Gold: 1200
Crafting Tokens: 85
Scalecaller Food: 300gp
Non-Magical Equipment: Battleaxe, Shield, 2 Handaxes, Hand Crossbow, Bolt Case (60), Bola (10), Component Pouch.
Bandolier 1: Supreme Healing Potion, Supreme Healing Potion, Potion of Invulnerability
Bandolier 2: Supreme Healing Potion, Healer's Brew, Potion of Speed
Food Tokens:
Academies:
Research: 15
Crafting: 15/40
Downtime Days (Backlog + Current Week):
Crafting days (Backlog + Current Week):
Other: Backpack, 2 Bandoliers, Bedroll, Mess Kit, Tinderbox, 10 Torches, 6 days of Rations, Waterskin, Crowbar, Sledgehammer, Hammer, 10 Pitons, 50 feet of Hempen Rope, 50 feet of Silk Rope, Grappling Hook, A set of Common Clothes, Smokestick.
Tools: Masterwork Carpenters Tools, Cartographers Tools, Navigators Tools.
Consumables: 2x Healing Potion, 4x Greater Healing Potion, 2x Superior Healing Potion, 7x Supreme Healing Potion, 6x Potions of Heroism, 3x Potion of Speed, 3x Oil of Sharpness (+2), Potion of Invisibility, 1x Scroll of Pass Without Trace, 2x Scroll of Lesser Restoration, 1x Scroll of Cure Wounds, 2x Antitoxin, 1x Scroll of Gentle Repose, 8x Potion of Growth, 8x Potions of Fire Breathing, 3x Potion of Water Breathing, 8x Potion of Invulnerability. 1 Healer's Brew.
Reagents:
2x Potion of Fire Breathing
APPEASEMENT REAGENT STOCK - NOT CURRENTLY IN INVENTORY, BEING MADE
Osven
Reagant of Invulnerability, 2 Reagants of Supreme Healing, 1 Reagant of Speed, 1 Reagant of Oil of Sharpness +3.
Me
Reagent of invulnerability, reagent of supreme healing, reagent of potion of speed, reagent of oil of sharpness (+2), 2 reagents of heroism.
Others
Speed potion reagent x2
Heroism potion reagent x1
Superior healing potion reagent
Supreme healing potion reagent x3
TOTALS MADE
12 potions of Speed
9 potions of Heroism
18 potions of Supreme healing
3 potions of Superior healing
6 potions of Invuln
3 Oil of Sharpness +2
3 Oil of Sharpness +3
AND
2x potion of Heroism (.5 days)
2x Potion of Invulnerability (.5 days)
2x Potion of Flight (.5 days)
2x Potion of Speed (.5 days)
6x Potion of Superior healing (1.5 days)
2x Potion of Fire Breathing (.5 days)
Magic Items:
ARCADUM ITEM - LIGHT CROSSBOW
In inventory - Attuned
Krazy Kobolds Fireworks
Wondrous (Explosives) - Minor Rare (1,650 gp)
Kobolds have learned to leverage every advantage they can create against their opponents. Sometimes that means dazzling them!
• Wow!. Take every advantage you can get. When combat would start, you can activate this ability before rolling your initiative. When you do so, you launch a few fireworks that fly 30 feet above you before exploding into a brilliant display of colorful lights. Increase your initiative roll's value by 2. The fireworks also distract an enemy; you can choose to reduce the initiative roll of one enemy within 300 feet by 2, but you can only do so before seeing the result of their roll. When this ability is used, the explosion emits a thunderous boom audible out to 300 feet away. This ability cannot be used during Surprise rounds of combat. This ability can be used once and regains its use at midnight.
• This item is Glorybound.
Marrow-Cleaver's Greataxe
Greataxe - Rare [1,600gp]
The poor craftsmanship of this titanic greataxe is a stark contrast to its deadly efficiency
This weapon deals an extra +1 cold damage on a successful hit.
This weapon deals an extra +1 lightning damage on a successful hit.
This weapon deals an extra +1 thunder damage on a successful hit.
Battle Vigor - Once per long rest, when you strike a creature with this weapon and successfully deal damage, you gain 2d6 temporary hit points. These temporary hit points fade at the end of the current combat.
Chopping Block - This weapon deals an additional 1d4 Thunder damage to prone creatures.
Overwhelm - When you critically hit a creature with this weapon, the creature must make DC 13 Strength check or fall prone.
[Base Material, Enhancement Enchantment, Adornment, Spell Invocation x2]
Chord of the Storm
Bola (Weapon) - Major Rare (21 days, 2,310gp)
This weapon has the following mundane properties:
• You deal an additional 1 thunder damage on a hit with this weapon.
