Roryn Rockbottom - Level 14 - Chapter 38

Adventure Date: July 4, 2020
Last Updated: July 4, 2020


class:      Paladin/Cleric/Crusader            race:           dwarf (gold)
            Swordsage/Fist of Moradin
level:      14 = 6/1/1/1/5                     alignment:      lawful good
xp:         91,000                             deity:          Moradin

size: medium      age:  20        gender: male      height: 4'4"	
eyes: gold        hair: black     skin:	brown	    weight: 222 lbs

Campaign:         Delzimmer
Home Region:      The Great Rift
Languages:        Dwarven (native), Hin (1cc), Shaaran (1cc)

                 current HP = 113 47
====================================================================================
STR:	18/20	+4/+5/+7 HP:  113                       Speed:  30 ft (45 ft)
DEX:	10	+0       AC:  24 (25/30) = 35+2 37					
CON:	10	+0       = 10   + 9     + 4      + 0   + 0    + 0   + 1 (+2 vs evil)  + 0 (+5 sacred)
INT:	10	+0         base + armor + shield + dex + size + nat + deflect + misc
WIS:	13/17   +1/+3    AC touch:       11
CHA:	18/20	+4/+5    AC flat-footed: 24                   Initiative  = +1 (+5/sign)
                                                              Base Attack = +6+0+1+0+5 
                                                                          = +12/+7/+2
			- displacement = 50% miss chance = 0
                        - AC vs giant-type = +4 dodge bonus
                        - DR 3/- = 30 hp/day ; current = 30 --> 18
                        - fire resistance = 10 max points per day = 50 --> 42
                        - delayed damage pool = 5 hp max = 
blur = 20% miss chance
enlarged +1 dam, -1 ac, reach 10 ft
hasted +1 attack, +1 ac, +1 reflex, Mv = 40 ft
sonic = +5d6
elation +2 str, +2 dex
shield other
+4 dodge ac
+5 sacred ac
+2 luck ac hit saves

–1 penalty on attack
rolls, saving throws, skill checks, ability
checks, and effective level (for determining
the power, duration, DC, and other
details of spells or special abilities).
Additionally, a spellcaster loses one spell
or spell slot from his or her highest available
level. Negative levels stack.


- Once per day, while performing an act of good, you may call upon your smith 
  patron to gain a +1 luck bonus on any one roll or check.
- sacred AC bonus for 10 rounds (law devotion) = +5
Fist Magic Circle and Paladin aura = all within 10 ft get:
- deflection AC bonus vs attacks made/created by evil creatures = +2 
- resistance saving throw bonus vs attacks made/created by evil creatures = +2 
- gain morale bonus on saving throws against fear effects = +4

====================================================================================
            Total = base           +Mod    +resistance  +grace   +misc
Fortitude:  	+22   = 5+2+2+0+4      +0      +2           +5       +2	
Reflex: +13    	+12   = 2+0+0+2+1      +0      +2           +5		
Will:       	+17   = 2+2+0+2+1      +3      +2           +5 		

- saving throw bonus against poison = +2
- saving throw bonus against spells and spell-like effects = +2
- immune to fear (magical or otherwise)
- immunity to all diseases, including supernatural and magical diseases

Mass Conviction = +4 morale bonus to saves
Heroes Feast = Immune to Poison, and Fear
====================================================================================
- until creatures explicitly challenge you or make an attack against you = -4 to hit
- cleave = +1 attack on 2nd opponent if drop first opponent
- power attack: one-handed weapons; -12 hit = +12 damage
- power attack: two-handed weapons; -12 hit = +24 damage
- smite evil: +5 hit, +12 damage vs. evil; 7/day --> 4
  - good aligned and auto-confirm critical hits
  - holy damage = +2d6
- charging smite: +5 hit, +34 damage vs. evil 
  (only while charging, if miss, smite not used)
- Turn Undead attempts = 8/day ; current = --> 2
        - divine might: +5 damage to weapon for 1 full round; 1 turn undead/use 
        - law devotion: +5 sacred to hit bonus for 10 rounds, swift action;
          1/day plus once per 3 turn undead used = 0
- attack rolls against aberrations = +1 hit
        - aboleth, athach, beholders, carrion crawler, choker, chuul, cloaker, 
          delver,destrachan, drider, ethereal filcher, ettercap, gauth, ghaur, 
          gibbering mouther, grick, mimic, mind flayer, nagas, otyugh, phasm, 
          rust monster, skum, umber hulk, will-o'-wisp
- resist bull rush = STR +6 = +11, trip = STR +4 = +9, overrun = STR +2 = +7
- Charge: full-round action, MV = min 10 ft, max = x2 and move before attack
          must have a clear path to target, no difficult terrain or obstacles
          get +2 to hit, but -2 to AC, STR +2 on bullrush or overrun checks
- furious counter strike = +1 hit and damage if damage pool = 1-5 hp damage.
CRUSADER STANCES = 1 - DEFAULT STANCE
- S1  DS3 = thicket of blades = any movement provokes attacks from you 
            (includes 5 step and withdraw)
SWORDSAGE STANCES = 1
- S1  SD3 = roots of the mountain = no move, but 2 DR and +10 vs grapple attempts, 
				    bullrush, overrun and trip, 
				    tumblers thru your threatened area = -10
CRUSADER MANEUVERS = 5/5(2+1/turn)  recover all = auto once all 5 granted
*- M1 DS2 strike = standard = foehammer              = +2d6 melee damage, 
							overcome foe's DR
*- M2 DS4 strike = standard = divine surge           = +8d8 melee damage
*- M3 WR1 strike = standard = leading the attack     = allies get +4 morale bonus 
						       to hit against foe you hit
*- M4 WR2 strike = full rnd = battle leader's charge = +10 damage, no attacks of 
						       opportunity vs your charge
- M5 WR3 boost  = swift    = white raven tactics    = ally within 10 ft, 
						      change initiative count 
						    = yours-1
SWORDSAGE MANEUVERS = 6/4 readied, recover = 1 full round action to recover 1 maneuver
- M1 DW1   boost = burning blade 	= all melee attacks do extra 1d6+7 fire damage 
					  until end of turn
- M2 DW4 * strike = searing charge 	= flying charge-full round, damage 
					= extra 5d6 fire damage to target
- M3 DW4 * boost = searing blade 	= all melee attacks do extra 2d6+7 fire damage 
					  until end of turn
- M4 SD3 * strike = bonecrusher 	= +4d6 damage and save vs 18 fort or 
					  all get +10 to confirm crits
- M5 SD4 * strike = overwhelming mountain strike = +2d6 damage and save vs 19 fort 
						   or lose next MV action
- M6 SD4   strike = bonesplitting strike = normal damage and 2 CON damage

