Kaiyel blev født på et lidt svært sted at være menneske, han blev født midt i en elver by. Han har fået et elvernavn af samme grund, moderen døde ved fødslen, faderen var ikke kendt af elverne. Men han blev oplært af dem, til han var 16. Naturligt outsideren blev han træt af elverne og flyttede væk, var også i denne periode han lagde mærke til sine magiske evner, han rejste ned imod dværgene. På rejsen til dværgene, fandt han vej til en udkigspost, alt var normalt, bortset fra de soldater der holdt til.
Han erfarede at dem der holdt udkig her, var mørkelvere. Efter en kort udveksling af evner (og noget held) fandt han vej ned til en mørkelver by, boede der i et år, da han blev træt af at skjule sin baggrund rejste han videre.
På sine rejser videre, mødte han en anden kaster af samme type some ham, den spontane magiker. Han blev oplært på vejen, i en længere periode. Dog endte det med hans rødder fra mørkelver byen fik ham til at overfalde den nye ven, i et anfald af grådighed.
Efter overfaldet blev han ramt af fortvivlelse, den eneste der kunne lære ham om hamselv har han lige udstødt, og søgte ly i en kirke. Inde i kirken bedte han om synsforladelse, og guden svarede ham direkte, Kaiyel lovede at prøve at finde en renere sti end den han har fulgt indtil videre, så ville guden skænke ham en beskytter, og et vågent øje.
I samme kirke mødte han en venlig præst, som han rejste videre sammen med.
With Items. Human Sorcerer Init : +4 Melee: +9/+4 (+8/+3) Ranged: +12/+7 AC: 14 (14 Touch, 10 Flat Footed) (+6 g. mage armor, +7 shield, +5 dragonskin, all apply to flat footed) (can use divine familiar to boost up with deflection bonus) Fort:+10 Ref:+10 Will:+15 Hide:+4 Silent:+4 Listen:+0 Spot:+0 Sense:+0 HP: 102/102 Speed: 30' (6 squares)
Lvl | Class | BAB | HP | SP | Base Saves | Feats | Class features | Spells Known |
---|---|---|---|---|---|---|---|---|
1 | Choices | 0 | - | - | 0/ 0/ 0 | Martial Weapon Proficiency: Greatsword, Weapon Focus: Greatsword | Stalwart Sorcerer | |
1 | Sorcerer | 0 | 4+3+2 | (2+4)x4 | 0/ 0/ 2 | Eschew Materials, Combat Casting | Spellcasting, Divine Companion | |
2 | Sorcerer | 1 | 3+3+2 | (2+4) | 0/ 0/ 3 | |||
3 | Sorcerer | 1 | 3+3+2 | (2+4) | 1/ 1/ 3 | Empower Spell | ||
4 | Sorcerer | 2 | 1+3+2 | (2+4) | 1/ 1/ 4 | |||
5 | Sorcerer | 2 | 1+3+2 | (2+4) | 1/ 1/ 4 | |||
6 | Sorcerer | 3 | 3+3+2 | (2+4) | 2/ 2/ 5 | Maximize Spell | ||
7 | Sorcerer | 3 | 2+3+2 | (2+4) | 2/ 2/ 5 | |||
8 | Sorcerer | 4 | 1+3+2 | (2+4) | 2/ 2/ 6 | |||
9 | FateSpinner | 4 | 4+3 | (2+4) | 2/ 2/ 8 | Rapid Metamagic | Spin Fate | |
10 | FateSpinner | 5 | 3+3 | (2+4) | 2/ 2/ 9 | Fickle Finger of Fate | ||
11 | Abjurant Champion | 6 | 2+3 | (2+4) | 2/ 2/ 11 | Abjurant Armor, Extended Abjuration | ||
12 | Abjurant Champion | 7 | 2+3 | (2+4) | 2/ 2/ 12 | Residual Magic [Tactical] | Swift Abjuration | |
13 | Abjurant Champion | 8 | 6+3 | (2+4) | 3/ 3/ 12 | - | Wingbind, Wall of Force, Cloudkill. |
FateSpinner: Complete Arcane, Page 37
Abjurant Champion: Complete Mage, Page 50
Lvl | Class | BAB | HP | SP | Base Saves | Feats | Class features | Spells Known: |
---|---|---|---|---|---|---|---|---|
14 | Abjurant Champion | 9 | 2+3 | (2+4) | 3/ 3/ 13 | Arcane Boost - 7th grade spells | Control Weather | |
