===== Cheat sheet =====
Human Marksman MkII
Init : +6
Attack: +17/+12 120'x10 19-20x2 Pierce 1d10+1d6+6
Standard shot +19 120'x10 19-20x2 Pierce 1d10+1d6+17
Steady shot: +19 120'x10 19-20x2 Pierce 1d10+1d6+28
AC: 22 normal, 17 Vs Touch
Fort:+10 Ref:+14 Will:+4
Hide:+20 Silent:+20 Listen:+14 Spot:+19 Sense:+0
HP: 71/88 Init: +10 Speed: 30' (6 squares)
===== Level Progression =====
^Lvl ^Class ^BAB ^HP ^SP ^Saves ^Feats ^Class features ^Aura range ^Power ^PP ^
|1 |Divine mind |0 |10 |8 | 2/ 0/ 2 |Weapon Finesse |Mantle (Guardian),Wild Talent |5' | |0+3+4 |
|2 |Divine mind |1 | 6 |10 | 3/ 0/ 3 | | | | |1+7+4 |
|3 |Divine mind |2 | 8 |12 | 3/ 1/ 3 |Combat Reflexes | |10' | |2+10+4 |
|4 |Divine mind |3 | 7 |14 | 4/ 1/ 4 | |Divine grace | | |3+14+4 |
|5 |Divine mind |3 | 9 |16 | 4/ 1/ 4 | | |15' |Thicken Skin (max 1st) |4+17+4 |
|6 |Divine mind |4 | 6 |18 | 5/ 2/ 5 |Stand Still |Mantle (Pain and suffering) | |Deaden Blow |6+21+4 |
|7 |Divine mind |5 | 1 |20 | 5/ 2/ 5 | | |20' | |8+24+4 |
|8 |Divine mind |6/1 | 8 |22 | 6/ 2/ 6 | |Change aura (standard action) | |Inflict Pain (max 2nd) |10+28+4|
|9 |Divine mind |6/1 |10 |24 | 6/ 3/ 6 |EWP:Spiked chain | |25' | |12+31+4|
|10 |Divine mind |7/2 |10 |26 | 7/ 3/ 7 | |Psychic aura (second aura) | |Recall Agony |14+35+4|
|11 |Divine mind |8/3 | 8 |28 | 7/ 3/ 7 | | |30' | (max 3rd) |18+38+4|
|12 |Divine mind |9/4 | 6 |30 | 8/ 4/ 8 |Improved resilience |Mantle (Mental tower) | |Empathic Transfer, Hostile |22+42+4|
| | | |125 | | | | | | |68 |
|13 |Squire of legend |9/4 | 4 |32 | 8/ 4/ 8 | |Least squire’s burden, paragon’s path, save bonus +1 | |Empathic Transfer, Hostile | - |
|14 |Squire of legend |10/5 | 8 |34 | 8/ 4/ 8 | |Lesser squire’s burden | |Empathic Transfer, Hostile |26+45+4|
|15 |Squire of legend |11/6/1 | 2 |36 | 9/ 5/ 9 |Feat |Faithful companion, greater squire’s burden, save bonus +2 | |Empathic Transfer, Hostile |30+49+4|
===== Attributes & Saves =====
^ ^Total ^Mod ^Race ^Lv ^Item ^Misc | ^Modded ^Original | ^ | ^Saves ^Fort ^Ref ^Will ^
|STR |10 | | | | | | |10(-1) |11 | ^ | |Total |14 |11 |16 |
|DEX |20 |+5 | | |+2 | | |18 |18 | ^ | | | | | |
|CON |16 |+3 | | | | | |16(+2) |14 | ^ | |Divine Mind |8 |4 |8 |
|INT |10 | | | | | | |10 |10 | ^ | |Abilities |3 |5 |6 |
|WIS |23 |+6 | |+3 |+2 | | |18 |18 | ^ | |Divine Grace |2 |2 |2 |
|CHA |14 |+2 |-2 | | | | |16(-1) |17 | ^ | |Resistance |1 |1 |1 |
033659 | [Serah] rolled 4d6l,6: (4+5+6+6-4) (2+5+2+4-2) (3+1+6+1-1) (6+6+5+6-5) (1+6+4+4-1) (6+6+2+6-2). Partial totals: 17 11 10 18 14 18. Total: 88. Points: 56.
