Ruins of Adventure
Jack
Description:
Not a true Hengeyokai, Jack was originally just a common Thayan house sparrow, until a passing Tanar’ri, trapped in the material plane, thought it would be humorous to grant him sentience. Jack, being a bit bird-brained at the time, accepted the fiend’s deal and was subject to the Curse of Everchanging Forms.
Luckily for Jack, the changing form brought with it a superior intellect. While bound by the strictures of the curse, Jack, since he was not humanoid to begin with, has more control of his form than most warlock’s, being able to freely resume his original, sparrow form, regardless of what changing form the curse forces on him that day.
Sneaking about Thay whenever he could manage a human shape, Jack was able to learn quite a bit of magic — bolstered by his fiendish pacts. Unfortunately, his tendency to assume animal forms at inopportune times made it difficult to disguise his Warlock nature. As his magic grew, so too did the level of rage it seemed to invoke in “normal” humans. Driven from place, to place, to place, usually ahead of angry mobs, he has been looking for anyone willing to give him the benefit of the doubt — usually by approaching them as an animal first.
Arch-shadows are undead that resemble ghosts or banshees. They wander the earth: brutal, unforgiving, and nearly maniacal in their quest to attain a secure existence. Although usually disguised, an arch-shadow in its natural form appears as a ghastly silhouette of its original body. Piercing blue-white pinpoints of light serve as eyes, its hair is ebony, and its fingernails have turned blue-black.
After gazing at an arch-shadow in its true form for 1d4 rounds, another side of this undead becomes apparent. The skin that covers its ghostly body becomes withdrawn and tight, and its blue-white eyes are tinged with crimson. Its face is contorted in pain and agony. Sages have speculated that this was its final appearance before death, but only the arch-shadows know for sure.
True Form
Animal Form
Hybrid Form
Human Form
Swanmay Form
Bear Form
Fox Form
Eagle Form
Halfling Form
Bio:
Weird Stuff: Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast.
Race: Sparrow Hengeyokai Arch-Shadow
Homeland: Thay
Class: Ex-Red Wizard (Enchanter/Wild Mage) / Cleric
Kit: Ex-Warlock / Totem Sister
Alignment: Non-Lawful, Non-Good
Religion: Beshaba
Level: 8th / 5th
Experience: 80,000 / 38,583 (ready to level Cleric)
Next Level: 27,500
Max Level: 12th
Ability Scores:
Str | 14 | Stamina | 13 | ||
Muscle | 15 | Feat of Strength 26% | |||
Dex | 9 | Aim | 10 | ||
Balance | 7 | ||||
Con | 7 | Health | 4 | System Shock 40% | |
Fitness | 10 | Resurrection 75% | |||
Int | 19 | Reason | 18 | Max Spell level 9th | Spells/Level 25 |
Knowledge | 20 | Paths +5 | Learn Spell 95% | ||
Wis | 11 | Intuition | 11 | ||
Willpower | 10 | ||||
Cha | 16 | Leadership | 15 | 7 Henchmen | +3 Loyalty |
Appearance | 16 | +5 NPC Reactions |
Reactions:
- Initiative: +0
- Surprise: +0
- NPC Reaction: +2 (0 vs. Aglarondans or Rashemi)
Combat Statistics:
- Hit Points: 39 (8 HD)
-
Armor Class: 15 (bandana, natural), 22 (sparrow, bandana, natural)
- Only hit by magic weapons.
- Base Attack Bonus: +8
-
Saves:
- Paralyzation/Poison/Death: 13
- Rod/Staff/Wand: 8
- Petrification/Polymorph: 10
- Breath Weapon: 12
- Spells: 9 (+2 vs. Enchantment, -2 vs. Invocation, Necromancy, and Elemental spells)
- Immunities: Sleep, Charm, Hold, Energy drain, Enfeeblement, Mental attacks.
