Lady Oriana - Knight of the Shield - Chapter 20

Adventure Date: December 7, 2019
Last Updated: November 22, 2019


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: 
====================================================================================
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	+11	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 shield
(off-hand)                 +1d6                                 punishing stance
                           +3                           morale  armor crystal, if hp = 24 or less

shortsword,	+12	1d6+5	19-20/x2	-	P	masterwork + dragoncrafted
black dragonfang	   +1				acid
                           +1d6                                 punishing stance
                           +3                           morale  armor crystal, if hp = 24 or less
								weapon crystal, heal 1 hp/hit

dagger          +10     1d4+4   19-20/x2        -       P/S     silver, masterwork
- thrown        +8      1d4+4   19-20/x2        10 ft   P/S

longbow, 	+8      1d8+5   x3              150 ft  P       normal
composite       +8      1d8+5                                   cold iron
STR 20/+5 dam   +8      1d8+4					silver
                +8      1d8+5 & 1 acid                          black dragonfang, masterwork
		+10	1d8+2d6+8 vs spell-casters		magic adamantine magebane +1


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
+4	 +hide				 DEX	 +2		-3 AC.enc/+5 cloak	
+7	 @#*intimidate			 CHA	 -1	8		
+5	 @#*jump			 STR	 +4	2	-3 AC.enc/+2 tumble
+3	 +knowledge, arcana		 INT	 +2	1	
+5	 - constructs,dragons,magic beast	 "	"	+2 book
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		+2 book
no	 knowledge, nature		 INT	 +2		
no	 knowledge, nobility/royalty	 INT	 +2		
+8	 +knowledge, religion		 INT	 +2	4	+2 book
+10	 - undead				 "	"	"/+2 book
+3	 +knowledge, the planes		 INT	 +2	1	
+5	 - outsiders, elementals		 "	"	+2 book
+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		
+4	 use rope                        DEX	 +2		+2 silk rope
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 - Warblade refocus to shortsword


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


Arisen (6th level story feat)
- don't die until negative hp = CON+4 = -14
- strength of will, standard action, dur = 10 minutes, once/day
  gain 1 temporary hp/HD = +6 temporary hp


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.


Phobia of Oozes (6th level story flaw 3)
- if ooze within 30 ft, become shaken
	- takes a –2 penalty on attack rolls, saving throws, skill checks, 
	  and ability checks.
- if ooze touch/attack, become frightenned
	- flees from the source of its fear as best it can, including using 
	  special abilities, or spells, to flee; indeed,the creature must use 
	  such means if they are the only way to escape.
	- if unable to flee, it may fight. A frightened creature takes a –2 penalty 
	  on all attack rolls, saving throws, skill checks, and ability checks.


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	amanuensis, detect magic, resistance
1: 12	disguise self (D), blade of blood, blade of blood (PHB2)

SCROLLS/POTIONS/WANDS
0: 	detect poison
1:	conviction +2, cure light wounds, faith healing, lesser vigor,
	magic weapon +1, magic weapon +1, shield of faith +2
4:	greater magic weapon +1

- can spontaneously cast "Trickery" Domain spells 
- can put "inflict" spells into Domain spell slot
- Charm or Trickery domain spells = +1 caster level
- can recall one 1st level spell per day (Pearl of Power)

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= 56 + 20 + 30.5 + 5 = 111.5
	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
1	SHOULDER: Cloak of Elvenkind (2,500 gp)
			- gain a +5 competence bonus to Hide checks
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 shield
                          but is not made from metal, so a druid could use it
			- 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)
		- used to slay Eric the Red of the Red Sashes

4	"Last Chance" longsword (15 gp)

2	"Tormod's Terror" black dragonfang shortsword (610 gp)
		- masterwork = +1 to hit
		- dragoncraft = +1 acid damage
0	Least Crystal of Life Drinking (400 gp)
		- deal damage to living creature, heal 1 point of damage: max = 10 points/day
		- only usable on masterwork or magic weapons, move action to add/remove