===== Skills =====
2 per level
Skills Total Ranks Mod Item ACP Feat Misc
(CON) Concentration +18 15 +3
(INT) Know: Religion +7 7
(INT) Know: History +7 7
(DEX) Ride +5 1 +4
Class Skills (2 + Int modifier per level, ×4 at 1st level): Autohypnosis, Climb, Concentration, Craft, Jump, Knowledge
(psionics), Knowledge (religion), Profession, Psicraft*, Ride, Swim. See the Player’s Handbook for standard skill descriptions.
*See skills in Chapter 3: Skills in Expanded Psionics Handbook.
===== Combat stats =====
|Defense 22
Base 10
Armor +8
Ability(DEX) +4
Enhancement +2
Other
|Melee
Base +9
Ability(STR) +0
Ranged
Base +9
Ability(DEX) +5
Enhancement +1
|Damage
Enhancement +1
Spiked chain 2d4
Vicious +4d6
Attacks ToHit Range Crit Type DMG Notes
Spiked chain (Melee) +17 10' 20x2 Pierce 2d4+4d6+1
Heavy Crossbow (Steady) +19 120'x10 19-20x2 Pierce 1d10+1d6+28
Heavy Crossbow (Basic) +17 120'x10 19-20x2 Pierce 1d10+1d6+6
|
===== Feats =====
|WEAPON FINESSE [GENERAL]
You are especially skilled at using weapons that can benefit as much
from Dexterity as from Strength.
Prerequisite: Base attack bonus +1.
Benefit: With a light weapon, rapier, whip, or spiked chain made
for a creature of your size category, you may use your Dexterity
modifier instead of your Strength modifier on attack rolls. If you
carry a shield, its armor check penalty applies to your attack rolls.
Special: A fighter may select Weapon Finesse as one of his
fighter bonus feats (see page 38).
Natural weapons are always considered light weapons.
| PSIONIC MEDITATION [PSIONIC]
You can focus your mind faster than normal, even under
duress.
Prerequisite: Wis 13, Concentration 7 ranks.
Benefit: You can take a move action to become psionically
focused (see the Concentration skill description,
page 37).
Normal: A character without this feat must take a fullround
action to become psionically focused.
|
|EXOTIC WEAPON PROFICIENCY [GENERAL]
Choose a type of exotic weapon, such as dire flail or shuriken (see
Table 7–5: Weapons, page 116, for a list of exotic weapons). You
understand how to use that type of exotic weapon in combat.
Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword
or dwarven waraxe).
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is
not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times.
Each time you take the feat, it applies to a new type of exotic
weapon. Proficiency with the bastard sword or the dwarven waraxe
has an additional prerequisite of Str 13.
A fighter may select Exotic Weapon Proficiency as one of his
fighter bonus feats (see page 38)
|STAND STILL [GENERAL]
You can prevent foes from fl eeing or closing.
Prerequisite: Str 13.
Benefi t: When a foe’s movement out of a square you
threaten grants you an attack of opportunity, you can give
up that attack and instead attempt to stop your foe in his
tracks. Make your attack of opportunity normally. If you hit
your foe, he must succeed on a Refl ex save against a DC of
10 + your damage roll (the opponent does not actually take
damage), or immediately halt as if he had used up his move
actions for the round.
Since you use the Stand Still feat in place of your attack of
opportunity, you can do so only a number of times per round
equal to the number of times per round you could make an
attack of opportunity (normally just one).
Normal: Attacks of opportunity cannot halt your foes in
their tracks.
|
| COMBAT REFLEXES [GENERAL]
You can respond quickly and repeatedly to opponents who let their
defenses down.
Benefit: When foes leave themselves open, you may make a
number of additional attacks of opportunity equal to your Dexterity
bonus. For example, a fighter with a Dexterity of 15 can make a total
of three attacks of opportunity in 1 round—the one attack of
opportunity any character is entitled to, plus two more because of
his +2 Dexterity bonus. If four goblins move out of the character’s
threatened squares, he can make one attack of opportunity each
against three of the four. You can still make only one attack of
opportunity per opportunity.
With this feat, you may also make attacks of opportunity while
flat-footed.
Normal: A character without this feat can make only one attack
of opportunity per round and can’t make attacks of opportunity
while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use
her opportunist ability (see page 51) more than once per round.