Weapons | # Att | Att Bonus | Dmg | Dmg (L) | Speed | Range | Special |
Talons | 1 / round | +8 | 1d4 +1 cold |
1d4 +1 cold |
3 | melee | Energy Drain (1 level) at will |
Phylactery | 1 / round | +11 | 2d6+2 | 3d6+2 | 6 | melee | Magic. Silver. Extra +4 Att/Dmg vs. Shapeshifters. |
Warlock Non-Weapon Proficiencies:
Modern Languages (Common) | 20 | Magic Energy Conservation | — |
Modern Languages (Thayan) | 20 | Signature Spell (Battlefate) | — |
Modern Languages (Mulhorandi) | 20 | Signature Spell (Deep Pockets) | — |
Modern Languages (Hengeyokai) | 20 | Signature Spell (Nybor’s Mild Admonishment) | — |
Modern Languages (Songbirds) | 20 | Spellcraft | 16 |
Modern Languages (Tharian) | 20 | Spirit Lore | 12 |
Literacy | 21 | Research | 18 |
Artistic Ability (Tattoos) | 10 | Recharge | 13 |
Tattooing | 9 | Weapon Sharpening | 17 |
Disguise | 15 | Planes Lore | 15 (17 for the Abyss) |
Thaumaturgy | 16 |
Cleric of Beshaba Non-Weapon Proficiencies:
- Groups: Academic, Pastoral, Social, Spiritual
Proficiency | Proficiency Score | Notes |
Modern Languages (Common) | 20 | Bonus race. |
Modern Languages (Hengeyokai) | 20 | Bonus race. |
Modern Languages (Songbirds) | 20 | Bonus race. |
Modern Languages (Thayan) | 20 | Bonus homeland. |
Modern Languages (Mulhorandi) | 20 | Bonus homeland. |
Artistic Ability (Tattooing) | Bonus Totem Sister. | |
Religion | Bonus Beshaba. | |
Omen Reading | Bonus Beshaba. | |
Sabotage | Bonus Beshaba. | |
Weather Sense | Bonus Totem Sister. | |
Runecraft | Bonus Totem Sister. | |
Tracking | Bonus Totem Sister. | |
Prayer | 2 slots | |
Enamor | 14 | 1 slot |
Tease | 14 | 1 slot |
Intimidation | 15 | 1 slot |
Warlock Weapon Proficiencies:
Spears Tight Group
Dagger
Cleric of Beshaba Weapon Proficiencies:
Bows Tight Group
Longspear
Special Powers:
Arch-Shadow Abilities:
- An Arch-Shadow’s undead hide grants him +4 to his natural AC. As with all creatures with natural armor, this is superseded by (does not stack with) actual worn armor. Armor that grants an armor bonus of +4 or less grants a +1 bonus to the mongrelman’s AC (this does stack).
- Each successful unarmed attack by an arch-shadow causes 1d4 points of slashing damage, plus 1 point of Cold damage. By force of will, the arch-shadow can also choose to drain one life energy level from its target, but this reveals its true form.
- A magical weapon of +1 or greater enchantment is required to strike the arch-shadow.
- Sunlight Vulnerability: Jack is completely nocturnal since direct sunlight causes him 1-6 (1d6) points of damage per round.
- Arch-shadows are immune to sleep, charm, hold, energy drain, enfeeblement, and mental attacks.
- Arch-shadows are especially vulnerable to turning, being turned as a Shadow.
- Upon being reduced to 0 hit points the arch-shadow simply dissolves, drawn back to its phylactery. It can be permanently destroyed by destroying its receptacle.
- After infusing the item with its life force, the arch-shadow has tremendous capabilities regarding the uses of that item. The arch-shadow can add additional powers to the item, place contingency and warding magics upon it, and generally attempt to twist its magic for specific purposes. Adding additional powers to the item may destroy it and thus destroy the arch-shadow. The chance of destroying an item by placing additional powers into it is 5% per spell level of the power. In order to destroy an arch-shadow, the item inflused with its life force must be destroyed. Once the item is destroyed, the arch-shadow loses 2 hit points per day until it reaches 0 hit points, at which time it permanently dissipates.
