Gold amount: 3750 platinum pieces, 7 gold, 1 silver and 4 copper pieces.
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Magical Equipment:
Bhalmond's Feather-Plate +3 Masterwork Half-Plate - Major Legendary 15,600(Attuned) (only Ranger)
Bhalmond created the main armor, working his skills into an amazingly efficient piece of armor; then he added the feathers as a way to ornament the masterwork craft he made. The armor barely makes a sound when moving, and the attached feathers carry an aura of something like….hunger. Your Dexterity and Constitution scores are increased by 2, up to a maximum equal to their respective score caps.
Sound-Smothering Feathers: Wearing this armor does not impose disadvantage on stealth checks. You gain a +4 bonus on stealth checks to remain undetected against your favored enemy types.
Survivor of a Thousand Hunts: Your experience hunting the most dangerous prey in the world has given you resistance to many of their nastiest tricks. Once per long rest, you can remove any single condition affecting you as a free action, even while incapacitated. You can only remove up to three levels of exhaustion this way and you cannot use this ability while at 0 hp.
Wild Side: Your natural weapons have become much more pronounced. Once per short rest,your teeth and claws sharpen and thicken for one minute, allowing you to make natural weapon attacks with them that deal 1d6 + your Dexterity modifier on hit. You can make an attack with your bite or a claw as a bonus action even if you do not take the attack action on that turn.
The Monster Inside: As a bonus action while under the effects of Wild Side, you can fully embrace the power of the monstrosities hiding in the dark corners of the world. Your claw and bite attacks deal an additional 1d8 acid and 1d8 poison damage for the duration, and you roll damage dice 4 times instead of 2 times when you land a critical strike with a claw or bite attack. At the start of each of your turns after activating this ability, make a Charisma saving throw (DC 10 + the number of saving throws you have made so far). On a successful saving throw, you maintain this form. On a failure, you revert back to normal. You can use this ability once per long rest.
Fear Made Manifest: When you roll a 20 on an attack roll made on a hostile creature in True Combat, you can summon a black, misty monstrosity that coalesces into the form of a hunting dog. The dog shares your initiative count, but takes its turn immediately after yours. Unless you use a bonus action on your turn to control it (allowing you full control over its turn), the dog will single-mindedly target the creature it spawned from with bite attacks. You can only have one summoned creature from this ability active at a time, and you can only resummon a creature with this ability once the currently active one has died. When the creature that spawned the dog dies or becomes unconscious, the dog dissolves into black mist and fades away. The statistics for the fog dog are below.
[Base Material, Adornment, Enhancement, Enchantment, Special Crafter]
F O G D O G
Medium Aberration
STR - 18; DEX - 10; CON - 14; INT - 4; WIS - 8; CHA - 2
6d10 HP - 10 AC
Proficiency Bonus: +3
Saves: Strength, Constitution
Languages: Understands Deep Speech but cannot speak it.
Resistances: Non-magical physical damage, psychic damage.
Vulnerabilities: Radiant, Astral
Speed: 50 ft
Senses: 120 ft. Darkvision, 120 ft. Scent
Actions:
Multiattack: The Fog Dog makes two bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 1d10+4 piercing damage. If the target is a creature, it must make a DC 14 Strength saving throw or be knocked prone.
Ravage: The fog dog pours shadowy energy into a prone target near it. The target must make a DC 16 Wisdom saving throw. On a failure, it takes 6d6 necrotic damage and is blinded for 1 minute. On a success, the damage is halved and the target is not blinded. The fog dog may do this twice.
The Manticore's Hide (original Con is 13)
This magical half plate's Dexterity cap increases to +3, and it does not give disadvantage on Dexterity (Stealth) checks. Your Constitution score increases by 2, to a maximum equal to your Constitution ability score cap. Reduce any Necrotic damage you receive by 2. The short cloak smells foul, and any creature with the Scent, Keen Smell, or similar trait that begins its turn within 10 ft. of you takes 2 Necrotic damage. This does not affect any animal companions, bound creatures, or familiars you may have, but other allies are subject.
Major Rare 40 lbs ; This armor was crafted from the hide of a Manticore, enhanced with the shard of watery demise, and enchanted by a ghast tongue. Arlo the Smith assisted in smelting the metalwork and making sure the leather and plates were properly secured. A stock of manticore hide has been attached to the back as a makeshift, short cloak. Though it seems the design intended to allow armguards and leg guards to be linked, the plans were ruined, along with the ability to do so. Thus, it was left to function as half plate armor.
Tactical Retreat (Attunement)
3 times per long rest, you can cast the spell Healing Word as a reaction, using Wisdom modifier as your casting stat, whenever an ally would take damage. if you do so, the target of your healing may ignore one enemy, for the purposes of provoing attacks of opportunity. if your character is a cavalier fighter, this item provides a +2 shield bonus to AC while wielded in one of their hands.
