Nuria Darkfire - Level 20 - Chapter 28

Adventure Date: September 14, 2011
Last Updated: August 16, 2011

class:		Sorcerer/Wizard/Ultimate Magus	race:		human
level:		20 = 1/10/9			alignment:	chaotic good
xp:		190,000 +        		deity:		Boccob
training for:	Ultimate Magus 10

size:	M	age:	20	gender:	female	height:	5'2"	
eyes:	green	hair:	red 	skin:	white	weight:	125 lbs

Campaign: 	Nuria Darkfire
Home Region: 	Village of Torlorn, Greyhawk
Languages:	Common, Draconic, Elvish, Orcish, Abyssal, Celestial

			Temp HP Total: 159 + 1d10 = 166	(127)	
====================================================================================
STR:	10/12	0/+1	HP:   149		Speed:	30 ft 
DEX:	16/22	+3/+6	AC:   25/29	        (/+shield)				
CON:	12/18	+1/+4	= 10   + 6     + (4)    + 6   + 0    + 0   + 0       + 1+2
INT:	20/26	+5/+8	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	 8	-1	AC touch:	19/19
CHA:	15/23	+2/+6	AC flat-footed: 19/23		Initiative:	+10
							Base Attack:	+9/+4

Active Spells: Shield
               Protection from Energy(fire): 27 hp left
               Spell Turning = 10 levels left, 190 minutes
               Fireshield: warm = 1/2 dam vs cold, 1d6+15 fire damage

Effects:       Fast Healing = 2

====================================================================================
		Total	= base	+Mod	+resistance	+misc	     
Fortitude:	+16	= 6	+4	+2		+2 (luck)	+2 (rat)
Reflex:		+16	= 6	+6	+2		+2 (luck)
Will:		+18	= 15	-1	+2		+2 (luck)

Note: 		-4 vs air spells
                immune to poison


====================================================================================
Attack		Bonus	Damage	Critical        Range	Type	Notes
------------	------	------	--------        -----	----	-----
quarterstaff 							Staff of Power
- +2 		+12/+7	1d6+3	x2		-	B	1 charge = dam x2
- double weapon +8/+3	1d6+3/	x2		-	B/B
  (+2/+2)	/+3	1d6+3

morningstar	+11	1d8+1	x2		-	B/P	cold iron, MW

sickle		+11	1d6	x2		-	S	silver, MW

light crossbow	+16	1d8	19-20/x2        80 ft	P	cold iron bolts
- darkwood, MW		1d8-1					silver bolts


Protective		AC 	Max 	Check 	Spell	
Item		 Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	 ----	-----	----	-------	-------	-----	---	------
Twilight Mithral light	+6	+6	0	0%	30 ft	10 lb	Blueshine
  Chainshirt +2  armor							Easy Travel
									Silent +2

Shield spell	 shield	+4	n/a	n/a	n/a	n/a	n/a	dur = 13 min
		 note: stops magic missile

Note: Shield will provide AC bonus against incorporeal touch attacks
      since it is a "force" effect.


