Nuria Darkfire - Level 21 - EPIC Adventures...

Adventure Date: TBD, 2011
Last Updated: October 10, 2011

class:            Sorcerer/Wizard/Ultimate Magus      race:       human
level:            21 = 1/10/10                        alignment:  chaotic neutral
xp:               210,000 +                           deity:      Boccob
training for:     Wizard 11? Prestige Class?

size:	M	age:	21	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: 167 + 1d10 = 	
====================================================================================
STR:  10/12 +0/+1     HP:   157                              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:   9/10 -1/+0     AC touch:       19/19
CHA:  16/24 +3/+7     AC flat-footed: 19/23            Initiative:      +10
                                                       Base Attack:     +10/+5

                      Effects:       Fast Healing = 2
                                     Resistance: fire = 5

====================================================================================
            Total = base      +Mod  +resistance +misc	     
Fortitude:  +17   = 6         +4    +3          +2 (luck)    +2 (rat)
Reflex:     +17   = 6         +6    +3          +2 (luck)
Will:       +20   = 15        +0    +3          +2 (luck)

Note:           -4 vs air spells
                immune to poison


====================================================================================
Attack            Bonus       Damage      Critical        Range   Type  Notes
------------      ------      ------      --------        -----   ----  -----
quarterstaff                                                            Staff of Power
- +2              +13/+8      1d6+3       x2              -       B     1 charge = dam x2
- double weapon   +9/+4       1d6+3/      x2              -       B/B
  (+2/+2)         /+4         1d6+3

morningstar       +12         1d8+1       x2              -       B/P   cold iron, MW

sickle            +12         1d6         x2              -       S     silver, MW

light crossbow    +17         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 = 15 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+77   max = 24/12    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		
+12   bluff*                              CHA       +7      5     (4+1cc skill points)
+3    climb*                              STR       +1            +2 kit
+32   concentration*                      CON       +4     24     +2 headband/+2 rat
+15   craft, gemcutting                   INT       +8      5     +2 MW tools
+8    craft*                              INT       +8		
+18   decipher script                     INT       +8     10	
+9    diplomacy*                          CHA       +7            +2 bluff
No    disable device                      INT       +8
+11   disguise*                           CHA       +7            +2 bluff/+2 kit
+6    escape artist*                      DEX       +6		
+8    forgery*                            INT       +8		
+7    gather information*                 CHA       +7		
No    handle animal                       CHA       +7
+2    heal*                               WIS       +0            +2 kit
+19   hide*                               DEX       +6     11cc   +2 armor
+9    intimidate*                         CHA       +7            +2 bluff	
+1    jump*                               STR       +1
+20   knowledge, arcana                   INT       +8     10     +2 book
+13   knowledge, architecture/engineer    INT       +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
+2    listen*                             WIS       +0            +2 rat
+19   move silently*                      DEX       +6     11cc   +2 armor
No    open lock                           DEX       +6		
+7    perform                             CHA       +7		
No    profession                          WIS       +0	
+6    ride*                               DEX       +6	
+19   search*                             INT       +8     11cc	
+21   search, secret doors*               INT       +8      "     & +2 architect/engineer
+0    sense motive*                       WIS       +0
No    sleight of hand                     DEX       +6            +2 bluff
+31   spellcraft                          INT       +8     21     +2 arcana
+2    spot*                               WIS       +0            +2 rat
+0    survival*                           WIS       +0		
+1    swim*                               STR       +1		
No    tumble                              DEX       +6			
+31   use magic device                    CHA       +7     24	   
+35   use magic device, scrolls           CHA       +7      "     & +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


Quicken 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: special rat "Bandit"
- 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.


Multispell (21st level epic bonus feat)
- may cast one additional quickened spell in a round 
  (i.e. can cast 2 quickened spells + 1 spell as standard action/round)


Arcane Spell Power: +4 to caster level for all arcane spells


Ultimate Magus Spellcasting: 
- Sorcerer   +10 caster level, new spells per day and spells known.
- Wizard     +7 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
- 5th Level Spell: telekinesis


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 = 5
- max number of times/day can augment a spell = 3 + 1/2 UM level = 8


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)

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


SORCERER SPELLS  (CL = 15; CL 19 vs dispel/counter; choose spells as CL = 11)
- electricity spells = +1 competence bonus to caster level  
- familiar = +2 untyped bonus to overcome spell resistance
know  0: 11  1: 5   2: 5  3: 4  4: 3  5: 2  6: 0  7: 0  8: 0  9: 0
cast  0:  9  1: 8   2: 8  3: 8  4: 7  5: 5  6: 0  7: 0  8: 0  9: 0