Tactical Retreat Regional Worthy 2 (This item requires a prestige of 2 to wield unless that character has a Daborak Origin, in which case it may be used with any prestige.) Attunement This is a powerful magic banner depicting the symbol of Daborak. This banner occupies one of the characters hands. Having been made with Banner-making, the colors have worn with time, and Touching would probly impact it.
Monstrosity Breakers: 7 bolts remain.
this type of bolt does an extra 1d4 necrotic damage, and ignore's the loading quality of crossbows only when you load. This ammo becomes +1 ammunition when fired against creatures of the monstrosity type, and when gathered, you can gather up to 2 more bolts than normal, but at least 1 bolt always breaks.
These +1 bolts are crafted with manticore quills, especially for ammunition, and tipped with the powers of a werewolf claw each. They have had a ranger's hatred for a certain enemy instilled in them, allowing a hated enemy, more than a favoured one. They have also had mending cast on them to be instilled upon them when fired, to keep them from breaking, or allowing them to be gathered up.
Shadows of Reiter and Abgrund
Pair of Glasses (wondrous) - Major Rare (3,080 gp)
Staring into the abyss.
You have advantage on Intelligence (Arcana) ability checks concerning spells, aberrations, or things eldritch in nature.
Uncanny Vision: Any sunlight sensitivity and darkvision you possess are suppressed, but you can detect any creatures in the Ethereal Plane within 30 feet. You cannot discern the creature's form or type, only a shimmer that signifies its presence.
Detect Madness: You can use an action to begin concentrating on this ability. You can sense whether there are any creatures suffering from confusion or madness, or any object that bears a significant Oloken'hai influence within 500 feet. You learn if they're present, their numbers, and their general direction from you. You can concentrate on this ability for up to 1 hour, but once it ends, it cannot be used again until the next dawn.
You have disadvantage on saving throws to resist fear from aberrations and creatures in the Ethereal Plane.
[base material, adornment, enhancement, enchantment, spell invocation x 1, special crafter]
Heste Slayer - Created by Giuseppe Reiter
+1 Scimitar - Minor Very Rare
Shadows twist around this amalgamation of blackened wood and carburized steel. Taking a broken scimitar, Yora has remade and reinforced the steel with Obsidian Timber to give it the appearance of an axe. What remains of the curved blade spans the arch of the axe head, terminating at two deadly barbs which tear into the shadows nearby. Arcane symbols inscribed by Linwrick pull darkened flames from the timber into the blade, masking the presence of eldritch runes etched into the steel.
This weapon deals an additional 1d4 points of fire damage.
This weapon holds 2 charges, which are refreshed at dusk.
Cinders to Ashes: When you critically hit with this weapon, you can spend 1 charge to deal an additional 1d6 points of fire damage. This damage is not doubled.
Lingering Shadows: As an action when in dim light, you can spend 1 charge to rend the shadows around you and tether them to your blade. While you wield this weapon for the next minute, your movement speed is halved and creatures have disadvantage on Wisdom (Perception) checks to see you in bright light. You can end this ability as a free action.
[Base Material, Enhancement, Enchantment x2 (2 spells), Special Crafter]
Ember Guard
Masterwork Ordesian Buckler - Minor Rare (1,200gp)
While wielding this shield, you gain the following abilities and features:
When a creature misses you with a melee weapon attack, you can use your reaction to make an opportunity attack at that creature. You use a bonus action to don or doff this shield. You can don or doff a Masterwork Ordesian Buckler with an item interaction once per round.
• Fire damage you take is reduced by 3.
• Heart Forge Strike: Whenever you would reactively attack a creature who has missed you using the Ordesian Buckler feature, and you successfully hit your target, that creature suffers an additional 1d4 points of fire damage.
Spricht Mit Wolfsattel
Wondrous (Military Saddle) – Major Rare [2750gp]
This comfy, yet still military style, saddle is tailored to fit snuggly atop a large dire wolf. This saddle is predominately made from various types of leather and adorns a custom seat to provide a smooth and comfortable riding experience. --
While the saddle is set on a wolf and you are sitting within it, your words spoken in Common can be understood by the wolf, and the wolf can verbally communicate back to you in Common in simple phrases consisting of no more than three words. The wolf is considered to have an Intelligence score of 8 for the purposes of verbal comprehension and communication. --
A Stroke of Genius. As an action, you can briefly broaden the wolf’s understanding of the world. For the next minute, the wolf can understand you and your allies when spoken to in Common and can verbally communicate back in Common in full sentences but is still considered to have an Intelligence score of 8 for the purposes of verbal comprehension and communication. Once you use this ability you cannot do so again until next dawn.
[Base Material, Adornment, Spell Invocation x2, Special Crafter]
Chained Lightning
+2 Shortbow - Minor Legendary (90 days, 12,600gp) - Exclusive Attunement: Beast Conclave Ranger
"The Lightning in your step, the fuse to hit the rest."
While attuned to this item you cannot attune to any other item that would benefit your animal companion.
