Adventure Date: TBD, 2018
Last Updated: October 21, 2018
class: Cleric/Fighter/Warblade/ race: human (Illuskan) Vengeance Knight level: 6 = 1/4/1/0 alignment: Lawful Evil xp: 15,000 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: 49 ==================================================================================== STR: 19/20 +4/+5 HP: 49 Speed: 30 ft DEX: 14 +2 AC: 22 (18 with glory & stance) CON: 10 +0 = 10 + 5+1 + 3 + 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: 19 (15) Initiative: +2 Base Attack: 0+4+1 = +5 - combat expertise: attack roll = -5 max, AC dodge bonus = +5 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: +8 = 2+4+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 - if HP = 24 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) ==================================================================================== - spring attack = move, attack, move - whirlwind attack = full round, attack all opponents within reach at full base attack - fearless zeal = +2 to any one attack roll, once per day - if HP = 24 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 +12 1d8+5 19-20/x2 - S masterwork, cold iron +1d6 punishing stance +3 morale armor crystal, if hp = 24 or less Bulette Shield +11 1d6+2 x2 - B = masterwork heavy steel shield (off-hand) +1d6 punishing stance +3 morale armor crystal, if hp = 24 or less dagger +10 1d4+4 19-20/x2 - P/S silver, masterwork - thrown +8 1d4+4 19-20/x2 10 ft P/S longbow, mwk +8 1d8+1 x3 110 ft P normal composite +8 1d8+1 cold iron STR 12 = +1 dam +8 1d8 silver +8 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 Bulette Shield shield +3 n/a -3 30% n/a 30 lbs = mwk hvy steel if medium load enc. n/a +3 -3 n/a 20 ft n/a run x4 ==================================================================================== SKILLS: Total = 20+20+7 max = 9/4 Ability Mod Ranks Misc +4 appraise INT +2 2cc +6 appraise, metals INT +2 " +2 scale +1 #balance DEX +2 -3 AC.enc/+2 tumble -1 +bluff CHA -1 +2 @*climb STR +4 1 -3 AC.enc +0 #+concentration CON +0 +2 @#+*craft INT +2 +4 @#+*craft, poisonmaking INT +2 +2 tool no decipher script INT +2 +1 !#+diplomacy CHA -1 +1 trait/+1 ring no disable device INT +2 +5(+15) +disguise CHA -1 4 +2 kit/(+10 spell) -1 escape artist DEX +2 -3 AC.enc +2 forgery INT +2 -1 @gather information CHA -1 no *handle animal CHA -1 -1 saddleback +3 +heal WIS +1 +2 belt -1 +hide DEX +2 -3 AC.enc +7 @#*intimidate CHA -1 8 +5 @#*jump STR +4 2 -3 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 +8 +knowledge, religion INT +2 4 +2 book +3 +knowledge, the planes INT +2 1 +1 listen WIS +1 -1 move silently DEX +2 -3 AC.enc no open lock DEX +2 -1 perform CHA -1 +7 +profession, merchant WIS +1 4 +2 book +7 @*ride DEX +2 4 +1 saddleback +0 @search INT +2 -2 farsighted +3 @sense motive WIS +1 2cc no sleight of hand DEX +2 -3 AC.enc +3 +spellcraft INT +2 1 +3 @spot WIS +1 +1 farsighted/+1 helm +1 survival WIS +1 -1 #*swim STR +4 1 -6 AC.enc x2 +4 #tumble DEX +2 5 -3 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 ! = always a class skill ============================================================================= 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) + 4 = 0 + 4 = 4 - 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 (3rd 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 = -5 max - AC dodge bonus = +5 max Spring Attack (4th level fighter feat) - When using the attack action with a melee weapon, you can move both before and after the attack - Moving in this way does not provoke an attack of opportunity from the defender you attack - You can’t use this feat if you are wearing heavy armor. Whirlwind Attack (6th level bonus feat) - When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. 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 . Looking for Work (6th level story trait) - gain a +1 trait bonus in the Diplomacy skill - the Diplomacy skill is always considered a class skill. 