   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), gust of wind, mirror image, ray of stupidity (SC), 
        scorching ray, touch of idiocy
3: 19   daylight, displacement, fly, protection from energy, rainbow blast (SC)
4: 20   burning blood (SC), Evard’s black tentacles, ice storm, shout	
5: 21   arc of lightning (SC), arcane fusion, telekinesis


WIZARD SPELLS	(CL = 21, CL 25 vs dispel/counter; choose spells as CL = 17)
- electricity spells = +1 competence bonus to caster level
- familiar = +2 untyped bonus to overcome spell resistance
0: 4  1: 6   2: 6  3: 6  4: 6  5: 5  6: 5  7: 4  8: 3  9: 1

   DC
0: 18   open/close, open/close, silent portal, silent portal
1: 19   disguise self, erase, erase, featherfall, 
        mount, true casting
2: 20   darkness, false life, false life, knock, spectral hand, web
3: 21   dispel magic, haste, haste, lightning bolt, 
        vampiric touch, water breathing
4: 22   dimension door, dimension door, fire shield,  
        greater invisibility, shout, wall of fire
5: 23   cloudkill, feeblemind, passwall, teleport, true casting (quicken)
6: 24   analyze dweomer, chain lightning, disintegrate, globe of invulnerability
        greater dispel magic
7: 25   delayed blast fireball, delayed blast fireball, limited wish, 
        spell turning
8: 26   greater shout, maze, prismatic wall
9: 27   Mordenkainen's disjunction

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 + 7 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


==============================================================================
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:       Third Eye of Wisdom (1,000 gp)
                  - grant +1 enhancement bonus to Wisdom
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 +3 (9,000 gp)
                  - grant +3 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 = 7/10 vials)
      - retrieving a potion/vial is a free action once per round
            - 1 Oil of Bless Weapon: caster level 2 (100 gp)
            - 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: 20 lbs used)
            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
            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)
            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 (empty)
            2     - trail rations, 2 days
            4     - waterskin (full)
      - main central pack (80 lbs max: 80 lbs used)
            3     - Nuria's Spell Book #A (85/100 pages)
            3     - Nuria's Spell Book #B (57/100 pages)
            3     - Nuria's Spell Book #C (76/100 pages)
            3     - Nuria's Spell Book #1 (1/100 pages)
            3     - Nuria's Spell Book #2 (6/100 pages)
            3     - Nuria's Spell Book #3 (3/100 pages)
            3     - Nuria's Spell Book #4 (12/100 pages)
            3     - Nuria's Spell Book #5 (5/100 pages)
            3     - Nuria's Spell Book #6 (18/100 pages)
            3     - Nuria's Spell Book #7 (21/100 pages)
            3     - Nuria's Spell Book #8 (8/100 pages)
            3     - Nuria's Spell Book #9 (18/100 pages)
            3     - Laslo's Spell Book (200/200 pages)
            3     - Lich's Black Book of Demons (400 gp)
                         - written in Abyssal
                         - grant +2 circumstance bonus to any knowledge check
                           involving demons
            3     - Arcane Book of Knowledge +2 (400 gp)
                         - grant +2 competence bonus to Knowledge, arcanna checks
            3     - Tome of the Lich: explains how to become a Lich
            2     - trail rations, 2 days 
            5     - bedroll
            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) 
            0     - Epic Arcane Scroll: Meteor Storm, CL = 30 (6,750 gp)


15    Bag of Holding, type I (2,500 gp)
      - 30 cu.ft, 250 lbs max = 202.5 lbs used
             8    - pole, 10-foot
            20    - ladder, 20-foot
            3     - winter blanket
            3     - trail rations, 3 days 
            26    - Chest with amazing lock: DC 40 (152 gp)
                    (also secured with an "arcane lock"; caster level 16 (25 gp)
            10          - Noble’s outfit (75 gp) 
            12          - Courtier’s outfit (30 gp) x2
             7          - cold weather outfit (8 gp)
             4          - entertainer’s outfit (3 gp)
             0          - wooden holy symbol: Boccob (1 gp)
             0.5  - sack
           109          - 5,450 gp
             0    - Eye of Vecna (Major Artifact) 
                    - To be kept safe while Nuria learns the fate of her mother's soul 
                    - Powers of the Eye: 
                        - In order to function, the Eye of Vecna must be placed in 
                          the empty socket of a character's skull. 
                        - The bearer of the Eye loses 2 points of Charisma, 
                          and these points may never be restored. 
                        - The Eye may not thereafter be removed without resulting 
                          in the death of its host. 
                        - It grants the host continuous "darkvision" and "trueseeing". 
                        - Three times per day each, the host can use the spells "eyebite"  
                          and "domination". 
                        - Once per day, the bearer of the Eye can call forth "destruction" 
                          and "unhallow". 
                        - A nonevil character must make a DC 17 Will save each week 
                          to avoid becoming evil. 
                        - All powers are at caster level 20th, and all DCs to resist 
                          their effects are 20. 