15 | Argent Savant | 9 | 4+3 | (2+4) | 3/ 3/ 15 | Force of Will | Force Specialization - no spell progression | |
16 | Argent Savant | 10 | 1+3 | (2+4) | 3/ 3/ 16 | Force Armor | Fabricate, Greater Dispel Magic, Anayze Dweomer. | |
17 | Argent Savant | 10 | 4+3 | (2+4) | 4/ 4/ 16 | Extended Force - 8th grade spells | Polymorph Any Object |
Total Mod Enhance Race Lv Misc. Modded Original STR 11 11 (-2) 13 DEX 18 +4 +2 16 16 CON 18 +4 +2 16 (+1) 15 INT 16 +3 16 (+2) 14 WIS 11 11 (-3) 14 CHA 25 +7 +4 +3 18 (+2) 16
Saves 10/10/15 Class 3/ 3/12 Abilities 3/ 3/ 0 Items 4/ 4/ 3
Climb, Concentration, Craft, Handle Animal, Intimidate, Jump, Knowledge (arcana), Ride, Spellcraft, Swim.
Left: 0/90 -(15*6) Skills Total Ranks Mod Item Feat Misc Sorc Class Fate Class Abj C Class Argent Savant Appraise (Int) + 5 2 +3 +0 - - - Y - - Bluff (Cha) +15 8 +7 +0 - - Y - - - Climb (Str) + 2 2 +0 +0 - - - - Y - Concentration (Con) +15 11 +4 +0 (+4) - Y Y Y Y Craft (Int) Y y Y Y - BlackSmithing + 4 1 +3 +0 - - Y Y Y Y - Weapon Smithing +12 9 +3 +0 - - Y Y Y Y - Wood Working + 4 1 +3 +0 - - Y Y Y Y Diplomacy (Cha) + 9 0 +7 +0 - +2 - - - - Handle Animal (Cha) + 8 1 +7 +0 - - - - Y - Intimidate (Cha) + 9 +7 +0 - +2 - - Y - Jump (Str) + 1 1 +0 +0 - - - - Y - Knowledge (Int) - - - Y - Arcana +18 15 +3 +0 - - Y Y Y Y - Nature + 4 1 (cc) +3 +0 - - - - - Y - Physics + 5 2 (cc) +3 +0 - - - - - Y Profession (Wis) Y Y - Y - Gambler + 8 8 +0 +0 - - Y Y - Y Ride (Dex) + 6 2 +4 +0 - - - - Y - Sleight of Hand (Dex) +10 4 +4 +0 - +2 - Y - - Spellcraft (Int) +20 15 +3 +0 - +2 Y Y Y Y Swim (Str) + 2 2 +0 +0 - - - - Y - Speak Language: - Auran - 2 - - - - - - - -
Defense 14 Base 10 Armor - Ability(DEX) +4 Items - Other - Melee Base +8 Ability(Str) +0 Weapon Focus +1 (Greatsword) Ranged Base +8 Ability(DEX) +4 Enhancement +0 Damage Enhancement +0 Attacks ToHit Range Crit Type DMG Notes Hands +8 - 20x2 Bashing 1d3 Ranged Touch +12 - 20x2 - - Greatsword +9 - 19-20x2 Slashing2d6
Age: 22 years Race: Human Gender: Male Height: 183cm Weight: 82kg Build: Slender Hair: Brown, Short Skin: Lightly Tanned Eyes: Dark Green (you havent noticed!!) Dress: - Distinguishing Marks: Dominant Hand: Ambidextrous Languages: Common, Elven, Undercommon, Draconic, Auran
Fate Spinner: Spin Fate: You may increase the DC of any spell you cast by up to your Class level per day. The total for a given day equals your Class level. This pool is replenished when you meditate for spells. Fickle Finger of Fate: Once per day as an Immediate Action, you may cause one enemy or ally (but not yourself) within line of sight to reroll a roll he/she just made. The target keeps the new roll, whether better or worse. Abjurant Champion: Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on mage armor, shield, and similar spells instead of actual armor. Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time). Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
Level | Per Day | Known |
---|---|---|
0 | 6 | 9 |
1 | 6+2 | 5 |
2 | 6+2 | 5 |
3 | 6+2 | 4 |
4 | 6+1 | 4 |
5 | 6+1 | 3 |
6 | 5+1 | 1 |
Common Polymorph Melee Form: http://www.d20srd.org/srd/monsters/ogreMage.htm