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 three 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 disguise self (D), blade of blood, blade of blood (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= 86 + 5 + 28 = 119 load: light = 133 medium = 266 heavy = 400 WT Item --- --------------------- 0 traveler's outfit 0 wooden unholy symbol: broken stag horn (1 gp) 2 HEAD: Helm of Vigilance (100 gp) - gain a +1 competence bonus to Spot checks 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 - heal 2d8 damage = 1 charge - heal 3d8 damage = 2 charges - heal 4d8 damage = 3 charges 0 FEET: OPEN SLOT 5 ARMS: Greatreach Bracers (2,000 gp) - swift action, extend reach by 10 feet for 1 round, 3/day 5 dastana, masterwork (175 gp) 2 HANDS: Gauntlets of Giant Strength +1 (1,000 gp) - gain +1 enhancement bonus to STR 0 RING1: Ring of Negotiation (100 gp) - gain a +1 competence bonus to Diplomacy checks 0 RING2: OPEN SLOT 30 SHIELD: Bulette Shield (170 gp) - made from the armor plate of a bulette (land shark) - equivalent to a masterwork heavy steel shield but is not actually metal - AC Bonus = +3, Armor check penalty = -3, arcane spell failure = 30%, wgt = 30 lbs - hardness = 10, hitpoints = 20 - one-handed martial melee weapon strike = 1d6 blunt (or 1d8 piercing if spiked) 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 "Death Knell" cold iron longsword, masterwork (330 gp) 4 "Last Chance" longsword (15 gp) 3 "Tail Feather" masterwork composite longbow: STR 12, dam +1 (500 gp) 1.5 quiver w normal arrows (5 cp/arrow = 1 gp) = 10 1.5 w black dragonfang arrows (10 gp/arrow = 100 gp) = 10 1.5 quiver w cold iron arrows (1 sp/arrow = 1 gp) = 10 1.5 w silver arrows (2 gp/arrow = 20 gp) = 10 0.5 bandoleer, masterwork = 5/12 items (5 gp) 2 - flask of acid (10 gp each) x2 2 - flask of alchemist's fire (20 gp each) x2 0.5 - smokestick (20 gp each) x1 - provides 10' cube of smoke - 20% concealement (miss chance) i.e. no sneak attack 1 potion belt = 6/6 vials (1gp) - retrieving a potion/vial is a free action once per round - Oil of Greater Magic Weapon +1 (750 gp) - vial of red liquid (1 gp) x5 0.5 belt pouch (1 gp) 1 - coins (15 cp, 17 sp, 7 gp) 0.5 belt pouch (1 gp) 1 - whetstone (2 cp) 0 - set of dice 0 - deck of cards 0 - tindertwig (1 gp each) x1 - light smokestick or torch as standard action instead of full-round action 2 spell component pouch (5 gp) 2 hooded lantern (7 gp) - contains a wick with continual flame (110 gp) - illuminates 20 ft radius, shadowy 40 ft radius 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: 10 lbs used) 0.5 - belt pouch (1 gp) 1 - coins = 50 gp 0.5 - small steel mirror (10 gp) 0 - chalk x5 (5 cp) 8 - sunrods x8 (16 gp total) - illuminates 30 ft radius, shadowy 60 ft radius, lasts 6 hours - right side pouch (20 lbs max: 3 lbs used) 0.5 - belt pouch (1 gp) 1 - coins = 50 gp 0 - inkpen (1 sp) 0 - vial of black ink (8 gp) x1 1 - sealing wax (1 gp) 0.5 - scroll case (1 gp) 0 - sheet of parchment x10 (20 sp) - main central pack (80 lbs max: 34.5 lbs used) 0.5 - belt pouch (1 gp) 1 - coins - Knight of the Shield Gold Coins (3 gp each) x5 - bloodstone gem (50 gp) x1 - pp = 0 - gp = 0 4 - waterskin, full (1 gp each) x1 8 - trail rations, 8 days (4 gp) 0 - flint and steel (1 gp) 5 - masterwork artisan's tools, poisonmaking (55 gp) - gain a +2 circumstance bonus on craft poisonmaking checks 8 - disguise kit (5 gp/use = 50 gp) - gain a +2 circumstance bonus on Disguise checks; uses = 10 1 - merchant's scale (2 gp) - appraise vs precious metals/wt = +2 circumstance bonus 0 - key #1 3 - Oriana's Ledger of Accounts 3 - Oriana's Book of Contracts 3 - "The Art of the Deal", by Merchant Guildmaster D.T. of Waterdeep (50 gp) - book, masterwork tool (50 gp) - provides a +2 circumstance bonus on profession: merchant checks, if evil 3 - "Elminster's Encyclopedia Vol. VIII, Faerun's Faiths and Pantheons" (50 gp) - book, masterwork tool (50 gp) - provides a +2 circumstance bonus on knowledge, religion checks 0 - Pearl of Power (1,000 gp) - once per day on command, recall one 1st level spell already cast 0 - Divine Scroll: conviction, SL=1, CL=1 (25 gp) - Subject gains +2 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 - 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) 2 backpack (2 gp) 5 - bedroll (1 sp) 3 - winter blanket (5 sp) 10 - hemp rope x1, 50 ft [hp 2, burst = STR DC 23] (1 gp) 4 - grappling hook ["use rope" check to hook DC 10 +2/10 ft] (1 gp) 2 - empty sack x2 (2 sp) 2 - torches x2 (1 cp each) - illuminates 20 ft radius, shadowy 40 ft radius, burns 1 hour ============================================================================== TREASURE pp = signet ring (5 gp) gp = 7 Knight of the Shield Gold Coin (3 