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CharacterD&D 5E: Trickster's Gambit - 6
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==Equipment== '''<u>Weapons</u>''' : 4 Daggers '''<u>Armor</u>''' : Studded Leather : N/A '''<u>Gear</u>''' : Arcane Focus (Blue Glass Bottle) | Dungeoneers Pack | Lightcrossbow |Traveler's Clothes : Flute | Poorly wrought maps from the Caravanerai | A piece of jewelry in the Caravanserai 10 gp : Talisman - A Silver Medallion studded with desert stones | A pouch containing 5 gp | 50 gp A Lightcrossbow + 20 Bolts Arcane Focus (Blue Glass Bottle, also my vessel) Studded Leather Armor (Assuming I can have picked it up) A Bandolier of Daggers One set of traveler's clothes, flute, poorly wrought maps from your homeland, a small piece of jewelry worth 10gp in the style of Caravanserai, and a pouch containing 5gp Talisman - A silver medallion studded with desert stones. '''<u>Magic Items</u> : Amulet of Health : Goodluck Stone : Damanah Riik's Mark (Something to do with seeing through illusions in places of hospitality) : Dust of Choking and Sneezing : Scarab of the Sands: This wristband of gold and jade is wrought in the resting image of a scarab Passive: +1 armor class. β β Immunity to poisons (side effect - the character cannot feel the effects of alcohol - catch a buzz or get drunk - while wearing the scarab).β β Resistance to one energy type (acid, cold, fire, lightning, or thunder). Once an energy type has been selected it cannot be changed until the character has finished a short or long rest.β Active: Gyre's Familiar. You can summon a piece of the Gyre itself, an air elemental whirling with sand, The elemental can attack creatures or objects (+8 to hit) twice per round doing 2d8+5 (15) bludgeoning damage and 1d6+3 (7) slashing damage per hit. Alternately, you can order it to move you 20' in any direction (including vertical) in lieu of one of its attacks. The Familiar will remain for a number of rounds equal to your level or until it is dismissed or destroyed (90 HP) Once summoned, the familiar cannot be summoned again until you have completed a short or long rest.
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