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Started by Anastasia, October 17, 2023, 10:20:52 AM

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Anastasia

For new character sheets. That's aimed at you, Cor.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

#1
Skaya

Gender: Female, Age: 26 (29), Eyes: Gold, Hair: Light Blue, mid-back length
Appearance/Background: Skaya is often seen wearing a modified version of a courtier's outfit of a soft, off white color. Comfortable with either a dress or a knight's formal wear in equal measure, she rarely carries much with her aside from a small courier's haversack that compliments her eyes. Off the clock, she likes to drink tea leisurely while studying magical texts, combining two of her passions.

Factotum 6//Monk 6

Size/Type: Medium Half-Air Elemental Cansin (Outsider, Air)
HP: 67
Init: +12
Speed: 60ft (land)/120ft (air, perfect)
Armor Class: 26 touch, 30 normal. [-5 flat-footed]
Base Attack: +6
CMB: +11
CMD: 32
Full Attack (Flurry/Unarmed 1d8monk->1d10belt->2d8INA): +9/+9, 2d8+4/2d8+4
Full Attack (Flurry/Scorpion Kama +1): +10/+10, 2d8+5/2d8+5, +4 trip (feat)
Space/Reach: 5ft/15ft
Special Attacks: Flurry of Blows (+9/+9), Stunning Fist 7 (6+1belt)/day Fort DC20 (DC10+3+7Int), Ki Strike (magic), Cunning Strike (Ex) +1d6 damage for 1IP.
Special Qualities: Darkvision 60ft, AC Bonus +1 (monk)->2 (belt, Ex), Unarmored Speed Bonus 10ft (monk)->30ft (belt), Evasion (Ex), Still Mind (Ex), Slow Fall 30ft, Inspiration 6/encounter (4+2FoI), Cunning Insight (Ex) +7 (Int) competence to attack/damage/saving throw for 1IP, Cunning Knowledge 1/day per skill (Ex) +6 (Factotum) to skill for 1IP, Trapfinding (Ex), Arcane Dilettante (Sp) 2 spells/day at lvl2 (CL6) for 1IP, Brains over Brawn (Ex), Cunning Defense (Ex) +7 (Int) dodge to AC vs one opponent for 1IP, Improved Lungs (Ex), Purity of Body (Ex), Opportunistic Piety (Su) 5 (3+2Wis)/day Channel Divine Energy 3d6 CL6/Heal 19hp (6x2+7Int) for 1IP.
SLAs (CL5): Entropic Shield 1/day, Burning Hands 1/day, Flaming Sphere 1/day, Produce Flame 1/day, Obscuring Mist 1/day, Wind Wall 1/day, Gaseous Form 1/day.
Resistances and Immunities: Disease Immunity, Cold Immunity, Fire Resistance 30, Acid Resistance 5
Saves: Fort +10, Ref +10, Will +7
Abilities: STR 19 (+4), DEX 19+2 (+5), CON 20 (+5), INT 22+2 (+7), WIS 15 (+2), CHA 21 (+5)
Languages: Common, Elven, Dwarven, Celestial, Draconic

Full Skills (20): Acrobatics +21 (6, Dex), Bluff +16 (6, Cha, +2 racial), Craft/Golems +16 (6, Int), Diplomacy +14 (6, Cha), Disable Device +16 (6, Int), Disguise +14 (6, Cha), Escape Artist +21 (6, Dex), Intimidate +14 (6, Cha), Knowledge/Arcana +16 (6, Int), Knowledge/Dungeoneering +16 (6, Int), Knowledge/Nature +16 (6, Int), Knowledge/Religion +16 (6, Int), Knowledge/The Planes +16 (6, Int), Perception +18 (6, Wis, +2 racial +5 EotE item), Perform/Oratory +14 (6, Cha), Sense Motive +11 (6, Wis), Sleight of Hand +21 (6, Dex), Spellcraft +16 (6, Int), Stealth +21 (6, Dex), Use Magic Device +14 (6, Cha).

