CheschireCat
After a Safe Rest, swap your class with the Cheat at the same level. End this with 1A.
No one trusts you. Your best friends doubt your word, every true word comes out distorted by the GM at will. Others can't Interpose for you, and vice versa.
A paragon of sleuth and cunning, Rinabar Tilthen the legendary thief didn't think friendship was useful. Same for trust, truth or even caring.
ADV on Insight checks to detect lies and falsehoods; ADV on INT saves to resist illusions.
1/SR, [1A] brand a creature at Reach 6: automatically see through disguises and tricks, magical or mundane. Only total Cover prevents perception. Regain the use if the target is an innocent or an natural beast.
1/day, scry on that creature and its immediate surroundings, concentration up to 10 minutes.
The sun sees all.
4 charges.
[1min] Cast Tier 0 Shadow Step => Shift into a subplane for 5min, you are made of shadowstuff and therefore undetectable in low light or darkness. You can't interact with the plane you shift from, but can see both planes.
Recharge: leave exposed to the moonlight for 4 consecutive nights, then have it spend one Field Rest in your shadow at noon.
This soft, round moonstone the size of a big marble has dark blue striations that alternately catch light or absorb it.
You know all Tricks spells. You know the T0, 1 and 2 spells of a chosen school.
You are immune to spells and effects of Tiers 0, 1 and 2.
1/SR, [1R] when a spell cast on you or your position, the caster makes an INT save of DC = 20-LVL. If failed, the spell is canceled.
1/ENC, [free] a Tier 3- spell you cast costs 0M.
1/turn, [free] a Tier 3- spell you cast gains +2 to PD.
This small orb (12-cm diameter) is made of obsidian, and rather cold and humid to the touch. It functions for both mystics and wizards.
1d4+DEX piercing.
Gain 1 extra die for your Sneak Attack. If you are not a Cheat, gain the Vicious Opportunist feature.
You are Blinded except on a Cone 6 in front of you. Move to change Cone direction.
It changes hands as you change targets: all the goddamn time, and it's always bloody in between.
Works as a scrying focus for the Oba.
1/day, [1min] gain predictive wisdom: ask a yes / no question to the Oba, she will answer "truthfully".
A most precious gift, held by Lalali-Puy herself at her hip until bestowed to you.
While worn, halve Speed, cumulative. Take them off with a STR DC 10+3 per Burdened Bracelet.
While held, it is a thrown weapon: roll 1d4, on hit: it is worn by the target. Roll with ADV for each Burdened Bracelet worn.
During a Rest, if it isn't worn, it becomes so.
Hefty bronze bracers created by the hundreds, they mysteriously have found their way into every corner of the kingdom and even beyond... Now it seems they are being guided to an unseen will to gather together.
(Zephyr) While worn, adds +KEY to unarmed damage. Also, when you use a Burst of Speed, gain +10 to Armor until the end of your next turn.
(Berserker) While worn, add +2 to each FD for That All You Got!? Also, add +2 to your DEX for Savage Arsenal abilities.
Bound to protect nature and the very earth, its influence becomes less and less subtle until the wearer turns fully ecoterrorist.
For one day, the drinker ignores effects that compel truth or read thoughts, instead his mind and speech are drowning with meaningless trivia, tidbits and anecdotes. Every 6 hours, the drinker rolls WIL DC 12; if failed, the drinker reveals something very embarrassing or of consequence.
He had a bad reaction to the elixir, and since that day, his verbal diarrhea has never waned. Obviously, he is now the major of our town.
Armor rating: 15 + DEX≤2.
1/ENC: when Defending, vines and roots surge forward; attacker makes DEX DC 14 or Restrained for 1min (end with any fire dmg or 10 slashing).
1/day, during a Field Rest, grows magical fruits at random. Roll 1d8:
1 = rotten fruit, DIS on Influence while wearing; 2-6 = daily ration for 1 Medium creature; 7 = Mendberry; 8 = Mendberry upcasted at Tier 5.
The fruits remain until another fruit is grown. If the wearer knows Terramancy, he rolls with ADV.
Blessed by the Oba, this wooden armor brings with it the nurturing energies of the Forest Crescent... usually!
