for missions and quests is lost), but your 10% is spent on your vice. --- |
Stats |
Rank | Sapphire Adept |
Dice | 2d60 |
Reputation | 5 |
Rezzes | 5/5 |
Defense DC | 19 (10 + Quickness 9) |
Hit Points | 42 (Half Dice 25 + Mind over Body 12) |
Strike | 12 (10 Int) |
Damage | 25 (12Int +6 EF)(5 SB) (+2 PBS/AE)] |
Sloane - Sapphire Adept - Arcane/Spellborn/Arcane - 2d60 - 42 HP [12 MoB] - 19 DDC - No weakness - Flaws: Alcoholic, Easygoing, Vice |
Trait | Base | Bonus | Total |
Strength | 0 | 0 | 0 |
Quickness | 9 | 0 | 9 |
Endurance | 0 | 0 | 0 |
Willpower | 0 | 0 | 0 |
Intelligence | 12 | 0 | 12 |
Perception | 0 | 0 | 0 |
Charisma | 0 | 0 | 0 |
Skill Checks | Totals |
Spot: (PER 0)(Alert 5)(Flaw -2) | 3 |
Listen: (PER 0)(Alert 5) | 5 |
Search: (PER 0) | 0 |
Locate Traps: (PER 0) | 0 |
Disable Traps: (QCK 9) | 9 |
Lockpicking: (QCK 9) | 9 |
Escape: (QCK 9) | 9 |
Acrobatics: (QCK 9)(Acrobatic 5) | 14 |
Diplomacy: (CHA 0) (Flaw -2) | -2 |
Intimidation: (STR 0) (Flaw -2) | -2 |
Bluff: (CHA 0) (Flaw -4) | -4 |
Disguise: (CHA 0)(Flaw -2) | -2 |
Stealth (Hide, Move Silent): (QCK 9) | 9 |
Insight: (PER 0)(Flaw -2) | -2 |
Handle Animal: (CHA 0)(Flaw -2) | -2 |
Ride: (QCK 9) | 9 |
Swim: (STR 0) or (END 0) | 0 |
Appraise: (PER 0) | 0 |
Gather Info: (CHA 0)(Flaw -2) | -2 |
Use Object: (QCK 9) | 9 |
Athletics: (STR 0)(Agile Ath 9) | 9 |
Knowledge | Total |
Arcana (INT 12)(K 10)(VR 2) | 24 |
Monster Lore (INT 12)(K 10) (VR 2) | 24 |
Dungeoneering (INT 12)(K 10) (VR 2 | 24 |
All Unlearned (INT12) (VR 2) | 14 |
Saves | Total |
Save against Disease/Poison: (END 0) | 0 |
Willpower Save: (WLP 0)(Iron Will 2) | 2 |
Spell DC Save: (WLP 0) (Iron Will 2) | 2 |
Primary Class | Arcane | Class Bonus: +2 to Spell DC |
Primary Profession | Spellborn | Class Bonus: Innate Magic - +5 DMG to all non-regged magical attacks made in combat outside of their official spells. |
Secondary Class | Arcane | Class Bonus: +2 to Spell DC |
Secondary Profession | (OPEN) | (OPEN) |
Skills
(racial) | 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 *---* |
(racial) | Acrobatic You have excellent coordination, and can take a +5 to all Acrobatics Checks. *---* |
(racial) | Alert You gain a +5 to Spot and Listen Checks. *---* |
(flaw) | Elemental Focus (Fire) (V) A Mystic may choose one element each time this skill is taken, and any time they cast an elemental spell using this element, they gain an extra 1d5 damage for their attack. Choose from: Fire, Cold/Ice, Electricity, Air/Wind, Earth, Sonic, or Water. Prerequisite: Mystic (V) *---* |
(arcane) | Magical Affinity You have innate or learned magic ability. You cannot use magic in OH without this skill. *---* |
(flavor crystal) | Knowledge (Listed Below) *---* |
(flavor crystal) | 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 crystal) | Blindsense Using your senses, such as acute smell, hearing, or ability to see heat signatures; a creature with the blindsense skill notices things it cannot see, but without the precision of blindfight. Someone with blindsense cannot use this skill to make attacks but it will allow a person who cannot see the ability to make Listen checks whenever Spot checks are called for, and allows them to pinpoint creatures around them by sound, heat or smell. This is a constant effect. *---* |
(crystal) | Arcane Image A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat Prerequisites: Arcane Class DEFENSE - Evade *---* |
(crystal) | 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. Prerequisites: Magical or Psionic Affinity, or Approved Race (such as shadowkin) DEFENSE *---* |
(crystal) | Selective Spell When casting a spell into an area of both allies and enemies, your allies need not fear friendly fire. This is like Combat Marksman for the spellcaster. this is a constant skill. Prerequisite: Magical Affinity or Psionic Affinity *---* |
(crystal) | 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. *---* |
(crystal) | 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. *---* |
(spellborn) | 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' *---* |
(spellborn) | Psychometry By handling a physical (non-living) object, the psion or mage can gain knowledge of what past events have surrounded it. Work with the DM for the information. Prerequisite: Magical or Psionic Affinity *---* |
(flavor topaz) | 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 *---* |
(topaz) | Eldritch Focus This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell of any sort, including unregged, regged, wands and 'vocations. If your spell does damage then you may add in 1/2 of your damage trait to every attack you make. This is a constant skill. Prerequisites: Magical or Psionic Affinity *---* |
(topaz) | Double Invocation You may use two mage invocations in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice and divide the damage by 2 and then 1 invocation damage goes to one person, the second invocation damage to the other. You may not use a weapon with this skill, only non-regged magical attacks with mage invocations you've purchased. This is a constant skill. Prerequisite: Magical or Psionic Affinity *---* |
