Trinsic Tales:Ember

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Ember's Roll20 Token

Character Information

Character of Trinsic Tales: Hell's Bells played July 18, 2014 to --

Name Player Race Height/Weight Hair/Eyes Class
Ember Nilarith Zaniel Human 6' 00"/185 lbs. Crimson/Green
  • Level 13 Duskblade
    (0 / 12,000) - 00.00%


Size Gender Age Skin Alignment/Allegiance Deity
Medium Female 37 yrs. Olive Chaotic Good None
Stats Saves Attacks Misc. Languages
STR 22 +6 INT 18 +4
DEX 16 +3 WIS 14 +2
CON 16 +3 CHA 12 +1
Fort +11
Ref +7
Will +10
Melee +25***/+15*/+10*

3d6+14**(+2,2)


Missile +16/+11/+6

1d8+8


Grapple +19
Speed 30(40)ft.
Initiative +7
Armor Class 21
Hit Points 110/99
  • Abyssal
  • Celestial
  • Common
  • Draconic
  • Infernal
  • Undecommon
Feats Class Features Racial Features


Skill Tricks:


Traits:

  • Medium size
  • Base speed: 30ft.
  • 1 extra feat at first level
  • 4 extra skill points at first level
  • 1 extra skill point per level

  • 7 Skill points per level
  • Next Feat: Level 15

Active Abilities:

  • Alter Self
  • Damage Reduction 3/- (30/30)
  • Pass without Trace
  • True Seeing


Skills

Skill Name Bonus Skill Name Bonus Skill Name Bonus
Appraise +4 Hide +3 Open Lock +3
Balance +3 Intimidate +1 Perform +1
Bluff +1 Jump +10 Profession +2
Climb +10 Know (Arcana) +17 Ride +3
Concentration +20 Know (Arch. & Eng.) +6 Search +4
Craft +4 Know (Dungeoneering) +17 Sense Motive +8
Decipher Script +5 Know (Geography) +6 Sleight Of Hand +3
Diplomacy +3 Know (History) +6 Spellcraft +17
Disable Device +4 Know (Local) +13 Spot +3
Disguise +1 Know (Nature) +17 Survival +2*
Escape Artist +3 Know (Nob. & Royal.) +6 Swim +10
Forgery +4 Know (The Planes) +17 Tumble +3
Gather Information +1 Know (Religion) +17 Use Magic Device +1
Handle Animal +1 Listen +3 Use Rope +3*
Heal +2 Move Silently +4    
[*] Situational Modifiers may apply. View source for more information.

Spells Known

Level 0 Level 1 Level 2 Level 3 Level 4

Arcane Attunement:


Class Spells:

Class Spells:

Item Spell:


Class Spells:

Item Spells:


Class Spells:

Item Spells:


Class Spells:


  • Spell DC = 10 + 4 (INT) + Spell Level

Item Abilities

Item Ability Charges
Belt of Battle (1) Move Action (2) Standard Action (3) Full-Round Action 3/3
Circlet of Mages Retain Spell by Level: (1) 1 (2) 2 (3) 3 3/3
Greatreach Bracers 10 ft reach for one round 3/3
Heartseeking Amulet Next Attack is a Touch attack 3/3
Ring of Four Winds +2 AC or Feather Fall 4/4
Ring of Piercing Spells Melee touch spell that targets flanked foe deals +2d6 damage 3/3
Shadow Cloak When attacked, Concealment or 10ft teleport as immediate action 2/2
Third Eye Clarity Negate Confusion, Daze, Facinated or Stun 1/1


Inventory

  • 4,835 GP 8 SP 200 CP
Item Location Qty
Arrows Quiver, Haversack 100

Ammunition - Hardness: 5 Size: Medium


  • An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (1d4)(critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Auran Mask Haversack 1

This mask fits over the character's nose and mouth. The bulk of the item is a cloth packet holding a porous, sponge-like substance. It requires a move action to put on or remove, and once a single breath is taken through the mask, its benefits last for only 1 hour (or less if taken underwater).
A creature wearing an auran mask receives a +5 circumstance bonus on Fortitude saves against inhaled toxins. In addition, the wearer can breathe underwater as if under the effect of a water breathing spell, though immersing the auran mask in water reduces its remaining duration to 10 minutes (or less, if less than 10 minutes remain).

Bedroll Haversack 1

You never know where you're going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

Bell Haversack 4

Makes noise when shaken.

