===== Cheat sheet ===== Changeling Contemplative (Cleric) Init:+1 Attack: +6 Melee, +7 Ranged Standard attack: AC: normal, Vs Touch, Flat footed Fort:+7 Ref:+4 Will:+20 Hide:+6 Silent:+1 Listen:+5 Spot:+5 Sense Motive:+16 HP: 68 Speed: squares ===== Character Bio and Mindset ===== That Gabriel is a gentle soul goes without a doubt, he travels the world helping where he can. Always changing his shape and his disguise to let the credit of his work go to some local church or other organisation whom helps the poor and homeless. To Gabriel, as it is with many other changelings, it was a concious choice to mainly be one gender. In refering with others, he preferred the male role. Though he often intermix physical traits from both genders. He rarely uses his natural form, instead his common disguise is a generic elven look. It is a rare few, to whom he shows his true nature too. Gabriel prefer not to be recognised for his work, but instead loving what he do, and knowing that others benefit from it. Gabriel was born in a small secluded changeling community, not much more than 10 small farms put together in a ring, and sorrounded by farmland. Just prior to his birth, Gabriels parents was forced to flee, after being exposed as changelings, after living as noble citizens for a decade or so in the town of Hidalburg. They came to the secluded changeling community following vague rumours of the blossoming place of peace. It was called Greengrowth, so called after a nearby forest where a few druids made their home. The changeling helped the druids with keeping the forest safe, and the druids helped the changeling with the crops and plants. But Greengrowth was a place for Reality Seekers, changelings who believed in finding the truth, and the ultimate form. A place where the natural shape of the changeling was the norm, and the shapechanging looked upon as childish and a tool of necesity, rather than a way of life. Gabriels parents where Becomers, changelings who strived to live out several identities, rather than just keeping to one. Because of this, they where never truly accepted as equals in the community. Through his childhood and teenage years, Gabriel was accepted in the community. The others hoping they could get him away from his parents deceptive lifestyle. He liked the life of giving and sharing, and not having to think about fear of oppresion. But ultimately, this was not the life for him. Gabriel enjoyed using hit shapechanging abilities, and longed to explore the world. This lead to him leaving the community barely out of his teenage years. He traveled from town to town, never staying more than a few days at each place. In the short spans, he mostly used his time a libaries where he could find them, or in churches and monestaries. Always hiding his identity, mostly as a low serving clerk, or some novice. Most of his time where spent studiying languages, always trying to learn more so that he better could blend in. A few years passer where Gabriel played the part of a few different upcoming novices in different churches in the town of Hidalburg. Fully aware of the fact that this was where his parents had been forced flee, he still stayed. He started with portraying as a novice for the church of Pelor, from the start being a little unruly, and often straying away, for half the day. But the priests saw potential in the young human boy who came to them for guidance. It also helped that while Gabriel, in the guise of the human boy, was running around, the stories of how a young Pelor apprentice helped the local folk. Gabriel was trying to build a foundation from where he easily could expand his base, but found quickly that he enjoyed helping the poor, and those in need. But he also wondered about what he was doing, because even though he was deceiving the priests of Pelor, his prayers for spells to help was answered. The priests saw this as great potential, and gave him space to learn as he saw fit, for they believed that he was chosen to work the way he did, running around helping those in need, whom no one else saw. Though a little nervous at first, Gabriel was no to be stopped in his plans. He wanted to learn more, and he yearned to live more than one identity. And