GreatAxe, Dragon Pact, Explorer's Pack, 4 Javelins, carrot plushie, Gun, Normal Axe, Shield, 330,011 gp, Gloves of Swimming and Climbing, Coin of Courage (Re-rolls an event from race change, item re-roll, ambrosia shit, etc. Ping Deemee for that). Plushies from Tri (Of Tiamat's children), Jerry the Violin (Crescendo mission), Old Eve Yorharan Core (Old), Active Yorharan Core (From Cov), Crystal Flower Crown in hair, made of pink rose quartz (Given to by Artorius, turn into this probably thanks to Tri), Octavian's Blindfold (Now made into a bow), Potent Aphrodesiac Chocolates ((DC 20 CON save, or be charmed by everyone you meet. Gives advantage on all con saves for a day, and makes the target not require sleep for a day. Lasts entire evening), Yorhara Core(From Cov), MoonDrop (From Cov), Octavian's V-Card
55 normal potions, 3 greater potions, 1 Superior potion, 1 Growth Potion, Paintball, 1 Iridansa's Hamburgers, Potion of Heroism, x1 Oil of Slipperiness, x1 Death-saving healer's kit
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Psycho Revelator
AI Protocol Weapon: Zetta
Revolver Gun LV 1
1d8 Piercing Damage
Range: 60/120
One Handed Reload 6 Bullets
Core Attunement: Hunt Core
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Stress Inhibitors :
The gun is constantly assessing the threat level of your opponents:
Stress Level 1 (90 % Health):
Threat level Protocol Minimal, Reloading is a Bonus Action instead of an Action.
Stress Level 2 (70 % Health):
Threat level Protocol Low , you deal an additional 1d4 of weapon damage on your first attack each turn when you take the attack action.
Stress Level 3 (50 % Health):
Threat level Protocol Mid, you gain +1 to attack and damage for all of your attacks using this weapon
Stress level 4 (30 % Health):
Threat level Protocol High; you may add Barbarian Class Abilities to the weapon; like Rage, Reckless attack, or Ect.
Stress Level 5 (Below 10% Health):
Threat level Protocol Zetta, you can Bonus Action attack with this weapon.
If you get healed over a required health amount for a threshold buff you lose the buff but keep the charge.
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Overclock Protocol
Upon reaching each of the stress levels you gain a charge once you reach stress level 5 and gaining 5
charges the gun activates lethal mode and you gain access to annihilation beam:
Your target poses an existential threat to you and others and must be eliminated at all cost. As an action you can expend all charges and must have 6 bullets in the chamber to fire a beam of energy that deals 5d8 Force Damage at the target, the beam is 5 feet wide and a range of 60 feet. All creatures between you and the target including it that are in the way of the beam must make a dexterity saving throw DC 18 to try to get out of the way of the beam and half the damage taken. This can be used once per long or short rest.
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E.X.A.-Calibur 0; The Apex and The Fool
+2 Pact Weapon/ Altering Weapon/ Rider Armor
Status: Unleashed
Pinnacle of Elysium
Watcher Attunement: Tera's Chosen
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Freyja: "I wield in honor of the fallen Knights of the Caelumstix and hope for a better Tomorrow!"
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Past Wielder: Freyja; Goddess of Fertility, Love, and Battle
Current Wielder: Roselle (Pellinore)Vasques-Delara; The Yorharan Knight and Watcher of Freyja
Excalibur Piece #0:
Terra Augustus-Talisbane; The First Born of Leonidas the 2nd and Belladonna, and The Fool/Apex Drakengard.
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The First Dragon and EXA-Calibur Piece- This holy longsword appears mundane, but transforms and radiates bright glowing sunlight up to 15 feet when in combat against the True Enemy or becoming unconscious in True Combat. Choose between Yorhara, or Arthur and, this weapon's bonus to attack and damage rolls is also doubled against creatures Dreadborne, Corrupted Ones, Zealots, Void Creatures, or Elder Creatures.
Bastet's Gift: You channel the bolstering energy of the gem into your aura. While active, you and allies in the aura gain an additional 15 movement and able to cast a cantrip or use a hasted weapon attack as a bonus action against hostile creatures in the aura.
Freyja's Gift: You can radiate a cascading aura of lights that causes you and your allies in the aura gain on the first weapon or spell attack it gains the cleave and Immunity Piercing properties (Immunity turns to Resistance).
Disclaimer: This aura doesn't stack with other forms of Piercing unless stated.
Quicken Return: You can return this Weapon to an open hand as a Bonus Action.
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Vorpali Magia: This weapon blade glows with an ethereal like magic that is harmonized with the magic of Elysium. This weapon deals an additional 2d6 Vorpal; Piercing; Ethereal; or Astral Damage.
King's Piercer: Tera can be used as thrown weapon attack up to 100 Feet as a Bonus Action and once it hits the target or an unoccupied space 5 feet of the target; you teleport to an unoccupied space 5 feet of the target. Thrice per long rest.
Protocol 0 Thruster: When you critically hit an enemy with this weapon you may as a bonus action add 5d6 of any damage type to the damage then the Creature must make an Athletics or Acrobatics Check against yours. If they fail they are pinned to an unoccupied square within 30 ft and dealing an additional any damage type based on half your level round up. They must remove the spear by doing a STR save; Athletics; or you use Quicken Return. Threes time per long or short rest.
