Lady Oriana - Knight of the Shield - Chapter 10

Adventure Date: May 20, 2016
Last Updated: May 14, 2016


class:		Cleric/Fighter/Warblade/            race:       human (Illuskan)
                Vengeance Knight/Uncanny Trickster
level:		5 = 1/3/1/0/0                       alignment:	Lawful Evil
xp:		10,000				    deity:	The Hidden Lord

size: medium	age:	20	  gender:  female    height:   6'0"	
eyes: gray      hair:   orange    skin:	   white     weight:   180 lbs

Campaign: 	LIVE
Home Region:    Waterdeep	
Languages:      Chondathan, Giant, Orc

                current HP: 
====================================================================================
STR:	19/20   +4/+5	HP: 	32+1d12			      Speed:       30 ft 
DEX:	14	+2	AC:	20 (16 with glory & stance)				
CON:	10	+0	= 10   + 5     + 2      + 2   + 0    + 0   + 0       + 1 -2 -2
INT:	14	+2	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	12	+1	AC touch:	13 (9)
CHA:	8	-1	AC flat-footed: 17 (13)		      Initiative:   +2
							      Base Attack:  0+3+1 = +4

- combat expertise: attack roll = -4 max, AC dodge bonus = +4 max
- when moving within or out of a threatened square, dodge bonus to AC = +4
- penalty to AC during combat until you drop an opponent unaided = -2
  - does not apply against a single opponent
- punishing stance = -2 AC if activated


====================================================================================
		Total	= base	  +Mod	  +resistance	  +misc
Fortitude:	+7	= 2+3+2	  +0
Reflex:		+3(+4) 	= 0+1+0	  +2	                 (+1*)
Will:		+6	= 2+1+0	  +1                      +2

- if HP = 1/2 or less, then gain a +1 morale bonus on saves vs fear
- if not flat-footed, gain +1 insight bonus to reflex saves (*battle clarity)


====================================================================================
- if HP = 1/2 or less, then gain a +1 morale bonus on weapon damage rolls
STANCES = 1
- S1  i1 = punishing stance = +1d6 dam, -2 AC
MANEUVERS = 3/3  recover all = swift action plus standard action (which can include an attack)
- M1  s2 strike = standard action = mountain hammer   = +2d6 dam, overcome DR and hardness
- M2  t2 strike = standard action = rabid wolf strike = +4 to hit opponent, +2d6 dam, -4 AC for 1 turn
- M3  t1 strike = standard action = wolf fang strike  = attack 1 target with 2 weapons, -2 to hit each


Attack		Bonus	Damage	Critical	Range	Type	Notes
------------	------	------	--------	-----	----	-----
Longsword +1    +11     1d8+6   19-20/x2        -       S       magic
                           +1d6                                 punishing stance
                           +1                           fire    weapon crystal
                           +2, +3 or +4                 morale  gauntlets, charges/day = 3
                           +1                           morale  armor crystal, if hp = 1/2 or less

heavy shield    +10     1d4+5   x2              -       B       darkwood, masterwork
                           +1d6                                 punishing stance
                           +1                           morale  armor crystal, if hp = 1/2 or less

dagger          +10     1d4+4   19-20/x2        -       P/S     silver, masterwork
- thrown        +7      1d4+4   19-20/x2        10 ft   P/S

sling,          +7      1d4+5   x2              50 ft   B       cold iron
masterwork              1d4+4                                   silver

torch           +5      1d3+5   x2              10 ft   B       wood
                           +1                           fire


Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
chainshirt      light   +5      +6      +0      10%     30 ft   10 lbs  mithral, magic+1
                armor

heavy shield,   shield  +2      n/a     +0      15%     n/a     5 lb     
darkwood

if medium load  enc.    n/a     +3      -3      n/a     20 ft   n/a     run x4


====================================================================================
SKILLS:  Total = 20+15+7     max = 7/3	 Ability Mod	Ranks	Misc
+4	 appraise                        INT	 +2	2cc	
+6       appraise, metals                INT     +2      "       +2 scale
+4	 #balance		         DEX	 +2		-0 AC.enc/+2 tumble
-1	 +bluff				 CHA 	 -1		
+8	 *climb				 STR	 +5	1	-0 AC.enc/+2 kit		
+0	 #+concentration                 CON	 +0	
+2	 #+*craft	                 INT 	 +2		
no	 decipher script                 INT	 +2		
-1	 #+diplomacy			 CHA	 -1	        
no	 disable device		         INT	 +2		
+5(+15)  +disguise			 CHA	 -1	4	+2 kit/(+10 spell)
+2	 escape artist			 DEX	 +2		-0 AC.enc	
+2	 forgery                         INT	 +2		
-1	 gather information		 CHA	 -1		
no	 *handle animal			 CHA	 -1		-1 saddleback
+1	 +heal				 WIS	 +1	
+2	 +hide				 DEX	 +2		-0 AC.enc	
+5	 #*intimidate			 CHA	 -1	6		
+8	 #*jump				 STR	 +5	1	-0 AC.enc/+2 tumble			
+3	 +knowledge, arcana		 INT	 +2	1	
no	 knowledge, architect/engineer	 INT	 +2		
no	 knowledge, dungeoneering        INT	 +2		
no	 knowledge, geography		 INT	 +2		
+3	 #+knowledge, history		 INT	 +2	1	
no	 #knowledge, local               INT	 +2		
no	 knowledge, nature		 INT	 +2		
no	 knowledge, nobility/royalty	 INT	 +2		
+6	 +knowledge, religion		 INT	 +2	4	
+3	 +knowledge, the planes		 INT	 +2	1	
+1	 listen                          WIS	 +1		
+2	 move silently			 DEX	 +2		-0 AC.enc	
no	 open lock			 DEX	 +2		
-1	 perform                         CHA	 -1		
+5	 +profession, merchant           WIS	 +1	4	
+5	 *ride				 DEX	 +2	2	+1 saddleback
+0	 search                          INT	 +2		-2 farsighted
+3	 sense motive			 WIS	 +1	2cc	
no	 sleight of hand                 DEX	 +2		-0 AC.enc			
+3	 +spellcraft			 INT	 +2	1	
+2	 spot				 WIS	 +1		+1 farsighted
+1	 survival                        WIS	 +1		
+6	 #*swim				 STR	 +5	1	-0 AC.enc x2			
+7	 #tumble                         DEX	 +2	5	-0 AC.enc		
no	 use magic device		 CHA	 -1		
+2	 use rope                        DEX	 +2		
no	 speak languages		 n/a		0 cc		
no       #martial lore                   INT     +2     
na       skill tricks: tumbling crawl    na             2       (tumble = 5 ranks)
 

* = fighter; + = cleric; # = warblade

=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		all armor (light, medium, heavy)
Shields:	all shields (including tower shields)
Weapons:	all simple, all martial


WARBLADE
- Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven
  - effective initiator level = warblade + 1/2 other character levels = 1 + 2 = 3
  - Maneuvers known = 3, max maneuver level = 2
  - Maneuvers readied = 3
  - Stances Known = 1
- Battle Clarity
  - if not flat-footed, gain insight bonus to reflex saves = INT = +2 
    (but is only +1 since warblade level = 1)
- Weapon Aptitude
  - equivalent fighter level for feats = (warblade -2) + fighter = (1 - 2) + 3 = 0 + 3 = 3
  - spend 1 hour, re-designate feats specific to a single weapon


