Eldigan
Eldigan
Did you ever hear the tragedy of Eldigan the Fool? I thought not. It's not a story the Bards would tell you. It's an Iitanas local tale. Eldigan was a Bard of the Imperium, so attuned to the Fey and so supportive he could use his performance to influence magic to create temporary hitpoints... He had such a knowledge of the Temporary Hitpoints that he could even keep the ones he cared about from dying. The support side of spellcasting is a pathway to many abilities some consider to be unnatural. He became somewhat useful... he was afraid of many things, including outliving his usefulness, which eventually, of course, he did Fortunately for the world, he taught no one what he knew, and future Bards did not follow in his steps, shunning the College of Glamour, then he died while being the only healer in the party. It's ironic: he could save others from death, but not himself. Well, he could have, had he realized he could Mantle himself, but, that is a story for another day.
Physical Description
General Physical Condition
Body Features
Facial Features
Special abilities
Mental characteristics
Personal history
Sexuality
Shrugs
Education
Accomplishments & Achievements
Failures & Embarrassments
Mental Trauma
Morality & Philosophy
Personality Characteristics
Savvies & Ineptitudes
Hygiene
Social
Family Ties
Wealth & Financial state
3 Crafting Tokens
0 Platinum Pieces
6201 Gold Pieces
3 Silver Pieces
5 Copper Pieces
6201.35 Gold Pieces Expected payments: X Other: Taming Lesser Kindle 4/10 days Crafting: something in the works
Weaponry
Fadesteel Dagger (Khao City Origin)
Imperial Robes
Fadesteel Ring
Adventuring stuff
Clothing, Armour
Perfumes
Misc items
Lesser Kindle - Exotic Pet
Lesser Flurry - Exotic Pet
Starcaller's Guidance
Teardrop Shard
Thread the Needle
Primeval Rose - +2 Rapier
Sash of Saints - Attunement - in Faction Bank
Liar's Lyre
Stygian Shawl - Attunement
Blade of the Destroyer - Attunement
Thunderdome MVP Belt: Eldigan - Attunement
Edelweiss - Ring of Sunlight (Attunement)
Forbiddance (Attunement - holding onto it because bank sucks)
Threads of Dancing Fire
Claws of the Dead - Attunement, Bank reasons)
Azure Capsule (Superior)
Succubi's Encouragement (Moderate)
x2 Awkward Puzzle Trinket (Superior)
Lamina of the Deep (Flawless) - Masterwork Breastplate
Crystallised Meteorite (Flawless)
Pink Dahlia (Moderate)
Primitive Cipher (Flawless)
Sharpened Dream Marble (Flawless) x2
Steel Hiss (Superior Crafter)
Ringmaster Raphael (Superior Crafter)
Tina Tiara (Moderate Crafter)
Subordinate Shanle (Superior crafter - 1 use)
The Love Guru (Flawless)
6201 Gold Pieces
3 Silver Pieces
5 Copper Pieces
6201.35 Gold Pieces Expected payments: X Other: Taming Lesser Kindle 4/10 days Crafting: something in the works
Personal inventory / Pets
Consumables - (.lbs)3 Potion Bandoliers, 3 Scroll Bandoliers
Scrolls (total)
1 Longstrider
9 Healing Word
5 Cure Wounds
2 Feather Fall
3 Faerie Fire
1 Gentle Repose
2 Bane
x1 Silence x1 Life Transference- -
Potions, Other (total)
2 Growth
3 Healing
3 Greater Healing
3 Superior Healing
1 Invulnerability
2 Holy Water
2 Oil Flasks
1 Longstrider
9 Healing Word
5 Cure Wounds
2 Feather Fall
3 Faerie Fire
1 Gentle Repose
2 Bane
x1 Silence x1 Life Transference
Potions, Other (total)
2 Growth
3 Healing
3 Greater Healing
3 Superior Healing
1 Invulnerability
2 Holy Water
2 Oil Flasks
Weaponry
Socks: a pair of bed socks: Wondrous (Socks) - Common (100gp)
Socks made of wool, for the worthy and the comfy.
