Spells
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0th (5) Create Water, Detect Magic, Mending, Stabilize, Purify Food and Drink
1st (5) Shield of Faith x2, Divine Favor x2, Remove Fear
2nd (4) Bull's Strength x2, Burst of Radiance, Communal Protection from Evil
3rd (2) Communal Align Weapon, Deadly Juggernaut
Equipment
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Silver Holy Symbol of Apsu
Carry-sack
Handy Haversack
Headband of Wisdom +2
Ring of Climbing
Bracers of armor +1
+1 adamantine morningstar
Ring of Protection +1
Chime of opening
amulet of natural armor +1
cloak of resistance +2
Cold Iron 'Gauntlets'
Righteous Medal of Valor
2 weeks rations
2 waterskins
6 flasks of acid
Wand of Spiritual Hammer (8)
Wand of magic missile (Vagorg's)
Wand of Bless Weapon 18 charges
Wand of cure moderate wounds (7)
Wand of daylight (24)
Wand of sound burst (18)
Wand of cure light wounds (23)
Potion of cure serious wounds x6
Potion of lesser restoration x5
1 potion of cure moderate wounds
4 potions of cure light wounds
4 Potion of invisibility
1 potion of barkskin
1 potion of spider climb
Oil of bless weapon x3
Scroll of shocking grasp
Scroll of Resist Energy
Scroll of Cause Fear x2
Scroll of Comprehend Languages x2
Scroll of Identify
Scroll of Magic Fang
Scrolls Cause Fear x7
Scrolls Comprehend Languages x7
scroll of dispel magic x3
Wardstone shard x6
Description:
The magic remaining in these fragments is fleeting, usable only once before the shard becomes an inert sliver of stone. As a standard action, a wardstone shard may be rubbed along a weapon or a suit of armor to transfer the shard’s magic to the weapon or armor for 1 day.
Weapon: A weapon enhanced by a wardstone shard gains the evil outsider bane quality, and is treated as being made of cold iron and as a good weapon for the purposes of overcoming a demon’s damage reduction. The shard cannot be used to enhance ammunition in this manner, but can be used to enhance a weapon that fires ammunition; doing so causes the weapon to impart these qualities to the ammunition as it is fired.
Armor: A suit of armor enhanced by a wardstone shard gains the spell resistance (13) armor special ability, but only against evil outsiders. Against demons, this spell resistance increases to 17. A nonmagical suit of armor also gains a +1 enhancement bonus as well.
Terendelev's Scale 3/3
Description:
3 times per day, you may access the power of the scale as a standard action, producing any one of the following effects:
Cloudwalking: Cast Levitate by touching the scale to a creature or object. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target's altitude. This pillar is 5 feet in diameter (regardless of the target's size) and provides concealment (20% miss chance) to any creature or object wholly contained within.
Disguise: Cast Alter Self, with a duration of 190 minutes. While the effect is active, you gain +4 to bluff checks made against evil creatures.
Resistance: Cast Resist Energy, but only against Cold or Lightning, by touching the scale to a creature.
364 gp
383 cp, 710 sp, 3,827 gp, a beryl
worth 500 gp, three opals worth 100 gp each, a gold holy symbol of Sarenrae worth 200 gp
powdered silver worth 250 gp
a knight’s pennon (battle)
a +1 chain shirt
a +1 returning dagger
+1 breastplate
Hoard :
Ranseur of the Gargoyle
+1 scythe
+1 battle aspergillum
Class Features
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Draconic Exemplar
Draconic Essence (Brave)
Predator's Claws
Draconic Weaponry 6/6
*Breath Weapon: 60' line of lightning or 30' cone of ice, 7d6 damage, DC 16 half
*Roar, 30' cone, DC 16 or be deafened for 7 rounds and staggered for 1 round
Draconic Defense
*Thickened Scales
*Spell Resistance 10 (level + 3)
*Hardened Scales
Draconic Gift
*Blindsense 30'
*Imbued Spirit (Int)
*Humanoid Form
Dracomorphosis--Medium size