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Mambo - Stats

Female Half-Dragon/Half-Goliath Barbarian 17/Sorceress 1/Dragon Disciple 10

Mambo is tough and sinewy with sparkling bronze scales. She has cute little fangs that glimmer when she smiles. She can breathe fire and is immune to fire. She has a sporting attitude towards bad guys and does not like to strike the first blow. However, she abhors "meanies" and "cheaters" and is especially disgusted by the "stinky undead" She admires hero-fighter types. She wears a family heirloom, a little bronze earing in the shape of wings. The earing is Mambo's guardian angel. "Angel" can read and interpret all languages for Mambo and can haste her 3 times/day and cure her 9 times/per day.

Mambo CR 29
Female half-dragon/half-goliath barbarian 17/sorceress 1/dragon disciple 10
CG Medium-size dragon (augmented monstrous humanoid)
Divine Rank 0
Init +5; Senses blindsense 60', low-light vision, darkvision 60', see invisible (from enhanced dragon mask), true seeing 30 min/day (from gem of seeing); Perception +26 (+28 when familiar is within 5')
Languages Gol-koa, Common, Giant, Terran, Draconic, Sylvan, Undercommon, Auran, Celestial, Elven, Dwarven, Goblin, Orc, Worg, empathic link
Height 8 ft. 4 in., weight 300 lb., age 25.
XP: (ECL 29) 406,000 + 28,999 = 434,999 + 1 = 435,000 (ECL 30)


