Keket (level 27)
Female human Cleric 20 / Epic 7
Str 0 Dex 0 Con 2 Int 3 Wis 5 Cha 5 (adds: wis 1, cha 2, con 2)
HP ?? AC ?? Speed 30
Mana 40?
Saves: Wis, Cha
Skills
- Faith +13
- Insight +13
- Medicine +13
- Perception +13
- Persuasion +13
Domains
- Invocation (divinity) (free)
- Invocation (radiance)
- Invocation (shadow) (bonus from talent)
- Mentalism (empathy)
Talents
- Avatar: 3 rds/day, gain +1 size, triple HP (avatar has its own pool of HP), all death/LoC effects instead cause damage equal to your normal max HP instead of their usual effect.
- Aspect of Divinity: Deflection (gain +Cha to AC)
- Extra Domain: Darkness
- Divine Health: your body is perpetually fit and healthy. You are immune to nonmagical disease, and have advantage against magical disease and poison.
- Slippery Mind: adv vs charm/compulsion, Wis save to end each rd even if not allowed
Epic Boons
- Boon of Fortitude: +40 HP
- Boon of Immortality: no aging
- Boon of Irresistible Offense: bypass all resistance
- Boon of Magic Resistance: advantage vs all spells/magic
- Boon of Truesight: true seeing, 60-ft
- Boon of Godly Flesh: DR 10 against damage not caused by a god
Powers
- Casting skill: Faith (+13)
- Light damage: 6d4+13 (avg: 28)
- Medium damage: 6d8+13 (avg: 40)
- Heavy damage: 6d12+13 (avg: 55)
Cantrips
- Illumination: swift, emanation 10; you shed warm light, bright enough to see easily, but not piercing to the eyes (of morally-upstanding folk). Any magic or magical creature within the radious which is considered profane to your faith is highlighted by the light, even if the magic or creature was otherwise concealed.
- Manifest: see SRD
First-level
- Emotion: Single action, range 10; subject is affected by a single, powerful emotion. Choose one of the following:
- Calm: Subject immediately ceases all action and contemplates life. Wisdom save ends; any hostility against target ends the effect. Can also use on an ally to nullify a negative emotion effect or berserker rage.
- Desire: Subject is overcome with desire for caster or another of caster's choice, undermining his judgment. Rules TBD.
- Fear: Subject becomes frightened, ceasing all action but to flee and defend himself. Wisdom save ends after first round.
- Resolve: Subject's will is hardened; he gains advantage to all saving throws for 1 minute.
- Rage: Subject immediately becomes hostile to everyone. Wisdom save ends.
- Power Word: Shield: Medium range, swift; with a single word, you call upon your faith to protect the subject. They gain Absorb 100% (all), to a limit equal to a heavy damage roll, expiring in 5 rounds.
- Also: Your Power Word: Shield inflicts radiant damage to attackers in the amount that they deplete its absorption.
- Searing Light: Long range; medium radiant damage, or heavy to an undead or outsider. Causes blindness (Con negates) for 1 rd.
- One more
Second-level
- Aura: Emanation 10, concentration; you are surrounded by an aura of holy light, inspiring your allies. Choose a type:
- Radiance: allies gain Fast Healing 10% and immunity to fear.
- Tranquility: allies gain advantage to Int/Wis/Cha checks, +1 temporary Mana/rd.
- Wrath: enemies suffer 50% retributive radiant damage when attack allies; allies gain advantage to attack rolls.
- Exorcism: Medium range, swift; subject is freed of one ongoing compulsion or charm effect, or of any magical effect initatied by an extraplanar creature, or of possession by an outsider or incorporeal spirit. In the case of dispelling, no check is required if your Mana cost meets or exceeds that of the targeted effect, otherwise (or always, in the case of possession) a contest of wills is required.
