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Player Name: Andy Spafford        Email Address: andyspafford@yahoo.com          

PC Name: Larien Bancurpi        Campaign: Ust Delmah        Age: 125                       

Race: Drow        Height: 5’2        Weight: 96

Class: Wizard 14**/Troubadour 2        Level: 16        Hero points: 10

Alignment: Chaotic Good        Deity: Flower        Base Speed: 30 ft.

**W16 for spell’s known and memorized (W14 + T2)

W17 for Evoc School bonuses (W14 + Orange Ioun Stone (+1 CL) + Setanos's Vestment of Holy Inc. +2) [Temp W16]

W19 for level-dependent spell variables (damage dice, range, etc.) and caster level checks (W14 + T2 + Orange Ioun Stone (+1 CL) + Setanos's Vestment of Holy Inc. +2)

[Temp W18]

Abilities:

Ability

Total Score

Original Score

Racial Mod.

Enhance

Modifier

Other

Strength

12

12

+1

43 lbs or less = light load

(13.5+25 = 38.5)

Dexterity

24

15

+2

+6

+7

+1 (12th level)

Constitution

20

15

-2

+6

+5

+1 Tome

Intelligence

28

15

+2

+6

+9

+2 (4th & 8th levels), +3 Tomes

Wisdom

14

13

+1

+2

Charisma

10 [9]

9

+1 [0]

0 [-1]

Hit Points:                                                                                                                          1d10+10

Level

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

Temp HP

Total

Hit Die

d6

d6

d6

d6

d6

d6

d6

d6

d6

d6

d6

d6

d6

d6

d8

d8

Modifier

+5

+5

+5

+5

+5

+5

+5

+5

+5

+5

+5

+5

+5

+5

+5

+5

F. Class

+1

+1

+1

+1

+1

+1

+1

+1

+1

+1

+1

+1

+1

+1

Tough.

+3

+1

+1

+1

+1

+1

+1

+1

+1

+1

+1

+1

+1

+1

Roll

6

5*

4*

5*

5*

5*

4*

5*

4*

5*

5*

5

4

5

4**

8

Total

15

26

36

48

60

72

83

95

106

118

130

142

153

165

175

199

20

219

*The wizard class changed from d4 to d6 w/ Pathfinder, and I opted to take the +1 HP per level option rather than re-roll.

Armor Class:                                  Bypassed by touch attacks           Ring of Prot.               N/A if flatfoot    Reduce Person    Ioun Stone        

Now

Max

Base

Armor

Shield

Natural A.

Deflection

Dodge (stack)

Dex.

Size (small)

Insight

Goggles

AC

35

47

10

8 (Bracers)

1 [4]

[5]

5

[1] (Haste)

7 [1]

[1]

1

3

Touch

26

29

10

-

-

-

5

[1] (Haste)

7 [1]

[1]

1

3

Flat

28

38

10

8 (Bracers)

1 [4]

[5]

5

-

-

[1]

1

3

When used, Mage Armor is not bypassed by Incorporeal touch attacks.  [] - Numbers in brackets are not automatically in use each day.

With 3+ ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively, and a +6 dodge bonus to AC when taking the total defense action.

Shield comes via Leena’s Magic Vestment spell (+4) cast on Larien’s mithral buckler (base +1), and lasts 32 hours.

Natural Armor comes via Barkskin cast by Eclip (using Larien’s Pearls of Power and Extend Rods), 160 min*2=320 min (5 hrs, 20 min; max 4 = 21:20 hrs)

Attacks:                                                        Reduce Person                    Ring of Prot.                                  Haste

Total

Attack Bonus

Ability

Size (small)

Goggles

Deflection

Insight

Dodge

Other

Melee

+9/+3

+8/+2

+1 (Str)

[+1]

Ranged

+15/+9

+8/+2

+7 (Dex)

[+1]

CMB

+9

+8

+1 (Str)

[-1]

CMD (10)

35

+8

+8 (Dex+Str)

[-1]

+3 Sacred

+5

+1

[+1]

Add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to CMD.

Any penalties to AC also apply to CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

 

Saving Throws:                                        Cloak of Resistance                                                Reduce Person

Total

T2

W14

Ability mod.

Enhancement

Goggles

Luck

Dodge (stack)

Size (small)

Other

Fortitude

+18

+1

+4

+5 (Con)

+5

+2 Sacred

+1

-

Reflex

+22 [+24]

+1

+4

+7 (Dex)

+5

+2 Sacred

+1

[+1] (Haste)

[+1]

+2 (Lightening Reflexes)

Will

+19 [+20]

+1

+9

[+1 (Wis)]

+5

+2 Sacred

+1

-

Damage Reduction:                    Spell Resistance:                                        Overcoming Enemy Spell Resistance:

1d20 + [CL18] + 4 (Spell Penetration & Greater S.P.)

W19 for level-dependent spell variables (damage, dice, range, etc.) and caster level checks (W14 + T2 + Orange Ioun Stone (+1 CL) + Setanos's Vestment of Holy Inc. +2)

Languages (2 + original Int mod (3) + Linguistic skill ranks (3)): 8

Drow (Elven variant)

Common

Celestial

Draconic

Woldian Below/Undercommon

Abyssal

Infernal

Sylvan

Drow/wizard options: Draconic, Common, Dwarf, Gnome, Goblin, Orc, and Sylvan.

Weapons:

Weapon Name

Total Attack

Mod

BAB

Enhance

Dam.

Dam. Type

Critical

Range

Weight #

Size

Cost

Composite Longbow, Masterwork

+16/+10

+7

+8/+2

+1 (attack)

1d8

P

20 x3

110 ft

[3]

M

400 gp

Morningstar, Masterwork

+10/+4

+1

+8/+2

+1 (attack)

1d8+1

B & P

20 x2

[6]

M

308 gp

Proficiencies -- Drow: hand crossbow, rapier & short sword.  Troubadours: all simple weapons (Wizard weapons are subsumed in these).  WLoA: composite longbow.

Concentration:

Total

Mod / Ability

Caster Level

Goggles

Combat Casting

Special

34

+9 / Int

19

+2

+4

Auto-success on Cast Defensively for 1st-9th level spells (DC33)

If a wizard attempts to cast a spell without his bonded object worn, he must make a concentration check or lose the spell. The DC is 20 + the spell's level.

