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Male Half Orc Fighter (Unbreakable) 1/ Cleric () 5/ Hellknight Signifier 4
Lawful Neutral Medium Humanoid
Init +2;
Senses Dark Vision 60ft Perception +3
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Defense
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AC 22, touch 13, flat-footed 21 (+9 armor, +0 Shield, +1 Dex, +1 Def, +0 natural, +0 Dodge, +1 Trait)
hp 85 (1d10+2+9d8+18, +0 Favored Class, +10 Toughness)
Fort +10, Ref +4, Will +9
Resist Fire 10
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Offense
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Offenses
Speed 30 ft. (20ft)
Ranged Longbow +8 20 Arrows (1d8 20/x3)
Melee Halberd+3 +15 (1d10+8 20/x3) (Brace, Trip)
Special Attacks +15 Trip
Spell-Like Abilities Channel Energy (Negative) 5d6 6/day DC17, Elucidation 2rds/day, Hand of the Mage 30ft +11 1d10+6 5/day, Dispel Magic 1/day, Copycat 5/day,
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Statistics
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Str 18, Dex 12, Con 14, Int 13, Wis 16, Cha 16
Base Atk +7; CMB +11; CMD 22
Languages Common, Orc, Infernal, Abyssal, Varisian
SQ None (dc XX)
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Feats
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Combat Expertise (1)
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Endurance (Fighter Bonus Feat)
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Diehard (Fighter Bonus Feat)
When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Warrior Priest (3)
You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.
Toughness (5)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Improved Trip (7)
You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Alignment Channel (Chaos) (Hellknight Signifier)
Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Weapon Focus (Halberd) (9)
You gain a +1 bonus on all attack rolls you make using the selected weapon.
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Traits
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Defender of the Society (Combat)
Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Unintentional Linguist - Infernal (Social)
You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran.
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Class Features
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Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Weapon and Armor Proficiency:
An unbreakable is not proficient with tower shields.
Bonus Feats:
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Tough as Nails:
An unbreakable gains Endurance and Die Hard as bonus feats. This ability replaces the fighter’s 1st-level bonus feat.
Weapon and Armor Proficiency:
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura (Ex):
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su):
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains:
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells.
A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.
Orisons:
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.”
These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells:
A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages:
A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Weapon and Armor Proficiency:
A Hellknight signifer gains proficiency with heavy armor and with one of his order’s favored weapons (see Order on page 93).
Aura of Law (Ex):
A Hellknight signifer’s lawful aura (see the detect law spell) functions as that of a cleric whose level is equal to the Hellknight signifer’s character level.
Catechesis (Ex):
If a Hellknight signifer has the Warrior Priest feat, his class level stacks with other divine spellcasting classes for determining the effects of those classes’ domain powers, inquisitions, and mysteries. This doesn’t grant any new powers or abilities. In addition, a Hellknight signifer with the Warrior Priest feat gains Alignment Channel (chaos) as a bonus feat, and treats his Hellknight signifer levels as cleric levels when determining the amount of damage healed or dealt and saving throw DCs of his channeled energy.
Order:
A Hellknight signifer chooses a Hellknight order to join at 1st level. The most common Hellknight orders (and their favored weapon or weapons) are: Chain (flail), Gate (dagger), Godclaw (morningstar), Nail (halberd or lance), Pyre (glaive), Rack (longsword or whip), and Scourge (heavy mace or whip).
Signifer Mask (Su):
Upon initiation, a Hellknight signifer receives a mask, often devoid of eyeholes or other personal features. This mask doesn’t obscure the Hellknight signifer’s vision, and while wearing it he gains a +2 competence bonus on Sense Motive checks and on saving throws against spells and abilities that rely on visual effects.
A Hellknight signifer with a bonded object from the arcane bond class feature can perform a special ritual that costs 500 gp and takes 8 hours to complete. This ritual converts the Hellknight signifer’s mask into his new bonded object, which takes up the head slot. In this case, his Hellknight signifer levels stack with levels from the class that grants the arcane bond for determining what additional magical abilities can be added to the bonded object.