/r (1d10) +8 +24 +(5d6) +(1d6)
Attack          Bonus       Damage     	Critical    Range   Type     Notes
------------    ------      ------     	--------    -----   ----     -----
Dwarven Waraxe  +19/+14/+9  1d10+6(+8) 	x3          -       S        one-handed
- magic +1		    or 1d10+8(+11)			     or 2-handed
- mithral                   +1d6                            fire
	                    +2d6 (+3d6 2-handed)            belt     1/day, swift action 
-12+2+1=-9                     +1 vs evil or                            good-aligned vs DR
disarm +4 size,            +1d4 vs evil outsiders or undead
+4 2 handed

Dwarven Waraxe  +19/+14/+9  1d10+5   	x3          -       S        one-handed
- cold iron		    or 1d10+7				     or 2-handed
	                    +2d6 (+3d6 2-handed)            belt     1/day, swift action 
                            +1 vs evil or                            good-aligned vs DR
                            +1d4 vs evil outsiders or undead


Warhammer       +18/+13/+8  1d8+6     	x3          -       B        one-handed, magic +1
(if thrown)     +13         2d8+6                  30 ft             Lesser Dwarven Thrower

heavy shield    +18/+13/+8  1d4+5      	x2          -       B        one-handed, darkwood

longbow,        +13         1d8+5      	x3          110 ft  P        cold iron
composite                   1d8+4                                    silver
- mw, STR 20


Protective              AC      Max    Check    Spell	
Item            Type    bonus   Dex    penalty  Failure  Speed   WT       Notes
-------------   ----    -----   ----   -------  -------  -----   ---      ------
Fullplate       armor,  +9      +1      -5      35%      20 ft   50 lbs   magic +1
                heavy                                                     

Heavy Sheild,   shield  +4      na      0       15%      na      5 lbs    magic +2
Darkwood                                                                    

encumbrance     medium  na      +3      -3      na       20 ft   na


====================================================================================
SKILLS: Total = 16+2+4+6+10  max= 17/8  Ability Mod    Ranks    Misc   
+0	appraise                        INT     +0	
+4	appraise, stone/metal/gems      INT     +0              +2 dwarf & +2 scale/lens
+0	@balance		        DEX     +0      5       -5 AC.enc
+5	bluff                           CHA     +5		
+7	climb                           STR     +5              -5 AC.enc/+5 ring/+2 kit
+0	+*@#concentration               CON     +0	 
+0	+*@#craft                       INT     +0		
+2	+*#craft, stone/metal           INT     +0              +2 dwarf
+0	decipher script                 INT     +0		
+10	+*@#diplomacy                   CHA     +5      5       -1 suspicious/+1 cloak
+14	+*#diplomacy, halflings         CHA      "      "        & +4 yondalla shield
no	disable device		        INT     +0		
+5	disguise                        CHA     +5		
-6	escape artist                   DEX     +0              -5 AC.enc/-1 stout
+0	forgery                         INT     +0		
+6	gather information              CHA     +5		+1 cloak
+6	*handle animal                  CHA     +5      1	
+3	+*#heal                         WIS     +3	
-5	hide                            DEX     +0              -5 AC.enc
+4	@intimidate                     CHA     +5              -1 suspicious
+0	@jump                           STR     +5              -5 AC.enc
+1	+knowledge, arcana              INT     +0	1	
no	knowledge, architect/engineer   INT     +0		
no	knowledge, dungeoneering        INT     +0		
no	knowledge, geography            INT     +0		
+1	+@knowledge, history            INT     +0      1	
no	knowledge, local                INT     +0		
no	knowledge, nature               INT     +0
+1	*knowledge, nobility/royalty    INT     +0      1	
+5	+*@#knowledge, religion         INT     +0      5	
+1	+#knowledge, the planes         INT     +0      1	
+4	listen                          WIS     +3	         +1 periapt
-5	move silently                   DEX     +0               -5 AC.enc
no	open lock                       DEX     +0		
+5	perform                         CHA     +5		
no	+*#profession                   WIS     +3		
+0	*@ride                          DEX     +0		
+0	search                          INT     +0		
+17	*#sense motive                  WIS     +3      12      +1 suspicious/+1 periapt
no	sleight of hand                 DEX     +0              -5 AC.enc
no	+spellcraft                     INT     +0		
+4	spot                            WIS     +3		+1 periapt
+3	survival                        WIS     +3		
-5	swim                            STR     +5              -10 AC.enc x2
-4	tumble                          DEX     +0      1       -5 AC.enc
no	use magic device                CHA     +5		
+2	use rope                        DEX     +0              +2 silk rope
+1      @martial lore		        INT     +0      1
n/a	speak language, Hin/Halfling    n/a     n/a     1cc	
n/a	speak language, Shaaran         n/a     n/a     1cc	

