DCCXXI - The Sellsword

Half-Elf (Human)
Molthuni Mercenary
Fighter {Alchemist}{Wizard} [20th]




HP Initiative Fighter DC Arcane Spellcasting Alchemical Bombs
[288] +(32) [43] Master +(31) Master +(29) Legendary
Strength: 24 (+7)
Dexterity: 12 (+1)
Constitution: 18 (+4)
Intelligence: 20 (+5)
Wisdom: 18 (+4)
Charisma: 14 (+2)
Fort Reflex Will Perception
+(33)* Master +(32)** Master +(33)* Master +(30) Master

Combat Proficiencies

Staff-Spear Attack Staff-Spear Damage Staff-Spear Critical Damage
+38 4d6 +1d6 (Fire) +15 8d6 +2d6 (Fire) +2d10 (Fire, Persistent) +30
Armour Class, Plus Shield Armour Class, Minus Shield Slashing Resistance
[47] [45] [5]

Skill Proficiencies

Type Elf
Ancestry Half-Elf
Alignment LN
Speed (45)ft
Size [M]
Ancestral HP [8]
Bulk ()/17
Hero Points [3]
Daily Reagents (20)
Languages Common (Taldane)
Trained Expert Master Legendary
Acrobatics Arcana
Diplomacy Athletics
Intimidate Crafting
Lore (Warfare) Lore (Mercenary)
Lore (Molthune)
Lore (Underworld)

Skill Feats

Experienced Professional You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure. Skill, Background Bonus, 1st
Alchemical Crafting You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book Skill, Dedication Bonus, 1st
Cat Fall Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Skill, 2nd
Magical Crafting You can Craft magic items, though some have other requirements, as listed in Chapter 11. When you select this feat, you gain formulas for four common magic items of 2nd level or lower. Skill, 4th
Magical Shorthand Learning spells comes easily to you. If you’re an expert in a tradition’s associated skill, you take 10 minutes per spell level to learn a spell of that tradition, rather than 1 hour per spell level. If you fail to learn the spell, you can try again after 1 week or after you gain a level, whichever comes first. If you’re a master in the tradition’s associated skill, learning a spell takes 5 minutes per spell level, and if you’re legendary, it takes 1 minute per spell level. You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost. Skill, 6th
Inventor You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book. Skill, 8th
Wall Jump You can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity. You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn. Skill, 10th
Powerful Leap When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet. Skill, 12th
Quick Jump You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet. Skill, 14th
Unified Theory You’ve started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use an action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so. Skill, 16th
Cloud Jump Your unparalleled athletic skill allows you to jump impossible distances. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). When you High Jump, use the calculation for a Long Jump but don’t triple the distance. When you Long Jump or High Jump, you can also increase the number of actions you use (up to the number of actions you have remaining in your turn) to jump even further. For each extra action, add your Speed to the maximum distance you jump. Skill, 18th
Craft Anything You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item’s level and proficiency requirement, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. The only exceptions are requirements that add to the item’s cost, including castings of spells that themselves have a cost, and requirements of special items such as the philosopher’s stone that have exclusive means of access and Crafting. The GM decides whether you can ignore a requirement. Skill, 20th

Ancestry Features

Half-Elf Human & Elf
Ability Boosts - [Strength & Intelligence]: Half-Elves has 2 Free Boosts
Low-Light Vision: You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
Other Halves: By default, half-elves and half-orcs descend from humans, but your GM might allow you to be the offspring of an elf, orc, or different ancestry. In these cases, the GM will let you select the half-elf or half-orc heritage as the heritage for this other ancestry. The most likely other parent of a half-elf are gnomes and halflings, and the most likely parents of a half-orc are goblins, halflings, and dwarves.
Languages: Additional languages equal to your Intelligence modifier (if it’s positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).
Ancient Elf: In your long life, you’ve dabbled in many paths and many styles. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don’t meet its level prerequisite. You must still meet its other prerequisites to gain the feat.