Arcane Armor Expertise (Ex):
At 2nd level, if a Hellknight signifer has the Arcane Armor Training feat, he gains Arcane Armor Mastery as a bonus feat.
At 5th level, the action required to use this feat changes from a swift action to a free action.
Signifer Armor Training (Ex):
At 3rd level, while a Hellknight signifer wears Hellknight armor, he reduces the armor check penalty by 1 (to a minimum of 0), and reduces the arcane spell failure chance by 5%. At 8th level, he reduces his armor check penalty by an additional 1, and reduces his arcane spell failure by an additional 5%. Additionally, at 8th level, when a Hellknight signifer’s speed is reduced by wearing medium or heavy armor, his unique training decreases the speed reduction by 5 feet.
Assiduous Gaze:
At 4th level and again at 7th level, a Hellknight signifer gains an assiduous gaze ability chosen from the list below. A Hellknight signifer can use each assiduous gaze ability he has for a number of rounds per day equal to half his class level. These rounds need not be consecutive. A Hellknight signifer can activate an assiduous gaze ability as a swift action to examine a single creature, object, or 5-foot square within 30 feet. A Hellknight signifer must be wearing his signifer mask to use these abilities, and his caster level while using the ability is equal to his character level.
Elucidation (Su): The Hellknight signifer can discern each active spell on the target, including the spell’s effect and caster level.
Morality (Sp): The Hellknight signifer can determine whether the target is chaotic, evil, good, or lawful, as well as the strength of its aura as if he had studied it for 3 rounds using detect chaos, detect evil, detect good, and detect law.
Scrutiny (Su): The Hellknight signifer can discern whether the target has spell-like abilities or spellcasting abilities; whether any spellcasting abilities are arcane, divine, or psychic; and the strength (see detect magic) of the most powerful spell or spell-like ability the target currently has available.
Veracity (Sp): The Hellknight signifer can observe the target as if using true seeing. A Hellknight signifer must be 7th level to select this ability.
Vigilance (Su): The Hellknight signifer can see through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist. This effect cannot penetrate metal of any kind.
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Skills
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Acrobatics -3 (+3 Rank, +0 trained, +1 Ability, -7 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff +2 (+0 Rank, +0 trained, +2 Ability)
Climb -3 (+0 Rank, +0 trained, +4 Ability, -7 Armor)
Craft +1 (+0 Rank, +0 trained, +1 Ability)
Diplomacy +7 (+2 Rank, +3 trained, +2 Ability
Disable Device -6 (+0 Rank, +0 trained, +1 Ability, -7 Armor)
Disguise +2 (+0 Rank, +0 trained, +2 Ability)
Escape Artist -6 (+0 Rank, +0 trained, +1 Ability, -7 Armor)
Fly -6 (+0 Rank, +0 trained, +1 Ability, -7 Armor)
Handle Animal +2 (+0 Rank, +0 trained, +2 Ability)
Heal +6 (+1 Rank, +3 trained, +2 Ability)
Intimidate +11 (+4 Rank, +3 trained, +2 Ability, +2 Racial)
Knowledge (Arcana) +6 (+2 Rank, +3 trained, +1 Ability)
Knowledge (Dungeoneering) +6 (+2 Rank, +3 trained, +1 Ability)
Knowledge (Engineering) +6 (+2 Rank, +3 trained, +1 Ability)
Knowledge (History) +6 (+2 Rank, +3 trained, +1 Ability)
Knowledge (Religion) +6 (+2 Rank, +3 trained, +1 Ability)
Knowledge (Plane) +9 (+5 Rank, +3 trained, +1 Ability)
Linguistics +6 (+1 Rank, +3 trained, +1 Ability, +1 Trait)
Perception +3 (+1 Rank, +0 trained, +2 Ability)
Ride -6 (+0 Rank, +0 trained, +1 Ability, -7 Armor)
Sense Motive +9 (+2 Rank, +3 trained, +2 Ability)
Spellcraft +9 (+5 Rank, +3 trained, +1 Ability)
Stealth -6 (+0 Rank, +0 trained, +1 Ability, -7 Armor)
Survival +6 (+1 Rank, +3 trained, +2 Ability)
Swim -3 (+0 Rank, +0 trained, +4 Ability, -7 Armor)
Use Magic Device +2 (+0 Rank, +0 trained, +2 Ability)
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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:1)
Caster Level:
Spells Prepared (4) Level 0 DC 13
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Spells Prepared (5+1) Level 1 DC 14
Bless: Allies gain +1 on attack rolls and saves against fear.