3	Halagaster’s Scintillating Scarlet Bow (1,100 gp)
 	- mighty long-range red-dragonbone composite longbow: STR 20, dam +5
3 	quiver 	w normal arrows (5 cp/arrow = 1 gp) 	         =  9
           	w black dragonfang arrows (12 gp/arrow = 120 gp) = 10
		w Adamantine Magebane Arrow +1 (220 gp/arrow)	 =  1
3 	quiver w cold iron arrows (1 sp/arrow = 1 gp) 	         = 10
 	       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 (1 gp)
	- retrieving a potion/vial is a free action once per round
		- Oil of Greater Magic Weapon +1 (750 gp) x1
			- duration = 5 hours, 1 weapon or 50 projectiles
		- Oil of Magic Weapon (50 gp) x1
		- Potion of Shield of Faith +2 (50 gp) x1
		- vial of anti-toxin (50 gp) x1
		- vial of blue liquid dye (1 gp) x2 
		  
0.5     belt pouch (1 gp)
1               - coins (11 cp, 7 sp)

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	

0.5     belt pouch (1 gp)
0       	- flint and steel (1 gp)
1       	- merchant's scale (2 gp)
                  	- appraise vs precious metals/wt = +2 circumstance bonus
	
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

0	Hidden Lord's Wand of Faith Healing (15 gp/charge = 75 gp)
		- heals 9 hp, but only if worship hidden lord, charges = 5

0	Wand of Cure Light Wounds (15 gp/charge = 180 gp) - GROUP ITEM
		- heals 1d8+1 hp, charges = 12

0	Wand of Lesser Vigor (15 gp/charge = 75 gp)
		- heals 1 hp/round, max = 11 hp, charges = 5

4	grappling hook ["use rope" check to hook DC 10 +2/10 ft] (1 gp) 
5	silk rope x1, 50 ft [hp 4, burst = STR DC 24] (10 gp)
		- provides a +2 circumstance bonus on Use Rope checks

4	waterskin, full (1 gp each) x1
3       sunrods x3 (6 gp total)
                  - illuminates 30 ft radius, shadowy 60 ft radius, lasts 6 hours

5	Heward's Handy Haversack (2,000 gp)
	- retrieving any item is a move action; no attacks of opportunity
	- left side pouch (20 lbs max: 20 lbs used)
		20	- Tali Solvanar's Ten Foot Ladder (5 cp)
	- right side pouch (20 lbs max: 20 lbs used)
		5	- bedroll (1 sp)
		3	- winter blanket (5 sp)
		8       - trail rations, 8 days (4 gp)
		0.5     - small steel mirror (10 gp)
		0.5     - scroll case (1 gp)
		0               - sheet of parchment x10 (20 sp)
		0       - inkpen (1 sp)
		0	- vial of black ink (8 gp) x1
		0	- vial of blue liquid dye(1 gp) x3
		1	- sealing wax (1 gp)
		0       - chalk x5 (5 cp)
		2       - sunrods x2 (4 gp total)
                  		- illuminates 30 ft radius, shadowy 60 ft radius, lasts 6 hours
	- main central pack (80 lbs max: 35 lbs + 10 lbs + 33 lbs= 78 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 = 1
				  - gp = 7
		0.5     - belt pouch (1 gp)
		0		- key #1
		8       - disguise kit (5 gp/use = 50 gp)
                  		- gain a +2 circumstance bonus on Disguise checks; uses left = 4
		5	- masterwork artisan's tools, poisonmaking (55 gp)
                  		- gain a +2 circumstance bonus on craft poisonmaking checks
		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
		3	- "Volo's Guide to Waterdeep" (50 gp)
				- limited edition, signed by ~ Volothamp Geddarm ~ himself with a personal
				  message dedicated to Oriana, "the Fiercest Warrior in all Faerun"
		 		- book, masterwork tool (50 gp)
		 		- provides a +2 circumstance bonus on knowledge, local: Waterdeep checks
		3	- "Volo's Guide to Monsters" (50 gp)
				- limited new edition, "Dear Oriana,
				  "This guidebook is the result of extensive, often hazardous exploration across Faerun.
				   I hope that you will enjoy it and that it will serve you well during your travels.
				   Looking forward to reading some of your exploits in the future.
					Your friend, Volothamp Geddarm, Signed on this day of Kythorn 20, 
					at the Yawning Portal Inn, Year of the Three Ships Sailing, 1492 DR.
		 		- book, masterwork tool (50 gp)
			 	- provides a +2 circumstance bonus on knowledge	checks to identify monsters 
				  and their special powers or vulnerabilities
		0	- Pearl of Power (1,000 gp)
				- once per day on command, recall one 1st level spell already cast
		0	- Oil of Magic Weapon (50 gp) x1
		0  	- Divine Scroll: conviction, SL=1, CL=1 (25 gp)
				- Subject gains +2 morale bonus to saves
		0       - Red Wizard Divine Scroll: detect poison SL=0, CL=1 (12.5 gp)
		1	- sack (1 sp)
		10		- head of a Lightning Remorhaz taken as a trophy
		1	- sack (1 sp)
		33		- 11 ogre heads with jaws removed (3 lbs each) to use as 
				  proof of the kill to collect bounty
					- 8 heads from Ardeep Forest   
						- includes chief's head and ogre mage's head
					- 3 heads from the hag sisters