Spells Known: Level 0 (DC: 17) Div: Detect Magic: Detects spells and magic items within 60 ft. Div: Read Magic: Read scrolls and spellbooks. Con: Caltrops: Creates caltrops in a 5-ft. square, plus a 5-ft. square/2 levels beyond 1st (max 5). Ill: Ghost Sound: Figment sounds. Nec: Touch of Fatigue: Touch attack fatigues target (fortitude save negates). Tra: Mage Hand: 5-pound telekinesis. Tra: Mending: Makes minor repairs on an object. Tra: Open/Close: Opens or closes small or light things. Uni: Prestidigitation: Performs minor tricks. Level 1 (DC: 18) Abj: Shield: Invisible disc gives +4 to AC, blocks magic missiles. [Force] Con: Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/2 levels beyond 1st (max 5d8) (touch +11). Eva: Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). [Force] Tra: Weapon Shift: Touched weapon changes form (From melee to melee weapon). Div: Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level (swift action to cast). Level 2 (DC: 19) Evo: Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3) (Lightning Damage) (touch +11). Evo: Electric Loop: Deals 1d6/2 levels (max 5d6) electricity damage plus stunning to one adjecent creature/3rd caster level (max 4) (??? save half, ??? save negates stun only). Ill: Invisibility: Subject is invisible for 1 min./level or until it attacks. Ill: Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). Enc: Entice Gift: Subject gives caster what it’s holding (will save negates). Level 3 (DC: 20) Evo: Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level (max 10d6) (reflex save half). Con: Greater Mage Armor: Gives subject +6 armor bonus [Force]. Tra: Fly: Subject flies at speed of 60 ft. Tra: Dragonskin: You gain an enhancement bonus to natural armor 1/2 levels (max 5) plus energy resistance 10 (20 at level 10). (Backup: Haste) Level 4 (DC: 21) Evo: Charm Monster: Makes monster believe it is your ally (will save negates, +5 hostile actions). Tra: Resilient Sphere: Force globe protects but traps one subject [Force] (reflex save negates). Tra: Polymorph: Gives one willing subject a new form (willing subject only). -??: Wingbind: -?? Level 5 (DC: 22) Con: Major Creation: As minor creation, plus stone and metal. - Con: Minor Creation: Creates one cloth or wood object. Evo: Wall of Force: Wall is immune to damage. [Force] -??: Not Decided: -?? (Backup: Cloudkill) Level 6 (DC: 23) Tra: Disintegrate: ranged touch Makes one creature or object vanish 2d6 damage per level (max 40d6) (fortitude save reduces damage to 5d6) (removes 10ft. cube of objects). (Backup: Freezing Sphere, Control Water)
Here I keep track of all the choices I make which does not apply to the core rules.
Divine Companion
By sacrificing a possible link to an earthly creature, you gain the ability to store arcane energy in a divine reservoir that takes the form of a spirit creature. Linked to you through your own life essence, this divine companion can then transform that energy into beneficial effects.
Level: 1st.
Replaces: This benefit replaces the summon familiar class feature.
Benefit: You can spend 100 gp to perform a ritual dedicated to the deity of your choice and summon forth a spirit creature to aid you in your adventures. This creature is both invisible and intangible, but it provides you with real benefits.