Air Bubble: Creates a small pocket of air around your head or an object.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Shield of Faith: Aura grants +2 or higher deflection bonus.
(Domain)Disguise Self: Changes your appearance.
Spells Prepared (5+1) Level 2 DC 15
Grace: Movement doesn't provoke attacks of opportunity.
Grace: Movement doesn't provoke attacks of opportunity.
Water Walk, Communal: As water walk, but you may divide the duration among creatures touched.
Protection from Chaos, Communal: As protection from chaos, but you may divide the duration among creatures touched.
Protection from Chaos, Communal: As protection from chaos, but you may divide the duration among creatures touched.
(Domain)Invisibility: Subject is invisible for 1 min./level or until it attacks.
Spells Prepared (4+1) Level 3 DC 16
Beacon of Luck: Send out a burst of luck to allies around you.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Deadly Juggernaut: Your might increases with every kill you make.
Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level
(Domain)Dispel Magic: Cancels one magical spell or effect.
Spells Prepared (3+1) Level 4 DC 17
Blessing of Fervor: Gives allies a choice of benefits.
Blessing of Fervor: Gives allies a choice of benefits.
Align Weapon, Communal: As align weapon, but you can divide the duration among weapons touched.
(Domain)ConfusionY: Subjects behave oddly for 1 round/level.
Spells Prepared (1+1) Level 5 DC 18
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
(Domain)ConfusionY: Subjects behave oddly for 1 round/level.
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Special Abilities
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Magic Domain
Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of
your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.
Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—
antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction.
Trickery Domain
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelive this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.
Order of the Nail
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Equipment
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Equipment list]
Melee Weapons Halberd +3
Ranged Weapons Longbow, 20 Arrows
Armor Four Mirror
Other Gear Pathfinder's kit :This includes a backpack, a bedroll, a belt pouch, a clay mugUE, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of stringAPG, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone.
Noble's Outfit
Explorer's Clothes
Magic Item
Barbed Pentacle of Asmodeus
"This iron disk hangs from an iron chain, and is inscribed with an inverted pentagram and decorated around its outer edge with tiny metal barbs. When worn, it provides a +1 deflection bonus to AC.
If Asmodeus is the wearer’s patron, the pentacle counts as an unholy symbol. By holding it and speaking a command word, the wearer can use charm person once per day. If the wearer squeezes the pentacle so its barbs draw her blood (dealing 1 point of damage), the wearer can use that blood as ink, writing with a quill or even a finger for up to 1 hour. The blood-ink dries instantly on writing surfaces so it never smudges, and if it’s used as part of a magical spell the wearer casts that requires or is augmented by writing (such as magic circle against evil or sepia snake sigil), the DC of that spell increases by 1.
If Asmodeus is the wearer’s patron, the pentacle counts as an unholy symbol."
Half-Plate of the Dark Prince
This regal-looking +1 half-plate is a status symbol in the church of Asmodeus, and is decorated with red infernal symbols and an inverted pentagram. The wearer can use charm person and infernal healingISWG each once per day.
Signifier Mask
Upon initiation, a Hellknight signifer receives a mask, often devoid of eyeholes or other personal features. This mask doesn’t obscure the signifer’s vision, and while wearing it he gains a +2 competence bonus on Sense Motive checks and on saving throws against spells and abilities that rely on visual effects.
