Lady Oriana - Knight of the Shield - Chapter 13

Adventure Date: TBD, 2017
Last Updated: April 10, 2017


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: -7 (not stable)
====================================================================================
STR:	19/21   +4/+5	HP: 	43			      Speed:       30 ft 
DEX:	14	+2	AC:	21 (17 with glory & stance)				
CON:	10	+0	= 10   + 5+1   + 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: 18 (14)		      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

- fearless zeal = +2 to any one save, once per day (used)
- if HP = 21 or less, then gain a +3 morale bonus on saves vs fear
- if not flat-footed, gain +1 insight bonus to reflex saves (*battle clarity)


====================================================================================
- fearless zeal = +2 to any one attack roll, once per day (used)
- if HP = 21 or less, then gain a +3 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
SPELLS
- Blade of Blood = swift action, dur = 1 round or until discharged, discharges if hit living creature,
		   weapon damage = +1d6 or +3d6 if caster takes 5 hp damage

Attack		Bonus	Damage	Critical	Range	Type	Notes
------------	------	------	--------	-----	----	-----
Longsword +1    +11     1d8+6   19-20/x2        -       S       magic
                           +1d6                                 punishing stance
                           +1                           fire    weapon crystal
                           +3                           morale  armor crystal, if hp = 21 or less

heavy shield    +9      1d4+5   x2              -       B       wooden
                           +1d6                                 punishing stance
                           +3                           morale  armor crystal, if hp = 21 or less

morningstar	+10	1d8+5	x2		-	B/P	masterwork

spiked gauntlet +10	1d4+5	x2		-	P	masterwork

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

longbow,        +6      1d8+1   x3              110 ft  P       normal
composite       +6      1d8+1                                   cold iron
STR 12 = +1 dam +6      1d8					silver
                +7      1d8+1 & 1 acid                          black dragonfang, masterwork


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

dastana 	light 	+1	n/a	+0	 5%	n/a	5 lbs	masterwork
		armor	stacks

heavy shield,   shield  +2      n/a     -2      15%     n/a     10 lb   
wooden

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


====================================================================================
SKILLS:  Total = 20+15+7     max = 8/4	 Ability Mod	Ranks	Misc
+4	 appraise                        INT	 +2	2cc	
+6       appraise, metals                INT     +2      "      +2 scale
+2	 #balance		         DEX	 +2		-2 AC.enc/+2 tumble
-1	 +bluff				 CHA 	 -1		
+6	 @*climb			 STR	 +5	1	-2 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)
+0	 escape artist			 DEX	 +2		-2 AC.enc	
+2	 forgery                         INT	 +2		
-1	 @gather information		 CHA	 -1		
no	 *handle animal			 CHA	 -1		-1 saddleback
+3	 +heal				 WIS	 +1		+2 belt
+0	 +hide				 DEX	 +2		-2 AC.enc	
+5	 @#*intimidate			 CHA	 -1	6		
+6	 @#*jump			 STR	 +5	1	-2 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: Waterdeep   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		
+0	 move silently			 DEX	 +2		-2 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		-2 AC.enc			
+3	 +spellcraft			 INT	 +2	1	
+2	 @spot				 WIS	 +1		+1 farsighted
+1	 survival                        WIS	 +1		
+2	 #*swim				 STR	 +5	1	-4 AC.enc x2			
+5	 #tumble                         DEX	 +2	5	-2 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)
 
- fearless zeal = +2 to any skill check, once per day
* = fighter; + = cleric; # = warblade; @ = vengeance knight

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


Fearless Zeal (5th level story feat) 
- You're willing to lay down your life for your faith.
- Once per day, add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. 
- You must choose to add this bonus after the die has been rolled and success or failure determined, 
  but before any results (such as damage) are rolled and applied. 
- If you have 10 or more levels or hit dice, this bonus increases to +4 .


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 has demanded a status update
    which 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), blade of blood-x, blade of blood-x (PHB2)

- 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= 68.5 + 85 = 153.5
	load: light = 153	medium = 306	heavy = 460

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                 Lesser Rubicund Frenzy Armor Crystal (2,000 gp)
                  	- if HP = 50% or less, then gain:
                  	  - a +3 morale bonus on weapon damage rolls
                 	  - a +3 morale bonus on saves vs fear 
                  	- only usable on magic armor +1 or better (on chainshirt)
0	TORSO:	  OPEN SLOT
1	WAIST:	  Healing Belt (750 gp)
                        - gain +2 competence bonus on heal checks
			- has 3 charges/day, renewed at dawn = 0
			  - heal 2d8 damage = 1 charge
			  - heal 3d8 damage = 2 charges
			  - heal 4d8 damage = 3 charges
0	FEET:	  OPEN SLOT
5	ARMS:	  dastana, masterwork (175 gp)
2	HANDS:	  Guantlets of Destruction (6,610 gp)
                  	- part of magic item set: Armor of the Watching Master
                  	- grants +2 enhancement bonus to STR
		  	- swift action: activate gauntlets to enable the next melee attack 
 					made during your turn to overcome damage reduction 
                                  	and ignore hardness as if the attack were made
                                  	with an adamantine weapon. Usable 3/day
		  	- each guantlet is a masterwork spiked gauntlet
0	RING1:	  OPEN SLOT
0	RING2:	  OPEN SLOT
10	SHIELD:	  heavy wooden shield (7 gp)
                  	- bears sigil of the Knights of the Shield