As a bonus action, you can cause these socks to radiate a comfy warmth, or a wave of cold. Both last for 1 hour. Good for getting cosy at night, waking yourself up in the morning, or preventing a cold from a late night swim.
[Base Material]
Ammunition: none
Weaponry: Fakestoc (silvered rapier, 2lbs), , Shield (masterwork, 6lbs)
Socks: a pair of bed socks: Wondrous (Socks) - Common (100gp)
Socks made of wool, for the worthy and the comfy.
As a bonus action, you can cause these socks to radiate a comfy warmth, or a wave of cold. Both last for 1 hour. Good for getting cosy at night, waking yourself up in the morning, or preventing a cold from a late night swim.
[Base Material]
Ammunition: none
Weaponry: Fakestoc (silvered rapier, 2lbs), , Shield (masterwork, 6lbs)
Fadesteel Dagger
This functions as a normal dagger except that it deals an additonal +3 damage to creatures that are considered shapeshifters. This includes skinwalkers and druids or any other creature that possess’ natural or trained abilities to change their form, form changing that is accomplished ONLY through spells is not sufficient.
Imperial Robes
These robes are a near weightless light armor, granting 13 AC + Dex for armor class. However, this item requires no proficiency to use, but can only be worn by members of good standing in the Iitanas Imperium. If the robes are attempted to be worn by anyone else, the robes immolate themselves and they are destroyed.
Fadesteel Ring.
Fadesteel Ring (Elven):
This ring provides a +3 to hitpoints. If you are a full elf, it provides +5 instead.
Adventuring stuff
-
Backpack (5lbs)
-
Bedroll
-
2 Waterskins
-
10 rations
-
5 candles
-
4 Notebooks, 1 sketchbook, 1 satchel, 2 pouches
-
Painter's Supplies
-
Masterwork Jeweller's Tools
Clothing, acoutrements
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Citizen's Badge, worn openly as Eldigan since: Ambassador
-
2 costumes
-
3 robes, 1 to Nyx
-
3 common clothing
-
3 traveller's clothing
-
Black Robe and Black Mask
Perfumes
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Several bottles of various perfumes
-
Lavernder after Fresh Rain
-
Vanilla and Lavender
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Jasmine
-
Honeydew Melon
-
Strawberries and Peaches
-
Pears and Roses
Misc.
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L's Shirt
-
A Masterpiece: painting from Roman Blake
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Letters & Paintings from Argus
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Letters from Isa Elinar
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Unmelting Holy Symbol of Talven
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Steel mirror with silver lining (0.6lbs)
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11 sheets of paper, 18 pieces of parchment, Ink pot and ink pen
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Shade Mark (Coin): it marks you as a member or initiate of the Shadow's Grasp, it can be used to show your allegiance, it can also unlock certain places that they control. (Don't go as Sylwë)
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Almiraj and Tressym Plushies
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Nondescript scavenged remains of Cause, the chad crocodile(?)
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Trinkets and baubles of no value, gems and scraps
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Masquerade Mark (Greenwood), Porcelain, white Majitalian mask. Adheres to the face much like a masquerade mask. Two eye sockets, featureless
Magic items
Xol Teranga - Attunement
Xol Teranga - Major Rare (2500gp), Attunement: Bards
A glamorous goblet-style drum, made with spider silk. Golden trim accents the simple wooden frame, creating a luxurious yet not overly flashy instrument. A large leather bandolier is attached to one end, allowing it to be worn around ones body and played hands free. The mallet that hangs down from it, connected by a strand of spider silk, hums with a slight thunderous energy, just waiting to be hit against the drum at a moments notice.
+1 Bardic Inspiration
When you use this ability, you spend an action performing with this instrument and choose up to four friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you.
