Redeemer

Ven Vega's page

520 posts. Alias of wehrpig.


Full Name

Ven Vega

Race

Samsaran

Classes/Levels

Psychic (Amnesiac) 5; Perception +9, Init+1, AC 12, HP 19/34, Fort +1, Ref+2, Will +5, Crossbow +3 (1-8/x2)

Resources:
Bolts: 30 Sp: 0/7 1st; 5/5 2nd PP 3/5pts DH 7/8 MM Wand 44/48
Sanity:
ss: 46, st: 4, se: 23

Gender

M

Size

M

Alignment

LN

Occupation

Professor of Antiquities

Strength 7
Dexterity 12
Constitution 10
Intelligence 19
Wisdom 12
Charisma 16

About Ven Vega

Ven Vega
Male samsaran psychic (amnesiac) 5 (Pathfinder RPG Bestiary 4 230, Pathfinder RPG Occult Adventures 60, 104)
LN Medium humanoid (samsaran)
Init +1; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 34 (5d6+4)
Fort +1, Ref +2, Will +5; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 light mace +1 (1d6-1) or
. . dagger +0 (1d4-2/19-20) or
. . quarterstaff +0 (1d6-2)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks dark half (2 bleed, 8 rounds/day), phrenic amplifications (overpowering mind[OA], will of the dead[OA]), phrenic pool (5 points)
Spell-Like Abilities (CL 5th; concentration +8)
. . 1/day—comprehend languages, deathwatch, stabilize
Psychic Spell-Like Abilities (CL 5th; concentration +9)
. . 1/day—detect thoughts (DC 14)
Psychic (Amnesiac) Spells Known (CL 5th; concentration +9)
. . 2nd (5/day)—alter self, invisibility
. . 1st (7/day)—charm person (DC 17), magic missile, ray of enfeeblement (DC 15)
. . 0 (at will)—detect magic, detect psychic significance[OA], ghost sound (DC 14), light, mage hand, read magic
. . Psychic Discipline Abomination
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 10, Int 19, Wis 12, Cha 16
Base Atk +2; CMB +0; CMD 11
Feats Greater Spell Focus (enchantment), Persistent Spell[APG], Spell Focus (enchantment)
Traits magical lineage, methodical mind (local, religion, history; local, religion, history, history)
Skills Acrobatics -2 (-6 to jump), Bluff +11, Diplomacy +11, Intimidate +7, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +8, Perception +9, Sense Motive +5, Spellcraft +8, Stealth +2
Languages Abyssal, Aklo, Celestial, Common, Draconic, Samsaran, Thassilonian
SQ amnesia spell slots, amnesia spell slots, mystic past life[ARG], repressed memories, spell recollection
Combat Gear elixir of truth, scroll of summon monster iii, wand of command (38 charges); Other Gear +1 light mace, crossbow bolts (40), dagger, light crossbow, quarterstaff, amulet of natural armor +1, backpack, bedroll, candle (3), flint and steel, paper, scroll case, 24 gp, 4 sp, 7 cp
--------------------
Special Abilities
--------------------
Amnesia Spell Slots (1st-Level spells, 2/day) Recall a spell from the psychic list.
Amnesia Spell Slots (2nd-Level spells, 1/day) Recall a spell from the psychic list.
Dark Half (2 bleed, 8 rounds/day) (Su) Dark side grants spells bleed damage to one target.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystic Past Life (-Choose-) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be t
Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Phrenic Pool (5/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Repressed Memories Your past is blank slate, your memories gone.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Recollection (1/hour) (Ex) Recollect a spell from the psychic spell list.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

4th Level Stats:

Ven Vega
Male samsaran psychic (amnesiac) 4 (Pathfinder RPG Bestiary 4 230, Pathfinder RPG Occult Adventures 60, 104)
LN Medium humanoid (samsaran)
Init +1; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 27 (4d6+3)
Fort +1, Ref +2, Will +5; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 light mace +1 (1d6-1) or
. . dagger +0 (1d4-2/19-20) or
. . quarterstaff +0 (1d6-2)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks dark half (1 bleed, 8 rounds/day), phrenic amplifications (overpowering mind[OA], will of the dead[OA]), phrenic pool (5 points)
Spell-Like Abilities (CL 4th; concentration +7)
. . 1/day—comprehend languages, deathwatch, stabilize
Psychic Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—detect thoughts (DC 14)
Psychic (Amnesiac) Spells Known (CL 4th; concentration +8)
. . 2nd (4/day)—alter self, invisibility
. . 1st (7/day)—charm person (DC 17), magic missile, ray of enfeeblement (DC 15)
. . 0 (at will)—detect magic, detect psychic significance[OA], ghost sound (DC 14), light, mage hand, read magic
. . Psychic Discipline Abomination
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 10, Int 19, Wis 12, Cha 16
Base Atk +2; CMB +0; CMD 11
Feats Greater Spell Focus (enchantment), Spell Focus (enchantment)
Traits magical lineage, methodical mind (local, religion, history; local, religion, history, history)
Skills Acrobatics -2 (-6 to jump), Bluff +10, Diplomacy +10, Intimidate +7, Knowledge (arcana) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +9, Perception +8, Sense Motive +5, Spellcraft +8, Stealth +2
Languages Abyssal, Celestial, Common, Draconic, Samsaran, Thassilonian
SQ amnesia spell slots, amnesia spell slots, mystic past life[ARG], repressed memories, spell recollection
Combat Gear elixir of truth, scroll of summon monster iii, wand of command (38 charges); Other Gear +1 light mace, crossbow bolts (40), dagger, light crossbow, quarterstaff, amulet of natural armor +1, backpack, bedroll, candle (3), flint and steel, paper, scroll case, 24 gp, 4 sp, 7 cp
--------------------
Special Abilities
--------------------
Amnesia Spell Slots (1st-Level spells, 1/day) Recall a spell from the psychic list.
Amnesia Spell Slots (2nd-Level spells) Recall a spell from the psychic list.
Dark Half (1 bleed, 8 rounds/day) (Su) Dark side grants spells bleed damage to one target.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystic Past Life (-Choose-) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be t
Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
Phrenic Pool (5/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Repressed Memories Your past is blank slate, your memories gone.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Recollection (1/hour) (Ex) Recollect a spell from the psychic spell list.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

3rd Level Stats:

Ven Vega
Male samsaran psychic (amnesiac) 3 (Pathfinder RPG Bestiary 4 230, Pathfinder RPG Occult Adventures 60, 104)
LN Medium humanoid (samsaran)
Init +1; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 20 (3d6+2)
Fort +1, Ref +2, Will +4; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-2/19-20) or
. . quarterstaff -1 (1d6-2)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks dark half (1 bleed, 7 rounds/day), phrenic amplifications (overpowering mind[OA], will of the dead[OA]), phrenic pool (4 points)
Spell-Like Abilities (CL 3rd; concentration +6)
. . 1/day—comprehend languages, deathwatch, stabilize
Psychic Spell-Like Abilities (CL 3rd; concentration +7)
. . 1/day—detect thoughts (DC 14)
Psychic (Amnesiac) Spells Known (CL 3rd; concentration +7)
. . 1st (6/day)—charm person (DC 17), magic missile, ray of enfeeblement (DC 15)
. . 0 (at will)—detect magic, detect psychic significance[OA], light, mage hand, read magic
. . Psychic Discipline Abomination
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 10, Int 18, Wis 12, Cha 16
Base Atk +1; CMB -1; CMD 10
Feats Greater Spell Focus (enchantment), Spell Focus (enchantment)
Traits magical lineage, methodical mind (local, religion, history; local, religion, history, history)
Skills Bluff +9, Diplomacy +9, Intimidate +7, Knowledge (arcana) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +9, Perception +7, Sense Motive +5, Spellcraft +8, Stealth +2
Languages Abyssal, Celestial, Common, Draconic, Samsaran, Thassilonian
SQ amnesia spell slots, amnesia spell slots, mystic past life[ARG], repressed memories, spell recollection
Combat Gear potion of cure light wounds; Other Gear crossbow bolts (40), dagger, light crossbow, quarterstaff, amulet of natural armor +1, backpack, bedroll, candle (3), flint and steel, paper, scroll case, 24 gp, 4 sp, 7 cp
--------------------
Special Abilities
--------------------
Amnesia Spell Slots Recall a spell from the psychic list.
Amnesia Spell Slots (1st-Level spells, 1/day) Recall a spell from the psychic list.
Dark Half (1 bleed, 7 rounds/day) (Su) Dark side grants spells bleed damage to one target.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystic Past Life (-Choose-) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be t
Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
Phrenic Pool (4/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Repressed Memories Your past is blank slate, your memories gone.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Recollection (1/hour) (Ex) Recollect a spell from the psychic spell list.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