W19 for level-dependent spell variables (damage, dice, range, etc.) and caster level checks (W14 + T2 + Orange Ioun Stone (+1 CL) + Setanos's Vestment of Holy Inc. +2)

Skills: (class skills in bold)

Skill

Total

Mod / Ability

Ranks

Untrained

Special

Acrobatics

29

+8 / Dex

16

Y

+5 from Boots of Elvenkind

Appraise (3)

9

+9 / Int

Y

Bluff

0

0 / Chr

Y

Climb

10

+1 / Str

16

Y

Craft (3)

9

+9 / Int

Y

Diplomacy (3)

24 / 22

0 / Chr

[16 Perform]

Y

+5 sacred bonus, -2 vs non-Drow

Disable Device

18 / 22

+8 / Dex

10

N

+4 lockpicks w/ Vest of Escape

Disguise (3)

0

0 / Chr

Y

Escape Artist

30

+8 / Dex

16

Y

+6 w/ Vest of Escape

Fly (3)

20 / 24

+8 / Dex

9

Y

+4 when using Winged Boots

Handle Animal

1

0 / Chr

1

N

Heal (3)

2

+2 / Wis

Y

Intimidate

16 / 0

0 / Chr

16** / 0

Y

K: Arcana (3)

28

+9 / Int

16

N

K: Dungeoneering (3)

13

+9 / Int

1

N

K: Engineering (3)

13

+9 / Int

1

N

K: Geography (3)

13

+9 / Int

1

N

K: History (3)

13

+9 / Int

1

N

K: Local (3)

13

+9 / Int

1

N

K: Nature (3)

13

+9 / Int

1

N

K: Nobility (3)

13

+9 / Int

1

N

K: Planes (3)

13

+9 / Int

1

N

K: Religion (3)

13

+9 / Int

1

N

Linguistics (3)

15

+9 / Int

3

N

Perception

20

+2 / Wis

16

Y

+2 (Drow)

Perform (3)

19

0 / Chr

16

Y

Profession (3)

-

+2 / Wis

N

Ride

9

+8 / Dex

1

Y

Sense Motive (3)

21 / 19

+2 / Wis

[16 Perform]

Y

-2 vs non-Drow

Sleight of Hand

24 / 9

+8 / Dex

16** / 1

N

*Spellcraft (3)

32

+9 / Int

16

N

+4 Goggles

Stealth

24

+8 / Dex

16

Y

Survival (3)

5

+2 / Wis

Y

Swim

17 / 1

+1 / Str

16** / 0

Y

Use Magic Device (3)

3

0 / Chr

N

Total

162 of 162

SMG (), WLoA ()

*When crafting magic items requiring spells from opposition schools (Enchantment and Divination), apply a -4 to Spellcraft.  Skills marked with ** are ranks gained by Headband of Int.

Feats, Features & Special Abilities:

Character Feats

Wizard Feats

Racial Features

WLoA Feats

1 - Lightening Reflexes

W1 - Scribe Scroll

+2 Dex, +2 Int, -2 Con

6 - Toughness (Journeyman)

3 - Combat Casting

W5 - Craft Wondrous Item**

Darkvision to 120 feet

Weapon Proficiency:

5 - Spell Penetration

W10 - Gillan's Fast Forge Time

Light Blindness (negated w/ goggles)

7 - Greater Spell Penetration

W15 - Spell Mastery***

Elf Blood

9 - Heirloom Item*

+2 Perception.

11 - Improved Lightening Ref.

(re-roll Reflex save once per day)

-2 on Diplomacy & Sense Motive vs non-Drow

13 - Spell Focus (Evoc)

Spell-Like Abilities

15 - Grt Spell Focus (Evoc)

Proficient w/ hand crossbow, rapier & short sword.

17 -

19 -

* +1 luck bonus on all saves when possessing a special wooden stylus made of the wood of the Ishgara Tree (see Gillan's Fast Forge Time Feat).

**The DC to create a magic item is 5 + the caster level for the item + 5 if you want to halve the creation time + 5 for every required spell you don’t know.

***Nine spells can be cast without referencing my spellbooks (in addition to Read Magic):

Spells Per Day:

Lv

Wizard

Wiz. DC

Drow Slots

Cast/Mem

Drow Spell Effect

0

4

19

Dancing Lights

0/1

Up to four lights, all within a 10-ft.-radius area (1 min).

1

4+3+1 (Evoc)

20

Faerie Fire

1/1

A 5-ft.-radius pale glow burst outlines the subjects (150 rds).

2

4+2+1 (Evoc)

21

Darkness

0/1

Touched object radiates darkness in a 20 ft. radius (150 rds).

3

4+2+1 (Evoc)

22

4

4+2+1 (Evoc)

23

5

4+2+1 (Evoc)

24

6

4+1+1 (Evoc)

25

7

3+1+1 (Evoc)

26

8

2+1+1 (Evoc)

27

9

1+1+1 (Evoc)

28

W17 for spell’s known and memorized (W14 + T2 + Orange Ioun Stone (+1 CL))

Troubadour Abilities (Flower Devotee):

Lv

Cast/Mem

Per day

Details

1

Art of Love /

Bardic Performance

(Std action to start)

0/8 rds

Countersong - Perform skill check vs magic effects that depend on sound; 30 ft range

Distraction - Perform skill check vs magic effects that depend on sight; 30 ft range

Fascinate - One creature w/in 90 ft, Will save (DC10 + 1/2 bard's level + Cha mod) to negate

Inspire Courage - +1 morale bonus vs charm/fear effects; +1 comp. bonus on attack & weap dam rolls

Inspire Competence - Ally gets +2 comp. bonus on skill checks with a particular skill as long as she continues to hear the bard's performance; 30 ft range

2

Inspire Love / Versatile Performance -- Oratory

n/a

Use Oratory perform skill in place of bonus in Diplomacy or Sense Motive. +5 sacred bonus on Diplomacy checks.

Wizard Class Abilities/Traits:

Cast/Mem

Ability/Trait

Effect

1/1

Arcane Bond (Ring of Evasion)

Cast any one non-opposition spell that’s in her spellbook and she’s capable of casting, once per day.

1/12

Force Missile (Sp)

1d4+8 (.5 CL17) force damage, as magic missile, 12 per day (3 + Int mod 9).

3/17 rds

Elemental Wall (Sp)

Create a wall of energy that lasts for a number of rds per day equal to your wizard level. The wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.

Wizard Cantrips (4 per day, DC19) (Opposed School Spells In Italics; count as two if memorized):

Mem

Spell/Ability

School

Comp

Range

Effect

-

Acid Splash

Conj

V,S

70 ft

Orb deals 1d3 acid damage.

(Perm)

Detect Magic

Div

V,S

60 ft

Detects all spells and magic items within 60 ft. cone (190 rds).

-

Ghost Sound

Illusion

V,S,M

70ft

Figment sounds (19 rds).  Will save to disbelieve.

-

Light

Evoc

V,M

Touch

Object shines like a torch (190 rds).

-

Mage Hand

Trans

V,S

70 ft

5-pound telekinesis; can move 15 ft per rd (duration: concentration).

-

Mending

Trans

V,S

10 ft

Makes minor repairs on an object.  10 min. casting time.

Unlimited

Message

Trans

V,S,F

290 ft

Whisper conversation at distance (190 rds).

-

Open/Close

Trans

V,S,F

70 ft

Opens or closes small or light things.

-

Prestidigitation

Uni

V,S

10 ft

Performs minor tricks (1 hour).

Unlimited

Ray of Frost

Evoc

V,S

70 ft

Ranged touch attack to deal 1d3+8 (.5 CL17) points of cold damage.  SR.

Unlimited

Read Magic

Div

V,S,F

You

Read scrolls and spellbooks (1900 rds).