==============================================================================
TREASURE			
pp =    	       	signet ring (5 gp)
gp =         		Knight of the Shield Gold Coin (3 gp each) x5	
sp =   7		bloodstone gem (50 gp)	
cp =  11		pouch with 1 pp  & 8 gp each x1	


===============================================================================
Lord Bly's Banking and Loan:
----------------------------
- Deposit (up to 1,000 gp; fee = 10 gp/year) = 45 gp
- Loans = 100 gp for helm 	= owe 150 gp = 15 gp / 10 days, day 8
				= payments left = 10, payments made = 0


===============================================================================
Trollskull Manor:
-----------------
- quiver w 20 arrows each x2 (5 cp/arrow = 2 gp = 6 lbs) = 40
- quiver w arrows
	- normal	(5 cp/arrow = 2 gp = 6 lbs) 	 =  9
	- 5 cold iron	(1 sp/arrow = 0.5 gp)  		 =  5
	- 4 silver	(2 gp/arrow = 8 gp)  	  	 =  4
- Tali Solvanar's Ten Foot Ladder (5 cp) = 20 lbs
- hemp rope x1, 50 ft [hp 2, burst = STR DC 23] (1 gp = 10 lbs)
- torches x2 (1 cp each = 2 lbs)
	- illuminates 20 ft radius, shadowy 40 ft radius, burns 1 hour


===============================================================================
In Storage:
-----------
key #1

3     	quiver w 20 arrows (5 cp/arrow = 1 gp)         	 = 20
1.5 	quiver w arrows
		 cold iron arrows (1 sp/arrow = 0.5 gp)  =  5
 	         silver arrows (2 gp/arrow = 10 gp)    	 =  5	


==============================================================================
ITEMS TO ACQUIRE/UPGRADE
------------------------
Wand of Lesser Restoration (4,500 gp) - buy used 1-2 charges (90 gp/charge = 90 gp to 180 gp range)
Wand of Nightshield (750 gp) - buy used? 1-5 charges? (15 gp/charge = 15 gp to 75 gp range)
- gain +1 resistance bonus on saves, and spell absorbs magic missile damage
Wand of Resistance (375 gp) - buy used? 2-6 charges? (7.5 gp/charge = 15 gp to 45 gp range)


8 scrolls below (SL 1  x CL 1 x 25 gp = 25 gp each) = 200 gp
- 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 weapon damage rolls
	- +1 = 25 gp, +2 = 150 gp, +3 = 225 gp, +4 = 300 gp, +5 = 375 gp, +6 = 450 gp
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels
- Delay Disease: Ravages of disease staved off for a day
- Ebon Eyes: Subject can see through magical darkness
- Resurgence: You grant subject a second chance at a saving throw
- Sign: You gain +4 bonus on next initiative check