2nd Level Stats:

Ven Vega
Male samsaran psychic (amnesiac) 2 (Pathfinder RPG Bestiary 4 230, Pathfinder RPG Occult Adventures 60, 104)
LN Medium humanoid (samsaran)
Init +1; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d6+1)
Fort +0, Ref +1, Will +4; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-2/19-20) or
. . quarterstaff -1 (1d6-2)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks dark half (1 bleed, 7 rounds/day), phrenic amplification (overpowering mind[OA]), phrenic pool (4 points)
Spell-Like Abilities (CL 2nd; concentration +5)
. . 1/day—comprehend languages, deathwatch, stabilize
Psychic Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—detect thoughts (DC 14)
Psychic (Amnesiac) Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—charm person (DC 16), ray of enfeeblement (DC 15)
. . 0 (at will)—detect magic, detect psychic significance[OA], light, mage hand, read magic
. . Psychic Discipline Abomination
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 10, Int 18, Wis 12, Cha 16
Base Atk +1; CMB -1; CMD 10
Feats Spell Focus (enchantment)
Traits magical lineage, methodical mind (local, religion, history; local, religion, history, history)
Skills Bluff +7, Diplomacy +7, Intimidate +7, Knowledge (arcana) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +9, Perception +5, Sense Motive +5, Spellcraft +8, Stealth +2
Languages Abyssal, Celestial, Common, Draconic, Samsaran, Thassilonian
SQ amnesia spell slots, amnesia spell slots, mystic past life[ARG], repressed memories, spell recollection
Other Gear crossbow bolts (40), dagger, light crossbow, quarterstaff, backpack, bedroll, candle (3), flint and steel, paper, scroll case, 24 gp, 4 sp, 7 cp
--------------------
Special Abilities
--------------------
Amnesia Spell Slots Recall a spell from the psychic list.
Amnesia Spell Slots (1st-Level spells, 1/day) Recall a spell from the psychic list.
Dark Half (1 bleed, 7 rounds/day) (Su) Dark side grants spells bleed damage to one target.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystic Past Life (-Choose-) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be t
Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
Phrenic Pool (4/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Repressed Memories Your past is blank slate, your memories gone.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Recollection (1/hour) (Ex) Recollect a spell from the psychic spell list.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

1st level stats:

Ven Vega
Male samsaran psychic (amnesiac) 1 (Pathfinder RPG Bestiary 4 230, Pathfinder RPG Occult Adventures 60, 104)
LN Medium humanoid (samsaran)
Init +1; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 6 (1d6)
Fort +0, Ref +1, Will +3; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -2 (1d4-2/19-20) or
. . quarterstaff -2 (1d6-2)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks dark half (1 bleed, 6 rounds/day), phrenic amplification (overpowering mind[OA]), phrenic pool (3 points)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—comprehend languages, deathwatch, stabilize
Psychic (Amnesiac) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—charm person (DC 16), ray of enfeeblement (DC 15)
. . 0 (at will)—detect magic, light, mage hand, read magic
. . Psychic Discipline Abomination
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 10, Int 18, Wis 12, Cha 16
Base Atk +0; CMB -2; CMD 9
Feats Spell Focus (enchantment)
Traits magical lineage, methodical mind (local, religion, history; local, religion, history, history)
Skills Diplomacy +7, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Perception +5, Sense Motive +5, Stealth +2
Languages Abyssal, Celestial, Common, Draconic, Samsaran, Thassilonian
SQ amnesia spell slots, amnesia spell slots, mystic past life, repressed memories, spell recollection
Other Gear crossbow bolts (20), dagger, light crossbow, quarterstaff, backpack, bedroll, candle (3), flint and steel, paper, scroll case, 26 gp, 4 sp, 7 cp
--------------------
Special Abilities
--------------------
Amnesia Spell Slots Recall a spell from the psychic list.
Amnesia Spell Slots (1st-Level spells, 1/day) Recall a spell from the psychic list.
Dark Half (1 bleed, 6 rounds/day) (Su) Dark side grants spells bleed damage to one target.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystic Past Life (-Choose-) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be t
Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
Phrenic Pool (3/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Repressed Memories Your past is blank slate, your memories gone.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Recollection (1/hour) (Ex) Recollect a spell from the psychic spell list.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Appearance:

Ven always wears his black, horn-rimmed eye glasses - even though he doesn't require them to correct his vision. Ven associates his sense of self and his intellectual prowess with the spectacles. Ven will recover the glasses at all cost if they are knocked off or lost in some manner. He habitually adjusts the glasses on his nose and nervously takes them off and then puts them back on for no reason.