==============================================================================
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 = 78			 
gp = 2                  platinum ring (50 gp)
sp = 9                  - focus for "Shield Other" spell, cast by Agrona 
cp =                    - worn on left thumb
			
                        platinum ring (50 gp)
                        - focus for "Shield Other" spell, cast by HHH 
                        - worn on right thumb
		
                        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"

                        0 gem (100 gp)
                        - arcane focus for "magic jar"

                        0 packets of diamond dust (250 gp each)
                        - spell component for "stoneskin"

                        0 packets of pearl dust (100 gp each)
                        - spell component for "identify"

                        0 packets of ruby dust (1,500 gp each)
                        - spell component for "forcecage"

                        0 eye ointment of mushroom powder, saffron and fat (250 gp each)
                        - spell component for "true seeing"


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

NURIA'S SPELLBOOK A: (85/100 pages) = 8,500 gp
Level 0 Spells = 19 = 19 pages                              
  (1/1)  Abjur:   resistance                                      
  (1/1)  Conj:    acid splash                                     
  (3/3)  Div:     detect poison, detect magic, read magic         
  (1/1)  Ench:    daze                    
  (4/4)  Evoc:    dancing lights, flare, light, ray of frost              
  (1/1)  Illus:   ghost sound             
  (2/2)  Necro:   disrupt undead, touch of fatigue 
  (4/4)  Trans:   magehand, mending, message, open/close 
  (2/2)  Univ:    arcane mark, prestidigitation 
Level 1 Spells = 9 = 9 pages       
  (2/6)  Conj:    mage armor, mount                                    
  (2/5)  Div:     comprehend languages, identify 
  (2/4)  Evoc:    magic missile, shocking grasp  
  (1/5)  Illus:   disguise self 
  (2/8)  Trans:   erase, magic weapon 
Level 2 Spells = 7 = 14 pages
  (1/4)  Abjur:   protection from arrows                                         
  (1/3)  Div:     see invisibility
  (1/6)  Evoc:    scorching ray                  
  (1/6)  Necro:   false life
  (3/14) Trans:   cat's grace, darkvision, knock 
Level 3 Spells = 4 = 12 pages
  (2/5)  Abjur:   dispel magic, protection from energy                                         
  (1/5)  Evoc:    fireball               
  (1/11) Trans:   haste
Level 4 Spells = 4 = 16 pages
  (1/5)  Abjur:   lesser globe of invulnerability                                         
  (1/6)  Conj:    dimension door 
  (1/6)  Evoc:    shout                
  (1/6)  Illus:   rainbow pattern
Level 5 Spells = 3 = 15 pages
  (2/8)  Conj:    cloudkill, teleport 
  (1/4)  Evoc:    cone of cold


NURIA'S SPELLBOOK B: (57/100 pages) = 5,700 gp
Level 0 Spells = 2 = 2 pages                              
   +2    SC:      silent portal, sonic snap
Level 1 Spells = 3 = 3 pages       
  (2/8)  Trans:   expeditious retreat, feather fall 
   +1    SC:      true casting 
Level 2 Spells = 2 = 4 pages
  (1/6)  Conj:    web 
  (1/14) Trans:   levitate
Level 3 Spells = 3 = 9 pages
  (1/5)  Evoc:    lightning bolt               
  (1/4)  Illus:   invisibility sphere
  (1/4)  Necro:   vampiric touch
Level 7 Spells = 1 = 7 pages
  (1/7)  Conj:    greater teleport
Level 8 Spells = 4 = 32 pages
  (1/4)  Abjur:   prismatic wall                                         
  (2/5)  Evoc:    greater shout, polar ray                  
  (1/3)  Trans:   polymorph any object