Partial Skills: Appraise +15 (5, Int), Climb +15 (1, Str), Craft/Traps +11 (1, Int), Heal +6 (1, Wis), Handle Animal +9 (1, Cha), Knowledge/Engineering +13 (3, Int), Knowledge/Geography +13 (3, Int), Knowledge/History +13 (3, Int), Knowledge/Local +15 (5, Int), Knowledge/Nobility +13 (3, Int), Ride +16 (1, Dex), Survival +10 (5, Wis), Swim +15 (1, Str).

Feats: Cunning Ascetic (lvl1), Improved Unarmed Strike (B, lvl1, Monk1), Stunning Fist (B, lvl1, Monk1), Combat Reflexes (B, lvl2, Monk2), Font of Inspiration (lvl3), Improved Trip (B, lvl6, Monk6), Improved Natural Attack/Unarmed Strike (lvl6)
Alignment: Neutral Good

Items: FUNDS 1.58gp, Handy Haversack (2,000gp), Eyes of the Eagle (2,500gp), Dusty Rose Ioun Stone (5,000gp), Headband of Intellect +2 (4,000gp), Bracers of Armor +2 (4,000gp), Ruby Ring of Defense/Ring Of Protection +1 (2,000gp), Onyx Ring of Missiles/Increases the damage of a single target magic missile spell by 5, tints the missiles purple-black (5,000gp), Bastia's Belt, Scorpion Kama (6,302gp), Gloves of Dexterity +2 (4,000gp), Pearl of Power lvl1 (1,000gp), Pearl of Power lvl2 (4,000gp), Boots of Speed (12,000gp).
Regular Items: Adventuring Kit (25gp), Courtier's Outfit and Jewelry (80gp), Explorer's Outfit (10gp), Cold Weather Outfit (8), Sling + 20 bullets (2sp), Large Gold Coin/Ianthe Mintage (50gp), Gold ring with large red gemstone (red key), Gold ring with large blue gemstone (blue key, keys combine to purple).
Spoiler: ShowHide
Loot/gear update: Then we're both along with Anne, Sanda, Rina and Regis getting a 1000gp advance from our 2000gp offer for the red-masked man quest. Loan of 1,045gp from Devar. Loan of 6,302gp from Sanda.


Spells (2, max lvl2): Magic Missile, False Life
Spell Known: Crown of Flames
Wand of MM: 30 charges left

Magic Items on the Body
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    One headband, hat, helmet, or phylactery on the head - Headband of Intellect +2
    One pair of eye lenses or goggles on or over the eyes - Eyes of the Eagle
    One amulet, brooch, medallion, necklace, periapt, or scarab around the neck
    One vest, vestment, or shirt on the torso
    One robe or suit of armor on the body (over a vest, vestment, or shirt)
    One belt around the waist (over a robe or suit of armor) - Bastia's Belt
    One cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
    One pair of bracers or bracelets on the arms or wrists - Bracers of Armor +2
    One glove, pair of gloves, or pair of gauntlets on the hands - Gloves of Dexterity +2
    One ring on each hand (or two rings on one hand) - Onyx Ring of Missiles, Ruby Ring of Defense
    One pair of boots or shoes on the feet - Boots of Speed


Cunning Ascetic
Spoiler: ShowHide

Cunning Ascetic [General]
Prerequisite: Inspiration, Improved Unarmed Strike
Benefit: Your factotum and monk levels stack to determine your total inspiration points and unarmed damage. If you have levels in monk that would allow you to add your Wisdom modifier to your armor class, you may instead add your Intelligence modifier. If you have the stunning fist feat, you may use your Intelligence modifier in place of your Wisdom modifier to determine the save DC of stunning fist.

https://www.soulriders.net/forum/index.php/topic,103074.msg1076886.html#msg1076886


Scorpion Kama
Spoiler: ShowHide
This "+1 kama" deals damage equal to your unarmed strike damage (if that is greater than the normal damage for a kama).


Bastia's Belt
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A plain leather belt with strong enchantments on it. It does not wear down or get dirty, and is durable enough to last for ages. It is a monk's belt. If the wearer has a monk's fast movement class feature, they count as five levels higher for it. Twice per day as a swift action, the wearer can gain the benefits of Presip's Life Walk for three rounds. The wearer ignores difficult terrain, grease spells and other hazards that may make them fall (but not being knocked prone, tripped or similar effects).

