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End of book 1 - Character sheets.

Winterborn Mirikon 21932Words 2024-03-22 18:01

  Melinda`s Character Sheet

  

  Name

  Melinda Eriksdaughter

  Race

  Human - Luskari (Unseelie Fey)

  Size

  Medium

  Alignment

  Chaotic Evil

  Deity

  Auril

  Age

  13

  Height

  5`6"

  Weight

  110 lb

  Eyes

  Blue

  Hair

  Blonde

  

  Level

  6 (Gestalt)

  Experience

  16338 / 21000

  Class Levels

  Warlock 5 /

  Icedawn Invoker 1

  Battledancer 6

  HP

  36/37

  Nonlethal

  37

  Init

  +8

  Speed

  50 (100 Fly)

  BAB

  +6/+1

  Grapple

  +6

  DR

  5/Cold Iron

  SR

  

  

  Attributes

  Attribute

  Score

  Modified Score

  Modifier

  STR

  10

  

  +0

  DEX

  19

  

  +4

  CON

  11

  

  +0

  INT

  15

  

  +2

  WIS

  14

  

  +2

  CHA

  21

  

  +5

  

  Saves

  Save

  Total

  Base

  Ability

  Bonus

  Fort

  +4

  +2

  +0

  +2

  Ref

  +12

  +6

  +4

  +2

  Will

  +11

  +7

  +2

  +2

  

  AC

  23 = 10 Base + 4 Dex + 1 Natural Armor + 1 Armor + 6 Dodge + 1 Deflection

  (+2 Sacred vs Fire Type)

  Touch

  21 = 10 Base + 4 Dex + 6 Dodge + 1 Deflection

  (+2 Sacred vs Fire Type)

  Flatfooted

  19 = 10 Base + 1 Natural Armor + 1 Armor + 6 Dodge + 1 Deflection

  (+2 Sacred vs Fire Type)

  

  Skills

  Class Skills in Bold

  *Armor Check Penalty Applies

  Skill

  Total

  Rank

  Mod

  Bonus

  Appraise (Int)

  +4

  

  +2

  +2

  Balance (Dex)*

  +12

  6

  +4

  +2

  Bluff (Cha)

  +19

  8

  +5

  +6

  Climb (Str)*

  +0

  

  +0

  

  Concentration (Con)

  +6

  6

  +0

  

  Craft (Painting) (Int)

  +8

  6

  +2

  

  Decipher Script (Int)

  +2

  

  +2

  

  Diplomacy (Cha)

  +13

  

  +5

  +8

  Disable Device (Dex)

  +4

  

  +4

  

  Disguise (Cha)

  +7

  

  +5

  +2

  Escape Artist (Dex)*

  +5

  1

  +4

  

  Forgery (Int)

  +2

  

  +2

  

  Gather Information (Cha)

  +5

  

  +5

  

  Handle Animal (Cha)

  +5

  

  +5

  

  Heal (Wis)

  +2

  

  +2

  

  Hide (Dex)*

  +4

  

  +4

  

  Intimidate (Cha)

  +17

  

  +5

  +12

  Jump (Str)

  +7

  

  +0

  +7

  Knowledge (Arcana) (Int)

  +7

  5

  +2

  

  Knowledge (Planes) (Int)

  +3

  1

  +2

  

  Knowledge (Religion) (Int)

  +3

  1

  +2

  

  Knowledge ( ) (Int)

  +2

  

  +2

  

  Listen (Wis)

  +2

  

  +2

  

  Move Silently (Dex)*

  +4

  

  +4

  

  Open Lock (Dex)

  +4

  

  +4

  

  Perform (Dance) (Cha)

  +12

  7

  +5

  

  Perform (Sing) (Cha) *V*

  +12

  7

  +5

  

  Perform (Oratory) (Cha) *V*

  +12

  7

  +5

  

  Profession ( ) (Wis)

  +2

  

  +2

  

  Ride (Dex)

  +4

  

  +4

  

  Search (Int)

  +2

  

  +2

  

  Sense Motive (Wis)

  +5

  3

  +2

  

  Slight of Hand (Dex)*

  +7

  1

  +4

  +2

  Speak Language

  

  

  N/A

  

  Spellcraft (Int)

  +6

  

  +2

  +4

  Spot (Wis)

  +2

  

  +2

  

  Survival (Wis)

  +2

  

  +2

  

  Swim (Str)*

  +0If you spot this tale on Amazon, know that it has been stolen. Report the violation.