Belt of Battle Waist 1

A belt of battle helps you avoid being caught off guard in combat and allows occasional bursts of extra activity. While worn, it grants you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation.
In addition, a belt of battle has 3 charges, which are renewed each day at dawn. Each time you activate the belt, one of the black pearls set into its buckle turns white. The pearls return to normal when the ring’s charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action).
1 charge: 1 move action.
2 charges: 1 standard action.
3 charges: 1 full-round action.

Belt Pouch Belt 6

Attached to belt. Retreiving an item stored in them is a move action.

Blanket, Winter Haversack 1

Woolen Blanket

Blessed Bandage Haversack 10

Applying a blessed bandage immediately stabilizes the recipient (but heals no damage).

Bucket Haversack 1

2 Gallon Bucket

Candle, Insectbane Haversack 20

This heavily scented candle smells pleasant to humans and humanoids but is repellent to insects. Nonmonstrous vermin will not approach within a 5-foot radius of a burning candle. It burns for 1 hour.

Chalk Haversack 100

Write stuff on stuff.

Circlet of Mages Head 1

A circlet of mages grants you a +2 competence bonus on Concentration checks. This is a continuous effect and requires no activation.
In addition, this circlet has 3 charges, which are renewed each day at dawn. Spending 1 or more charges when you cast a spell allows you to avoid losing that prepared spell or spell slot (as if you hadn’t cast it).
1 charge: Retain a spell of up to 1st level.
2 charges: Retain a spell of up to 2nd level.
3 charges: Retain a spell of up to 3rd level.


Added Spell: Alter Self

Compass Haversack 1

An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.

Defoliator Haversack 1

This vile liquid has a muddy brown hue and smells of rotten plant life. You can throw a flask of defoliator as a grenadelike weapon. On a direct hit, it deals 2d4 points of damage to plant creatures and kills normal plants of Medium-size or smaller. The splash damage from defoliator deals 1 point of damage to plant creatures and kills normal plants that are smaller than Medium-size. The damage is not limited to living plants: wooden objects such as doors and wooden weapons also take damage from defoliator, though their hardness applies.

Drow Knockout Poison Haversack 10

Type: Injury (Fort) DC 13 - Initial Damage: Unconsciousness 1 Minute - Secondary Damage: Unconsciousness (2d4 Hours)

Earplugs Haversack 1

+1 circumstance bonus on saves against deafness and sonic attacks.

Expandable Pole Haversack 3

This sturdy but hollow bamboo rod is 1 foot long and capped at each end. By removing the caps, the user can slide out up to five additional sections from each tip. When extended and rotated into “locked” position (a move-equivalent action), each of these sections adds 1 foot to the total length of the rod. Since each end can produce the same number of extensions, the pole can be set at any 1-foot increment up to 11 feet. The usual settings are 5 feet, 7 feet, 9 feet, and 11 feet. Collapsing the pole back to its original 1-foot length requires twisting each section to unlock it, then sliding it back inside the next larger piece (a move-equivalent action).

Finder's chalk Haversack 2

Marks made by this red chalk fade from casual view after 1 minute, allowing you to mark dungeon surfaces secretly. The chalk lets you keep track of what areas you have and have not visited without alerting wandering creatures to your presence. To detect a simple mark, such as a line or an X, make a successful DC 25 Search check. To detect more complex marks, make a successful DC 40 Search check. A fi nder’s glass (see below) improves your ability to detect the chalk marks. True seeing (PH 296) lets you detect the marks without making a Search check. One piece of finder’s chalk covers a 10-foot-square wall with marks.

Fishook Haversack 10

Used to catch fish or other mundane tasks.

Flint and Steel Haversack 1

Used to start fires.

Floatation Bladder Haversack 1

This item, used to aid in swimming, consists of two sealed, oiled leather sacks attached with a piece of rope. Each sack can be infl ated by blowing air into it through a small metal valve as a full-round action. Once inflated and placed under the arms, a flotation bladder grants a +4 bonus on Swim checks to rise to the surface or remain at the surface. The bladder also imposes a –4 penalty on Swim checks to descend deeper into the water. Additional bladders do not grant further bonuses on Swim checks, but the penalties stack.