A fighter may select Combat Reflexes as one of his fighter bonus
feats (see page 38)
A monk may select Combat Reflexes as a bonus feat at 2nd level.
| |
===== Powers =====
|Thicken Skin
Psychometabolism
Level: Egoist 1, psychic warrior 1
Display: Material and olfactory
Manifesting Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: 1
Your skin or natural armor thickens
and spreads across your body, providing
a +1 enhancement bonus to your
Armor Class.
Augment: You can augment this
power in one or both of the following
ways.
1. For every 3 additional power
points you spend, the enhancement
bonus increases by 1.
2. If you spend 6 additional power
points, you can manifest this power as
a swift action.
| DEADEN BLOW
Metacreativity
Level: Guardian 1, lurk 1, psychic
warrior 1
Display: Material
Manifesting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon
Duration: 1 round/level
Saving Throw: Will negates; see text
Power Resistance: Yes; see text
Power Points: 3
Ectoplasm issues forth from your fingertips,
sheathing the weapon you touch in a rubbery
gray cocoon.
A single manufactured weapon is
sheathed in rubbery ectoplasm. The
ectoplasmic sheath transforms the
damage dealt by the weapon from lethal
to nonlethal damage. Unattended
weapons or weapons in your possession
are automatically sheathed.
If you manifest this power on an
attended weapon, the possessor of the
weapon is allowed a Will saving throw
to resist the attempt.
Augment: If you spend 2 additional
power points, this power can affect a
natural weapon. (The weapon is considered
to be attended, which means
that its possessor is allowed a save.)
|
|Inflict Pain
Telepathy [Mind-Affecting]
Level: Psion/wilder 2
Display: Mental
Manifesting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will partial; see text
Power Resistance: Yes
Power Points: 3
You telepathically stab the mind of
your foe, causing horrible agony. The
subject suffers wracking pain that
imposes a –4 penalty on attack rolls,
skill checks, and ability checks. If the
target makes its save, it takes only a
–2 penalty.
Augment: For every 2 additional
power points you spend, this power’s
save DC increases by 1, and the power
can affect an additional target. Any
additional target cannot be more
than 15 feet from another target of
the power.
|Recall Agony
Clairsentience [Mind-Affecting]
Level: Psion/wilder 2
Display: Material
Manifesting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./
level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
Power Resistance: Yes
Power Points: 3
The fabric of time parts to your will, revealing
wounds your foe has received
in the past (or has yet to receive). That
foe takes 2d6 points of damage as the
past (or future) impinges briefl y on
the present.
Augment: For every additional
power point you spend, this power’s
damage increases by 1d6 points. For
each extra 2d6 points of damage, this
power’s save DC increases by 1.
|
|Empathic Transfer, Hostile
Telepathy [Mind-Affecting]
Level: Telepath 3, psychic warrior 3
Display: Auditory and material
Manifesting Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Power Resistance: Yes
Power Points: 5
You transfer your hurt to another.
When you manifest this power and
then make a successful touch attack,
you can transfer 50 points of damage
(or less, if you choose) from yourself
to the touched creature. You immediately
regain hit points equal to
the amount of damage you transfer.
You cannot use this power to gain
hit points in excess of your full normal
total. The transferred damage is
empathic in nature, so powers and
abilities the subject may have such as
damage reduction and regeneration
do not lessen or change this damage.
The damage transferred by this power
has no type, so even if the subject has
immunity to the type of damage you
originally took, the transfer occurs
normally and deals hit point damage
to the subject.
Augment: You can augment this
power in one or both of the following
ways.
1. For every additional power point
you spend, you can transfer an additional
10 points of damage (maximum
90 points per manifestation).
2. If you spend 6 additional power
points, this power affects all creatures
in a 20-foot-radius spread centered
on you.
|
===== Vitals =====
Age: 32 years but still looks youthful!
Race: Elan (DemiHuman)
Gender: Male
Height: 192cm
Weight: 102kg
Build: Buff
Hair: Light Brown semi-short flattop
Skin: Fair
Eyes: greyish green
Dress: Grey with sharp contrast colours.
Distinguishing Marks: Left eyebrow broken, several scars on body.
