Ska'arr - Level 6 - Chapter 12

Adventure Date: October 28, 2011
Last Updated: September 11, 2011


class:		Ranger/Fighter/Transmuter		race:		human
level:		6 = 1/4/1                               alignment:	chaotic good
xp:		15,000 +				deity:		Shaundakul

size: medium	age:  21        gender:	male	height:	6'0"	
eyes: brown	hair: brown	skin: tan	weight:	290 lbs

Campaign: 	The Tide of Shadows
Home Region: 	The North
Languages:	Illuskan (native), Chondathan, Giant, Orc

		Current HP: 40+10 = 50+15 = 65		
====================================================================================
STR:	19	+4	HP: 68                 Speed:	20 ft (run x3) 
DEX:	10	0	AC: 19 (23 w. shield)		20 ft (run x3) w. backpack
CON:	16	+3	= 10   + 9     + 0(4)   + 0   + 0    + 0   + 0       + 0
INT:	16	+3	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	 8	-1	AC touch:	10
CHA:	 8	-1	AC flat-footed: 15		Initiative:	+0
							Base Attack:	+5

	- combat expertise: attack roll = -5 max, AC dodge bonus = +5 max

	- enlarged stats: hgt x2, wgt x8
	 	STR = +2 size bonus = 21
	 	    = +5 hit/dam (+7 dam 2-handed weapons)
	 	DEX = 9 = -1 modifier (reflex, AC, etc...)
	 	to hit = -1 size +5 STR = +4 (no change)
	 	AC = -2 (-1 size, -1 dex)
	 	space = 10 feet, reach = 10 feet (20 feet with spiked chain)
	 	large spiked chain = 2d6+7 damage
	 	get +4 size bonus to grapple, trip and disarm attempts


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+9	= 6	+3
Reflex:		+5	= 3	+0		+2 ferret
Will:		+2	= 3	-1		


====================================================================================
- power attack: one-handed weapons; -5 hit = +5 damage
- power attack: two-handed weapons; -5 hit = +10 damage
- favoured enemy: orcs = +2 damage
- great cleave: +1 attack on new target if drop previous target, and again, and again...


Attack		Bonus	Damage	  Critical      Range	Type	Notes
------------	------	------	  --------      -----	----	-----
spiked chain,	+10	2d4+6	  x2		-	P	2-handed weapon
masterwork							trip attacks, +2 disarm
								reach = 5 ft & 10 ft

heavy flail,	+9	1d10+6	  19-20/x2      - 	B	2-handed weapon
cold iron							trip attacks, +2 disarm

greatsword,	+10 ?	2d6+7 ?   19-20/x2	-	S	2-handed weapon
magic +1?

falchion,       +10	2d4+6	  18-20/x2      -	S	2-handed weapon
masterwork	

handaxe,        +9	1d6+3	  x3		-	S	
silver

spear           +9	1d8+4	  x3            20 ft	P

javalin		+9	1d6+4	  x2		30 ft	P       (-4 to hit in melee)

longbow,        +6	1d8	  x3		100 ft 	P	normal arrows
masterwork      +6	1d8	  x3                            cold iron arrows
                +6	1d8-1	  x3				silver arrows
		+6	1d8+1	  x3				magic arrows +1

shortbow,       +5	1d6+3	  x3		70 ft 	P	normal arrows
composite       +5	1d6+3	  x3                            cold iron arrows
(STR 16/+3 dam) +5	1d6+2	  x3				silver arrows
		+5	1d6+4     x3				magic arrows +1

torch		+5	1d3+4	  x2		10 ft	B	improvised weapon
			+1 fire damage			fire


Trip	= make a melee touch attack, no attack of opportunity 
PHB 	= if attack succeeds, do a check of attacker's STR vs foe's STR or DEX
p.158	= attacker's STR = +4 (STR) +4 (improved trip) +0 (medium-size) = +8
	= if large:  STR = +5 (STR) +4 (improved trip) +4 (large-size)  = +13
	= if win, the defender is tripped and prone (Melee AC = -4, Ranged AC = +4), 
	  and attacker can make an immediate melee attack at same base attack
	= if tripped, standing up = move action and provoke attack of opportunity
	= if lose, defender can immediately do a STR check vs attacker's STR 
	  or DEX to try and trip attacker instead
	= if this happens, can drop weapon to avoid being tripped
	= can trip a mounted opponent to pull a rider from mount (STR vs Ride skill)