Flour, Pouch Haversack 10

This deceptively simple burlap satchel of flour is tied loosely on purpose. While it could be used to bake a loaf of bread on a particularly long expedition, its true purpose is to locate invisible opponents. You can attempt to strike an invisible opponent with a flour pouch as a touch attack. You still must pinpoint the target or choose a space to attack into, and the normal miss chance for total concealment applies. If you hit the target, the pouch bursts open, spilling white flour over a portion of the invisible creature. You can also throw a flour pouch as a splash weapon; any invisible creature standing in the space struck is covered in fl our, as are all other creatures within 5 feet.
Coating an invisible creature in flour lets you keep track of its position and reduces the miss chance to 20% (instead of the normal 50% for total concealment). While an invisible creature is coated in flour, its bonus on Hide checks is reduced to +10 if the creature is moving, or to +20 if it is not moving (PH 76). If the creature moves through water, is subjected to a gust of wind, or spends a full-round action brushing the fl our off, all the fl our is removed from its body.

Garlic Haversack 100

Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

Greatsword, Large Haversack 1

Crystal of Return, Lesser: This crystal allows you to draw the weapon to which it is attached as a free action and you can call the weapon (if unattended) to your hand from up to 30 feet away as a move action.

Gauntlets of Might Hands 1

When you wear these armbands, you gain a +2 bonus on Strength checks and Strength-based skill checks.
If you have the Power Attack feat, you also gain a +2 bonus on melee damage rolls for any attack on which you use the Power Attack feat and take a penalty of at least –2 on your attack roll.

Haversack Back 1

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.

Heartseeking Amulet Neck 1

A heartseeking amulet allows your weapon to pierce armor and scaled hides as if they were air. When you activate this amulet, the next melee attack you make is made as a melee touch attack instead. If you don’t make a melee attack by the end of your turn, the effect is wasted. A heartseeking amulet functions three times per day.

Liquid Sunlight Neck, Haversack 5

Shining with the light of a torch, a pellet of liquid sunlight is a half-inch-diameter sphere of glass that contains a gold-colored liquid. The pellet can be thrown as a ranged attack with a range increment of 5 feet. Alternatively, it can be loaded into a sling and used as a sling bullet. When it strikes a firm surface, it bursts and sprays out the liquid within. The liquid continues to glow with the light of a torch for 1 round after exposure to the air. Creatures with light sensitivity are dazzled for 1 round if struck by a liquid sunlight pellet. The pellet deals 1d6 points of damage to a vampire, vampire spawn, or any other creature similarly harmed by daylight.

Marbles Haversack 5

About two dozen assorted glass, flawed rock crystal, or clay spheres in a leather pouch. They are commonly used as toys but are also useful for checking the slope in a dungeon corridor (just set one down and see which way it rolls), or as a nondamaging alternative to caltrops. One bag covers an area 5 feet square. Creatures moving through or fighting in the area must make Balance checks (DC 15). A creature that fails is unable to move for 1 round (or may fall; see the Balance skill description in the Player’s Handbook).

Mirror Haversack 1

Used to see reflections or around corners

Mucus, Aboleth Haversack 2

An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Occasionally this substance finds its way into marketplaces. Glass vials of the mucus can be thrown as grenadelike weapons. Any creature coming into contact with or inhaling this substance must succeed on a Fortitude save (DC 19) or lose the ability to breathe air for the next 3 hours. There is no splash effect for aboleth mucus.

Mundane Crystal Breastplate Body 1

Enhancement Bonus: +1


Called Enchantment: Provided that you and your called armor or shield are on the same plane, you can call it to you by speaking the proper command word, regardless of the intervening distance. If you aren’t wearing armor at the time, a suit of called armor appears on your body, as though you had donned it in the normal fashion. If you are wearing other armor when you speak the command word, the called armor appears in your space or in an adjacent space you designate that is capable of holding it. A called shield appears on the proper arm if you are not already using another shield when you call it, or in your space or a designated adjacent space if you are.


Iron Ward Diamond: This augment crystal grants you damage reduction 3/—. This damage reduction stacks with similar damage reduction granted by any other source. Once the clasp has prevented a total of 30 points of damage, it becomes inert until the following day.


Crystal of Adaptation, Least: This augment crystal protects you from temperature extremes as an endure elements spell. (Only attached when needed outside of combat.)


Restful Crystal: A restful crystal is a great boon to any warrior who must stay always at the ready. Sleeping in armor that has this augment crystal attached does not make you fatigued. (Only attached when sleeping.)