Touch of Fatigue

Necro

V,S,M

Touch

Attack fatigues target; can’t run/charge, -2 to Str & Dex (19 rds).  Fortitude negates, SR.

Other Cantrips

Arcane Mark (Uni, V,S), Bleed (Necro, V,S), Dancing Lights (Evoc, V,S), Daze (Ench, V,S,M), Detect Poison (Div, V,S), Disrupt Undead (Necro, V,S,), Flare (Evoc, V), Resistance (Abjur, V,S,M), Spark (Evoc, V or S)

1st Level Wizard Spells (8 per day, DC20) (Opposed School Spells In Italics; count as two if memorized):

Cast/Mem

Spell/Ability

School

Comp

Range

Effect

Burning Hands

Evoc

V,S

15 ft

5d4+8 (.5 CL17) fire damage, cone-shaped burst.  Reflex half, SR.  (DC22)

0/1

Feather Fall

Trans

V

70 ft

19 med objects or creatures w/in 20 ft fall 60 ft per rd. (19 rds).  Immediate Action.

0/1

Grease

Conj

V,S,M

70 ft

10-ft. square or one object slippery (190 rds).  Reflex save or fall.  Half speed.

Mage Armor

Conj

V,S, F

Touch

Gives subject +4 armor bonus (19 hrs; 38 hrs Extended).

1/4

Magic Missile

Evoc

V,S

290 ft

5d4+5+8 (.5 CL17) force damage.  SR.

Mount

Conj

V,S,M

70 ft

Summons riding horse for 38 hrs.

0/1

Ray of Enfeeblement

Necro

V,S

70 ft

Ranged touch causes 1d6+5 Str penalty (19 rds).  Does not stack.  Fortitude half, SR.

0/1

Reduce Person

Trans

V,S,M

70 ft

Humanoid creature halves in size (190 rds).  Fortitude negates, SR.

Shield

Abjur

V,S

You

Invisible disc gives +4 to AC, blocks magic missiles (190 rds).

Shocking Grasp

Evoc

V,S

Touch

Melee touch for 5d6+8 (.5 CL17) elec dam (+3 attack if opp carries metal).  SR.

[8 of 10 spells acquired/added for free.]

(Consider adding Protection from Evil, True Strike, consider removing Mage Armor, Mount, Shield, Shocking Grasp)

2nd Level Wizard Spells (7 per day, DC21) (Opposed School Spells In Italics; count as two if memorized):

Cast/Mem

Spell/Ability

School

Comp

Range

Effect

0/1

Acid Arrow

Conj

V,S,M,F

1,160ft

Ranged touch attack; 2d4 dam for 6 rounds (+1 rnd/3 levels; max 6); 12 Extended.

1/1

False Life

Necro

V,S,M

You

Gain 1d10 temporary hp +10 (19 hrs; 38 hrs Extended).

Flaming Sphere

Evoc

V,S,M

290 ft

3d6 fire dam (+8 (.5 CL17) the first rd dam is done); 30 ft per rd (move act) (19 rds).  Reflex negates, SR.  (DC23)

1/1

Glitterdust

Conj

V,S,M

290 ft

Blinds, outlines invisible creatures, w/in 10-ft radius (19 rds).  Will negates blinding.

1/1

Mirror Image

Illusion

V,S

You

Creates 1d4+6 (CL19/3) decoy duplicates of you (eight max) (190 rds).

1/1

Resist Energy

Abjur

V,S

Touch

Ignores first 30 points of damage per attack from specified energy type (1900 rds).

1/2

Scorching Ray

Evoc

V,S

70 ft

Ranged touch attack; 3 rays deal 4d6 fire dam each, +8 (.5 CL17) to first hit.  SR.

Web

Conj

V,S,M

290 ft.

20-ft. radius webs grapple foes & impairs movement.  Reflex negates.  (190 rds)

Future spells?

Blindness/Deafness

Necro

V

290 ft

Makes subject blinded or deafened (permanent).  Fortitude negates, SR.

[4 of 8 spells acquired/added for free.]

(Consider adding Spectral Hand (scroll would last 3 min), Blindness/Deafness)

3rd Level Wizard Spells (7 per day, DC22) (Opposed School Spells In Italics; count as two if memorized):

Cast/Mem

Spell/Ability

School

Comp

Range

Effect

0/1

Dispel Magic

Abjur

V,S

290 ft

Cancels one magical spell or effect.  Dispel check 1d20+19.

2/2

Fireball

Evoc

V,S,M

1,160ft

10d6+8 (.5 CL17) fire damage, 20-ft. radius.  Reflex half, SR.  (DC24)

1/1

Haste

Trans

V,S,M

70 ft

19 w/in 30 ft move faster, +1 attack, AC, Reflex (19 rds; 38 rds Extended).

0/1

Lightning Bolt

Evoc

V,S,M

120 ft

Electricity deals 10d6+8 (.5 CL17) elec. damage.  Reflex half, SR.  (DC24)

0/1

Slow

Trans

V,S,M

70 ft

19 w/in 30 ft take only 1 action/rd, -1 AC, Reflex, attack (19 rds).  Will negates, SR.

0/1

Summon Monster III

Conj

V,S,F

70 ft

Summons extraplanar creature (19 rds).  1 round casting time.

Future spells?

Vampiric Touch

Necro

V,S

Touch

Touch deals 9d6+8 (.5 CL17) dam; caster gains dam as temp hp (lasts 1 hr).  SR

[4 of 7 spells acquired/added for free.]  The best SM III creatures are Celestial Crocodile, Demon, Dretch (evil), Lantern Archon (Aid spell, 1d8+3; Detect Evil spell; Fly 60 ft) 

Drop one spell (removed Aqueous Orb)?

4th Level Wizard Spells (7 per day, DC23) (Opposed School Spells In Italics; count as two if memorized):

Cast/Mem

Spell/Ability

School

Comp

Range

Effect

1/2

Fear

Necro

V,S,M

30 ft

Subjects within cone flee for 19 rds.  Will partial (shaken for 1 rd), SR.

1/2

Ice Storm

Evoc

V,S,M

1,160ft

Hail does 3d6 blud & 2d6 cold+8 (.5 CL17) dam; cylinder 40 ft. across (19 rds).  SR.

1/1**

Invisibility, Greater

Illusion

V,S

Touch

As invisibility, but subject can attack and stay invisible (19 rds).

1/2

Phantasmal Killer

Illusion

V,S

290 ft

Illusion kills subject or deals 3d6 damage.  Will disbelief, then Fortitude partial, SR.

0/1

Shout

Evoc

V

30 ft

5d6+8 (.5 CL17) sonic dam; cone deafens (2d6 rds).  Fortitude partial, SR.  (DC25)

Future spells?

Black Tentacles

Conj

V,S,M

290 ft

Tentacles grapple all creatures within a 20-ft. radius (19 rds).

Dimension Door

Conj

V

1,160ft

Teleports you and 6 (CL19/3) med or smaller creatures you touch a short distance.

Globe of Invul, Lesser

Abjur

V,S,M

You

Stops 1st- through 3rd-level spell effects in a 10 ft immobile radius around you.