* = paladin skills, + = cleric skills, @ = crusader skills, # = fist skills 

=============================================================================
SPECIAL ABILITIES / FEATS
Armor:            heavy, medium, light
Shields:          all shields (except tower shields)
Weapons:          all simple, all martial, dwarven waraxe, dwarven urgrosh


Dwarf (Gold):
- Medium-sized: CON +2, DEX -2
- Dwarf base land speed = 20 feet
  - However, dwarves can move at this speed even when wearing medium 
    or heavy armor or when carrying a medium or heavy load 
- Darkvision: 60 feet (black and white only)
- Stonecunning: This ability grants a dwarf a +2 racial bonus on Search 
  checks to notice unusual stonework, such as sliding walls, stonework traps, 
  new construction (even when built to match the old), unsafe stone surfaces, 
  shaky stone ceilings, and the like. Something that isn’t stone but that is 
  disguised as stone also counts as unusual stonework. 
  - A dwarf who merely comes within 10 feet of unusual stonework can make a 
    Search check as if he were actively searching, and a dwarf can use the 
    Search skill to find stonework traps as a rogue can. 
  - A dwarf can also intuit depth, sensing his approximate depth underground 
    as naturally as a human can sense which way is up. 
- Weapon Familiarity: 
  - Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, 
    rather than exotic weapons.
- Stability: 
  - A dwarf gains a +4 bonus on ability checks made to resist being bull rushed 
    or tripped when standing on the ground (but not when climbing, flying, riding, 
    or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against aberrations.
- +4 dodge bonus to Armor Class against monsters of the giant type. 
  Any time a creature loses its Dexterity bonus (if any) to Armor Class, 
  such as when it’s caught flat-footed, it loses its dodge bonus, too. 
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- Favored Class: Fighter


Fist of Moradin (Fist of Raziel: Book of Exalted Deeds p62)
- Cleric caster level = 1 + 4 = 5
- Magic Circle against Evil
  - always on, 10 foot radius, caster level = character level = 12
  - AC deflection bonus vs attacks made or effects created by evil creatures = +2
  - saving throw resistance bonus vs attacks made or effects created by evil creatures= +2 
  - blocks any attempt to possess the warded creature or to exercise mental control over 
    the creature (including enchantment (charm) effects and enchantment (compulsion) effects 
    that grant the caster ongoing control over the subject, such as dominate person).
  - keeps out a possessing life force. This works regardless of alignment.
  - prevents bodily contact by summoned creatures.
- Smite Evil 
  - 3/day and stacks with paladin smites = 2 + 3 + 2 = 7/day 
  - good-aligned for overcoming DR
  - confirming: all critical hits automatically confirmed
  - holy = +2d6 holy damage
- Sanctify Martial Strike
  - war axe = +1 damage to evil creatures or
              +1d4 to evil outsiders and evil undead.
            = considered good-aligned for overcoming DR


Paladin: "Hammers of Moradin"
- Code of Conduct: 
  - must be of lawful good alignment and loses all class abilities 
    if he ever willingly commits an evil act.
  - respect legitimate authority 
  - act with honor (not lying, not cheating, not using poison, and so forth)
  - help those in need (provided they do not use the help for evil or chaotic ends)
  - punish those who harm or threaten innocents
- Aura of Good:
  - power of Paladin's aura = Paladin level + Cleric level + Fist Level 
			    = 6 + 1 + 5 = 12 (Overwhelming)
- Detect Evil:
  - at will, paladin can use detect evil, as the spell
- Smite Evil:
  - usable paladin 2/day + fist 3/day + extra smiting 2/day = 7/day
  - one normal melee attack roll to hit = CHA = +5 to hit
  - extra damage = Paladin level + Engraved Pommel + Fist = 6 + 1 + 5 = +12 damage
- Charging Smite: PHB2 (page 53): Alternative class feature 
  - if you smite evil on a charge attack, you deal an extra 2 points of damage 
    per (paladin+fist) level to any evil creature you hit = (11 x 3) +1 = +34 damage
    (in addition to the normal bonus damage dealt by a smite). 
  - if the charge attack misses, the smite ability is not considered used. 
  - this is a supernatural ability.
- Divine Grace:
  - CHA bonus to all saving throws = +5
- Lay on Hands:
  - heal "CHA bonus" x "Paladin level" = 5 x 6 = 30 hp/day --->
- Aura of Courage (Su)
  - paladin is immune to fear (magical or otherwise). 
  - each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects
  - this ability functions while the paladin is conscious, but not if unconscious or dead
- Divine Health (Ex)
  - gains immunity to all diseases, including supernatural and magical diseases 
    (such as mummy rot and lycanthropy)
- Remove Disease
  - as the spell, usable 1/week
- Turn Undead:
  - see cleric ability below