  

  +0

  

  Tumble (Dex)*

  +13

  9

  +4

  

  Use Magic Device (Cha)

  +14

  9

  +5

  

  Use Rope (Dex)

  +4

  

  +4

  

  

  Feats

  Improved Unarmed Strike (Class Bonus Feat) - Considered armed even when unarmed. Can do lethal or nonlethal damage with unarmed strikes

  

  Improved Initiative - Gain +4 to Initiative

  

  Improved Toughness (Human Bonus Feat) - Gain +1 HP per level

  

  Weapon Finesse - Use DEX instead of STR for attack rolls on light weapons, finesse weapons, and natural weapons.

  

  Versatile Performer - Pick a number of Perform categories equal to INT modifier (min 1). For purpose of making Perform checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Perform category. You cannot change these categories once chosen. You gain new categories if your INT modifier permanently rises. In addition, you gain a +2 bonus to a combined perform check (i.e. strumming a lyre and singing). Add the bonus to the highest skill modifier. Categories: Sing, Oratory

  

  Special Abilities

  Human Abilities:

  Bonus Feat

  Bonus Skills

  

  Unseelie Fey Abilities:

  Fey Type

  -2 STR, +2 DEX, -2 CON, +2 CHA

  Wings - Fly at 2x base land speed (Average maneuverability)

  Winter Chill (Su) - Living nonfey within 5` take a morale penalty on all saves equal to CHA (min 1)

  Damage Reduction (Ex) - 5/Cold Iron

  Iron Vulnerability (Ex) - Take 1 HP damage from touching iron and steel. Take 1d6 additional damage from iron and steel.

  Vision (Ex) - Darkvision 60`

  

  Warlock Abilities:

  Proficiency - All simple weapons and light armor

  Invocations - Able to use invocations (see spells). Invocations are spell-like abilities, but ignore spell failure chance from light armor.

  Eldritch Blast (Sp) - 3d6 damage, 60` range. Effective spell level of 1/2 Warlock level (min 1, max 9).

  Damage Reduction (Ex) - 1 /Cold Iron

  Detect Magic (Sp) - Can use Detect Magic, as spell-like ability, at will. Caster level equals class level.

  Deceive Item (Ex) - Can take 10 on Use Magic Device checks, even when pressured.

  

  Battledancer Abilities:

  Proficiency - All Simple weapons

  AC Bonus (Ex) - When unarmored and unencumbered, gain a Dodge bonus to AC equal to CHA, +1 every 5 Battledancer levels.

  Unarmed Strike - Gain Improved Unarmed Strike as a bonus feat. Unarmed strike deals lethal damage, increased to 1d8.

  Battledancer`s Performance: Starting at 2nd level, the Battledancer is able to inspire allies or affect her enemies with her dance.

  Dance of Reckless Bravery (Su): A battledancer with 5 ranks in Tumble can inspire courage in her allies. While in an opponent`s threatened area, can take a move action that does not provoke to give all allies within 30` a +4 bonus on saves vs. fear effects for (5+CHA) rounds.

  Bonus Speed (Ex) - +10 Base Speed

  Dance of the Vexing Snake (Su) - If have 8 or more ranks in Tumble, can tumble at full speed without penalty, and can tumble a distance up to her move speed.

  Dancer`s Strike (Magic) - The Battledancer can spend a standard action at will to wreathe their fists and feet in an aura lasting 5+CHA rounds. While the aura persists, the Battledancer`s unarmed strikes are treated as magic damage for overcoming damage reduction.

  

  Icedawn Invoker Abilities:

  Invocations - Class level stacks with Warlock level for determining invocations, eldritch blast damage.

  Bonus Invocation - Hellrime Blast

  Forbidden Flame - Forswears the use of fire for anything except cooking. Cannot use Fire spells or abilities, even from items or another class. May not light any fire except for cooking. An Icedawn Invoker who violates this oath loses all class abilities and may not progress in this class until they atone.

  

  

  Boon of Auril (Ex) - +2 Sacred bonus to AC against creatures of the Fire type. Continuous Endure Elements.