22:31 <Kotono> Presip's Life Walk
22:31 <Kotono> Conjuration (Healing)
22:31 <Kotono> Level: Clr 3, Hlr 3
22:31 <Kotono> Components: V, S, DF
22:31 <Kotono> Casting Time: 1 standard action
22:31 <Kotono> Range: Touch
22:31 <Kotono> Target: Living creature touched
22:31 <Kotono> Duration: 1 round/level
22:31 <Kotono> Saving Throw: None
22:31 <Kotono> Spell Resistance: No
22:31 <Kotono> When you cast this spell, the movement of the target's body creates tiny fissures to the Positive Energy Plane, allowing them to heal. For every 5ft the target moves, they heal 1 hit point. For example, if the target moves 30ft, they heal 6 hit points. This healing stacks with fast healing and other sources of healing. Only direct movement by the target causes healing, being pushed or thrown
22:31 <Kotono> does not, nor does being magically moved in any way (such as teleportation).
22:31 <Kotono> This spell was created by Presip, a cleric/monk of Shaundakul. While the spell is not secret, it is obscure due to its unusual nature.

Belt, Monk's

This simple rope belt, when wrapped around a character's waist, confers great ability in unarmed combat. The wearer's AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk's AC bonus.


Cansin
Spoiler: ShowHide

Children of randomness and entropy, cansin are most often descended from the inhabitants of Limbo, the plane of chaos. Cansin generally appear disheveled and disorganized. Their clothing is mismatched, their hair is mussed, and their caps perch at odd angles. Cansin typically have at least one, but possibly several, minor physical traits that reflect their origins. Some have eyes that randomly change color (not necessarily in sync), others have slightly irregular features, and still others carry around an aura of randomnes that causes strange things to happen in the cansin's presence. This aura does not affect dice rolls in any way, of course, but it can affect insignificant events such as chance meetings, minor accidents, and strange but harmless occurances. Naturally, most cansin are chaotic, but their very unpredictability makes neutral and even lawful cansin more common than good tieflings, evil aasimar, or chaotic axani.

+2 Intelligence, +2 Charisma: Cansin are flamboyant and vivacious, capable of stunning leaps of deductive reasoning, and others often find their impulsiveness intriguing.
Outsider: Cansin are native outsiders.
Medium-size.
Cansin base speed is 30 feet.
Darkvision up to 60 feet.
Acid and fire resistance 5.
Entropic Shield (Sp): Cansin can cast entropic shield once per day as a cleric of their character level.
+2 racial bonus to Bluff and Search (changed to Perception) checks: Cansin are good at coming up with involved fabrications on the spot, and they often find what they are looking for by chance.


Cunning Strike (Ex): With a quick study of a vulnerable opponent's defenses, you can spot the precise area you need to hit to score a telling blow. Starting at 4th level, you can spend 1 inspiration point to gain 1d6 points of sneak attack damage. You must spend the inspiration point to activate this ability before making the attack roll. When determining if you can use sneak attack against a target that has uncanny dodge, use your factotum level as your rogue level.

Improved Lungs (Ex): Triples the time you can hold your breath and grants a +10 bonus to any saving throws or checks against suffocation. Grants a +4 bonus to saves against gas or similar attacks, or any sort of poisonous or toxic air.

Purity of Body (Ex): Immunity to all diseases except for supernatural and magical diseases.

Fire tempering
Spoiler: ShowHide

20:27 <Kotono> You gain resistance to fire 30, you gain a +2 bonus to Strength, Charisma, Dexterity and Constitution, and gain the following spells as spell-like abilities usable once per day: burning hands, flaming sphere, produce flame. You may add one spell with the fire descriptor of 5th or lower level to your spells known of any one spellcasting class you have.
20:28 <Kotono> Bear in mind that if you choose a spell of a level you can't cast yet, you don't get access to it early. It'll be there when and if you get there, though.


+3 hit points and +1 natural armor bonus.