Resilient Sphere

Evoc

V,S,F

70 ft

1-ft.-dia/lvl wall of force; can be dispelled (19 min).   Reflex negates, SR.  (DC25)

[4 of 5 spells acquired for free.]

**Via Contingency spell.

Add Dimensional Anchor?

5th Level Wizard Spells (7 per day, DC24) (Opposed School Spells In Italics; count as two if memorized):

Cast/Mem

Spell/Ability

School

Comp

Range

Effect

0/3

Cone of Cold

Evoc

V,S,M

60 ft

15d6+8 (.5 CL17) cone of cold damage.  Reflex half, SR.  (DC26)

0/1 [2]**

Feeblemind

Ench

V,S,M

290 ft

Target's Int & Cha drop to 1.  Will negates (-4 save check for arcane casters), SR.

0/1

Summon Monster V

Conj

V,S,F

70 ft

Summons extraplanar creature (19 rds).  1 round casting time.

0/1

Wall of Force

Evoc

V,S,M

70 ft

One 10-ft. square/lvl, 20 HP per CL, hardness 30.  Immune to dispel magic (19 rds).

Future spells?

Teleport

Conj

V

Touch

Teleports you and 6 (CL19/3) med or smaller creatures you touch up to 1,900 miles.

Wall of Stone

Conj

V,S,M

290 ft

Stone wall that can be shaped.  4” thick (CL19/4) & nineteen 5-foot squares.

[4 of 4 spells acquired for free.] The best SM V creatures are Celestial Ankylosaurus (dinosaur) (tail +14 (3d6+12 plus stun)), Babau (demon) (evil; See Invisibility, at will Dispel Magic 1d20+7 vs DC11+caster level), Bralani azata (Fly, 2/day—lightning bolt (DC 15), cure serious wounds), Xill (evil).  Useful SM IV creatures are Archon Hounds (subtype) (Aid spell; +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8+6).

**Opposition school spell; one spell takes up two slots.

6th Level Wizard Spells (6 per day, DC25) (Opposed School Spells In Italics; count as two if memorized):

Cast/Mem

Spell/Ability

School

Comp

Range

Effect

1/1

Chain Lightning

Evoc

V,S,F

1,160ft

19d6+8 (.5 CL17) elec. dam & 1 secondary bolt/level (19).  Reflex half, SR.  (DC27)

"Zarsnap"

Contingency

Evoc

V,S,M,F

You

(Focus: 1,500 gp)  Sets trigger condition for another spell.  10 min casting time.

2/2

Disintegrate

Trans

V,S,M

290 ft

Ranged touch does 38d6+8 (.5 CL17) dam.  Fortitude partial (5d6+8 (.5 CL17) dam), SR.

0/2

Dispel Magic, Greater

Abjur

V,S

290 ft

Cancels multiple magical spells or effects, or 20-ft radius.  Dispel check 1d20+19.

1/1

Summon Monster VI

Conj

V,S,F

70 ft

Summons extraplanar creature (19 rds).  1 round casting time.

Future spells?

Flesh to Stone

Trans

V,S,M

290 ft

Turns subject creature into statue.  Fortitude negates, SR.

[4 of 6 spells acquired for free.] The best SM VI creatures are Celestial Dire Tiger, Huge Air Elemental (Whirlwind, Reflex DC21), Celestial Elephant (trample (2d8+15; Reflex half DC25), Erinyes (devil, evil; Fly & True Seeing, at-will single target Fear spell Will DC19, 1d20+12 vs SR), Shadow demon (evil), Succubus (demon, evil, at-will Charm Monster Will DC22, Vampiric Touch no save, 1d20+12 vs SR)  Celestial Triceratops

Credit for one spell (removed Wall of Iron)?

7th Level Wizard Spells (5 per day, DC26) (Opposed School Spells In Italics; count as two if memorized):

Cast/Mem

Spell/Ability

School

Comp

Range

Effect

0/1

Finger of Death

Necro

V,S

70 ft

190 dam (10*CL19)+8 (.5 CL17).  Fortitude 3d6+19 (CL19)+8 (.5 CL17), SR.

1/1

Mage's Sword

Evoc

V,S,F

70 ft

(Focus: 250gp)  Magic blade attacks at +31 (CL19+Int mod 9+3), 4d6+3 force dam (+8 (.5 CL17) to first hit), threat range 19-20×2 (19 rds), std act to switch targets, SR.

1/2

Prismatic Spray

Evoc

V,S

60 ft

Cone-shaped burst of rays hit subjects w/ variety of effects.  Those w/ 8HD blinded for 2d4 rds.  Add +8 (.5 CL17) dam to one ray.  Saves, SR.  (DC28)

0/1

Summon Monster VII

Conj

V,S,F

70 ft

Summons extraplanar creature (19 rds).  1 round casting time.

Future spells?

Greater Teleport

Conj

V

Touch

Teleports you and 6 med or smaller creatures you touch anywhere on the plane.

Spell Turning

Abjur

V,S,M

You

Reflect 1d4+6 spell levels back at caster (190 min).  Need a small silver mirror.

Waves of Exhaustion

Necro

V,S

60 ft

Cone-shaped burst causes all living creatures to become exhausted.  SR.

Best SM VII creatures: Bone Devil (Osyluth) (evil, fear aura (5 ft., Will (?) DC19, 1d6 rds), at will dimensional anchor, invisibility (self), wall of ice Reflex DC18(?) if adjacent), Brachiosaurus (dinosaur)* trample (2d6+19, Reflex DC 32) hp 171

8th Level Wizard Spells (4 per day, DC27) (Opposed School Spells In Italics; count as two if memorized):

Cast/Mem

Spell/Ability

School

Comp

Range

Effect

1/1

Clenched Fist

Evoc

V,S,F

290 ft

Can move 60 ft and attack each rd.  Attacks at +38 (CL19+Int mod9+10) for 1d8+11 dam; Fortitude save (DC29) or stunned for 1 rd.  Add +8 (.5 CL17) dam to first hit.  Directing to a new target is a move act.  Can also interpose itself like interposing hand, or bull rush like forceful hand; CMB for bull rush is CL19+12 (19 rds).  SR.

1/1

Horrid Wilting

Necro

V,S,M

1,160ft

1d6/level dam w/in 60 ft. (1d8 for water elemental/plant creature).  Fortitude half, SR.

1/1

Polar Ray

Evoc

V,S,F

290 ft

Ranged touch attack does 19d6 cold+8 (.5 CL17) dam +1d4 Dex drain.  SR.

0/1

Summon Monster VIII

Conj

V,S,F

70 ft

Summons extraplanar creature (19 rds).  1 round casting time.

Future Spells?

Incendiary Cloud

Conj

V,S

290 ft

20-ft. radius/high, 6d6 fire dam for 16 rds, moves 60 ft (concentrate).  Reflex half.

