[X] Azel

So are we going to get Qyburn involved in the takeover of the Citadel at any point? I know it's out of his area of specialty, but I bet his "you thought I was mad" speech would be unparalleled. Sure it'd probably involve lots of mad cackling and end with half the audience as Brain Cylinders, but no one would forget it anytime soon.
 
[X] Azel

So are we going to get Qyburn involved in the takeover of the Citadel at any point? I know it's out of his area of specialty, but I bet his "you thought I was mad" speech would be unparalleled. Sure it'd probably involve lots of mad cackling and end with half the audience as Brain Cylinders, but no one would forget it anytime soon.
I for one are most definitely advocating for his involvement.

We just need to wait a tiny bit until he has properly remade himself for the occasion.
 
The Artisans Pride VIII
<< Previous

The last few years had been, all things considered, rather fruitful for Jorga. Back in the day, he had to beg and steal to have something in his stomach, now though, he was a made man with his own shop and quite a few people who respected him. It all started with that strange thing he found in the gutter, looking like a cross between a jellyfish and a dog. Back then, nobody knew what something like this was, so he just grabbed it. Granted, he didn't know any more about what exactly that thing had been now either, just that it was a lot more dangerous then he thought back then.

So he brought the thing to the Citdael, following the rumors on the street that they were paying good coin for strange things. They were a lot more careful about the thing and Jorga guessed that this was why he got webbing between his feet and a patch of scales on his left arm these days, while the Maesters didn't. Small price to pay in his opinion though. He a pouch full of silver for his troubles and with this the idea that made him who he is now. Webbing and scales and all.

Sure, there were others who tried the same as him, but unlike them, he kept to picking up what he could find that was already dead instead of grabbing a club and trying to hunt something in the sewers. He might have clubbed a few people who were nosing around in the places where he could find things most reliably, but that was just how business went. And soon enough, he had enough coin to have others do the ruffling through the gutter and even a few brave idiots who went down to get something fresh.

All the while, he was busy learning to count all the coin he was getting and keeping an ear to the ground where he could fence the rarer things. The Citadel paid well, but some other figures paid better. Nobles and merchants who wanted something fancy to show their ilk. Witches who probably boiled the stuff in their cauldrons for whatever. Even someone who claimed to be working for the Lannisters had knocked on his door once. He had paid a nice hand full of gold for a few crystals they had found in the sewers, so Jorga wasn't really caring if that was true.

Of course, he wasn't doing all this openly. The Lantern Bearers took a dim view of people mucking around with squisher corpses or going around in the catacombs, so officially his shop was selling books, inks, parchments and all that claptrap that interested the kind of people who also liked to play around with squidfaced cats and brains on legs. He himself was pointedly not reading any of these books, even though he had learned his letters in the last year, just to make sure he didn't catch whatever drove his customers to play around with these twisted things.

Over the course of his career, he had thus earned himself a quite finely honed sense of danger and a healthy helping of paranoia. So when the bell over his front door chimed to announce a new customer, he quickly looked over the small group that entered. Some Essosi looking fellow, flanked by an old man on one side and what seemed to be his lover on the other. In the read walked a rather burly looking man that had his entire face wrapped up and a rather heavy looking sword strapped to his back.

That worried Jorga, for his door chime was supposed to give off a birds chirp when someone with magic on him rung it. These fellows looked not as if they had nothing noteworthy on them. That was never a good sign in his experience. Never the less, he plastered a smile on his face and carefully grabbed a very special coin he kept behind the counter. When you spun it on the edge, the side it would fall would tell him if he should try to sell something or to duck back into the storeroom while his own burly associates would take care of things.

The role of the shopkeeper still felt like a mask to Jorga, even though he had played it for so long and so successfully. In his experience, it was equal parts sucking up to the customer and false humility. "Welcome, good sir. What brings you to my humble shop?"

"Greetings to you to, my friend. Jorga, I assume?" The Essosi was rather boisterous and loud, leaning on the counter and grinning broadly at Jorga as if visiting this shop was the greatest thing he had ever done.

For a brief moment, Jorga felt something that made the hair on his neck rise. Something was off about this fellow who was too pale, with too pearly teeth and too perfect hair. Was this a Fey? They had never bothered him so far, even though they allegedly took a dim view of everything related to the sea monsters in the sewers. Before the man had cause to grow suspicious though, Jorga nodded with a polite smile, using the movement to quickly glance at the coin. It was still spinning. His blood froze. That was not supposed to happen.

