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<blockquote data-quote="Isida Kep'Tukari" data-source="post: 1546076" data-attributes="member: 4441"><p>Rayex, here are some items for Gryxas:</p><p></p><p><em><strong>Stonehide</strong></em> (as <em>amulet of natural armor +1</em>) - 1,000gp</p><p></p><p><em><strong>Frog Juice</strong></em> (as potion of <em>jump</em>) - 50gp (This potion is in a minature clay mug with a cap on it, marked with a symbol of a frog. The potion is dark green, opaque, and about the consistancy of a thick stew. It smells like mud and tastes like swamp water.)</p><p></p><p><em><strong>Sundraught</strong></em> (as potion of <em>cure moderate wounds</em>, 3d8+5) - 300gp (This potion is in a faceted crystal vial marked with the gilded symbol of Pelor on it. The stopper is crytal guilded with gold (the vial itself is worth 10gp, even empty). The potion looks like water, but it glows very faintly with contained sunlight.)</p><p></p><p><strong>2 vials of ghostoil</strong> - 100gp (The oil comes in a glass bottle with a lead stopper. It is clear with a slight tinge of gray and strange, wispy forms seem to swirl through it. When applied to a weapon (natural or otherwise), it allows the weapon to affect incorporeal creatures for the next two rounds. It takes a full-round action to coat something with ghostoil.)</p><p></p><p><strong>3 vials of fleetfoot</strong> - 150gp (This thin blue liquid comes in small copper vials sealed with wax. When imbibed it temporarily loosens the drinker's muscles and joints, allower him to run faster and jump farther. When running, a person under the effect of fleetfoot moves at 5 times his speed. This effect lasts for 10 rounds + 1 round per Con mod. You can jump half again as far as normal when under the influence of fleetfoot, though this does not allow you to exceed your maximum jumping distance. The stacks with the Run feat.)</p><p></p><p><strong>1 pot of cooling gel</strong> - 200gp (This cool blue gel smells of peppermint and comes in a small gray stoneware pot sealed with a cork and marked with a symbol of water. This provides a +1 resistance bonus to fire or heat-based attacks, or heals 1d6 points of burn damage that the character has suffered, provided it is applied within an hour of the damage. This pot contains enough for two uses.)</p><p></p><p><strong>10 packets of alchemist's mercy</strong> - 10gp (This is a fine white tasteless, odorless powder, that when dissolved in water or fruit juice immediately eliminates the effects of a hangover.)</p><p></p><p>And you have 75gp left over. I hope you like these items, I can do a cosmic re-roll if you don't.</p></blockquote><p></p>
[QUOTE="Isida Kep'Tukari, post: 1546076, member: 4441"] Rayex, here are some items for Gryxas: [i][B]Stonehide[/B][/i] (as [i]amulet of natural armor +1[/i]) - 1,000gp [i][b]Frog Juice[/b][/i] (as potion of [i]jump[/i]) - 50gp (This potion is in a minature clay mug with a cap on it, marked with a symbol of a frog. The potion is dark green, opaque, and about the consistancy of a thick stew. It smells like mud and tastes like swamp water.) [i][b]Sundraught[/b][/i] (as potion of [i]cure moderate wounds[/i], 3d8+5) - 300gp (This potion is in a faceted crystal vial marked with the gilded symbol of Pelor on it. The stopper is crytal guilded with gold (the vial itself is worth 10gp, even empty). The potion looks like water, but it glows very faintly with contained sunlight.) [b]2 vials of ghostoil[/b] - 100gp (The oil comes in a glass bottle with a lead stopper. It is clear with a slight tinge of gray and strange, wispy forms seem to swirl through it. When applied to a weapon (natural or otherwise), it allows the weapon to affect incorporeal creatures for the next two rounds. It takes a full-round action to coat something with ghostoil.) [b]3 vials of fleetfoot[/b] - 150gp (This thin blue liquid comes in small copper vials sealed with wax. When imbibed it temporarily loosens the drinker's muscles and joints, allower him to run faster and jump farther. When running, a person under the effect of fleetfoot moves at 5 times his speed. This effect lasts for 10 rounds + 1 round per Con mod. You can jump half again as far as normal when under the influence of fleetfoot, though this does not allow you to exceed your maximum jumping distance. The stacks with the Run feat.) [b]1 pot of cooling gel[/b] - 200gp (This cool blue gel smells of peppermint and comes in a small gray stoneware pot sealed with a cork and marked with a symbol of water. This provides a +1 resistance bonus to fire or heat-based attacks, or heals 1d6 points of burn damage that the character has suffered, provided it is applied within an hour of the damage. This pot contains enough for two uses.) [b]10 packets of alchemist's mercy[/b] - 10gp (This is a fine white tasteless, odorless powder, that when dissolved in water or fruit juice immediately eliminates the effects of a hangover.) And you have 75gp left over. I hope you like these items, I can do a cosmic re-roll if you don't. [/QUOTE]
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