Swordsage:
- Disciplines: 	Desert Wind (DW), Diamond Mind (DM), Setting Sun (SS),
		Shadowhand (SH), Stone Dragon (SD), Tiger Claw (TC)
  - effective initiator level = swordsage + 1/2 other character levels = 1 + 6 = 7
  - Maneuvers known = 6, max maneuver level = 4
  - Maneuvers readied = 4 (recover = 1 full round action to recover 1 maneuver)
  - Stances Known = 1
- Quick to Act = +1 initiative
- Stone Dragon Discipline Focus = +1 to hit with greatsword, greataxe, heavy mace, 
  				  unarmed strike


Crusader:
- Disciplines: Devoted Spirit (DS), Stone Dragon (SD), White Raven (WR)
  - effective initiator level = crusader + 1/2 other character levels = 1 + 6 = 7
  - Maneuvers known = 5, max maneuver level = 4
  - Maneuvers readied = 5 (2 to start, +1 at end of each turn, repeat once all granted)
  - Stances Known = 1
- Steely Resolve
  - delayed damage pool = 5 hp, any damage in pool is taken at end of next turn
- Furious Counterstrike
  - gain +1 hit and damage if damage pool = 1-5 hp damage.


Cleric:
- Divine Spellcasting
  - can spontaneously cast "cure" spells
- Turning Undead: Effective cleric level = cleric + (Paladin -3) = 1 + 3 = 4
	- Turned undead flee from you by the best and fastest means available 
 	  to them. They flee for 10 rounds (1 minute). If they cannot flee, 
	  they cower (giving any attack rolls against them a +2 bonus). If you 
	  approach within 10 feet of them, however, they overcome being turned 
	  and act normally. The effect lasts 10 rounds.
	- range = 60 ft, standard action
	- Times/Day = 3 + CHA + extra-turning = 3 + 5 + 0 = 8/day
	- Turning Checks = 1d20 + CHA + Knowledge, religion synergy
			 = 1d20 + 5 + 2 
			 = 1d20+7 (see table in PHB pg 159 for highest HD rebuked)
	- Turning Damage = 2d6 + cleric level + CHA
			 = 2d6 + 4 + 5
			 = 2d6+9 (total HD rebuked)
	- Destroy Undead = cleric level/2 
                         = 4/2  
                         = 2 HD
- Dwarf Domain
  - Great Fortitude
    - get a +2 bonus on all Fortitude saving throws
- Earth Domain:
  - This granted power is a supernatural ability.
      - Effective cleric level = cleric + holy symbol = 1 + 1 = 2
	- range = 60 ft, standard action
	- Times/Day = 3 + CHA + extra-turning = 3 + 5 + 0 = 8/day
    - Turn or destroy air creatures as a good cleric turns undead. 
      (Air mephit, arrowhawk, cloud giant, dust mephit, green dragon, 
       ice mephit, will-0'-wisp, belker, elementals, invisible stalker)
	- Turned air creatures flee from you by the best and fastest means available 
 	  to them. They flee for 10 rounds (1 minute). If they cannot flee, 
	  they cower (giving any attack rolls against them a +2 bonus). If you 
	  approach within 10 feet of them, however, they overcome being turned 
	  and act normally. The effect lasts 10 rounds.
	- Turning Checks = 1d20 + CHA + Knowledge, religion synergy
			 = 1d20 + 5 + 2 
			 = 1d20+7 (see table in PHB pg 159 for highest HD rebuked)
	- Turning Damage = 2d6 + cleric level + CHA
			 = 2d6 + 2 + 5
			 = 2d6+7 (total HD rebuked)
	- Destroy Air Creature
                         = cleric level/2
                         = 2/2 
                         = 1 HD
    - Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead.
      (Earth elementals, thoqqua, blue dragon, copper dragon, 
       earth mephit, gargoyle, salt mephit, stone giant)
        - Rebuke Earth Creature: 
	  - A rebuked earth creature cowers as if in awe (attack rolls 
	    against the creature get a +2 bonus). The effect lasts 10 rounds.
          - Turning Checks = 1d20 + CHA + Knowledge, religion synergy
	 		   = 1d20 + 5 + 2 
			   = 1d20+7 (see table in PHB pg 159 for highest HD rebuked)
	  - Turning Damage = 2d6 + cleric level + CHA + Divine Energy Focus
			   = 2d6 + 2 + 5 + 0
			   = 2d6+7 (total HD rebuked)
        - Command Rebuked Earth Creature: 
	  - take a standard action to give mental orders to a commanded earth creature. 
	  - can voluntarily relinquish command on any commanded earth creature 
	    or creatures in order to command new ones.
	  - Total No. of earth creatures HD being commanded:
			 = cleric level
			 = 2 HD (but attempts to command = 1 HD)
        - can also "Bolster Earth Creature" and "Dispel Turning"


Servant of the Forge (i.e. Servant of the Heavens: 6th level bonus exalted feat)
- sworn allegiance to the holy smiths of Moradin, and in exchange gain power 
  to act on their behalf.
- Once per day, while performing an act of good, you may call upon your smith 
  patron to gain a +1 luck bonus on any one roll or check.


