Adventure Date: October 18, 2024
Last Updated: October 12, 2024
class: Ranger/Fighter/Transmuter/ race: human
Abjurant Champion/Spellsword
level: 12 = 1/4/1/5/1 alignment: chaotic good
xp: 66,000 + 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:
====================================================================================
STR: 21 +5 HP: 129 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) -1(-5) AC flat-footed: 22 Initiative: +0
AC incorporeal: 32 (ecto +shield) Base Attack: 1+4+0+5+1
= +11/+6/+1
- DR = 6/-; DR 3/- for 30 hp per day, then DR = 3/-; 30 = 27
- combat expertise: attack roll = -5 max, AC dodge bonus = +5 max
- enlarged stats: hgt x2, wgt x8
STR = +2 size bonus = 23
= +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)
get +4 size bonus to grapple, trip and disarm attempts
- enlarged and bull strength:
STR = 27 = +8 hit/dam (+12 dam 2-handed weapons)
to hit = -1 size +8 STR = +7
Heart of Earth = 11 hours
- resist bullrush, overrun, trip = +8 bonus, +22 temp HP
- swift action = stoneskin for 11 rounds (DR 10/adamantine for 110 hp)
Heart of Water = 11 hours
- breathe water, swim MV = land, +8 racial to swim skill, +5 to escape artist
- swift action = freedom of movement for 11 rounds
(if earth and water active - gain light fortification = 25% no crit or sneak dam)
====================================================================================
Total = base +Mod +resistance +misc
Fortitude: +15 = 2+4+0+1+2 +3 +3
Reflex: +9 = 2+1+0+1+0 +0 +3 +2 ferret
Will: +11 = 0+1+2+4+2 -1 +3
====================================================================================
- power attack: one-handed weapons; -11 hit = +11 damage
- power attack: two-handed weapons; -11 hit = +22 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, +17/+12/+7 2d4+8 x2 - P 2-handed weapon, magic +1, good
green dragonfang +1 acid trip attacks, +2 disarm
+1d6 fire reach = 5 ft & 10 ft
big STR 23 +17/+12/+7 2d6+10 = 20 ft (big)
bull STR 25 +19/+14/+9 2d4+11
bull+big STR 27 +19/+14/+9 2d6+13
heavy flail, +16/+11/+6 1d10+7 19-20/x2 - B 2-handed weapon, good
cold iron trip attacks, +2 disarm
greatsword, +17/+12/+7 2d6+7 19-20/x2 - S 2-handed weapon, good
silver magic +1
gauntlet, +17/+12/+7 1d3+5 x2 - B masterwork, light weapon, good
adamantine unarmed strike, lethal
javalin +16/+11/+1 1d6+5 x2 30 ft P (-4 to hit in melee)
longbow, +12/+6/+2 1d8+4 x3 110 ft P normal arrows
masterwork, +12/+6/+2 1d8+4 x3 cold iron arrows
composite +12/+6/+2 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 = no attack of opportunity
PHB = opposed attack rolls: Attacker vs Defender
p.155 Attacker = +17 (attack roll) +2 (spiked chain) +4 (2-handed weapon) = +27
+0 (medium-size) +4 (improved disarm)
= if bull = +19 +2 +4 +0 +4 = +29
= if big = +17 +2 +4 +4 +4 = +31
= if bull/big = +19 +2 +4 +4 +4 = +33
= 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 cannot 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 20% 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 = 22 min
ectoplasmic armor +12 n/a n/a n/a n/a n/a dur = 22 hrs
armor spell (vs incorporeal only)
====================================================================================
SKILLS: Total = 40+24+6+30+6 max=15/7 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
+9 *@$ climb STR +4 10 -7 armor-load/+2 kit
+18 @$ concentration CON +3 15
+22 @$ 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
+7 *@$ jump STR +4 10 -7 armor-load
+11 @$ knowledge, arcana INT +3 8
+4 $ knowledge, architect/engineer INT +3 1
+4 $ knowledge, dungeoneering INT +3 1
+4 $ knowledge, geography INT +3 1
+4 $ knowledge, history INT +3 1
+4 $ knowledge, local INT +3 1
+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
+7 spot WIS -1 4 +2 ferret/+2 helm
+9 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, $ = spellsword
===================================================================================
SPECIAL ABILITIES / FEATS
Armor: all armor (light, medium, heavy)
Shields: all shields (including tower shields)
Weapons: all simple, all martial, spiked chain
Spellsword
- ignore spell failure -10%
- spellcasting = +1 level of existing arcane spellcasting = Transmuter level 7
Abjurant Champion: Complete Mage page 50
- spellcasting = +5 level of existing arcane spellcasting class
- 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 = 11
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.