The divine companion stores arcane energy and redirects it to you according to your level and your needs. To fi ll this reservoir, you must cast one or more targeted spells at this creature. A spell so cast does not produce its normal effect; the companion simply absorbs the spell’s energy. It can store a number of spell levels equal to your arcane caster level. You can cast spells into it at any time, but after you rest and recover your spell slots for the day, the divine companion loses any stored energy.
The divine companion exists outside reality and cannot be affected by spells, spell-like abilities, or any sort of antimagic effect or dispel check. It cannot, however, release its arcane energy within an antimagic field or similar effect. It uses your caster level for any checks required, and when it releases arcane energy, the level of the effect created equals the number of spell levels released.
The divine companion can release its stored spell energy in either of the following ways, at your command. You can use each effect as often as you wish, until the companion’s stored energy is depleted.
Healing (Su): As a standard action, you can order your divine companion to convert the energy it has stored into healing power. This is the equivalent of a conjuration (healing) spell. This effect heals you for 1d6 points of damage per stored spell level, or as many levels as you designate (up to the maximum currently stored).
Shielding (Su): As a swift action, you can order the creature to convert the energy it has stored into protecting you. This is the equivalent of an abjuration spell that provides you with a deflection bonus to AC and a resistance bonus on saves each equal to the number of stored spell levels, or as many levels as you designate (up to the maximum currently stored). This effect lasts for 1 round per arcane caster level you possess.
STALWART SORCERER
Most sorcerers hide behind walls of steel, slinging spells at enemies safely distant. You have no patience for such cowards and prefer to be near the front line. Your breadth of magical knowledge might not compare with those craven weaklings, but you are proud to dive into the fray alongside the fighter.
Class: Sorcerer.
Level: 1st.
Special Requirement: Knowledge (arcana) 1 rank.
Replaces: Reduce by one the number of sorcerer spells known for your highest spell level (to a minimum of one). As a 1st-level character, you have one 1st-level spell known rather than two.
When you would gain a second known spell from a higher level, apply this penalty to the new spell level but remove it from the lower level. For example, at 5th level, you reduce your 2nd-level spells known from two to one but you gain the previously unavailable 1st-level spell (increasing your 1st-level spells known from three to four).
Benefit: You gain extra hit points equal to two times your sorcerer class level. Every time you advance a level, you gain another 2 extra hit points. (So, at 1st level you have 2 extra hit points, at 2nd level you have 4 extra hit points, and so on.)
You also gain the Martial Weapon Proficiency feat for a melee weapon of your choice, as well as Weapon Focus with that weapon.
RAPID METAMAGIC
You possess an uncanny mastery of your magic, enabling you to modify spells on the fly much faster than others can.
Prerequisites: Spellcraft 12 ranks, ability to spontaneously cast spells.
Benefit: When you apply a metamagic feat to a spontaneously cast spell, the spell takes only its normal casting time.
Normal: Spontaneous casters applying metamagic must either take a full-round action (if the spell normally requires a standard action or less) or add a full-round action to the casting time (if the spell takes 1 full round or longer to cast).
RESIDUAL MAGIC [TACTICAL]
You can use the lingering energy from a spell you cast to boost the effect of a later spell.
Prerequisites: Spellcraft 12 ranks, any metamagic feat.
Benefit: The Residual Magic feat allows the use of two tactical maneuvers.
Enduring Potency: If you cast a spell from your daily allotment of spells, then cast the same spell from a scroll or wand in the next round, you can treat the second casting as if it had come from your daily allotment of spells for the purpose of caster level, save DC, and any other effect of the spell.
For example, if Hennet the 10th-level sorcerer casts magic missile, then activates a wand of magic missile (caster level 5th) in the next round, he can treat the wand's magic missile as if he had cast it (giving him a greater range, number of missiles, and so forth).
