Ska'arr - Level 11 - Chapter 24

Adventure Date: January 23, 2016
Last Updated: October 13, 2015


class:		Ranger/Fighter/Transmuter/              race:           human
                Abjurant Champion
level:		11 = 1/4/1/5                            alignment:      chaotic good
xp:		55,000 +				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: 83	
====================================================================================
STR:	20      +5      HP: 120                 Speed:  20 ft (run x3) fly = 40 ft
DEX:	10	0	AC: 22 (31 w. shield)           20 ft (run x3) w. backpack
CON:	16	+3	= 10   + 10    + 0(9)   + 0   + 0    + 1   + 1       + 0
INT:	16	+3	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	 8	-1	AC touch:	11
CHA:	 8	-1	AC flat-footed: 22		    Initiative:	  +0
			AC incorporeal: 32 (ecto +shield)   Base Attack:  +10/+5

        - DR = 6/-; DR 3/- for 30 hp per day, then DR = 3/-; 30

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

	- enlarged stats: hgt x2, wgt x8
	 	STR = +2 size bonus = 22
	 	    = +6 hit/dam (+9 dam 2-handed weapons)
	 	DEX = 9 = -1 modifier (reflex, AC, etc...)
	 	to hit = -1 size +6 STR = +5 (no change)
	 	AC = -2 (-1 size, -1 dex)
	 	space = 10 feet, reach = 10 feet (20 feet with spiked chain)
	 	large spiked chain = 2d6+9 damage
	 	get +4 size bonus to grapple, trip and disarm attempts
         - enlarged and bull strength: 
                STR = 26 = +8 hit/dam (+12 dam 2-handed weapons)
                to hit = -1 size +8 STR = +7 
                large spiked chain = 2d6+12 damage


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+11	= 7	+3      +1
Reflex:		+7	= 4	+0	+1	+2 ferret
Will:		+7	= 7	-1	+1	

Currently INSANE


====================================================================================
- power attack: one-handed weapons; -10 hit = +10 damage
- power attack: two-handed weapons; -10 hit = +20 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,	+16/+11  2d4+8	  x2		-	P	2-handed weapon, magic +1
green dragonfang         +1                             acid    trip attacks, +2 disarm
			 +1d6                           fire    reach = 5 ft & 10 ft

heavy flail,	+15/+10  1d10+7	  19-20/x2      - 	B	2-handed weapon
cold iron							trip attacks, +2 disarm

greatsword,     +16/+11  2d6+7    19-20/x2	-	S	2-handed weapon
silver                                                          magic +1

gauntlet,       +15/+10  1d3+5	  x2            - 	B	masterwork, light weapon
adamantine                                                      unarmed strike, lethal

javalin		+15/+10  1d6+5	  x2		30 ft	P       (-4 to hit in melee)

longbow,        +11/+6   1d8+4    x3		110 ft 	P	normal arrows
masterwork,     +11/+6   1d8+4    x3                            cold iron arrows
composite       +11/+6   1d8+3    x3				silver arrows
(STR 18/+4 dam)


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 = +5 (STR) +4 (improved trip) +0 (medium-size) = +9
        = if bull:       STR = +7 (STR) +4 (improved trip) +0 (medium-size) = +11
	= if large:      STR = +6 (STR) +4 (improved trip) +4 (large-size)  = +14
        = if large/bull: STR = +8 (STR) +4 (improved trip) +4 (large-size)  = +16
	= 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 = +16 (attack roll) +2 (spiked chain) +4 (2-handed weapon) 
		     +0 (medium-size) +0 (improved disarm)
		   = +22
	= 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
-------------	----	-----	----	-------	-------	-----	---	------
heavy plate,	heavy	+10     +0	-7	30%	20 ft	100 lbs adamantine
magic +1        armor	

heavy load	n/a	n/a	+1	-6	n/a	20 ft	-	run x3
(only medium load right now)

shield spell    shield  +9      n/a     n/a     n/a     n/a     n/a     dur = 20 min

ectoplasmic     armor   +12     n/a     n/a     n/a     n/a     n/a     dur = 20 hrs
armor spell     (vs incorporeal only)


