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== Equipment == * [Head] Headband of intellect +2 [4.000gp] * [Face] * [Throat] Neckerchief of Charisma +1 [1.000gp] * [Shoulders] Cloak of resistance +2 [4.000gp] :A cloak of resistance offers magical protection in the form of a +1 to +5 resistance bonus on saving throws. * [Body] * [Torso] Vestment of Health +1 [1.000gp] * [Waist] Healing belt 3/3 [750gp] :While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation, In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.) :1 charge: Heals 2d8 points of damage. :2 charges: Heals 3d8 points of damage. :3 charges: Heals 4d8 points of damage. * [Arms] * [Hands] Gloves of Dexterity +1 [1.000gp] * [Ring 1] * [Ring 2] * [Feet] Anklet of Translocation [1.400gp] :Activation; Swift (command) :An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. :"You can't use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet's activation is wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you, :An anklet of Translocation functions two times per day. * Walking stick (Masterwork club) [300gp] * Beltpouch :: Money remaining (1.439,70gp) :: Antitoxin (1 vial) [50gp] * Satchel :: Bedroll :: Waterskin :: Map case ::: Spellbook[15gp] ::: Scrolls Dim.Door, Black Tentacles, SM IV [2.100gp] ::: Inkpen + Ink (8-oz. vial) [8gp] ::: Journal [http://wiki.rpg.net/index.php/DndCampaign1245 Back to Campaign site]
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