Lingering Metamagic: If you cast a spell affected by one or more metamagic feats, and then cast the same spell in the next round, you can apply any one of the metamagic effects from the first casting to the second casting, but without any change to the spell's level. The second spell doesn't count as being affected by a metamagic feat for the purpose of this benefit (that is, it doesn't entitle you to apply the metamagic feat to a spell you might cast in the following round). Only spells you cast using your own metamagic feats (as opposed to metamagic effects from magic items) allow this option to function.
For example, if Hennet uses a 5th-level slot to cast an empowered lightning bolt, in the next round he can use a 3rdlevel slot to cast another empowered lightning bolt. If the first spell was a silent empowered lightning bolt, he could apply the effect of either Silent Spell or Empower Spell to the second casting of lightning bolt, but not both.
Random Junk 459 Lesser Metamagic rod of Substitution (Cold) 2700 Lesser Metamagic rod of Substitution (Fire) 2700 Veil of Storms 4000 Ring of Mystic Lightning 7500 Spellguard Rings 4000 Heward's Handy Haversack 2000 Heward's Fortifying Bedroll 3000 Choker of Life Protection 14000 Gaunlets of Ghost Fighting 4000 Shirt of Wraith Stalking 6000 Cirklet of Charisma +4 16000 Cloak of Resistance +3 9000 Belt of Health +2 4000 Boots of Dexterity +2 4000 == 87984
5*Dagger, Dam: 1d4 19-20x2, weight: 1 lb, range 10 ft. Cost: 2 gp Heavy Mace, Dam: 1d8 20x2, weight: 8 lb, range - Cost: 12 gp Shortspear, Dam: 1d6 20x2, weight: 3 lb, range 20 ft. Cost: 1 gp Longspear, Dam: 1d8 20x3, weight: 9 lb, range - Cost: 5 gp Light Crossbow, Dam: 1d8 19-20x2, weight: 4 lb, range 80 ft. Cost: 35 gp Heavy Crossbow, Dam: 1d10 19-20x2, weight: 8 lb, range 120 ft. Cost: 50 gp Crossbow Bolts (10) Weight: 1 lb. Cost: 1 gp Longsword, Dam: 1d8 19-20x2, weight: 4 lb, range - Cost: 15 gp Greatsword, Dam: 2d6 19-20x2, weight: 8 lb, range - Cost: 50 gp 2*Winter Blanket, Weight: 3 lb. Cost: 5 sp Barrel, Weight: 30 lb. Cost: 2 gp 2*Map or Scroll Case, Weight: ½ lb. Cost: 1 gp 5*Chalk, Weight: - Cost: 1 cp Crowbar, Weight: 5 lb. Cost: 2 gp Hammer, Weight: 2 lb. Cost: 5 cp 2*Ink (1 oz. vial), Weight: - Cost: 8 gp Inkpen, Weight: - Cost: 1 sp Bullseye Lantern, Weight: 3 lb. Cost: 12 gp. Small Steel Mirror, Weight: ½ lb. Cost: 10 gp 3*Paper (sheet), Weight: - Cost: 2 sp Belt Pouch, Weight: 1 lb. Cost: 1 gp Silk Rope (50 ft.), Weight: 5 lb, Cost: 10 gp 2*Oil (1-pint flask), Weight: 1 lb. Cost: 1 sp 3*Sunrod, Weight: 1 lb. Cost: 2 gp Alchemist's Fire, Weight: 1 lb. Cost: 20 gp Hourglass, Weight: 1 lb. Cost: 25 gp Cold Weather Outfit, Weight: 7 lb. Cost: 8 gp Monk's Outfit, Weight: 2 lb. Cost: 5 gp Warhorse Light, Weight: - Cost: 150 gp¨ Military Saddle, Weight: 30 lb. Cost: 20 gp 20*Horsefeed (per day), Weight: 10 lb. Cost: 5 cp 20*Trail Rations (per day), Weight: 1 lb. Cost: 5 sp 459 Scrolls: lvl 1 Identify*2 (125 gp) lvl 2 Knock (150 gp) Locate Object (150 gp) See Invisibility (150 gp) Web (150 gp) lvl 3 Haste (375 gp) Tongues (375 gp) lvl 4 Remove Curse (700 gp) lvl 5 Teleport (1125 gp) 250+150+150+150+150+375+375+700+1125 3425 Feather Token: Bird: A token that can be used to deliver a small written message unerringly to a designated target as would a carrier pigeon. The token lasts as long as it takes to carry the message. Tree: A token that causes a great oak to spring into being (5-foot diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect. Whip: A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 attack bonus) if it hits. The whip lasts no longer than 1 hour. Moderate conjuration; CL 12th; Craft Wondrous Item, major creation; Price 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp (swan boat), 400 gp (tree), 500 gp (whip). Cloak of Resistance These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). Faint abjuration; CL 5th; Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb. Amulet of Health (Gloves of Dexterity, Cloak of charisma) This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or +6. Moderate transmutation; CL 8th; Craft Wondrous Item, bear’s endurance; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6). Metamagic, Substitution: Four different types of the metamagic rod of substitution exist, each keyed to a different type of energy (acid, cold, electricity, or fire). The wielder can cast up to three spells per day as though using the appropriate Energy Substitution feat. Strong (no school); CL 17th; Craft Rod, Energy Substitution for the appropriate energy type; Price 2,700 gp (lesser), 10,500 gp (normal), 24,300 gp (greater). Spellguard Rings This pair of rings allows a spellcaster to designate an ally temporarily immune to his magic. Description: Both of a pair of spellguard rings are ornate bands; one is forged of gold, the other of bronze. Draconic writing around the interior of both rings translates roughly as “Let no friend of mine ever feel the sting of my magic.” Activation: A spellcaster activates the power of spellguard rings as a free action in conjunction with casting a spell. They function up to three times per day. Effect: In order for them to function, both spellguard rings must be worn—the gold ring by a spellcaster, the bronze one by anyone else. When the rings are activated, the wearer of the bronze ring becomes immune to any spell cast by the wearer of the gold ring, as long as that spell is cast within 1 round. The rings can be useful for pulling off certain tactical maneuvers, such as letting the spellcaster lob a fireball into the midst of a horde of orcs, even though his paladin companion stands right in the center of them. The construction costs and price below are for a pair of matched rings. If one ring of a pair is lost or destroyed, the other becomes useless. Aura/Caster Level: Moderate abjuration. CL 7th. Construction: Forge Ring, Otiluke's suppressing field (page 112), 2,000 gp, 160 XP, 4 days. Price: 4,000 gp. Heward's Handy Haversack A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gp; Weight 5 lb. Heward's Fortifying Bedroll Less well known than Heward's other great creation but still a boon to adventurers everywhere, this bedroll grants the benefit a full night's sleep in a fraction of the time. Description: This item appears to be a normal, if well made, bedroll. The cushioning is thick, the stitching skilled. It is made of dark green cloth with a dull yellow interior. It smells faintly comforting, a mix of burning firewood and goose down. Activation: To activate the magic of the bedroll, you need merely climb into it (a move action) and spend 1 uninterrupted hour resting. Each bedroll functions once per day. Effect: Heward's fortifying bedroll grants you the benefits of a full 8 hours of rest—including the elimination of fatigue or exhaustion, natural healing, and the ability to prepare or ready arcane spells— over the course of a single hour. Spells cast within the last 8 hours still count against your daily limit as normal. After using Heward's fortifying bedroll, you can't gain the same benefit again (either from the same or a different item) until 48 hours have passed. Aura/Caster Level: Faint transmutation. CL 3rd. Construction: Craft Wondrous Item, sleep, 1,500 gp, 120 XP, 3 days. Weight: 2 lb. Price: 3,000 gp. RING OF MYSTIC LIGHTNING: Price (Item Level): 7,500 gp (11th) Body Slot: Ring Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: — and swift (command) Weight: — This copper ring occasionally emits tiny sparks. A ring of mystic lightning provides a boost to your electricity-based spells. When casting spells with the electricity descriptor, you gain a +1 competence bonus to caster level. This is a continuous effect and requires no activation. In addition, this ring has 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants a bonus to the damage dealt by the next electricity spell you cast before the end of your turn. (If the spell doesn’t normally deal electricity damage, this expenditure has no effect). 1 charge: +2d6 electricity damage. 2 charges: +3d6 electricity damage. 