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
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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.
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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