Best SM VIII creatures: Elder Air Elemental (darkvision 60ft, AC28, hp152, DR10/—; Immune elemental traits, fly 100ft, 2 slams +25 (2d8+9), 15x15, whirlwind (Reflex DC27)

Barbed Devil (Hamatula) (evil, darkvision 60 ft., see in darkness, AC26, hp138, barbed defense; DR10/good; Immune fire, poison; Resist acid & cold 10; SR 22, Speed 30 ft, 2 claws +18 (2d8+6/19–20 plus fear and grab), impale 3d8+9, At Will scorching ray (2 rays)

Hezrou (demon) (evil,

FUTURE ONLY

9th Level Wizard Spells (3 per day, DC28) (Opposed School Spells In Italics; count as two if memorized):

Cast/Mem

Spell/Ability

School

Comp

Range

Effect

0/1

Meteor Swarm

Evoc

V,S

1,160ft

Four 40-ft.-radius spread spheres each deal 6d6 fire dam.  Add +8 (.5 CL17) dam to one sphere.  If you aim a sphere at a specific creature, make a ranged touch attack for 2d6 bludg dam (no save) and a –4 penalty on the save against the fire dam.  If a creature is within the area of more than one sphere, it must save separately against each. All the fire dam is added together after the saves have been made, and fire resistance is applied only once.  Reflex half, SR.  (DC30)

0/2

Time Stop

Trans

V

You

You act freely for 1d4+1 rounds.

Future Spells?

Crushing Hand

Evoc

V,S,F

290 ft

As interposing hand, except it can also grapple one opponent as grasping hand.  Its CMB and CMD for grapple checks use CL19+13, dealing 2d6+12 dam.  Add +8 (.5 CL17) dam to first hit.  Or it can be directed to bull rush a target (as forceful hand) using the same bonuses, or to interpose itself as interposing hand (19 rds).  SR.

Summon Monster IX

Conj

V,S,F

290 ft

Summons extraplanar creature (19 rds).  1 round casting time.

Wail of the Banshee

Necro

V

70 ft

Deals 190+8 (.5 CL17) dam to 19 creatures in 40-ft.-radius.  Fortitude negates, SR.

Equipment:

Item

Cost

Weight (13.5)

Location

Notes

Arrows, 20

1 gp

[3]

Back (rt side)

Buckler

5 gp

1

Arm

Handy Haversack

2,000 gp

5

Back

120 lbs total.

     Flint and steel

1 gp

Haversack

     Ivory statuette of Larien

1,500 gp

Haversack

Used for casting Contingency

     Misc items (see below)

n/a

Haversack

     Spellbook 1 & 2

15 gp*2

[ 3*2=6 ]

Haversack

     Scrolls (see below & group items)

n/a

Haversack

Easily accessible via side pouches

     Tanglefoot bag

50 gp

[ 4 ]

Haversack

Belt Pouch

1 gp

.5

Belt

     Fancy vial of ink & eagle feather quill

-

Belt Pouch

Gift from Gio (which he got from the GG)

     Group potions (see group items)

-

Belt Pouch

     Signal whistle (on a leather cord)

8 sp

Belt Pouch

Traveler’s Outfit

1 gp

5

Body

Spell component pouch

5 gp

2

Left side

Wooden holy symbol

1 gp

Inside cloak

Misc items in Haversack

[ ~21 ]

     Mapcase

1 gp

[ .5 ]

Haversack

          Parchment (8) & Paper (1)

2 gp

Mapcase

          Sewing Needle

5 sp

Mapcase

Slid into the leather lining of the case

     Spare Bow strings (4)

n/a

Haversack

     Sack

1 sp

[ .5 ]

Haversack

          Coins

variable

[ <8 ]

Sack

     1/5 bar soap

1 sp

[ .2 ]

Haversack

     2 days trail rations, trail

1 gp

[ 2 ]

Haversack

     Waterskin

1 gp

[ 4 ]

Haversack

     3 ft tall crimson velvet pointy hat

-

n/a

-

Commonly worn by gnomes (L&B lotto); Given to Nizana Sileo

     4 mug set

-

[ ~4 ]

Haversack

Dif. colors & pics of dancing halflings (L&B lotto)

     Flower's House of Devotion Gift cert.

-

Haversack

Good for 1 night of 'fun' in Plateau City (L&B lotto)

     Small green bottle

-

Haversack

Filled with 100 sugar pills (GG holiday prize 2008, via Gio)

     Small steel mirror

10 gp

[ .5 ]

Haversack

(GG 4/16/09)

     Pair of tanned soft leather boots

-

Haversack

(GG 4/16/09)

     Small green pouch w/ 10 caltops

1 gp

[ 2 ]

Haversack

(GG 4/20/09)

     Very nice crafted flute

Haversack

(GG 4/26/09)

     Small ivory carving

Haversack

Looks exactly like Daphne of the GG (4/29/09)

     Simple pair of light brown gloves

Haversack

(GG 5/5/09)

     Set of winter clothes, gray colored

Haversack

(GG 5/5/09)

     Pair of spherical masterwork bells*

0

Haversack

They come in a six-inch square box (GG 12/25/09)

     Soft gray-blue scarf, hat & mittens

Haversack

Made of very soft, warm wool (i.e., cashmere) (GG 12/31/10)

     Masterwork Bedroll

[ 5? ]

Haversack

(GG 1/3/11)

     Masterly crafted wineskin from the Sargrass Plains

Haversack

The sweet, mellow aroma of the amber liquid within is pompfrai (GG 6/8/11)

     Quilted pouch

Haversack

Contains a ball and a set of jacks (GG 12/3/11)

     Healer's kit (10/10 charges)

[ 1 ]

Haversack

+2 circumstance bonus on Heal checks (GG 12/6/11)

     Hand mirror

highly-polished silver metal set inside a wooden handled holder painted in lurid yellow (GG 12/9/11)

     A length of very fine cotton, undyed

Enough to make two shirts (GG 12/12/11)

     A palm-sized round tin

Holds curiously-strong cinnamon-flavored candies (GG12/15/11)

     10 Light Crossbow bolts

In a wooden case (GG 12/18/11)

     a small red velvet box w/ hinged lid reveals a piece of petrified wood, polished to a glossy sheen. There is a small hole at the top so it can be made into a pendant.

(GG 12/21/11)

     7 gingerbread cookies

sustained throughout an entire day without needing to either eat nor drink. Don't worry about the cookies rotting, either--they remained preserved until you eat them.  (GG 12/26/11)

Gift 97 (for Larien) A brick-sized fruitcake; never spoils...EVER, even after it's been cut up and only partially served; either feed eight people OR use it as a Simple Bludgeoning weapon (may be used by anyone--no proficiency needed; otherwise uses the stats for a Club.)