- Pain Suppression: swift action, touch; you absorb subject's pain, making them mostly immune: ignoring pain effects, and gaining the ability to take actions while disabled or dying. Rules TBD
- Mind Flay: single action, medium range; target suffers medium psychic damage plus ''wracked'' (unable to act) for 1 rd (Wis negates).
Third-level
- Pillar of Light: swift, centered circle 2; allies within circle cannot be harmed, nor can they inflict harm on others. Does not protect them from being pushed or pulled out of the area. Lasts 1 round, but can be sustained for 1 Mana per round (you must remain in the area to do so).
- Death Ward: Medium range, swift; subject gains a ward against death effects. The next effect which causes death, enervation, or permanent ability drain is negated, ending this spell. Lasts 24 hours, or until used or dispelled.
- Revivify: Touch, swift; dead or dying subject is returned to life at 1 HP (must not have been dead longer than 1 minute).
- Repentance: Medium range, swift; subject is unable to take any action but to contemplate their moral choices in life (Wis ends, also ends if subject is harmed). Lasts up to 3 rounds.
Fourth-level
- Greater Emotion: As [[Emotion]], but affects all targets in a 10-ft burst. Alternatively, a single target within range 10 gains one of the following effects:
- '''Despair:''' Subject takes no actions at all, even if attacked and harmed.
- '''Love:''' Subject loves you and no concern--not allies, nor even his own life--stands in the way.
- '''Zeal:''' Subject is so self-assured, he becomes immune to all mental control effects for 1 minute.
- Others TBD
- Power Word: Sanctuary: Medium range, swift; subject is rendered invulnerable, but unable to take hostile actions. Lasts up to 2 rounds, or until dismissed by you or the subject, or dispelled.
- Wall of Light: range 10, wall 1/level; crossing the wall heals allies for medium damage (max once/rd), harms enemies for same (undead and outsiders double), blocks line of effect for harmful spells.
- Shadow Binding: Shadowy tentacles grab your foes. TBD
Fifth-level
- Dark Star: Std; you call forth a Dark Star, a mote of perfect blackness that absorbs absolutely anything it touches. While it's under your command, once/rd as a free action, you can direct it to attack anyone within 30 ft. Roll your casting skill vs touch AC; on success, target suffers heavy disintegration damage. If you fail to control it in a given round, it acts as it pleases. To end the spell, you must force it not to attack anything for 3 rounds, after which it burns out.
- Each time it deals damage, it gets a little bigger, gaining +1 to range and damage, but also to control DC.
- Consecrate: Swift, centered circle 3, 3 rds; area is designated as holy ground. All profane magic and creatures suffer light radiant damage on turn start while in area. For each ongoing effect originated by such creatures, roll a Faith check against its DC; on success, the effect ends.
- Lightform: swift, concentration, costs 2 Mana/rd; you become an incorporeal form of light, immune to damage, but unable to take physical actions besides flying (movement = 150% walking speed, perfect maneuverability). You may cast Light spells, and you gain a natural "attack", which is a medium-range beam that heals allies or harms enemies for medium radiant damage (double vs undead/outsiders).
- Mind Control: std action, range 10, concentration; you make eye contact with target, and control their actions (on your Initiative) while your body remains motionless and unaware. Subject is allowed Cha to negate initially, and again once/rd to end the effect.
Sixth-level
- Power Word: Heal: swift, rg20; target is healed to 100% of max HP.
- Redemption: Medium range, std; sufficiently-evil subject is faced with divine judgment, and offered a choice: accept a holy quest to seek redemption, or be annihilated. Cha mitigates annihilation to medium disintegration damage; there is no save against the holy quest.
- Solar Flare: std, range 20, circle 5; on the beginning of the next round, enemies in the area suffer heavy radiant damage.
- Wall of Shadows: swift, range 20, wall 1/level, concentration; 20-ft high wall of absolute darkness blocks line of effect and line of sight. Anyone crossing suffers heavy disintegration damage.
- ?