====================================================================================
SKILLS: Total = 40+24+6+30  max = 14/7  Ability	Mod	Ranks	Misc  
+3	 appraise			INT	+3	0	
-7	 balance                        DEX	+0	0	-7 armor-load
-3	 bluff				CHA	-1	0	-1 uncivil/-1 abrassive
-5	 bluff vs orcs					"	& -4 intolerance/+2 favoured enemy
+8 *@$	 climb				STR	+4	9	-7 armor-load/+2 kit
+17 @$	 concentration			CON	+3	14	
+21 @$   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
-7	 escape artist			DEX	+0	0	-7 armor-load
+3	 forgery                        INT	+3	0	
-2	 gather information		CHA	-1      0	-1 uncivil
-6	 gather information vs orcs			"	& -4 intolerance
+14 *@	 handle animal			CHA	-1	14	+1 uncivil
+1  	 heal				WIS	-1	0	+2 belt
-5 	 hide				DEX	+0	0	-7 armor-load/+2 armor	
+0 *@	 intimidate			CHA	-1      0	+1 abrassive
-4	 intimidate vs orcs				"	& -4 intolerance	
+6 *@$   jump				STR	+4	9	-7 armor-load			
+11 @$	 knowledge, arcana		INT	+3	8
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
-7 	 move silently			DEX	+0	0	-7 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	-7 armor-load			
+11 @$	 spellcraft			INT	+3	8
+13 @$	 spellcraft-learn 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
+4 *@    swim				STR	+4	14	-14 armor-load x2			
no	 tumble				DEX	+0	0	-7 armor-load/+2 jump		
no	 use magic device		CHA	-1	0	(+2 with scrolls)
+6 	 use rope			DEX	+0	4       +2 silk rope
-	 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


Abjurant Champion: Complete Mage page 50
- spellcasting = +5 level of existing arcane spellcasting class = Transmuter level 6 
- abjurant armor = abjuration spells recieve +5 shield bonus or +5 armor bonus
- extended abjuration = double duration of any abjuration spells cast
- swift abjuration = cast abjuration spells as a swift action
                     for spell level = class level/2 (round up) = 5/2 = 3
- arcane boost: swift action, duration = 1 round
  - spend uncast spell to grant insight bonus to martial abilities as follows:
    - attack roll bonus = spell level
    - weapon damage bonus = spell level x2
    - AC bonus = spell level
    - saving throw bonus = spell level
    - resistance (acid, cold, electricity, fire or sonic) = spell level x5
- martial arcanist
    - caster level = base attack = 10


Ranger
- 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


Metamagic School Focus: Transmutation (9th level bonus feat)
- reduce by 1 level the cost of a metamagic feat to transmutation spell
- up to 3 prepared spells at any time


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; -10 hit = +10 damage
- two-handed weapons; -10 hit = +20 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: 3+3T  1: 2+1b+3T  	2: 2+1b+3T  	3: 1+1b+3T  	4: 0  	5: 0  
	6: 0  	 7: 0  		8: 0  	        9: 0
	
   DC	
0: 13	detect magic (vs), flare (v), magehand (vs), mending (vs), 
        open/close (vsf), prestidigitation (vs)
1: 14	still enlarge person (vm-0), enlarge person (vsm), feather fall (v-im), 
        swift ectoplasmic armor (v), swift shield (vs), true strike (vf)
2: 15   still bull's strength (vm-0), knock (v), swift resist energy (vs), 
        swift still shield (v), swift still shield (v), sonic weapon (v)
3: 16   displacement (vm), energy aegis (v-im), halt (v-im), 
        still bull's strength (vm), still fly (vf-0)

caster level = 10
arcane spell failure = 30%  
- as a swift action can cast 2 spells with Still spell feat for free
- abjuration spells: level 3 or less = cast as a swift action (quicken spell)
- transmutation spells x3: -1 level cost for a metamagic feat


SKA'ARR's SPELLBOOK #1: Level 0 and Level 1 Spells (24/100 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 = 8 pages 
 (2/5)+1  Abjur:   ectoplasmic armor (v), shield (vs), hold portal (v) 
 (1/5)    Div:     true strike (vf)      
 (0/4)    Evoc:                 
 (0/5)    Illus:               
 (4/8)    Trans:   enlarge person (vsm), expeditious retreat (vs), 
                   featherfall (v-im), jump (vsm) 

SKA'ARR's SPELLBOOK #2: Level 2 Spells (10/100 pages)
- conjuration, enchantment and necromancy prohibited
 (1/4)    Abjur:   resist energy (vs)
 (0/3)    Div:     
 (0/6)+1  Evoc:    combust (vsm)
 (0/8)    Ill:     
 (2/14)+1 Trans:   bull's strength (vsm), knock (v), sonic weapon (v)

SKA'ARR's SPELLBOOK #3: Level 3 Spells (18/100 pages)
- conjuration, enchantment and necromancy prohibited
 (0/5)+1  Abjur:   energy aegis (v-im)
 (0/3)    Div:     
 (1/5)    Evoc:    fireball (vsm)
 (1/5)    Illus:   displacement (vm)
 (1/11)   Trans:   fly (vsf), haste (vsm), halt (v-im)


==============================================================================
GEAR	Total WT= 112.5 + 74.5 = 187 + LOOT (medium load) 
	load: light = 133	medium = 266	heavy = 400