Infinity 0: Valkeriyja Et Scindite Corda: During true combat; once you deal a total of 50 Vorpal Damage; 50 Astral Damage; 50 Astral; 200 of Any total Damage; or put to half health in this combat you may activate this ability. As an action the weapon's blade extends and an ethereal draconic like armor surrounds you for 1 minute. Twice per long rest. You gain the following Benefits.
Your Weapon deals an additional 2d6 Vorpali Magia Damage
Gain a Fly Speed of 60 feet.
You have resistance to all damage except Fire and Ethereal
You have advantage on Wisdom saving throws and, Twice per long rest you may make an allies 15-20's roll are counted as a Critical Success.
Your enemies have Disadvantage on Wisdom saving throws, and Twice per long rest you may make an enemies 15-19's count as a Critical Failure within 30 feet of you.
Enemies Lose resistances to all damage Types within 30 feet of you.
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Gloria Via Regum: Once Attuned get +2 to Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma this can go past ability score cap.
Viva the Foolish- if a stat cannot go past the ability score cap gain +5 hp for each one that cannot. (Current HP bonus: +20HP, but where did muh extra +4 HP come from E3?)
Infinity 0: Fools Gambit
After you remove your armor after one min; as a bonus action; or on death/worse you roll a d20. Whatever you number you land on you copy that Exa-Caliburs piece finisher Maneuver before the effect or death happens. Then gain 5 stacks of Exhaustion the can only be removed by a Hunter pacted with an Elder via healing effect.
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Ring of Assassins Constellation
+1 AC ring.
Celestials Blood: All your piercing damage is considered piercing radiant damage for the purposes of overcoming resistances and immunities.
Celestials last breath: As a bonus action you can mark a creature for 1 minute, this mark requires concentration. During this minute you can choose for one attack to make it at advantage, on a hit, you deal sneak attack damage equal to a level 20 rogue as piercing radiant damage. The mark disappears after. Once per long rest.
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The Big Show Stopper LV. Initiate
Full Plate
卂丂卩乇匚ㄒ ㄖ千 ㄒ乇ҜҜ乇几
Power Attunement
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Power Attunement- This can be only Attuned once you have 20 Charisma or Constitution. Once attuned, you gain +2 Strength.
Steel Rager- This armor is almost like an exoskeleton and feels like your wearing nothing at all. While wearing this armor, you are able to use class abilities and benefits that require you to not wear heavy armor, and you don't suffer disadvantage to Dexterity Saves or Checks.
Disclaimer: However, you do not gain any benefits from other forms of AC while wearing this Armor.
Beginner Flexing: For every 10 temp hp you have, you lose 5 ft of movement speed. (aka -5 movement = 10 Temp Hp)
Didn't Feel a Thing: For every 10 temp hp you lose by suffering damage, you heal 2HP. This healing can't happen if you are unconscious or dead.
Aura of Greatness: When you have at least 20 Temp HP, you start to glow golden and you gain an Aura of 15 feet around you. Allies within the aura at the end of your turn heal for half your level rounded up.
Show Stopper : As a bonus action, you can expend all temp hp to add dmg to your next weapon attack. For each 10 temp hp you expend, you add 2d8 bludgening dmg up to a max of 8d8. After using this ability, you can not gain temp hp until the beginning of your next turn
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This Armor upgrades by using a Prime Material or winning a tournament of Tekken's choosing.
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Stone from Tri: +1 to Int saves (Non-Attunement, but can only have 1 stone at a time active)
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Other Stone from Tri: Removes one additional Paranoia or void dice stack when healing in a void fight (Non-Attunement, but can only have 2 stones at a time active)
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Maleficent, Spear of all Evil
Draconic
Pinnacle of the Magi Kingdom
Wonderous/+2 Spear
Cursed and Forced Attunement: Unable to unattune once pricked by the needle
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Once Stabbed your blood becomes cursed by the old one of Darkness and Dark Fey, Lilith. As you bleed and you summon this unholy weapon of their, Maleficent is imbued with the power of the forgotten Fey. The spear grants a +2 bonus to attack and damage rolls. When you hit a target with the spear, it takes an additional 2d8 true necrotic damage. Your blood also bleeds black and any winged feather are forced to change black.
Special:
Dark’s Retaliation. When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the blood spear against that creature. On a hit, the spear deals damage as normal, and the creature is blinded or silences until the start of its next turn. This property of your blood can’t be more than twice until the next dusk.
Spells. The blood has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save based on your spell dc) from it: Guiding Bolt (1 charge), Darkness (3 charges, targeting the tip of the spear only), Darken Feybeam (6 charges). You body regains 1d6 + 4 expended charges daily at dusk.
Blessing of the Mistress. If you are a worshiper or assisting an ally is a Sierra follower, you gain all the following benefits depending on your level of hp:
Hp 130. You gain 15 temporary hit points each time you enter true combat.
Hp 150: +10 damage to critical hits if you are under 130 hp
Hp 200: while under 150 hp you gain temp hp based off half your critical damage.
Hp 300: while under 300 hp your critical deal triple dice than Double Dice.
Equipment
Copper: 0,
Silver: 0,
Electrum: 0,
Gold: 0,
Platinum: 0
Money