CLERIC OF THE HIDDEN LORD
- Divine Spellcasting
	- can spontaneously cast "Trickery" domain spells 
          (PHB2, alternative class feature, page 37)
                 - can put "inflict" spells into the domain spell slot if needed
- Charm Domain
        - 1/day as free action, boost CHA by +4, duration = 10 rounds (1 minute)
- Trickery Domain
	- add to class skills: bluff, disguise and hide
- Rebuke Undead:
	- A rebuked undead creature cowers as if in awe (attack rolls 
	  against the creature get a +2 bonus). The effect lasts 10 rounds.
	- range = 60 ft, standard action
	- Times/Day = 3 + CHA + extra-turning = 3 + -1(+1) + 0 = 2/day (4/day)
	- Turning Checks = 1d20 + CHA + Knowledge synergy
			 = 1d20 + -1(+1) + 0 
			 = 1d20-1 (1d20+1) - see table in PHB pg 159 for highest HD rebuked
	- Turning Damage = 2d6 + cleric level + CHA 
			 = 2d6 + 1 + -1(+1) 
			 = 2d6 (2d6+2) = total HD rebuked
- Command Rebuked Undead: 
	- take a standard action to give mental orders to a commanded undead. 
	- can voluntarily relinquish command on any commanded undead creature 
	  or creatures in order to command new ones.
        - Max HD of commanded creatures = cleric level/2 = 1/2 HD
	- Total No. of undead HD being commanded = cleric level = 1 HD 
- Bolster Undead:
	- bolster undead creatures against "positive energy" turning in advance.
	- make a "rebuke" turning check, check HD on table in PHB pg 159, 
	  result becomes undead's effective HD for purposes of being turned by 
	  another cleric; duration = 10 rounds
- Dispel Turning:
	- can dispel a "positive energy" turning check of another cleric
	- contest of "Rebuke" Turning Check vs "Positive Energy" Turning Check
	- roll turning damage to determine No. of HD no longer affected 
	  by "positive energy" turning check.


Mercantile Background: Waterdeep regional feat (human bonus feat)
- sell goods at 75%, instead of 50%
- buy 1 item at 75% of cost, 1/game session (but cannot store, use it or lose it)
- get +300 gp at first level


Block Arrow (1st level bonus feat; Heroes of Battle, page 96)
- if aware and not flat-footed, can block one ranged weapon per round with shield


Iron Will (2nd level bonus feat)
- Will save = +2


Weapon Focus: longsword (1st level fighter feat)
- gain +1 to hit with longsword


Combat Expertise (2nd level fighter feat)
- select during an attack action or full-attack action
- changes to attack roll and AC last until your next action
- attack roll = -4 max
- AC dodge bonus = +4 max


Dodge (flaw bonus feat 1)
- gain a +1 dodge bonus to AC


Mobility (flaw bonus feat 2)
- when moving within or out of a threatened square = +4 dodge bonus to AC


Glory-Hound (flaw 1)
- You have an insatiable desire for glorious combat, fighting recklessly to prove yourself.
- You suffer a -2 penalty to AC during combat until you drop an opponent. 
  However, if you are aided in dropping the opponent, then the penalty persists.  
- This penalty does not apply if the combat is against a single opponent.


Harbinger of Ill Omen (flaw 2)
- You seem to be cursed to forever bump into a specific person, 
  time and time again. Each time you do, something bad happens 
  not long afterward. This person in no way does this purposefully, 
  it just happens with alarming frequency. 
- In game terms, this can be reflected through utilizing a specific 
  instance of the Misfortunate flaw when the Harbinger pops up to cause 
  you to automatically fail a successfully made check of any sort (this 
  does not prevent you from retrying, if such is applicable), or simply be 
  some creatively hindering roleplay situation (DM's discretion). 
- Lady Oriana is not sure who exactly this is yet (DM's pick).
  - A shadow creature under orders from Bly Ruldegost demanded a status update
    has distracted her during two critical moments.


Farsighted (trait 1)
- You have difficulty focusing on nearby objects, 
  but your distance vision is more keen than normal.
- You gain a +1 bonus on Spot checks.
- You have a –2 penalty on Search checks.


Saddleborn (trait 2)
- You are a natural in the saddle, but you have little patience for 
  handling animals when not riding them. 
- You gain a +1 bonus on Ride checks. 
- You take a -1 penalty on Handle Animal checks. 