Dominant Hand: Right
Languages: Common
===== Items =====
| | | | | |
| |||||
^ ** Magical items ** ^^^^^
| |||||
^Cost ^.Loc ^Item ^Source ^Notes ^
| |Held |+1 Dread chain |MiC.53 | |
| |Head | | | |
| |Face |Recharged Third eye of improvisation |MiC.141 | |
| |Throat |Bloodtear Amulet |MiC.70 | |
| |Shoulders |Resistant cloak of transposition |MiC.144 | |
| |Body |+2 Legion armor |MiC.170 | |
| |Torso | | | |
| |Arms | | | |
| |Hands |Gauntlets of doom |SRD.? | |
| |Waist |Belt of growth |MiC.73 | |
| |Feet |War-veteran's boots |MiC.76.138.145 | |
| |Ring1 |Stormfire ring |MiC.206 | |
| |Ring2 | | | |
^ ^ ^ ^ ^ ^
| |Pack | | | |
| |||||
^ ** Mundane items ** ^^^^^
| |||||
^Cost ^.Loc ^Item ^Source ^Notes ^
^ **+2 Legion armor** |||||
| //A skin of ectoplasmic armor covers you in a suit of protective armor.// \\ **Description:** At first sight, this skin appears to be a silver \\ ball of ectoplasm approximately 6 inches in diameter. When \\ donned, it appears as a suit of silvery, ectoplasmic full plate \\ armor. The armor feels soft to the touch, though it immediately \\ becomes as hard as iron at the exact spot of contact if \\ struck with any kind of force. \\ **Activation:** As a standard action, you can activate the \\ skin by projecting a command thought, causing it to spread \\ over your body. The same command thought causes the skin \\ to shrink back down to its original form. The skin can be \\ activated at will. \\ **Effect:** A skin of ectoplasmic armor gives you a +8 armor bonus \\ (which does not stack with armor bonuses provided \\ by other armor, powers, spells, or effects). \\ A +2 enhancement bonus to AC. \\ Allows you to ignore the first 60' of a fall. \\ Gives +2 competence bonus to diplomacy, and \\ a +1 morale bonus on will saves. (This bonus \\ applies to you and all allies within 30') \\ The enchantments on this armor also gives \\ a -5 penalty to hide and move silent checks. \\ The skin is light yet penalizes you with a +4 maximum \\ Dexterity bonus, an armor check penalty –3, and a 15% \\ arcane spell failure chance. The skin does not penalize your \\ speed. Successfully dispelling this psychoactive skin causes \\ it to shrink back to its original form and remain inert for \\ 1d4 rounds. \\ **Body Slot:** Body \\ **Aura/Manifester Level:** Moderate metacreativity. ML 9th. \\ **Construction:** Craft Universal Item, 1,500 gp, 120 XP. 15 days. \\ **Weight:** 1 lb. \\ **Price:** 3,000 gp. \\ |||| **Base item:** \\ (3000) - Skin of Ectoplasmic Armor \\ (MiC.170) \\ \\ **Alterations:** \\ (9000) - Mithralize \\ \\ **Enchantments:** \\ (1000) - +1 Enhancement bonus to AC . \\ (2000) - Commander \\ (4000) - Landing \\ \\ \\ **Total price:** \\ 19000 \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ **Effects:** \\ +8 Armor bonus to AC. \\ +1 Enhancement bonus to AC. \\ Ignore first 60' of fall. \\ +2 competence bonus to diplomacy. \\ -5 penalty to Hide and MS. \\ +1 morale on will saves for you and allies within 30'. |
^ **+1 Dread chain** ^^^^^
| **Description:** This chain sports wicked-looking, razor-sharp barbs and \\ seems to writhe with a life of its own. \\ **Effect:** This +1 spiked chain coils around the \\ target’s limbs on a successful attack, granting you a +2 \\ bonus on Strength checks made to trip the target. \\ It deals an additional 2d6 damage to the target of its attacks, \\ but also deals 1d6 damage to the wielder whenever it is used for an attack. \\ It allows the wielder to store a psionic power of up to 5 power points cost in it, \\ which can be released upon a successful attack. \\ This otherwise works as the power storing weapon property. \\ **Body Slot:** Held \\ **Aura:** Moderate; (DC 18) transmutation \\ **Construction:** Craft Magic Arms and \\ Armor, bull’s strength. 2,000 gp (plus 325 gp \\ for masterwork spiked chain), 160 XP, 4 days. \\ **Weight:** 10 lb. \\ **Price (Item Level):** 4,325 gp (9th) \\ |||| **Base item:** \\ (4325) - Living chain \\ (MiC.53) \\ \\ **Alterations:** \\ (3000) - Adamantize \\ \\ **Enchantments:** \\ (6000) - Power storing \\ (10000) - Vicious \\ \\ \\ \\ \\ \\ **Total price:** \\ 23325 |