AC 45, touch 24, flat-footed 45 (43/22/43 when raging); improved uncanny dodge, natural armor +4, uncanny dodge
hp 664 (28 HD) (748 when raging); DR 10/epic, 5/- (50 hp/day), 4/-
Immune fire (from dragon apotheosis);
critical hits and sneak attacks (from armor);
paralysis, sleep, hold, slow (from freedom of movement);
transmutation (polymorph, petrification, any attack which alters form), energy drain, ability drain, ability damage, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) (from divine rank 0 and do not apply to effects from beings of divine rank 0 or higher);
Resist evasion, acid 30, cold 30, electricity 30, sonic 30
Fort +33 (+36 when raging), Ref +20 (+25 vs. traps), Will +22 (+25 when raging) (+29 vs. enchantments when raging)
Speed 80 ft. (16 squares), fly 200 ft. (good), burrow, swim 80 ft. (16 squares), climb 40 ft. (8 squares); freedom of movement
Melee +5 large holy transmuting goliath greathammer "BamBam" +52/+47/+42/+37 (3d6+19 (+2d6 vs. evil)/19-20x4) or
bite +46 (1d6+14/20) and claw +44 (1d4+14/20) and claw +44 (1d4+14/20) or
Raging Melee +5 large holy transmuting goliath greathammer "BamBam" +55/+50/+45/+40 (3d6+22 (+2d6 vs. evil)/19-20x4) or
bite +49 (1d6+17/20) and claw +47 (1d4+17/20) and claw +47 (1d4+17/20)
Base Atk +21 (BAB +17); Grp +35
Attack Options Cleave, Improved Grapple, Power Attack, breath weapon 1/day (5'x5'x60' line of fire for 6d8, DC 29), tireless rage 5/day (18 rounds), bracers of lightning, spells
Combat Gear ring of vanishing & blinking, lesser metamagic rod of quicken spell (3/day up to 3rd level spell)
Sorcerer Spells Known (CL 8):
1st (11/day)—enlarge person, true strike
0 (5/day)—detect magic, detect poison, mending, resistance
Special Actions
Abilities Str 32 (38) (46 when raging), Dex 10 (16), Con 29 (35) (41 when raging), Int 16, Wis 15, Cha 14
Inherent Bonuses Constitution +5, Strength +5, Wisdom +1
SQ acclimated, bat familiar, fast movement, goliath traits, powerful build, quasi-deity powers, share spells, trap sense +5
Feats Alertness (if familiar is within 5 feet), Armor Proficiency (Light, Medium), Cleave, Improved Critical (Maces & Clubs), Improved Flight, Improved Grapple, Instant Rage, Lightning Reflexes, Multiattack, Power Attack, Self Sufficient, Shield Proficiency, Weapon Focus (Maces & Clubs), Weapon Group (Axes, Basic, Heavy Blades, Maces & Clubs). 49 2/3 General Feat Points and 12 Sorceress Feat Points available.
Skills Acrobatics +15 (+14 in Mambo's armor), Appraise +8, Climb +19 (+18 in Mambo's armor), Concentration +22, Craft (Stone & Bone Carving) +11, Diplomacy +7, Disable Device +5 (+4 in Mambo's armor), Disguise +3, Escape Artist +8 (+7 in Mambo's armor), Fly +8 (+7 in Mambo's armor), Handle Animal +4, Heal +6, Intimidate +12, Knowledge (Arcana) +17, Knowledge (Architecture and Engineering) +17, Knowledge (Dungeoneering) +15, Knowledge (Geography) +15, Knowledge (History) +8, Knowledge (Nature) +15, Knowledge (Nobility) +8, Knowledge (Religion) +8, Knowledge (The Planes) +12, Linguistics +14, Perception +26 (+28 when familiar is within 5'), Perform (Dance) +5, Profession (Stonemason) +11, Sense Motive +24, Spellcraft +8, Stealth +24 (+23 in Mambo's armor), Survival +13, Swim +19 (+18 in Mambo's armor), Use Magic Device +7
Possessions: Angel (intelligent earring of resistance +5), +5 large holy transmuting goliath greathammer "BamBam" equipped with least crystal of return, greater truedeath crystal, greater demolition crystal, Mambo's armor equipped with greater iron ward diamond, Mambo's animated shield equipped with greater crystal of arrow deflection,, greater ring of universal energy resistance, ring of vanishing and blinking and freedom of movement and evasion, enhanced dragon mask equipped with gem of seeing, Mambo's dragon scale thong, Mambo's boots, Mambo's belt, Mambo's bracers, dusty rose prism ioun stone, pale green prism ioun stone, lesser metamagic rod of quicken spell, Heward's handy haversack, bag of holding type III (35 lb.; holds 1000 lb./ 150 cu.ft.) replenishing skin, clothing (explorer's outfit), durable lizard skin bedroll in green/brown/grey, claw file/sharpener, fang sharpener, tooth brush, masterwork stone mason tools, masterwork bone carving tools, semiprecious "tiger eye" and "dragon eye" gems (500), 77,488 gp.
Other Possessions: manual of bodily health +5 (used), manual of gainful exercise +5 (used), tome of understanding +1 (used).
Angel: Mambo's intelligent earring of resistance
N magic item
Init +4; Senses darkvision 120', blindsense 20'
Languages Common, Draconic, Celestial, Auran, Sylvan; Telepathy with wearer; Reads all languages and magic.
Spell-Like Abilities (CL 15):
3/day haste on wearer
9/day cure moderate wounds on wearer
continuous deathwatch
Special Actions warmth 10' in a 5' radius, illumination as a torch at will
Abilities Int 18, Wis 18, Cha 10; Ego 23

BB: Mambo's bat familiar
N diminutive magical beast (augmented animal)
Init +2; Senses blindsense 20', low-light vision; Listen +8, Spot +8
Languages empathic link
hp 132 (17 HD)
Resist improved evasion

AC 17, touch 16, flat-footed 15
Fort +10, Ref +7, Will +11

Speed 5 ft. (1 squares), fly 40 ft. (good)
Melee
Space 1 ft.; Reach 0 ft.
Base Atk +14; Grp -3

Abilities Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 4
Feats Alertness
Skills Perception +8, Stealth +14
Acclimated: Goliaths are automatically acclimated to life at high altitudes. They don't take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master's Guide. Unlike other denizens of the mountains, goliaths don't lose their acclimation to high altitude even if they spend months or years at lower elevations.

Bat Familiar: Mambo has a bat familiar known as "BB".

Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.
Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.

Bonus Spells: Dragon disciples gain bonus spells as they gain levels in this prestige class, as if from having a high ability score, as given on Table: The Dragon Disciple. A bonus spell can be added to any level of spells the disciple already has the ability to cast.
If a character has more than one spellcasting class, he must decide to which class he adds each bonus spell as it is gained. Once a bonus spell has been applied, it cannot be shifted.