  

  Twice-Souled (Ex) - Speak Language is always a class skill.

  

  Languages

  Common, Luskar, Abyssal, Draconic

  

  Money

  PP

  73

  GP

  168

  SP

  249

  CP

  8

  

  Encumbrance

  Light Load

  33 lb

  Medium Load

  66 lb

  Heavy Load

  100 lb

  Max Load

  100 lb

  Lift Off Ground

  200 lb

  Push/Drag

  500 lb

  Inventory

  Weight

  Handy Haversack (10.5 lbs remaining)

  Bedroll

  Flint and Steel

  Rations, Trail (7 days)

  Sewing needle

  Replenishing Skin

  Holy Symbol, Wooden

  Holy Symbol, Silver

  Explorer`s Outfit

  Cold Weather Outfit

  Cleric`s Vestments

  Everlasting Rations

  Mirror, Small Steel

  Manacles

  Lock, Very Simple

  Grappling Hook

  Rope, Hemp (50 ft)

  Whetstone

  Blanket, Winter

  Tent

  Everburning Torch

  Entertainer`s Outfit

  Darkwood Staff

  Potion of Cure Light Wounds x2

  Wand of Cure Light Wounds (50 charges)

  Scroll of Sacrificial Skill

  Scroll of Bless

  Scroll of Chill Touch

  Scroll of Sanctuary

  Scroll of Identify

  Scroll of Numbing Sphere

  Scroll of Eagle`s Splendor

  +2 Breastplate

  +1 Greataxe

  

  Equipped Gear

  5

  HH

  HH

  HH

  HH

  HH

  HH

  1

  8

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  HH

  12

  

  5.5

  Total Weight Carried

  31.5

  

  

  

  

  

  

  

  

  

  

  

  

  

  

  Spells

  

  Spells/Spell-like Abilities

  Warlock Abilities

  Caster Level

  6

  DC

  15 + Spell Level

  Least Invocations

  Beguiling Influence (2nd) - +6 to Bluff, Diplomacy, and Intimidate for 24 hours.

  Hideous Blow (1st) - Blast Shape invocation. Add Eldritch Blast to melee attack.

  Entropic Warding (2nd) - Gain Entropic Shield as the spell, and Pass Without Trace as the spell, and cannot be tracked by scent.

  Lesser Invocations

  Curse of Despair (4th) - Can curse touched target as with Bestow Curse. Even if save succeeds, target gets -1 to attack rolls for 1 min.

  Hellrime Blast (4th) - Eldritch Essence invocation. Can change Eldritch Blast to Hellrime Blast, deal Cold damage. Creature struck by blast must make Fort save or -4 DEX for 10 min. Does not stack.

  

  

  Equipment

  

  Potion of Cure Light Wounds

  Type

  Tool

  Weight

  This common potion heals 1d8+1 HP damage when drunk.

  

  Handy Haversack

  Type

  Tool

  Weight

  5 lbs

  A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

  

  While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

  

  (120 lbs of space remaining)

  

  Ring of Protection +1

  Type

  Ring

  Weight

  

  This ring has been enchanted to provide a +1 Deflection Bonus to AC.

  

  Cloak of Resistance +2

  Type

  Shoulders

  Weight

  1

  This cloak, made from the fur of a winter wolf, has been enchanted to provide a +2 resistance bonus on all saving throws.

  

  Everlasting Rations

  Type

  Tool

  Weight

  2

  This pouch contains enough trail rations to feed a Medium creature for one day. Each day, at sunrise, the pouch magically creates another day`s worth of rations.

  

  Masterwork Dagger

  Type

  Simple Weapon

  Weight

  1

  Damage

  1d4

  Damage Type

  Piercing / Slashing

  Critical

  19-20 / x2

  Thrown Range

  10 ft

  This masterwork quality dagger is an effective weapon in the hands of any wielder proficient in its uses.

  

  Replenishing Skin

  Type

  Tool

  Weight

  4

  This waterskin is constantly replenished by magic. Even if emptied, it will refill itself over the course of four hours.

  

  Bracers of Armor +1

  Type

  Arms

  Weight

  1

  This set of enchanted bracers are enchanted to provide a +1 Enhancement bonus to AC.