"Glad to meet you in person," the too flawless man went on. "It appears, according to a shared friend of ours, that you might know the whereabouts of a few rather peculiar items that he sold to you. A few rather rare things, if you catch my drift."

Jorga hesitated, painfully aware that if one these people was a witch, he wouldn't make it to the backdoor in time. He needed a distraction. "Theo?" He called loudly through the shop, but didn't tare to takes his eyes off the man before him. "We have a special customer that needs your help."

A moment later, Theo came out of the door to the side of the counter and things began to happen too fast for Jorga to follow. The warrior of the group before him just vanished, and he heard a strangled scream a heartbeat later. He himself hadn't waited, instead diving behind the counter and trying to run to the other door, but before he had made more then three steps, he fell face first to the ground. His chest was an inferno of pain and he tried to scream, but his lungs refused to work.

"That was unnecessary. We are merely here to talk." Slowly the old man stepped around the counter, his feet coming into Jorga's view, but the shopkeeper was not capable of saying anything in return. The pain was overwhelming, as if his heart was being torn to pieces. "Please refrain from trying to run away again. Would you be so kind?" The old bastard sounded as if he was talking to a child, not caring one bit about the man dying at his feet.

A shaky nod was all that Jorga could manage and not a moment later, his chest stopped hurting as quickly as it started. Painfully, he dredged himself up to lean against the wall, retching up some bile while trying to catch his breath. It took a while before he could speak and it was still painful to do so. "What do you want?"

"The buyer of a few things that were sold to you half a year ago. My friend here will show you what they were." The old man waved to someone on the other side of the counter and then the Essosi jumped on it, then laying down on it and curiously peering down at Jorga.

"I'm afraid Theo is a bit worse for the wear. Our friends don't know their strength, but I'm sure he will be very happy that he has only been mostly strangled to death when he wakes up. Mind, can I keep this fancy rapier he had? I'm not sure if I'm allowed to plunder people when we didn't actually kill them." With this he lifted the silver sheath of Theo's weapon.

In response, the woman spoke for the first time, he voice sounding odd to Jorga's ears. Or that was the panic speaking. "Please get to the point. I'm sure he won't mind if you take the weapon as an apology for his rude behavior."

"Yes. Keep it. I'm very sorry." He pressed the words out as quickly as he could. Jorga didn't even have to lie. He was very sorry to have opened the shop today, let alone having met these people.

The Essosi smiled in return, immediately hanging the rapier onto his belt. "Very kind of you my friend. Now, what we are looking for..." He lazily waved a hand, conjuring up a thick smoke that coalesced into a set of jars.

Seeing what they were filled with, Jorga nearly retched again. He remembered that set. He remembered the nightmares he got from looking at them and wondering what had happened to the poor bastards in them. "If I tell you, you will leave me alone?" The old man nodded without hesitation and even though Jorga didn't really trust these people, he had little choice but to start talking.



AN: In a surprising twist of events, a few low-level Experts and Rogues are not faring terribly well while trying to oppose this party.
Huh, I somehow missed this chapter while I was working on Mereth's character sheet this morning. If the group is in a looting mood, that coin would be an interesting acquisition.

That's some serious Far Realm contamination going around Oldtown, if short-term contact can cause such prominent mutations. There's no telling how the populace is being affected by all that stuff.
 
Man, is this how it felt to be the Emperor in 30k where he need to rush through the cruzade and start conquering everything and everyone otherwise everything will fall apart?

I mean, there's the bloodstone emperor to the west that is still more or less unmolested, there's Meraxes/Asmodeus plot that grew fast since we didn't intervene there, there is best onee-san The Mother of Thousand Young in Qohor, there's Hellven that can get worse at any minute, the 15th waiting for us in Valryia, and the occasional Daemon and Demon plot for flavor.
 
Last edited:
Huh, I somehow missed this chapter while I was working on Mereth's character sheet this morning. If the group is in a looting mood, that coin would be an interesting acquisition.