Disarm	= provoke an attack of opportunity, if damaged, disarm attempt fails
PHB	= opposed attack rolls: Attacker vs Defender
p.155	  Attacker = +10 (attack roll) +2 (spiked chain) +4 (2-handed weapon) 
		     +0 (medium-size) +0 (improved disarm)
		   = +16
	= if win, defender's weapon is on ground in defender's square
	= if pick up weapon = move action and provoke attack of opportunity
	= if lose, defender may attempt opposed attack roll to disarm attacker


====================================================================================
Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
fullplate,	heavy	+9	+1	-5	35%	20 ft	50 lbs
magic +1 ?	armor	

heavy load	n/a	n/a	+1	-6	n/a	20 ft	-	run x3


====================================================================================
SKILLS: Total = 40+24+6	    max = 9/4	Ability	Mod	Ranks	Misc  
+3	 appraise			INT	+3	0	
-6	 balance                        DEX	+0	0	-6 armor-load
-3	 bluff				CHA	-1	0	-1 uncivil/-1 abrassive
-5	 bluff vs orcs					"	& -4 intolerance/+2 favoured enemy
+7 *@$	 climb				STR	+4	9	-6 armor-load	
+9 @$	 concentration			CON	+3	6	
+13 @$   concentration, defense casting	CON	+3	"	& +4 combat casting
+3 *@    craft				INT	+3	0	
no 	 decipher script                INT	+3	0	
-3	 diplomacy			CHA	-1	0	-1 uncivil/-1 abrassive
-7	 diplomacy vs orcs				"	& -4 intolerance
no	 disable device			INT	+3	0	
-1	 disguise			CHA	-1	0	
-5	 disguise vs orcs				"	& -4 intolerance
-6	 escape artist			DEX	+0	0	-6 armor-load
+3	 forgery                        INT	+3	0	
-2	 gather information		CHA	-1      0	-1 uncivil
-6	 gather information vs orcs			"	& -4 intolerance
+9 *@	 handle animal			CHA	-1	9	+1 uncivil
-1  	 heal				WIS	-1	0	
-6 	 hide				DEX	+0	0	-6 armor-load	
+0 *@	 intimidate			CHA	-1      0	+1 abrassive
-4	 intimidate vs orcs				"	& -4 intolerance	
+7 *@$   jump				STR	+4	9	-6 armor-load			
+4 @$	 knowledge, arcana		INT	+3	1
no $	 knowledge, architect/engineer	INT	+3	0
+4 $	 knowledge, dungeoneering	INT	+3	1
+4 $	 knowledge, geography		INT	+3	1
no $ 	 knowledge, history		INT	+3	0
no $ 	 knowledge, local		INT	+3	0
+4 $	 knowledge, nature		INT	+3	1
no $	 knowledge, nobility/royalty	INT	+3	0
no $	 knowledge, religion		INT	+3	0
no $	 knowledge, the planes		INT	+3	0
+5 	 listen				WIS	-1	4	+2 ferret
+7	 listen vs orcs					"	& +2 favoured enemy
-6 	 move silently			DEX	+0	0	-6 armor-load	
no	 open lock			DEX	+0	0	
-1	 perform                        CHA	-1      0		
-5	 perform vs orcs                                "	& -4 intolerance
no $	 profession			WIS	-1	0	
+3 *@	 ride				DEX	+0	1	+2 handle animal
+7 	 search				INT	+3	4	
-1 	 sense motive			WIS	-1      0
+1	 sense motive vs orcs		 		"	& +2 favoured enemy
no	 sleight of hand                DEX	+0	0	-6 armor-load			
+6 @$	 spellcraft			INT	+3	3
+8 @$	 spellcraft, transmutation	INT	+3	"	& +2 transmuter
+5 	 spot				WIS	-1	4	+2 ferret
+7	 spot vs orcs					"	& +2 favoured enemy
+3 	 survival			WIS	-1	4	
+5	 survival vs orcs				"	& +2 favoured enemy
+1 *@    swim				STR	+4	9	-12 armor-load x2			
no	 tumble				DEX	+0	0	-6 armor-load/+2 jump		
no	 use magic device		CHA	-1	0	
+4 	 use rope			DEX	+0	4
-	 speak languages		n/a				

class skills: * = fighter, @ = AC, $ = spc  


===================================================================================
SPECIAL ABILITIES / FEATS
Armor: 		all armor (light, medium, heavy)
Shields:        all shields (including tower shields)
Weapons:        all simple, all martial, spiked chain