Both your weapon attacks made with this weapon and the attacks of your animal companion deal an additional 1d8 lightning damage on a hit.
Mistral: As a bonus action, you can create a swirling tempest of wind around yourself and your animal companion, granting both of you a flying speed of 30 feet for one minute. You can use this ability once, recharging after a long rest.
While using Mistral, you gain access to the following ability:
Ride the Lightning: As an action, you and your animal companion surge forward with the power of lightning, teleporting up to 30 feet in a straight line, into an unoccupied space you can see. While moving in this way, all creatures you and your animal companion move through and all creatures within five feet of you and your animal companion must make a DC 17 Dexterity saving throw. On a failure, they take 6d6 lightning damage. If both you and your animal companion would effect the same creature with this ability, that creature receives disadvantage on its saving throw. You can use this ability twice, with both uses recharging after a long rest.
[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x 1, Special Crafter]
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Standard Items:
Set of hardy Traveling Clothes - 3 pounds
2 Potion Bandolier - holds up to 3 potions that can be pulled out with an item interaction. Drink it as an action. one holding 1 supreme healing potion, 1 superior Healing Potion and 1 potion of invulnerability. The other holding 1 superior healing potions,1 supreme healing potion and 1 potion of climbing.
Fadesteel Autowagon - Cargo Capacity: 2000 currently ??? pounds carried. This wagon is like a normal wagon except the top is covered and the walls are reinforced with iron and the bars on the entrance work as a rather efficient jail. It functions like a normal wagon and may contain up to 5 prisoners. This wagon is made of fadesteel and is powered by chromatic core, a dangerous piece of spire magic that can explode if tampered with, however this allows the driver of the contraption easy locomotion that requires 8 hours to recharge for every 24 hours of use. This vehicle does not require horses to move. In addition the fadesteel legs of this version of the autowagon, means it moves normal speed when not on a road.
Horn - 2 pounds Used to summon help
Alchemist Supplies - 8 pounds - include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
Arcana: proficiency allows you to unlock more information on Arcana checks involving potions and similar materials
Investigation: when you inspect an area for clues, proficiency grants you additional insight into any chemicals or other substances that might have been used in the area.
Alchemical Crafting: you can use this tool proficiency to create alchemical items. a character can spend money to collect raw materials, which way 1 pound for every 50 gp spent. the DM can allow a character to make a check using the indicated skill with advantage. as pact of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. subtract half the value of the created item from the total GP worth of raw materials you are carrying.
Explorer's Pack - in the wagon - includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 9 days of rations, a waterskin, and 50 feet of hempen rope strapped to the side of it.
2 Quivers (with 20 bolts each) - 5 pounds.
Miners Pick - in the wagon
1 ten ft. Chains - 20 pounds
Lock - 1 pound
Book - 2 pounds
4 daggers - 4 pounds
light crossbow - 5 pounds
Masterwork Shortbow - 2 pounds
69 Crafting Tokens - nil (IMPORTANT) -----------
4 Saddlebags - 2 pounds on Abgrund
Shovel - 5 pounds
3 Platinum - 3 pounds
2 Potion of Supreme Healing - 2 pounds - heals 10d4+20
3 Greater Healing Potion - 3 pound - heal 4d4+4
13 potion of Superior healing - 3 - heal 8d4+8
2 potions of healing - 3 pounds
2 Potions of Fire Resistance: When you drink this potion, you gain Resistance to fire damage for 1 hour.
4 potions of invulnerability: For 1 minute after you drink this potion, you have Resistance to all damage.
4 Potions of Climbing - 2 pounds - When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
1 Scroll of Gentle Repose: You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
2 Scroll of Enhance Ability: This allows you to use one of the following buffs.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.
2 Transluscent Crystal with Water - nil - Enhancement moderate material for Wondrous - Intelligence based - Water, Vision, Apparition.
Block and Tackle - 5 pounds
Fishing Tackle - 4 pounds
Wolf Plushie - nil
4 Caltrop Bags - nil
2 Ball Bearing Bags - nil
Grappling Hook - in the wagon
Bird Cage for the Kakapo - in the wagon
10 foot pole - 7 pounds
5 Vials - nil
Feather Fall Scroll - 1 pound
Stuffed Spiderling (beany baby) - nil
Letters&documents - nil
Silver Rapier - 2 pounds
Net - 3 pounds
Climber's Kit - 12 pounds
Magnifying Glass - nil
Warrior's Band of a Viaken Thane
Pumpkin Themed Cooking Utensils
black silk embroidered handkerchief. - 0 pounds - embroidered with my initials on an hat being held by a small clawed hand.
Thick fur Cloak for medium sized individual - 10 pounds
Fine Secondary robes that are buttoned on the inside - 2 pounds
Fine Draping hat that goes over the head and horns. - 0 pounds.
Warm blanket from Lanzu Lutfi - 0 pounds
1 Oil of Etherealness - nil - Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the Equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.
Equipment