Each creature then gains temporary hit points equal to your maximum possible roll on a bardic inspiration die.
A creature can’t gain temporary hit points from this ability again until it has finished a short or long rest.
Additionally, when a creature has these temporary hit points, and you use one of your bardic inspiration dice on them, they can choose to forgo the benefits of your bardic inspiration and immediately use their reaction to move up to their speed without provoking an attack of opportunity
tl;dr:
Pick 4 targets, give them X Temp.HP
Once per rest per target. Standard Action, May use it as long as there are new targets available, 30ft range
Great with summons, may target yourself with it
[Base Material ; Enhancement, Spell Invocation 1]
Starcaller's Guidance - Major Rare (1200gp)
These earrings sparkle and twinkle like the starts in the night themselves, guiding the wearer to resolutions perhaps even unspoken.
These earrings have 3 charges, and you can expend one to add +4 to Charisma (Persuasion) checks.
This can be decided before or after the roll, but before the result is determined. These charges refresh at the next dusk
Teardrop Shard - ?
This shard is freezing to the touch, and in hot areas will make the exterior of the stone very wet, and can cause some vapor to form around it, but will not melt by temperature alone, and will remain cold throughout. This shard is easily adorned around a string or necklace. A few empathetic individuals may feel some clinging presence
While wearing this item, you are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Additionally, you reduce any cold damage you take by 1.
Thread the Needle - Major Uncommon (750gp)
A hand crafted wooden ring with a brilliant ruby in the middle.
A slight warmth can be felt when it is worn, like a friend always at your side
This ring has 1 charge, which recharges at Dawn. When the charge is expended, the ruby loses a bit of its shine. When expending a charge of the ring, a small illusionary symbol of a needle and thread illuminates the ring and appears on the users forehead
You can expend a charge from this ring to grant yourself 1d8+2 temporary hitpoints.
[4 Enchantments (old) - 4 spell Invocations]
Primeval Rose - +2 Rapier - Major Very Rare (5940gp, 60 days to craft)
An unassuming floral accessory of a white primrose blooming. It can freely change appearance and shape as required by its wearer to best suit their outfit or disguise. It also doubles as a bladed weapon in times of need, the hilt a white rose bud surrounded by a few thorns, its heart pulsating and the thorny vines growing as combat becomes more intense, until it blooms, in spite of the carnage that may be wrought, like a flower in the dawn. Two intertwining flowers run along the blade, weaving an intricate motif.
An an item interaction, this blade can be transformed into a floral accessory up to 1 inch in diameter, with an appropriate means of attaching to the wearer as they wish ; such as a hair clip, a pin, or a wrist bank. The weapon also has the following ability:
Thorns of Battle. As combat progresses, the blade grows thorns along the entirety of the hilt, crawling up the wielder's arm. At the end of the wielder's turn, if at least one of their attacks with this weapon hirts, they weapon gains 1 thorn, or 2 thorns if the attack was a critical hit, to a maximum of 10 thorns.
At the end of a turn where the weapon would gain no thorns, the wielder can choose to reduce their hit points by an amount equal to 2 times the number of thorns the weapon has, or else the weapon loses 5 thorns.
Thorns grant access to the following effects at certain thresholds:
Prick (1 Thorn). When the wielder takes damage from a creature they can see within 10 feet of them, they can expend 1 thorn to inflict piercing damage to the target equal to 1 + the number of remaining thorns.
Symbiosis (2 Thorns). The vines crawling up the wielder's arm attach to it, shrouding it in murky shadow, allowing this weapon to be wielded without occupying a hand. While attached, the weapon cannot be disarmed or removed. If the number of thorns falls below 2, the weapon returns to the hand if it is unoccupied, or falls to the floor in the same space if it is.
Mend (4 Thorns). When the wielder would gain or grant temporary hit points, add 1d4 to the total for all targets. The wielder can expend up to 3 thorns as an item interaction to increase the die size by 1 step per thorn expended for that instance of temporary hit points (max 1d10).