- To become a demi-shade, the arch-shadow must drain life energy from creatures that have touched its receptacle within the last 24 hours. It usually takes eight life levels gathered within two hours for the change to occur, but an arch-shadow can gamble in order to gain more Hit Dice in the process of transforming. It typically accomplishes this by draining high level characters or powerful creatures. For each additional level over eight that the arch shadow drains, one extra Hit Die is gained. If the draining takes place in a particularly unhallowed place, the arch-shadow gains an additional Hit Die. The arch-shadow cannot exceed a total of 30 Hit Dice.
- Bound to an Area: Jack cannot leave Psathyrella’s Prison without weakening his connection to the Gray. Each day the undead is away, it loses 1 HD (including commensurate reduction in special abilities). If he returns, he recovers 1 HD per day.
- Cause Revulsion: The undead can cause all within a 40-ft. radius to become physically ill, suffering extreme nausea. Victims must successfully save vs. spells or suffer a -1d4 penalty on all rolls for a number of turns equal to twice the undead’s HD (2 hours).
Warlock Powers:
- Weapon of Choice: +1 on all attack rolls with Spears.
- Warlocks may learn and cast priest spells from the Chaos sphere as wizard spells. They treat these spheres as bonus Paths (they do not count against the warlock’s number of paths known).
- Warlocks treat all spells from the Chaos priest sphere as belonging to the school of Wild Magic for the purpose of their specialization bonuses.
- At 5th level, a wizard’s lifespan is extended by his constant exposure to the arcane. The wizard’s maximum lifespan increases by an amount equal to five times his level.
- When a warlock reaches 4th level, he gains the power to summon massive magical energies that allow him to cast any one spell at maximum effect once per day. The spell must be at least one level lower than the highest spell level he can cast. The spell automatically has maximum range, duration, and effect.
- Because specialists have an enhanced understanding of spells within their school, they receive a +2 bonus when making saving throws against those spells (Enchantment or Wild Magic) when cast by other wizards. Likewise, other characters suffer a -2 penalty when making saving throws against a specialist casting spells within his school.
- Specialists receive a bonus of +15% when learning spells from the Enchantment or Wild Magic schools and a penalty of -15% when learning spells from other schools. The bonus or penalty is applied to the percentile dice roll the player must make when the character tries to learn a new spell.
- Certain magical items behave differently in the hands of a wild mage. Most notable of these is the wand of wonder. The wild mage has a 50% chance of controlling the wand, allowing him to use charges from the wand to cast any spell he already knows (but does not need to have memorized). The number of charges used by the wand is equal to the number of levels of the spell desired. If the attempt fails, only one charge is used and a random effect is generated.
- The wild mage can also control the following items 50% of the time, thereby allowing him to select the result or item instead of relying on chance: amulet of the planes, bag of beans, bag of tricks, deck of illusions, deck of many things, and the well of many worlds.
- Each time a wild mage uses a spell with a level variable, he randomly determines the resulting casting level of the spell. On a roll of a natural 8, the spell causes a Wild Magic Surge.
d20 roll | Caster Level |
1-2 | 4th |
3-4 | 5th |
5-6 | 6th |
7-9 | 7th |
10-11 | 8th |
12-14 | 9th |
15-16 | 10th |
17-18 | 11th |
19-20 | 12th |
Hengeyokai Powers:
- Shapeshifting: A hegeyokai has three forms: Animal, Human, and Human-Animal hybrid. A hengeyokai can change form (between any of the three) once per day per level (6/day); once it has exhausted this ability, it must remain in its current form until the next day. Changing form takes a full round to complete, and all armor & equipment is left behind when it transforms. Spells that reveal illusions do not affect a hengeyokai in its animal or human forms.
- Animal Form: Jack takes the form of a small sparrow. A hengeyokai in animal form can only speak the hengeyokai and animal languages in this form. In animal form, its maximum hitpoint value is halved (round up); damage from one form carries over and it cannot assume animal form if this would leave it with 0 or less hit points. If reduced to 0 HP in animal form, the hengeyokai is slain outright. While in sparrow form, Jack gains a +7 natural bonus to AC, and a Fly speed of 15 ©. All hengeyokai have infravision 120 feet in animal form.