Half-Air Elemental template
Spoiler: ShowHide

- Type changes to outsider.
- Gains darkvision 60ft.
- No longer needs to eat, drink, sleep or breathe.
- Gains the air subtype.
- Gains a fly speed of 60ft (perfect).
- +1 natural armor.
- +2 Dex.
- +2 Int.
- +2 Wis.
- +2 Con.
- +2 Cha.
- Immunity to disease.
- Immunity to cold.
- Gains the following SLAs 1/day: Obscuring Mist, Wind Wall, Gaseous Form.


Build Notes
Spoiler: ShowHide

BAB+saves - Monk side
Armor Class: 30 = 10Base +5 (4Dex+1Gloves) +2Monk (1Monk6+1Belt) +7Int (Monk) +1 (Improved Lungs) +1 (Half-Air Elemental) +1 (Dusty Rose) +2 (Bracers) +1 (Ring)
CMB: 10 = 6BAB + 4Str
CMD: 32 = 10Base + 10CMB + 5Dex + 7Int
Skills: 153 = (7int+6factotum+4home)x4 lvl1 + (7+6+4)x5 lvl2-6

20:51 <Corwin> roll 2d8 hp
20:51 <Kobot> Corwin rolled 2d8 hp --> [ 2d8=9 ]{9}

19:28 <Skaya> roll 1d8 monk lvl4
19:28 <Kobot> Skaya rolled 1d8 monk lvl4 --> [ 1d8=6 ]{6}

Lvl4 attribute point to Int (19->20).

18:14 <Skaya> roll 1d8 lvl5 hp
18:14 <Kobot> Skaya rolled 1d8 lvl5 hp --> [ 1d8=6 ]{6}

21:47 <Skaya> roll 1d8 hp lvl6
21:47 <Kobot> Skaya rolled 1d8 hp lvl6 --> [ 1d8=5 ]{5}

Half-Air Elemental: +2 to Dex/Con/Int/Wis/Cha
An outsider has the following features.

    8-sided Hit Dice.
    Base attack bonus equal to total Hit Dice (as fighter).
    Good Fortitude, Reflex, and Will saves.
    Skill points equal to (8 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

The wings Skaya have evolve and strengthen. They support her flight, which increases the speed of it to 90ft.

Monk's fast movement applies to all modes of movement.

38. A strange combined potion that grants a permanent +1 bonus to a random ability score.
22:09 <Skaya> roll 1d6
22:09 <Kobot> Skaya rolled 1d6 --> [ 1d6=3 ]{3}
+1 Constitution.

17, 15, 15, 17, 15, 13
<Steph> I might have made a terrible mistake

Nephrite

#2
Devar of Eldath
Paladin 2/Monk 2/Half Lightning Elemental 2//Wizard 5(Abjuration Specialist)/Abjurant Champion 1
Size/Type: Medium Outsider (Air) (Lawful Good)
HP: 78
Initiative: +3
Speed: 30ft, 90ft fly (perfect)
Armor Class: 25 (3 Dex, 8 Monk, +4 Natural)
Base Attack/CMB/CMD: 6/9/30
Attack Roll: 1d20+9 (+10 if Goldenfang, +11 if Storm's Eye)
Damage: 2d6+4 or 1d8+5
Full Attack: 2d6+4 or 1d8+5
Space/Reach: 5/5 / 10/10 with Storm's Eye
Special Attacks: Smite Evil 1/day, stunning fist 2/day
Special Qualities: Darkvision 60ft, Acid Resistance 5, Fire Resistance 5, cold resistance 15, immunity to lightning, aura of good, detect evil, divine grace (+8), lay on hands (16), combat expertise, evasion, immune to disease
Languages: Common, Draconic, Dwarven, Elven, Celestial, Ignan

STR: 17 (+3) DEX: 16 (+3) CON: 22 (+6) INT: 20 (+5) WIS: 13 (+1) CHA: 24 (+8)
Saves: Fort (24) Reflex (18) Will (16)

Feats:

Spoiler: ShowHide

1 Combat Casting (+4 to Concentration to cast in melee)
M1: Stunning Fist
W1: Scribe Scroll
M2: Combat Reflexes
3 Toughness
W5: Reach Spell
6 Combat Expertise


Spells

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(All cast at +1 CL, Abjuration spells are cast at an additional +1 CL and have double the duration. All spells that grant any form of AC grant +1 extra AC.)