Ken (6 Thorns). The wielder can expend up to 4 thorns as an action to restore a spell slot of the same level. Once this ability has been used, it can't be used again until the next dawn.
The weapon loses all thorns when combat ends.
[Base Material, Adornment, Enhancement, Enchantment, Spell invocation x2]
Sash of Saints - Minor Very Rare (6800gp) - Attunement (Faction Bank)
A sash marked by the grace of the Saints of Orde.
When you restore hit points to an ally through any means other than a consumable item, you gain a bonus to your AC equal to half the hit points you healed, to a maximum of +3, until the start of your next turn. You can spend an action to touch an ally that is at 0 hit points and isn't stabilized. You heal the ally for 15 hit points. You can use this ability once before finishing a long rest.
No, you cannot stack more than the maximum of +3AC. Any additional healing, or effects that grant healing, will override the previous AC bonus tied to healing if it is higher.
You only retain the biggest bonus from the source.
Any AC gained from healing is rounded down. +1AC from 1 to 3 points, +2AC from 4 to 5, and +3AC from 6 and above.
Liar's Lyre - Minor Rare (?)
If you expend a bardic inspiration dice on a deception check, you gain advantage on Deception checks to cause NPCs (and maybe PC’s eventually) to believe you are not lying.
Playing this Lyre as part of casting Vicious Mockery increases the damage dice to 1d6. Both hands must be free to do so. (You cannot have a shield, a scroll, or whatever else during the casting of Vicious Mockery)
Stygian Shawl - Major Very Rare (6900gp) - Attunement: College of Glamour Bard
This shawl was taken to a beautiful forge in the mountains of Krazax, originally crafted from a specialized obsidian weave. It was made in comfort, with assistance from one who knew. Who knew who one truly was beneath the mask, and who swore to never divulge it. This trust and friendship was returned in kind, and it forged a comfort not in the weave and cloth alone, but in the knowledge that it wasn’t made through any sense of deception..
While attuned to this item, your Constitution score increases by 2 to a maximum of 20, changing as your ability score cap increases. You also gain proficiency in the Performance skill if you did not already have it. If you are already proficient, you gain a +2 bonus to checks made using that skill, and you can use this shawl as a spellcasting focus. Additionally, you gain the following abilities:
Bolstered Inspiration. When you or an ally within 60 feet of you are benefiting from temporary hit points, the creature gains a +2 bonus to Constitution saving throws made to maintain concentration. You gain this bonus even if the damage would reduce your temporary hit points to 0.
Tactical Mind. After you roll initiative, you can choose to add a +1 bonus to the roll. If you do, you must swap your initiative with the initiative of a willing creature you can see, otherwise the bonus is lost.
True Support: When you hard cast a spell of 1st level or higher with a duration of Instantaneous that restores hit points to a creature, you restore an additional 1d6 hit points to the target. Additionally, the creature can add an additional 1d4 to the next attack roll, ability check, or saving throw they make before the end of their next turn.
Unleash. When you would be reduced to 0 hit points but not killed outright, you can use your reaction to pull yourself back from the brink of unconsciousness, a beautiful pattern of intertwining threads glows across your forehead, and the shawl begins to blow in an impossible wind. You are instead brought to 1 hit point, and you gain 40 temporary hit points. While you have these temporary hit points, you gain the following benefits.
• Your gain a +3 bonus to your armor class.
• You have advantage on Constitution saving throws made to maintain concentration. If you already have advantage from another source, you instead gain a +2 bonus.
• You gain a number of Bardic Inspiration dice equal to half your proficiency bonus (rounded up) that disappear after 1 minute.
• Your movement doesn’t provoke opportunity attacks.
• Any critical hit against you becomes a normal hit.