- Bipedal Form: Now appearing as a humanoid animal, the hengeyokai retains the ability to speak to animals and its infravision, but has access to all of its normal abilities. However, it loses any special movement rates, such as fly, swim, or increased/decreased land speed, cannot use any natural attacks, and does not benefit from an altered base Armor Class.
- Human Form: In human form, a hengeyokai loses its animal-speech, infravision, natural attacks, base armor class and special movement traits, but retains all of its class abilities.
Cleric Powers:
- Clerics of Beshaba are immune to any spell that would Curse them, or directly afflict them with bad luck (such as the Evil Eye or Unlock spells) when cast by anyone other than another priest of Beshaba.
- Clerics of Beshaba can use all wizard spells of the Wild Magic school as priest spells of the same level.
- Once per day per level (5/day), the cleric of Beshaba can focus the goddess’s attention on another creature within the cleric’s line of sight. This attention has one of three effects, chosen by the cleric at the time they invoke this power:
- The next action the victim attempts automatically fails (no die roll allowed). This applies to any action deliberately taken by the victim that would have a chance of failure (i.e. would require a roll), such as an attack, an attempt to climb, or the use of a proficiency.
- The next failed die roll by the victim, regresses into a disastrous result. The victim is treated as if they had rolled the worst possible result on the die (i.e. a Natural 1 for an attack, a Natural 20 for a proficiency check).
- The victim immediately suffers a minor accident. They might fall down a nearby flight of stairs, slide down a cliff, get hit by a falling tree-branch, or anything else that might be probable given their current environment. Regardless of the exact nature of the accident, the target only suffers an amount of damage equal to 1 point per level of the cleric.
Totem Sister Powers (Black Stag totem):
- The Totem-sister is able to cast wizard spells from the Divination school as priest spells of the same level. All spells that fall exclusively into the Divination school are available to the priestess, regardless of Paths.
- The Totem-sister receives a +4 bonus to any Healing, Animal Training, Animal Lore, or Animal Handling proficiency checks related to her totem animal. A Totem-sister who doesn’t have one of these proficiencies may behave as though she did when dealing with her totem animal, but does not apply the +4 bonus.
- At 5th level, the Totem-sister can charm animals of her totem species. She can affect up to 1 HD of animal per level each day. Affected creatures are allowed a saving throw vs. spells to resist the effect, as per the charm person/mammal spell.
- A Totem-sister can shapechange into the form of her totem animal, as the druid’s shapechange ability, except that she does not regain hit points when shapechanging into or out of the totem form. The Totem-sister takes the form of her totem animal, including all statistics of the animal (except she retains her own hit point total). These statistics remain the same, regardless of the priestess’s level. Any Totem-sister slain in animal form must successfully save vs. death magic or also die in her natural form. If the saving throw is successful, she does not die, but lies in a coma for 2d4 days. This change can be done once per day and lasts for 2d20 hours.
- Totem-sisters are trained in the use of totemic magic and inscription. This works identically to a Runecaster’s rune magic. A totem-sister learns one rune of her choice per level of experience, but never gains bonus runes for a high Wisdom score. She can use and cast these runes exactly as a Runecaster of equal level.
-
Runes:
- Transformation
- Annam’s Unblinking Eye
- Ysgard (Chiryn’s Tower in the Blood Tor, 13th layer of the Abyss)
- Binding
- Dream
-
Runes:
Psionics:
PSPs: 124 (recover 15 per hour)
Power | Discipline | Power Score | Cost | Maintenance | Effect |
Teleport | Psychoportation | 17 | 30 | — | Teleport anywhere in Psathyrella’s Prison. Take 2 passengers for double the cost. |
Banishment | Psychoportation | 17 | 30 | 10/round | Trap one creature in a pocket dimension for as long as you pay the maintenance cost. |
Penalties:
- When dealing with NPCs, all reaction rolls are penalized at -4 (-6 with NPCs of Aglarond or Rashemen).
- Whenever a Red Wizard must make a saving throw to escape or lessen the effects of an Invocation, Necromancy, or Elemental spell he suffers a -2 penalty.
- The Warlock must sacrifice the equivalent of one large domestic animal to the denizens of the underworld per level each time he increases a level.