		
1       "Corruptor" 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)


6 	morningstar, masterwork   (308 gp)

3 	composite longbow: STR 12, dam +1 (200 gp)
1.5 	quiver w normal arrows (5 cp/arrow = 1 gp) 	        = 10
1.5            w black dragonfang arrows (10 gp/arrow = 10 gp)  = 10
3 	quiver w cold iron arrows (1 sp/arrow = 2 gp) 	        = 20
3 	quiver w silver arrows (2 gp/arrow = 40 gp) 	        = 20


0.5     bandoleer, masterwork = 4/12 items (5 gp)
3               - flask of acid (10 gp) x3
1		- flask of alchemist's fire (20 gp) x1

1	potion belt = 1/6 vials (1gp)
		- retrieving a potion/vial is a free action once per round
		  - vial of black ink (8 gp) x1
		
0.5     belt pouch (1 gp)
1               - coins (sp, gp, pp)

0.5     belt pouch (1 gp)
0.5             - small steel mirror (10 gp)
0		- set of dice
0		- deck of cards
				
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  		- Divine Scroll: conviction, SL=1, CL=1 (25 gp)
			- Subject gains +2 or higher morale bonus to saves
0		- Divine Scroll: ironguts, SL=1, CL=1 (25 gp)
			- Subject gains +5 alchemical bonus on saving throws against poison

0.5     scroll case (1 gp)
0               - Red Wizard Divine Scroll: magic weapon, SL=1, CL=1 (25 gp)
0               - Red Wizard Divine Scroll: protection from chaos, SL=1, CL=1 (25 gp)
0               - Red Wizard Divine Scroll: detect poison SL=0, CL=1 (12.5 gp)
0               - Red Wizard Divine Scroll: guidance SL=0, CL=1 (12.5 gp)

4       waterskin, full (1 gp)

2	hooded lantern with continual flame (117 gp)
                  - illuminates 20 ft radius, shadowy 40 ft radius

2       backpack (2 gp)
0.5     	- belt pouch (1 gp)
0			- coins = 0 gp
0.5     	- belt pouch (1 gp)
0			- coins = 0 gp
5		- bedroll (1 sp)
3		- winter blanket (5 sp)
20              - trail rations, 20 days (10 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 = 40 gp)
                  - gain a +2 circumstance bonus on Disguise checks; uses = 8
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)
8               - sunrods x8 (16 gp total)
                  - illuminates 30 ft radius, shadowy 60 ft radius, lasts 6 hours


==============================================================================
TREASURE			
pp =  1			signet ring (5 gp)
gp = 11	                Knight of the Shield Gold Coin (3 gp each) x5			
sp =  1			
cp = 			

- owes Tormod 400 gp for casting of Restoration spell


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

- quiver w 30 arrows (5 cp/arrow = 1 gp)	
- torches x10 (1 sp total)
	- illuminates 20 ft radius, shadowy 40 ft radius, burns 1 hour


==============================================================================
ITEMS TO ACQUIRE/UPGRADE
------------------------

Guantlets of Destruction (6,610 gp)
**** increase STR from +2 to +3 (+5,000 gp)
**** increase STR from +3 to +4 (+7,000 gp)


Torc of the titans M143 (3,300 gp) 
**** buy this item again
**** add - gain natural armor AC bonus = +1 (+2,000 gp)


Healing Belt (750 gp)
---- add CON enhancement bonus = +2 (+4,000 gp) 
---- add abilities of Amulet of Tears (+2,300 gp + 325 gp = +2,625 gp) 
     - swift action, gives +12/+18/+24 temp hp, cost = 1/2/3 charges, 3 charges/day
---- add abilities of amulet of emergency healing (+6,000 gp + 1,150 gp = +7,150 gp)
     - as immediate action, heal 1d4+5 points of damage to yourself or a creature within 30 feet, use 3/day


Dwarvencraft Mithral Blueshine Full Plate +1 (13,300 gp)
**** mithral: value = 10,500 gp, AC = +8, max dex = +3, AC check = -3, spell failure = 25%, 
     MV = 20 ft (med), wt = 25 lbs, hardness = 15+2+2 = 19, hp = 40+10+10 = 60
**** dwarvencraft = hardness +2, hp +10, item saving throw = +2 (+300 gp)
**** enchant with +1 armor bonus (+1 bonus = +1,000 gp)
**** blueshine (+1,500 gp)
	- gain a +2 competence bonus on Hide checks
	- armor never tarnishes and is immune to acid damage and rusting effects
---- mindarmor (+3,000 gp)
	- grants a +5 bonus on Will saves to resist mind-affecting spells 
	  and abilities until the start of your next turn
	- charges = 3/day
---- increase armor bonus from +1 to +2 (+2 bonus = +3,000 gp)
---- increase armor bonus from +2 to +3 (+3 bonus = +5,000 gp)


