Poções (WWN pg. 277):

  • 8 Sanctified Healing (5sp cada)
  • 4 Wrathful Detonation (5sp cada)
  • 2 Truthspeaking (2gp)
  • 2 Scalding Breath (1gp)
  • 1 Murderous Anointing (1gp)
  • 4 Acid (5sp cada), acerta o alvo automaticamente, 2d6 de dano e o alvo tem que fazer um save Physical ou perder a próxima Main action

Outros items:

  1. Bow, Large +1, 15gp
  2. Scaled Armor +2 (AC 18), Silent (no penalty to Sneak), 60gp
  3. Small Shield, Fireproof (ignores first 10 points of fire or heat damage per round), 30gp
  4. Elemental Gem, red corundum, se arremessada no chão quebra (apenas um uso) e convoca um Elemental do Fogo que dura até ser destruído ou o amanhecer do dia seguinte, 5gp

Fire Elemental HD6 AC14 Atk +8x2 Move 30’ ML 12 Instinct 4 Skill +2 Saves 11+
Fiery Blow: [Melee] Dmg 3d4 Shock 3/-, Evasion save or target Ignited
Fiery Strike: [Range 150] Dmg 1d6, Evasion save or target Ignited
✪ Fire Burst: [{In}, when hit in melee] Evasion save or target Ignited
Immunities: fire, mundane weapons, poison; Senses: lifesight

An Ignited creature takes 1d6 damage at the start of its turn. If it is still Ignited at the end of its turn it makes a Luck saving throw. On a failure all of its Readied items susceptible to fire gain a point of Item Damage (pg. 2). Spending a Main and Move action to stop, drop, and roll is sufficient to end this condition. Other creatures can spend a Main Action beating out the flames. Immersion in water can also end this condition.

  1. Pedra de convocar elementais da terra, convoca um Elemental da Terra que dura por uma hora ou até ser destruído, depois de usada só pode ser usada novamente após o amanhecer seguinte, 80gp, Encumbrance 2

Earth Elemental
HD6 (30hp) AC16
Attack +6x2 melee Damage 3d6 Shock 3/-
Move 20’ Burrow
ML 12
Instinct 4
Skill +2 (+4 Exert)
Saves 12+
Earthquake Stomp: [10’ radius] Physical save: F: 1d6 damage & knocked Prone; S: ½ damage)
Immunities: poison
Minimums: mundane weapons, elemental damage
Senses: lifesight, tremorsense (60')

  1. Medallion of thoughts, funciona como Telepathic Contact-3 mas pode ser usada por qualquer wild talent, 5 cargas (o máximo), 15gp, precisa de um mentalista para recarregar que irá cobrar 2gp por carga
  2. Congealed Paradox (WWN pg. 272), 5gp, esfera de obsidian do tamanho de uma bola de gude que pode ser esmagada (apenas um uso) para gerar uma esfera de anti-sobrenatural (anti-magia, anti-psiônico, anti-artes) em um raio de 20 pés que dura 10 minutos. Efeitos sobrenaturais permanentes nessa área só são suprimidos pelo período, mas voltam ao final. Criaturas que dependem do sobrenatural para sobreviver recebem 5d6 de dano por rodada que permanecem na área.
  3. Jewel Beyond Price (WWN pg. 273), 5gp, um pequeno diamante, efeito: this small gemstone is impossible to mistake for an ordinary jewel, for it fills all onlookers with an overwhelming desire to obtain it. If found as treasure or plunder, the finders can decide calmly who is to have it, but if it is offered to a person in exchange for some favor or service that some amount of wealth could theoretically compel them to do, the would-be recipient must make a Mental saving throw or agree to perform the act in exchange for the jewel. If they receive the jewel, they will faithfully carry out the spirit of the agreement for at least a week. The jewel’s full bewitchment of them will last for at most a week, after which they will be able to think clearly about whether or not the trade was reasonable and worth it.
  4. Short Sword +2, Bloodthirsty, 50gp, When the weapon’s wielder reduces a creature with at least one hit die to zero hit points, they regain 1d8 plus the creature’s hit dice in lost hit points. This healing cannot take them above their usual maximum hit points.