-
Taboos:
- Kas’rarlin’s Greed: May never carry gold on his person. May not cast any spells while in possession of any item made from gold.
- Chiryn’s Jealousy: May never sleep in the same bed as a mortal. Doing so causes him to lose 1 level worth of experience.
- The Curse of Refusal: Death has refused to allow the warlock entry to the realm of the dead, so all warlocks become undead upon their deaths. The exact form that an undead warlock assumes depends on the level that the warlock attained in life (Wraith at 6th level). The warlock loses his spell-casting abilities upon death, unless the undead form taken is normally capable of casting spells. Despite the character’s new status, the Curse of Changing Form is still in effect. As a result, the undead character may be a shadow dwarf or bear on any given day. The character retains his undead abilities and immunities in any form.
- The Curse of Everchanging Form: Each day at midnight, Jack must roll randomly to determine what form he takes that day. This replaces his Human form, but does not impede his ability to shapechange into animal or hybrid forms. The warlock can speak and cast spells in all forms. In other respects, this curse acts as a polymorph self spell.
d10 Roll | Form (replaces Human form) |
1 | Human |
2 | Mongrelman |
3 | Fox |
4 | Dwarf |
5 | Brown Bear |
6 | Swanmay (Human female, sparrow replaced by Swan) |
7 | Eagle |
8 | Halfling (Female) |
9 | Satyr |
10 | Troll |
- A Totem-sister may never harm an animal of the type chosen as her totem unless it is in self defense and no other non-damaging options are available. If she harms such a creature in the above manner she must atone for her sins in a manner decided by the DM. If she kills such an animal without just cause, she loses her spellcasting ability and powers permanently.
- Each time the cleric prepares spells, the cleric of Beshaba must make a saving throw vs spell. If the save fails, the next attack roll or saving throw the cleric makes in a life-or-death situation is automatically treated as if the cleric had rolled a Natural 1, as the goddess turns her attention on them.
- Clerics of Beshaba automatically fail any saving throws to avoid spells or effects that would Curse them, or directly afflict them with bad luck (such as the Evil Eye or Unlock spells) when cast by another priest of Beshaba — a frequent occurrence when these priests meet.
Wizard Spells: Caster level 8th
0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
4 + E | 4 + E + W + S + T | 3 + E + W + S + T | 3 + E + W + S + T | 2 + E + W |
Forbidden Schools: Invocation, Necromancy, Elemental
Paths Known: Apprentice’s Path [B], Warlock’s Path [B], Finnot’s Path, King’s Road, Knight’s Road, Nybor’s Path, Path of the Mind, Path of the Red Wizards, Road to Success, Wild Road, Wesley’s Anomalous Path, Cursed Path, Path of the Sparrow
Spell Book:
- Cantrips (22 of 24): Catfeet, Clean, Curdle [E], Cut, Dim, Distract [E], Dry, Fire Finger, Flavor [E], Freshen [E], Gallop, Giggle [E], Listen, Mask, Rainbow, Scorch, Spider, Sting, Unlock, Untie, Wilt [E], Wink [E]
