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- Inventory:
- 1 Standard Adventurer’s Kit
- 1 Large, comfortable pillow
- 1 Armchair
- 1 Large hook
- 1 Cloth Robes
- 1 lb of Straw
- 1 Brown glove
- 10 Large empty jars
- 1 small rock
- 10 small empty vials
- 1 paper mache horn
- 3 small jars of ointment
- 1 arrow
- 500 GP worth of Alchemical Reagents
- Equipped gear:
- Staff of Ruin
- +1 (lv 3) 680 gp (AV1)
- This gnarled, jagged staff fits the hand of any wizard seeking to devastate his opponent.
- Implement (Staff)
- Enhancement: Attack rolls and damage rolls
- Critical: +1d10 damage per plus
- Property: In addition to the normal enhancement bonus, add the staff ’s enhancement bonus to damage rolls as an item bonus.
- Orb of Nimble Thoughts
- +1 (lv 3) 680 gp (PHB3)
- This scarlet crystal lets you move across the battlefield at the speed of thought to avoid your foes attacks.
- Implement (Orb)
- Enhancement: Attack rolls and damage rolls
- Critical: +1d6 psychic damage per plus
- Property: You gain an item bonus to initiative checks equal to your Intelligence modifier.
- Power: (Encounter) Move Action. You shift a number of squares equal to your Intelligence modifier.
- Shimmering Armor
- +1 (lv 4) 840 gp (AV1)
- The sheen of this armor glints brightest when you most need its magical protection.
- Armor: Cloth
- Enhancement: AC
- Property: You do not provoke opportunity attacks when you make ranged or area attacks.
- Cloak of Distortion
- +1 (lv 4) 840 gp (AV1)
- This cloak roils about you like the rippling air of a scorching desert.
- Item slot: Neck
- Enhancement: Fortitude, Reflex, and Will
- Property: A ranged attack against you from more than 5 squares away takes a -5 penalty to the attack roll.
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