That's some serious Far Realm contamination going around Oldtown, if short-term contact can cause such prominent mutations. There's no telling how the populace is being affected by all that stuff.
The coin is just a 1/day item of Augury. Nothing all that fancy in the grand scheme of things, but it's certainly helpful for a low-level character without spellcaster support.

As for his mutations, that's what you get when you handle various mutant corpses with your bare hands.
 
[X] Azel

I can't help but feel if we put Marwyn and Qyburn in the same room for long enough they would build a whole new plane of existence full of unspeakable horrors that you could have tea with if you want to.
 
Man, is this how it felt to be the Emperor in 30k where he need to rush through the cruzade and start conquering everything and everyone otherwise everything will fall apart?

I mean, there's the bloodstone emperor to the west that is still more or less unmolested, there's Meraxes/Asmodeus plot that grew fast since we didn't intervene there, there is best onee-san[/b] The Mother of Thousand Young in Qohor, there's Hellven that can get worse at any minute, the 15th waiting for us in Valryia, and the occasional Daemon and Demon plot for flavor.
The more I see of the Asmodeus section the more I think it isn't directly him. We might be dealing with his branch, but I bet we're three layers of management away from the guy who writes reports for big red's secretary at the very least.

If it does turn out to be him, then maybe he's impatiently waiting for this irritating scheme he hatched involving a particularly scaly cat's paw to take off and get the void off his planet for him. :V

Personally I'd find " the Asmodeus plot was inside you all along" less surprising than the idea that he's paying us personal attention and not getting exactly what he wants.
... So we've got that going for us at least.
 
The more I see of the Asmodeus section the more I think it isn't directly him. We might be dealing with his branch, but I bet we're three layers of management away from the guy who writes reports for big red's secretary at the very least.

If it does turn out to be him, then maybe he's impatiently waiting for this irritating scheme he hatched involving a particularly scaly cat's paw to take off and get the void off his planet for him. :V

Personally I'd find " the Asmodeus plot was inside you all along" less surprising than the idea that he's paying us personal attention and not getting exactly what he wants.
... So we've got that going for us at least.
It really could just be a tertiary Undersecretary of Soul Redistribution and Waste Management, perhaps an ambitious Gelugon eager for a promotion, moving assets into Slaver's Bay on Asmodeus' behalf. What's been sent their so far might just be it's "petty cash" allotment of deployable Devil forces, discretionary Devils to be spent as needed with little more than passing oversite.

After all, Planetos is just one world among many billions spread across the Material Plane. Asmodeus might not even turn his full attention toward a world until a continent is under Infernal control or there are multiple newborn gods forming, as in ancient Valyria, to try to corrupt. That doesn't make the situation any less dangerous, though. It actually makes it worse if you think about it, since a significant threat to the region may be nothing more than the scheming of a third rate minion of Hell.
 
Do we actually need to go on a Cruzade to deal with the Void influence in outer space and in alien worlds?

If so, we're missing the Titans and the kilometer long spaceships.
Once the City of Brass is conquered and the spoils of war are split between the Imperium, the Peerless Empire of the Shaitan, and the Caliphate of the Djinn, our collective attention is going to turn towards dealing with the Void. And probably the Deep Ones along the way. Everyone hates the Deep Ones. Even the Deep Ones hate the Deep Ones.
 
Once the City of Brass is conquered and the spoils of war are split between the Imperium, the Peerless Empire of the Shaitan, and the Caliphate of the Djinn, our collective attention is going to turn towards dealing with the Void. And probably the Deep Ones along the way. Everyone hates the Deep Ones. Even the Deep Ones hate the Deep Ones.

We should ask the Concordance about any targets we could hit on the upper planes. Nothing like bonding together over destroying mutual enemies.
 
The more I hear from Marwyn, the more I'm tempted to call Qyburn over and start plotting a... let's call it a spirited academic disagreement.
Honestly I was as well.

Gathering up the collective Maesters as Viserys and challenging them to defend their way of doing things in however the Citadel does scientific debates sounds... tempting.
 
We should ask the Concordance about any targets we could hit on the upper planes. Nothing like bonding together over destroying mutual enemies.
It's too bad that stirring up serious shit is either out of our reach, would get us killed, or both. It'd be poetic justice of the best kind to pull an elemental version of what Hell did to turn the City of Gold into the City of Brass on Heaven's Shore. I guess we'll have to content ourselves with stealing Hell's shit and getting paid for it unless the Genies have a lot more weight to throw around than it currently looks like.
 