gp each) x5 sp = 17 pouch with 50 gp each x2 cp = 15 bloodstone gem (50 gp) =============================================================================== Lord Bly's Banking and Loan: - Deposit (up to 1,000 gp; fee = 10 gp/year) = 80 gp - Loans = 100 gp for helm = owe 150 gp = 15 gp / 10 days, payments left = 10, day 4 =============================================================================== In Storage: key #1 4.5 quiver w arrows (5 cp/arrow = 1.5 gp) = 30 1.5 quiver w cold iron arrows (1 sp/arrow = 1 gp) = 10 1.5 w silver arrows (2 gp/arrow = 20 gp) = 9 ============================================================================== ITEMS TO ACQUIRE/UPGRADE ------------------------ Potion of Infertility (150 gp) - magic of Faerun Boots of Striding - gain +10 ft enhancement bonus to base land speed (2,000 gp) - add DEX +2 = (+4,000 gp) - gain +1 competence bonus to tumble (+ 150 gp) - gain +1 competence bonus to balance (+ 150 gp) ???? - abilities of Dimensions Stride Boots (+ 2,000 gp x 1.5 = + 3,000 gp) - gain +2 competence bonus to jump (included) - teleport - standard action - 3 charges ???? - abilities of Boots of Swift Passage (+ 5,000 gp + 2000 x 0.5 = +6,000 gp) - teleport - move action - 5 times per day Torc of the Titans M143 (3,300 gp) **** buy this item again **** add - gain natural armor AC bonus = +1 (+2,000 gp) ???? add - gain +2 or more enhancement bonus to STR (+4,000 gp min) ???? add - gain +2 or more enhancement bonus to CON (+4,000 gp min) Ring of Identify (or combine into helm) - cast the "Identify" spell once per day cost = use activated = ((spell level x caster level x 2000 gp) + (material cost x 100))/5 (once per day) = ((1 x 1 x 2000 gp) + (100 gp x 100))/5 = (2000 gp + 10000 gp)/5 = 12,000 gp/5 = 2,400 gp "Helm of Vigilance" - competence bonus to spot = +2 (400 gp) - competence bonus to spot = +3 (900 gp) - competence bonus to sense motive = +1 (+100 gp +50 gp = +150 gp) - competence bonus to listen = +1 (+100 gp +50 gp = +150 gp) - competence bonus to gather information = +1 (+100 gp +50 gp = +150 gp) - INT +2 = ranks in Listen (+4,000 gp) - WIS +2 = WIS 14 - Will +2, bonus 2nd level spell (+4,000 gp) Cloak of Intimidation - gain +1 competence bonus to intimidate (100 gp) - gain +2 enhancement bonus to CHA (+ 4,000 gp) - gain +1 resistance bonus to saves (+ 1,000 gp) Healing Belt (750 gp) ---- add CON enhancement bonus = +2 (+4,000 gp) ---- add abilities of Amulet of Tears (+2,300 gp + 375 gp = +2,675 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 - if only use 1/day, then cost = 2,400 gp +1,150 gp or +375 gp Wand of Lesser Vigor (750 gp) - 50 charges, heals 1 hp/round for 11 rounds or 11 hp/charge 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 (medium), 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 - Least Crystal of Aquatic Action (250 gp) - no AC check penalty while swimming - Restful Armor Crystal (500 gp) Enchant shield as weapon = +1 hit/dam (+2,000 gp) - enchant with "warning" = +5 initiative (+1 bonus = +6,000 gp) Dragonfang Shield Spikes - for Bulette Shield (+610 gp) - shield spikes = +10 gp, +5 lbs - masterwork = +300 gp (+1 hit) - dragonfang = +300 gp (+1 energy damage) - black = acid, blue = electricity, green = acid, red = fire, white = cold brass = fire, bronze = electricity, copper = acid, gold = fire, silver = cold - Least Shield Crystal of Bent Sight (500 gp) - Clasp of Fire Protection - least shield crystal = 5, max = 25 (500 gp) - lesser shield crystal = 10, max = 50 (1,500 gp) "Death Knell" (53,830 gp) - hellforged masterwork cold iron longsword - masterwork cold iron (330 gp) - hardness 10, hp 5 base - hellforged - DMG 2 (+1,500 gp) - added for flavor only - hardness = +1, hp = +5 - if flanking = +1 damage to opponent hit - if wielded by a "good" character, recieve -1 to hit - allow enchantments (+2,000 gp) - magic +1 to hit/damage enhancement bonus (+1 bonus = +1 total = +2,000 gp) - no light, hardness +2, hp +10 - so total hardness = 13, hp = 20 - add viscious ability = +2d6 dam but +1d6 self (+1 bonus = +2 total = +6,000 gp) - add screaming = +1d4 sonic (+1 bonus = +3 total = +10,000 gp) - each hit makes sound of a Death Knell - add screaming burst (+1 bonus = +4 total = +14,000 gp) - each critical hit = +1d8 sonic damage (in addition to +1d4 screaming damage) - will still do burst damage