Track: use survival skill
Wild Empathy: 
	1d20 + Ranger level + CHA + handle animal synergy + uncivilized 
	= 1d20 + 1 + -1 + 2 + 1 
        = 1d20+3
Favoured Enemy: 
	- against a favoured enemy, receive bonus to damage rolls and a 
	skill bonus to bluff, listen, sense motive, spot, survival
	- Orcs   = +2


Transmuter - Focused Specialist: Complete Mage page 34
- 1st prohibited school = conjuration
- 2nd prohibited school = enchantment
- 3rd prohibited school	= necromancy 
- lose 1 generic spell slot/spell level
- gain 3 bonus transmutation spell slots/spell level


Scribe Scroll (1st level wizard feat)


Summon Familar: Lord Faragut the Ferret (1st level wizard ability)
- grants Master Alertness (listen +2, spot +2)
- grants Master Reflex save bonus = +2


Still Spell: metamagic (6th level bonus feat)
- no somatic components required when casting spell = +1 spell level cost


Axethrower: "The North" regional feat (human bonus feat)
- add STR bonus instead of DEX bonus to the attack roll for all 
  thrown ranged weapons


Exotic Weapon: Spiked Chain (1st level bonus feat)


Combat Casting (3rd level bonus feat)
- gain +4 bonus on Concentration checks made to cast a spell defensively 
  (PHB page 140) or while you are grappling or pinned.


Power Attack (1st level fighter feat)
- melee bonus only, no light weapons (except unarmed strike or natural weapons) 
- one-handed weapons; -5 hit = +5 damage
- two-handed weapons; -5 hit = +10 damage


Cleave (2nd level fighter feat)
- deal a creature enough damage to make it drop (typically by dropping it 
  to below 0 hit points or killing it), get an immediate, extra melee attack 
  against another creature within reach
- cannot take a 5-foot step before making this extra attack
- extra attack uses the same weapon and bonus as attack that dropped previous creature
- use this ability once per round


Great Cleave (4th level fighter feat)
- as per Cleave, but unlimited use each round


Combat Expertise (flaw bonus 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


Improved Trip (flaw bonus feat)
- do not provoke an attack of opportunity when unarmed
- strength check = +4 bonus
- if trip an opponent, can make an immediate melee attack at same base attack


Intolerance: Orcs (flaw)
- Ska'arr has an irrational dislike of Orcs (i.e. anything with "Orc Blood" 
  racial ability, thus he is also intolerant of Half-Orcs and Orogs.)
- Ska'arr (and any group that he is visibly associated with) will recieve 
  a -4 to all social based rolls as applied to any charisma checks to 
  influence an Orc NPC's attitude or to the following charisma based skills 
  (bluff, diplomacy, disguise, gather information, intimidate, perform) 
  when dealing/interacting with Orcs (i.e. he will make snide insulting 
  remarks under his breath, give offending Orc(s) the old evil eye, etc...)


Phobia: Vermin (flaw)
- Ska'arr is afflicted by a phobia and persistent fear of any and all vermin.
- Vermin (as defined in the Monster Manual) include: 
  centipede swarm, giant insects, locust swarm, monstrous centipedes, 
  monstrous scorpions, monstrous spiders and spider swarm.
- He realizes that the fear is excessive and irrational, but the fear is 
  disturbing enough that he avoids the stimulus.
- A DC 15 Will save is required for Ska'arr to be able to force himself into 
  (or remain within) the presence of any and all vermin, and even then, he 
  will take a -2 morale penalty to all attack rolls, saving throws, skill 
  checks and ability checks so long as the object of the fear remains.


Abrasive (trait) 
	- You are difficult and demanding in conversation, which tends to 
	  oppress those around you. 
	- You gain a +1 bonus on Intimidate checks. 
	- You take a -1 penalty on Diplomacy checks and Bluff checks. 


Uncivilized (trait) 
	- You relate better to animals than you do to people. 
	- You gain a +1 bonus on Handle Animal checks and wild empathy checks. 
	- You take a -1 penalty on Bluff checks, Diplomacy checks, 
	  and Gather information checks. 