=============================================================================
SPELLS  0: 3  1: 2+D  2: 0  3: 0  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0
   DC
0: 11	detect magic, guidance, resistance
1: 12	charm person (D), cure light wounds, divine favor

- can spontaneously cast "Trickery" Domain spells 
- can put "inflict" spells into Domain spell slot
- Charm or Trickery domain spells = +1 caster level

Charm Domain Spells:
(1) charm person; (2) calm emotions; (3) suggestion;
(4) good hope; (5) charm monster; (6) geas/quest; 
(7) insanity; (8) demand; (9) dominate monster	

Trickery Domain Spells:
(1) disguise self; (2) invisibility; (3) nondetection;
(4) confusion; (5) false vision; (6) mislead; 
(7) screen; (8) polymorph any object; (9) time stop


==============================================================================
GEAR	Total WT= 42.5 + 78 = 120.5
	load: light = 133	medium = 266	heavy = 400

WT	Item
---	---------------------
0	traveler's outfit
0	wooden unholy symbol: broken stag horn (1 gp)
0	HEAD:	  OPEN SLOT
0	FACE:	  OPEN SLOT
0	THROAT:	  OPEN SLOT
0	SHOULDER: OPEN SLOT
10	BODY: 	  Mithral Chainshirt +1 (2,100 gp)
0                 Least Rubicund Frenzy Armor Crystal (500 gp)
                  - if HP = 50% or less, than gain:
                    - a +1 morale bonus on weapon damage rolls
                    - a +1 morale bonus on saves vs fear 
                  - only usable on masterwork or magic armor (on chainshirt)
0	TORSO:	  OPEN SLOT
1	WAIST:	  Belt of Giant Strength +1 (1,000 gp)
                  - gain a +1 enhancement bonus to Strength
0	FEET:	  OPEN SLOT
0	ARMS:	  OPEN SLOT
0	HANDS:	  Brute Guantlets (500 gp)
		  - 3 charges/day = 1  
                  - get morale bonus on Strength-based skill checks, 
                    Strength checks, and melee weapon damage for 1 round
                    - 1 charge = +2 morale bonus
                    - 2 charge = +3 morale bonus
                    - 3 charge = +4 morale bonus
0	RING1:	  OPEN SLOT
0	RING2:	  OPEN SLOT
5	SHIELD:	  heavy darkwood shield (257 gp)
                  - bears sigil of the Knights of the Shield
		
1       silver unholy symbol: broken stag horn (597 gp)
        - the Hidden Lord whispers instructions to Lady Oriana through this item
        - can be used in combat as a masterwork silver dagger
        - when used to cast Charm or Trickery domain spells, a broken stag horn 
          increases your effective caster level by 1.

4       "Razor" Longsword +1 (2,315 gp)
0       Least Weapon Crystal of Fire Assault (600 gp)
        - add 1 point of fire damage to weapons damage
        - only usable on masterwork or magic weapons (on longsword)

0       sling, masterwork (300 gp)
3       sling bullets, cold iron (2 sp) = 6
5       sling bullets, silver (20.1 gp) = 10 

0.5     bandoleer, masterwork = 1/12 items (5 gp)
1               - flask of acid (10 gp) x1

1	potion belt = 2/6 vials (1gp)
		- retrieving a potion/vial is a free action once per round
                - Potion of Lesser Restoration (300 gp) x1
		- vial of black ink (8 gp) x1
		
0.5     belt pouch (1 gp)
1               - coins

0.5     belt pouch (1 gp)
0.5             - small steel mirror (10 gp)

				
2	spell component pouch (5 gp)

0.5     scroll case (1 gp)
0               - sheet of parchment x4 (8 sp)

0.5     scroll case (1 gp)
0               - Red Wizard Divine Scroll: magic weapon CL=1 (25 gp)
0               - Red Wizard Divine Scroll: obsuring mist CL=1 (25 gp)
0               - Red Wizard Divine Scroll: protection from chaos CL=1 (25 gp)