(topaz) | Dirty Trickster You can attempt to hinder a foe in some way, while making an attack. This skill covers any sort of situational attack that imposes a penalty on a foe for one round only. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to cause him to fall, or hitting a foe in a sensitive spot to make him sickened for a round. This allows creativity on your part, as to what you actually do, but the penalty is always a single round lose a turn in combat by being blinded, dazed, entangled, afraid, dazzled, deafened or sickened. DM/Proctor as always has final call on anything you may choose to do. You may use this once per combat *---* |
(flavor amber) | Psychoportation Teleports as many creatures as he has Intelligence Trait Points to designated spot that you have been before. Prerequisite: Psion, Spellborn, Amber Rank (V - Psionic Affinity, Amber Rank) *---* |
(amber) | 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. Prerequisite: Magical Affinity Chosen Spell: *---* |
(amber) | Arcane Eye A spellcaster's senses have developed so keenly that he is now able to use point blank spell benefits at a distance. This is a constant effect. Prerequisites: Point Blank Spells *---* |
(amber) | 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. Prerequisite: Acrobatic Skill DEFENSE - Evade *---* |
(arcane) | Combat Teleport Once per combat, a caster with this skill may teleport to any location within 25 feet, allowing them to evade all damage. Prerequisite: Teleport Skill or Psychoportation Circle, Sapphire Rank DEFENSE - Evade *---* |
(flavor sapphire) | Drunken Fighter (V) A brawler, fighter or monk takes no penalties to combat while they are drunk. This is an innate skill. Prerequisite: Brawler, Fighter or Monk Profession (V) *---* |
(sapphire) | Manipulate Probability A number of times per day equal to 1+INT bonus, you may roll 5d4 in the place of a d20 for a skill check, save, or strike. *---* |
(sapphire) | Agile Athlete You rely on your agility to perform athletic feats, rather than brute strength. This allows you to use Quickness for Athletics Checks that normally require Strength. This is a constant skill. Prerequisites: Acrobatic, QCK 10 (CC - Acrobatic, QCK 10) *---* |
(sapphire) | 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. (CC) *---* |
Gear
Weaponry
Primary Weapon:
Evo/Invocations | |
Sulfuron Slammer (1d8) | This evocation calls forth the might of his furious inner flame, spiraling it around his forearm and hand up to his elbow forming a sheath of flames in the form of a flaming gauntlet. When rushing into combat he is able to burst flames out the elbow to rocket his fist forward into his foes! (Fire) Enchants: Impact Spell: Any 'vocation 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. [**] 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. [*] |
Second Hand Death (1d8) | This evocation allows him to call forth the thick, acrid, hot smoke that comes off a truly devastating flame, forming it around his arm and allowing him to send it out in bursts of hot smoke to slam into his enemies. (Force) Bend Spell: Once per combat, you may bend your 'vocation so that it moves around any type of cover your target may be hiding behind. [*] Binding Spell: This 'vocation prevents extra-dimensional movement by those it hits. Once per day, the wielder of a binding 'vocation may make a binding strike. On a successful attack, the target of the binding strike cannot move extra-dimensionally by any means (including shadow, umbra, teleportation, ethereal, dimension door, etc). This effect lasts for 1d3 rounds. If you fail your strike, the binding strike for that day is wasted. [**] |
Phoenix Burst (1d8) | While standing in a whirl of flaming feathers that flare into ash around him, Sloane channels intense heat towards the target, agitating the oxygen around them, causing it to ignite and explode in contained bursts. (Fire) Enchants Blinding Spell: A radiance/prismatic-based 'vocation explodes with radiant light once per combat. The radiance does not harm the wielder. A blinding 'vocation causes the target to be blinded for one round of combat, if the target does not have blindfight they lose a turn of combat. [**] Elemental Affinity: This spell allows you to change your evocation into another type of energy, once per combat. For instance, if your evocation is fire-based, with this enchantment for one attack you may instead change it to be an ice-based, or lightning-based, etc. [*] |