Seventh-level
- Halo: swift, emanation 10; allies within the radius are healed for medium damage each round, and once per round, each ally may gain either a dispel attempt against any spell affecting them, or a blessing to one action granting them advantage.
- Power Word: Barrier: Swift, centered circle 10, concentration; a barrier of semitransparent radiance surrounds you and your allies. Enemies, and their attacks and spells, cannot cross the barrier, and those inside are compelled to exit immediately (Cha negates, each round). The barrier itself can be attacked; it has Hit Points equal to 500% of a heavy damage roll. You must remain within the area to concentrate on this effect.
- ?
- ?
Eighth-level
- Exultation: swift, range 10; subject gains +200% to current and max HP, and any effect that would cause instant death or loss-of-control instead causes 33% of their new max HP in unavoidable damage (at their option). Lasts 1 minute.
- Reprieve: Std, range 10, 1 hr cooldown; you and allies are teleported to a heavenly realm to rest, reflect, and plan for 10 minutes. When you return, it is exactly the same time and place.
- ?
- ?
Ninth-level
- Choir of Judgment: std action, range 20; a chorus of angelic voices sings the judgment of Heaven upon your chosen foe. In the first round, a ray of golden light pierces the sky, and the body of your target, inflicting heavy radiant damage (no save). Each subsequent round, this repeats, and a new beam is added, as new voices join the chorus. If the subject survives 7 rounds, the effect ends.
- Vengeful Gaze of God: std, close burst 5; for an instant, you reveal the true face of God, to the horror of infidels. Enemies suffer the following effects: death, blindness, stunned, each lasting 3 rounds (where applicable) and allowing a save to negate (Con for death, Wis for blindness, Cha for stun). For each effect avoided by any means, the subject suffers medium radiant damage.
- ?
- Star of the Void: Std, range 30-ft; you create a sphere of annihilation, one of the most dangerous objects in existence. On your turn, you (and anyone else who knows this spell), can attempt to direct the motion of the sphere by passing a DC 10 Charisma check. On success, you direct its actions. On failure, it directs its own. It can move up to 10 squares per round, and anyone it touches must pass a Dex save (same DC as the control check) or be completely annihilated from existence. Each time it annihilates a creature, its DC and movement increases by 5. Annihilating 10 square feet of matter increases the DC and movement by 1 (which it can do in lieu of 2 squares of movement). Each round it fails to annihilate anything, its DC and movement decreases by 5. To end the spell, you must force it to remain motionless until the DC decreases to 0. Note: you may optionally increase the starting DC beyond 10 to any number up to your caster level. If you're insane.
Rituals
1st level
- Water Walk: At-will, swift, short range, reserve; subject can walk on water.
- Zone of Truth: Centered circle 5 silences all falsehoods spoken aloud.
2nd level
- Augury: At-will, 1-min, 1 silver coin (value 1 sp); for any given proposed action, you learn whether the action will lead to weal, woe, weal and woe, or neither.
- Restoration: 10-min cast, reagents (variable); heals subject's ability damage. For each point healed, subject gains 1 Fatigue; cannot heal beyond subject's Fatigue threshold. For each point healed, costs 1 sp of spell reagents.
3rd level
- Dismissal: Banishes an extraplanar creature back to its home plane.
- Zone of Respite: Subjects in circle become impervious to divinations.
4th level
- Psychic Chirurgery: Repairs damage to subject's mind.
5th level
- Raise Dead: restore life to the recently deceased.
Equipment
Vestments of the Golden Queen
Legendary magic item, attuned
These vestments, curiously, take the form of a gold-flecked liquid in a crystal vial. To don them, one must strip nude, and pour the viscous fluid onto herself, such that it flows down her length. As it does so, it may be spread to cover whichever portions of the body the wearer chooses. The liquid feels cool and wet, though it leaves no residue.