Wizard (CL6):
0- Prestidigitation x2, Detect Magic, Detect Magic, Detect Magic (5)
1- Mage Armor, Mage Armor, Shield, Greater Mage Hand, Ice Dagger (3+1)
2- Luminous Armor, Luminous Armor, Scintillating Scales
3- Dispel Magic, Dispel Magic, Tiny Hut




Skills (All at +9 unless noted)

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STR (+3)
Swim (-1)
Climb

DEX
CON

INT (+5)
Appraise
Knowledge: Arcana
Knowledge: History
Knowledge: Local (-1)
Knowledge: Nature
Knowledge: Planes
Knowledge: Religion
Spellcraft

WIS (+1)
Heal
Perception
Sense Motive

CHA (+8)
Diplomacy
Intimidate
Handle Animal
Use Magic Device


Special Stuff

Spoiler: ShowHide


Improved Lungs (Ex)

Triples the time you can hold your breath and grants a +10 bonus to any saving throws or checks against suffocation. Grants a +4 bonus to saves against gas or similar attacks, or any sort of poisonous or toxic air.

Swimstone (Su)

Once per day a swift action for a number of rounds equal to your Constitution modifier + 1, you can enter a special state called swimstone. In this state you can move through stone, dirt, unrefined metal and similar natural materials as if they were water. You can't breathe while within these materials, so you need to hold your breath. When this state ends, if you are still within solid material, you are violently ejected out, suffering 1d6 points of damage per 10ft of material gone through (minimum 1d6 damage). Your damage reduction, if any, does not apply.

The Great Bonfire Ice: Your resistance to ice rises by 15, you gain a +2 bonus to Strength, Charisma, Intelligence and Constitution, but -2 to Wisdom and the chance to add any 1st level spell with the ice descriptor to your existing

Spell-Like Abilities (Sp)

The base creature gains the following spell-like abilities depending on its total hit dice. Previous levels stack, so a half-lightning elemental with 3 hit dice gains both shocking grasp and lightning arrow. All spell-like abilities may be used once per day. The save DCs are Charisma based.

1-2 hit dice: Shocking grasp.
3-4 hit dice: Lightning arrow (as acid arrow, but electricity damage).
5-6 hit dice Call lightning.
7-8 hit dice: Lightning bolt.
9-10 hit dice: Call lightning storm.
11-12 hit dice: Chain lightning.
13-14 hit dice: Control weather.
15-16 hit dice: Lightning fog (as acid fog, but electricity damage).
17-18 hit dice: Elemental swarm (lightning quasi-elementals only).
19+ hit dice: Plane shift.



Paladin Abilities

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Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A paladin may choose to divide her healing among multiple recipients, and she doesn?t have to use it all at once. Using lay on hands is a standard action.




Monk Abilities

Spoiler: ShowHide


AC Bonus (Ex): A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Eldath's Quiet Fists

Many of those who follow the path of The Quiet One wish to fight with words instead of weapons, especially a flurry of them.

Class: Monk

Deity: Eldath

Level: 1st

Replaces: If you select this alternate class feature, you do not gain flurry of blows or its improvements.

Benefit: You may use your charisma modifier instead of Wisdom for all monk abilities, if it is higher. At 11th level, you gain a bonus to Diplomacy checks equal to one-half of your Monk level.

Unarmed Strike: Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. (1d6)

Evasion (Ex): A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of evasion.



Wizard Abilities
Spoiler: ShowHide

School Specialization: Abjuration
(Banned schools: Necromancy, Illusion)

School Mastery, Abjuration
Some specialist wizards take their mastery to whole new levels. Occasionally, even sorcerers and other arcane spellcasters focus their attentions on one school over the others. Your expertise in a chosen school of magic is unparalleled.

Level: 1st (4th for hexblades).

Replaces: If you select this class feature you do not gain a familiar.

Benefit: Choose a school of magic. If you are already a specialist wizard, you may only choose the school in which you are specialized. You cast all spells from the chosen school at +1 caster level. In addition, you gain the following benefit, based on the school you select.

Abjuration: Any non-instantaneous, nonpermanent abjuration spell you cast on someone other than yourself that does not require concentration has double the duration. You cannot use this ability on any spell whose duration you affect in any other way, such as with the Extend Spell metamagic feat.