Ven is an immaculate dresser. When possible, he typically dresses in a collared button down shirt, a sweater vest and bow tie. Ven believes that his clothes reflect both his superior intelligence and his station as a professor. Subconsciously, his perfectly pressed suit and flawless tie knot are his way of maintaining control over the chaos of his mental state.

In contrast to his clothing, Ven's physical appearance is often in disarray. His unruly hair and beard are too long by far and are rarely combed. His body is unnaturally thin and has a sickly, jaundice-like appearance. For Ven, it is always mind over body. He believes that any time spent on maintaining his physical appearance is time that could be better spent on mental conditioning.

Personality:

I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.

Background:

Level Progression:

Feats/Traits
T1. Magical Lineage (Charm Person)
1. Spell Focus (Enchantment)
3. Greater Spell Focus (Enchantment)
5. Persistent Spell
7. Heighten Spell
9. Mage's Tattoo
11. Expanded Arcana
13. Quicken Spell
15. Spell Perfection
17. Spell Penetration

Spells
1. Charm Person, Mage Hand, Detect Magic, Light
2. Detect Psychic Significance
3. Magic Missile
4. Ghost Sound, Silent Image, Invisibility
5. Remove Fear
6. Suggestion, Haste
7. Mirror Image
8. Fly, Confusion
9. Dispel Magic
10. Charm Monster, Dominate Person
11. See Invisibility, Gaseous Form, Condensed Ether
12. Teleport, Greater Create Mindscape
13. Freedom of Movement, Etheric Shards
14.
15. Possession
16.
17.
18.
19.
20.

Occultist Enchantment Spells
ID Insinuation I (2nd)
Demand Offering (2nd)
Inflict Pain (2nd)
Babble (3rd)
ID Insinuation II (3rd)
Synaptic Pulse (3rd)
Mindwipe (4th)

Samsaran Mystic Past Life:

Mystic Past Life (Su) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past

Additional Psychic Spells (5):
6th- Heal (Occultist, 6th Level)
1st Cure Light Wounds (Occultist, 1st Level)
2nd - Lesser Restoration (Spiritualist)
1st - Protection vs Evil (Spiritualist)
5th - Breath of Life

Loot:

Ven's magical scan turns up the aforementioned items: Zandalus's mace and inside his pouch, which holds three magical potions, as well as the Tatterman's ring and war razor. He also detects some magic from the area of his mattress. There, you find a stack of pouches holding various items, including 50 gold, a wand, a vial of magical liquid, and a sroll. There is also a heavy tome, locked with a bronze binding and titled the 'Chain of Nights'.

Laslty, there are hundreds of sketches pinned to the walls. They contain numerous repeated images: swirling skies, empty cities, towering monoliths and threatening figures cloaked by mist. The city images evoke a spark of memory from your wakening dream in Briarstone. The depictions of monoliths appear to be the same object but in several different locales, and not just fanciful impressions.

While unsettling, Zandalus's work is known among the avante-garde of Versex's artistic circles. They might fetch a significant price from the right buyer.

You have recovered The Chain of Nights, a tome of occult lore given by Lowls to Briarstone's administrator Doctor Losandro. Its contents are yet unknown to you, but it was certainly related to the disastrous events at Briarstone, including the oneirogen and yellow fog, the vivid dreams of Ulver Zandalus, and the Tatterman.

When you have a spare minute, you identify some of the magic items: ring of protection +1, +1 war razor, +1 light mace, oil of magic weapon, potion of bear's endurance, potion of invisibility, wand of command (38 charges), elixir of truth, and scroll of summon monster III.

Wand of Magic Missiles

script:

[dice=Archon attack]1d20+3[/dice]; ranged touch
[dice=damage]1d6[/dice]

[dice=Archon attack]1d20+3[/dice]; ranged touch
[dice=damage]1d6[/dice]

[dice=Magic Missile damage]3d4+3[/dice] +2 bleed

wand of cure moderate wounds (14 charges), wand of invisibility (7 charges)