Character of Trinsic Tales: Planescapes played August 24, 2012 to --
|Elspeth Innle||Zaniel||Elf||5' 4"/84 lbs.||Dark Blue/Green||
|Medium||Female||120 yrs.||Pale||Lawful Good||None|
|Feats||Class Features||Racial Features|
|Skill Name||Bonus||Skill Name||Bonus||Skill Name||Bonus|
|Concentration||+1||Know (Arch. & Eng.)||+3||Search||+17|
|Craft||+3||Know (Dungeoneering)||+3||Sense Motive||+3|
|Decipher Script||+3||Know (Geography)||+3||Sleight Of Hand||+5|
|Disable Device||+3||Know (Local)||+3||Spot||+17|
|Escape Artist||+5||Know (Nob. & Royal.)||+3||Swim||+13|
|Forgery||+3||Know (The Planes)||+3||Tumble||+19|
|Gather Information||+1||Know (Religion)||+3||Use Magic Device||+1|
|Handle Animal||+1||Listen||+17||Use Rope||+7|
|Item Uses and Spells|
- 0 pp 365 gp 8 sp 10 cp
|Arrows||Quiver, Wulfric's Haversack||60|
Ammunition - Hardness: 5 Size: Medium
|It's a backpack. It holds stuff.|
|Bedroll (Sleeping Bag)||Backpack||1|
|You never know where you're going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.|
|Cold Weather Outfit||Backpack||1|
|A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.|
|Dragonbone Composite +2 Longbow||Weapon||1|
Martial Two-Handed Projectile Critical: 20 x3 Range: 130 ft Type: Piercing Size: Medium Damage: 1d8
Contains: Bow Blade
|Gloves of Agile Striking||Hands||1|
|A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. You can carry a lamp in one hand.|
|Mantle of the Predator||Back||1|
Aura: Faint; (DC 17) transmutation
This short, flexible cape is made from tiger skin and feels warm to the touch.
|This pair of metal bracers can be worn in addition to some other types of armor to provide an additional armor bonus that stacks with both the foundation armor and any shield worn. You can wear dastana with padded, leather, or chain shirt armor. You need the Armor Proficiency (light) feat to wear dastana without penalty.|
|Mirror, Small Steel||Haversack||1|
|A polished steel mirror is handy when you want to look around corners, signal friends with reflected sunlight, keep an eye on Medusa, make sure you look good enough to present yourself to the queen, or examine wounds that you've received on hard-to-see parts of your body.|
Size: Light Maximum Dexterity Bonus: +6 Armor Check Penalty: 0 Arcane Spell Failure Chance: 10% Armor Bonus: +4
Contains: 2 Sleeve Blades
|A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.|
You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.
Martial One-Handed Melee Critical: 18–20/×2 Type: Piercing Damage: 1d6
|Ring of the Darkhidden||Finger||1|
|More than a dozen etchings of closed eyes circle this tarnished silver ring.|
You are invisible to darkvision, although you are fully visible in normal light.
|Ring of Feather Falling||Finger||1|
This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
|Length: 50 ft.|
This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.
|For use in distractions and getting someone's attention|
Contains: 2 Boot Blades
|These are special boot tips and gloves with reinforced fingertips that hold small receptacles for stoneburn acid (see Alchemical Items, below). When pressure is applied to these compartments, the acid is released onto whatever surface is being pressed. If the surface is stone, the finger or boot tips immediately burn a small divot that can be used as a hand or foothold. Using stoneburners along with stoneburn acid provides you a +2 circumstance bonus on Climb checks on stone surfaces. This does not stack with the bonuses provided by climber’s kits, spelunker’s kits, or spider kits. Stoneburners are typically used by drow who are in a hurry and are not picky about leaving behind a permanent trail.|
A single flask of stoneburn acid provides enough substance for a wearer of stoneburners to climb up to 200 feet.
|This substance is a weaker form of alchemist’s mineral acid. It harms only stone and other minerals. It is not effective as a splash weapon, because it requires both contact and pressure to fully dissolve the exposed material. Otherwise, it just makes small pocks in a surface. When you apply it with pressure against rock or other minerals, it ignores hardness and deals 2d6 points of damage. This dissolution happens almost instantly, after which the acid becomes inert. Therefore, it is only useful for digging small divots into a stone surface or small openings in very thin walls. It works best when used with stoneburners.|
|Trail Mix, Beef Jerky, Cookies.|
|Vest of Resistance +1||Torso||1|
Aura: Moderate; (DC 20) abjuration
A vest of resistance offers magical protection in the form of a +1 to +5 resistance bonus on saving throws.
|A waterskin is a leather pouch with a narrow neck that is used for holding water.|
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Small Mannerisisms Info Section.
Small Background Info Section.
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