(GG 12/8/12)

Traded for:

A very small black velvet, hinged box. Inside is a tiny cut-crystal spice shaker that is full of what appears to be a mix of salt and pepper. This shaker is actually a permanent magic item that allows the casting of Purify Food and Drink once a day (as a third level spellcaster) when shaken over the food or drink to be purified. (12/11/12)

A bundle of five Sunrods

The Sunrods are wrapped in a large piece of sturdy brown suede (there's enough suede to make a pair of short boots or elbow-length gloves).  (GG 12/11/12)

2 Squinky Canes

Eating a Squinky Cane grants a one-time-only +1 Circumstance bonus to the next Fortitude Saving Throw.  (GG 12/15/12)

Set of geese figurines

Half-a-dozen different breeds of geese, no bigger than about three inches in length.  Each of the birds is posed in prone or reclining positions.  (GG 12/16/12)

Sweet Alabama Liquid Snake 

Opening and drinking requires a std action, and provides a +10 enhancement bonus to concentration checks for casting spells in combat that lasts 10 rounds.  One application.  (GG 7/24/13)

An amulet

A picture of Mookie (familiar of Blackbird Lake hero Vauhwt) on one side and the words, "Certified Dookie Free" on the other.  (GG 7/24/13)

A “Chippendale” chair

A fine wooden chair with a cushiony seat and an intricately carved lace-like design in the chair's back.  (GG 7/27/13)

25mm pewter figurines

A complete set of the Blackbird Lake Heroes (not painted). [worth: 30gp]  (GG 7/31/13)

A Black Feather

Plucked from Mookie the Raven, with 7 colored beads and 3 silver beads. [worth; 40gp]  (GG 7/31/13)

*Each bell is about three inches in diameter.  Attach these to your feet and get a +2 circumstance bonus on Perform (Dance) checks.  The bells do not radiate magic.

Scrolls

1 Expeditious Retreat, 25gp

1 Gust of Wind, 150gp

1 Invisibility (CL3), 150gp

2 Mage Armor, 25gp each

1 Protection From Energy, 375gp (CL5, 50 min or 60 damage)

1 Reduce Person, 25gp

0 Restoration Lesser, 150gp (divine CL3)

1 Shatter, 150gp

1 Shield, 25gp

2 True Strike, 25gp

1 Web, 150gp (CL3, 30 min)

Magic Items & Miscellaneous:

Item Name

Value

Location

Weight (27.5)

Charges

Other

Belt of Physical Might (Con & Dex) +6

90,000 gp

Waist

1

Belt Buckle from Giggling Ghost

(Fate Item)

Belt

-

(see details below; no longer magic)

Boots of Elvenkind (slotless)

5,000 gp

+5 competence bonus on Acrobatics checks

Bracers of Armor +8

64,000 gp

Wrists

1

Brooch of Shielding (slotless)

3,000 gp

n/a

-

101/101

Absorbs damage from magic missiles

Cloak of Resistance +5

25,000 gp

Shoulders

1

Glove of Storing

10,000 gp

Hand

-

Hand of Glory (slotless)

16,000 gp

Headband of Chr, Ishgaran  (slotless)

4,000 gp

Headband of Vast Intelligence +6

36,000 gp

Headband

1

Currently missing

Headband of Wis, Ishgaran  (slotless)

4,000 gp

Ioun Stone (Dusty Rose)

5,000 gp

Circles head

-

+1 Insight bonus to AC

Ioun Stone (Orange Prism)

30,000 gp

Circles head

+1 caster level

Meta Rod, Empower, Lesser

9,000 gp

Belt

5

3/3

Fireball, Lightning Bolt, Scorching Ray (2), Magic Missile (4)

Two, Meta Rods, Extend, Lesser

3,000 gp*2

Belt & Haversack

5 & [ 5 ]

4/6

False Life, up to 4 used for Barkskin via Eclip; Acid Arrow,

Meta Rod, Silent, Lesser

3,000 gp

Belt

5

3/3

Two, Meta Rods, Quicken, Lesser

35,000 gp*2

Belt & Haversack

5 & [ 5 ]

2/6

Two, Pearls of Power, 1st lvl

1,000 gp*2

Mapcase

-

2/2

Four, Pearls of Power, 2nd lvl

4,000 gp*4

Mapcase

-

2/4

Mainly used for Barkskin via Eclip.  320 min (5 hrs, 20 min, per casting w/ Extend Rod)

Wooden Stylus

1,000 gp

Mapcase

-

Made of the wood of the Ishgara Tree.

Ring of Counterspell

4,000 gp

Hand of Glory

-

Countered spell: Greater Dispel Magic

Ring of Evasion

25,000 gp

Finger

-

Ring of Protection +5

50,000 gp

Finger

Setanos's Vestment of Holy Inc. +2

58,000 gp

Body

-

Increases effective caster level +2

Shadow Goggles (legacy item)

n/a

Eyes

-

Vest of Escape

5,200 gp

Chest

-

+4 on Disable Device checks & +6 on Escape Artist checks

Winged Boots

16,000 gp

Feet

1

2/3

Fly for 5 minutes, 3x a day.  +4 on Fly checks.

(GG 6/12/11) commissioned specially for the Giggling Ghost. , a large gray belt buck carved out of metal. Around the outside of the buckle, carved in extraordinary detail, are the Gray Knights and the Children of Chaos fighting in an epic battle. This buckle was crafted by numerous citizens throughout the Wold, all whom owed their lives to these adventurer's, and who in return put a little bit themselves into the buckle. To achieve this fine level of detail the buckle had to be enlarged while the crafter was shrunk down in size, allowing even the most minute detail of or heroes to be captured. To symbolize trials they have faced the item was imbued with the power to resist fire (fire reduction +5).

This buckle is magic and can be placed upon any belt, even a magic one. You may even switch it from belt to belt, but be warned that once worn this belt becomes forever in-tuned to you. This is a item of fate, and it can not be traded, sold or given away. This item also has the chaotic energy which has been associated with some of our heroes, and it manifests itself in an unusual way. When this item is worn the user's hair will change color randomly once a day (and at the DM's discretion).

Ooc: Every morning roll a d20, the results will determine your hair color. The DM may decide that during times of stress or when the the damage from fire reduction is used the the item may also randomly change your hair color.

1-Gray

2-Red

3-Silver (metallic)

4-Blond

5-Green

6-Blue

7-Gold (metallic)

8-Violet

9-Brown

10-Pink

11-20 Your natural hair color.

(GG 6/13/11)  All of our competitors tonight will receive this silver pin consisting of two crossed axes. This pin is only given out at the largest of competitions and will be recognized in any of the larger bars of the Wold. I also present to each of you a glassgrass dagger with the head from the Giggling Ghost's sign carved onto the hilt. Be careful with it, like any glass dagger, once used in combat or thrown on the ground it will break.