  

  Amulet of Natural Armor +1

  Type

  Neck

  Weight

  

  This amulet has been enchanted to provide a +1 Enhancement bonus to Natural Armor.

  

  Blue Ice Dagger

  Type

  Simple Weapon

  Weight

  0.5

  Damage

  1d4+1

  Damage Type

  Piercing / Slashing

  Critical

  19-20 / x2

  Thrown Range

  10 ft

  This masterwork quality dagger is made from blue ice, a material found deep in glaciers that can be mined` and forged` like iron. Only heat intense enough to melt iron will cause this ice to melt. Because of its incredibly sharp edge, it gains a +1 enhancement bonus to damage. This dagger was made by Harn Garnson of the Tribe of the Elk in his younger days, before taking up the mantle of Chief.

  

  Darkwood Staff

  Type

  Simple Weapon

  Weight

  2

  Damage

  1d6 / 1d6

  Damage Type

  Bludgeoning

  Critical

  x2

  

  

  This masterwork quality quarterstaff is an effective weapon in the hands of any wielder proficient in its uses. Being made of darkwood, it weighs half its normal weight.

  

  Wand of Cure Light Wounds

  Type

  Tool

  Weight

  This wand contains the Cure Light Wounds spell, allowing the user to expend charges to cast the spell as they normally would.

  

  50 Charges

  Caster Level 1

  

  Scroll of Sacrificial Skill

  Type

  Tool

  Weight

  This scroll contains the arcane spell Sacrificial Skill, allowing the user to cast the spell by spell completion.

  

  1st level spell

  Caster Level 1

  Gains a +5 bonus on all Knowledge (Religion) checks made to conduct sacrifices

  

  Scroll of Bless

  Type

  Tool

  Weight

  This scroll contains the divine spell Bless, allowing the user to cast the spell by spell completion.

  

  1st level spell

  Caster Level 1

  Grants caster and allies +1 morale bonus on attack rolls and saves vs. fear effects.

  

  Scroll of Chill Touch

  Type

  Tool

  Weight

  This scroll contains the arcane spell Chill Touch, allowing the user to cast the spell by spell completion.

  

  1st level spell

  Caster Level 1

  Deal 1d6 negative energy damage to a touched creature. Creature must make a Fort save or take 1 STR damage.

  

  Scroll of Sanctuary

  Type

  Tool

  Weight

  This scroll contains the divine spell Sanctuary, allowing the user to cast the spell by spell completion.

  

  1st level spell

  Caster Level 1

  Foes who would attack you, even with ranged attacks, must make a Will save in order to attack you for the duration of the spell.

  

  Scroll of Identify

  Type

  Tool

  Weight

  This scroll contains the arcane spell Identify, allowing the user to cast the spell by spell completion.

  

  1st level spell

  Caster Level 1

  Identifies one magical item`s properties.

  

  Scroll of Numbing Sphere

  Type

  Tool

  Weight

  This scroll contains the arcane spell Numbing Sphere, allowing the user to cast the spell by spell completion.

  

  2nd level spell

  Caster Level 3

  Creates a sphere of intense cold that rolls up to 30` a round, and deals 1d6 cold damage and 1d4 DEX damage to those it hits unless the creature makes a Reflex save.

  

  Scroll of Eagle`s Splendor

  Type

  Tool

  Weight

  This scroll contains the arcane spell Eagle`s Splendor, allowing the user to cast the spell by spell completion.

  

  2nd level spell

  Caster Level 3

  Gain +4 enhancement bonus to CHA for the duration.

  

  Vile Blade

  Type

  Dagger

  Weight

  1

  Damage

  1d4+1

  Damage Type

  Slashing / Piercing

  Crit Range

  19 - 20 / x2

  Range

  10ft (thrown)

  This dagger is finely made, and is enchanted, gaining a +1 bonus on attack and damage rolls.

  

  Vile Weapon: This weapon deals an extra 1 point of Vile damage on each successful attack. On critical hits, it deals 2 Vile damage

  

  Boots of Striding and Springing

  Type

  Boots

  Weight

  1

  This set of boots gives a +10 ft Enhancement bonus to base speed, and +5 Competence bonus on Jump checks.