Phoenix Rupture (1d8) | While standing in a whirl of flaming feathers that flare into ash around him, Sloane channels intense heat towards the target, agitating the oxygen around them, causing it to ignite and explode in contained bursts. (fire) Enchants Blinding Spell: A radiance/prismatic-based 'vocation explodes with radiant light once per combat. The radiance does not harm the wielder. A blinding 'vocation causes the target to be blinded for one round of combat, if the target does not have blindfight they lose a turn of combat. [**] Elemental Affinity: This spell allows you to change your evocation into another type of energy, once per combat. For instance, if your evocation is fire-based, with this enchantment for one attack you may instead change it to be an ice-based, or lightning-based, etc. [*] |
Boiling Grasp (1d8) [Invo] | A very dangerous spell that is not to be used lightly. This invocation irritates the atoms inside a person or object and begins to heat it up from the inside out to the point of combustion if it is left for too long. Those who have felt this attack claim it feels like a heated hand is clawing from the inside out in order to burst out Enchants Power Stun: This is an improvement to your 'vocation that you can use once per combat, it adds 1d5 extra damage and stuns the target (1 rd lose turn) if they fail their Willpower DC15. [***] |
Frigid Release (1d8) [Invo] | A true fire mage can master control of heat to the point they can draw enough away from someone or something that it will leave them with such a void of chill that things begin to freeze. Frigid release is a focused withdrawal of heat to create a quickly freezing point, creating frost burn damage to living tissue if lingering for too long. Enchants Shackled Spell: This is an improvement to your 'vocation that you can use once per combat. As you harness the residual energy of your spell, it is used to hinder the mobility of your target. The energy unleashed by a shackled spell causes the target to move at a slower speed for one round after the spell is cast, causing their Quickness to be lowered by half. [***] |
Secondary Weapon:
Ranged Weapon: | Elven Doublebow [Weapon] ☼ ☼ This double stringed 2d5 longbow is used to fire two arrows at once, enabling you to roll your combat dice twice against the same target as two arrows fly forth. ONCE per combat. [Worth: 12,000gp] |
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Armor
Head: | Fizzwinken's Battle-Band of Sorcerous Power [Head] [+5 DEF] This dark leather headband is embroidered with arcane sigils and mystic designs and fit firmly over the head of a mage, and attached to the headband is a ribbon to tie it made of rich scarlet silk. Along the edges of the red cape are also stitched with various arcane runes, giving the item it's power. Not only does this item protect with defense, but it adds a +2 to the dice of any invocation that the wearer uses that deals hit point damage. Once per combat, the wearer can draw out more of it's innate magical power to cast an extra spell in combat, when it is used the tie flutters with it's own magical wind. |
Eyes/Face: | Eyes of the Dragon [Eyes] These tigereye gems fit over and then meld into the eyes, transforming the wearer’s eyes into something slitted and draconic. These eyes grant the wearer darkvision 120 ft. and blindsense 60 ft. The wearer sees four times as well as a human in dim light and twice as well in normal light. [Worth: 2,500gp] |
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Neck: | Amulet of Armor: +7 (Mundane and Magic Defense) Enchants: Phantom: This enchantment can be placed on an item to allow you to strike, whether unarmed or with a weapon, incorporeal creatures. |
Torso: | [None] |
Body (Armor): | Mithralweave Body Armor (+13 Def) Bonus Material: Shadowskin: Woven from threads of quasi-reality torn from the Plane of Shadow, shadowskin is an expensive fabric highly valued by those who stalk in the darkness. Shadowskin shimmers and seems to flow and vibrate as if made of thousands of tiny tentacles with fuzzy edges, slightly translucent, and always dark and non-reflective no matter the lighting conditions. Any non-metal clothing or armor can be made of shadowskin, and those who wear it gain the ability to Hide in Plain Sight, allowing Hide and Stealth checks even if you are not actually hiding or using cover. Enchants: Ethereal: Parts of this semitransparent armor seem to fade in and out of existence, there one moment and gone the next.This enchantment enables the wearer of a suit of armor to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons). [**] Magically Warded: This enchantment on your mundane armor enables your Armor Slot Item up to +13 DEF to count against magical attacks. Whatever defense your Armor Slot Item has, is its magical defense as well. So a +10 Armor (mundane) would have +10 Armor (magical) with this enchantment. This does not take up any enchantment points! Tattooed: Tattooed armor appears when you touch your hand to the tattoo that has been placed on your chest and will it to appear. You may do the same to remove it. You may also purchase this for your shield, tattooing your shoulder of your shield arm instead of the chest. [*] Magi: This allows you to use one extra defense spell in combat. It must be Defense Boost, AoE Defense Boost, Defense Absorb, or an Evade. [**] |