Soon after pouring, the "cloth" sets, taking the appearance of a sheath of form-fitting solid gold, polished to a bright shine. When the wearer moves, the fluid gold moves with her. It is skin-tight, enough so to leave nothing to the imagination, but does not bind to the skin; rather, it wraps around it almost frictionlessly, so that as she moves, it slides along her skin to maintain its shape while not restricting her movement.
The "cloth" transmits all sensation, "breathing" as well as nothing at all. As such, it is a poor defense against the elements, or against attackers. However, on command, it can harden, spreading to cover the entire body, and gains the strength of steel. These particular vestments have been crafted such that, when the command words are uttered, the gold also forms a headress, resembling a hawk's wings spread, alternating between gold and blue feathers, and atop the crown is a ring of vipers surrounding upturned bovine horns.
- Effect: As clothing, no effect. Provides the same protection from the elements as nudity. As armor, see below.
- Armor of the Golden Queen: Encounter, immediate; activates armor mode, transforming the wearer into the Golden Queen. She gains the following traits until the power is dismissed:
- AC 18 + Dex
- Immunity to acid damage or any form of corrosion.
- Immune to any effect that necessarily mars the appearance in order to function.
- Optionally, wearer may shed brilliant sunlight in a 10-square emanation. Sunlight has same effect as natural sunlight to vulnerable creatures.
- Wings of the Sun: At-will, free; wearer sprouts translucent, angelic wings made of golding sunlight. While active, she may levitate 5-50 ft off the ground, with horizontal movement equal to 50% of her walking speed.
The Salvation of Goruvok
Legendary magic item (attuned)
This staff, wrought of ivory and capped with an angelic visage flanked by six golden wings, was once a fel artifact created by a Netherese warlock who thought to harness the power of the god Garagos, an ancient, primal god of bloodlust and war. The research required to create the staff was his undoing, driving him into madness.
The weapon has since been redeemed and purified, reconsecrated to the Celestial powers.
- +4 to critical range with spells
- at-will, free; you conjure six wings of golden light. Each wing can absorb 50% of any harmful effect (two wings can negate it entirely). Once expended, a wing cannot be summoned again until a long rest.
Basics
- Traveling outfit
- Ritual outfit
- Holy symbol (golden ankh)
- Trail rations
- Waterskin
Keket (level 10)
Female human Cleric 10
Str 0 Dex 0 Con 0 Int 3 Wis 5 Cha 4
HP 48 AC 16 Speed 30
Mana 20
Saves: Wis, Cha
Skills
- Faith +10
- Insight +10
- Medicine +10
- Perception +10
- Persuasion +9
Domains
- Invocation (divinity) (free)
- Invocation (radiance)
- Invocation (shadow) (bonus from talent)
- Mentalism (empathy)
Talents
- Avatar: 3 rds/day, gain +1 size, triple HP (avatar has its own pool of HP), all death/LoC effects instead cause damage equal to your normal max HP instead of their usual effect.
- Aspect of Divinity: Deflection (gain +Cha to AC)
- Extra Domain: Darkness
Powers
- Casting skill: Faith (+10)
- Light damage: 3d4+10
- Medium damage: 3d8+10
- Heavy damage: 3d12+10
Cantrips
- Illumination: swift, emanation 10; you shed warm light, bright enough to see easily, but not piercing to the eyes (of morally-upstanding folk). Any magic or magical creature within the radious which is considered profane to your faith is highlighted by the light, even if the magic or creature was otherwise concealed.
- Manifest: see SRD
First-level
- Emotion: Single action, range 10; subject is affected by a single, powerful emotion. Choose one of the following:
- Calm: Subject immediately ceases all action and contemplates life. Wisdom save ends; any hostility against target ends the effect. Can also use on an ally to nullify a negative emotion effect or berserker rage.
- Desire: Subject is overcome with desire for caster or another of caster's choice, undermining his judgment. Rules TBD.