These temporary hit points last for 1 minute, or until you are above 10 hit points. Once this ability ends, you suffer 1 level of exhaustion, and you can’t use it again until you finish a long rest.
Lost Reality: Whenever you would attack or be attacked, you can use a reaction to make a Charisma (Performance) check. You can use the result of the performance check in place of your attack roll or AC as appropriate. If you use this ability and would still miss or be hit, the sheer embarrassment inflicts the frightened condition on you for 1 minute. The condition ignores immunity and cannot be removed at all when gained this way. Consequently, as the object of your fear is your own failure, you're unable to move either. You must choose to use this ability before you or the attacker make your respective attack rolls. You cannot use this ability while frightened.
> May roll Performance instead of Attack, or in reaction to an attack, taking that roll for either. If you fail, become frightened, and unable to move for 1 minute. Can be used any time.
This item cannot benefit your attacks in any other way.
https://www.worldanvil.com/w/verum-arcadum/a/stygian-shawl-article
Slots Used: [Base Material, Adornment, Enhancement, Enchantment, Spell Invocation, Special Crafter]
Blade of the Destroyer (on Tar'uum atm)
+1 Longsword - Very Rare (10000gp) - Attunement ; Worthy 2
Uncraftable
This blade is the deliverer of untold despair, a piece of history that perhaps was best left undiscovered. Or perhaps the blade’s terror is so great that it was best bestowed to those who would use it well.
While wielding this weapon, you gain the benefits of the Dueling fighting style if your other hand is free. If you already have the Dueling fighting style, the damage bonus is increased to +4 if your other hand is free. Additionally, you gain the following benefits:
Bloody Displacement: When you hit with this weapon, you can teleport to an unoccupied space you can see within 10 feet of you. When you reduce a creature to 0 hit points with this weapon, you can instead teleport to an unoccupied space you can see within 30 feet of you.
Warlord: You gain proficiency in the Wisdom (Martial) skill. If you are already proficient in the skill, you gain a +2 bonus to checks made using it.
You also gain access to the following abilities:
Flames of Fury. You can cast the Absorb Elements spell as a 2nd-level spell using this weapon in response to fire damage. If you do so, the fire damage you deal with the spell is maximized. You can cast the spell in this way twice, with both uses refreshing on a short or long rest.
Strong Hold. When you use an ability or cast a spell that would cause a creature to make a saving throw to resist being grappled or restrained, the DC is increased by 3.
Thunderdome MVP Belt: Eldigan
Wondrous (Belt) - Major Rare (2500gp) - Attunement: Glamour Bard
A belt etched and engraved with a scene from the battle, with some liberties taken for dramatic effect; the scene depicting a crowd on the edge of their seats in the far background. The Dragon's clenched fist can be seen in the viewer's perspective, dripping with the blood from the relentless clobbering he had done unto them all, on the top of a brontosaurus, and his focus in the direct center of the belt's view: An elf with intertwining threads woven across his forehead, glowing with a magnificent aura, impossible wind blowing his cloak behind him with a djembé in one hand. The Belt of Eldigan, the Glamour Bard, MVP of the Arena Breakers', immortalized.
While wearing this belt, you gain a +2 bonus to all Charisma checks, and you gain an additional Bardic Inspiration die. Additionally, you gain the following benefits:
Dragon's Inspiration. When you activate Mantle of Inspiration, you can immediately use your reaction to to empower your arms with a blazing red aura. Until the end of your turn, when you take the Attack action, you can make two unarmed strikes with a d8 damage die, using your Charisma modifier for attack and damage rolls. These attacks are magical. When you hit a creature with this attack, you can push it up to 10 feet away from you.
You can also forgo the temporary hit points from Mantle of Inspiration. If you do so, your unarmed strikes gain a +3 bonus to damage rolls.