  

  

  

  Frostmane Character Sheet

  

  Name

  Frostmane

  Race

  Winter Wolf

  Size

  Large

  Alignment

  Neutral Evil

  Deity

  Auril

  Age

  7

  Height

  5`

  Weight

  500

  Eyes

  Blue

  Hair

  White

  

  Effective Character Level

  10

  Experience

  45031 / 55000

  Class Levels

  Winter Wolf 6

  +3 Level Adjustment

  Fighter 1

  HP

  72/72

  Nonlethal

  

  Init

  +8

  Speed

  60

  BAB

  +7/+2

  Grapple

  +17

  DR

  

  SR

  

  

  Attributes

  Attribute

  Score

  Modified Score

  Modifier

  STR

  22

  

  +6

  DEX

  18

  

  +4

  CON

  21

  

  +5

  INT

  12

  

  +1

  WIS

  16

  

  +3

  CHA

  10

  

  +0

  

  Saves

  Save

  Total

  Base

  Ability

  Bonus

  Fort

  +12

  +7

  +5

  +0

  Ref

  +9

  +5

  +4

  +0

  Will

  +5

  +2

  +3

  +0

  

  AC

  27 = 10 Base - 1 Size + 5 Natural + 4 Dex + 8 Armor + 1 Deflection

  Touch

  14 = 10 Base - 1 Size + 4 Dex + 1 Deflection

  Flatfooted

  23 = 10 Base - 1 Size + 5 Natural + 8 Armor + 1 Deflection

  

  Skills

  Class Skills in Bold

  *Armor Check Penalty Applies

  Skill

  Total

  Rank

  Mod

  Bonus

  Appraise (Int)

  +1

  

  +1

  

  Balance (Dex)*

  +2

  

  +4

  -2

  Bluff (Cha)

  +0

  

  +0

  

  Climb (Str)*

  +5

  1

  +6

  -2

  Concentration (Con)

  +5

  

  +5

  

  Craft ( ) (Int)

  +1

  

  +1

  

  Decipher Script (Int)

  +1

  

  +1

  

  Diplomacy (Cha)

  +0

  

  +0

  

  Disable Device (Dex)

  +4

  

  +4

  

  Disguise (Cha)

  +0

  

  +0

  

  Escape Artist (Dex)*

  +2

  

  +4

  -2

  Forgery (Int)

  +1

  

  +1

  

  Gather Information (Cha)

  +0

  

  +0

  

  Handle Animal (Cha)

  +0

  

  +0

  

  Heal (Wis)

  +3

  

  +3

  

  Hide (Dex)*

  +3

  3

  +4

  -4 (inc. to -1 in Snow)

  Intimidate (Cha)

  +0

  

  +0

  

  Jump (Str)

  +11

  

  +6

  +5

  Knowledge ( ) (Int)

  +1

  

  +1

  

  Listen (Wis)

  +15

  9

  +3

  +3

  Move Silently (Dex)*

  +5

  2

  +4

  -1

  Open Lock (Dex)

  +4

  

  +4

  

  Perform ( ) (Cha)

  +0

  

  +0

  

  Profession ( ) (Wis)

  +3

  

  +3

  

  Ride (Dex)

  +4

  

  +4

  

  Search (Int)

  +1

  

  +1

  

  Sense Motive (Wis)

  +3

  

  +3

  

  Slight of Hand (Dex)*

  +2

  

  +4

  -2

  Speak Language

  

  

  N/A

  

  Spellcraft (Int)

  +1

  

  +1

  

  Spot (Wis)

  +15

  9

  +3

  +3

  Survival (Wis)

  +12

  5

  +3

  +4 (Scent)

  Swim (Str)*

  +5

  1

  +6

  -2

  Tumble (Dex)*

  +2

  

  +4

  -2

  Use Magic Device (Cha)

  +0

  

  +0

  

  Use Rope (Dex)

  +4

  

  +4

  

  

  Feats

  Alertness - +2 on Listen and Spot checks

  

  Improved Initiative - Gain +4 to Initiative

  

  Track - Can find and follow tracks in the wild with Survival. DC depends on conditions.

  

  Power Attack - Can subtract up to 5 from attack roll and add that number to damage rolls. (Fighter Bonus)

  

  Special Abilities

  Winter Wolf Abilities:

  Magical Beast type

  Cold Type - Immune to Cold, takes 50% more damage from fire

  Darkvision 60` - Can see in the dark up to 60` away

  Low-Light Vision - Can see twice as far in low light

  Scent - Can sniff out foes within 30` (60` if downwind, 15` if upwind). Can follow tracks by smell.