- Fear: Subject becomes frightened, ceasing all action but to flee and defend himself. Wisdom save ends after first round.
- Resolve: Subject's will is hardened; he gains advantage to all saving throws for 1 minute.
- Rage: Subject immediately becomes hostile to everyone. Wisdom save ends.
- Power Word: Shield: Medium range, swift; with a single word, you call upon your faith to protect the subject. They gain Absorb 100% (all), to a limit equal to a heavy damage roll, expiring in 5 rounds.
- Also: Your Power Word: Shield inflicts radiant damage to attackers in the amount that they deplete its absorption.
- Searing Light: Long range; medium radiant damage, or heavy to an undead or outsider. Causes blindness (Con negates) for 1 rd.
- One more
Second-level
- Aura: Emanation 10, concentration; you are surrounded by an aura of holy light, inspiring your allies. Choose a type:
- Radiance: allies gain Fast Healing 10% and immunity to fear.
- Tranquility: allies gain advantage to Int/Wis/Cha checks, +1 temporary Mana/rd.
- Wrath: enemies suffer 50% retributive radiant damage when attack allies; allies gain advantage to attack rolls.
- Exorcism: Medium range, swift; subject is freed of one ongoing compulsion or charm effect, or of any magical effect initatied by an extraplanar creature, or of possession by an outsider or incorporeal spirit. In the case of dispelling, no check is required if your Mana cost meets or exceeds that of the targeted effect, otherwise (or always, in the case of possession) a contest of wills is required.
- Pain Suppression: swift action, touch; you absorb subject's pain, making them mostly immune: ignoring pain effects, and gaining the ability to take actions while disabled or dying. Rules TBD
- Mind Flay: single action, medium range; target suffers medium psychic damage plus ''wracked'' (unable to act) for 1 rd (Wis negates).
Third-level
- Pillar of Light: swift, centered circle 2; allies within circle cannot be harmed, nor can they inflict harm on others. Does not protect them from being pushed or pulled out of the area. Lasts 1 round, but can be sustained for 1 Mana per round (you must remain in the area to do so).
- Death Ward: Medium range, swift; subject gains a ward against death effects. The next effect which causes death, enervation, or permanent ability drain is negated, ending this spell. Lasts 24 hours, or until used or dispelled.
- Revivify: Touch, swift; dead or dying subject is returned to life at 1 HP (must not have been dead longer than 1 minute).
- Repentance: Medium range, swift; subject is unable to take any action but to contemplate their moral choices in life (Wis ends, also ends if subject is harmed). Lasts up to 3 rounds.
Fourth-level
- Greater Emotion: As [[Emotion]], but affects all targets in a 10-ft burst. Alternatively, a single target within range 10 gains one of the following effects:
- '''Despair:''' Subject takes no actions at all, even if attacked and harmed.
- '''Love:''' Subject loves you and no concern--not allies, nor even his own life--stands in the way.
- '''Zeal:''' Subject is so self-assured, he becomes immune to all mental control effects for 1 minute.
- Others TBD
- Power Word: Sanctuary: Medium range, swift; subject is rendered invulnerable, but unable to take hostile actions. Lasts up to 2 rounds, or until dismissed by you or the subject, or dispelled.
- Wall of Light: range 10, wall 1/level; crossing the wall heals allies for medium damage (max once/rd), harms enemies for same (undead and outsiders double), blocks line of effect for harmful spells.
- Shadow Binding: Shadowy tentacles grab your foes. TBD
Fifth-level
- Dark Star: Std; you call forth a Dark Star, a mote of perfect blackness that absorbs absolutely anything it touches. While it's under your command, once/rd as a free action, you can direct it to attack anyone within 30 ft. Roll your casting skill vs touch AC; on success, target suffers heavy disintegration damage. If you fail to control it in a given round, it acts as it pleases. To end the spell, you must force it not to attack anything for 3 rounds, after which it burns out.