Quick-Escape Enhancement:Ingeniously crafted, this armor uses special buckles, straps, and releases so it can be removed in mere moments. It is a favorite of wealthy sailors and adventurers who anticipate going near bodies of water.
As a standard action, the wearer pulls and twists on a special lock, located on the shield-side hip, which causes the armor to fall away. Each lock is unique in operation, making it difficult for anyone other than the owner to undo, especially in the middle of battle. A Disable Device check (DC 30) is required for someone other than the wearer to release the armor in combat. If the Disable Device attempt is made while the wearer is not in combat (a rogue sneaking up on a sleeping guard, for example), then the DC is reduced to 15.
The quick-escape extra must be included during the creation of the armor, which must be of masterwork quality. It takes twice as long as normal to put on quick-escape armor.


Muffling Enhancement: Fine strips of felt or velvet are placed at each joint of the armor, and cotton thread is wound around the links to prevent clanking. Muffling grants the wearer a +2 circumstance bonus on Move Silently checks.


Armor Spikes: You can have spikes added to your armor, which allow you to deal extra piercing damage on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can’t also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.)

Mundane Crystal Greatsword, Large Weapon 1

Enhancement Bonus: +1


Hideaway Enhancement:The races of the wild like to travel light. To help satisfy this desire, elf and halfl ing wizards have developed hideaway weapons, which can made to fold up simply by pressing a stud on a handle or haft. Hideaway weapons are easy to conceal when folded and not easily recognizable as weapons, making them very popular with rogues.
When folded, a hideaway weapon collapses into a small cylinder small enough to fit comfortably in the wielder’s hand. Pressing a second stud unfolds the weapon, which always appears in the wielder’s hand, ready for use. Pressing the stud to fold or unfold the weapon is a free action.
If you use the Sleight of Hand skill to conceal a folded hideaway weapon, you get a +2 circumstance bonus on your check. Since the folded weapon fits easily in your hand, you can attempt to conceal a weapon of any size.


Eager Enchantment: An eager weapon can be drawn as a free action. While wielding it, you gain a +2 bonus on initiative checks and a +2 bonus on damage rolls made during a surprise round and the first round of combat.


Whirling Enchantment: Three times per day, you can use this weapon to make a whirling attack that has a chance of striking all nearby opponents. Instead of making your regular attacks, you instead make one melee attack at your full attack bonus against each opponent within reach of the weapon. This property otherwise functions like the Whirlwind Attack feat.


Crystal of Arcane Steel: This crystal grants a +1 insight bonus on your weapon damage roll, attack roll, and it also increases the save DC of the spell or spell-like ability by 1 when delivering a spell or spell-like ability through a melee attack with the weapon.

Mundane Crystal Composite Longbow Haversack 1

You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency).


Strength Rating: +5

Needle Haversack 2

Sharp thin piece of metal used to sew cloth.

Quarterstaff Haversack 1

A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options

Ring of Four Winds Finger 1

When you activate a ring of the four winds, it creates gusts of wind that grant you a +2 deflection bonus to AC against a single attack.
Alternatively, you can activate it to use a feather fall effect on yourself.
This ring functions a total of four times per day.

Ring of Piercing Spells Finger 1

A ring of piercing spells allows you to deal additional damage with your spells against a nearby, distracted target. When you activate this ring, the next melee touch spell you cast against an enemy you are flanking deals an extra 2d6 points of damage. Touch spells that don’t normally deal hit point damage don’t gain any benefit from this ability. If you don’t cast a touch spell that deals hit point damage before the end of your turn, you gain no benefit from the ring. This ability functions three times per day.

Rubber Ball Haversack 3

A bouncing rubber ball can give you an idea of what lies down a corridor. Simply throw the ball at a space or grid intersection as you would throw a splash weapon, though with a range increment of 30 feet. No matter where the ball lands, it bounces directly away from you, traveling half the distance it was first thrown. Then it lands and bounces again, covering half the distance of the previous bounce. The ball continues in this manner until it makes a bounce that would be less than 5 feet in length, at which time it stops bouncing and begins rolling. If the ball strikes a solid object, it reverses direction and continues rolling.
Thus, you can throw a rubber ball down a corridor to see whether or not it hits a wall and returns to you. Either way, you learn something about the length of the hallway. When you throw the ball, you can also listen carefully for other cues, especially if the ball does not return. For example, if you hear a splash, you know that a liquid obstacle lies ahead.