[Base Material, Enhancement, Enchantment, Special Crafter]
Edelweiss
Rings - Legendary (11,580GP) - Bonded Attunement: Bard
[Base Material (x2), Adornment, Enhancement, Enchantment, Spell Invocation (x3), Special Crafter]
Ring of Starlight: A relatively plain ring carefully wrought in silver. Intertwining ribbing run along its surface, reminiscent of the many lines of a weave. They connect and form a semi-circular shape -a crescent moon- that cradles within it a small and singular moonstone. Trapped within it, an iridescent moon drop, constantly reflecting the night's sky, even during the day.
Ring of Sunlight: A ring of silver coated in white gold, with flecks of orange and amethyst permeating throughout. The surface is almost feathered, and it shines slightly golden like the light of the sun's rays, with a sunstone encompassing a moon-patterned jewel grafted onto the surface. The sunstone's shine is gentle, and it illuminates the lunar jewel from beneath, almost as though carrying it.
When you both are attuned to these rings, your Constitution score increases by 2 to a maximum of 20, and your Charisma score increases by 2 to a maximum of 20. Both of these are affected by ability score cap increases. Additionally, you both gain the following benefits:
You gain an additional Bardic Inspiration.
Bardic empowerment.
When you would expend a Bardic Inspiration, or activate a Bardic ability that expends a Bardic Inspiration, increase the die by one step (d6 to d8) or the effect by its next level on the scale, as appropriate. If the ability cannot scale any higher, add 3 to the result instead. This ability has an amout of uses equal to your Charisma modifier, and refreshes on a long rest.
Beck and Call.
As a bonus action, you can cast Sending to the other attuned creature. This communication can bypass planes. This ability has 5 uses that refresh on a long rest.
Unbreakable. If your bonded is dying and you are within 15 feet, you can use a bonus action to sacrifice any amount of your own hit points to heal them for the amount lost.
============================
Ring of Starlight in the possession of Lucy von Sterben
Lunar Warrior. You know the Absorb Elements spell and can cast it though this ring at 1st level 4 times per long rest. If you already know the spell, it does not count towards your spells known count.
When casting Absorb Elements, you gain resistance as normal, but also reduce the damage received by your proficiency bonus after resistance is applied.
In addtion, your next melee attack deals 1d10 instead of 1d6 extra damage.
============================
Ring of Sunlight in the possession of Eldigan
Radiant Threads.
As an action, you can send forth ethereal golden threads to a number of allies up to your Charisma modifer (minimum of 1) you can see, or are on the Ethereal Plane, within 60 feet of you. These threads attach to your allies, and last for 1 minute or until you fall unconscious, regardless of distance. A thread snaps early if the creature moves to a different plane except the Ethereal Plane.
While attached, if a creature is 30 feet or less beyond the range of a spell you would cast to restore hit points to them, you can pull them up to 30 feet closer to you as part of casting the spell, so long as they would be pulled into the spell's range.
When you restore hit points to a creature through a spell you hardcast with a duration of Instantaneous, you can choose to either increase the die size by two steps (maximum of d12), or grant yourself temporary hit points equal to the hit points restored. If you restored hit points to multiple creatures, add the healing die to the temporary hit points gained for each creature beyond the first.
Once these threads dissipate, you can't send them forth again until you finish a long rest.
============================
In addition, The rings lose their glow when one of the attuned owners die. They only ever recuperate it if both are attuned once again by two creatures.
Forbiddance
+2 Longsword - Finesse - Covenant.
Whenever you score a critical hit with this weapon, you can spend your reaction to forbid a creature you can see within 30 feet from taking a certain kind of action of your choice for 1 round. The target must make a DC 17 Wisdom saving throw to resist this effect.
Attack: The target cannot take any action that involves an attack roll, or uses a spell or ability that targets an enemy or an area that includes an enemy.
Cast: The target cannot cast spells.
Communicate: The target cannot communicate with anyone by any means, including speaking, skill checks to pass secret messages, writing, telepathy, and gestures. This effect does not prevent verbalizations for purposes other than communication, such as command words or verbal components for spellcasting.