0.5     scroll case (1 gp)
0               - Red Wizard Divine Scroll: detect poison CL=1 (12.5 gp)
0               - Red Wizard Divine Scroll: guidance CL=1 (12.5 gp)


0       Wand of Cure Light Wounds (15 gp/charge = 15 gp)
                - command word="Bitch Queen's Blessing", number of charges = 1
		
4       waterskin, full (1 gp)

2       backpack (2 gp)
5		- bedroll (1 sp)
3		- winter blanket (5 sp)
10              - trail rations, 10 days (5 gp)
20		- hemp rope x2, 50 ft [hp 2, burst = STR DC 23] (2 gp total)
4		- grappling hook ["use rope" check to hook DC 10 +2/10 ft] (1 gp) 
5               - climber's kit (80 gp)
                  - gain a +2 circumstance bonus on Climb checks
8               - disguise kit (5 gp/use = 0 gp)
                  - gain a +2 circumstance bonus on Disguise checks; uses = 0
2		- empty sack x2 (2 sp)
1               - merchant's scale (2 gp)
                  - appraise vs precious metals/wt = +2 circumstance bonus
0               - inkpen (1 sp)
1               - sealing wax (1 gp)
0               - chalk x5 (5 cp)
0               - flint and steel (1 gp)
1               - whetstone (2 cp)
10              - torches x10 (1 sp total)
                  - illuminates 20 ft radius, shadowy 40 ft radius, burns 1 hour
8               - sunrods x8 (16 gp total)
                  - illuminates 30 ft radius, shadowy 60 ft radius, lasts 6 hours



==============================================================================
TREASURE			
pp = 			signet ring (5 gp)
gp = 	                Knight of the Shield Gold Coin (3 gp each) x1			
sp = 9			
cp = 5			


=============================================================================
In Storage:
pp = 		
gp = 	
sp = 	
cp = 		

Equipment salvaged
------------------
1 set of dice
1 deck of cards
2 flasks of acid (10 gp each)
1 flask of alchemist's fire (20 gp)
1 Potion of Cure Light Wounds (50 gp)
1 morningstar, masterwork   (308 gp)
1 composite longbow: STR 12, dam +1 (200 gp)
1 quiver w 20 arrows (5 cp/arrow = 1 gp)
1 quiver w 20 arrows (5 cp/arrow = 1 gp)
1 quiver w 20 silver arrows (2 gp/arrow = 40 gp)

Available loot to spend
-----------------------
= 4,972 gp + 109 gp (for selling her share of items at 75% of value)
= 5,081	gp - 31 gp for coins in treasure (19 gp + Knight coin x4)
= 5,050 gp

Which is 300 gp short of desired purchases.

Items to purchase = Total = 4875 + 475 = 5,350 gp
-----------------
    5 gp   = replenish trail rations (10 days)
  175 gp   = masterwork dastana (arm slot, +1 armor AC)
  110 gp   = everburning torch, with snuff cover
   50 gp   = disguise kit (10 uses)
   90 gp   = RW Helm of Vigilance (head slot, magic = +1 competence to Spot)
   22.5 gp = RW divine scroll: Conviction - Subject gains +2 or higher morale bonus to saves
   22.5 gp = RW divine scroll: Ironguts - Subject gains +5 alchemical bonus on saving throws against poison
    0 gp   = 4 RW tokens (detect magic x1, cure minor wounds x1, read magic x1, resistance x1)
--------
  475 gp

2,475 gp = Torc of the titans M143 (3,300 gp x 0.75 = 2,475 gp) throat slot
		- gain a +5 morale bonus on Strength checks, Strength-based skill checks, 
		  and melee weapon damage rolls for 1 round = 3/day

1,500 gp = Upgrade Rubicund Frenzy Armor Crystal (from Least to Lesser)
                - bonus goes from +1 to +3