Potion of Infertility (150 gp) - magic of Faerun


Empowered Spell Shard - Blade of Blood (1,500 gp or +2,250 gp if added to Torque of titans)
- blade of blood damage = x 1.5, 3/day
Torc of the Titans M143 (3,300 gp) 
**** buy this item again
**** add - gain natural armor AC bonus = +1 (+2,000 gp)


Brute Gauntlets M83 (500 gp) 
- 3 charges/day, +2/+3/+4 morale to STR checks and damage
- gain +2 enhancement bonus to STR (+ 3,000 gp)


Cloak of Elemental Protection (1,000 gp)
- energy resistance 10 vs pick a type for 1 round
- gain +1 resistance bonus to saves (+ 1,000 gp)


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 balance (+ 150 gp)
- gain +1 competence bonus to jump (+ 150 gp)
- gain +1 competence bonus to tumble (+ 150 gp)


Ring of Negotiation
- gain +1 competence bonus to bluff (+150 gp)
- gain +2 competence bonus to diplomacy (+300 gp)
- gain +1 competence bonus to gather information (+150 gp)
- gain +1 competence bonus to intimidate (+150 gp)
- gain +2 enhancement bonus to CHA (+ 4,000 gp)


Devastation gauntlets (2000 gp) 3 charges/day = +2d6/+3d6/+4d6 damage on critical hit
Belt of One Mighty Blow (1,500 gp) 1/day = +1d6 light/+2d6 one-handed/+3d6 2-handed


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 (+300 gp)
- competence bonus to spot = +3 (+800 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)




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


Dwarvencraft Reinforced Mithral Blueshine Full Plate +1 (15,000 gp)
**** mithral: value = 10,500 gp, AC = +8+1+1= +10, max dex = +3, AC check = -3, spell failure = 25%, 
     MV = 20 ft (medium), wt = 25+2.5 = 27.5 lbs, hardness = 15+2+2 = 19, hp = 40+10+10 = 60
**** dwarvencraft = hardness +2, hp +10, item saving throw = +2 (+300 gp)
**** reinforced = +1 armor AC, stacks; wgt = +10%/+2.5 lbs (+1,200 gp) - see dragon358
**** 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
**** Restful Armor Crystal (500 gp)
---- Least Crystal of Aquatic Action (250 gp)
	- no AC check penalty while swimming
---- segmented = max dex +1 = +3+1 = +4 (+300 gp) - see dragon358
---- 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


Bulette Shield
**** enchant with +1 shield bonus (+1 bonus = +1,000 gp)
**** enchant with bashing - base damage = 2d6, 3d6 if spiked (+1 bonus = +3,000 gp)
	- treat as magic +1 weapon 
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
Enchant shield as weapon = +1 hit/dam (+2,000 gp)
- enchant with "warning" = +5 initiative (+1 bonus = +6,000 gp)
	- weapon crystal, energy ...
- 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" (54,830 gp)
- razor sharp 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 
	- Razor Sharp (dragon magazine 358, p42) = add +1 point of damage (+1,000 gp)
- 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)
	- 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" (60,315 gp)
- Razor Sharp 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
	- Razor Sharp (+1,000 gp) = add +1 point of damage (dragon magazine 358, p42)
- 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)


"Halagaster’s Scintillating Scarlet Bow" (1,100 gp)
	- Masterwork Mighty Long-Range Red-Dragonbone Composite Longbow
		- composite longbow (100 gp)
		- masterwork (+300 gp)
		- red-dragonbone bow -  (+100 gp and +20 ft range)
		- long-range (+100 gp and +20 ft range) see dragon magazine 358, p42
		- mighty = STR 20 = +5 damage  (+500 gp)
	- Weapon Crystal of Energy Assault (fire)
		- least = +1 hp dam; (600 gp)
		- lesser = +1d6 dam (+2,400 gp)