- 1st level (19 of 24): Accuracy [E], Armor, Aura Fire, Avert/Attract Evil Eye, Avoid Planar Effects, Battlefate [W, S], Cantrip, Conjure Spell Components, Detect Magic, Detect Temporal Anomaly, Empathic Seizure [E], Filth’s Bane, Finnot’s Spinagon Strike, Hornung’s Guess [W], Know Faction, Mistaken Missive [W], Nybor’s Gentle Reminder [E], Read Magic, Storm’s Frozen Moment, The Sparrow’s Misplaced Pocket [E, W]
- 2nd level (20 of 24): Call Society, Chaos Shield [W], Chaos Ward [W], Create Enchanted Tattoo, Deep Pockets [E, S], Detect Psionics, Dissension’s Feast [E, W], Empathic Control [E], ESP, Finnot’s Unholy Imbuement, First Strike, Flann’s Finery, Forget [E], Nahal’s Nonsensical Nullifier [W], Power Word Sleep, Ray of Ondovir [E], Summon Equine Beings, TIme Slip, Viccissitude [W], Wizard Lock, The Sparrow’s Dueling Deck [E, W]
- 3rd level (20 of 24): Alternate Reality [W], Boon of Fortune, Dispel Magic, Find Traps, Finnot’s Shambling Menace, Jalartan’s Miraculum, Improved Mind Mantle, Iron Mind, Mailed Might, Minor Malison [E], Misfortune [E], Nybor’s Mild Admonishment [E, S], Random Casualty [W], Spliff’s Wonder Bubbles [W], Stabilize Chaos, Time Snare, Trap Spellbook, Weapon Proficiency, Wizard Sight, The Sparrow’s Unfettered Hordes [W]
- 4th level (11 of 24): Disfigure, Feat, Fire Gate, Greater Malison [E], Heroism, Inverted Ethics [E, W], Lapse [E], Lesser Geas [E], Negate Magic Weapons, Wesley’s Temporal Disjunction, Wizard Eye, The Sparrow’s Deeper Pockets [E]
-
Prepared Spells:
- 0th: Clean, Distract, Listen, Unlock, Unlock
-
1st:
Armor,Storm’s Frozen Moment, Attract Evil Eye, Avoid Planar Effects, Battlefate, Nybor’s Gentle Reminder, Nybor’s Gentle Reminder, The Sparrow’s Misplaced Pocket -
2nd:
Create Enchanted Tattoo,Create Enchanted Tattoo,Create Enchanted Tattoo,
Deep Pockets, Ray of Ondovir,The Sparrow’s Dueling Deck, Time Slip - 3rd: Dispel Magic, Minor Malison, Misfortune, Nybor’s Mild Admonishment, Nybor’s Mild Admonishment, Spliff’s Wonder Bubbles, Time Snare,
-
4th:
The Sparrow’s Deeper Pockets,Greater Malison,Inverted Ethics, Wizard Eye
Active Spells:
- Armor (16 hp)
- Enchanted Tattoo (x3, 8 days): Bonus 1st, 2nd, and 3rd level spell slots.
- Sparrow’s Deeper Pockets (40 hours)
Cleric Spells: Caster level 5th
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
3 | 3 | 1 |
Spheres:
- Major: All, Divination, Divination (Wizard), Animal, Combat, Healing, Protection, Summoning, Wild Magic (Wizard)
- Minor: Creation
Prepared Spells:
- 1st:
- 2nd:
- 3rd:
Advancement Notes
- Armor Allowed: None.
- Weapons Allowed: Bow (any), Club (any), Dagger (any), Javelin, Knife (any), Quarterstaff, Sling, Spear (any)
- Hit Dice and Attack bonus do not improve with Warlock/Cleric levels (can be increased via energy drain).
- Add 1 new random form to Curse of Changing Form each warlock level.
- Gain 1 Weapon proficiency slot every 4 Cleric levels.
- Gain 1 Non-Weapon proficiency slot every 4 Cleric levels.
- At 9th level, Totem-sister gains the ability to summon up to 1 HD of totem animals per level each day. If the creature has more hit dice than the priestess has levels, she may not summon one until her level equals the hit dice of the animal. The creatures serve until dismissed, slain, or 10 turns have elapsed.