Rubbing Kit Haversack 1

Adventurers often encounter ancient carvings and runes that they do not understand. A rubbing kit allows them to bring a copy of the runes back to town for an expert to translate later. The kit consists of a roll of thin paper 20 feet long and 1 foot wide, and numerous sticks of fi ne charcoal. Simply place the paper over the carvings and rub it with charcoal. Creating an accurate copy requires 1 minute for each foot of paper used (in length). Rubbing more quickly reduces the time to a full-round action for the same amount of paper, but it adds 10 to the DC of any check related to interpreting the rubbing, such as a Decipher Script check.

Rust Monster Wand Haversack 1

The skittering larval young of rust monsters are just as insatiable as adults when it comes to ferrous metals. Little more than 1 inch long and bristling with underdeveloped armor and appendages, these nuisances have the same rusting ability as mature rust monsters, their whiplike antennae ever probing for the touch of metal. Some clever thieves have figured out that these creatures can be helpful when carefully harnessed in a suitable container. Such a container, commonly called a rust monster wand, is a 1-foot-long piece of glass tubing about 4 inches in diameter that contains about a dozen rust monster larvae. One end of the tube is sealed shut, and the other one is fitted with a two-layer wooden cap. The outer layer of this top covers the wand’s end; when closed, it prevents the larvae from touching anything outside the wand. The inside layer is a thin latticework that keeps the immature aberrations inside the tube but allows their antennae to extend through the holes in the lattice. Uncapping the solid cover and running the tip of the wand across a metal surface allows the hungry young to slowly but effectively eat through metal objects or barriers. The rust monster larvae in a wand can ruin a Large weapon or suit of armor (or a metal object of similar size) in 1 minute, a Medium weapon or suit of armor in 9 rounds, or a Small weapon or suit of armor in 6 rounds. The wand is brittle and must be applied to a target rather delicately, so it cannot be used as a weapon. The larvae within a rust monster wand can survive for about 2 months if given air (by opening the outer layer of the end cap) and fed the equivalent of five coins of metal (or more) per day. If removed from the wand, individual larvae do not have the size or ability to do appreciable harm to metal equipment. One of these creatures by itself has 1 hit point and can be crushed as a standard action.

Sack Haversack 10

Canvas bag that can hold a sack full of stuff

Sandals of the Light Step Feet 1

Wearing a pair of sandals of the light step provides you with a +10-foot enhancement bonus to your base land speed, and you can ignore any extra movement costs for diffi cult terrain (PH 148). You also leave no tracks, as if affected by pass without trace.
When you activate these sandals, you gain the benefit of a water walk spell for 60 minutes. You can share this effect with up to five allies adjacent to you when you activate the sandals, though doing this reduces the overall duration accordingly. For example, if you share the effect with one other person, the duration is 30 minutes apiece; if you share it with 5 other people, the duration is 10 minutes apiece. This ability functions once per day.

Shovel Haversack 1

Small shovel used to dig holes.

Silk Rope, 50 ft Haversack 2

This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.

Sling Haversack 1

Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.

Soap Haversack 1

Clean yourself or your clothing. Or slick surfaces.

Spellcraft Component Pouch Haversack 1

Contains Components and focuses for casting spells.

Strongarm Bracers Wrists 1

When wearing strongarm bracers, you can wield weapons as if you were one size category larger than normal. (You don’t take any penalty when using weapons as normal for your size.) For example, a human wearing these bracers could wield Large or Medium weapons without penalty.
The effect of these bracers doesn’t stack with the powerful build trait (such as that possessed by the half-giant and goliath races).


Added Item Ability: Greatreach Bracers
Sometimes called “choker sleeves” due to their appearance and effect, these pliable bracers allow you to attack from a surprising distance. When you activate greatreach bracers, your arms stretch and elongate, extending your reach by 10 feet for 1 round. This ability functions three times per day.

Tarpaullin, Honey Leather Haversack 1

Honey leather is a light canvas used as protection against rain and dampness. It gets its name from its golden color and its texture, which resembles soft, cured leather. Elves, raptorans, and halflings use honey leather for tents and to protect camping gear. It snags and tears easily, so honey leather isn’t much good outside camp. It is, however, waterproof thanks to the alchemical treatment that gives it its color and texture.
A character equipped with a honey leather tarpaulin big enough to drape over his body gains a +1 circumstance bonus on Survival checks made to resist the effect of severe weather. If the character is stationary, the bonus increases to +2. A tarpaulin ranges in size from 3 feet square (for Small or Medium characters) to 6 feet square (for Medium or Large characters).
A tent made of honey leather provides a +4 bonus on Survival checks for anyone inside. The cost of all such tents include poles and stakes. A small pup tent (roomy enough for one Small character to lie down with his gear) is 2 feet wide by 4 feet long. A medium pup tent (roomy enough for one Medium character and gear) is 3 feet by 7 feet. Pup tents are as tall as they are wide. A square tent 10 feet wide is big enough for a party of four Small or Medium characters. A square tent 20 feet wide is big enough for a party of eight Small or Medium characters or four Large characters. Square tents are half as tall as they are wide.