====================================================================================
SKILLS: Total = 28+74+69   max = 23/11	Ability	Mod	Ranks	Misc  
+8	appraise*			INT	+8		
+10	- appraise-metal/tiny items*	INT	+8		+2 scale or lens
+12	- appraise-gems*                INT	+8		+2 craft/+2 lens
+6	balance*                        DEX	+6		
+11	bluff*				CHA	+6	5	(4+1cc skill points)
+3	climb*				STR	+1		+2 kit
+29	concentration*			CON	+4	23	+2 headband
+15	craft, gemcutting		INT	+8	5	+2 MW tools
+8	craft*	 			INT	+8		
+18	decipher script			INT	+8	10	
+8	diplomacy*			CHA	+6		+2 bluff
No	disable device			INT			
+10	disguise*			CHA	+6		+2 bluff/+2 kit
+6	escape artist*			DEX	+6		
+8	forgery*                        INT	+8		
+6	gather information*		CHA	+6		
No	handle animal			CHA	+6		
+1	heal*				WIS	-1		+2 kit
+19	hide*				DEX	+6	11cc	+2 armor
+8	intimidate*			CHA	+6		+2 bluff	
+1	jump*				STR	+1		
+20	knowledge, arcana		INT	+8	10	+2 book
+13	knowledge, architecture/engineerINT	+8	5	
+9	knowledge, dungeoneering        INT	+8	1
+9	knowledge, geography		INT	+8	1
+9	knowledge, history		INT	+8	1	
+9	knowledge, local                INT	+8	1	
+9	knowledge, nature		INT	+8	1
+9	knowledge, nobility/royalty	INT	+8	1
+9	knowledge, religion		INT	+8	1
+9	knowledge, the planes		INT	+8	1
+1	listen*				WIS	-1		+2 rat
+19	move silently*			DEX	+6	11cc	+2 armor
No	open lock			DEX	+6		
+6	perform				CHA	+6		
No	profession			WIS	-1	
+6	ride*				DEX	+6	
+19     search*				INT	+8	11cc	
+21	search, secret doors*		INT	+8	"	& +2 architect/engineer
-1	sense motive*			WIS	-1	
No	sleight of hand			DEX			+2 bluff
+25	spellcraft			INT	+8	15	+2 arcana
+1	spot*				WIS	-1		+2 rat
-1	survival*			WIS	-1		
+1	swim*				STR	+1		
No	tumble				DEX			
+29	use magic device                CHA	+6	23	   
+33	use magic device, scrolls	CHA	+6	"	& +2 spellcraft/+2 decipher script
+8	use rope*			DEX	+6		+2 silk rope


=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		none
Shields:        none
Weapons:        simple weapons


Improved Initiative: +4 initiative


Magical Training: Sorcerer
- know: +2 0-level spells
- cast: +3 0-level spells


Mind over Body
- IQ = +4 hp (1st level only)
- +1 hp per metamagic feat = +5 hp
- +1 AC insight bonus


Empower Spell (metamagic)
- all variable numeric effects = x1.5 (+2 level cost)


Fortify Spell (metamagic)
- each +1 spell level added to spell grants a +2 to
  caster level for penetrating spell resistance


Heighten Spell (metamagic)
- treat spell as a higher level spell


Quiken Spell (9th level Ultimate Magus bonus metamagic feat)
- cast a spell as a free (swift) action (+4 level cost)


Silent Spell (metamagic)
- cast spells with no verbal component (+1 level cost)


Scribe Scroll


Summon Familiar: rat "Smokey" see stats below
- fortitude save bonus = +2
- Alertness (listen = +2 skill, spot = +2 skill)


Spell Mastery: do not need spellbook to memorize following spells
- magic missile
- knock
- dispel magic
- fireball


Signature Spell: can convert prepared spells and spontaneously cast
- magic missile
- fireball


Stormbolt: reserve feat (18th level bonus feat)
- gain a +1 competence bonus to caster level when casting electricity spells.
- As long as have an electricity spell of 3rd level or higher available
  to cast, you can fire a 20-foot line of electricity as a standard action. 
- This bolt deals ld6 points of electricity damage per level of the 
  highest-level electricity spell you have available to cast.


Arcane Spell Power: +3 to caster level for all arcane spells


Ultimate Magus Spellcasting: 
- Sorcerer	+9 caster level, new spells per day and spells known.
- Wizard        +6 caster level, new spells per day and new spells. 