so was it that he tried approaching first one other church. His second try was in the disguise of an elf, where he approached the church of Corellon Larethian. Much to Gabriels surprise and joy, it wasn't long before his prayers there also where answered. Which bolstered him in his belief that this was the right path for him. And so he continued a few years, quickly expanding his circle of churches he frequinted, and learning the languages of the different species and people inhabbiting the town. Often letting some of his identities go on "spiritual" journeyes, if the need arose to focus on a few of the churches. In the years Gabriel operated in Hidalburg, the faith in the churches rose steadily, thanks to aspring young priests, who worked to help the puplic in different ways. All the while Gabriel lived almost a life of a poor, only just aquiring what he needed to portray the different identities he had built up. One day a messenger, a poor beggar, delivered a message and some belongings to each church in Hidalburg, uknown to each was that though the phrasing was different for each church, the essence of the story was the same. Each time the beggar told the story of how he was saved by a novice from the church he was talking to. And how the young novice had died trying to stop some people from robbing the beggar. The bodies of the young novices was never found, and the beggar was never seen again. Gabriel was moving on to another town... Two weeks out of Hidalburg, Gabriel was wandering along an old road disguised as a weathered elf. His was walking in his own thoughts, thinking about what it was that had let him do all that he had done in the town of Hidalburg. He wondered if it was luck, or if it was some greater power that had helped him follow his heart. The sun was setting down in the horizon, when he spotted a farm which, even at distance, seemed to have been raided. Gabriel felt that he had to check it out, and suddenly began to run towards the farm. With a sudden spark of insight he knew with certainty that no danger would face him this night. With faith in what he believed to be intuition, he entered the barn next to the farmhouse. The sight that met him there, would forever be burned into his memory. Gabriel stood at the entrance of the barn, looking at the family who must have lived on this farm for years uncounted without any trouble. Here they where, bound, bleading, and left to die in missery. Whomever had done this, had not cared to kill them, but left them crying in terror, as the parents had to watch their three kids suffer. Without stopping to think about the situation, Gabriel began to pray with a conviction and power of which he never would have thought possible. Not paying much attention to the families hoarse pleas for help, and not registering how they suddenly ended in awed gasps. Somewhere in his mind he registered a feint light showing on the faces of the family, and suddenly it was as if the morning sun had risen behind him. Gabriel felt a presence go through him. A sence of peace, balance, joy and purpose, ran through him like the most wonderful warmth, like the carress of a dear lover. A being of light passed right through him, walking towards the family, who could do nothing but look on in awe. A bright flash made Gabriel blink. When he opened his eyes again, he was no longer in the guise of an elf, but was standing in his natural form, a concern that quickly left his mind as he saw the being of light standing before him. Without saying a word, it told him everything he needed to hear. The wordless message filled Gabriel with a sence of true calling, that his path was pure. The god or gods that had blessed him in answering his prayers would not show them self to him. The messenger too bright to discern its true shape, but not uncomfortable to look at. With a bow from the being of light, it was gone... and the shadows of the night returned to the barn. Without knowing how, he just knew that he was again in the guise of the elf he had been. Knowing without a doubt, that the gods watched him, would always know his true self, but that he had nothing to fear as long as he kept true to his path. He found the family sleeping, though