Norenas

Alignment
CN
Race
Size
M
Class
Gender
Male
Age
22
Height
6'2"
Weight
140 lbs.
Total HP
31 6 (Wizard) + 8 (con) + 5 (Wizard 2) + 2 (Wizard 3) + 6 (Wizard 4) + 4 (FCB)
Initiative
+1 1 (ability)
Speed
30

Defense

Saves

Fort
+3 1 (base) + 2 (ability)
Ref
+2 1 (base) + 1 (ability)
Will
+4 4 (base) + 0 (ability)

AC

AC
12 10 (base) + 1 (natural) + 1 (dex)
Touch
11 10 (base) + 1 (dex)
Flat
11 10 (base) + 1 (natural)

 

CMD
13 10 (base) + 1 (dex) + 0 (str) + 2 (bab)

Offense

Speed
30
BAB
+2
CMB
+2 2 (bab) + 0 (ability)

Ability Scores

Ability Score Mod
Str 11 0
Dex 13 +1
Con 14 +2
Int 22 +6
Wis 10 0
Cha 8 -1

Skills

Dex
+1 1 (ability)
Int
+10 1 (ranks) + 6 (ability) + 3 (class)
Cha
-1 -1 (ability)
Str
0 0 (ability)
Int
+6 6 (ability)
Cha
+10 4 (ranks) + 6 (ability)
Cha
-1 -1 (ability)
Dex
+1 1 (ability)
Dex
+1 1 (ability)
Wis
0 0 (ability)
Cha
-1 -1 (ability)
Int
+10 4 (ranks) + 6 (ability)
Int
+16 4 (ranks) + 6 (ability) + 3 (class) + 3 (Skill Focus)
Int
+10 1 (ranks) + 6 (ability) + 3 (class)
Int
+13 4 (ranks) + 6 (ability) + 3 (class)
Int
+10 1 (ranks) + 6 (ability) + 3 (class)
Int
+13 4 (ranks) + 6 (ability) + 3 (class)
Wis
+3 1 (ranks) + 0 (ability) + 2 (racial)
Cha
-1 -1 (ability)
Dex
+1 1 (ability)
Wis
0 0 (ability)
Int
+13 4 (ranks) + 6 (ability) + 3 (class)
Dex
+1 1 (ability)
Wis
0 0 (ability)
Str
0 0 (ability)

Special Abilities

Class

Spells

🔗 AoN d20

A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3–16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1–3).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep andspending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages

🔗 AoN d20

A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond

🔗 AoN d20

At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for familiars appear on page 82, while rules for bonded items are given below.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Chapter 5). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School

🔗 AoN d20

A wizard can choose to specialize in one school of magic, gaining additional spells and powers basedon that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Cantrips

🔗 AoN d20

Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 3–16 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots (see below).

Scribe Scroll

🔗 AoN d20

At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Spellbooks

🔗 AoN d20

A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Chapter 9).

Race

Low-Light Vision

🔗 AoN d20

Half-elves can see twice as far as humans in conditions of dim light.

Adaptability

🔗 AoN d20

Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood

🔗 AoN d20

Half-elves count as both elves and humans for any effect related to race.

Elven Immunities

🔗 AoN d20

Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses

🔗 AoN d20

Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented

🔗 AoN d20

Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.

Languages

🔗 AoN d20

Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feats

Spells

Acid Splash

🔗 AoN d20
School
conjuration (creation)
Descriptors
[acid]
Casting Time
1 standard action
V
S
Range
close
Duration
instantaneous
Saving Throw
none
Spell Resistance
no

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

Detect Magic

🔗 AoN d20
School
divination
Descriptors
None
Casting Time
1 standard action
V
S
Range
60 ft.
Area
cone-shaped emanation
Duration
concentration, up to 1 min./level (D)
Saving Throw
none
Spell Resistance
no

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Spell or Object Faint Aura Moderate Aura Strong aura Overwhelming Aura
Functioning spell (spell level) 3rd or lower 4th--6th 7th--9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th--11th 12th--20th 21st+ (artifact)

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Mage Hand

🔗 AoN d20
School
transmutation
Descriptors
None
Casting Time
1 standard action
V
S
Range
close
Target
one nonmagical, unattended object weighing up to 5 lbs.
Duration
concentration
Saving Throw
none
Spell Resistance
no

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

Open/Close

🔗 AoN d20
School
transmutation
Descriptors
None
Casting Time
1 standard action
V
S
F (a brass key)
Range
close
Target
object weighing up to 30 lbs. or portal that can be opened or closed
Duration
instantaneous
Saving Throw
Will negates (object)
Spell Resistance
yes (object)

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

Adhesive Spittle

🔗 AoN d20
School
conjuration (creation)
Descriptors
None
Casting Time
1 standard action
V
S
Range
15 ft.
Target
one creature
Duration
1 round/level or until discharged (see text)
Saving Throw
Reflex partial
Spell Resistance
no

Once during this spell's duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell's DC rather than a tanglefoot bag's normal DCs. The adhesive persists for 2d4 rounds after you spit it.