3 charges: +4d6 electricity damage. Prerequisites: Forge Ring, call lightning or lightning bolt. Cost to Create: 3,750 gp, 300 XP, 8 days. VEIL OF STORMS Price (Item Level): 4,000 gp (8th) Body Slot: Torso Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: — and swift (mental) Weight: — This tapestrylike veil is the color of a pastoral sunrise. Wearing a veil of storms gives you immunity to the yellow effect of any prismatic spell. This is a continuous effect and requires no activation. When you activate a veil of storms, it darkens in color to that of an angry storm with leaden clouds marked by white-goldlightning. It deals 4d6 points of electricity damage to a single creature that has already taken electricity damage from an arcane spell you cast in this round. This effect functions three times per day. Prerequisites: Craft Wondrous Item, lightning bolt, possession of a piece of the set. Cost to Create: 2,000 gp, 160 XP, 4 days. Magic Item Compendium: Page 216 COLLECTION BENEFITS Wearing two pieces of the wraith’s woe grants you the ability to know where undead hide and to pierce their disguises. Wearing the whole set also allows you to undo the effects of encounters with undead that damage or drain ability scores. A character wearing all of the wraith’s woe takes on a haunted and pale appearance. “You look like you’ve seen a ghost” is commonly heard by those who regularly dress in all three pieces. 2 Pieces: You can activate detect undead (CL 3rd) as a standard (mental) action at will. 3 Pieces: You can activate wraith’s woe as a standard (mental) action to cure all ability damage you have, as well as restore all points drained from a single ability score of your choice. This ability can be used once per day. CHOKER OF LIFE PROTECTION Price (Item Level): 14,000 gp (14th) Body Slot: Throat Caster Level: 7th Aura: Moderate; (DC 18) conjuration Activation: — or immediate (mental) Weight: — This slim black leather collar is set with three golden stones the size of small grapes. As long as a collar of life protection can still protect you as described below, you gain a +2 dodge bonus to Armor Class against the attacks of undead. A choker of life protection also protects you from energy drain attacks. When you would normally gain up to three negative levels, you can activate the choker to negate the negative levels. A choker can negate three negative levels per day, so it can be used three times to negate one negative level with each activation, once to negate three negative levels all at once, and so on. Each negative level prevented renders one of the collar’s three stones gray and dull. Every day at dawn, all three stones automatically dissipate the collected negative energy and once again become golden. Prerequisites: Craft Wondrous Item, restoration, possession of a piece of the set. Cost to Create: 7,000 gp, 560 XP, 14 days. GAUNTLETS OF GHOST FIGHTING Price (Item Level): 4,000 gp (8th) Body Slot: Hands Caster Level: 13th Aura: Strong; (DC 21) conjuration Activation: — Weight: 1 lb. This pair of heavy, black leather gloves bears suns and skulls of gold on the knuckles and around each wrist. The wearer of gauntlets of ghost fighting deals damage normally to incorporeal creatures with spells or attacks, ignoring an incorporeal creature’s 50% miss chance. In addition, melee attacks made by the wearer deal an extra 1d6 points of damage against incorporeal foes. Prerequisites: Craft Wondrous Item, plane shift, possession of a piece of the set. Cost to Create: 2,000 gp, 160 XP, 4 days. SHIRT OF WRAITH STALKING Price (Item Level): 6,000 gp (10th) Body Slot: Torso Caster Level: 3rd Aura: Faint; (DC 16) abjuration Activation: Standard (mental) Weight: 1 lb. This shiny black leather shirt bears small golden sun and skull emblems around its collar, shoulders, and cuffs. When you activate a shirt of wraith stalking, you gain the benefi t of a hide from undead spell at will, except that undead are not allowed a saving throw regardless of their Intelligence. Prerequisites: Craft Wondrous Item, hide from undead, possession of a piece of the set. Cost to Create: 3,000 gp, 240 XP, 6 days.