arrows
- flight arrow (masterwork = 8 gp each, crit = x2, range = +25 ft, wt = 1/5 lb)
- adamantine arrow (masterwork = 60 gp each)
- dragonfang arrow (masterwork = 12 gp each, +1 energy damage)
- masterwork arrow (masterwork = 6 gp each)
- magic arrows +1 = +40 gp each
- magic arrows +1 with +1 bonus feature = +160 gp each
	bane arrows +1
		- human = +3 hit, +2d6+3 damage (dragonfang arrow)
		- constructs  = +3 hit, +2d6+3 damage (adamantium)
		- giant = +3 hit, +2d6+3 damage (dragonfang arrow)
		- magebane = +3 hit, +2d6+3 damage (adamantium)
		- chaotic outsider = +3 hit, +2d6+3 damage (cold iron)
		- undead = +3 hit, +2d6+3 damage (silver = +2 gp or mithral = +30 gp)
	dislocator
		- target moves 10 ft - will dc 17
	dispelling
	lucky - reroll one failed attack
	paralyzing - DC 17 will save or paralysis 
	precise - no -4 to hit if target in melee
	venemous - injury poison (Fort DC 14, 1d4 Str/1d4 Str)
- magic arrows +1 with +2 bonus feature = +360 gp each
- magic arrows +1 with +3 bonus feature = +640 gp each
- arrow of biting (+500 gp each, +1 arrow + poison (injury, Fort DC 16, 1d6 Con/1d6 Con)
- fountainhead arrow (+300 gp each, creates a 10-foot-radius burst of acid that deals 2d8 points
  of acid damage to all creatures in the area (Refl ex DC 14 half) for 3 rounds. 
- slaying arrow = +1 hit/dam, creature type = DC 20 fortitude save or die (2,282 gp)
- slaying arrow, greater = +1 hit/dam, creature type = DC 23 fortitude save or die (4,057 gp gp)
- sleep arrow = nonlethal dam + DC 11 Will save or sleep (132 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 = 530 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 = 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) x1
		- 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 weapon damage rolls
	scroll - +1 = 25 gp, +2 = 150 gp, +3 = 225 gp, +4 = 300 gp, +5 = 375 gp, +6 = 450 gp
	wand/charge - +1 = 15 gp, +2 = 90 gp, +3 = 135 gp, +4 = 180 gp, +5 = 225 gp, +6 = 270 gp
- 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
	scroll - +2 = 25 gp, +3 = 150 gp, +4 = 300 gp, +5 = 450 gp
	wand/charge - +2 = 15 gp, +3 = 90 gp, +4 = 180 gp, +5 = 270 gp

Spell Compendium: x7
- Conviction: Subject gains +2 or higher morale bonus to saves
	scroll - +2 = 25 gp, +3 = 150 gp, +4 = 300 gp, +5 = 450 gp
	wand/charge - +2 = 15 gp, +3 = 90 gp, +4 = 180 gp, +5 = 270 gp
- 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
	scroll - +1 = 25 gp, +2 = 150 gp, +3 = 225 gp
	wand/charge - +1 = 15 gp, +2 = 90 gp, +3 = 135 gp
- 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
x2		0	- Divine Scroll: resistance, SL=0, CL=1 (12.5 gp each = 25 gp)
				- Subject gains +1 resistance bonus on saving throws

Resistance, greater = +3 for 24 hours (4x7x25gp = 700 gp)
Resistance, superior = +6 for 24 hours (6x11x25gp = 1,650 gp)

level 2, CL 3 = 150 gp
Energized Shield, Lesser: Shield provides user resistance 5, shield bash deals +1d6 damage.
Ghost Touch Armor
Infernal Wound: Weapon deals persistent, bleeding wounds.
Living Undeath: Subject becomes immune to extra damage from critical hits and sneak attacks

ENERGIZED SHIELD SL 3, CL 5 = 375 gp
resistance 10, shield bash deals +2d6 damage.
-------------------------------------------------------------
- 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).

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