Adventure Date: TBD, 2020
Last Updated: January 17, 2020
class: Cleric/Fighter/Warblade/ race: human (Illuskan)
Vengeance Knight
level: 7 = 1/4/1/1 alignment: Lawful Evil
xp: 21,000 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: 57 + 7 temp 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+1 = +6/+1
- 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: +10 = 2+4+2+2 +0
Reflex: +3(+4) = 0+1+0+0 +2 (+1*)
Will: +6 = 2+1+0+0 +1 +2
- fearless zeal = +2 to any one save, once per day
- if HP = 28 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 = 28 or less, then gain a +3 morale bonus on weapon damage rolls
- Bringer of Vengeance: all attack rolls and damage rolls against the target = +1
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 +13/+8 1d8+5 19-20/x2 - S masterwork, cold iron
+1d6 punishing stance
+3 morale armor crystal, if hp = 28 or less
Bulette Shield +12/+7 1d6+2 x2 - B = masterwork heavy shield
(off-hand) +1d6 punishing stance
+3 morale armor crystal, if hp = 28 or less
shortsword, +12/+7 1d6+5 19-20/x2 - P masterwork + dragoncrafted
black dragonfang +1 acid
+1d6 punishing stance
+3 morale armor crystal, if hp = 28 or less
weapon crystal, heal 1 hp/hit
dagger +11/+6 1d4+4 19-20/x2 - P/S silver, masterwork
- thrown +9/+4 1d4+4 19-20/x2 10 ft P/S
longbow, +9/+4 1d8+5 x3 150 ft P normal
composite +9/+4 1d8+5 cold iron
STR 20/+5 dam +9/+4 1d8+4 silver
+9/+4 1d8+5 & 1 acid black dragonfang, masterwork
+11/+6 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(-2) 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+5 max = 10/5 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
+3 @*climb STR +4 1 -2 AC.enc
+0 #+concentration CON +0
+2 @#+*craft INT +2
+4 @#+*craft, poisonmaking INT +2 +2 tool
no decipher script INT +2
+6 !#+diplomacy CHA -1 4 +1 trait/+2 ring
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
+5 +hide DEX +2 -2 AC.enc/+5 cloak
+7(+8) @#*intimidate CHA -1 8 (+1 BV)
+6 @#*jump STR +4 2 -2 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
+5 @#knowledge, local: Waterdeep INT +2 1 +2 book
+7 - humanoids " " "/+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
+0 move silently DEX +2 -2 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(+1) @search INT +2 -2 farsighted/(+1 BV)
+3(+4) @sense motive WIS +1 2cc (+1 BV)
no sleight of hand DEX +2 -2 AC.enc
+3 +spellcraft INT +2 1
+3(+4) @spot WIS +1 +1 farsighted/+1 helm/(+1 BV)
+1 survival WIS +1
+1 #*swim STR +4 1 -4 AC.enc x2
+5 #tumble DEX +2 5 -2 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
VENGEANCE KNIGHT
- Armor Training
- AC check penalty for heavy armor and shields for all skills, except Swim, reduced by 1
- don armor as if you had help (still need servant for half-plate and full plate)
- Bringer of Vengeance: gain bonus against specific target
- Intimidate, Search, Sense Motive, and Spot checks = +1
- all attack rolls and damage rolls against the target = +1
WARBLADE
- Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven
- effective initiator level = warblade + 1/2 other character levels = 1 + 3 = 4
- 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 = +7 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 detect magic, guidance, resistance
1: 12 disguise self (D), conviction +2, shield of faith +2
SCROLLS/POTIONS/WANDS
0: detect poison
1: conviction +2, cure light wounds, divine favor +1, 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 (400 gp)
- gain a +2 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 longsword, masterwork (315 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 (6 cp, 10 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 = 45 gp)
- heals 9 hp, but only if worship hidden lord, charges = 3
0 Wand of Cure Light Wounds (15 gp/charge = 105 gp) - GROUP ITEM
- heals 1d8+1 hp, charges = 7
0 Wand of Lesser Vigor (15 gp/charge = 45 gp)
- heals 1 hp/round, max = 11 hp, charges = 3