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


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.
**** add DEX +2 = (+4,000 gp)


Least Crystal of Aquatic Action (250 gp)
- no AC check penalty while swimming


Wand of Lesser Vigor (750 gp)
- 50 charges, heals 1 hp/round for 11 rounds or 11 hp/charge


Heward's Handy Haversack (2,000 gp)


Weapon Crystal of Fire Assault (600 gp)
**** upgrade from least = +1 hp dam; to lesser = +1d6 dam (+2,400 gp)


Lesser Truedeath Weapon Crystal (5,000 gp)
- undead = +1d6 dam; and ghost touch ability


"Razor" Longsword +1 (2,315 gp)
- upgrade to dwarvencraft mithral longsword (2,015 gp)
  - dwarvencraft (+300 gp), races of stone p159, Hardness +2, hp +10, saves +2
- enchant with +1 hit/dam bonus (+1 bonus = +2,000 gp)
**** add viscious ability = +2d6 dam but +1d6 self (+1 bonus = +6,000 gp).
- everbright (+2,000 gp)
- collision (+2 bonus = +5 damage)
- bloodfeeding (+1 bonus) = 10 blood points storage, release up to 5 blood points for +2 dam/bloodpoint
- slow burst (+5,000 gp)

masterwork cold iron morning star (316 gp)

Get other items from set: Armor of the Watching Master?
- Mask of mastery - Face 3,500 gp (8th) +5 on Intimidate checks; 1/day command
- Helm of wounding sight - Head 6,500 gp (10th) Light at will; 3/day blinding fire cone
- Breastplate of terror - Body 13,200 gp (14th) +1 adamantine breastplate; 1/day frighten foe
Pieces Worn Benefit
2 pieces +2 on initiative checks
4 pieces +5 on Spot checks; 1/day see invisibility for 3 min.


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

- weapon crystals for various foe types

- Least Shield Crystal of Bent Sight (500 gp)
- various shield crystals vs energy


Third Eye Clarity (3,000 gp)
- merge with Third Eye Surge = (2,100 gp +1,050 gp = +3,150 gp)
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.


"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

Bag of Holding 
Type I 		15 lb. 	  250 lb. 	 30 cu. ft. 	 2,500 gp
Type II 	25 lb. 	  500 lb. 	 70 cu. ft. 	 5,000 gp
Type III 	35 lb. 	1,000 lb. 	150 cu. ft. 	 7,400 gp
Type IV 	60 lb. 	1,500 lb. 	250 cu. ft. 	10,000 gp


Mundane Items = 700 gp
   50 gp = The Art of the Deal, by Merchant Guildmaster D.T. of Waterdeep
		 - book, masterwork tool (50 gp)
		 - provides a +2 circumstance bonus on profession: merchant checks if evil
   50 gp = Elminster's Encyclopedia Vol. I, Unearthed Arcana
		 - book, masterwork tool (50 gp)
		 - provides a +2 circumstance bonus on knowledge, arcana checks
   50 gp = Elminster's Encyclopedia Vol. V, The Complete History of Faerun
		 - book, masterwork tool (50 gp)
		 - provides a +2 circumstance bonus on knowledge, history checks
   50 gp = Elminster's Encyclopedia Vol. VIII, Faerun's Faiths and Pantheons
		 - book, masterwork tool (50 gp)
		 - provides a +2 circumstance bonus on knowledge, religion checks
   50 gp = Elminster's Encyclopedia Vol. IX, The Cosmology of Toril
		 - book, masterwork tool (50 gp)
		 - provides a +2 circumstance bonus on knowledge, the planes checks
   50 gp = Khelben "Blackstaff" Arunsun's Compendium, A Practitioner's Practical Guide to the Weave 
		 - book, masterwork tool (50 gp)
		 - provides a +2 circumstance bonus on spellcraft checks
   50 gp = Volo's Guide to Waterdeep (50 gp)
		 - book, masterwork tool (50 gp)
		 - provides a +2 circumstance bonus on knowledge, local: Waterdeep checks
   50 gp = forger's kit, masterwork (50 gp), uses = 10
		- provides a +2 circumstance bonus on Forgery checks
   50 gp = healer's kit (50 gp), uses = 10
		- provides a +2 circumstance bonus on Heal checks
  100 gp = magnifying glass (100 gp)
		- grants a +2 circumstance bonus on Appraise checks involving any item 
                  that is small or highly detailed, such as a gem
   60 gp = potion belt, masterwork (60 gp)
   50 gp = Vial of Universal Solvent (50 gp)
   40 gp = silk rope, 50 ft (10 gp each) x4
		- provides a +2 circumstance bonus on Use Rope checks


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


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