Breath Weapon (Su): At 3rd level, a dragon disciple gains a minor breath weapon. The type and shape depend on the dragon variety whose heritage he enjoys (see below). Regardless of the ancestor, the breath weapon deals 2d8 points of damage of the appropriate energy type.
At 7th level, the damage increases to 4d8, and when a disciple attains dragon apotheosis at 10th level it reaches its full power at 6d8. Regardless of its strength, the breath weapon can be used only once per day. Use all the rules for dragon breath weapons except as specified here.
The DC of the breath weapon is 10 + class level + Con modifier.
A line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.

Dragon Apotheosis: At 10th level, a dragon disciple takes on the half-dragon template. His breath weapon reaches full strength (as noted above), and he gains +4 to Strength and +2 to Charisma. His natural armor bonus increases to +4, and he acquires low-light vision, 60-foot darkvision, immunity to sleep and paralysis effects, and immunity to the energy type used by his breath weapon (see above).

Familiar Benefits As long as her familiar BB is within reach, Mambo has the benefits of the Alertness feat (already figured into the statistics above), and the following additional benefits.

Empathic Link (Su): Mambo can communicate telepathically with BB at a distance of up to 1 mile. She has the same connection to a person, item or a place that BB does, for the purpose of scrying or teleportation.

Share Spells: Mambo may have any spell se casts on herself also affect BB if the latter is within 5 feet at the time. She may also cast a spell with a target of "You" on her familiar.

Fast Movement (Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.

Goliath traits

  • +4 Strength, -2 Dexterity, +2 Constitution: Goliaths are massively muscled, but their bulk sometimes gets in the way when they're trying to be nimble.
  • Goliath base land speed is 30 feet.
  • Medium: As Medium creatures, goliaths have no special bonuses or penalties due to their size. However, see the powerful build ability description below for more details.
  • Monstrous Humanoid: As monstrous humanoids, goliaths are proficient with all simple weapons, but they have no proficiency with any armor or shield.
  • Powerful Build: The physical stature of a goliath lets him function in many ways as if he were one size category larger. Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him. A goliath is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
  • Mountain Movement: Because goliaths practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Goliaths can make standing long jumps and high jumps as if they were running long jumps and high jumps. A goliath can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on the Climb check.
  • Acclimated: Goliaths are automatically acclimated to life at high altitude. They don't take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master's Guide. Unlike other denizens of the mountains, goliaths don't lose their acclimation to high altitude even if they spend a long time at a lower elevation.
  • +2 bonus on Sense Motive checks: When speaking to one another, goliaths tend to augment their verbal communication with subtle body language. They are likewise able to "read" the unintentional body language of others.
  • Automatic Languages: Common and Gol-Kaa. Bonus Languages: Dwarven, Giant, Gnoll, Terran.
  • Favored Class: Barbarian. A multiclass goliath's barbarian class does not count when determining whether he takes an experience point penalty (see the XP for Multiclass Characters section, page 60 of the Player's Handbook). The tribal life of the goliaths produces many barbarians.
  • Level adjustment +1.

Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.

Mountain Movement: Because goliaths practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Goliaths can make standing long and high jumps as if they were running long and high jumps. A goliath can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on the Climb check.

Natural Armor Increase (Ex): At 1st, 4th, and 7th level, a Dragon Disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: The Dragon Disciple (the numbers represent the total increase gained to that point). As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect.

Powerful Build: The physical stature of a goliath lets him function in many ways as if he were one size category larger. Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him. A goliath is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Quasi-deity powers

Creatures of divine rank 0 are sometimes called quasi-deities or hero deities. Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers. Ordinary mortals do not have a divine rank of 0. They lack a divine rank altogether.

A divine rank of 0 provides the following effects:

  • All deities that are outsiders have all alignment subtypes that correspond with their alignment.
  • Maximum hit points for each Hit Die
  • A much enhanced speed:

    Size Biped
    (two or fewer legs)
    Quadruped
    (three or more legs)
    Fine 20 ft. 60 ft.
    Diminutive 30 ft. 70 ft.
    Tiny 40 ft. 80 ft.
    Small 50 ft. 90 ft.
    Medium 60 ft. 100 ft.
    Large 80 ft. 120 ft.
    Huge 100 ft. 140 ft.
    Gargantuan 120 ft. 160 ft.
    Colossal 140 ft. 180 ft.

