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<blockquote data-quote="CapnZapp" data-source="post: 7385965" data-attributes="member: 12731"><p><em><u>Permanent items</u></em></p><p>Flint dagger +1 <strong>500 sp</strong></p><p><em>Regular flint weapons dull quickly, though the enchantments placed on this dagger prevents this.</em></p><p>Obsidian yklwa +1 <strong>600 sp</strong></p><p><em>Simple melee weapon dealing 1d8 piercing with the throwing (range 10/30) property</em></p><p>Etherbound Belt (req attn)<strong> 300sp</strong></p><p><em>The bearer can see creatures in the Border Ethereal that overlap with their plane as clearly as if they were fully in the bearer's plane. Such creatures appear as apparitions or ghosts.</em></p><p>Victorious Bracers (req attn) <strong>400sp</strong></p><p><em>Whenever the bearer kills a creature they gain temporary hitpoints equal to the creature's Hit Die.</em></p><p>Dynamic Mask (req attn) <strong>600 sp</strong></p><p><em>The bearer gains +2 to Charisma saving throws.</em></p><p>[STRIKE]Anklet of Translocation<strong>1400 sp</strong>[/STRIKE]</p><p><em>Once per day you can spend your reaction to teleport 30 feet to a spot you can see.</em></p><p>Sash of Inner Strength <strong>2000 sp</strong></p><p><em>This threadbare white sash is adorned by a single blood-red carbuncle clasp.</em></p><p><em>You gain a +1 bonus to Strength saving throws. Once a day, you may choose to use Wisdom in place of Strength on a single ability check or saving throw. You have advantage on this roll.</em></p><p>[STRIKE]Gloves of Lightning [/STRIKE][STRIKE]<strong>2200sp</strong>[/STRIKE]</p><p><em>These flexible leather gloves are covered with small copper rivets. Three times per day the wearer may choose to deal an additional 2d8 points of lightning damage upon a successful hit with either an unarmed attack or with a light melee weapon.</em></p><p>Steady Greaves of the Ram <strong>2</strong><strong>6</strong><strong>00 sp</strong></p><p><em>These fur-lined leather greaves give you the sure-footed step of the mountain ram.This item is part of the Aspect of the Ram set.</em></p><p><em>You gain advantage on Strength and Dexterity saving throws made against effects that would knock you prone. </em></p><p><em>Property: You gain a Climb speed equal to your walking Speed for one minute. Once you have used this property, it cannot be used again for a day.</em></p><p>Charger’s Headdress <strong>3</strong><strong>5</strong><strong>50sp</strong></p><p><em>Fashioned from a mountain ram’s horns, this headdress gives you a boost of vigor on a successful charge. This item is part of the Aspect of the Ram set.</em></p><p><em>You gain a Ram melee weapon attack, dealing 2d4 + Strength damage. You may only perform one Ram attack per round. If you move at least 20 feet straight toward a target and then hit it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone. </em></p><p><em>Property: When you successfully ram a creature prone, you may steal its pride,giving you temporary hit points equal to the damage inflicted by the ram attack. Once you have used this property, it cannot be used again for a day.</em></p><p>Stunshot sling <strong>38</strong><strong>00sp</strong></p><p><em>This weapon functions as a+1 sling. Three times per day, at the beginning of your turn, you can activate a stunshot sling (no action) so that the next target it hits on that turn must succeed on a Fortitude save (DC 5 + bludgeoning damage taken) or be stunned until the end of your next round.</em></p><p>Fleece of the Heavens <strong>3</strong><strong>8</strong><strong>50 sp</strong></p><p><em>This fleece cloak lets you charge unhindered through the spirit world. This item is part of the Aspect of the Ram set.</em></p><p><em>Your Speed is increased by 10 ft. </em></p><p><em>Property: When you take the Dash action, you may teleport the distance instead of running normally. Once you have used this property, it cannot be used again for a day.</em></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7385965, member: 12731"] [I][U]Permanent items[/U][/I] Flint dagger +1 [B]500 sp[/B] [I]Regular flint weapons dull quickly, though the enchantments placed on this dagger prevents this.[/I] Obsidian yklwa +1 [B]600 sp[/B] [I]Simple melee weapon dealing 1d8 piercing with the throwing (range 10/30) property[/I] Etherbound Belt (req attn)[B] 300sp[/B] [I]The bearer can see creatures in the Border Ethereal that overlap with their plane as clearly as if they were fully in the bearer's plane. Such creatures appear as apparitions or ghosts.[/I] Victorious Bracers (req attn) [B]400sp[/B] [I]Whenever the bearer kills a creature they gain temporary hitpoints equal to the creature's Hit Die.[/I] Dynamic Mask (req attn) [B]600 sp[/B] [I]The bearer gains +2 to Charisma saving throws.[/I] [STRIKE]Anklet of Translocation[B]1400 sp[/B][/STRIKE] [I]Once per day you can spend your reaction to teleport 30 feet to a spot you can see.[/I] Sash of Inner Strength [B]2000 sp[/B] [I]This threadbare white sash is adorned by a single blood-red carbuncle clasp.[/I] [I]You gain a +1 bonus to Strength saving throws. Once a day, you may choose to use Wisdom in place of Strength on a single ability check or saving throw. You have advantage on this roll.[/I] [STRIKE]Gloves of Lightning [/STRIKE][STRIKE][B]2200sp[/B][/STRIKE] [I]These flexible leather gloves are covered with small copper rivets. Three times per day the wearer may choose to deal an additional 2d8 points of lightning damage upon a successful hit with either an unarmed attack or with a light melee weapon.[/I] Steady Greaves of the Ram [B]2[/B][B]6[/B][B]00 sp[/B] [I]These fur-lined leather greaves give you the sure-footed step of the mountain ram.This item is part of the Aspect of the Ram set.[/I] [I]You gain advantage on Strength and Dexterity saving throws made against effects that would knock you prone. [/I] [I]Property: You gain a Climb speed equal to your walking Speed for one minute. Once you have used this property, it cannot be used again for a day.[/I] Charger’s Headdress [B]3[/B][B]5[/B][B]50sp[/B] [I]Fashioned from a mountain ram’s horns, this headdress gives you a boost of vigor on a successful charge. This item is part of the Aspect of the Ram set.[/I] [I]You gain a Ram melee weapon attack, dealing 2d4 + Strength damage. You may only perform one Ram attack per round. If you move at least 20 feet straight toward a target and then hit it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone. [/I] [I]Property: When you successfully ram a creature prone, you may steal its pride,giving you temporary hit points equal to the damage inflicted by the ram attack. Once you have used this property, it cannot be used again for a day.[/I] Stunshot sling [B]38[/B][B]00sp[/B] [I]This weapon functions as a+1 sling. Three times per day, at the beginning of your turn, you can activate a stunshot sling (no action) so that the next target it hits on that turn must succeed on a Fortitude save (DC 5 + bludgeoning damage taken) or be stunned until the end of your next round.[/I] Fleece of the Heavens [B]3[/B][B]8[/B][B]50 sp[/B] [I]This fleece cloak lets you charge unhindered through the spirit world. This item is part of the Aspect of the Ram set.[/I] [I]Your Speed is increased by 10 ft. [/I] [I]Property: When you take the Dash action, you may teleport the distance instead of running normally. Once you have used this property, it cannot be used again for a day.[/I] [/QUOTE]
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