Expanded Spell Knowledge: add spell from spellbook to sorcerer list
- 1st Level Spell: magic missile
- 2nd Level Spell: scorching ray
- 3rd Level Spell: protection from energy
- 4th Level Spell: shout


Augmented Casting: 
- sacrifice a spell or spell slot from one class to apply a metamagic feat to
  spell cast from another class. Cannot enhance a spell with a metamagic feat
- level of the spell slot sacrificed must equal or exceed the spell level 
  adjustment of the metamagic feat
- max level of spell that can be augmented = 1/2 UM level = 4
- max number of times/day can augment a spell = 3 + 1/2 UM level = 7 (5)


Permanency: caster level = 19
- Comprehend Languages: understand and read languages, no speak
- Darkvision: 		see 60 feet in total darkness (black/white vision)
- Detect Magic:         requires concentration, range is 60 feet
- Read Magic:		decipher magical inscriptions on objects
- Resistance: 		grant +1 resistance bonus to all saving throws
- See Invisibility: 	see invisible/ethereal creatures as translucent shapes


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

Staff of Power (9 charges)
1:	magic missile (1), ray of enfeeblement (1)
2:	continual flame (1), levitate (1)
3:	heightened lightning bolt - 5th (1), heightened fireball - 5th (1)
5:	cone of cold (2), hold monster (2), wall of force - sphere only (2)
6:	globe of invulnerability (2)

Staff of Necromancy (13 charges)
1:	cause fear (1)
2:	ghoul touch (1)
3:	halt undead (1)
4:	enervation (2)
5:	waves of fatigue (2)
6:	circle of death (3)

Staff of Frost spells (7 charges)
4:	ice storm (1), wall of ice (1)
5:	cone of cold (2)

One-shot magic item spells
1: 	cure light wounds, cure light wounds,
	mage armor, magic weapon, magic weapon, magic weapon
	true casting, true casting, true casting, true casting
2: 	knock


SORCERER SPELLS  (CL = 13; CL 17 vs dispel/counter; choose spells as CL = 10)
- electricity spells = +1 competence bonus to caster level  
0: 9  1: 8   2: 8  3: 7  4: 6  5: 4  6: 0  7: 0  8: 0  9: 0
      1:(7)        3:(6) 4:(5)  

   DC
0: 16	acid splash, arcane mark, caltrops (SC), dancing lights,   
	disrupt undead, electric jolt (SC), launch item (SC), mage hand, 
	prestidigitation, read magic, stick (SC)
1: 17	magic missile, ray of enfeeblement, shield, sleep, sonic blast, 
	true strike
2: 18	earthbind (SC), mirror image, ray of stupidity (SC), 
	scorching ray, touch of idiocy
3: 19	displacement, fly, protection from energy, rainbow blast (SC)
4: 20   burning blood (SC), Evard’s black tentacles, shout 	
5: 21	arc of lightning (SC)


WIZARD SPELLS	(CL = 19, CL 23 vs dispel/counter; choose spells as CL = 16)
- electricity spells = +1 competence bonus to caster level
0: 4  1: 6   2: 6  3: 6  4: 6  5: 5  6: 4  7: 4  8: 3  9: 0

   DC
0: 18	open/close, open/close, silent portal, silent portal
1: 19	disguise self, erase, erase, featherfall, 
        true casting, true casting
2: 20	x-false life, false life, knock, magic missile(fortify+1=+2)
	magic missile(silent), web
3: 21	dispel magic, haste, x-haste, magic missile(empowered), 
        vampiric touch, vampiric touch
4: 22	dimension door, dimension door, x-fire shield,  
	greater invisibility, haste(silent), shout
5: 23	feeblemind, fireball(empowered), magic missile(fortify+4=+8), 
        magic missile(quicken), passwall 
6: 24	fireball(fortify+3=+6), globe of invulnerability
        x-greater dispel magic, greater dispel magic
7: 25	delayed blast fireball, delayed blast fireball, limited wish, 
	x-spell turning
8: 26   greater shout, maze, prismatic wall


Note: Will always cast "false life" at start of day.
Note: defensive casting = concentration DC = 15 + spell level
Note: spell resistance (1d20 + caster level) no work against:
      cloudkill, web 
Note: Dimension Door, Teleport = self + 5 others
Note: Prismatic: cone of cold (red), gust of wind (orange), 
		 disintegrate (yellow), passwall (green),
		 magic missile (blue), daylight (indigo), 
		 dispel magic (violet)
Demon: DR cold iron/good, SR, 
       immune electricity/poison, DR fire/cold/acid