NURIA'S SPELLBOOK C: (76/100 pages) = 7,600 gp
Level 2 Spells = 1 = 2 pages
  (1/4)  Abjur:   arcane lock
Level 3 Spells = 1 = 3 pages
  (1/11) Trans:   water breathing
Level 4 Spells = 1 = 4 pages
  (2/6)  Illus:   greater invisibility
Level 5 Spells = 3 = 15 pages
  (2/5)  Ench:    feeblemind
  (2/8)  Trans:   passwall
  (1/1)  Univ:    permanency
Level 6 Spells = 4 = 24 pages
  (1/5)  Abjur:   greater dispel magic                                          
  (1/3)  Div:     analyze dweomer
  (1/4)  Evoc:    chain lightning
  (1/13) Trans:   disintegrate
Level 7 Spells = 4 = 28 pages
  (1/3)  Abjur:   spell turning                                         
  (1/7)  Conj:    plane shift 
  (1/5)  Evoc:    delayed blast fireball           
  (1/1)  Univ:    limited wish


NURIA'S SPELLBOOK #1: Level 0 and Level 1 Spells (1/100 pages) = 100 gp
Level 1 = 1 page       
  (0/5)  Abjur:   
  (0/6)  Conj:                                       
  (0/5)  Div:       
  (0/3)  Ench:    
  (1/4)  Evoc:    burning hands   
  (0/5)  Illus:   
  (0/3)  Necro:      
  (0/8)  Trans:    


NURIA'S SPELLBOOK #2: Level 2 Spells = 2 (6/100 pages) = 600 gp
  (0/4)  Abjur:                                            
  (0/6)  Conj:     
  (0/3)  Div:     
  (0/3)  Ench:                    
  (1/6)  Evoc:    darkness                  
  (1/8)  Illus:   invisibility
  (0/6)  Necro:
  (0/14) Trans:   


NURIA'S SPELLBOOK #3: Level 3 Spells = 1 (3/100 pages) = 300 gp
  (0/5)  Abjur:                                            
  (0/5)  Conj:     
  (0/3)  Div:    
  (1/5)  Ench:    hold person                
  (0/5)  Evoc:                  
  (0/4)  Illus:   
  (0/4)  Necro:	  
  (0/11) Trans:   


NURIA'S SPELLBOOK #4: Level 4 Spells = 3 (12/100 pages) = 1,200 gp
  (1/5)  Abjur:                                            
  (0/6)  Conj:     
  (0/4)  Div:    
  (1/4)  Ench:                    
  (3/6)  Evoc:    fire shield, wall of fire                 
  (0/6)  Illus:	  
  (1/5)  Necro:   fear
  (0/5)  Trans:   


NURIA'S SPELLBOOK #5: Level 5 Spells = 1 (5/100 pages) = 500 gp
  (0/3)  Abjur:                                            
  (0/8)  Conj:     
  (0/3)  Div:    
  (1/5)  Ench:    
  (1/4)  Evoc:    
  (0/7)  Illus:	 
  (1/4)  Necro:   magic jar
  (1/8)  Trans:   
  (0/1)  Univ:	  


NURIA'S SPELLBOOK #6: Level 6 Spells = 3 (18/100 pages) = 1,800 gp
  (1/5)  Abjur:   globe of invulnerability                                          
  (1/4)  Conj:    wall of iron 
  (0/3)  Div:     
  (0/4)  Ench:    
  (0/4)  Evoc:    
  (0/5)  Illus:	 
  (0/5)  Necro:   
  (1/13) Trans:   flesh to stone


NURIA'S SPELLBOOK #7: Level 7 Spells = 3 (21/100 pages) = 2,100 gp
  (0/3)  Abjur:                                           
  (0/7)  Conj:     
  (0/3)  Div:    
  (0/4)  Ench:                    
  (0/5)  Evoc:               
  (1/4)  Illus:   project image
  (0/4)  Necro:	 
  (2/4)  Trans:   reverse gravity, statue
  (0/1)  Univ:    


NURIA'S SPELLBOOK #8: Level 8 Spells = 1 (8/100 pages) = 800 gp
  (0/4)  Abjur:                                            
  (1/5)  Conj:    maze 
  (0/3)  Div:    
  (2/8)  Ench:    
  (0/5)  Evoc:                     
  (0/3)  Illus:	 
  (0/4)  Necro:	
  (0/3)  Trans:   


NURIA'S SPELLBOOK #9: Level 9 Spells = 2 (18/100 pages)
  (0/4) Abjur:    Mordenkainen's disjunction                                     
  (0/4) Conj:     
  (0/1) Div:      
  (0/3) Ench:                    
  (0/2) Evoc:                     
  (0/2) Illus:        
  (0/4) Necro:      
  (0/3) Trans:    
  (1/1) Univ:     wish