  Breath Weapon (Su) - 4d6 Cold, 15` cone, every 1d4 rounds, DC 18 for half (CON-based)

  Bite Attack - 1d8 + (1.5 x STR) damage.

  Freezing Bite (Su) - Bite attack deals extra 1d6 Cold damage, as if it were Frost weapon

  Trip (Ex) - Hitting with the Bite can allow the wolf to trip a foe as a free action without an attack roll or attack of opportunity. If the attempt fails, the opponent cannot react to try and trip the wolf

  

  Fighter Abilities:

  Proficiency - All Simple and martial weapons. All Armor.

  Bonus Feats - Bonus feats at 1st level, 2nd level, and every even-numbered level after that.

  

  Languages

  Common, Giant

  

  Money

  PP

  50

  GP

  49

  SP

  

  CP

  

  

  Encumbrance

  Light Load

  519 lb

  Medium Load

  1038 lb

  Heavy Load

  1560 lb

  Max Load

  1560 lb

  Lift Off Ground

  3120 lb

  Push/Drag

  7800 lb

  Inventory

  Weight

  Saddlebag of Providing (176 lbs left)

  

  Potion of Cure Moderate Wounds x3

  Replenishing Skin

  Dire Bearskin Rug

  --

  

  Bag

  Bag

  Bag

  Total Weight Carried

  47

  

  

  

  

  

  

  

  

  

  

  

  

  

  Equipment

  

  Breastplate of the Wolf Lord

  Type

  Light Armor

  Weight

  30

  AC Bonus

  +8

  Max Dex

  4

  ACP

  -2

  ASF

  15%

  This piece of armor is clearly of goblin make. However, it is masterfully made all the same. Crafted from Blue Ice, this unmelting breastplate is sized and fitted for Large quadrupedal creatures, like a wolf. It has been enchanted with a number of abilities to aid its wearer in battle.

  

  +3 Enhancement Bonus

  Blue Ice - Half normal weight. +1 Max Dex, -2 ACP. Counts as one armor category lighter (light armor remains light armor).

  Easy Travel - Carry up to a Medium Load as if it were a Light Load. Can travel up to 10 Hours a day without CON checks.

  Called - Can call armor to you as long as it is on the same plane. Armor appears worn and ready for action.

  Landing - Ignore Falling damage from the first 60` of a fall. Can always land on feet.

  

  Saddlebags of Providing

  Type

  Tool

  Weight

  16

  These saddlebags provide everything a mount needs to function on an extended campaign. The right bag produces enough food to feed the creature it is slung over for one day. Food removed and not eaten disappears after 24 hours. The left bag contains a masterwork set of grooming and leather repair tools appropriate for the creature it is slung over. In addition, the left bag acts as a Bag of Holding, with 250 lbs of available space. Regardless of their contents, the bags always weigh the same.

  

  Boots of Striding and Springing

  Type

  Boots

  Weight

  1

  This set of boots gives a +10 ft Enhancement bonus to base speed, and +5 Competence bonus on Jump checks.

  

  Necklace of Natural Weapons (Bite)

  Type

  Neck

  Weight

  --

  This necklace, crafted from the fangs and sinew of wild animals, is enchanted to give a creature with a bite attack magical power behind its attacks.

  

  +1 Enhancement Bonus to Bite attack and Damage

  Ghost Touch - Bite can affect incorporeal creatures as normal

  

  Ring of Protection +1

  Type

  Ring

  Weight

  

  This ring has been enchanted to provide a +1 Deflection Bonus to AC.

  

  Ring of the Darkhidden

  Type

  Ring

  Weight

  --

  This unassuming ring, crafted from unadorned silver, makes the wearer invisible to Darkvision, making it highly sought after by those who wish to remain hidden in the darkness.

  

  Replenishing Skin

  Type

  Tool

  Weight

  4

  This waterskin is constantly replenished by magic. Even if emptied, it will refill itself over the course of four hours.

  

  Potion of Cure Moderate Wounds

  Type

  Tool

  Weight

  --

  This common potion heals 2d8+3 HP damage when drunk.

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