• You deal an additional 1 lightning damage on a hit with this weapon.
This bola cannot be destroyed. If a bound target breaks free, the lightning cord coalescences back together on the ground awaiting its call.
Return to Sender. As a bonus action, if this weapon was thrown in the last minute you can send a mental command to the bola to have it return to your arm. Additionally, roll 1d10. On a 1, you take 1d6 lightning damage as the bola returns to you.
Lighting Spire. While a creature is knocked prone by this bola, if any creature within 10 feet of them takes lightning damage, the creature knocked prone by the bola takes 1d4 lightning damage.
[Base Material, Enhancement, Enchantment]
The Eldervale Series: Star's Call - Attuned
+2 Breastplate - Major Very Rare (5,200gp) - Attunement: Scalecaller Ranger Archetype
This white, scaled breastplate shimmers with an otherworldly glow, with its wearer almost seeming to shift from reality itself from time to time as a faint, immaterial tether reaches towards any nearby astral companion.
Astral Regeneration. While in true combat as an action you can activate this ability. While you are within 10 feet of a scaled companion or familiar you both heal for 2 hp at the start of your turn. This lasts for 1 minute. You can use this ability twice per long rest.
Astral Defense As a bonus action during combat, you can choose to increase the AC of an ally you touch by 3. This effect lasts for one minute. You can not stack this effect. You can use this ability twice before needing to finish a long rest.
Astral Storm. As an action, you can create a burst of astral energy expanding to a radius of 30 feet centered on you. You choose to either heal or damage each creature in the radius. The choosen creatures take or heal 5d8. The damage of this ability is necrotic. You can use this twice per long rest.
Astral Retribution. Upon yourself or your animal companion being hit, you can use your reaction to inflict 2d8 necrotic damage to the attacker. The target that was hit heals for half the damage dealt from this ability to a minimum of 1. You can use this ability twice before needing to finish a short or long rest.
[Base Material, Adornment, Enchantment, Enhancement]
Fang of the Levi-athan - Attuned
Wondrous (Druidic Focus) - Rare (1,500gp, 15 Days) - Attunement
This wooden fang carries with it a spark of joy and hope, one infused into it by a master who has not forgotten their friend, nor their promise to them. This token serves as a reminder that though a sea of trouble may divide companions, a true bond is never so easily broken.
Your Wisdom score increases by 1, up to a maximum equal to your ability score cap.
A Promise Made. When you cast a Transmutation spell with a range of Self or Touch, you can instead target another creature within 60 feet of you that you can see. You can use this ability three times, regaining all uses after finishing a long rest. "I'm comin' for ya girl"
A Bond Unbroken. When you cast a spell with yourself or an ally as the target you can increase the target's AC by 1 for one minute. You can use this ability three times, regaining all uses after finishing a long rest. "I never forget a crewmate"
Freemen Cloak
This cloak provides not only a convenient method to display one's own sigil, but it also is infused with the freedom of the sea, you gain advantage on any saving throw that would impede your movement.
Grisly Tydes Cross - Attuned
+2 Light Crossbow – Minor Legendary [10,00gp] – Attunement, Sevenic
This finely carved mahogany wood crossbow is gilded in mithral. The lathe of the bow depicts that of a great skull wherein the bolts fire forth from. Along the bridge of the bow, in mithral gilding are depictions of deep sea leviathans and draconic beasts, with the spine of which acting as the lock for the string, transitioning into the handle bearing the sign of the Bay.
While attuned to this crossbow, you gain the following abilities and features:
Cackling Skull: As an action, the wielder of this crossbow can shoot a cackling skull from the mouth of the crossbow to any space within range that is not blocked by total cover. Make a ranged attack roll, if this hits, the user gains vision of that square and 30 feet around it, as if they were standing there and possessed blind-sight out to 30 feet. This cackling skull makes a light cackling noise and remains for 1 minute, or until destroyed. It has an AC of 16 and 30 hit points. You can use this a number of times equal to one-half of your Proficiency bonus, rounding down, regaining the use(s) after a long rest.
Death’s Tyde: This weapon critically hits on an 18, 19, or 20, instead of just 20, and abilities that increase critical hit thresholds, increase its threat range by 1.
Grim Call: This weapon deals an additional 1d8 points of poison damage. On a critical hit, this explodes out and deals an additional 1d8 poison damage.