Draw: The target cannot ready or prepare any item, weapon, component, or equipment.
Move: The target cannot willingly move, and does not resist being moved by others.
Halt: Whenever you would deal damage to a creature, you may three times per combat, activate Halt. Halt works like the hold person spell, accept it uses your Forbid DC. This counts as a concentration spell and you must make the appropriate rolls to maintain it. You can only have one instance of Halt active at a time.
Improved Defensive Duelist. If you use the Defensive Duelist feat to increase your AC as a reaction, you increase the amount to your AC by 2."
Threads of Dancing Fire Wondrous (Robes) - Major Very Rare (7150gp, 72 days)
A comfortable outfit composed of a red-carmine robe with a yellow collar and three quarter sleeves ending in a larger yellow edge to allow one to fold their arms within. They fit the wearer's form, and allow free, flowing movement. Excellent for performers, each thread imbued with latent life energy which sometimes springs forth. It is made to protect the wearer as they continue to step & waltz on their path on the Weave, her sigil sewn in the inside of the sleeves.
Two-Step. As an action, you can call forth the fire from within. For 1 minute, or until initiative ends (whichever occurs last), you enter a dance involving the weaving of cinders, the swirling of embers, and the fluctuation of primal flames.
When the dance starts, make a DC 13 Charisma (Performance) check. On a success, you can choose one of the benefits listed at the end of this ability. On a failure, you must wait 1d4 + 1 rounds to attempt to gain another benefit. If the roll is 1 for the Charisma (Performance) check, the dance ends early, and you lose all benefits.
For every 1d4 + 1 rounds after, or as an action on your turn, you can make an additional Charisma (Performance) check to gain an additional benefit. The DC increases by 3 per active benefit.
Fiery Steps. Your walking speed is increased by 10 feet, and you hover while you have this benefit, walking along platforms of fire that form beneath your feet.
Guardian Elements. If you are not wielding a shield, your AC becomes 13 + your Charisma modifier. Palms Ablaze. Your weapon attacks and cantrips with somatic components deal an additional 1d4 fire damage. Rejuvenating Flames. When you restore hit points to a creature with a spell you hard cast with a duration of instantaneous, you can add an additional healing die of the spell. If the spell affects multiple targets, only one target gains this benefit. If you roll maximum on either the original or the extra die, add one healing die to the result. This doesn’t occur while under an effect that causes the target to treat any dice rolled as having rolled their maximum value. This ability has two uses, and you regain both uses at dawn.
Guardian Elements. If you are not wielding a shield, your AC becomes 13 + your Charisma modifier. Palms Ablaze. Your weapon attacks and cantrips with somatic components deal an additional 1d4 fire damage. Rejuvenating Flames. When you restore hit points to a creature with a spell you hard cast with a duration of instantaneous, you can add an additional healing die of the spell. If the spell affects multiple targets, only one target gains this benefit. If you roll maximum on either the original or the extra die, add one healing die to the result. This doesn’t occur while under an effect that causes the target to treat any dice rolled as having rolled their maximum value. This ability has two uses, and you regain both uses at dawn.
Claws of the Dead
[Major Rare, Attunement, Bone Bracers]
These bracers are made from the skeletal hands of a dragonborn shaman. Before its death, it managed to master much of the necromantic arts. While off-putting, these ‘bracers’ bestow some of its knowledge onto the wielder.
Whenever the wearer of this item makes an attack with a hard-casted Necromancy spell, they gain a +1 to that attack.
Whenever the wearer of this item casts the ‘False Life’ spell, they roll 2d4 instead of 1d4 as their base.
Once per long rest, the wearer of this item may cast ‘Speak with Dead.’ The wearer must still supply the material component.
While this item is worn, the wearer gains the Necril language.