Abjurant Champion abilities

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Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on shield and similar spells instead of actual armor.

Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).



Items

Weapons: +1 Greatsword (2000)
Treant's Wrath - Warhammer+1, deals double damage to creatures with the fire subtype. Grants damage reduction 5/cold iron when wielded.

Storm's Eye

An intelligent lance. You don't know its powers, but for now treat it as a lance+2, shocking. You can summon it or banish it from your hand as a swift action. It has multiple powers as described below.

Once per encounter as a standard action, it can summon lightning on a single target, dealing 5d8 points of electricity damage (DC 20 Ref halves), this causes it to banish itself and be unavailable for the rest of the encounter.

If you cast a spell that deals electricity damage onto Storm's Eye, it absorbs it harmlessly. The next attack you make deals electricity damage equal to the spell's damage with a -1 penalty per damage die. A spell cast onto Storm's Eye fades after three rounds if you do not strike a creature.

If fed sufficiently powerful magical equipment, Storm's Eye can produce tiny gemstones. Each gemstone, if consumed by a creature, provides resistance to electricity 1. Multiple gemstones stack.

Identify fails on Storm's Eye.

Goldenfang

This sword seems to be made of pure gold, but is strong as steel. It is a longsword+1 that grants a +2 enhancement bonus to Constitution. Any creature that attacks the wielder when it is drawn must make a DC 24 Will save or be dazzled for the rest of the encounter. Unlike the normal dazzled condition, this inflicts a -3 penalty attack rolls and Perception checks. Finally, twice per day the wielder may use glitterdust as a standard action and a 20ft area radius spread (DC 24).

Clearwater Helmet
Grants a +1 resistance bonus to saving throws and a +2 enhancement bonus to Constitution. If worn by an Eldathian, it grants a +2 enhancement bonus to Charisma. If worn by an Eldathian with the Vow Of Nonviolence feat, they gain a +5 competence bonus to all Wisdom based skill checks.

Clearwater Ring
This ring allows the wearer to breathe underwater as well as move freely in water, as if by a freedom of movement spell. It grants an additional three uses of channel energy per day. If worn by an Eldathian, it grants a +1 bonus to caster levels of all spells. If they also have the Vow Of Nonviolence feat, they gain a +5 competence bonus to all Charisma based skill checks.

Amulet Of Natural Armor+2

+2 enhancement bonus to natural armor.

Spoiler: ShowHide

Handy Haversack (2000) (all below is in the sack)
Artificer's Monocle (3000) - allows the use of Identify when casting Detect Magic.
Adventuring Kit (25gp)
Traveler's Outfit (1)
Cold weather outfit (8)
Wizard's Spellbook (15)
Spell component pouch (5)

3 Pearls of CLW
1 Wand of Lesser Vigor, 45 charges

Wealth: 30,539.56 (1045 loaned)


Backstory

Spoiler: ShowHide

A former Paladin of Tempus, Devar fought in several battles for the Kingdom of Laremy during the Godsrush, but became disenchanted with a life of neverending war and stepped back from the battlefield for several years to try and find the right role for him in the world.

Through introspection and some amount of helping with the Heroic guild Mellanics, Devar took up a mantle of Eldath in an attempt to find a way to solve problems without unnecessary violence. Although he does not take any sort of sacred vow of peace or nonviolence, his path has taken him towards magic as a tool to protect others and martial study to know how to disable foe without killing them.


HP Rolls:
Spoiler: ShowHide

1-3: [19:48] <Nephrite> roll 2d10+10+6+3
[19:48] <Kobot> Nephrite rolled 2d10+10+6+3 --> [ 2d10=7 ]{26}
(old HP rolls, preserving)

[17:02] <Devar> roll 4#1d8
[17:02] <Kobot> Devar rolled 4#1d8 --> [ 1d8=7 ]{7}, [ 1d8=2 ]{2}, [ 1d8=7 ]{7}, [ 1d8=2 ]{2}
[17:02] <Devar> roll 1d10
[17:02] <Kobot> Devar rolled 1d10 --> [ 1d10=5 ]{5}

+3 HP from magic blood
[/b]