  900 gp = RW enchant Shield (+1 bonus = 1,000 gp x 0.9 = 900 gp)
		- Red Wizard/Waterdeep mark

==============================================================================
SPECIAL NOTES:

Contacts:
---------
Ghauntz the Cloaked - Apprenticed to him to learn about Hidden Lord
Lord Bly Ruldegost - Patron within the Knights of the Shield
Mather Ukkhemn - Favoured Merchant within the Knights of the Shield (saved him from goblin caves)
Meiroth the Silk Merchant - Under "protection" of Knights of the Shield
Thelios the Fool- Meiroth’s weak willed manservant and bodyguard

Bessy - Waitress at Inn of the Dripping Dagger, healed her when dying
Zilvazaraat - Half-Ogre Bouncer at Inn of the Dripping Dagger, may know of mercenary side jobs


Hit List:
---------
Eric of the Red Sashes - owes us 10,000 gp for "Lady Alathene's lost ring"

Lady Alathene - owes us 10,000 gp for setting us up in an ambush, 
                claiming to have lost a ring or "family heirloom"

Will.I.Am the Wascally Wed Wizard (6th or 7th level) - likes to counterspell and cheat
- known items = magic belt, wand of color spray 
- known spells = mage armor, magic missile, sleep, cat's grace, dispel magic
- has 5 flunky's in his employ


Rumors:
-------
- Mother Tathlorn's House of Pleasure and Healing can make your fantasies be made flesh.
  - Seems to be a bit more than Priest's of Sune normally offer...
- The city Watch is investigating possible Cult Killings of criminals in Dock Ward 
  - Helve Urtrace in charge of investigation
- New type of drug is hitting the streets...
- Red Wizards seem to be hunting rogue wizards...


To Do:
------
- Use sense motive/spot/knowledge religion to determine what others worship
- Use detect magic to determine aura/strength/school of others items
- Connection between Church of Umberlee and Red Sashes?
- Take out followers of Cyric? Discuss with Barid?
- Take out followers of Shar? Just because we can...


==============================================================================
ITEMS TO ACQUIRE

Shield of the Hidden Lord (artifact)
- Heavy Mithral Shield +4
  - continuous "protection from arrows" = DR 10/magic vs missiles
  - continuous "tongues" = speak and understand all languages
  - The Hidden Lord hears all within speaking range of the shield
  - The Hidden Lord can talk to anyone within hearing range of the shield
  - The Hidden Lord can compel the bearer (DC 30 Will) to do his bidding
  - currently in the possession of Duke Inselm Hhune of Kamlann, The First Lord of the Shield


Dastana (25 gp, AC = +1 armor/stacks, AC check = -1, spell failure = 5%, wgt = 5 lbs)
Dastana, masterwork (175 gp, AC = +1 armor/stacks, AC check = +0, spell failure = 5%, wgt = 5 lbs)
- arm slot, metal bracers

Torc of the titans M143 (3,300 gp)
- gain a +5 morale bonus on Strength checks, Strength-based skill checks, 
  and melee weapon damage rolls for 1 round = 3/day
**** add - gain natural armor AC bonus = +1 (+2,000 gp)

enchant Shield  (+1 bonus = 1,000 gp)

Rubicund Frenzy Armor Crystal
- lesser (2,000 gp); if hp less than half, gain +3 morale bonus on weapon damage rolls and save vs fear
- greater (6,000 gp); if hp less than half, gain +5 morale bonus on weapon damage rolls and save vs fear

Belt of One Mighty Blow (1,500 gp)
- add ability to belt of giant strength = +2d6 damage with longsword 1/day
 - 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 