still bound, and healed by the being of light. Gabriel quickly began untying them, while they slowly woke up. He stood back while the family rejoined in joy and new hope. Conjuring some fresh water, he tried to avoid the reverence the family tried to give him, and instead told them that it had been their god that had lead him to them. Watching the family restore their faith and hope was uplifting to Gabriel, but he chuckled to himself as he knew that it was but a small joy, in comparison with the confirmation he had gotten from the bright messenger. The following days Gabriel helped repair the familys old wagon. A pair of the familys oxes had returned doing the morning after his arrival. Gabriel sent thanks in prayers to his unknown god(s), though in front of the family, he gave thanks to Pelor, whom they apparently where followers of. Of all the familys animals, only the two oxes and a young lamb was left. About a week after, Gabriel left the farm with the family. All traveling on the wagon, with the few possessions they had left. When the wagon rolled into the town of Kindlewood, the family was greeted warmly by a human cleric of Pelor who apparently already knew of what had happened to them. First then, did they notice that the elf that had accompanied them had vanished. Gabriel smiled at them, bidding them welcome to Kindlewood, and gave them the blessing of Pelor. In the years he spent in the town of Kindlewood, Gabriel came to hear the story of the mysterious elf many times, and in many different versions. Always did it make him smile, but never did he take credit, for the hope that it gave the people was all that mattered to him. ==== Vitals ==== === Natural === Age: - years Race: Changeling Gender: Male Height: 160cm Weight: kg Build: Slender Hair: white, shoulder long Skin: A pale blueish grey Eyes: A mix of blue and green tones Dress: - Distinguishing Marks: - Dominant Hand: Ambidextrous Languages: Common, Elven, Dwarven, Celestial Languages (Master Linguist): Gnome, Halfling, Draconic, Goblin, Sylvan, Undercommon, Auran, Aquan, Terran, Ignan, Giant, Orc === Common === Age: - years Race: Elven Gender: Male Height: 175cm Weight: 65kg Build: Slender Hair: Golden Skin: Light Tan Eyes: Dark Brown Dress: - Distinguishing Marks: - Dominant Hand: Right hand Languages: Common, Elven === Cleric of Pelor === Age: 40+ years Race: Human Gender: Male Height: 180cm Weight: 80kg Build: Slender Hair: Brown Skin: Pale Eyes: Grey Dress: Common light robe in the colors of Pelor Distinguishing Marks: Pendant of Pelor around his neck, and a mace hanging from his belt Dominant Hand: Right hand Languages: Common, Celestial === Cleric of Boccob === Age: 25+ years Race: Human Gender: Male Height: 165cm Weight: 65kg Build: Slender Hair: Black Skin: Dark tan Eyes: Brown Dress: Esquisit robe in the colours of Boccob Distinguishing Marks: A book hanging from his belt with the sign of Boccob, and a quarterstaff Dominant Hand: Left hand Languages: Common, Elven, Celestial === Cleric of Moradin === Age: - years Race: Dwarf Gender: Male Height: 135cm Weight: 90kg Build: Slender Hair: Black, with a grey tint, almost bald, but with a thick beard Skin: Dark tan Eyes: Grey Dress: Simple bluish grey robe Distinguishing Marks: A Warhammer on his back Dominant Hand: Right hand Languages: Common, Dwarven, Celestial ==== Stats ==== Total Mod Enhance Race Lv Item Misc. Modded Original STR 10 +0 10 (-3) 13 DEX 12 +1 12 (-2) 14 CON 15 +2 15 15 INT 16 +3 16 (+1) 15 WIS 21 +5 +3 18 (+2) 16 CHA 16 +3 16 (+2) 14 Init : +1 Speed: 30' ==== Level Progression ==== Lvl Class BAB HP SP Saves Feats Class features 1 Cleric 0 10 20 2/ 0/ 2 Master Linguist Turn or rebuke undead 2 Contemplative 0 18 25 2/ 0/ 4 Bonus domain [Healing], divine health 3 Contemplative 1 21 30 2/ 0/ 5 Quick Change Slippery mind 4 Contemplative 1 26 35 3/ 1/ 5 Divine wholeness 5 Contemplative 2 33 40 3/ 1/ 6 6 Contemplative 2 41 45 3/ 1/ 6 Augment Healing Divine body 7 Contemplative 3 44 50 4/ 2/ 7 Bonus domain [Knowledge] 8 Contemplative 3 47 55 4/ 2/ 7 Divine soul 9 Contemplative 4 54 60 4/ 2/ 8 Skill focus(Knowledge Religion) 10 Contemplative 4 58 65 5/ 3/ 8 Eternal body 11 Contemplative 5 62 70 5/ 3/ 9 Mystic union 12 