    Use the Biped column for burrow and swim speed, regardless of form.
    Use half the value in the Biped column for climb speed.
    Use twice the value of the Quadruped column for fly speeds if capable of flying.

  • A deflection bonus equal to the deity's Charisma bonus, if any.
  • A variety of immunities. Unless otherwise indicated, these immunities do not apply if the attacker is a deity of equal or higher rank.
    • Immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.
    • Not subject to energy drain, ability drain, or ability damage.
    • Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Fire resistance of 5 + divine rank.
  • Spell resistance of 32 + divine rank.
  • All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat.

Divine rank is a factor in several other effects, but has no visible effect for a quasi-deity:

  • A field of divine energy encompasses the deity's body and provides a divine Armor Class bonus equal to the divine rank.
  • A deity gets its divine rank as a divine bonus on all attack rolls
  • A deity gets its divine rank as a divine bonus on all saving throws.
  • A deity gets its divine rank as a divine bonus on all skill checks, ability checks, caster level checks, and turning checks.

Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).

Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Wings (Ex): At 9th level, a dragon disciple grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.


Angel: earring of resistance
A pierced earring in the shape of a little brass dragon scale. A family heirloom. Powers:
INT 18, WIS 18, CHA 10: Ego 23.
Speaks Common, Draconic, Celestial, Auran, Sylvan.
120-ft darkvision, blindsense, hearing, speech.
Telepathy with wearer.
+5 resistance bonus to all saves.
Reads all languages and reads magic
Continuous deathwatch
Cast spells as Wiz15: haste on wearer 3/day, cure moderate wounds on wearer 9/day
Warmth: 10' in a 5' radius surrounding the wearer.
Can cast illumination as a torch, at will.

Personality: Speaks in high, quivering voice. Angel thinks Mambo is too rash. She will lie to protect Mambo's person and feelings.

BamBam: +5 large holy transmuting goliath greathammer

crystal of arrow deflection, greater (shield crystal) (MIC 25)

This blue sapphire is cut into a large cabochon. It contains a small flint arrowhead in its center.

This augment crystal grants a +5 bonus to AC against ranged attacks and allows Mambo to deflect one ranged attack per round as if she had the Deflect Arrows feat.

crystal of return, least (weapon crystal) (MIC 65)

This crystal is the color of a cloudless sky.

The owner can draw the weapon to which a least crystal is affixed as free action. A lesser crystal additionally allows her to call the weapon (if unattended) into her hand from up to 30 ft. away as a move action. A greater crystal additionally grants the returning property to the weapon. This property functions only for a weapon designed to be thrown.

demolition crystal, greater (weapon crystal) (MIC 65)

This blue-white diamond bears a tiny adamantine emblem of a hammer.

Demolition crystals were designed for those who fight constructs, particularly for the servants of wizards who battle enemy golems.

Least: A weapon with this crystal attached deals an extra ld6 points of damage to constructs.
Lesser: As the least crystal, and the weapon is treated as adamantine for the purpose of overcoming the damage reduction of constructs.
Greater: As the lesser crystal, and the weapon can deliver sneak attacks and critical hits against constructs as if they were living creatures.

Price (Item Level): 1,000 gp (4th) (least); 3,000 gp (7th) (lesser); 6,000 gp (10th) (greater)

enhanced dragon mask (18,000)

Glistening metals and brilliant paints adorn this elaborate mask, which has the shape of a stylized dragon head. Spreading like a sunburst around the draconic features are rays of shimmering metal and glass, one for each breed of metallic and chromatic dragon.

This mask grants continuous see invisible. It is equipped with a holder above one eye hole which contains a gem of seeing. When the gem is flipped down over the eye hole of the mask, the wearer has true seeing in that eye for up to 30 minutes per day.

ioun stones

Mambo possesses two ioun stones. When she holds and releases them, they take up a circling orbit 1d3 feet from her head. Thereafter, they must be grasped or netted to separate them from Mambo, although she can voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5.

The dusty rose prism ioun stone (5,000) grants a +1 insight bonus to AC.
The pale green prism ioun stone (30,000) grants a +1 competence bonus on attack rolls, saves, skill checks, and ability checks

Mambo's armor (108,900)

This +5 heavy fortification called glamered mithril breastplate provides +10 to AC, or +5 to touch AC.