It's too bad that stirring up serious shit is either out of our reach, would get us killed, or both. It'd be poetic justice of the best kind to pull an elemental version of what Hell did to turn the City of Gold into the City of Brass on Heaven's Shore. I guess we'll have to content ourselves with stealing Hell's shit and getting paid for it unless the Genies have a lot more weight to throw around than it currently looks like.

I actually meant contacting the rebel squids about the loyalist squids on Nirvana.

Did I mess the names up?
 
It really could just be a tertiary Undersecretary of Soul Redistribution and Waste Management, perhaps an ambitious Gelugon eager for a promotion, moving assets into Slaver's Bay on Asmodeus' behalf. What's been sent their so far might just be it's "petty cash" allotment of deployable Devil forces, discretionary Devils to be spent as needed with little more than passing oversite.

After all, Planetos is just one world among many billions spread across the Material Plane. Asmodeus might not even turn his full attention toward a world until a continent is under Infernal control or there are multiple newborn gods forming, as in ancient Valyria, to try to corrupt. That doesn't make the situation any less dangerous, though. It actually makes it worse if you think about it, since a significant threat to the region may be nothing more than the scheming of a third rate minion of Hell.
At least if they manage to take over Slaver's Bay, then Big Red will have to take some direct action.
Appoint a local Duke and a taxman at least, otherwise it wouldn't be a proper enclave of Hell.
 
Vote closed.
Adhoc vote count started by DragonParadox on May 18, 2020 at 7:13 AM, finished with 40 posts and 15 votes.

  • [X] Plan What We Can Say
    -[X] Tell him that the House of Black and White splintered. The larger part willingly bent the knee, while some others broke away and left the Imperium to parts unknown.
    -[X] Where they went and what they are doing now is being investigated by the Inquisition, due to concerns what a rogue death-cult might turn into.
    -[X] You are assuming that the Dragon didn't accept their oaths without more detailed knowledge of their inner workings, but this information is above your pay-grade.
    -[X] However, you consider it likely that the relevant knowledge would be on the table, if Marwyn were to ask the Dragon personally for it. Especially if he is willing to share the knowledge of the Citadel in return. Especially the tomes that some are trying to bury in it's vaults.
    -[X] Suggest a formal meeting between Marwyn and Viserys Targaryen in the coming days on neutral ground and off the books. Ask Marwyn what he is willing to offer in regards to cooperation and what he would ask in return.
 
@Azel, @Everyone, here's what I have for Elaheh's character sheet. Let me know if you see any issues with it before I send it to DP.
Name: Elaheh Marita
Alignment: Lawful Evil
Race: Apostle Kyton (Outsider, Native, Augmented)
Senses: Darkvision 60ft.
Level: 9
Class: Witch (Variant: Charisma based) 5/Fleshwarper 4
Feats: Accursed Hex, Evolved Familiar (Reach), Extra Hex (x2), Graft Flesh, Improved Familiar (Augur Kyton), Inscribe Magical Tattoo
Flaws: Fussy, Vulnerable
Class Features: Patron Spells (Shadow); Witch's Familiar; Aberrant Familiar (Scales, Size Increase), Elder Secret (Secret of the Choker, Graft Cost Reduction 10%)

Languages: Celestial, Draconic, High Valyrian, Infernal, Westerosi Common

Hit Dice: 9d6 (34) + 54 (CON) = 88 HP
Armor Class: 10 + 3 (DEX) + 4 (Natural Armor) + 4 (Robe) = 21 (Flat-Footed: 18, Touch: 17); +2 Deflection vs Good/Evil
Movement: Ground (30ft)
Initiative: +3 (DEX) + 4 (Racial) = +7
Attack Bonus: +4; Unarmed Strike: +6 (1d3+2+1 [Bleed]; x2) OR Valyrian Steel Dagger (+2): +8 (1d4+4+1 [Bleed]; x2)
Spell Save: DC: 10 + 6 (CHA) + 1 (Arcane Concordance) = 17 + Spell Level; +1 w/Necromancy spells
Proficiency: Simple Weapons
Immunities: Cold, Possession/Mental Control, Blinding & Dazzling effects, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use]
Resistances: Electricity 5
Spell Resistance: 16 (11 + 1/2 CR)
Defensive Abilities: Regeneration 4 (1/2 HD; negated by Good or Silver)