==============================================================================
SPELLS  0: 2+3T  1: 0+1+3T  	2: 0  	3: 0  	4: 0  	5: 0  
	6: 0  	 7: 0  		8: 0  	9: 0
	
   DC	
0: 13	flare, light, mage hand, open/close, open/close-x
1: 14	enlarge person-x, enlarge person, feather fall, shield

arcane spell failure = 35%


SKA'ARR's SPELLBOOK #1: Level 0 and Level 1 Spells (22/100 pages)
- conjuration, enchantment and necromancy prohibited
Level 0 = 16 pages  
 (1/1) Abjur:  	resistance(vsm)                                      
 (3/3) Div:    	detect magic(vs), read magic(vsf)         
 (3/4) Evoc:   	dancing lights(vs), electric jolt(vs), flare(v), light(vm)             
 (0/1) Illus:  	silent portal(s)             
 (3/4) Trans:  	launch bolt(vsm), launch item(s), magehand(vs), mending(vs), 
       		message(vsf), open/close(vsf) 
 (2/2) 	Univ:   arcane mark(vs), prestidigitation(vs) 
Level 1 = 6 pages 
 (2/5) Abjur:  	shield(vs), hold portal(v) 
 (1/5) Div:    	true strike(vf)      
 (0/4) Evoc:                 
 (0/5) Illus:               
 (3/8) Trans:  	enlarge person(vsm), expeditious retreat(vs), 
                featherfall(v) 


==============================================================================
GEAR	Total WT= 119 + 76 + 1 +  = 196 + LOOT (heavy load) 
	load: light = 116	medium = 233	heavy = 350

WT	Item
---	---------------------
0	explorer's outfit
0	HEAD:	  OPEN SLOT
0	FACE:	  OPEN SLOT
0	THROAT:	  OPEN SLOT
0	SHOULDER: OPEN SLOT
50	BODY: 	  Magic Full Plate +1 ? (2,650 gp ?)
0	TORSO:	  OPEN SLOT
0	WAIST:	  OPEN SLOT
0	FEET:	  OPEN SLOT
0	ARMS:	  OPEN SLOT
0	HANDS:	  OPEN SLOT
0	RING1:	  Ring of Counterspells (4,000 gp)
			- cast a level 1-6 spell into ring, currently charged with "fireball"
			- if spell cast on ring user, spell is automatically and immediately 
			  countered requiring no action or knowledge of user
			- once spell countered, ring is empty and needs a new spell cast on it
0	RING2:	  OPEN SLOT
0	SHIELD:	  OPEN SLOT
10	spiked chain, masterwork (325 gp)
		- reach = 5 ft or 10 ft
		- trip:	can drop chain to avoid a trip
		- disarm: +2 bonus on all opposed attack rolls for disarm
                - hardness 10, hp 10; current hp = 3
10	cold iron heavy flail (30 gp)
		- trip:	can drop flail to avoid a trip
		- disarm: +2 bonus on all opposed attack rolls for disarm
8	Magic Greatsword +1 ? (2,350 gp ?)
3	silver handaxe (26 gp)
8	falchion, masterwork (375 gp)
3	longbow, masterwork (375 gp)
2       composite shortbow: STR 16, dam +3 (300 gp)
3       quiver
                - normal arrows = 20
3	quiver
                - normal arrows = 2
		- cold iron arrows = 8
		- silver arrows = 5
		- Arrows +1 (47 gp each) = 5
1	quiver
6               - spear = 1 
8		- javalins = 4
1	potion belt = 5/6 vials (1 gp)
	- retrieving a potion/vial is a free action once per round
                - Oil of Magic Weapon (50 gp) = x1
		- Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp) = x1
		- Potion of Cure Serious Wounds; 3d8+5 hp (750 gp) = x1
                - Potion of Haste (750 gp) = x1
                - Potion of Jump (50 gp) = x1

0.5	belt pouch
0.5		- COINS
2	Tabitha's Pouch (spell component pouch)

2	backpack
5		- Lord Faragut the Ferret
4		- waterskin, full
4		- trail rations, 3 days
5		- bedroll
3		- winter blanket
3		- Tabitha's Journal (spellbook)
10		- hemp rope, 50 ft (hp 2, burst = STR DC 23)
4		- grappling hook ("use rope" check to hook DC 10 +2/10 ft) 
6		- torch x6
			- burns 1 hour, clear light = 20 ft, shadowy = 40 ft
25              - chainshirt (100 gp, 2 gp/lb)
5               - dastanas (25 gp, 2.5 gp/lb)


---------------------
Others stuff
1		- trail rations, 1 day (Pelias)
	

==============================================================================
TREASURE	
pp = 			
gp = 1			
sp = 5			
cp = 			

silver chain with silver medallion etched with the image of a single eye
- indicates is a friend of Zandever "Nighteyes" Eyredanus

- start saving pp and gems for armor.