NURIA'S SPELLBOOK #1 (85/100 pages) 
====================
Level 0	= 19		Level 1	= 9		Level 2 = 14
-------                 -------                 -------
resistance		comprehend languages	cat's grace	
acid splash		disguise self		darkvision
detect poison		erase			false life
detect magic		identify                knock
read magic		mage armor		protection from arrows
daze			magic missile		scorching ray
dancing lights		magic weapon		see invisibility
flare			mount		
light			shocking grasp		
ray of frost					
ghost sound				
disrupt undead					
touch of fatigue		
magehand		
mending						
message					
open/close					
arcane mark			
prestidigitation		

Level 3	= 12		Level 4	= 16			  Level 5 = 15
-------                 -------                           -------
dispel magic		dimension door			  cloudkill
fireball                lesser globe of invulnerability	  cone of cold
haste			rainbow pattern			  teleport
protection from energy	shout


NURIA'S SPELLBOOK #2 (57/100 pages)
====================
- Received a Spellbook with 2 spells per level as a birthday present from 
  her mentors Belgarath the White and Joshua the Sage at Level 6, part 3.
- added more spells to this book

Level 0	= 2		Level 1	= 3		Level 2 = 4
-------                 -------                 -------
silent portal		expeditious retreat	levitate
sonic snap		feather fall		web
			true casting (SC)

Level 3	= 9		
-------		
invisibility sphere
lightning bolt
vampiric touch

Level 7 = 7		Level 8 = 32
-------			-------
greater teleport        greater shout
			polar ray
			polymorph any object
			prismatic wall


NURIA'S SPELLBOOK #3 (76/100 pages)
====================
Level 2 = 2		Level 3 = 3		Level 4 = 4
-------			-------			-------
arcane lock		water breathing		greater invisibility
						
Level 5 = 15		Level 6 = 24		Level 7 = 28
-------			-------			-------
feeblemind		analyze dweomer		delayed blast fireball
passwall                chain lightning		limited wish
permanency		disintegrate		plane shift
			greater dispel magic	spell turning


LICH'S SPELLBOOK (116 pages = 11,600 gp value = 5,800 gp if sold)
================
"Borrowed Spellbook" 
- Requires spellcraft check (DC = 15 + spell level) to prepare a spell. 
  If not, then spell slot is lost that day. 
  Essentially means check fails on a roll of 1. 

Level 1 = 3		Level 2 = 6		Level 3 = 12
-------			-------			-------
burning hands		darkness                dispel magic
charm person		invisibility		fireball	
magic missile		touch of idiocy		haste
						hold person

Level 4 = 16		Level 5 = 15		Level 6 = 18
-------			-------			-------
dimension door		cone of cold		flesh to stone
fear			magic jar		globe of invulnerability
fire shield		telekinesis		wall of iron
wall of fire					

Level 7 = 21		Level 8 = 16		Level 9 = 9
-------			-------			-------
project image		maze			prismatic sphere
reverse gravity		power word stun
statue			