It completely negates critical hits and sneak attacks scored upon Mambo.

Upon command, this armor changes shape and form to appear as a normal set of clothing.

If Mambo is not currently wearing this armor, it is on the same plane as she is, and no other creature has worn it since she last wore it, Mambo can call it to her as a standard action by speaking a command word, regardless of intervening distance. The armor appears on her body as if she had donned it in the normal fashion. If she is wearing other armor, it appears in her space or the adjacent space of her choice.

It weighs 15 lbs, allows a Maximum Dexterity Bonus of +5, has an Armor Check Penalty of 1, and an Arcane Spell Failure Chance of 15%. It is considered to be Light armor and therefore does not affect Mambo's speed.

Mambo's animated shield (65,020)

This +5 animated ghost ward heavy mithril shield provides a +7 shield bonus to AC, or +5 to touch AC. Upon command, Mambo can release the shield and it will float within 2 feet of her, protecting her as if she were using it herself but freeing up both her hands.

It weighs 7.5 lbs, imposes no Armor Check Penalty, but does have an Arcane Spell Failure Chance of 5%, even when animated.

Mambo's belt (84,000)

This belt offers the following continuous benefits:
+2 competence bonus on initiative checks
+6 enhancement bonus to Constitution (36,000)
+6 enhancement bonus to Strength (36,000)

This belt provides the powers of a belt of battle (MIC 73). It has three charges, which are renewed each day at dawn. Spending one or more charges via a swift (mental) command grants an extra action, which must be taken immediately (before taking any other action).

1 charge: 1 move action
2 charges: 1 standard action
3 charges: 1 full-round action

Mambo's boots (22,350)

These boots of speed, striding and springing, and translocation have the following powers:

Mambo's base land speed increases from 40' to 50'.
She gains a +5 competence bonus to Jump (which supersedes the +1 competence bonus from her ioun stone).

As a free action, Mambo can act as if under the influence of a haste spell for up to 10 rounds per day.

Three times per day, as a swift action, Mambo can make a short dimensional hop: a teleportation of up to 10 feet with no chance of error to any destination within line of sight and line of effect (as anklet of translocation, MIC 71).

Mambo's bracers (47,000)

Each of these wide, faintly glowing bracers is made of four thin rectangular quartz crystals joined by narrow silver bands.

The bracers allow Mambo to charge her melee and ranged weapon attacks with electricity. When she activates them via a swift (mental) action, they visibly crackle with electricity for 1 round. During this time, all of her attacks gain the "shock" property and deal an additional 1d6 points of electrical damage.

Additionally, the bracers grant Mambo a +6 enhancement bonus to Dexterity.

Mambo's dragon scale thong (100,000)

This (lower) "torso" item grants a +5 enhancement bonus to natural armor and a +5 deflection bonus to AC.

manual of bodily health +5

As a result of reading this, Mambo has a +5 inherent bonus to Constitution, accounted for in the stats above. Since it has been used, the book is no longer magical.

manual of gainful exercise +5

As a result of reading this, Mambo has a +5 inherent bonus to Strength, accounted for in the stats above. Since it has been used, the book is no longer magical.

ring of vanishing

This object is a featureless clear glass ring

A ring of vanishing allows Mambo to briefly become almost entirely imperceptible. When she activates this ring as a swift action, she becomes invisible (as greater invisibility), as well as undetectable by hearing, scent, blindsense, blindsight, or tremorsense, for 2 rounds. Spells or effects that detect invisible creatures (such as see invisibility or true seeing) still function normally. The ring can be used three times per day.

truedeath crystal, greater

This amethyst is carved in the shape of a humanoid skull.

Clerics craft truedeath crystals to aid themselves and others in sending undead to their final rest.

Least: A weapon with this crystal attached deals an extra ld6 points of damage to undead.
Lesser: As the least crystal, and the weapon also functions as a ghost touch weapon (DMG 224).
Greater: As the lesser crystal, and the weapon can deliver sneak attacks and critical hits against undead as if they were living creatures.

Price (Item Level): 1,000 gp (4th) (least); 5,000 gp (9th) (lesser); 10,000 gp (12th) (greater)


Copyright © 2015 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.
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