LASLO'S SPELLBOOK (201 pages = 20,100 gp value = 10,050 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 Spells = 5 pages       
  (2/5)  Abjur:   protection from good, shield
  (1/5)  Div:     true strike 
  (1/3)  Ench:    charm person  
  (1/4)  Evoc:    magic missile   
Level 2 Spells = 6 = 12 pages
  (1/6)  Conj:    web  
  (1/3)  Div:     see invisibility
  (1/8)  Illus:   mirror image
  (1/6)  Necro:   spectral hand
  (2/14) Trans:   bulls strength, cat's grace
Level 3 Spells = 6 = 18 pages
  (1/5)  Abjur:   dispel magic  
  (1/5)  Evoc:    fireball 
  (1/4)  Necro:   vampiric touch
  (1/11) Trans:   haste
   +2    BoVD:    absorb mind (corrupt, div-evil), 
                  touch of jubilex (corrupt, trans-evil)
Level 4 Spells = 6 = 24 pages
  (1/5)  Abjur:   stoneskin                  
  (1/4)  Ench:    charm monster                
  (1/6)  Evoc:    wall of ice                 
  (1/6)  Illus:   greater invisibility,
   +2    BoVD:    absorb strength (corrupt, necro-evil), 
                  damming darkness (arcane, evoc-evil, darkness)
Level 5 Spells = 5 = 25 pages
  (2/8)  Conj:    cloudkill, teleport  
  (1/5)  Ench:    hold monster                
  (2/4)  Evoc:    cone of cold, wall of force              
Level 6 Spells = 5 = 30 pages
  (1/3)  Div:     true seeing
  (1/4)  Ench:    mass suggestion                
  (1/4)  Evoc:    bigby's forceful hand                 
  (1/5)  Necro:   eyebite
  (1/13) Trans:   disintegrate
Level 7 Spells = 4 = 28 pages
  (1/7)  Conj:    greater teleport 
  (1/5)  Evoc:    forcecage           
  (1/1)  Univ:    limited wish
   +1    BoVD:    rapture of rupture (corrupt, trans-evil)
Level 8 Spells = 4 = 32 pages
  (1/4)  Abjur:   prismatic wall     
  (2/8)  Ench:    mass charm monster, power word stun
   +1    BoVD:    gutwrench (arcane, necro-evil,death)
Level 9 Spells = 3 = 27 pages
  (1/4) Abjur:   prismatic sphere                                         
  (1/2) Evoc:    meteor swarm                 
  (1/3) Trans:   time stop


==============================================================================
SPECIAL NOTES:
Assumed she rolled a 4 on a 1d4 (or max hp) for starting 1st EPIC level.

Nuria has used 2 wishes to get the following Inherent Bonuses:
- WIS +1
- CHA +1

sold the staff of frost for 2,812.5 gp
sold the Lich's spellbook for 5,800 gp
inscribed spells from Lich's spellbook into new spellbooks at cost of 7,200 gp
bought a Third Eye of Wisdom (1,000 gp) = +1 WIS enhancement bonus 

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

Bandit 

Ring of protection +1 (2,000 gp) or +3 (18,000 gp) 
- Obtained from HHH 
- provides a +1 deflection bonus to AC 

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

Future Epic Feats
- automatic silent spell (need spellcraft = 24 ranks; spell levels 1-3 auto-silent)
- automatic quicken spell (need spellcraft = 30 ranks; spell levels 1-3 auto-quick)
- improved combat casting (cast spell with no attack of opportunity)
- improved metamagic (need spellcraft = 30 ranks; -1 level to metamagic cost, min 1)
- great intelligence = INT +1

Level 24
INT +1
spellcraft = 30
feat = automatic quicken spell

Create a spellbook for each spell level

=============================================================================
Nuria need to get +1 inherent bonus (from Wish Spell) to all ability scores
But focus on this order (INT, CHA, DEX, CON, STR, WIS)
= 5000 xp each (30,000 xp for all)
And eventually +5 in all abilities

Do the same to Bandit, her familiar?

Make permenant on Nuria
1,500 xp 	Arcane Sight (need to get spell)
1,500 xp 	Tongues (need to get spell)
  500 xp	Magic Fang	(Xana cast)	
1,500 xp 	Magic Fang, greater (Xana cast)	

Make permanent on Bandit
  500 xp	Resistance              +1 resistance bonus to all saves
  500 xp	Magic Fang              +1 hit/dam for 1 natural attack
1,500 xp 	Magic Fang, greater     +1/4CL hit/dam for 1 natural attack (max+5)
                                    or +1 hit/dam for all natural attacks
=================