==============================================================================
GEAR	Total WT= 41+20 = 61  (light load)
	load: light = 43 (86 Easy Travel)	medium = 86	heavy = 130
WT	Item
---	---------------------
0	traveler's outfit
1	silver holy symbol: Boccob with silver chain (around neck)
0	HEAD:	  Headband of Intellect and Concentration (36,600 gp)
		  - grant +6 enhancement bonus to Intelligence
		  - grant +2 competence bonus to Concentration checks
0	FACE:	  OPEN SLOT
0	THROAT:	  Amulet of Spell Conversion (16,000 gp) 
		  - must be able to prepare spells 
		  - can exchange one prepared spell/day 
		    for one of equal or lesser level from spell book
1	SHOULDER: Cloak of Resistance +2 (4,000 gp)
                  - grant +2 resistance bonus to all saving throws
10	BODY: 	  Blueshine Easy Travel Silent Twilight 
		  Mithral Chainshirt +2 (13,700 gp)
		  - grant +2 enhancement bonus to Armor AC (+2 bonus)
		  - grant -10% to arcane failure chance (+1 bonus)
		  - gain +2 competence bonus on move silently checks (+600 gp)
		  - gain +2 competence bonus on hide checks (blueshine +1,500 gp)
		  - armor never tarnishes
		  - armor immune to acid damage and rusting effects
		  - carry medium load as if light load (easy travel +1,500 gp)
		  - can walk for 10 hrs/day before making CON checks for non-lethal dam
			Restfull Crystal (500 gp) 
			- sleeping in armor with this armor crystal does not
			  make you fatigued
1	TORSO:	  Traveller's Tunic (36,000 gp)
		  - grant +6 enhancement bonus to Constitution
1	WAIST:	  Belt of Giant Strength +2 (4,000 gp)
		  - grant +2 enhancement bonus to Strength
0	FEET:	  OPEN SLOT
0	ARMS:	  OPEN SLOT
0	HANDS:	  Gloves of Dexterity +6 (36,000 gp)
		  - grant +6 enhancement bonus to Dexterity
0	RING1:	  Ring of Enduring Arcana (6,000 gp) 
                  - wearer is considered 4 levels higher than their actual level 
                    whenever someone attempt to dispel or counter one of their spells.
                  - need to wear for 24 hours before ring is attuned to the wearer.
0	RING2:	  Ring of Sustenance (2,500 gp)
		  - continously provides wearer with life-sustaining nourishment
		  - wearer only needs 2 hours sleep to gain benefit of 8 hours
		  - if removed, takes a week before magic will function again
0	SHIELD:	  Not applicable
5	Staff of Power (51,592 gp)
		- charges = 16,600 gp + 3,888 gp/charge = 9 charges
		- quarterstaff +2/+2
		- grant +2 luck bonus to AC
		- grant +2 luck bonus to all saving throws
		- smite opponents: double damage - x3 on critical (1 charge)
		- Cast "magic missile" (1 charge/use)
		- Cast "ray of enfeeblement" (1 charge/use)
		- Cast "continual flame" (1 charge/use)
		- Cast "levitate" (1 charge/use)
		- Cast "lightning bolt" (1 charge/use)
			- heightened to 5th level 
		- Cast "fireball" (1 charge/use)
			- heightened to 5th level
		- Cast "cone of cold" (2 charge/use)
		- Cast "hold monster" (2 charge/use)
		- Cast "wall of force" (2 charge/use)
			- sphere around wielder only 
		- Cast "globe of invulnerability" (2 charge/use)
		- retributive strike: standard action, no strength check
			- wielder = 50% travel to other plane, 50% destroyed
			- range = 10 ft, damage = 8 x number of charges
			- range = 20 ft, damage = 6 x number of charges
			- range = 30 ft, damage = 4 x number of charges
5       Rod of Epic Splendour (297,400 gp)
                - caster level = 21
                - grant wielder a +8 enhancement bonus to Charisma for as long 
                  as she holds or carries the item. 
                - create and garb her in clothing of the finest fabrics, plus 
                  adornments of fur and jewels. Apparel created by the rod can 
                  remain in existence up to 24 hours; 3x/day 
                  - The value of the garb ranges from 70,000 to 100,000 gp 
                    (1d4+6 × 10,000 gp) - 10,000 gp for the fabric, 50,000 gp
                    for the furs, and the rest for jewel trim 
                    (maximum of 40 gems, maximum value 1,000 gp each). 
                - create a palatial mansion in any floor plan the user desires. 
                  The mansion is palatial, able to accommodate up to 250 people, 