- Each time it deals damage, it gets a little bigger, gaining +1 to range and damage, but also to control DC.
- Consecrate: Swift, centered circle 3, 3 rds; area is designated as holy ground. All profane magic and creatures suffer light radiant damage on turn start while in area. For each ongoing effect originated by such creatures, roll a Faith check against its DC; on success, the effect ends.
- Lightform: swift, concentration, costs 2 Mana/rd; you become an incorporeal form of light, immune to damage, but unable to take physical actions besides flying (movement = 150% walking speed, perfect maneuverability). You may cast Light spells, and you gain a natural "attack", which is a medium-range beam that heals allies or harms enemies for medium radiant damage (double vs undead/outsiders).
- Mind Control: std action, range 10, concentration; you make eye contact with target, and control their actions (on your Initiative) while your body remains motionless and unaware. Subject is allowed Cha to negate initially, and again once/rd to end the effect.
Rituals
1st level
- Water Walk: At-will, swift, short range, reserve; subject can walk on water.
- Zone of Truth: Centered circle 5 silences all falsehoods spoken aloud.
2nd level
- Augury: At-will, 1-min, 1 silver coin (value 1 sp); for any given proposed action, you learn whether the action will lead to weal, woe, weal and woe, or neither.
- Restoration: 10-min cast, reagents (variable); heals subject's ability damage. For each point healed, subject gains 1 Fatigue; cannot heal beyond subject's Fatigue threshold. For each point healed, costs 1 sp of spell reagents.
3rd level
- Dismissal: Banishes an extraplanar creature back to its home plane.
- Zone of Respite: Subjects in circle become impervious to divinations.
4th level
- Psychic Chirurgery: Repairs damage to subject's mind.
5th level
- Raise Dead: restore life to the recently deceased.
Equipment
Silken gown of the Dark Elven Queen
Rare magic item
A gown of sheer silk, layered in hues between lavender and emerald green. It is exquisitely crafted, and happens to be over 13,000 years old.
- Grants +2 AC (+4 in moonlight)
- Shield of Eight Stars: daily, free action, 5 rds; you are surrounded by a glowing halo of 8 stars. Each absorbs 50% damage from any one effect targeting you or an ally within 3 squares. One star consumed per ally protected.
Key-staff of Madryoch
Legendary magic item (attuned)
This staff of polished gold is fitted with 13 rings, each with a unique set of 24 or more symbols. The combinations are virtually limitless, enough to uniquely identify every single dimensional portal ever created, probably in the entire universe. And that is indeed its purpose.
When the right combination is selected, the staff opens a portal to the location designated by the symbols. The portal allows 2-way travel as long as the staff remains within short range of either endpoint, with the right combination showing.
Moreover, whenever the key-staff comes within 5 feet of any portal, the symbols needed to identify it begin to glow. Setting the staff to those symbols will activate the portal.
The key-staff only opens existing portals, save for the one exception: it can return to Madryoch's tower in Inupras at will. It requires no keys to open any portal, and bypasses any restrictions on portal use.
Basics
- Traveling outfit
- Ritual outfit
- Holy symbol (golden ankh)
- Trail rations
- Waterskin
Keket (lowbie)
Female human Cleric 5
Str 0 Dex 0 Con 0 Int 3 Wis 5 Cha 3
HP 24 AC 12 Speed 30
Saves: Wis, Cha
Skills
- Faith +10
- Plus 4
Domains
- Invocation (divinity) (free)
- Invocation (radiance)
- Mentalism (empathy)
Talents
- Pick two
Powers
- Casting skill: Faith (+10)
- Light damage: 2d4+10
- Medium damage: 2d8+10
- Heavy damage: 2d12+10
Cantrips
- Illumination: swift, emanation 10; you shed warm light, bright enough to see easily, but not piercing to the eyes (of morally-upstanding folk). Any magic or magical creature within the radious which is considered profane to your faith is highlighted by the light, even if the magic or creature was otherwise concealed.