WT	Item
---	---------------------
0	explorer's outfit
0       wooden holy symbol of Shaundakul (1 gp)
0	HEAD:	  OPEN SLOT
0	FACE:	  Third Eye Clarity (3,000 gp)
                        - usable 1/day
                        - removes confused, dazed, fascinated or stunned conditions
0	THROAT:	  Amulet of Natural Armor +1 (2,000 gp)
			- grants +1 natural armor AC enhancement bonus
1	SHOULDER: Cloak of Resistance +1 (1,000 gp)
                        - grant +1 resistance bonus to all saving throws
100	BODY: 	  "Deep Defender" (22,800 gp)
                  Dwarvencraft Adamantine Blueshine Twilight Heavy Plate +1 
                        - cost/wt includes Adamantine Gauntlets below
                        - adamantine = DR 3/-
                        - blueshine
                          - armor immune to acid damage and rusting effects
                          - wearer gains +2 competence bonus to hide skill
                        - dwarvencraft
                          - armor gets +2 bonus to all saving throws
                          - hardness +2; total = 20+2+2 = 24
                          - hp +10; total = 9*5+10+10 = 65
                        - twilight
                          - arcane failure is 10% less = 30%
                  Iron Ward Diamond: lesser armor crystal (2,000 gp)
                        - adds +3 DR/-, 30 hp/day
                        - only usable on medium or heavy armor +1 or better
                  Restful Crystal: least armor crystal (500 gp)
                        - not fatigued after sleeping in armor
                        - only usable on masterwork armor or better
0	TORSO:	  OPEN SLOT
0	WAIST:	  "The Helping Hand" (750 gp)
                  Healing Belt 
                        - cursed, cannot willingly remove it
                        - gain +2 competence bonus on heal checks
			- has 3 charges/day, renewed at dawn
			  - heal 2d8 damage = 1 charge
			  - heal 3d8 damage = 2 charges
			  - heal 4d8 damage = 3 charges
0	FEET:	  OPEN SLOT
0.5	ARMS:	  Bracers of Arcane Freedom (2,300 gp, MIC 80)
                        - swift action, 2/day  = 0
                        - 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)
0	HANDS:	  "Deep Destroyer" (+0 gp)
                  Adamantine Gauntlets 
                        - made from adamantine (wt & gp value included with heavy plate)
		        - ignores hardness less then 20
		        - light melee simple weapon (1d3)
		        - considered an unarmed strike, lethal damage
0	RING1:	  Ring of Protection +1 (2,000 gp)
                        - grant +1 deflection AC bonus
0	RING2:	  OPEN SLOT
0	SHIELD:	  OPEN SLOT

10	"Touch of Death" Green Dragonfang Everbright Spiked Chain +1 (4,625 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 12, hp 20
                - acid damage bonus = +1
                - everbright
                        - immune to acid damage and rusting effects
                        - blinding flash = 2/day
                          - all creatures within 20 feet of you are blinded for 1 round 
                          - reflex DC 14 negates
0       Crystal of Fire Assault (3,000 gp)
                - lesser weapon crystal, only usable on weapon +1 (Spiked Chain +1)
                - add +1d6 fire damage done by weapon

10	"Skull Crusher" cold iron heavy flail (30 gp)
		- trip:	can drop flail to avoid a trip
		- disarm: +2 bonus on all opposed attack rolls for disarm
                - hardness 5, hp 10

8	"Selune's Justice" Silver Greatsword +1 (2,530 gp)
                - hardness 12, hp 20

3       "Wind Seeker" mighty composite longbow, masterwork (800 gp)
                - mighty (STR 18, dam +4)
3       quiver
                - normal arrows = 11
                - masterwork arrows = 9
3	quiver
                - normal arrows = 3
		- cold iron arrows = 8
		- silver arrows = 6

1	quiver
6		- javalins = 3

0.5     bandoleer, masterwork = 12/12 items (5 gp)
4               - flask, acid (10 gp) x4
4               - flask, alchemist's fire (20 gp) x4
4               - flask, holy water (25 gp) x4

1	potion belt, masterwork = 6/10 vials (60 gp)
	- retrieving a potion/vial is a free action once per round
                - Oil of Bless Weapon (100 gp) = x2
                - Oil of Magic Weapon (50 gp) = x1
                - Potion of Jump (50 gp) = x1
                - vial of anti-toxin (50 gp) = x1
                  (+5 alchemy bonus to saves vs poison, dur = 1 hour)
                - Vial of Universal Solvent (50 gp) = x1

0.5	belt pouch
0.5		- COINS (gp)
                - gems = 500 gp (x1), 100 gp (x4)
0.5             - small steel mirror (10 gp)


2	Tabitha's Pouch (spell component pouch)

2       everburning hooded lantern (117 gp)
        - "Continual Flame" cast inside
        - clearly illuminate 20 ft radius, shadowy illumination to 40 ft radius