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)
20 - Tali Solvanar's Ten Foot Ladder (5 cp)
- main central pack (80 lbs max: 55 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
0.5 - belt pouch (1 gp)
1 - coins
- Knight of the Shield Gold Coins (3 gp each) x5
- gp = 24
0.5 - belt pouch (1 gp)
0 - key #1, #2 and #3
8 - disguise kit (5 gp/use = 50 gp)
- gain a +2 circumstance bonus on Disguise checks; uses left = 10
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 - Divine Scroll: divine favor, SL=1, CL=1 (25 gp)
- Caster gains +1 luck bonus to hit and weapon damage
0 - Red Wizard Divine Scroll: detect poison SL=0, CL=1 (12.5 gp)
1 - sack (1 sp)
1 - sack (1 sp)
==============================================================================
TREASURE
pp = signet ring (5 gp)
gp = Knight of the Shield Gold Coin (3 gp each) x5
sp = 10 pouch with 24 gp each x1
cp = 6
===============================================================================
Lord Bly's Banking and Loan:
----------------------------
- Deposit (up to 1,000 gp; fee = 10 gp/year) = 30 gp
- Loans = 100 gp for helm = owe 150 gp = 15 gp / 10 days, day 11
= payments left = 9, payments made = 1
===============================================================================
Trollskull Manor: Oriana's Chamber of Vengeance
-----------------------------------------------
Head of a Lightning Remorhaz taken as a trophy and stuffed
Wooden Chest with very simple lock (DC 20)
- 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
- 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, #2 and #3
Wooden Chest with very simple lock (DC 20)
Book Collection
- Oriana's Ledger of Accounts
- Oriana's Book of Contracts
- "Volo's Guide to Waterdeep"
- "Volo's Guide to Monsters"
- quiver w 20 arrows each x1 (5 cp/arrow = 1 gp = 3 lbs) = 20
- quiver w arrows (1.5 lbs)
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
- 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 +3 competence bonus to diplomacy (+500 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)
- gain +1 deflection bonus to AC (+2,000 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)
- 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
Reinforced Segmented Mithral Blueshine Full Plate +1 (15,000 gp)
**** mithral: value = 10,500 gp, AC = +8+1+1= +10, max dex = +3+1= +4, AC check = -3, spell failure = 25%,
MV = 20 ft (medium), wt = 25+2.5 = 27.5 lbs, hardness = 15+2 = 17, hp = 40+10 = 50
**** segmented = max dex +1 = +3+1 = +4 (+300 gp) - see dragon358
**** 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)
---- increase armor bonus from +1 to +2 (+2 bonus = +3,000 gp)
---- increase armor bonus from +2 to +3 (+3 bonus = +5,000 gp)
---- 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
---- Least Crystal of Aquatic Action (250 gp)
- no AC check penalty while swimming
---- Rubicund Frenzy Armor Crystal (if armor has +3 enhancement bonus)
- greater (+4,000 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)
- bronze dragonfang = +300 gp (+1 electricity damage)
- 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) x2
- lesser = heal 3 hp/hit max= 30 hp/day (+1,100 gp)
- Weapon Crystal of Energy Assault (acid, cold, fire, electricity)
- least = +1 hp dam; (600 gp)
- lesser = +1d6 dam (+2,400 gp)
- Lesser Truedeath Weapon Crystal (5,000 gp)
- undead = +1d6 dam; and ghost touch ability
"Halagaster’s Scintillating Scarlet Bow"
- magic +1 to hit/damage enhancement bonus (+1 bonus = +1 total = +2,000 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)
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
wand/charge - +1 = 15 gp, +2 = 90 gp, +3 = 135 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.
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- 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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