on critical hit, even if target not affected by critical damage - cast "Death Knell" = use activated, automatically cast when creature struck by sword reduced to -1 hp or less = victim makes save vs Will (DC=13) or weapon sucks out remaining life force of victim, killing it automatically, spell resistance applies = wielder of sword then gains +1d8 temporary hp, +2 bonus to STR (untyped) and +1 effective caster level, duration = 10 minutes per HD of creature killed = multiple slaying don't stack (but can get new temp hp if old lost or new roll is greater than existing) = "evil" spell, so any "good" character will lose 1 negative level while sword held/used = detects as evil and necromantic magic = cost = spell level 2 x caster level 3 x 2000 gp x 1.5 (duration of 10 min/level) = +18,000 gp - Crystal of Life Drinking (to counter impact of viscious ability) - least = heal 1 hp/hit max= 10 hp/day (400 gp) - lesser = heal 3 hp/hit max= 30 hp/day (1,500 gp) - Weapon Crystal of Energy Assault (acid, cold) - least = +1 hp dam; (600 gp) - lesser = +1d6 dam (+2,400 gp) "Razor" (59,315 gp) - Dwarvencraft Mithral Longsword - mithral (2,015 gp) hardness 15, hp 5 base - dwarvencraft (+300 gp), races of stone p159, Hardness +2, hp +10, saves +2 - magic +1 to hit/damage enhancement bonus (+1 bonus = +1 total = +2,000 gp) - sheds light (bright 20 ft, shadowy 40 ft), hardness +2, hp +10 - everbright (+2,000 gp) - add viscious ability = +2d6 dam but +1d6 self (+1 bonus = +2 total = +6,000 gp) - collision = +5 damage (+2 bonus = +4 total = +24,000 gp) - magic +2 to hit/damage enhancement bonus total (+1 bonus = +5 total = +18,000 gp) - need +2 weapon to sunder and since hardness greater than 20, adamantine cannot ignore - hardness +2, hp +10 - so total hardness = 21, hp = 35 - slow burst (+5,000 gp) - Lesser Truedeath Weapon Crystal (5,000 gp) - undead = +1d6 dam; and ghost touch ability - Weapon Crystal of Energy Assault (fire, electricity) - least = +1 hp dam; (600 gp) - lesser = +1d6 dam (+2,400 gp) Create a magic item that casts “blur”, one or more times per day (20% miss chance, but more importantly, prevents precision type damage such as sneak attacks) - As a swift action ? - As an immediate action ? = spell level x caster level x 2000 gp x 2 (spell duration = 1 min/level) continuous effect = 2 x3 x2000 gp x2 = 24,000 gp = same cost as minor cloak of displacement charges/day = 4 (1.25) = 19,200 gp = 3 (1.66667) = 14,400 gp = 2 (2.5) = 9,600 gp = 1 (5) = 4,800 gp 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 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. Shirt of the Leech (8,000 gp) - torso slot - sense all cure spells cast and steal cures 3/day Other items to increase skill points (tumble, jump, balance, climb, intimidate, disguise, diplomacy, sleight of hand) - +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 = 580 gp 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. 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) 20 gp = silk rope, 50 ft (10 gp each) x2 - provides a +2 circumstance bonus on Use Rope checks Lords of Darkness 50 gp = glowpowder - invisble oppenents = 20% miss, not 50% 40 gp = witchweed stick - arcane casters make concentrations checks to cast while in smoke 50 gp = Rhul "Battlewine" = STR+4, CON+4, AC-2, after 1 minute = fatigued 300 gp = Redflower leaves = move action give +4 to competence bonus to hit after 1 min, max 10 min 100 gp = dragonskin paste = +3 natural AC 80 gp = kammarth powder = expeditious retreat 1d4+1 minutes, after 1 min = DEX +2 alchemy bonus Divine Scrolls: Level 1 = (25 gp each) x12 -10% = 270 gp + 12 free O-level scrolls from Red Wizards PHB: x5 - 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 Spell Compendium: x7 - 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 - 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 O-level = amanuensis x4, detect magic x4, detect poison x1, mending x1, read magic x2 ------------------------------------------------------------- - Blessed Aim: +2 morale bonus for allies’ ranged attacks - Healthful Rest: Subjects heal at twice the normal rate - Summon Monster I: Calls extraplanar creature to fight for you (fiendish dire rat or fiendish raven) - 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). ========================================================