Power Shot: As an action, the wielder of this crossbow can let loose a potent and forceful shot that explodes out in a spray of metal shrapnel in a 30 foot cone. Make a single attack roll, and compare it to each creature within range, every creature hit suffers damage as if they were shot by this crossbow; however, if a creature is within 10 feet of you when you fire this crossbow, those creatures within 10 feet suffer an additional 2d8 points of piercing damage. If you critically hit with this ability, only one creature within 10 feet can be subject to the extra 2d8 damage from a critical hit when damaged by this ability. A creature struck by this ability can make a Dexterity saving throw, DC equal to 8 + your Proficiency bonus + your Dexterity modifier, on success they suffer half damage. A creature further than 10 feet away gains advantage on their Dexterity saving throw against this effect. You can use this a number of times equal to one-half of your Proficiency bonus, rounding down, regaining the use(s) after a long rest.
Priestly Ties: The cackling skull of the crossbow, whispers the secrets of the waves. If you possess the Channel Divinity class feature, you gain an additional use of this ability per long rest. If you do not possess this feature, you instead gain the ability to Channel Divinity to Turn Undead or Destroy, once per long rest. You are considered a cleric of one-half of your level when using this ability in this way.
This item is Glorybound.
Pets:
Brax
Starvenom Serpent
Large Monstrosity, Lawful
HP: 97 (13d8+39)
Armor Class 19
Speed 30, Swim 30, Fly 90
Str - 20
Dex - 16
Con - 16
Int - 14
Wis - 10
Cha – 8
Proficiency (Companions Bond): Stealth +6, Athletics +8
Senses Blindsight 30ft., Passive Perception 10
Languages – Wicked, Common, Primordial
Hard Set Evolutions
Aura of Recovery: All allies within 15ft have any healing they receive increased by 4.
Actions
Bite: Melee Weapon attack +9 to hit, Reach 5ft, one creature. Hit; 2d6+5 Peircing damage, 2d6 Astral Fire
Healing Breath: 15ft cone, heals all creatures within for 4d6 hitpoints, recharges on a 5-6. Cannot be used out of combat.
Starlight Nova: Once per short rest as an action, this creature can summon a well of starlight in a 20ft emanation from itself. All allies are healed for 3d6 hit points and all enemies receive 3d6 radiant damage.
Ninfukaru
Ninfukaru (Pet)
Small Fey, Unaligned
Armor Class 13 (Natural Armor)
Hit Points 13 (3d6+3)
Speed 35ft.
Str 7 (-2) Dex 12 (+1) Con 12 (+1) Int 7 (-2) Wis 5 (-3) Cha 6 (-2)
Skills Perception 0
Condition Immunities Charmed
Senses Darkvision 60ft, Passive Perception 10
CR 1/4
Keen Hearing and Smell. The Ninfukaru has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce. The Ninfukaru moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Ninfukaru can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Bilge
Rat (Pet)
Tiny Beast
Armor Class 10
Hit Points 1 (1d4 - 1)
Speed 30 ft.
STR DEX CON INT WIS CHA
2 (-4) 11 (+) 9 (-1) 2 (-4) 10 (+0) 4 (-3)
Skills Perception +3, Stealth +5
Senses Darkvision 30 Ft, passive Perception 10
Languages —
Challenge 0 (0 or 10 XP)
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Actions:
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
King
Wolf Cub (Pet)
Tiny Beast, True Neutral
Noncombat
Wulg
Wulg (Pet)
Small Beast
Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 30 ft.
STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4)
Skills Perception +3, Stealth +5
Senses passive Perception 13
Languages —
Challenge 0 (0 or 10 XP)
Keen Hearing and Smell. The wulg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Basilisk Lizard
Basilisk Lizard
Tiny Beast, Unaligned
Armor Class 11
Hit Points 2 (1d4)
Speed 30 ft.
STR DEX CON INT WIS CHA
2 (-4) 12 (+1) 10 1 (-5) 10 (+1) 3 (-4)
Skills Perception +3, Stealth +5
Senses Darkvision 30ft., passive Perception 10
Languages —
Challenge 0 (0 or 10 XP)
Water Walk. The basilisk lizard can run across the surface of a liquid with a dash action. To continue running along the liquid’s surface, the basilisk lizard must use a dash action on each turn they are above water.
Actions:
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
In Memory
Piscine (Scalecaller)
Reflective scales, 4 legs with webbed feet
Medium beast, unaligned
Armor Class: 15 (Natural Armor +2)
Hit Points: 26 (4d8 + 8)
Speed: 30 ft., swim 30 ft.
Str 16, Dex 12, Con 14, Int 7, Wis 10, Cha 10
Skills: Athletics +5, Perception +2, Stealth +3, Intimidation +2
Senses: darkvision 60 ft., passive Perception 12
Languages: —
Challenge 1/2 (100 XP)
Amphibious. The companion can breath in the air and underwater
Actions:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Equipment