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

- Ska'arr has a wicked ugly scar starting on the right-side of his face on 
  the forehead, then crossing his eyebrow and the bridge of his nose, then 
  down along his left cheek to his jaw. 
  - He doesn't talk about how he got this scar. And goes dangerously silent 
    towards anyone who inquires about it.

- He will, however, keep track of all his other scars that he gets, either 
  through combat or other injury/damage, and then proudly boast about 
  these ones. Hey! You gotta have some tales of bravado to impress the 
  yokels and wenches in the local tavern or watering hole.
	- 2 bites from a Skum (10 hp & 5 hp)
	- 1 bite from a Giant Centipede (1 hp + poison-saved)
	- 1 bite from a Skum (8 hp)
	- feet burned by Gray Ooze's acid (5 hp)
	- Scuro's crossbow bolt (7 hp)
	- Ska'arr's spiked chain (22 hp - from self, critical failure)
	- Wight's claw (4 hp + energy level drain)
	- Cadavar Golem's fists(21 hp, 14 hp and 15 hp)
	- Owlbear's claws and bites (6 hp, 10 hp and 7 hp)
	- Manticore's volley of spikes (17 hp)
	- foot in spiked pit (2 hp)
	- lightning bolt through mirror (28 hp)
	- orc sargeant (10 hp, 9 hp, 10 hp)
	- Thrull, orc in full plate (11 hp, 14 hp)
	- 1 orc crossbow bolt (3 hp)
	- 1 orc crossbow bolt (critical hit 12 hp)
        - Ro-Lund-Do's grave mist spell (1 hp, 3 hp)
        - 1 orc crossbow bolt (3 hp)
        - orc sargeant (11 hp)
        - orc brute with great club (14 hp)
        - jump down (fall) from 20 ft onto rubble (7 hp)
        - 1 orc arrow (9 hp)
        - 2 orc crossbow bolts (12 hp)


- As a follower of Shaundakul, he strives to explore the wilds around him, 
  and protect travellers along the road. He is uncomfortable in large cities.


===========================================
Wish-List (equipment/magic)

=================
7th level purchases ??? 

- Bracers of Arcane Freedom (2,300 gp, 0.5 lbs) MIC 80
	- swift action, omit somatic spell component to next arcane spell
	  cast before the end of your next turn (as Still spell feat, but
	  does not alter spell's level or casting time) = 2/day

- Third Eye Clarity (3,000 gp, wt 0 lbs), MIC 141
	- usable 1/day
	- removes confused, dazed, fascinated or stunned conditions

- Restful Crystal: armor (500 gp) = for bed time
- Iron Ward Diamond, least armor crystal DR 1/-, up to 10 hp/day (500 gp)
	- Upgrade: lesser armor crystal DR 3/-, up to 30 hp/day (2,000 gp)
	- Upgrade: greater armor crystal DR 5/-, up to 50 hp/day (8,000 gp)


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

27 gp familiar
- buy tiny explorer's outfit (cost x1, wt x1/10) = 10 gp, wt = 0.8 lbs
- buy tiny leather armor (cost x1, wt x1/10) = 10 gp
- buy tiny backpack (cost x1, wt x1/10) = 2 gp, wt = 0.2 lbs
- buy extra spell component pouch = 5 gp, wt = 2 lbs


Beast Barding 
- studded leather (50 gp)
- scale (100 gp) 
- chainshirt (200 gp) 
- MW breastplate (550 gp) 


Misc Equipment
- Framed Pack (50 gp, 2 lbs), Arms and Equipment Guide p.35)
	- Full-round action to retrieve an item (not a move action)
	  and provokes an attack of opportunity
	- Pack and everything in it weigh 10% less then their normal
	  encumbrance.
	