Improved Disarm (12th level bonus feat)
- does not provoke an attack of opportunity
- gain +4 bonus on disarm attempt
- opponent does not get chance to disarm
Power Attack (1st level fighter feat)
- melee bonus only, no light weapons (except unarmed strike or natural weapons)
- one-handed weapons; -11 hit = +11 damage
- two-handed weapons; -11 hit = +22 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+0b+3T 1: 3+1b+3T 2: 2+1b+3T 3: 1+1b+3T 4: 0+0+3T
5: 0 6: 0 7: 0 8: 0 9: 0
DC
0: 13 detect magic (vs), light (vm), magehand (vs), message (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), 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), fireball (vsm), fly (vsf), halt (v-im),
still bull's strength (vm)
4: 17 still heart of earth (v-0), still heart of water(v), still fly(vf)
caster level = 11
arcane spell failure = 20%
- as a swift action can cast spells with Still spell feat for free = 2/day = 1
- 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)
(2/11)+2 Trans: fly (vsf), haste (vsm), halt (v-im), heart of water (vs)
SKA'ARR's SPELLBOOK #4: Level 4 Spells (4/100 pages)
- conjuration, enchantment and necromancy prohibited
(0/5) Abjur:
(0/4) Div:
(0/6) Evoc:
(0/6) Illus:
(0/5)+1 Trans: heart of earth (vs)
==============================================================================
GEAR Total WT= 120.5 + 78 = 198.5 + LOOT (medium load)
STR 21 load: light = 153 medium = 306 heavy = 460
WT Item
--- ---------------------
0 explorer's outfit
0 wooden holy symbol of Shaundakul (1 gp)
2 HEAD: "Helm of the Colossus" (13,600 gp)
- has abilities of an Angel Helm and a Helm of Battle
- Gain +2 competence bonus to spot
- any melee weapon used is good-aligned
- cast each 1/day at caster level 9 (standard action/command):
- cure critical wounds = 4d8+9 hp
- dispel evil (DC 17), duration = 9 rounds or until discharged
1. gain +4 deflection bonus to AC vs evil = 9 rounds
(unless 2 or 3 used and spell is discharged)
2. melee touch attack extra planar creature = Will save DC 17 or go home, discharged
3. auto dispel any enchantment cast by evil creature, or any one evil spell, discharged
- resist energy (acid/cold only) = 90 minutes, acid or cold resistance = 20
- swift action (command), 3 times per day
- gain +2 bonus on next attack roll or ability check to attempt a
bull rush, disarm, overrun, sunder or trip attempt during your turn
0 FACE: Third Eye Clarity (3,000 gp)
- usable 1/day = 0
- 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 +3 (9,000 gp)
- grant +3 resistance bonus to all saving throws
100 BODY: "Colossus Heavy Plate" (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" Healing Belt (750 gp)
- cursed, cannot willingly remove it
- gain +2 competence bonus on heal checks
- has 3 charges/day, renewed at dawn, standard action
- 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 =
- 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: "Gauntlets of the Colossus" (+0 gp)
Dwarvencraft Adamantine Gauntlets with Blueshine Twilight and AC +1
- 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
6 cold iron bastard sword, masterwork (370 gp)
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)
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 = 300 gp)
- charges = 20
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
3 - Ska'arr's Spellbook #4
3 - belt pouch x6
0.5 #1 = pp
#2-6 = 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 = 7 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
Note: Raven's Gauntlets of Extended Range (2,000 gp)
- Ska'arr to merge with adamantine gauntlets or if not, then for Raven to sell
==============================================================================
SPECIAL NOTES:
- owes the Magic Shoppe a "favour"
-------------------------------------------------
Priority Magic Items to purchase
- Torc of the Titans (3,300 gp) MIC 143
- Belt of the Reinforced Form (5,400 gp) Drow of the Underdark p 98
- Shaundakul's Boots (6,300 gp) - Magic of Faerun
- Third Eye Surge (2,100 gp x 1.5 = 3,150 gp) MIC 143
--------------------------------------------------
Spells (to be 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 (to be copied from friendly town wizards or research = 1,950 gp total)
2 trans: heart of air ****** from Complete Mage
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
CL 8b spellbook
4 abj: lesser globe of invulnerability ?? or remove curse??
4 evac: shout
CL 9a spellbook
5 trans: heart of fire
5 trans: lightning leap
CL 9b spellbook
5 trans: balefull polymorph
5 : break enchantment ??
CL 10a spellbook
6 trans: disintagrate
6 trans: flesh to stone