Consider: Hornet’s Nest, 1st level druid, 1d6+1 points of subdual damage per 3 caster levels (4d6+4 at 12th level); 1 round casting time.

http://www.woldiangames.com/Woldipedia/index.php/Spell:_Hornet%27s_Nest

Magic on the Body:

Slot

Slot defined

Item(s)

Wish List / notes

Armor:

suits of armor

Barkskin spell (cast by Eclip w/ 2nd lvl Pearls of Power & Extend Rod)

Belts:

belts and girdles

Belt of Physical Might (Con & Dex) +6

Body:

robes and vestments

Setanos's Vestment of Holy Inc. (Pantheon)

Upgrade to +2 (CL7+5, 22,500 to make); 8 days

+2 to +3 (37,500 to upgrade); 13 days

Chest:

mantles, shirts and vests

Vest of Escape

Eyes:

eyes, glasses, and goggles

Shadow Goggles (Legacy Item)

Feet:

boots, shoes, and slippers

Winged Boots

Hands:

gauntlets and gloves

Glove of Storing

Swimming and Climbing (CL5+10, 3,125 to make)

Head:

circlets, crowns, hats, helms, and masks

Mask of the Skull - 22,000gp to buy - 3 lbs - 50 ft range, touch attack, 130 damage, DC 20 Fortitude for 3d6+13, SR (see finger of death)

Headband:

headbands and phylacteries

Headband of Vast Intelligence +6

Neck:

amulets, brooches, medallions, necklaces, periapts, and scarabs

Scarab of Protection (CL18+15; 18+10 w/ Eclip’s help, 19,000 to make, 38,000 to buy); 7 days

Ring (two):

rings

Counterspell, Evasion, Protection (thanks to a slotless Hand of Glory

3rd ring: Ring of Wizardry (20x, 40x, 70x, 100x)

vs 4 Pearls of Power (4x, 16x, 36x, 64x)

Shield:

shields

Mithral buckler +4; (backup) Shield spell

+5 -- 4,500gp to have Eclip/Asvora upgrade

Blinding (1d4, Reflex DC14, std action) -- +1 ...

Shoulders:

capes and cloaks

Cloak of Resistance +5

Wrist:

bracelets and bracers

Bracers of Armor +8 (8+7 Dex = AC15)

None:

Tome of Clear Thought, 27,500 gp to buy per +1, up to +5.  (Used +2 so far)

Detect Poison scroll

Slotless +1 Ishgaran Belt of Strength (2,000 to make) (1 day)

Experience Awards: (Fast)

Date

Award

Experience Total

Level

Notes

6/30/10 e-mail

3,900 XP

60,517 + 3,900 = 64,417

11th

Late May-June XP (bonus included for killing dragon).  

7/1/10 e-mail

150 XP

64,417 + 150 = 64,567

-

Hero Point awards (5 x 30 XP) dating back to January 2010.

Late July/early Aug

-2,848 XP

64,567 - 2,848 = 61,719

-

Crafting XP costs.

8/11/10

1,500 XP

61,719 + 1,500 = 63,219

-

End of module XP.

Late August

70,000 gp & 1,500 XP

63,219 + 1,500 = 64,719

-

Granted by Jerry for losing Grif & Grif related items.

8/25/10

600 XP

64,719 + 600 = 65,319

-

First scene of new module.

10/2/10

-1,000 XP

65,319 - 1,000 = 64,319

-

For permanent See Invisibility.

Pathfinder Starts

1/7/11 e-mail

n/a

315,000

13th

Skipped 12th level; adjusted XP to Pathfinder.

1/7/11 e-mail

2 hero points

-

-

One for actions with the driders and one with the dragon.

1/19/11 e-mail

Loot share: 52,896.6 gp

-

49,296.6 gp + 1 Ring of Counterspells (3,600gp)

2/4/11

Catacombs #1166; 11,100 - 65,300 = 54,200gp

Materials for +1 Setanos's Vestment of Holy Incantations, 6,500 gp

Materials for Vest of Escape, 2,600 gp

Materials for 2nd level Pearl of Power, 2,000 gp

Payment from Gilin for Vestment; 500 + 54,200 = 54,700gp

3/1/11

14,443 XP

315,000 + 14,443 = 329,443

4/24/11

34,333 XP

329,443 + 34,333 = 363,776

5/13/11

-

-

Bought 2 L. Restoration scrolls.  54,700 - 300 = 54,400gp

6/6/11

Correct Composite bow cost; add 100gp = 54,500gp

6/20/11

Esco Dealings: 14,000 XP

Guild Fight: 40,640 XP

363,776 + 54,640 = 418,416

Everyone gets 1 Hero Point for the Station fight; Larien gets 1 extra for figuring out the goods-dumping-safe trap (11 total)

7/4/11

Incorrect duplicate (see #1166); fixed: Catacombs #1187; 6,500 - 54,500 = 48,000gp gems

7/5/11

42,740.78 loot + 48,000 gems = 90,700 gems, 40.78 coins

7/7/11

Catacombs #1194; 46,000 - 90,700 = 44,700gp gems

Materials for Mask of the Skull, 11,000 gp

Metamagic, Quicken Rod (lesser), 35,000 gp

7/7/11

Update coins: 248.15 + 40.78 = 288.93gp

8/5/11

34,666 XP

418,416 + 34,666 = 453,082

14th

14th lvl (445,000)

8/22/11

Used one Hero Point to re-roll 14th level HP.  (10 total)

8/24/11

Catacombs #1201; 18000 - 44,700 = 26,700gp gems

Materials for +6 Bracers of Armor

9/6/11

Loot share: 102,990.96gp

102,900 + 26,700 = 129,600gp gems; add 90.96gp coins to 288.93gp = 379.89gp coins

9/8/11

34,666 XP

453,082 + 34,666 = 487,748

Also add one Hero Point (10+1= 11 total)

9/12/11

Subtract Hero Point for Time Forge re-roll (11-1 = 10 total)

9/19/11

Neglected to deduct; fixed -- Catacombs #1208; 3900 gp Materials for Ioun Stone (Dusty Rose) 2,500gp, 2 Dimensional Anchor scrolls, 700gp each, 1,400gp total

11/9/11

34,666 XP

487,748 + 34,666 = 522,414

12/28/11

103,998 XP

522,414 + 103,998 = 626,412

2/13/12

Subtract Hero Point for Evasion +4 (10-1 = 9 total)

2/17/12

Subtract Hero Point for Dispel Magic check +8 (9-1 = 8 total)

2/22/12

52,000 XP

= 678,412 (need 635,000)

15th

Also add two Hero Points (8+2 = 10 total)

2/23/12

Loot: 14,658.33 + 20,000 = 34,658.33gp

129,600 + 34,600 = 164,200 gems; add 58.33gp coins to 379.89gp = 438.22gp; convert 250gp to gems for 188.22gp coins and 164,450 gems

2/23/12

Buy Quicken Rod, Normal, from group 164,450 - 67,950 = 96,500 gems

3/20/12

Corrected 6,500gp duplicate (#1166) and 3,900gp omission (#1208); total gems = 99,100gp

3/20/12

Combine coins (188.22) and gems (99,100) = 99,288.22gp

4/8/12

Add 1,400 for Dim Anchor scroll reimburse = 100,688.22gp

4/20/12

15,000 XP

= 693,412

Add 3,648.93 in group loot = 104,337.15gp

5/1/12

Catacombs #1259, 104,337.15 - 104,005 = 332.15gp

Mithral buckler

5,000 gp - Materials for Glove of Storing

4,500 gp - Materials for Necklace of Adaptation

1,500 gp - Materials for Slotless Brooch of Shielding

1,000 gp - Materials for Slotless Muleback Cords (APG)