^ **Dreadsight helmet** ^^^^^
| **Description:** This black, silky piece of cloth is completely \\ opaque when held up to the light. \\ **Effect:** When you wear this blindfold, you gain \\ the blindsight ability out to 30 feet (MM \\ 306). Because your eyes are protected, you \\ are also immune to gaze attacks and spells \\ or effects that rely on sight. You cannot \\ use vision in any way while wearing the \\ blindfold. \\ **Body Slot:** Face \\ **Aura:** Faint; (DC 16) divination \\ **Construction:** Craft Wondrous Item, see invisibility. \\ 4,500 gp, 360 XP, 9 days. \\ **Weight:** — \\ **Price (Item Level):** 9,000 gp (12th) |||| **Base item:** \\ Blindfold of true darkness \\ (MiC.75) \\ \\ **Alterations:** \\ (0) - Flavourchange from blindfold to helmet. \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ |
^ **Fiendflame ring** ^^^^^
| **Description:** This ring of faceted clear crystal contains a faint blue-white glow. \\ **Effect:** When you activate a fiendflame ring, it \\ creates a faerie fire effect of dancing \\ fire that lasts for 5 rounds. \\ This effect functions as the spell, except that \\ each creature affected takes 1d6 points \\ of fire damage each round for the \\ duration. Using the ring on a creature \\ that is already affected doesn’t increase \\ the damage dealt, but it does extend the \\ effect’s duration. \\ A fiendflame ring functions five times per day. \\ A druid can activate this item even while in wild shape. \\ **Body Slot:** Ring1 \\ **Aura:** Strong; (DC 21) evocation \\ **Construction:** Forge Ring, faerie fire, possession of a piece of the set. \\ Cost to Create: 2,000 gp, 160 XP, 4 days. \\ **Price (Item Level):** 4,000 gp (8th) \\ |||| **Base item:** \\ Stormfire Ring \\ (MiC.206) \\ \\ **Alterations:** \\ (0) - Flavourchange from electricity to fire. \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ |
^ **Bloodtear Amulet** ^^^^^
| **Description:** This jet-black torc is crafted in the form \\ of two clasped hands. \\ **Effect:** A torc of heroic sacrifice allows you to take \\ an injury meant for your ally. When you activate this torc \\ (Immediate (Command) Action), you take all the damage \\ dealt to a single ally by a single attack or effect that \\ has just occurred. The damage dealt to you has no type, \\ and therefore ignores any energy resistance, damage \\ reduction, or immunities you might have. \\ The ally must be within 30 feet, and you must have line \\ of sight to that ally. This ability functions once per day. \\ The bloodtear amulet also gives a +2 enhancement bonus to Wisdom \\ **Body Slot:** Throat \\ **Weight:** — \\ **Aura:** Strong; (DC 21) enchantment \\ **Construction:** Craft Wondrous Item, \\ greater heroism. 3,000 gp, 240 XP, 6 days. \\ **Price (Item Level):** 6,000 gp (10th) \\ |||| **Base item:** \\ Torc of heroic sacrifice \\ (MiC.143) \\ Amulet of Wisdom \\ (SRD) \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ |
^ **Resistant cloak of transposition** ^^^^^
| |||| |
^ **Gauntlets of Doom** ^^^^^
| |||| |
^ **Belt of growth** ^^^^^
|**Price (Item Level):** 3,000 gp (7th) \\ **Body Slot:** Waist \\ **Caster Level:** 10th \\ **Aura: Moderate;** (DC 20) transmutation \\ **Activation:** tandard (command) \\ **Weight:** — \\ This thick brass belt looks like it is riddled with \\ cracks. It bends as though it has been stretched \\ out of shape. hen you activate a belt of growth, you \\ instantly increase in size (as if affected \\ by enlarge person). This effect lasts for 10 \\ minutes or until you ommand it to end. \\ This ability doesn’t stack with any other \\ effect that increases your size. \\ A belt of growth functions once per day. \\ **Prerequisites:** Craft Wondrous Item, enlarge person. \\ **Cost to Create:** 1,500 gp, 120 XP, 3 days |||| |
^ **War-veteran's boots** ^^^^^
|STEADFAST BOOTS
Price (Item Level): 1,400 gp (5th)
Body Slot: Feet
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: —
Weight: 1 lb.