Weapon Focus (1st level bonus feat)
- dwarven waraxe: +1 to hit


Divine Might (3rd level bonus feat)
- use a turn undead attempt to activate = up to 7/day
- activate as a swift action
- CHA bonus applied to weapon damage for one full round = +5


Law Devotion (9th level bonus feat); complete champion, page 61
- usable as a swift action, 1/day, duration = 1 minute = 10 rounds
- usable additional times/day, each extra use requires 3 turn undead uses
- gain +5 sacred bonus to hit or to AC, can reallocate the bonus each round
  (Note: increases to +5 at 10th level, and +7 at 15th level)


Extra-Smiting (12th level bonus feat)
- gain +2 smite attempts per day


Power Attack (flaw bonus feat 1) 
- melee bonus only, no light weapons (except unarmed strike or natural weapons) 
- one-handed weapons; -12 hit = +12 damage
- two-handed weapons; -12 hit = +24 damage


Cleave (flaw bonus feat 2)
- deal a creature enough damage to make it drop (typically by dropping it 
  to below 0 hit points or killing it), get an immediate, extra melee attack 
  against another creature within reach
- cannot take a 5-foot step before making this extra attack
- extra attack uses the same weapon and bonus as attack that dropped previous creature
- use this ability once per round


Proud (flaw 1)
- You don't like accepting help from others. 
- If a gift or offer of aid smacks of charity or pity even the slightest bit, 
  you grow indignant and refuse it.
- Once per game session, the DM or another player can activate your Flaw in order 
  to get you to refuse an offer of aid.


Qualm: Honorable Challenge (flaw 2)
- You only cross arms with foes who willingly engage you.
- You suffer a -4 attack penalty on attack rolls against creatures that 
  have not explicitly challenged you or made an attack against you. 
- For the purposes of this flaw, an attack against you includes any action 
  that would end an Invisibility spell.


Stout (trait 1)
- You are heavy for your race. 
- You gain a +2 bonus on Strength checks to avoid being bull rushed or overrun. 
- You take a -1 penalty on Escape Artist checks. 


Suspicious (trait 2)
- You are naturally suspicious of everyone and everything, "Evil is Everywhere". 
  While this trait makes you hard to fool, it makes others slightly 
  less likely to agree with you or find you threatening. 
- You gain a +1 bonus on Sense Motive checks. 
- You take a -1 penalty on Diplomacy checks and intimidate checks. 


=============================================================================
PALADIN SPELLS  1: 1+1b  2: 0  3: 0  4: 0 
 
Caster Level = paladin level/2 = 6/2 = 3

   DC
1: 12	  x-rhino's rush, rhino's rush (double damage when charging)


potions/scrolls/wands/items
0: 	  cure minor wounds
1: 	  bless weapon, cure light wounds, divine sacrifice
2:	  cure moderate wounds, remove paralysis, remove stun, silence
3:	  water walk	  


=============================================================================
CLERIC SPELLS  0: 5  1: 3+1b+D  2: 2+1b+D  3: 1+1b+D  4: 0  
               5: 0  6: 0       7: 0       8: 0  9: 0

Cleric caster level = 1 + 4 = 5
   DC
0: 12	  create water, guidance, message, purify food/water, read magic
          (cure minor wounds = 1 hp)
1: 13	  bless, magic weapon (D), resurgence, x-sign, x-sign
          (cure light wounds = 1d8+5 hp)
2: 14     x=bear's endurance (D), x-close wounds, lesser restoration, x-remove stun
          (cure moderate wounds = 2d8+5 hp)
3: 15     x-blindsight, x-ghost touch weapon, x-stone shape (D)
          (cure serious wounds = 3d8+5 hp)


Dwarf Domain Spells:
(1) magic weapon; (2) bear's endurance; (3) glyph of warding;
(4) greater magic weapon; (5) fabricate; (6) stone tell; (7) dictum;
(8) protection from spells; (9) elemental swarm (earth spell only)

Earth Domain Spells:
(1) magic stone; (2) soften earth and stone; (3) stone shape; 
(4) spike stones; (5) wall of stone; (6) stoneskin; (7) earthquake; 
(8) iron body; (9) elemental swarm (earth spell only)


==============================================================================
GEAR    Total WT= 106 + 5 + 8 = 128
        load: light = 133      medium = 266       heavy = 400