- Money belt to store armor crystals?
	Money Belt (4 gp, wt -): This cloth pouch is designed to be worn under 
	clothing and can hold up to 50 coins. The Pick Pocket check DC to take 
	something from a money belt is +5 higher than normal.

extra scrolls - 1st level spells = 12.5 gp each x8 = 100 gp
- shield x2
- hold portal 
- true strike x2      
- enlarge person x2
- expeditious retreat

- everburning hooded lantern (117 gp)

- climber's kit (80 gp)

- silk rope, 50 ft (10 gp)


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


Heavy Plate base stats:
(Armor AC bonus = +9, max Dex = +0, AC check penalty = -8, 
arcane spell failure = 40%, MV = 20 ft, wt = 100 lbs, cost = 2,000 gp)

- Heavy Plate (2,000 gp)
	- adamantine; MW, DR 3/- (+15,000 gp) = 17,000 gp (or 8,500 gp)
		- dwarven mastersmith Ghelryn "Goldhand" Foehammer has pledged to 
		  craft one specialized item/shadow stalker at 50% off if they can
		  recover a Tome of Moradin Soulforger from a Tomb in the 
		  Kryptgarden Forest for him.
	- upgrade: magic +1 (+1,000 gp) 
	- upgrade: blue shine (+1,500 gp) - armor immune to acid damage and rusting effects, 
		   and +2 competence bonus on hide check while worn
	- upgrade: magic +2 (+3,000 gp)
	- upgrade: magic +3 (+5,000 gp) 
	- upgrade: twilight (+1 bonus = +4; +7,000 gp); ignore 10% arcane spell failure
	- upgrade: adamantine armor razors (+3,050 gp, +10 lbs)
	- upgrade: adamantine armor spikes (+3,050 gp, +10 lbs)


- Crystal of Energy Assault, lesser weapon crystal, +1d6 energy damage (3,000 gp)
	- acid, cold, electricity, or fire
	- not cold or electricity since going up against undead, so acid or fire


- Spiked Chain - magic +1 (2,325 gp)
	- dragonfang (+300 gp) = +1 energy damage (blue = electricity?, red = fire?, green = acid?)
	- sweeping (+1 bonus = +6,000 gp) = STR +2 competence bonus on trip attacks
	- disarming (+2 bonus = +10,000 gp) = STR +2 on disarming attempts, 
					      cannot be disarmed with this weapon
	- upgrade: caustic surge (+2,000 gp) = +2d6 acid damage, uses/day = CON bonus = 3x/day
	- upgrade: flaming surge (+2,000 gp) = +2d6 fire damage, uses/day = CON bonus = 3x/day
	- metalline weapon (+2 bonus) = standard action, change weapon composition to
					adamantine, alchemical silver, cold iron or 
					ordinary steel

- Helm of Battle (2,000 gp, 0 lbs) MIC 111
	- swift action (command), gain +2 bonus on next attack roll or ability check
	  to attempt a bull rush, disarm, overrun, sunder or trip attempt during 
	  your turn
 
Angel Helm (10,000 gp, 2 lbs) MIC 71
- any weapon used is good-aligned
- cast cure critical wounds, dispel evil, resist energy (acid/cold only) each 1/day

Guantlets Weaponry Arcane (6,000 gp, 1 lb) MIC 104
- any weapon used overcomes DR as if it were a magic silvered weapon 

Ring of Adamantine Touch (6,000 gp) MIC 121
- any melee attack (natural/weapon) is treated as adamantine for overcoming DR.

Masterwork cold iron heavy flail (300 + 15 + 15 = 330 gp) 

Masterwork silver greatsword (300 + 180 + 50 = 530 gp) 

Masterwork composite longbow    STR 18 = +4 (300 + 400 + 100 = 800 gp) = LvL 7 or less 
                                STR 20 = +5 (300 + 500 + 100 = 900 gp) = LvL 8 + 
                                STR 22 = +6 (300 + 600 + 100 = 1000 gp) = LvL 8 + 
                                STR 24 = +7 (300 + 700 + 100 = 1100 gp) = LvL 8 + 
                                STR 26 = +8 (300 + 800 + 100 = 1200 gp) = LvL 8 + 
				= -2 to hit if STR is less then bow rating 
Arrows 