Upgrade silver unholy symbol
- make magic with +1 enhancement bonus (+1 hit/dam) = +2,000 gp

enchant longsword ("Razor") with 
- mithral longsword (2,015 gp) or adamantine (3,015 gp)
- dwarvencraft ? (+300 gp), races of stone p159, Hardness +2, hp +10, saves +2
- hellforged ?(+1,500 gp), DMG2, p278, hardness +1, hp +5, +1 damage to foe if wielder flanks
- enchant with +1 hit/dam bonus (+1 bonus = +2,000 gp)
- everbright (+2,000 gp)
- bloodfeeding (+1 bonus) = 10 blood points storage, release up to 5 blood points for +2 dam/bloodpoint
- viscious ability = +2d6 dam but +1d6 self (+1 bonus).
- collision (+2 bonus = +5 damage)
- slow burst (+5,000 gp)
- keen (+1 bonus)

- weapon crystals for various foe types

"Mithral Full-Plate"
normal:  value = 1500 gp, AC = +8, max dex = +1, AC check = -6, spell failure = 35%, MV = 20 ft (heavy), wt = 50 lbs
mithral: value = 10,500 gp, AC = +8, max dex = +3, AC check = -3, spell failure = 25%, MV = 20 ft (med), wt = 25 lbs
- enchant with +1 armor bonus (+1 bonus = +1,000 gp)
- blueshine


Least Shield Crystal of Bent Sight (500 gp)

various shield crystals vs energy


Third Eye Surge (2,100 gp)
- Body Slot: Face, Swift (command)
- 3 charges/day, +2 to +4 insight bonus on Strength checks, Dexterity checks, 
  Strength- and Dexterity-based skill checks, and weapon damage rolls for 1 round.

Boots of Striding and Springing (5,500 gp)
- jump checks = +5 and gain +10 ft to base land speed
- since +5 jump costs 2500 gp, is it possible to get just the "Striding" ability for 3,000 gp?
- in theory, "striding" would have cost 2000 gp, but as a secondary ability cost is +50% 
  which would bring it to 3,000 gp.

Anklet of Translocation (1,400 gp)

"Helm of Vigilance"
- INT +6 (head slot, ranks in Spot, Listen, Sense Motive) = 36,000 gp
- with competence bonus to Spot, Listen, Sense Motive = +10 each = +15,000 gp x3

Other items to increase skill points 
(spot, tumble, jump, balance, climb, intimidate, disguise, gather information, sense motive)
- +1 competence bonus = 100 gp
- +2 competence bonus = 400 gp

   60 gp = potion belt, masterwork (60 gp)
   50 gp = - vial of anti-toxin (50 gp)
             - provides +5 alchemy bonus to fortitude saves vs poison
   45 gp = Vial of Universal Solvent (50 gp) RW

healing kit ?


Divine Scrolls:
Level 1 = (25 gp each) x17 = 425 gp + 17 free O-level scrolls from Red Wizards
PHB: x6
- Bless: Allies gain +1 morale bonus on attack rolls and saves against fear
- Comprehend Languages: You understand all spoken and written languages
- Divine Favor: You gain +1 luck bonus per three levels on attack and damage rolls
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels
- Shield of Faith: Aura grants +2 or higher deflection bonus
- Summon Monster I: Calls extraplanar creature to fight for you (fiendish dire rat or fiendish raven)
Spell Compendium: x11
- Blessed Aim: +2 morale bonus for allies’ ranged attacks
- Conviction: Subject gains +2 or higher morale bonus to saves
- Delay Disease: Ravages of disease staved off for a day
- Ebon Eyes: Subject can see through magical darkness
- Healthful Rest: Subjects heal at twice the normal rate
- Ironguts: Subject gains +5 alchemical bonus on saving throws against poison
- Nightshield: You gain +1 resistance bonus on saves, and spell absorbs magic missile damage
- Resurgence: You grant subject a second chance at a saving throw
- Sign: You gain +4 bonus on next initiative check
- Summon Undead I: Summons undead to fight for you (Human warrior skeleton (MM 226), kobold zombie (MM 266))
- Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).


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

Dragonfang weapons
black = acid
blue = electricity
green = acid
red = fire
white = cold
brass = fire
bronze = electricity
copper = acid
gold = fire
silver = cold