WT      Item
---     ---------------------
0       traveler's outfit
1       holy symbol: Moradin's Forge (350 gp) 
        - see "Notes" below
0       HEAD:       OPEN SLOT
0	FACE:	    Third Eye Clarity (3,000 gp)
                        - immediate/mental, usable 1/day = 
                        - removes confused, dazed, fascinated or stunned conditions
1       THROAT:     Periapt of Wisdom (16,400 gp)
                        - provides a +4 enhancement bonus to WIS
			- provides a +1 competence bonus to Listen (+150 gp) 
			- provides a +1 competence bonus to Sense Motive (+100 gp) 
			- provides a +1 competence bonus to Spot (+150 gp) 
2       SHOULDER:   Cloak of Charisma (4,250 gp)
                        - provides a +2 enhancement bonus to CHA
			- provides a +1 competence bonus to Diplomacy (+100 gp) 
			- provides a +1 competence bonus to Gather Information (+150 gp) 
50      BODY:       Full Plate +1 (5,650 gp)
			- add "Displacement" = +1 bonus = +3,000 gp
			  1/day for 5 rounds, 50% miss chance, swift action = 0
0       attached    Iron Ward Diamond (2,000 gp)
                        - lesser armor crystal, usable on medium or heavy armor +1 or better
                        - gain +3 DR/-, 30 hp/day
0                   Restful Crystal: least armor crystal (500 gp)
                        - least armor crystal, usable on masterwork armor or better
                        - not fatigued after sleeping in armor
0           	    Crystal of Aquatic Action (250 gp)
                        - least armor crystal, usable on masterwork armor or better
                        - no AC check penalty for armor on swim checks
1       TORSO:      Vest of Resistance (4,000 gp)
                  	- provides a +2 resistance bonus to all saves
1       WAIST:      Belt of Giant Strength and One Mighty Blow (5,500 gp)
                        - provides a +2 enhancement bonus to STR
                        - as swift action (command), 1/day
                          - grants extra damage on next melee attack before end of turn
                            - light weapon = +1d8 damage
                            - one handed weapon = +2d6 damage
                            - two handed weapon = +3d6 damage 
0       FEET:       Boots of the Light Step: MIC pg. 198, item not part of set (9,000 gp)
                        - base land speed = +10 ft enhancement bonus (9,000 gp)
                            - ignore any extra movement costs for diffcult terrain (PH 148)
                              (so can charge over difficult terrain)
                            - leave no tracks, as if affected by "pass without trace"
                            - "water walk", duration = 60 minutes total max, 1/day
                               can share with up to 5 other people, 
                               total time divided between them
			- has abilities from Boots of Agile Leaping (600 gp x1.5 = +900 gp)
			     - if 5 ranks in Balance, stand from prone as a swift action.
			       When standing from prone, no attacks of opportunity.
1       ARMS:       Caduceus Bracers (2,000 gp) 
			- use "lay on hands" to heal ability damage or remove the dazed, fatigued, 
	  	  	  or sickened condition from one creature (5 hp = 1 point or condition)
2       HANDS:      Lucky Battle Guantlets (2,000 gp) 
			- has abilities from Gloves of Fortunate Striking
			  1/day reroll 1 attack roll before results are known, immediate action = 0
0       RING1:      Ring of Climbing (2,500 gp)
                        - provides a +5 competence bonus to climb skill checks
0       RING2:      Avan Astra's Ring of Protection +1 (2,000 gp)
			- provides a +1 AC deflection bonus
5       SHIELD:     Heavy Darkwood Shield +2 (4,257 gp)
0       attached    Clasp of Fire Protection (1,500 gp)
                        - lesser shield crystal, usable on Magic Shields +1 or better
                        - grants fire resistance 10; max of 50 points per day
                    Crystal of Bent Sight (500 gp)
                        - least shield crystal, usable on masterwork shields or better
                        - do not have to avert eyes but still get no miss chance
                          on attack rolls against creatures with gaze attacks

4	"Mighty Smiter" Mithral Dwarven Waraxe +1, with engraved pommel (7,030 gp)
		- hardness = 15+2 = 17, hp = 20+2 = 22
	      	- mithral = masterwork, overcome DR/silver, wt x1/2 = 8 lbs x 500 gp/lb = +4,000 gp
        	- Engraved Pommel (Haft): smite attack = +1 damage (Dragon 331) = +1,000 gp
		- magic: enhancement bonus +1 hit/+1 dam = +2,000 gp
0       Crystal of Fire Assault (3,000 gp)
                - lesser weapon crystal, only usable on weapon +1 
			- currently on "Mighty Smiter"
                - add +1d6 fire damage done by weapon

8	masterwork cold iron dwarven waraxe (360 gp)

12	Greataxe +2 (8,320 gp)

5       "Moradin's Fist" Lesser Dwarven Thrower Warhammer +1 (10,000 gp)
                - non-dwarf = Warhammer +1
                - dwarf = throwing and returning property
                        = range 30 ft, damage = +1d8 if thrown

3       masterwork composite longbow: STR 20/+5 dam (900 gp)
3       quiver #1 (2 gp for 20)
               - cold iron arrows = x17
3       quiver #2 (40 gp for 20)
               - silver arrows = x19

0.5     bandoleer, masterwork = 11/12 items (5 gp)
4              - flask of acid (10 gp each) = x4
4              - flask of alchemist's fire (20 gp each) = x4 
4              - flask of holy water (25 gp each) = x3

1       potion belt, masterwork = 7/10 vials (60 gp)
        - retrieving a potion/vial is a free action once per round
		- Potion of Blur (300 gp) x0
                - Potion of Cure Moderate Wounds; 2d8+3 (300 gp) x3
		- Potion of Displacement (750 gp) x0
                - Vial of Universal Solvent (50 gp) x2

2       spell component pouch

0.5     belt pouch (1 gp)
1               - COINS (6 pp, 20 gp, 9 sp, 4 cp)
0               - flint and steel (1 gp)
0               - wooden holy symbol: Moradin (1 gp)
0               - Blessed Bandages x1 (10 gp each)
                  - standard action, automatically stabilizes the recipient 

0       Wand of Cure Light Wounds (15 gp/charge = 645 gp)
                - heals 1d8+1/charge; charges = 43 

5	Heward's Handy Haversack (2,000 gp)
	- retrieving any item is a move action; no attacks of opportunity
	- left side pouch (20 lbs max: 20 lbs used)
		1	- "Yondalla's Shield"
				- grants a +4 cirumstance bonus to diplomacy checks with halflings, 
				  while worn and plainly visible
		10	- silk rope, 50 ft (10 gp each) x2
		   	  	- hp = 4, burst = DC 25 vs STR
		   	  	- get +2 circumstance bonus with "use rope" checks
		5	- climber's kit (80 gp)
		 	  	- gain a +2 circumstance bonus on "Climb" checks.
		4	- waterskin, full (1 gp) 
	- right side pouch (20 lbs max: 18 lbs used)
		5   	- bedroll (0.1 gp)
		3	- winter blanket (0.5 gp)
		10	- trail rations, 10 days (5 gp)
	- main central pack (80 lbs max: 53 lbs used)
		0	- wooden holy symbol: Moradin (1 gp)
		0.5     - belt pouch (1 gp)
		0		- 
		0.5     - belt pouch (1 gp)
		0		-  
		1	- merchant's scale (2 gp)
		          	- appraise vs precious metals/wt = +2 circumstance bonus
		0	- magnifying glass (100 gp)
			  	- grant +2 circumstance bonus to appraise small 
		            	  & detailed items e.g. gems