Equipment:
Worn Regardless of Form:
- Red Bandana of Protection +1 (will resize when he changes shape and is always worn, even in animal form)
-
Ring of Shifting Stars (resizes to fit any left pinky finger, regardless of form)
- Hung Spell: Alternate Reality (only at night, outdoors, in Winter)
Worn in Humanoid Forms:
- Howling Rags
- Scarab of Uncertainty
- Robe of Deeper Pockets (sleeveless, knee-length, lots of pockets, material focus) – (10 lbs worn, 400 lb capacity)
- Verticillaster’s Crozier (10 lbs)
- Jack’s Phylactery (10 lbs)
- Breeches, Drawers, Hose, High Soft Boots
- Bag of Caltrops (1 lb)
- 1 vial of Weaponblack
- Black stone banking chit (Vault #711)
- Jack’s Grimoire (3 lbs) — Trap Spellbook
- Finnot’s Book (3 lbs) — Trap Spellbook
- Found Spellbook (3 lbs, Coward’s Path, Garden Path, Path of Deception) — Trap Spellbook
- Curufinwe’s Grimoire (3 lbs, Apprentice’s Path, The Chromatic Path, The Enchanter’s Path, The Long Road, The Path of Stars, The Road of Pentacles) — Trap Spellbook
- Mornhaven’s Path (3 lbs) — Trap Spellbook
- Spell Components (1 lb)
- 36 Electrum Coins (battlefate)
- 126 Copper Coins (ESP)
- Purified Sand (first strike)
- Deck of Playing Cards (chaos ward, 52 cards)
- 8 Bone Dice (viccissitude)
- 3 sticks Santalwood Incense (compose mind)
- 8 Sewing Needles (deep pockets)
- Yard of Fine Linen Cloth (deep pockets)
- Deadly Nightshade Berries (thundaerl’s universal taster)
- Snakeskin (thundaerl’s universal taster)
- Chunk of Obsidian created by an exploding Meteor (Spell key for Avernus)
- Tarot Deck
- 72 Silver Pieces, 55 Copper Pieces (3 lbs)
- 1-gallon Wineskin (9 lbs)
- Whetstone & Strop (1 lb)
- Flint & Steel
- Hardwood Snuff Box
- Silver Hairbrush
- Small Iron Tongs
- Grappling Iron (2 lbs)
- Armor Repair Kit (1 lb)
- Chiryn’s Love Letter (with Mistaken Missive cast on it, 1 lb.)
- Amulet of Protection vs. Charm Person
- False Scabbard (2 lbs)
- Silver Censer w/ Ivalera trapped inside (1 lb)
- Impaler of Thorns (8 lbs, sharpened)
- Jacobin Rose
- Chunk of tuber-pope root (to be planted later, 1 lb.)
- Fine Quality Wet Stone (0.5 lbs)
- Wand (0.5 lbs, reduce casting times by 1)
- 3 sets Lock Picks (3 lbs)
- Duck Call
- Drawmouth Quiver (7.5 lbs)
- 24 Armor Piercing Arrows
- 19 Silver Sling Bullets
- 1 Adamantine Arrow
- Quiver (6.5 lbs)
- 29 Heavy Quarrels,
- 30 Sheaf Arrows,
- Alicorn Arrows x3
- Large Belt Pouch (1 lb)
- Leather Backpack (2 lbs)
- Boots of Elvenkind
- Lighthouse
- Wizard Scroll w/ Conjure Elemental Kin and Wall of Fire
- Portal Key (To the Outlands)
- Medallion of Friendship (belonged to Curufinwe)
- Gnomish Cloak (12 gp) (+1 to Hide?)
- Holy Symbol of Shar
- Portal Key (TBD)
- Scroll of Comprehend Languages
- Hag’s Finger
- Ring of Protection +1
- Oracle’s Buckler (3 lbs)
-
Oku-Masks
- Cardinal, Swan, Toucan, Penguin, Pidgeon, Peacock, Owl, Flamingo, and Vulture
- Daemon Wrench
- Medallion of Friendship
- 2 bags, provision
- flint/steel
- mess kit (1 lbs)
- 50’ 1/4" silk rope (3.5 lbs)
- belaying pin (2 lbs)
- Elven Chainmail (20 lbs)
- Leather Backpack (2 lbs)
- Extra-Crispy Salted Pork (3 lbs)
Encumbrance:
Base Speed: 9 (3 in Bird form)
Total Weight of Gear: 10 lbs.
Unencumbered | Light | Moderate | Heavy | Severe | Max | |
Weight | 0 – 55 lbs. | 56-84 lbs. | 85-113 lbs. | 114-141 lbs. | 142-169 lbs. | 170 lbs |
Movement | 9 | 8 | 5 | 3 | 2 | 1 |
Bird Form:
Fly Speed: 15
Unencumbered | Light | Moderate | Heavy | Severe | Max | |
Weight | 0 – 2 oz. | 3 oz. | 4 oz. | 5 oz. | 5.5 oz. | 6 oz |
Movement | 15 | 12 | 9 | 6 | 3 | 1 |