Divine Oracle 5 65 75 5/ 3/ 11 Racial Emulation Oracle domain, scry bonus 13 Divine Oracle 6 68 80 5/ 3/ 12 Prescient sense, trap sense +1 ==== Skills ==== Skillname Total Rank Ability Misc Notes Class Bluff 11 5 +2 (cha) +4 Racial/Domain Trickery Domain Concentration 15 13 +2 (con) - Cleric, Contemplative, Divine Oracle Craft (__) - - +3 (int) - Cleric, Contemplative, Divine Oracle Diplomacy 10 6 +2 (cha) +2 Domain Cleric, Contemplative Disguise 9 7 +2 (cha) - Trickery Domain Heal 10/13 5 +5/8 (wis) - Cleric, Contemplative, Divine Oracle Hide 6 5 +1 (dex) - Trickery Domain Intimidate 4 - +2 (cha) +2 Racial Contemplative, Divine Oracle Knowledge - arcana - - +3 (int) - Cleric, Divine Oracle - architecture - - +3 (int) - Knowledge Domain - Dungeoneering - - +3 (int) - Knowledge Domain - Geography 4 1 +3 (int) - Knowledge Domain - History 8 5 +3 (int) - Cleric - Local 4 1 +3 (int) - Knowledge Domain - Nature - - +3 (int) - Knowledge Domain - Nobility/Royality 4 1 +3 (int) - Knowledge Domain - Religion 19 13 +3 (int) +3 Feat Cleric, Contemplative, Divine Oracle - The planes 8 5 +3 (int) - Cleric Listen 5/8 - +5/8 (wis) - Cross class Move Silent 1 - +1 (dex) - Cross class Profession (__) - - +5/8 (wis) - Cleric, Contemplative, Divine Oracle Sence Motive 15/18 6 +5/8 (wis) +4 Racial/Domain Contemplative Speak Language - - - (-) - Changeling Spellcraft 10 7 +3 (int) - Cleric, Contemplative, Divine Oracle Spot 5/8 - +5/8 (wis) - Cross class ==== Feats ==== === AUGMENT HEALING [GENERAL] === From: Complete Divine Prerequisite: Heal 4 ranks Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast. === Master Linguist === From: Races of Eberron Prerequisite: Ability to speak four or more languages. Benefit: Each time you gain a level, including the level at which you select this feat, you learn a new language (as if you had spent 1 skill point on the speak language skill). === Quick Change === From: Races of Eberron Benefit: you can use your minor change shape ability as a move action. Normal: Using the minor change shape ability is a fullround action. === Racial Emulation [Racial] === From: Races of Eberron Prerequisite: Changeling. Benefit: When you use your minor change shape ability to assume the form of a humanoid creature, you can also emulate any of that humanoid's subtypes. Though you do not gain any of the humanoid's traits, you are considered to be a member of that rave for all other purposes (allowing you to use magic items or spells keyed to race, for example). You can also ignore the normal penalty on Disguise checks when disguising yourself as a different race (see the Disguise skill description, page 72 of the player's handbook). You can only emulate one race at a time, and you always retain the shapechanger subtype. === SKILL FOCUS [Knowledge Religion] === Benefit: You get a +3 bonus on all checks involving Knowledge Religion. ==== Magic Items ==== ===== Changeling Notes ===== Primary source used: Races of Eberron Secondary possible sources: Eberron Campaign Setting, Monster Manual III Shapechanger subtype: Changelings are humanoids with the shapechanger subtype Size: Medium Base land speed: 30ft +2 racial bonus on saving throws against sleep and charm effects, changelings have slippery minds. +2 racial bonus on Bluff, Intimidate, and Sence Motive checks: changelings are inherently skilled in deception and intimidation; though they cannont actually detect thoughts as doppelgangers can, they can intuitively read body language and attitude with surprising accuracy Natural Linguist: Changelings add speak Language to the list of class skills for any class they adobt Minor Change Shape (Su): alter own appearance as though using a Disguise self spell, that affects their own body but not their possessions. This ability is not an illusory effect but a minor physical alteration of the changelings facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and it last until he changes shape again. a True seeing spell reveals true form. In death changelings revert to natural form. when using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. using this ability is a full round action. Automatic languages: Common Bonus languages: Auran, Dwarven, Elven, Giant, Gnome, Halfling, Terran ===== Contemplative Notes ===== D&D 3.5 Comple Divine: Page 30 - 32 === Spell Progression === +1 level of existing divine spellcasting class at each level. === Bonus Domain === Upon adopting the contemplative class, and again at 6th level, a character gains access to a bonus domain of her choice. The character can choose any domain made available by her deity or alignment. The character gains the granted power associated with the domain she chooses, and can select the spells in that domain as her daily domain spells. === Divine Health (Ex) === A contemplative has immunity to all diseases, including magical diseases such as mummy rot and lycanthropy. === Slippery Mind (Ex) === At 2nd level, a contemplative gains the ability to shrug off magical effects that would otherwise control or compel her. If a contemplative with resistant mind is affected by an enchantment and fails her saving throw, one round later she can attempt her saving throw again. She only gets this one extra chance to succeed on her saving throw. === Divine Wholeness (Su) === At 3rd level and higher, a contemplative can heal her own wounds, in addition to any other healing ability she may have. She can heal up to four times her contemplative level in hit points each day, and she can spread this healing out among several uses. === Divine Body (Su) === At 5th level, a contemplative becomes immune to poisons of all kinds. === Divine Soul (Su) === At 7th level, a contemplative gains spell resistance. Her spell resistance equals her class level + 15. In order to affect the contemplative with a spell, a spellcaster must roll the contemplative’s spell resistance or higher on 1d20 + the spellcaster’s level. === Eternal Body (Ex) === After achieving 9th level, a contemplative no longer suffers ability penalties for aging and cannot be magically aged. (Penalties she has already suffered remain in place.) Bonuses still accrue, and the contemplative still dies of old age when her time is up. === Mystic Union (Su) === At 10th level, a contemplative becomes a magical creature. She is forevermore treated as an outsider (native) rather than a humanoid for the purposes of spells and magical effects. Additionally, the contemplative gains damage reduction 10/magic. ===== Divine Oracle Notes ===== D&D 3.5 Comple Divine: Page 34 - 36 === Spell Progression === +1 level of existing divine spellcasting class at each level. === Oracle Domain === Upon adopting the divine oracle class, the character gains access to the Oracle domain, described in Chapter 7: Domains and Spells. The character gains the granted power associated with the domain (+2 caster level for divination spells), and can choose the spells in that domain as her daily domain spells. === Scry Bonus (Su) === A divine oracle adds a +1 sacred bonus to the save DC of all her divination (scrying) spells. === Prescient Sense (Ex) === Beginning at 2nd level, if a divine oracle makes a successful Refl ex saving throw against an attack that normally infl icts half damage on a successful save (such as a red dragon’s fiery breath or a fireball spell), she instead takes no damage, since her prescience allowed her to get out of the way faster. This form of evasion works no matter what armor the divine oracle wears, unlike the evasion ability used by monks and rogues. === Trap Sense (Ex) === At 2nd level, the divine oracle gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Refl ex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. This increases to +2 at level 5 and +3 at level 8. ===== First Aid ===== Range ft Close 25+25 pr. 2. lvl Medium 100+10 pr. lvl Long 400+40 pr. lvl Saving throw dc (when target needs to roll) 10 + spell lvl + wis mod Wisdom mod = [] Breaking Spellresistance DC (when caster needs to roll) 1d20 + caster lvl Caster lvl = [] 1 foot = 30.48 centimeters ===== Spell List ===== ==== Domains ==== === HEALING, phb 187 === Deity: Pelor. Granted Power: You cast healing spells at +1 caster level. Healing Domain Spells 1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5). 2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). 3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). 4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). 