		0.5     - scroll case
		0		- Delzimmer Pass (500 gp)
		0.5     - scroll case
				- note: written in unknown "thieves' cant", a request (i.e. orders), 
				        create a false beacon treasures to come; 
				        symbol = dagger with lily around hilt "Quiet Shadows"
				- map (Isle of Quelthir; SW = tower, NE = "allies")
				- map of island (tower in SW, X in NE)
				- note: Bring us the Angel (from tower brigands & League of Chaos)
				- note: Share in the profits (from tower brigands & League of Chaos)
				- note: Join us. There is strength in numbers (from Wizard & League of Chaos)
				- note: in thieves cant "Join us or Die!" (bugbears and druids and spider humanoids)
				- note: "Golornak, the Emerald Queen wishes no interuptions to her plans.
					Maintain the status quo. Desva"		
		0	- Divine Scroll: bless weapon CL=2 (50 gp each) x1
				- PHB page 205, dur = 20 rounds, 
				- weapon touched = magic, good, and vs evil = all crits confirmed
 		0	- Divine Scroll: divine sacrifice CL=2 (50 gp) x1
				- SC page 70, dur = 2 rounds, 
				- first attack each round = +5d6 dam, but take 10 hp dam, even if miss
		0	- Divine Scroll: remove paralysis CL=3 (150 gp) x1
		0	- Divine Scroll: remove stun CL=3 (150 gp) x2
		0	- Divine Scroll: silence CL=3 (150 gp) x2
		0	- humanoid spider-creature's necklace with symbol/emblem of Malar (200 gp)
		0	- golden vial with ruby stopper (500 gp) and filled with unidentified liquid


2       backpack (2 gp)
4               - grappling hook (1 gp)
                  	- use rope check to use, DC = 10 +2/10 ft thrown
2               - empty sack x4 (1 sp each = 0.4 gp)

		
==============================================================================
TREASURE			
pp = 6			15,649 gp	
gp = 20                	
sp = 9			platinum ring (50 gp)
cp = 4			- component for Leeloo's "shield other" spell


==============================================================================
Divine Scroll
Invisibility Purge, CL=5: divine scroll = 375 gp 
Remove Blindness/Deafness, CL=5: divine scroll = 375 gp   
Water breathing, CL=5: divine scroll = 375 gp  
Sign, CL 1 = 25 gp each x8 = 200 gp = +4 next initiative
Divine favour +3 luck bonus hit/dam = 225 gp each x2 = 450 gp


Potion of Displacement = 750 gp
Potion of Crabwalk	= 50 gp		
	- If charging, gain +4 to attack and no penalty to AC for the next 10 rounds 
       
Demolition Lesser Weapon Crystal (3,000 gp) = adamantine, +1d6 damage
 
Adamantine Magebane Arrow +1 (260 gp each) = x2
Drow/Elf Bane Arrow +1 (206 gp each) i.e Carradoc Elf Druid bane arrows = x4
        
==============================================================================
SPECIAL NOTES:
wants to get skill trick "twisted charge", pre reqs = balance 5=5, tumble 5=1

--------------------------------------------------

Roryn recieved a steel and gold pin set with small gems in the shape of a cornucopia.
- enchanted with an "arcane mark" that proclaims the hero to be "Yondalla's Shield".
- very rare to get, grants a +4 cirumstance bonus to diplomacy checks with halflings, 
  while worn and plainly visible.

1       Moradin's Forge: holy symbol (350 gp) 
        - Usually made of a heavy metal (lead, adamantine, or even gold) 
          and painted flat black, this talisman comes in two parts - a model 
          hammer and a tiny anvil. Most crafters attach the two parts with a 
          thin but strong and flexible wire, so that the hammer can be struck 
          against the anvil during casting. Doing so isn't strictly necessary, 
          but many worshipers of the Soul Forger feel the action is appropriate.
        - When used to cast Earth domain spells or spells that have the earth 
          descriptor, Moradin's forge increases the save DC by 1. In addition, 
          it increases your effective caster level by 1 when used to turn air 
          creatures or rebuke earth creatures (as the Earth domain granted power).

====================================================

#1	 Upgrade Boots of the Light Step (+3,900 gp)
		- provides a +2 competence bonus to Balance (400 gp x1.5 = +600 gp) 
       		- provides a +2 competence bonus to Jump (400 gp x1.5 = +600 gp)
       		- provides a +2 competence bonus to Tumble (400 gp x1.5 = +600 gp)
		- add abilities from Anklet of Translocation (1,400 gp x1.5 = +2,100 gp)
			- swift action (command), teleport 10 ft, 2/day