Cloak: | Fizzwinken's Thaumaturgical Neuro-Command Utile Capelet: This scarlet capelet is worn in the shoulder slot. It is embroidered with arcane sigils and mystical designs, and held together with a metal clasp set with a cat's eye emerald. This item adds +2 dice to any invocation/evocation the wearer uses, or to any spell that deals damage. For instance, a 'vocation that does 1d6 dmg will do 1d8 dmg when this is used. It also causes the wearer to be invulnerable to mind control or mental influences, magical and psionic. It does not prevent telepathy, only effects that cause the wearer to act against his will are prevented. |
Waist: | Bonus Spell Ribbon: This enchantment causes an item to allow a mage to cast another spell in combat. You must have Magical Affinity or Psionic Affinity to use an item with this enchantment. |
Arms/Wrist: | [None} |
Legs: | [None] |
Hands: | Counterspell Gloves [Hands] [+5 DEF] An item can have a spell placed in it, which can be activated to counter when magically attacked and missed (counterspell enchant). Magic Strike still applies. Only those with Magical or Psionic Affinity can use this. |
Feet: | [None] |
Body Modification: | [None} |
Ring 1: | Ring of Continuation [Ring] This band of braided copper wires throbs ever so slightly in harmony with its wearer's heartbeat. Whenever the wearer of this ring casts a beneficial spell on himself, that spell remains in effect for double the duration or until the wearer casts another spell on himself (whichever comes first). So, a spell that gives you a certain amount of defense for one combat, would last through two combats. A spell that gives you an effect for 15 minutes, would last 30 minutes. [Worth: 7,000gp] |
Ring 2: | [None] |
Consumables | Up to five types |
1: Potion of Health and Wellness | Drinking this potion will restore 10 hp to the target and cure most mundane diseases. [3] |
2: When *beep* 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) |
3: | [None] |
4: | [None] |
5: | [None] |
Magical Pack Items | Up to five magical/wonderous items |
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: 2000gp] |
2: | Everfull Mug [Magic Item] This common-looking mug fills with 12 ounces of water, common ale, or common wine (user's choice). It functions three times per day. [Worth: 500gp] |
3: | Ioun Stone (pale lavender ellipsoid) [Magic Item] This ioun stone is very special and has a rune cut lightly into it, allowing you to transfer the enchantment/s of one magic item you own into this ioun stone, which then holds that magic and is usable when it orbits around your head. You may only transfer it once, when it has been transferred it loses it's transfer ability and the rune fades. [Worth: 2000gp] |
4: | [None] |
5: | [None] |
Mundane: | Non Magical Pack Items |
1: | Bear Jerky (5 days worth of rations) |
2: | 10 Bear Claws (Curiosity) |
3: | 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) |
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Extra Gear
Circlet of Rest [Head]
Three interwoven rings make up this beautiful silver headband. When worn, it makes the wearer immune to any manipulation of their dreams, whether positively or negatively with nightmares. It does not stop your own mind's ability to dream or have nightmares, but no outside force can cause any manipulation of your dreams.
[Worth: 1,500gp]
Kinsight Goggles [Eyes]
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.
[Worth: 1000gp]
Tribal Dance Rattle [Magic Item]
This tribal rattle can be used to assist in defending against arrows and bolts from archers. It is a painted wooden handle decorated with feathers and dried seeds. While it is being played, it protects everyone from archers within a 30 foot area for 1d3 rounds of combat.
[Worth: 5,000gp]
Demon Armor [Heavy Armor] ☼☼
This plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon head, and its wearer looks out of the open, tooth-filled mouth. This +34 DEF full plate allows the wearer to make claw attacks that deal 1d4 points of damage each hand (you do not need dual wield to use this). The “claws” are built into the armor’s vambraces and gauntlets. Non-evil characters that wear this armor cannot be healed by any means until they've removed the armor, including potions. [Worth: 32,000gp]
Replenishing Skin [Magic Item]
This waterskin looks to be made from the hide of a lizard or toad. It is moist to the touch, as if the skin were still alive. Whenever a replenishing skin becomes empty, it slowly refills with cool, pure water over a period of 1d4 hours.
[Worth: 1000gp]
Kismet of Amun-Re [Ring]
This golden ring set with a scarab grants a luck bonus to the wearer, allowing one dice roll to be re-rolled once per adventure. It also grows hot when near secret or hidden doors, not enough to burn, but the closer you are the hotter the ring grows. It does not show you the location, but it allows you to gain a good idea of the area of the secret or hidden door.
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.