5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures. 6 Heal: Cures 10 points/level of damage, all diseases and mental conditions. 7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). 8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures. 9 Heal, Mass: As heal, but with several subjects. === KNOWLEDGE, phb 187 === Deities: Boccob, Vecna. Granted Power: Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level. Knowledge Domain Spells 1 Detect Secret Doors: Reveals hidden doors within 60 ft. 2 Detect Thoughts: Allows “listening” to surface thoughts. 3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. 4 Divination M: Provides useful advice for specific proposed actions. 5 True Seeing M: Lets you see all things as they really are. 6 Find the Path: Shows most direct way to a location. 7 Legend Lore M F: Lets you learn tales about a person, place, or thing. 8 Discern Location: Reveals exact location of creature or object. 9 Foresight: “Sixth sense” warns of impending danger. === MIND, Complete Divine 140 === Core Deities: Boccob, Olidammara, Wee Jas. Other Deities: None. Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Mind Domain Spells 1 Comprehend Languages: Understands all spoken and written languages. 2 Detect Thoughts: Allows “listening” to surface thoughts. 3 Lesser Telepathic Bond*: Link with subject within 30 ft. for 10 min./level. 4 Discern Lies: Reveals deliberate falsehoods. 5 Rary’s Telepathic Bond: Link lets allies communicate. 6 Probe Thoughts*: Read subject’s memories, one question/round. 7 Brain SpiderM *: Eavesdrop on thoughts of up to eight other creatures. 8 Mind Blank: Subject is immune to mental/emotional magic and scrying. 9 Weird: As phantasmal killer, but affects all within 30 ft. === ORACLE, Complete Divine 140 === Core Deities: Boccob. Other Deities: Celestian, Cyndor, Istus. Granted Power: You cast divination spells at +2 caster levels. Oracle Domain Spells 1 IdentifyM: Determines single feature of magic item. 2 AuguryM, F: Learns whether an action will be good or bad. 3 DivinationM: Provides useful advice for specifi c, proposed action. 4 ScryingF: Spies on subject from a distance. 5 CommuneX: Deity answers one yes-or-no question/level. 6 Legend LoreM, F: Learn tales about a person, place, or thing. 7 Scrying, Greater: As scrying, but faster and longer. 8 Discern Location: Exact location of creature or object. 9 Foresight: “Sixth sense” warns of impending danger. === TRICKERY, phb 189 === Deities: Boccob, Erythnul, Garl Glittergold, Olidammara, Nerull. Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills. Trickery Domain Spells 1 Disguise Self: Disguise own appearance. 2 Invisibility: Subject invisible 1 min./level or until it attacks. 3 Nondetection M: Hides subject from divination, scrying. 4 Confusion: Subjects behave oddly for 1 round/level. 5 False Vision M: Fools scrying with an illusion. 6 Mislead: Turns you invisible and creates illusory double. 7 Screen: Illusion hides area from vision, scrying. 8 Polymorph Any Object: Changes any subject into anything else. 9 Time Stop: You act freely for 1d4+1 rounds. ==== Cleric Spells ==== === Spell list a === ===== Level 0, 6/day ==== Create Water Create Water Mending Mending Purify Food and Drink Purify Food and Drink ===== Level 1, 7/day, 1/domain ==== Bless Bless Bless Water Entropic Shield Magic Weapon Summon Monster 1 Summon Monster 1 ===== Level 2, 5/day, 1/domain ==== Hold Person Hold Person Status Summon Monster 2 Summon Monster 2 ===== Level 3, 5/day, 1/domain ==== Invisibility Purge Magic circle against Evil Magic circle against Evil Summon Monster 3 Summon Monster 3 ===== Level 4, 4/day, 1/domain ==== Dismissal Dismissal Freedom of Movement Summon Monster 4 ===== Level 5, 4/day, 1/domain ==== Spell Resistance Spell Resistance Summon Monster 5 Wall of Stone ===== Level 6, 2/day, 1/domain ==== Owl's wisdom, mass Heal === Spell list b === ===== Level 0, 6/day, 1/domain ==== ===== Level 1, 7/day, 1/domain ==== ===== Level 2, 5/day, 1/domain ==== ===== Level 3, 5/day, 1/domain ==== ===== Level 4, 4/day, 1/domain ==== ===== Level 5, 4/day, 1/domain ==== ===== Level 6, 2/day, 1/domain ==== ===== Potential Magic Items ===== Total Price: 84,100 gp === RING OF MYSTIC HEALING === Price (Item Level): 3,500 gp (8th) Body Slot: Ring Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: — and swift (command) Weight: — This steel ring glimmers with a faint golden light. A ring of mystic healing provides a boost to your healing spells. When casting cure spells, you gain a +1 competence bonus to your caster level. This is a continuous effect and requires no activation. In addition, this ring has 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants a bonus to the damage healed by the next cure spell you cast before the end of your turn. 1 charge: +2d6 points of healing. 