Materials, Special Crafters
Material Placeholder (Quality)
Item placeholder box (Something)
No it ain't that easy
Oh! Here goes gravity
The world was going to roll me
Somebody once told me
Azure Capsule (Superior)
Base Material, Adornment
Weapons, Wondrous
Dexterity
Seduction, Disater, Resurrection, Psychic
Succubi's Encouragement (Moderate)
Enhancement
Armour, Wondrous
Charisma
Beauty, Confidence, Courage, Power, Seduction
Awkward Puzzle Trinket (Superior)
Enchantment, Base Material, Enhancement, Adornment
Wondrous
Charisma, Constitution Aligned
Cold, Social Ineptitude, Harshness, Talent
Lamina of the Deep (Flawless) - Masterwork Breastplate
Base Material, Adornment
Armour, Wondrous
Intelligence, Charisma aligned
Soul, Eldritch, Shadow, Primal, Aquatic, Immunity
25% increased crafting speed
Crystallised Meteorite (Flawless)
Enhancement, Enchantmnet
Weapons, WOndrous, Shields
Intellligence, Charisma Aligned
Light, Stars, Momentum, Arcana
Pink Dahlia (Moderate)
Adornment, Enchantment
Wondrous only
Charisma aligned
Kindness, Grace, Dignity
Gold-aligned: Silloway
Primitive Cipher (Flawless)
Adornment, Enchantment
Weapons, Armour, Wondrous
Strength, Intelligence Aligned
Primal, Knowledge, Spellcasting, Ritual, Rage
+15% crafting speed
Sharpened Dream Marble (Flawless) x2
Enhancement, Enchantment
Armour, Wondrous, Shields
Strength, Charisma
Psychic, Enchantment, Hope, Fate, Thought, Concentration
-20% crafting cost, Lucky
Steel Hiss (Superior Crafter)
Superior Special Crafter, usable in Faction Forges
Neutral Evil
Kenku Male Paladin of the Matron of Fate
Medium Armour only
Dexterity & Wisdom Aligned
Evil, Unstoppable, Vengeance (2582gp)
Ringmaster Raphael (Superior - 2 uses)
Can work on anything
Constitution, Charisma aligned
Charm, Emotion, Alchemy, Energy, Hope, Honour, Health
Half-elf Storm Sorcerer with no worship
Can work on Spec. Attunement and Masterwork items.
No + bonus, no faction forges.
Tina Tiara (Moderate Crafter)
Weapons (Finesse only), Armour
Charisma aligned
Stealth, Darkness, Fate
Can work in Faction Forges
Alignment: True Neutral ; Race: Songsworn Halfling ; Class: College of Whispers Bard ; Worships: Matron of Fate
Subordinate Shanle (Superior crafter - 1 use)
Armour (Light only), Wondrous
Constitution, Charisma-aligned
Shadow, Transmutation, Purity, Toughness
Special Attunement: X ; Masterwork: X ; +Bonus: ✓ ; Faction Forges: X
The Love Guru (Flawless - 1 Hire)
Works on all
Constitution aligned
Angel, Boundless, Destiny, Endless, Exploration, Love, Portal, Travel
Works in Faction Forges, works with Special Attunement (nothing else)
Alignment: Chaotic Good
Race: Male Half-Elf
Class: Love Cleric
Worships: Viderick
Honorary & Occupational Titles
Ambassador of the Iitanas Imperium
Veteran: This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.
Veteran: This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.
Birthplace
Khao Jungles, somewhere
Children
Current Residence
Iitanas Imperium, Residential District
Gender
Female
Eyes
Two. Still blind
Hair
Most of the time
Height
Irregular
Weight
Inconsistent
Quotes & Catchphrases
"You get temporary hitpoints, and you get temporary hitpoints, and you- yes, your bird too, and you can move with your react- yes, you also get the hitpoints. And your horse as well. EVERYONE DOES!"
"... mmh? hmm, mhm!"
"... mmh? hmm, mhm!"
Ignore this
I'm just testing things