Elven Chain +3
Shield - Large, +2
Ioun Stone - Cure serious wounds
Rope of Climbing
Tattoo of Mace - heal 2hp per turn in combat
Ring of Water Breathing
Ring of Enduring Hope
Brace of Throwing Weapons
Dyson - Boots of Speed +40 TMR, +10 Defense
Cloak of Elven Kind (+15 to hide in shadows)
Coin purse containing 100 silver (only 1 available)
Water skin
Adventuring Clothing
Weapon Belt
Heavy Cloak
Belt pouch - large | Field Rations 10 days
Thieves Tools (+5 to Find Traps and Open Locks) | Blanket
Lantern - hooded and filled with lamp oil
Rope (50 feet)
Torches(10)
Flask of Oil (5)
-- Potions --
*Potion of Water Breathing
*3x Extra Healing
*Crystals of Healing
*2x Potion of Healing (Drow)
*Cinnabar eye cusps - see in underdark 24hrs |
Sorceries of the Mind (once per day, each), cast as overall level, 6 segments for GK, 7 segments for SK
1. Mind Cloak
2. Telekinesis
3. Mind Link
4. Mental Bolt
Instead of invoking a spell, the helm can be used to discover magic for identifying and remove magical traps. Must purchase ranks of Power Perception. | *Weapon Venom Fang Torque: +2 Fire & Poison Morningstar 1d8 poison/2d8 on critical until save. 1 per day ignore 2 points of protection (after strike).
*(B)Weapon +2 Hand Axe Returns 1/round
*(B)Throwing Axe +1
*(B)Throwing Axe +1
*(B)+3 Hand Axe - Storm Caller is a +3 hand axe that can cast Thunderwave once per day against opponent (creates a blast of air - cone - make normal save or take additional 2d8 damage and pushed 10 feet away, save for half). Additionally, objects less than 50 lbs automatically pushed back.
*(B)+2 Dwarven War Axe. Grundvar means "True Cut" in the dwarven tongue. It is very stylized with a long shaft and curving blades. It can be wielded one or two handed. When wielded two handed, damage is +2.
If a hit is indicated, the weapon will always do at least 2 points of damage regardless of PROT. Thus, if a hit for 12 damage is indicated, and the target has a PROT of 12 or greater, you will still do 2 points of damage.
*Weapon Morning Star
*Weapon Dagger (Superior) | Boots
--Water Running - must move at least 2x TMR.
--Mist Running - Must move at least 2x TMR. Max duration is MA x 2 rounds.
Can run on mist, smoke or clouds.
--Stone Running - Must move at least 2x TMR. Max duration is MA x 2 rounds.
Can run up walls and across ceilings.
Jeweler's gem cutting tools. "Superior" quality, one is magical. Used as on the final polishing, it significantly raises the gem's value. |