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<blockquote data-quote="dwayne" data-source="post: 2034695" data-attributes="member: 25437"><p>Rapier of Fates Friend</p><p> Powers; Life Stealing: bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level. Blood Drain: Three times per day, allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon. Fortune: gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made. She must take the result of the reroll, even if it’s worse than the original roll. In addition, it may contain up to three wishes. When the last wish is used, the sword remains a +3 Rapier, still grants the +1 luck bonus, and still grants its reroll power and all other powers except the wishes which were depleted. Wounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.</p><p></p><p>Int 10, Wis 14, Cha 14. an intelligent item speaks Common plus one language per point of Intelligence bonus. It can communicate telepathically withthe wielder. 120 ft. vision and hearing.</p><p>Powers: cure moderate wounds (2d8+3) on wielder 3/day, darkness 3/day. The Curse is any person who claims the rapier is boned with it by fate so it will return to that person even if they die and come back. Polymorph at will in to baboon, </p><p>BABOON</p><p> Medium Animal</p><p>Hit Dice: 1d8+1 (5 hp)</p><p>Initiative: +2</p><p>Speed: 40 ft. (8 squares), climb 30 ft.</p><p>Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11</p><p>Base Attack/Grapple: +0/+2</p><p>Attack: Bite +2 melee (1d6+3)</p><p>Full Attack: Bite +2 melee (1d6+3)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: —</p><p>Special Qualities: Low-light vision, scent</p><p>Saves: Fort +3, Ref +4, Will +1</p><p>Abilities: Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4</p><p>Skills: Climb +10, Listen +5, Spot +5</p><p>Feats: Alertness</p><p>Environment: Warm plains</p><p>Organization: Solitary or troop (10–40)</p><p>Challenge Rating: 1/2</p><p>Advancement: 2–3 HD (Medium)</p><p>Level Adjustment: —</p><p>Baboons are powerful and aggressive primates adapted to life on the ground. They prefer open spaces but climb trees to find safe places to rest overnight. A typical baboon is the size of a big dog.</p><p>Males can be 2 to 4 feet long and weigh as much as 90 pounds.</p><p>Combat</p><p>Baboons usually attack in groups.</p><p>Skills: Baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.</p><p>Ego 27 </p><p></p><p> <img src="http://C:\Documents and Settings\Dwayne\Desktop\baboon2.bmp" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> </p><p>Tamtam the monkey blade. Personality, annoying thinks its funny when its not always playing pranks on the owner and anyone else in the party especially any barbarians. Its favorite thing is to trance form into his baboon form with the wielder holding his tail. He loves to smoke cigars but will settle for a pipe.</p></blockquote><p></p>
[QUOTE="dwayne, post: 2034695, member: 25437"] Rapier of Fates Friend Powers; Life Stealing: bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level. Blood Drain: Three times per day, allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon. Fortune: gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made. She must take the result of the reroll, even if it’s worse than the original roll. In addition, it may contain up to three wishes. When the last wish is used, the sword remains a +3 Rapier, still grants the +1 luck bonus, and still grants its reroll power and all other powers except the wishes which were depleted. Wounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon. Int 10, Wis 14, Cha 14. an intelligent item speaks Common plus one language per point of Intelligence bonus. It can communicate telepathically withthe wielder. 120 ft. vision and hearing. Powers: cure moderate wounds (2d8+3) on wielder 3/day, darkness 3/day. The Curse is any person who claims the rapier is boned with it by fate so it will return to that person even if they die and come back. Polymorph at will in to baboon, BABOON Medium Animal Hit Dice: 1d8+1 (5 hp) Initiative: +2 Speed: 40 ft. (8 squares), climb 30 ft. Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 Base Attack/Grapple: +0/+2 Attack: Bite +2 melee (1d6+3) Full Attack: Bite +2 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +3, Ref +4, Will +1 Abilities: Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4 Skills: Climb +10, Listen +5, Spot +5 Feats: Alertness Environment: Warm plains Organization: Solitary or troop (10–40) Challenge Rating: 1/2 Advancement: 2–3 HD (Medium) Level Adjustment: — Baboons are powerful and aggressive primates adapted to life on the ground. They prefer open spaces but climb trees to find safe places to rest overnight. A typical baboon is the size of a big dog. Males can be 2 to 4 feet long and weigh as much as 90 pounds. Combat Baboons usually attack in groups. Skills: Baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Ego 27 [IMG]C:\Documents and Settings\Dwayne\Desktop\baboon2.bmp[/IMG] Tamtam the monkey blade. Personality, annoying thinks its funny when its not always playing pranks on the owner and anyone else in the party especially any barbarians. Its favorite thing is to trance form into his baboon form with the wielder holding his tail. He loves to smoke cigars but will settle for a pipe. [/QUOTE]
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