Animate Rope

🔗 AoN d20
School
transmutation
Descriptors
None
Casting Time
1 standard action
V
S
Range
medium
Target
one rope-like object, length up to 50 ft. + 5 ft./level; see text
Duration
1 round/level
Saving Throw
none
Spell Resistance
no

You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.

The possible commands are "coil" (form a neat, coiled stack), "coil and knot," "loop," "loop and knot," "tie and knot," and the opposites of all of the above ("uncoil," and so forth). You can give one command each round as a move action, as if directing an active spell.

The rope can enwrap only a creature or an object within 1 foot of it---it does not snake outward---so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.

The rope itself and any knots tied in it are not magical.

The spell cannot affect objects carried or worn by a creature.

Snapdragon Fireworks

🔗 AoN d20
School
transmutation
Descriptors
[fire, light]
Casting Time
1 standard action
S
V, M (a bundle of sulfur wrapped in cloth)
Range
long
Duration
1 round/level
Saving Throw
Reflex negates
Spell Resistance
yes

A favorite display at halfing midsummer festivals, this spell lets you create fireworks in the shape of tiny dragons. Once per round, as a move action, you may designate a target 5-foot-square within range and launch a pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light. Creatures in the target square take 1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful save negates the dazzled condition). Normally when this spell is used as part of a festival, the chosen target is high in the sky to increase visibility and protect observers.

Touch of Gracelessness

🔗 AoN d20
School
transmutation
Descriptors
None
Casting Time
1 standard action
V
S
Range
touch
Target
creature touched
Duration
1 round/level
Saving Throw
Fortitude partial
Spell Resistance
yes

With a single touch, you reduce a creature to a fumbling clown. The target takes a penalty to its Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). This penalty cannot drop the target's Dexterity score below 1. In addition, if the subject moves more than half its speed, it falls prone. If the subject flies, its maneuverability is reduced by one step (perfect maneuverability becomes good, good becomes average, and so on).

A successful Fortitude save halves the penalty to Dexterity and negates the possibility of falling prone or the reduction to fly maneuverabilities.

Invisibility

🔗 AoN d20
School
illusion (glamer)
Descriptors
None
Casting Time
1 standard action
V
S
M/DF (an eyelash encased in gum arabic)
Range
personal or touch
Target
you or a creature or object weighing no more than 100 lbs./level
Duration
1 min./level (D)
Saving Throw
Will negates (harmless) or Will negates (harmless, object)
Spell Resistance
yes (harmless) or yes (harmless, object)

The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving.

The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Invisibility

🔗 AoN d20
School
illusion (glamer)
Descriptors
None
Casting Time
1 standard action
V
S
M/DF (an eyelash encased in gum arabic)
Range
personal or touch
Target
you or a creature or object weighing no more than 100 lbs./level
Duration
1 min./level (D)
Saving Throw
Will negates (harmless) or Will negates (harmless, object)
Spell Resistance
yes (harmless) or yes (harmless, object)

The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving.

The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Rope Trick

🔗 AoN d20
School
transmutation
Descriptors
None
Casting Time
1 standard action
V
S
M (powdered corn and a twisted loop of parchment)
Range
touch
Target
one touched piece of rope from 5 ft. to 30 ft. long
Duration
1 hour/level (D)
Saving Throw
none
Spell Resistance
no

When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if afixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the usual multiverse of extradimensional spaces. Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope. The window is invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.

Web

🔗 AoN d20
School
conjuration (creation)
Descriptors
None
Casting Time
1 standard action
V
S
M (spider web)
Range
medium
Duration
10 min./level (D)
Saving Throw
Reflex negates; see text
Spell Resistance
no

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn't cause you to become grappled.

Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web spell are ammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

Inventory

GP
0 gp
Inventory Weight
18.5 lbs.
Value
6023.70 gp

Items

Acid (x2)
Cost
20 gp
Weight
2 lbs.

You can throw a flask of acid as a splash weapon with a range increment of 10 feet.

A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Craft (alchemy) DC: 15

Bedroll
Cost
0.1 gp
Weight
5 lbs.

This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

Candle (x10)
Cost
0.10 gp
Weight
0 lbs.

A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light). A candle cannot increase the light level above normal light. A candle burns for 1 hour. Price 1 cp; Weight

Scroll Case
Cost
1 gp
Weight
0.5 lbs.

A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action. You must destroy the scroll case to damage its contents (hardness 2 for leather or 5 for wood, 2 hit points, break DC 15). A scroll case is not watertight, and must still be protected from the elements.

Handy Haversack
Cost
2000 gp
Weight
5 lbs.

A backpack of this sort appears to be well made, well used, and quite ordinary. 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. 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.

Headband of Vast Intelligence +2
Cost
4000 gp
Weight
1 lbs.

This intricate gold headband is decorated with several small blue and deep purple gemstones.

The headband grants the wearer an enhancement bonus to Intelligence of +2. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.

Trail Rations (x5)
Cost
2.5 gp
Weight
5 lbs.

The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.