STATS:
14 (+2) Strength
14 +2 = 16 (+3) Dexterity
20 +2 = 22 (+6) Constitution
16 +2 = 18 (+4) Intelligence
18 +2 = 20 (+5) Wisdom
22 +4 = 26 (+8) Charisma

SAVES:
FORTITUDE: 5 + 6 (CON) + 5 (Resistance) = 16
REFLEX: 2 + 3 (DEX) + 1 (Racial) + 5 (Resistance) = 11
WILL: 5 + 5 (WIS) + 5 (Resistance) + 6 (CV) = 21

SKILLS
Bluff:
0 + 8 (CHA) + 4 (Racial) + 6 (CV) = 18
Concentration: 12 + 6 (CON) + 6 (CV) = 24
Craft (Leather): 5 + 4 (INT) = 9
Craft (Tattoo): 5 + 4 (INT) + 5 (Gloves) = 14
Heal: 12 + 5 (WIS) + 4 (Racial) = 21
Intimidate: 5 + 8 (CHA) + 4 (Racial) + 6 (CV) = 23
Knowledge (Arcana): 6 + 4 (INT) + (CV) = 14
Knowledge (Planes): 6 + 4 (INT) + 4 (CV) = 14
Profession (Surgeon/Fleshcrafter): 12 + 5 (WIS) + 10 (Earring) = 27
Spellcraft: 7 + 4 (INT) = 11
Use Magic Device: 10 + 8 (CHA) = 18

Hexcraft: Hex DC = 22 (10 + 1/2 HD + Charisma bonus)
Hexes Known: Cackle (via Cackling Hag Tattoo), Evil Eye, Healing, Misfortune, Poison Touch, Slumber

Arcane Spells Known (Caster level 8):
Level 0
: Arcane Mark, Detect Magic, Detect Poison, Mending, Message, Read Magic
Level 1: Cure Light Wounds, Healer's Vision, Hermean Potential, Hex Vulnerability, Mage Armor, Silent Image (PS), Touch of Blindness, Transfer Tattoo, Unseen Servant
Level 2: Blindness/Deafness, Boneshaker, Create Magical Tattoo, Darkness (PS), False Life, Haunting Mist, Lipstitch, Spectral Hand, Touch of Idiocy, Unseen Crafter
Level 3: Barrow Haze, Bestow Curse, Dispel Magic, Heroism, See Beyond, Tongues
Level 4: Black Tentacles, Fear, Panacea, Poison

Spells Prepared (Caster Level 8/10[Necromancy]):
Level 0
(4/day): Detect Magic, Detect Poison, Message, Read Magic
Level 1 (4+2/day): Healer's Vision, Hermean Potential, Hex Vulnerability, Touch of Blindness, Transfer Tattoo, Unseen Servant
Level 2 (3+2/day): Blindness/Deafness, Boneshaker, Create Magical Tattoo, Spectral Hand, Unseen Crafter
Level 3 (3+2/day): Barrow Haze, Bestow Curse, Dispel Magic, Heroism, See Beyond
Level 4 (2+2/day): Black Tentacles, Fear, Panacea, Poison