Ancestry Feats

Elf Atavism - [Ancient Elf] Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf. You may also have been raised among elves, steeped in your elven ancestors’ heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can’t select a heritage that depends on or improves an elven feature you don’t have. For example, you couldn’t gain the cavern elf’s darkvision ability if you didn’t have low-light vision. In these cases, at the GM’s discretion, you might gain a different benefit. Special: You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat. Ancestry, 1st
Natural Ambition You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. Ancestry, 5th
Multitalented You’ve learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat (for more about multiclass archetypes, see page 219), even if you normally couldn’t take another dedication feat until you take more feats from your current archetype. If you’re a half-elf, you don’t need to meet the feat’s ability score prerequisites. Ancestry, 9th
Shadow Pact Thousands of years ago, your ancestors made a pact with Zon-Kuthon. He has not forgotten, even if you might wish he had. You can take 1 damage to mix blood and shadows to cast 5th-level creation as an innate divine spell. You can use this ability as often as you wish, but you can have only one such object in existence at a time. If the object encounters bright light, the spell ends and the object dissolves into shadows. Ancestry, 13th
Nimble Elf Your muscles are tightly honed. Your Speed increases by 5 feet Ancestry, 17th

General Feats

Shield Block [R] Trigger: While you have your shield raised, you would take damage from a physical attack. Benefit: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. General, Fighter Bonus, 1st
Canny Acumen - [Will Saves] Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice. General, 3rd
Fleet You move more quickly on foot. Your Speed increases by 5 feet. General, 7th
Assurance - [Athletics] {38} Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Special: You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill General, 11th
Additional Lore - [Mercenary] Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory. Special: You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels General, 15th
Legendary Professional Your fame has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician). This works as Legendary Performer, except you gain higher-level jobs when you Earn Income with Lore. General, 19th

Background Features

Molthuni Mercenary
Ability Boosts - [Strength & Intelligence]: Choose two ability boosts. One must be to Constitution or Strength, and one is a free ability boost.
Training: You're trained in the Athletics skill and the Mercenary Lore skill.
Background feat: You gain the Experienced Professional skill feat.

Class Features

Key Ability - [Strength]: At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.
Hit Points: [10] plus your Constitution modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.
Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Attack of Opportunity: Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the Attack of Opportunity reaction.
Fighter Feats: At 1st level and every even-numbered level thereafter, you gain a fighter class feat.
Shield Block: You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
Bravery: Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.
General Feats: At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Skill Feats: At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
Skill Increases: At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
Ability Boosts: At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats: In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.
Fighter Weapon Mastery: Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple and martial weapons in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects (page 283) of all weapons for which you have master proficiency.
Battlefield Surveyor: Whether taking stock of an enemy army or simply standing guard, you excel at observing your foes. Your proficiency rank for Perception increases to master. In addition, you gain a +2 circumstance bonus to Perception checks for initiative, making you faster to react during combat.
Weapon Specialization: You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.
Combat Flexibility: Through your experience in battle, you can prepare your tactics to suit different situations. When you make your daily preparations, you gain one fighter feat of 8th level or lower that you don’t already have. You can use that feat until your next daily preparations. You must meet all of the feat’s other prerequisites.
Juggernaut: Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Armor Expertise: You have spent so much time wearing armor that you know how to make the most of its protection. Your proficiency rank for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.
Fighter Expertise: You’ve practiced your techniques to make them harder to resist. Your proficiency rank for your fighter class DC increases to expert.
Weapon Legend: You’ve learned fighting techniques that apply to all armaments, and you’ve developed unparalleled skill with your favorite weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master. Your proficiency rank for advanced weapons increases to expert. You can select one weapon group and increase your proficiency ranks to legendary for all simple and martial weapons in that weapon group, and to master for all advanced weapons in that weapon group.
Evasion: You’ve learned to move quickly to avoid explosions, a dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Greater Weapon Specialization: Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.
Improved Flexibility: Your extensive experience gives you even greater ability to adapt to each day’s challenges. When you use combat flexibility, you can gain two fighter feats instead of one. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and you can use the first feat to meet the prerequisites of the second feat. You must meet all of the feats’ prerequisites.
Armor Mastery: Your skill with armor improves, increasing your ability to prevent blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.
Versatile Legend: You are nigh-unmatched with any weapon. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to legendary, and your proficiency rank for advanced weapons increases to master. Your proficiency rank for your fighter class DC increases to master.
Infused Reagents: You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk. As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end. While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.
Advanced Alchemy: During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Class Feats