Tent, one-person Haversack 1

Small tent made for one person.

Third Eye Clarity Face 1

You can activate this crystal to negate any one of the following conditions affecting you: confused, dazed, fascinated, or stunned.
You can activate the eye in response to an effect that would impose one of these conditions (for instance, after failing your save against a monk’s Stunning Fist attack but before the stun takes effect). This ability functions once per day.


Added Spell: True Seeing

Thread, Spool Haversack 10

Used with a needle to sew clothes

Trail Rations Haversack 14

Beef Jerky, Trail Mix, Dried Fruit.

Tunic of Steady Spellcasting Torso 1

You gain a +5 competence bonus on Concentration checks. Despite the name, the tunic’s bonus applies on all Concentration checks, not just those made to cast spells.

Waterskin Haversack 4

Holds Water

Wick, Candle, 50 ft Haversack 5

This is treated wick for creating candles. In addition, it can be used as a timing device or fuse. One inch of wick burns in 30 seconds.

Whistle, Signal Neck 1

Makes noise if blown into

Scroll (Divine) Scroll Case 1
  • Aid (L2, CL3)
  • Magic Circle Against Evil (L3, CL5)
Scroll (Arcane) Scroll Case 1
  • Mount (L1, CL1)
  • Blindness/Deafness (L2, CL3)
  • Grease (L1, CL1)
Scroll (Arcane) Scroll Case 1
  • Burning Hands (L1, CL1)
  • Magic Missile (L1, CL1)


Ariel

Name Type Gender Size Appearance Hit Dice
Ariel Coure Eladrin Female Tiny Cute 12d8
Stats Saves Attacks Misc. Subtypes
STR 6 -2 INT 12 +1
DEX 24 +7 WIS 10 +0
CON 12 +1 CHA 14 +2
Fort +9*
Ref +11
Will +8
Melee +21
Missile +21
Grapple +4
Space 2.5 ft.
Reach 0 ft.
Speed Fly 60 ft. (Avg)/20ft.
Initiative +7
Armor Class 29
Hit Points 46
  • Outsider
  • Chaotic
  • Eladrin
  • Extraplanar
  • Good
Feats Combat Actions Special Qualities and Abilities

Attack:

  • Tiny Dagger +21 melee (1d2–2)

Spell-like Abilities:

  • At Will:
    • Dancing Lights
    • Detect Evil
    • Detect Magic
    • Faerie Fire
    • Tounges
  • 3/Day:
    • Magic Missile (CL 4) (3/3)
    • Sleep (DC 13) (CL 4) (3/3)
  • Alternate Form: Incorporeal Ball of Light
  • Magic Circle Against Evil (CL 8)
  • Immune to Electric and Petrification
  • Energy Resistance Acid (10) and Cold (10)

Active Abilities:

  • Detect Evil
  • Detect Magic
  • Magic Circle Againt Evil
  • Tounges
  • Transformed Into Alternate Form


Skills

Skill Name Bonus Skill Name Bonus Skill Name Bonus
Appraise +1 Hide +24 Open Lock +7
Balance +7 Intimidate +2 Perform +2
Bluff +2 Jump +0 Profession +0
Climb +0 Know (Arcana) +13 Ride +7
Concentration +11 Know (Arch. & Eng.) +2 Search +1
Craft +1 Know (Dungeoneering) +13 Sense Motive +6
Decipher Script +2 Know (Geography) +2 Sleight Of Hand +7
Diplomacy +9 Know (History) +2 Spellcraft +12
Disable Device +1 Know (Local) +2 Spot +0
Disguise +2 Know (Nature) +13 Survival +0
Escape Artist +12 Know (Nob. & Royal.) +2 Swim +0
Forgery +1 Know (The Planes) +13 Tumble +7
Gather Information +2 Know (Religion) +13 Use Magic Device +2
Handle Animal +2 Listen +5 Use Rope +9
Heal +0 Move Silently +16