[1A] Move for free, but you teleport there instead of moving physically. Lose 1d6 HP, can't be reduced.
[1A] 1/day, teleport at Range 20, you must land on a surface. You can target a creature at Reach 1, if unwilling rolls WIL or DEX DC 14 with DIS if Grappled.
When attacking, roll an additional d6 (total of 3d6), either of the d6s can fail or crit (if both, normal hit). If you fail, it deals twice the weapon's damage to you.
1/ENC, after dealing damage, you create a tether with the target: at the end of your turn, deal 2d6 to the tethered creature and gain that many HP. All damage is necrotic.
Originally wielded by a berserker whose rage was kept on a leash by a powerful necromancer, it has been at the side of many a perpetrator of grisly massacres.
[1A + 1 PSI] Can't be moved against your will from your current position touching a surface: gain ADV2 for your saves, give DIS2 to enemies' actions. You ignore gravity as long as you desire, can't move legs at all during that time.
1d8+STR bludgeoning, Thrown 8, ignores Rushed attack penalty and returns between every attack.
Against creatures above Medium, damage is 1d20+STR instead. Indestructible.
Forged on the First Anvil, blessed by kings and elders alike, it is any dwarven warrior's dream to glance at this perfect stone hammer. This weapon will answer the call to its people's needs, unfailingly... the wearer better be ok with this!
[Free] Add +6 to the total of Is That All You Got?!
Sways and clings to the body according to the wearer's mood. 1/SR, ADV on Influence checks, 10 min.
Doesn't function if dirty.
Req. attunement for non-mystics.
At Initiative, if you have 0 Mana, gain 1d4+1; they disappear at the end of the fight.
When you deal fire damage, increase the total by 2.
1/ENC, when hit by fire damage, reduce to 0 and gain half that in temp HP.
Blessed by a fiery elven priest in a scorching day of dance and howling, it now brims with singular purpose.
1d10+STR slashing.
You add +1 to the DC and PD of your spells.
1/SR, when you take down a non-mininon creature, you can regain MANA equal to half their LVL, rounded up.
1/ENC, on hit: Slowed, then STR save with your DC, if successful the Condition ends at the end of their turn, if failed they make another save next turn and if failed again, Petrified.
!!! When you attune to it, make a DC 20 WIL save: if you fail, it inflicts 1 Wound that can't go away until you level up and retry.
Made of wood and stone, the finishing is reminiscent of Gulg's famed weaponmaster, Chizoba "Shapehand". No halfling would have been able to do this.
(Reach 2) 1d10+STR piercing. Resistance to lightning dmg.
12 charges. Spend [1A/1R + 1 Charge]: you or an adjacent ally become Charged.
Also, 1/ENC, spend [2A + 3 Charges]: Line 12 and teleport anywhere on the path: all creatures affected make a DC 15 DEX save; if failed, 4d8+12 lightning, if successful, halve dmg. If you were Charged, lose the Condition and ignore the DEX save.
If you use your 3rd action to attack, you can change the dmg to lightning and deal the same amount to a secondary target within Reach.
Recharge by taking lightning dmg (1 Charge per Mana used) or by catching a lightning in a storm.
After you use it to kill a nature-blessed creature (druid, genasi, elemental priest etc.), you must make a prayer in Elvish to atone for that crime. If not done, and whenever you touch it again, WIL save DC 15 or it throws a bolt at yourself and disappear.
Made of agafari wood with granite tip, it looks and feels solid even though a simple touch gives a jolt of power.
1d4+DEX, light, thrown 4. On damage, create a mindlink: talk for free, [1A] try and pry open the secrets of the mind.
Otherwise, [1A] hold the dagger to start a mindlink with the holder of the twin dagger, regardless of distance. 10min/day. Can refuse to respond.
Made of obsidian, with a weird blue hue.
2 charges.
Recharge: Build a new home by mundane means for people in need, then leave the wand hanging above the housewarming dinner.
Hospitality is its own brand of magic.
6 charges.
Recharge: go to a saloon or win a duel. Use the spittoon, down a whiskey (STR DC 12), twirl the wand around your finger, then up in the air (Finesse DC 12). If you fail that last test, you need to restart it all.
The GM is encouraged to let the player get ugly drunk on successive STR save attempts!