Cloak of Fiery Vanishing
This thick leather cloak is charred and blackened around the edges and smells faintly of soot. Once per day, when subject to an effect that deals fire damage, the wearer can spend an immediate action while obscured by the flames to become invisible, leaving behind an illusory pile of ashes and bones, as if he had been slain by the fire effect. The wearer’s invisibility and his illusory remains last for 5 rounds or until the wearer attacks any creature. Creatures that study or interact with the ashes can make a DC 11 Will save to disbelieve the illusion, though this does not end the invisibility effect.
Deathwatch Eyes
These blood red crystal lenses fit snugly over the wearer’s eyes. The wearer gains the constant effects of the deathwatch spell.
Clear Spindle (Normal) Ioun Stone
Description
Sustains creature without food or water.
Resonance
Protection from possession and mental control (as protection from evil).
Wayfinder
A small magical device patterned on the design of ancient Azlanti relics, a wayfinder is a compact compass typically made from silver and bearing gold accents. While it serves as a badge of office for agents of the Pathfinder Society, a wayfinder is as much a handy tool as a status symbol. With a command word, you can cause a wayfinder to shine (as the light spell). A wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders feature a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits as if it were orbiting your head; some ioun stones can grant additional powers once they are fitted into a wayfinder, at the GM’s discretion.
Slippers of Cloudwalking
The wearer of these slippers may walk on air (as the spell air walk) for up to 10 minutes per day, which may be used in 1-minute increments and requires no action to activate. However, she may only walk on air within or on top of natural or magical mist or fog, including fog-like gases such as those created by acid fog, cloudkill, incendiary cloud, or stinking cloud. Walking on top of such clouds carries no danger for the wearer, but walking through the cloud has its normal effect.
Explorer's Pith Helmet
This colonial-style helmet protects the wearer from jungle nuisances. The wearer is affected by a constant endure elements effect (as the spell, hot weather only) and gains a +4 competence bonus on saving throws against the distraction ability of swarms. In addition, once per day the wearer can conjure an invisible porter that acts as either a floating disk or an unseen servant (wearer’s choice).
Serpent Belt (Greater)
This belt functions as a serpent belt, except it grants the wearer a +2 enhancement bonus to Strength and Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. When the wearer animates the belt as a venomous or constrictor snake, she may speak a second command word to give the snake the advanced, celestial, entropic (Bestiary 2), fiendish, or resolute (Bestiary 2) simple template. Adding a planar template changes the snake’s alignment to that of the corresponding planes.
Bag of Holding III
This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount.
This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below.
Bag Bag Weight Contents Limit Contents Volume Limit Price
Type I 15 lbs. 250 lbs. 30 cubic ft. 2,500 gp
Type II 25 lbs. 500 lbs. 70 cubic ft. 5,000 gp
Type III 35 lbs. 1,000 lbs. 150 cubic ft. 7,400 gp
Type IV 60 lbs. 1,500 lbs. 250 cubic ft. 10,000 gp
If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold,in which case retrieving a specific item is a full-round action.
Magic items placed inside the bag do not offer any benefit to the character carrying the bag.
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.
Headband of Mental Prowess (+2) (Wis, Cha)
This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer’s brow as if it were a third eye in the middle of her forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye.
The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence.
Necklace of Adaptation
This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Ring of Mind Shielding
This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.
Ring of Energy Shroud (Fire)
A ring of energy shroud always appears to be glass or crystal in construction, tinted in a red, green, blue, or yellow hue.
Closer inspection reveals a small band of metal within the glass or crystal. Treasured by frontline fighters and anyone with a trusted evoker ally, rings of energy shroud normally function as a minor ring of energy resistance. However, once per day as an immediate action, the ring’s wearer can negate the damage of an incoming acid, cold, electricity, or fire energy effect for himself (but not for other creatures affected by the spell or effect), transforming that damage into a shroud of energy that wreathes the wearer’s body acting as if under the effects of the elemental aura spell (Advanced Player’s Guide). The elemental aura effect has the same energy type of the damage negated.
Wand of Infernal Healing (47/50)
Wand of Cure Light Wounds (50/50)
Wand of Infernal Healing (22/50)
Wand of Cure Light Wounds (35/50)
Wealth 12gp