Contingency Spells: Renewal Pact; Stalwart Pact

Special Abilities:
  • Bleeding Touch (Su): Your touch can inflict 1 point of damage (+1d6 Bleed damage at 10 HD, 20 HD, etc). If you attack with a weapon, it also channels this effect.
  • Unnerving Gaze (Su): Your gaze causes those within 30 feet to become Fascinated (DC 22 Will save). Use of your Seductive Oration ability does not break the Fascination effect. All Kytons are Immune to the Unnerving Gaze of other Kytons. This is a Mind-Affecting Fear effect.
  • Agonizing Prayer (Su): As a Full-Round Action you can utter a profane prayer which causes non-Kyton listeners to erupt in bleeding wounds. They suffer 9d6 (1d6 per your HD) points of nonlethal damage, take Bleed damage as if struck by your Bleeding Touch, and become Staggered for 1 round (DC 22 Will save halves damage and negates the Staggered condition). A creature that has taken nonlethal damage greater than or equal to its current Hit Points is not rendered unconscious by this ability, but instead becomes Helpless, making it susceptible to your Seductive Oration ability. This is a Sonic Pain effect.
  • Seductive Oration (Su): As a Full-Round Action, you can speak to the pleasures and wonders you experienced during your transformation. Any creature that listens to this speech for 1 uninterrupted minute must succeed at a DC 22 Will save or take 1d6 points of Wisdom damage (+1d6 damage at 16 HD, 24 HD, etc). A creature that succeeds on its Will save cannot be affected by your Seductive Oration ability for 24 hours.
    • If a creature fails to resist your Seduction Oration, it begins to question the definitions of morality, physicality, and life. Once per week, as long as the affected creature remains in communication with you, it must attempt another saving throw against Seductive Oration or take 1d6 additional points of Wisdom damage. The save DC increases by 1 per consecutive week of contact with you. A successful save halves the Wisdom damage. A creature can't take Wisdom damage from Seductive Oration more than once per week, even if it encounters multiple Apostle Kytons.
    • When a target's alignment shifts to Lawful Evil (or if the target is Lawful Evil when first seduced), it must immediately succeed at a DC 22 Will save (+1 per week of consecutive week of Seductive Oration exposure) or gain a greater madness.
    • Creatures that are driven insane by an Apostle Kyton often become broken souls, but some rare individuals gain the Shadowbound Corruption or even transform into Apostle Kytons themselves.
  • Arcane Concordance (Su): You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Silent Spell Metamagic feat unless you otherwise choose to forego this effect. Any allies within 10 feet of you also benefit from these effects.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Spirit" effect.
Magic Tattoos:
Anklets of Translocation:
  • 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belts: +2 Constitution
  • Healing (3 charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Circlet of Rapid Casting:
  • 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Gloves of the Starry Sky: +2 Dexterity, +5 Competence bonus to Craft (Tattoo) checks
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Pendant of Warding: +2 Intelligence, +2 Wisdom, +5 Resistance bonus to Saving Throws
  1. Constant Protection from Good and Protection from Evil effects
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. Hold breath for up to 12 hours before having to make a Constitution check.
  4. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Radiant Earring of Arcane Acuity: +10 Competence bonus to Profession (Surgeon/Fleshcrafter) checks
  1. Convert any spell of 3rd level and above to Fireball.
  2. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. 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.
  2. While such storage is useful enough, the pack has an even greater power. 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.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Psionic Items:
Raiment of the Four (Incomplete): Uniting the magic of three enchanted items (Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Pendant of Warding) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Robes of the Necromantic Might (+4): The wearer of these robes casts Necromancy spells with a +2 caster level bonus, a +1 spell DC bonus, and benefits from a +4 Armor bonus to their AC.

Scepter of Visceral Fright:
  • Up to 5/Day, when using a spell or power with the Fear descriptor, you can augment the effect so that it directly interacts with the brain chemistry of your targets. This bypasses protections against Mind-Affecting and Fear effects, and negates special bonuses which a target may enjoy against such effects. This does not allow Fear effects to function against non-living targets, such as Constructs or the Undead.
Soulfire Mithral Bracers (+1):
  • Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Scrolls:
Assay Spell Resistance x5
Cure Light Wounds x20
Panacea x10

Alchemical Substances:
5x Alchemist's Fire
10x Antiplague
10x Antitoxin
5x Auran Mask
10x Fungal Stun Vial
30x Healing Salve
20x Sleep-Smoke
30x Vermin Repellent

Genie Tokens
2x Plane Shift Charm
2x Sending Stone
2x Teleport Charm
Equipped Magic items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Circlet of Rapid Casting, Gloves of the Starry Sky (+2 DEX), Greater Radiant Earring of Arcane Acuity, Greater Pendant of Warding (+2 INT, +2 WIS), Greater Ribbon of Disguise, Handy Haversack, Launcher, Mind Blank Ring, Ring of Sustenance (Slotless), Ring of Untarnished Glory (+4 Charisma), Robes of Necromantic Might (+4), Scepter of Visceral Fright, Soulfire Mithral Bracelets (+1), Spectacles of Understanding, Traveler's Anytool, Valyrian Steel Dagger (+2), Vial of Efficacious Medicine, Wand of Cure Light Wounds (50/50 charges)
 
Last edited:
Back
Top