2 charges: +3d6 points of healing. 3 charges: +4d6 points of healing. Prerequisites: Forge Ring, cure serious wounds. Cost to Create: 1,750 gp, 140 XP, 4 days. === TRANSPOSER CLOAK === Price (Item Level): 6,000 gp (10th) Body Slot: Shoulders Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: Swift (command) Weight: — This cloak is divided diagonally into two colors. The upper portion is pure white, while the lower is black as night. A transposer cloak allows you to switch positions with another creature. When you activate this cloak, you and any one creature within 30 feet swap positions. Both you and the target must occupy the same size of space on the battlefi eld (for instance, a human could swap places with a dwarf or a goblin, but not with an ogre or a cat). If the other creature is unwilling to trade positions, it is allowed a DC 13 Will save to negate the effect. Each creature can bring along objects weighing up to its maximum load, but additional creatures can’t be brought along. This ability functions three times per day. Prerequisites: Craft Wondrous Item, baleful transposition (SC 23). Cost to Create: 3,000 gp, 240 XP, 6 days. === WAND BRACELET === Price (Item Level): 12,000 gp (13th) Body Slot: Arms Caster Level: 6th Aura: Moderate; (DC 18) transmutation Activation: See text Weight: — This golden chain bracelet has a number of small metal objects hanging from it like charms. A wand bracelet can store up to four items, which appear as charms along the bracelet. You can grab one of the charms from the bracelet as a swift (manipulation) action, causing it to appear in your hand. If you have an item in hand, you can use a move (manipulation) action to store the item in the bracelet or to switch a held item for a stored item by touching the item to the charm representing the stored item. Storing an item causes it to shrink down and appear as a charm hanging from the bracelet. Any item stored can weigh no more than 3 pounds and must be able to be held in one hand, such as a wand or a light weapon. Only the wearer of the bracelet is able to retrieve or store items. Lore: The name wand bracelet describes the most common use of this item. Originally designed to hold small keepsakes as charms, and crafted to be appropriate for formal gatherings, wand bracelets have found popularity among artifi cers (ECS 29) who favor spell trigger devices (Knowledge [history] DC 15). These bracelets are also sometimes known as assassins’ charms, because small weapons can easily be concealed within them (Knowledge [history] DC 20). Prerequisites: Craft Wondrous Item, shrink item. Cost to Create: 6,000 gp, 480 XP, 12 days. === Handy Haversack === A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gp; Weight 5 lb. === Celestial Armor === This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of -2, and an arcane spell failure chance of 15%. It is considered light armor, weighs 20 pounds, and it allows the wearer to use fly on command (as the spell) once per day. Faint transmutation [good]; CL 5th; Craft Magic Arms and Armor, creator must be good, fly; Price 22,400 gp; Cost 12,550 gp + 1,004 XP. === Feather Falling === 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. Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp. === Periapt of Wisdom === Although it appears to be a normal pearl on a light chain, a periapt of wisdom actually increases the possessor’s Wisdom score in the form of an enhancement bonus of +2, +4, or +6 (depending on the individual item). Moderate transmutation; CL 8th; Craft Wondrous Item, owl’s wisdom; Price 36,000 gp (+6).