25,000 gp - Materials to upgrade Belt of Physical Might from +4 to +6

6,500 gp - Materials to upgrade Bracers of Armor from +6 to +7

4,500 gp - Materials to upgrade Mithral buckler to +3

5/10/12

30,000 XP

= 723,412

5/20/12

17,000 XP

= 740,412

5/22/12

Add 1 Hero Point + 10 = 11

6/12/12

34,000 XP

= 774,412

6/19/12

Used Hero Point 11 - 1 = 10

7/2/12

Loot: 17,178.75 + 27,334.44 + 332.15 = 44,845.34gp

7/5/12

Spell writing costs (omitted by mistake from last update): Mount (10), Ray of Enfeeblement (10), Alter Self (40), Web (40), Haste (90), Disintegrate (360) = 550 - 44,845.34 = 44,295.34gp

7/6/12

40,000 XP

= 814,412

7/27/12

Catacombs #1271, 44,395.34 - 32,650 = 11,745.34 gp

35,000 gp - Lesser Quicken Rod

27,500 gp - +1 Tome of Clear Thought

27,500 gp - +1 Manual of Bodily Health

22,900 gp - Materials for a std Strand of Prayer Beads

03,500 gp - Materials to upgrade a +3 buckler to +4

02,500 gp - Materials for slotless Boots of Elvenkind,

01,500 gp - Materials for a LESSER Elemental Rod, Acid

8/12/12

40,000 XP

= 854,412

10/2/12

20,000 XP

= 874,412 (need 890,000)

11/26/12

~40,000 XP

= 915,000 (rounded per DM)

16th

2 Hero Points + 10 = 12 Hero Points

11/27/12

Loot: 40,155.17 + 11,745.34 = 51,900.51 gp

2/24/13

28,000xp & 56,000xp

915,000+84,000=999,000 XP

4/2/13

Gold after character update = 14,860.51 gp

6/19/13

12 - 2 Hero Points used = 10 Hero Points

7/19/13

40,000 xp + 55,000 xp +

40,000 xp + 75,000 xp +

75,000 xp

999,000 + 285,000 = 1,284,000 XP

8/24/13

1 Hero Point gained + 10 = 11 Hero Points

1 Hero Point used = 10 Hero Points

9/30/13

1 Hero Point used = 9 Hero Points

10/10/13

2 Hero Point used = 7 Hero Points

10/12/13

3 Hero Points used = 5 Hero Points

10/26/13

50,000 xp + 25,000 xp +

100,000 xp

1,284,000 + 175,000 = 1,459,000 XP

17th

Appearance:  Although not a conventional beauty, Larien is hardly unattractive.  But her lighter than normal blue skin, white-blond hair, and black eyes are a bit out of the norm by Drow standards.  She is clearly oblivious to fashion or appearances, as her no-nonsense clothing and dated hair style can attest. Larien makes it a point not to draw attention to either her wizard or clerical skills via her clothing (both for any advantage it might give her in combat, but also because she despises elitism based on anything other than performance).

Personality:  Brilliant, intense, and intolerant of stupidity or ignorance, Larien lacks some of the diplomatic graces, but makes up for it through hard work, dedication and loyalty.  Due to her gruff nature and her love of reading and research (both in the lab and in the "real world"), she's frequently seen as a reserved loner by those who don't know her well.  But with those who share her integrity and thirst for knowledge, a more enduring friend and companion will rarely be found.

History:  The 2nd daughter of a Cleric mother and an architect/scribe father, Larien was marked at a young age as "gifted", and her early years were enjoyable times marked by her deep love of the studies that most children loathed.  To her, that early period of learning and schooling was the best kind of play she could imagine, and her aptitude for the arcane was remarked on by many.  Her parents saw to it that she had every advantage, but as a 1st cousin of the Bancurpi Matriarch Athena, it was long the desire of Larien's mother that her daughters carry on the family tradition of becoming an important Cleric.  Although this was not the path that Larien would have chosen, for many years she dedicated herself to her mother's desires.  But while she worked harder than any of her fellow initiates, she simply lacked the skill to be a great Cleric, and if she couldn't be great what was the point?

Ultimately, with the support of her father and sister, she confessed her deep unhappiness to her mother, and with her grudging permission Larien traded the divine arts for the arcane.  The change was immediate and remarkable. Larien dove into her new studies with a vengeance, and found the intellectual challenges she had been craving.   With her arcane training completed in record time, she was soon called into the service of the Bancurpi matriarch.  Larien continued to advanced quickly, gaining experience and praise as a conjurer of growing stature.  Over time the matriarch began entrusting her with matters of greater importance, and she spent more and more time exploring or adventuring on the matriarch's behalf.

Early on in her career, while still focusing on her clerical training, Larien was assigned to some minor missions which brought her into contact with the Woldian League of Adventurers.  Impressed by what she learned, she soon joined, and has taken advantage of their training and members-only intelligence whenever possible, rising to the rank of Journeyman.  Later, just before she joined the soon-to-be Shadow Guardians, she became a member of the Star Mage’s Guild.

During a mission shortly after she'd become a wizard, Larien found a very young griffon cub whose mother had been killed in an avalanche.  Saving "Grif" from certain death, Larien and her sister took responsibility for his care and feeding, and over time they developed the skills to fully train him.  Grif was fiercely loyal to Larien, and became a regular companion on her adventures.  However, when Larien’s sister was assigned a leadership role in It’lal’s expanded scouting/recon group, it was decided that Grif should go with her, along with all of the magic items that Larien had crafted/bought for Grif.  In exchange, Larien was given a number of valuable family magic items, including a Ring of Evasion and Winged Boots.

Prior to joining the yet-unnamed Shadow Guardians, Larien was only recently back from a rather arduous mission.  But after receiving a short time to rest and attend to various research projects, she became anxious for a new assignment, especially with the growing buzz about It-lal and House Bralfah.  She quietly lobbied for the honor of acting as the matriarch's representative in scouting out the new world – and somewhat surprisingly was picked over more experienced candidates to join the House Bralfah adventurers.  Early on, Larien struggled somewhat to find her place within the experienced group, clashing in particular with Isilme Bralfah, but since his disappearance she has become a clear leader.

-----

No longer carrying:

Staff of Lesser Abjuration - 3,480 gp crafting cost; 6,960 gp purchase price

Resist Energy - 2 (lvl) * 8 (CL) * 400 = 6,400 / 5 (charges) = 1,280 (crafting cost) * 2 = 2,560 (purchase price)

     Ignores first 30 points of damage per attack from specified energy type (1100 rds).

Protection from Evil - 1 (lvl) * 8 (CL) * 300 = 2,400 / 4 (charges) = 600 (crafting cost) * 2 - 1,200 (purchase price)

     Wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.

Shield of Faith - 1 (lvl) * 8 (CL) * 200 = 1,600 / 1 (charges) = 1,600 (crafting cost) * 2 = 3,200 (purchase price)

     +2 deflection bonus to AC, additional +1 for every six levels you have (max +5 deflection bonus at 18th level).