0.5     scroll case #1
                - Arcane Scroll: (vs) enlarge person - CL 1 (25 gp) x1
0.5     scroll case #2
                - Arcane Scroll: (vs) shield +4 AC - CL 1 (25 gp) x1
0.5     scroll case #3
                - Arcane Scroll: (vs) expeditious retreat - CL 1 (25 gp) x1
                - Arcane Scroll: (v)  hold portal - CL 1 (25 gp) x1
                - Arcane Scroll: (vs) jump - CL 1 (25 gp) x1
                - Arcane Scroll: (v)  true strike - CL 1 (25 gp) x1

0       Wand of Cure Light Wounds (15 gp/charge = 660 gp)
                - charges = 44

2	backpack
5		- Lord Faragut the Ferret
3		- Tabitha's Journal (Ska'arr's Spellbook #1)
3               - Ska'arr's Spellbook #2
3               - Ska'arr's Spellbook #3
2.5             - belt pouch x5
0.5               #1 = pp
                  #2-4 = 1 gem (500 gp) and 4 (100 gp) each
5		- bedroll
3		- winter blanket
4		- waterskin, full
20		- trail rations, 20 days
5               - climber's kit (80 gp) 
			  - grant +2 circumstance bonus on Climb checks
5	        - silk rope, 50-foot (10 gp)
			  - grant +2 circumstance bonus on Use Rope checks
                          - (hp 4, burst = STR DC 24)
4		- grappling hook 
                          - "Use Rope" check to hook DC 10 +2/10 ft
0               - roll of twine, 50-feet
1               - whetstone
1.5             - sacks, empty x3


==============================================================================
TREASURE	
pp = 30		20 gems (100 gp)	
gp = 22		 5 gems (500 gp)
sp = 			
cp = 			

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


==============================================================================
SPECIAL NOTES:
- owes the Magic Shoppe a "favour"


CL12	C12	bonus feat - weapon focus = +1 hit spiked chain
CL13	s2	fighter bonus feat - weapon specialization = +2 dam spiked chain
CL15	C15	bonus feat - improved disarm
CL18	C18	bonus feat - armor specialization: heavy plate (DR 2/-)?


==============================================================================
Shopping List 
-------------


Spells (copied from Rolondo's Spellbook = 300 gp total)
1: magic missile (100 gp)
1: shocking grasp (100 gp)
1: fist of stone (100 gp)


Spells (copied from friendly town wizards = 1,950 gp total)
1: nerveskitter (150 gp)
1: ebon eyes (150 gp)
2: see invisibility (300 gp)
3: dispel magic (450 gp)
3: protection from energy (450 gp)
3: weapon of energy (450 gp)


Scrolls (200 gp total)
1: ebon eyes (scribe cost = 12.5 gp) x2
1: fist of stone (scribe cost = 12.5 gp) x2
2: see invisibility (scribe cost = 75 gp) x2


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

Ability Score Boosters


Shaundakul's Boots (6,300 gp) - Magic of Faerun
- increase wearer's base speed by 10 feet
- double base speed (not counting boots effects) for 5 min = 1/day
- "Find the path" = once per tenday


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


Green Dragonfang Everbright Spiked Chain +1 (2,650 gp)
        - collision (+2 bonus)
                = +5 damage
        - metalline weapon (+2 bonus) 
                = standard action, change weapon composition to adamantine, 
                  alchemical silver, cold iron or ordinary steel
        - sweeping (+1 bonus) 
                = STR +2 competence bonus on trip attacks
        - disarming (+1 bonus) 
                = STR +2 on disarming attempts, cannot be disarmed with this weapon
        - warning (+1 bonus)
                = +5 insight bonus to initiative


Dwarvencraft Adamantine Blue Shine Twilight Heavy Plate +1 (22,800 gp)
	- upgrade: magic +2 (= +3; +5,000 gp) 
	- upgrade: magic +3 (= +4; +7,000 gp) 


Iron Ward Diamond, 
	- Upgrade: greater armor crystal DR 5/-, up to 50 hp/day (8,000 gp)


Belt of the Reinforced Form (5,400 gp) (or other body slot, since have cursed belt on)
        - While you wear a belt of the reinforced form, whenever you are the target 
          of a transmutation spell or spell-like effect, or some other transformative 
          effect such as an aboleth’s slime or a basilisk’s petrifying gaze, you gain 
          a +4 bonus on your saving throw.
        - In addition, once per day, when casting a transmutation spell with a 
          casting time of 1 standard action on yourself, you can cast that spell 
          as a swift action instead.


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


Spellsword Channelling Spells for Spellbooks
       - Baleful Polymorph
       - Disintegrate
       - Flesh to Stone
       - Lightning Bolt

Future spells?
- spectral weapon
- resistance, greater
- enlarge person, greater