20 normal (5 cp each = 1 gp) 
20 Cold iron (1 sp each = 2 gp) 
20 Silver (2 gp each = 40 gp) 
20 Adamantium (60 gp each = 1200 gp) 
20 masterwork (7 gp each = 140 gp) 
20 arrows +1 (47 gp each = 940 gp) 
20 arrows +2 (167 gp each = 3340 gp) 
20 arrows +3 (367 gp each = 7340 gp) 
Arrow of Biting (506 gp each) = poison - injury, DC 16, 1d6 CON/1d6 CON 
Fountainhead arroww (306 gp each) = acid, 10' burst, 2d8 damage/round if in area 
for 3 rounds, DC 14 reflex = half 

- thrown weapons, masterwork (javalins, daggers, handaxes, etc...)


- Potion belt, mw - 10 vials = 60 gp
	- vial of anti-toxin (50 gp)
	- vial of universal solvent (50 gp)
	- oil of bless weapon (100 gp)
	- oil of magic weapon (50 gp) - scrolls instead?
- bandoleer, mw - 12 items (flasks, daggers, etc...) = 5 gp
	- flask of acid (10 gp) x4 
	- flask of alchemist’s fire (20 gp) x4 
	- flask of holy water (25 gp) x4

- Sentry's Helm - head slot (Thieving Helmet = +1 listen)
		- bonus to listen and spot

- Beast Barding, breastplate (200 gp x2 = 400 gp), masterwork (+150 gp), spiked (+50 gp) 
- Spiked Dog Collar - bonus to animal handling rolls
- INT +1 = 3 Beast becomes an Intelligent character?



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

Favoured Power Attack (general)
Complete Warrior, p98?
weapon focus
weapon specialization


Feats/abilities

CL07	AC1	CL =2 spells 0:3+3T, 1:1+1+3T
CL07	AC1	abjurant armor
CL07	AC1	extended abjuration

CL08	AC2	CL = 3 spells 0:3+3T, 1:1+1+3T, 2:0+1+3T
CL08	AC2	swift abjuration
CL08	A8	STR +1 = 20

CL09	AC3	CL = 4 spells 0:3+3T, 1:2+1+3T, 2:1+1+3T
CL09	AC3	NONE
CL09	C9	metamagic school focus: transmutation (3 spells: metamagic effects = -1 level)

CL10	AC4	CL = 5 spells 0:3+3T, 1:2+1+3T, 2:1+1+3T, 3: 0+1+3T
CL10	AC4	arcane boost

CL11	AC5	CL = 6 spells 0:3+3T, 1:2+1+3T, 2:2+1+3T, 3: 1+1+3T
CL11	AC5	martial arcanist

CL12	s1	CL = 7 spells 0:3+3T, 1:3+1+3T, 2:2+1+3T, 3: 1+1+3T, 4:0+0+3T 
CL12	s1	ignore spell failure = 10%
CL12	C12	bonus feat - improved disarm ??? or weapon focus ???
CL12	A12	CON +1 = 17

CL13	s2	fighter bonus feat - armor specialization: heavy plate (DR 2/-)

CL14	s3	CL = 8 spells 0:3+3T, 1:3+1+3T, 2:2+1+3T, 3: 2+1+3T, 4:1+0+3T
CL14	s3	ignore spell failure = 15%

CL15	s4	channel spell 3/day
CL15	C15	bonus feat - weapon specialization ???

CL16	s5	CL = 9 spells 0:3+3T, 1:3+1+3T, 2:3+1+3T, 3: 2+1+3T, 4:1+0+3T, 5:0+0+3T 
CL16	s5	ignore spell failure = 20%
CL16	A16	CON +1 = 18

CL17	s6	channel spell 4/day


CL18	s7	CL = 10 spells 0:3+3T, 1:3+1+3T, 2:3+1+3T, 3: 2+1+3T, 4:2+0+3T, 5:1+0+3T
CL18	s7	ignore spell failure = 25%
CL18	C18	bonus feat

CL19	s8	channel spell 5/day

CL20	s9	CL = 11 spells 0:3+3T, 1:3+1+3T, 2:3+1+3T, 3: 3+1+3T, 4:2+0+3T, 5:1+0+3T, 6:0+0+3T
CL20	s9	ignore spell failure = 30% 
CL20	A20	ability increase


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

Improved Disarm (feat)
- do not provoke an attack of opportunity when attempting to disarm opponent
- opponent does not get chance to disarm Ska'arr
- gain +4 bonus on opposed attack roll made to disarm opponent