#2	- Upgrade mithral dwarven waraxe (+2,300 gp)
		- dwarvencraft: hardness +2, hp +10 (+300 gp)
		- Everbright = (+2,000 gp)
		* Stunning Surge: MIC p44; swift action = +1 bonus = +6,000 gp 
			- subject hit need fortitude save or stunned for 1 round
			  (DC = 10 + 1/2*character level + CHA = 10+7+5 = 22)
			- uses per day = 1 + CHA = 6x/day
			-"Earth Shaker, Stone, Slammer"
		* Valorous = +1 bonus = +2d6 damage with a charge
		* lucky = +1 bonus = free action(mental) 1/day, 
					reroll single failed attack roll
			Haela Brightaxe = dwarven goddess of war and luck
		* sundering = +1 bonus
		* divine wrath = +1 bonus - turn undead = +1d6 dam undead/CHA + 
				= +5d6 dam undead
	- buy weapon crystals (+8,000 gp)
		- Lesser Truedeath Crystal (5,000 gp)
			- deals an extra 1d6 points of damage to undead and
			  the weapon also functions as a ghost touch weapon
		- Lesser Demolition Crystal (3,000 gp)
			- deals an extra 1d6 points of damage to constructs 
			  and the weapon is treated as adamantine for the purpose 
			  of overcoming the damage reduction of constructs


#3	- Upgrade Heavy Darkwood Shield +2 (+1,000 gp)
		- add "Mercy" property, see Shield of Mercy; MIC p21 (+1,000 gp)


#4	- Upgrade Lucky Battle Guantlets (+1,200 gp) 
  		* add abilities from Armband of Elusive Action (800 gp x1.5 = +1,200 gp)
			- 1/day avoid provoking attack of opportunity


#5 	- Upgrade Periapt of Wisdom +4 (+1,200 gp) 
		- provides a +2 competence bonus to Sense Motive (+300 gp) 
        	- provides a +2 competence bonus to Listen (+450 gp)
        	- provides a +2 competence bonus to Spot (+450 gp)


#6 	- Upgrade Cloak of Charisma (+750 gp) 
		- provides a +2 competence bonus to diplomacy (+300 gp) 
		- provides a +2 competence bonus to Gather Information (+450 gp) 


#7 	Upgrade masterwork cold iron dwarven waraxe (660 gp)
		- dwarvencraft: hardness +2, hp +10 (+300 gp)
        	- Engraved Pommel (Haft): smite attack = +1 damage (Dragon 331) = +1,000 gp
		- enchantment +1 (2,000 gp + 2000 gp = + 4,000 gp)  	



#8 	- non-magical = 250 gp
	**Purchase Magic Books x5 (+100 gp each = +500 gp)
	- to gain bonus, must understand the language of the book, 
          and have in possession for 24 hours
	Book 1
	- provides a +2 circumstance bonus on knowledge, arcana checks 
		(masterwork tool = 50 gp)
       	- provides a +1 competence bonus to knowledge, arcana checks 
		(magic enhancement = +100 gp)
		"Elminster's Encyclopedia Vol. I, Unearthed Arcana", 
			Shaaran or Hin translation
		"Arcane Arts of Ancient Halruaa", Shaaran or Hin translation
		"Rune Lore: The Foundation of All Magic", written in Dwarven
	Book 2
	- provides a +2 circumstance bonus on knowledge, history checks 
 		(masterwork tool = 50 gp)
        - provides a +1 competence bonus to knowledge, history checks 
		(magic enhancement = +100 gp)
		"Elminster's Encyclopedia Vol. V, A Grand History of the Forgotten Realms", 
			Shaaran or Hin translation
		"Secret History of the Hin in Toril", written in Hin
		"Ancient Lore of the Great Rift: The Last Ten Millennia", written in Dwarven
	Book 3
	- provides a +2 circumstance bonus on knowledge, nobility/royalty checks 
		(masterwork tool = 50 gp)
        - provides a +1 competence bonus to knowledge, nobility/royalty checks 
		(magic enhancement = +100 gp)
		"Elminster's Encyclopedia Vol. VII, Chivalry and Heraldry in Faerun", 
			Shaaran or Hin translation
		"Heroes of Hin - Strong at Heart", written in Hin
		"Clan and Kin - Bonds Forged of Blood", written in Dwarven
	Book 4
	- provides a +2 circumstance bonus on knowledge, religion checks 
 		(masterwork tool = 50 gp)
	- provides a +1 competence bonus to knowledge, religion checks 
		(magic enhancement = +100 gp)
		"Elminster's Encyclopedia Vol. VIII, Faerun's Faiths and Pantheons", 
			Shaaran or Hin translation
		"FolkLore of Luiren: Yondalla's Favourite 'Tall' Tales", written in Hin
		"Blessings of the Soul Forger", written in Dwarven 
	Book 5
	- provides a +2 circumstance bonus on knowledge, the planes checks 
		(masterwork tool = 50 gp)
        - provides a +1 competence bonus to knowledge, the planes checks 
		(magic enhancement = +100 gp)
		"Elminster's Encyclopedia Vol. IX, The Cosmology of Toril", 
			Shaaran or Hin translation
		"There and Back Again - A Hin's Journey across the Heavens", written in Hin
		"The Morndinsamman and the Sonnlinor", written in Dwarven


#9 **	spell components
			packet of powdered diamond (200 gp)
			- component for "glyph of warding"
			packet of ruby dust (50 gp)
			- component for "continual flame"

----------------------------------------
WISH LIST
----------------------------------------
AXE OF ANCESTRAL VIRTUE [RELIC]
Price (Item Level): 8,530 gp (12th)

SHIELD OF THE RESOLUTE [RELIC]
Price (Item Level): 5,520 gp (10th)
----------------------------------------
- add abilities from Dimension Stride Boots (2,000 gp x1.5 = +3,000 gp)
			- provides a +2 competence bonus to Jump
 			- 5 charges/day, standard action
				1 charge = 20 feet
				2 charges = 40 feet
				3 charges = 60 feet