                  housing them in private chambers and serving them fine banquets. 
                  The mansion lasts for three days, after which time it, and 
                  everything originally in it (including items removed from the 
                  mansion), disappear; 1x/week
6	cold iron morningstar, masterwork (316 gp)
2	silver sickle, masterwork (326 gp)
2	darkwood light crossbow (375 gp)
1	quiver with cold iron bolts - 10
1	quiver with silver bolts - 10
1	potion belt (masterwork = 6/10 vials)
	- retrieving a potion/vial is a free action once per round
		- 2 Potions of Cure Light Wounds: heal 1d8+1 hp (50 gp each)
                - 1 Potion of Cure Serious Wounds: 3d8+5 hp (750 gp)
                - 1 Potion of Mage Armor (50 gp)
		- 1 vial of anti-toxin: +5 alchemy fortitude vs poison (50 gp)
		- 1 Vial of Universal Solvent (50 gp)
0.5	belt pouch
		- inkpen
		- signal whistle
		- flint and steel
		- KEY for TREASURE CHEST
		- Blessed Bandage (10 gp each) x1
			- standard action; immediately stabilizes the recipient 
0.5	belt pouch
1		- spending coins
2	spell component pouch
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	- tent, sleeps two
	- right side pouch (20 lbs max: 19 lbs used)
		5	- Staff of Frost (7,875 gp)
			  - charges = 1,125 gp/charge = 7
			  - Cast "ice storm" (1 charge/use)
			  - Cast "wall of ice" (1 charge/use)
			  - Cast "cone of cold" (2 charges/use)
		5	- Staff of Necromancy (16,900 gp)
			  - charges = 1,300 gp/charge = 13
			  - Cast "cause fear" (1 charge/use)
			  - Cast "ghoul touch" (1 charge/use)
			  - Cast "halt undead" (1 charge/use)
			  - Cast "enervation" (2 charges/use)
			  - Cast "waves of fatigue" (2 charges/use)
			  - Cast "circle of death" (3 charges/use)
		0	- Spell components and spell focus
			  - small clear crystal prism
			  - ruby lens in gold loop
			  - 2 packets of gold dust
			  - 5 Nuria Darkfire Dolls
		2	- spell component pouch (back-up/extra pouch)
		3	- Lesser Metamagic Rod of Acid Substitution (2,700 gp)
			  - usable 3/day
			  - only usable with spells 3rd level or lower
			  - substitute energy type of spell with "acid" energy
		1	- everburning torch
		0.5	- scroll case 
		0		- 20 sheets of paper
		0	- chalk (red, yellow, blue, green, white)
		0	- 1 vial of black ink
		0	- 1 vial of red ink
		0	- 1 vial of blue ink
		0	- 1 vial of yellow ink
		2	- flasks of holy water x2
		0.5	- belt pouch
	- main central pack (80 lbs max: 79 lbs used)
		3	- Nuria's Spell Book #1 (85/100 pages)
		3	- Nuria's Spell Book #2 (57/100 pages)
		3	- Nuria's Spell Book #3 (76/100 pages)
		3	- Lich's Spell Book (116/116 pages)
		3	- Lich's Black Book of Demons (400 gp)
			  - written in Abyssal
			  - grant +2 circumstance bonus to any knowledge checks
			    involving demons
		3	- Arcane Book of Knowledge +2 (400 gp)
			  - grant +2 competence bonus to Knowledge, arcanna checks
		7	- trail rations, 7 days 
		4	- waterskin (full)
		5	- bedroll
		3	- winter blanket
		7	- cold weather outfit
		6	- courtier’s outfit
		4	- entertainer’s outfit (3 gp)
		0	- 10 candles
		0	- magnifying glass (+2 appraise small & detailed: gems)
		1	- merchant's scale
			  - grant +2 circumstance bonus to appraise by wt, 
			    e.g. precious metals
		5	- gemcutting artisan's tools, masterwork; 
			  - grant a +2 circumstance bonus to craft, gemcutting
		5	- silk rope, 50 feet (+2 circumstance to use rope)
		5	- climber’s kit (+2 circumstance to climb) 
		8	- disguise kit (+2 circumstance to disguise: 10 uses) 
		1	- healer’s kit (+2 circumstance to heal: 10 uses)
		0	- Arcane Scroll: Magic Weapon, CL = 1 (25 gp) x3
		0	- Arcane Scroll: True Casting, CL = 1 (25 gp) x4
		0	- Arcane Scroll: Knock, CL = 2 (150 gp) 
15	Bag of Holding, type I (2,500 gp)
	- 30 cu.ft, 250 lbs max = 182.5 lbs used
		8 	- pole, 10-foot
		20	- ladder, 20-foot
		26	- Chest with amazing lock: DC 40 (152 gp)
			  (also secured with an "arcane lock"; caster level 16 (25 gp)
                3               - Tome of the Lich: explains how to become a Lich
		10		- Noble’s outfit (75 gp) 
		6		- Courtier’s outfit (30 gp)
		0		- wooden holy symbol: Boccob (1 gp)
		0.5	- sack
              109               - 5,450 gp