=================================================
Abjurant Champion (AC) requirements

6th	Base Attack Bonus: +5
3rd	Feat: Combat Casting
3rd	Spellcasting: Must be able to cast 1st-level arcane spells,
	including at least one abjuration spell
1st	Special: Must be proficient with at least one martial weapon

AC skill points/level = 6
Class Skills (2 + Int modifier per level): 
	Climb, Concentration, Craft, Handle Animal, Intimidate, Jump, 
	Knowledge (arcana), Ride, Spellcraft, Swim
- concentration = +1
- handle animal = +1
- knowledge, arcana = +1
- spellcraft = +1
  - maximize handle animal and concentration with other 2 points
  - then put into climb, jump, swim or spellcraft as required

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

Spellsword prestige class: Complete Warrior page 79

spellsword prequisites
5th	base attack bonus = +4
11th	knowledge, arcana = 6 ranks
8th	able to cast 2nd level arcane spells
2nd	proficient with all armor, simple weapons, martial weapons
2nd	defeat foe through force of arms alone, without spellcasting

skill points/level = 6
- climb = +1
- concentration = +1
- jump = +1
- spellcraft = +1

other 2 points into knowledge skills (get synergies)


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

CL 2 Spell Book
1 Trans:   	jump
1 Abjur:   	lesser deflect

CL 3 Spell Book
2 Trans:	bull's strength
2 Abjur:	deflect

CL 4 Spell Book
2 Trans:	knock
2 Trans:	stretch weapon

CL 5 Spell Book
3 Trans:	energy surge
3 Abjur:	energy aegis

CL 6 Spell Book
3 Trans:	halt
3 Illus:	displacement

CL 7 Spell Book
4 Trans:	Rary’s Mnemonic Enhancer	
4 Abjur:	lesser globe of invulnerability


Obtain following spells elsewhere (buy/trade)
1 Abjur:   	endure elements, protection from evil
1 Div:     	identify  
3 Trans:	haste
3 Abjur:	protection from energy
2 Abjur:	resist energy


=================================================
Verbal-only spells 
(ie. no chance of arcane spell failure from armor,
or have just M, but no somatic component)

NOTE: 	Wands do not have a chance of arcane spell failure,
	so they can be used with armor.

PHB
0 *	Flare (evoc)
0 *	light (evoc)
1 *	Feather Fall (trans)
1	hold portal (abj)
1	true strike (div)
1	ventriloquism (ill)
2 *	blur (ill)
2 *	knock (trans)
3 *	Displacement (ill)
3	tongues (div)
4	shout (evoc)
5	contact other plane (div)
9	Mordenkainen's disjunction (abj)
9	prismatic sphere (abj)
9	time stop (trans)
9	wish (univ)


PHB2
1 	Deflect, lesser: deflection AC bonus (abj)
2 	Celerity, lesser (trans)
2 *	Deflect: shield AC bonus (abj)
2 *	Energy Surge, lesser (trans)
2 *	master's touch (div)
2 *	stretch weapon (trans)
2 *	sure strike (div)
3 *	Alter Fortune (div)
3 *	Energy Aegis (abj)
3 *	Energy Surge (trans)
3 *	halt  (trans)
3 *	prismatic mist (evoc)
4 	Baleful Blink (trans)
4 	Celerity (trans)
4 	Condemnation (abj)
4 	mystic surge (univ)
4 *	stifle spell (abj)
6 	Energy Surge, greater (trans)
8 	Celerity, greater (trans)

CA
6	brilliant blade (trans)

CM
1	karmic aura (abj)
3	karmic backlash (abj)
6	karmic retribution (abj)
5	lightning leap (trans)

SC
1	ectoplasmic armor (abj)
1	critical strike (div)
1	golem strike (div)
1	guided strike (div)
1	insightful feint (div)
1	expeditious retreat, swift (trans)
1	low-light vision (trans)
1	slide (trans)
2	scintillating scales (abj)
2	extend tentacles (trans)
2	fearsome grapple (trans)
2	fly, swift (trans)
2	slide, greater (trans)
2	sonic weapon (trans)
2	wings of air (trans)
4	flight of the dragon (trans)
4	ruin delver's fortune (trans)
4	spell enhancer (trans)



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