Alchemist Dedication You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC. You gain the alchemist’s infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn’t increase on its own. Special: You cannot select another dedication feat until you have gained two other feats from the alchemist archetype. Fighter, Half-Elf (Elf) Ancestry Bonus, Dedication, 1st
Reactive Shield [R] Trigger: An enemy hits you with a melee Strike. Effect: You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack. Fighter, 1st
Aggressive Block [F] You push back as you block the attack, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become flat-footed until the start of your next turn. The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become flat-footed instead of being moved. Fighter, 2nd
Basic Wizard Spellcasting You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook. Fighter, Retrained, 4th
Sudden Charge [»] With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. Fighter, Half-Elf (Human) Ancestry Bonus, 1st
Expert Alchemy Your advanced alchemy level increases to 3. At 10th level, it increases to 5. Fighter, 6th
Arcane Breadth You can cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell level other than your two highest spell levels. Fighter, Retrained, 8th
Reflexive Shield You can use your shield to fend off the worst of area effects and other damage. When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves. If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn’t physical damage. Fighter Bonus, Combat Flexibility, 8th
Wizard Dedication You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. Special: You can’t select another dedication feat until you have gained two other feats from the wizard archetype. Fighter, Half-Elf (Human) Ancestry Bonus, Dedication, 9th
Quick Shield Block You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block. Fighter, 10th
Mastery Alchemy Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1. Fighter, 12th
Flinging Shove Increase the distance you Shove your opponent with Aggressive Block or Brutish Shove to 10 feet on a success or 20 feet on a critical success. When you use Aggressive Block, you can choose whether the target is flat-footed or Shoved. When you make a Brutish Shove, you also Shove the target 5 feet on a failure. Fighter Bonus, Combat Flexibility, 14th
Expert Wizard Spellcasting You gain the expert spellcasting benefits. Fighter, 14th
Paragon's Guard [>] Once you’ve had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you’d used the Raise a Shield action, as long as you meet that action’s requirements. Fighter, 16th
Master Wizard Spellcasting You gain the master spellcasting benefits. Fighter, 18th
Boundless Reprisals With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy’s turn, you gain a reaction you can use only during that turn. Fighter, 20th

Arcane SpellCasting

Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th
Light True Strike Dispel Magic Haste Weapon Storm Tongues Slow H Power Word Blind Antimagic Field
Prestidigitation Feather Fall Dispel Magic Slow Fly Banishment True Seeing
- - - Haste Fly
- - - - Spell Immunity


Advanced Alchemy Level [15th]
Daily Preparations # /40
Elixir of Life (Major) (10)
Peshpine Grenade (Greater) (4)
Tanglefoot Bag (Greater) (4)
Stone Body Mutagen (Greater) (2)
Sea Touch Elixir (Greater) (2)
Bravo's Brew (Greater) (2)
Quicksilver Mutagen (Greater) (2)
Juggernaut Mutagen (Greater) (2)
Energy Mutagen (Greater) (2)
Bestial Mutagen (Greater) (2)
Eagle Eye Elixir (Greater) (2)
Cheetah's Elixir (Greater) (2)
Darkvision Elixir (Greater) (2)
Leaper's Elixir (Greater) (2)

Special Abilities & Actions

Attack of Opportunity [R] Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike

Weapon Proficiencies

Trained Expert Master Legendary
Advanced Simple

Armour Proficiencies

Trained Expert Master Legendary


Hawke's Staff-Spear Spear [Darkwood Weapon (High-Grade)] (+3 Major Striking); Flaming (Greater), Returning, & Staff of Divination (Major)


Hawke's Fullplate Full Plate; Armor Potency (+3); Resilient (Major); Fortification (Greater)
AC Bonus [+9]; Dex Cap [+0]; Check Penalty [-0]; Speed Penalty (-0)ft; Traits: Bulwark
Resilient (Major): The armor grants a [+3] item bonus to saving throws.
Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a [+3] modifier instead of your Dexterity modifier.
Fortification (Greater): A fortification rune wards against the most deadly attacks. Each time you’re critically hit while wearing the etched armor, attempt a DC [14] flat check. On a success, it becomes a normal hit. This property thickens the armor, increasing its Bulk by 1 and the Strength required to reduce its penalties by 2.
Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to [5]
Hawke's Indestructible Shield Magical Adamantine Shield (High-Grade), with Shield Boss
AC Bonus [+2]; Speed Penalty [—]; Bulk [1]; Hardness [13]; HP (BT) [56 (28)]
Indestructible: An indestructible shield can withstand just about any damage. It can be damaged only by a disintegrate spell (roll damage as if against a creature that failed its save) or by an artifact tied to destruction, such as a sphere of annihilation

Items, gear and equipment

Boots of Bounding (Greater) The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +10 foot item bonus to your Speed and a +3 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.
Ring of Wizardry (Type IV) This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a +2 item bonus to Arcana checks and have two additional 4th-level spell slots and one 3rd-level spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells.
Belt of Giant Strength This thick leather belt is decorated with a buckle carved from glittering quartz in the shape of a fist. You gain a +3 item bonus to Athletics checks and a +2 circumstance bonus to Athletics checks to lift a heavy object, Escape, and Force Open. When you invest the belt, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score.
Coin Pouch
0gp, 0sp

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