- Manifest: see SRD
First-level
- Emotion: Single action, range 10; subject is affected by a single, powerful emotion. Choose one of the following:
- '''Calm:''' Subject immediately ceases all action and contemplates life. Wisdom save ends; any hostility against target ends the effect. Can also use on an ally to nullify a negative emotion effect or berserker rage.
- '''Desire:''' Subject is overcome with desire for caster or another of caster's choice, undermining his judgment. Rules TBD.
- '''Fear:''' Subject becomes frightened, ceasing all action but to flee and defend himself. Wisdom save ends after first round.
- '''Resolve:''' Subject's will is hardened; he gains advantage to all saving throws for 1 minute.
- '''Rage:''' Subject immediately becomes hostile to everyone. Wisdom save ends.
- Power Word: Shield: Medium range, swift; with a single word, you call upon your faith to protect the subject. They gain Absorb 100% (all), to a limit equal to a heavy damage roll, expiring in 5 rounds.
- Also: Your [[Power Word: Shield]] inflicts radiant damage to attackers in the amount that they deplete its absorption.
- Searing Light: Long range; medium radiant damage, or heavy to an undead or outsider. Causes blindness (Con negates) for 1 rd.
Second-level
- Aura: Emanation 10, concentration; you are surrounded by an aura of holy light, inspiring your allies. Choose a type:
- Radiance: allies gain Fast Healing 10% and immunity to fear.
- Tranquility: allies gain advantage to Int/Wis/Cha checks, +1 temporary Mana/rd.
- Wrath: enemies suffer 50% retributive radiant damage when attack allies; allies gain advantage to attack rolls.
- Repentance: Medium range, swift; subject is unable to take any action but to contemplate their moral choices in life (Wis ends, also ends if subject is harmed). Lasts up to 3 rounds.
- Exorcism: Medium range, swift; subject is freed of one ongoing compulsion or charm effect, or of any magical effect initatied by an extraplanar creature, or of possession by an outsider or incorporeal spirit. In the case of dispelling, no check is required if your Mana cost meets or exceeds that of the targeted effect, otherwise (or always, in the case of possession) a contest of wills is required.
Third-level
- Pillar of Light: swift, centered circle 2; allies within circle cannot be harmed, nor can they inflict harm on others. Does not protect them from being pushed or pulled out of the area. Lasts 1 round, but can be sustained for 1 Mana per round (you must remain in the area to do so).
- ?
Rituals
Equipment
Silken gown of the Dark Elven Queen
Rare magic item
A gown of sheer silk, layered in hues between lavender and emerald green. It is exquisitely crafted, and happens to be over 13,000 years old.
- Grants +2 AC (+4 in moonlight)
- Shield of Eight Stars: daily, free action, 5 rds; you are surrounded by a glowing halo of 8 stars. Each absorbs 50% damage from any one effect targeting you or an ally within 3 squares. One star consumed per ally protected.
Key-staff of Madryoch
Legendary magic item (attuned)
This staff of polished gold is fitted with 13 rings, each with a unique set of 24 or more symbols. The combinations are virtually limitless, enough to uniquely identify every single dimensional portal ever created, probably in the entire universe. And that is indeed its purpose.
When the right combination is selected, the staff opens a portal to the location designated by the symbols. The portal allows 2-way travel as long as the staff remains within short range of either endpoint, with the right combination showing.
Moreover, whenever the key-staff comes within 5 feet of any portal, the symbols needed to identify it begin to glow. Setting the staff to those symbols will activate the portal.
The key-staff only opens existing portals, save for the one exception: it can return to Madryoch's tower in Inupras at will. It requires no keys to open any portal, and bypasses any restrictions on portal use.
Basics
- Traveling outfit
- Ritual outfit
- Holy symbol (golden ankh)
- Trail rations
- Waterskin