These thick, heavy boots are reinforced with
iron along the sole.
Steadfast boots help keep you on your feet.
You gain a +4 bonus on checks made
to avoid being bull rushed, overrun, or
tripped.
Furthermore, as long as you carry a
two-handed weapon, you are treated as if
you had readied that weapon against any
creature that charges you (and thus it deals
double damage if your attack is success-
ful), even if the weapon can’t normally be
set against a charge.
Prerequisites: Craft Wondrous Item,
bull’s strength.
Cost to Create: 700 gp, 56 XP, 2 days.
VANGUARD TREADS
Price (Item Level): 3,100 gp (8th)
Body Slot: Feet
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: —
Weight: 2 lb.
These massive boots have spiked, treaded soles
and look large enough to fi t a heavily armored
ogre. A row of inset amethysts runs around
the top cuff.
Vanguard treads provide you with superior
traction and stability, which provides the
following effects:
• You can move through diffi cult terrain
(such as rubble, undergrowth,
steep slopes, stairs, or snow) at normal
speed and without suffering any other
impairment.
• You are unaffected by slippery ice, wet
stones, or other surfaces where traction
is a problem.
• You gain a +8 bonus on attempts to
resist bull rushes and a +4 bonus on
grapple checks to resist a grapple
attempt if that grapple would move you
into another square.
Areas that have been magically manipulated
to impede movement (such as by an
entangle spell) still affect you, as do water,
quicksand, and other nonsolid surfaces.
You still have to slow down for narrow
paths requiring Balance checks and for
surfaces steep enough to require Climb
checks.
If the terrain deals damage (such as the
burning ground on the Elemental Plane
of Fire), you still take that damage.
The massive spikes and treads on the
soles of vanguard treads leave a distinctive
trail. Anyone following you gains a
+10 circumstance bonus on Survival and
Search checks made to track you.
Lore: Ancient giants made the fi rst
vanguard treads to aid their scouts in
navigating diffi cult terrain and hazards
(Knowledge [arcana] DC 15).
Prerequisites: Craft Wondrous Item,
spider climb.
Cost to Create: 1,550 gp, 124 XP, 4 days.
|||| |
^ **Recharged Third eye of improvisation** ^^^^^
| |||| |
^ ^^^^^
| |||| |
==== Bookkeeping ====
* 88000 Allotted starting gold
**Starting magic items** \\
19000 Reactive combat suit.
3000 Skin of ectoplasmic armor (MiC.170)
9000 Mithralize
1000 +1 Enhancement bonus to AC
2000 Commander (+1 will save to people within 30', -5 hide/MS, +2 Diplo)
4000 Landing (Ignore 60' of any fall)
23325 Dread chain
3000 +adamantize
4325 Living chain (MiC.53)
6000 Power storing
10000 Vicious
9000 Dreadsight helmet
9000 Blindfold of true darkness (MiC.75)
4000 Stormfire ring (MiC.206)
10000 Bloodtear amulet
4000 +2 Wisdom
6000 Torc of heroic sacrifice (MiC.143)
7000 Cloak of transposition, charisma and resistance
6000 Transposer cloak (MiC.144) (3/day swap places with target within 30')
1000 Cloak of +1 resistance
6000 Gauntlets of doom
2000 Gauntles of produce flame /will
4000 +2 dex
3000 Belt of growth (MiC.73)
4500 Steady boots of the war-hero
1400 Steadfast boots (MiC.138)
3100 Vanguard threads (MiC.145)
**Left:** 88000-19000-23325-9000-4000-10000-7000-6000-3000-4500=2175 \\
\\
**Starting Mundane items** \\
X
\\
Bookkeeping.
+X Startguld
+650 Troldeloot
==== Total ====
27000-26500+2000-10-50+2000-800-10-15-70+5000-2500-5-400-150-100-2160-2500-2-1-3-10-0,2-4+10-3-30-0,1+20000-400+10000+10000-24000-5400=10886,7