==============================================================================
TREASURE                silver holy symbol: Boccob w. silver chain (50 gp)
			- worn around neck as a necklace

spending coins		signet ring: same as arcane mark (5 gp)
--------------		- worn on finger
pp = 37			 
gp = 			platinum ring (50 gp)
sp = 4			- focus for "Shield Other" spell, cast by Agrona 
cp = 			- worn on finger
			
			platinum ring (50 gp)
                        - focus for "Shield Other" spell, cast by HHH 
 			- worn on finger
		
			ruby lens in gold loop (1,500 gp)
			- arcane focus for "analyze dweomer" spell
 
			small clear crystal prism (50 gp)
			- arcane focus for "rainbow blast" spell (SC)

			2 packets of gold dust (25 gp each) 
			- component for "arcane lock" spell 

			5 Nuria Darkfire Dolls (5 gp each)
			- spell component for "project image"


==============================================================================
SPECIAL NOTES:

Gave to HHH
		- 1 Oil of Bless Weapon: caster level 2 (100 gp)


------------------
- raised CHA by +1 14 --> 15
- cannot cast 9th level spells yet. Needs one more level.

- can use ultimate Magus ability to sacrifice a 4th level or higher spell to
  "Quicken" another spell of 4th level or lower. So can cast 2 spells a turn.
  BWAHAHAHAHAHAHAHAHAHAHA...

- exchanged 2 sorcerer spells for other spells 
  (max = up to one 2nd level and up to one 3rd level)
  replaced "detect magic" with "electric jolt (SC)"
  replaced "blur" with "earthbind (SC)"

- added 3 sorcerer 0-level spells: caltrops, launch item, stick (all SC)
- added 1 sorcerer 2nd-level spells: ray of stupidity (SC)
- added 1 sorcerer 3rd-level spells: rainbow blast (SC)
- added 2 sorcerer 4th-level spells: burning blood (SC), Evard’s black tentacles
- added 1 sorcerer 5th-level spells: arc of lightning (SC)

- added 4 wizard 8th-level spells: greater shout, polar ray, 
				   polymorph any object, prismatic wall


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

Campaign notes:
---------------
purchased the following spells to add to spellbook:
- Greater Teleport for Spellbook (7th level spell x 150 gp = 1,050 gp)
- True Casting for Spellbook (1st level spell x 150 gp = 150 gp)
- Lightning Bolt for Spellbook (3rd level spell x150 gp = 450 gp)

inscribed the following scrolls (so 1/2 cost)
- Arcane Scroll: Magic Weapon, CL = 1 (25 gp) x3 = 75/2 = 37.5 gp
- Arcane Scroll: True Casting, CL = 1 (25 gp) x4 = 100/2 = 50 gp
- Arcane Scroll: Knock, CL = 2 (150 gp) = 150/2 = 75 gp

purchased:
Lesser Metamagic Rod of Acid Substitution (2,700 gp) wt = 3 lbs
- usable 3/day
- only usable with spells 3rd level or lower
- substitute energy type of spell with "acid" energy

Added Blushine (+1500 gp) Easy Travel (+1500 gp) and Silent +2 (+600 gp) 
to mithral armor

Sold cloak and boots of elvenkind (5000 gp value = 2500 gp resale)

Bought a bag of holding, type I (2,500 gp)

----------------------------------------------------------
- 20th level, raised CHA 14 --> 15
- sold the Robe of Splendour +2 (4,000 gp) for 2,000 gp
- enhanced Third Eye of Wisdom +2 (4,000 gp), so that it is now a 
  Third Eye of Wisdom +2 and Charisma +1 (paid +1,000 gp * 150% = +1,500 gp)  
	Total value = 5,500 gp
  so with CHA 15 +1 = CHA 16 (no change), and BODY SLOT is now available 
 
gives me extra 500 gp to spend stuff on
 
SELL     Bracers of Armor +6 (36,000 gp, wt 1 lb, ARMS slot, 
	 grant +6 armor bonus to AC)  for 18,000 gp
BUY      Twilight Mithral Chainshirt +2 (10,100 gp, wt 10 lbs, BODY SLOT, 
	 Armor AC = +6, arcane failure = 0%, AC check = 0)
                    - mithral chainshirt = 1,100 gp
                    - +2 bonus and twighlight (+1 bonus) = +3 bonus (+9,000 gp)
                Thus total cost is 10,100 gp (and I can just handle the extra weight 
		and still be at a light load), no change to AC
                - not proficient with armor, but the 0 penalties make this moot.
 
Thus this frees up another 7,900 gp for other purchases 
(with above, new total = 8,400 gp... )
(Bought a Restful crystal as was suggested (500 gp)


---------------------------------------------------------------

- used packet of pearl dust to scribe an Identify Arcane Scroll 
- Sold the jade circlet (1,500 gp) since no longer need a focus for shapechange
  since Rod of Seven Parts no longer around
- Purchased tiny mithral chainshirt for Smokey (1,100 gp) and a noble's outfit (75 gp)
- Bought another pair of platinum rings (50 gp each = 100 gp) for focus for HHH shield other
  Will give one ring to HHH. Other exsting ring was paired and would only work with Agrona. 
- Sold Amulet of Health +2 and Robe of Stars for half-value = 30,000 gp
  So have 106,000 gp to play with:
	- increased Headband INT bonus from +4 to +6 = 20,000 gp
	- increased Gloves DEX bonus from +2 to +6 = 32,000 gp
	- purchased Tunic for CON bonus of +6 = 36,000 gp
	- purchased items for STR, WIS and CHA bonus of +2 each = 12,000 gp
	- purchased Cloak of Elvenkind = 2,500 gp
	- purchased spell "greater invisibility" = 600 gp
	- which leaves 2,900 gp for other purchases.
- Assuming her share of treasure was 76,000 gp, Staff of Power,
  Staff of Necromancy, and Amulet of Spell Conversion.
- Permanent effects were dispelled in battle with minions of Orcus, so Nuria 
  has spent 4000 xp to make permanent on self (caster level 16): 
  comprehend languages, dark vision, detect magic, read magic, resistance 
  and see invisibility
- Defeated the avatar of Orcus by spiking him in the chest with the
  Rod of Seven Parts. The blast catapulted her into the Astral Plane.
  Once she returned, she and her companions have begun to build 
  the City of Newhawk, built upon the smoldering ruins of the City of Greyhawk.
- Was killed twice again by Lich #4 who first used a fireball, then after
  being revived, was then killed by a cone of cold (sigh!),
  but she is all better now
- Was recently killed (13th level-part1) by Lich #1 who used Powerword "Kill"
- failed to answer a hard riddle at the House of Cards, so now has a -4 on
  all saving throws against air spells
- Nuria spent 2,500 xp to make permanent on self (caster level 11): 
  dark vision, see invisibility, and resistance 
- White Dragon that killed "Patch" is totally toast!
- Received a Spellbook with 2 spells per level as a birthday present from 
  her mentors Belgarath the White and Joshua the Sage at Level 6, part 3.