Session 7 Loot/EXP    EXP  - 960 per character   Thal  -  Collar of Umbral Metamorphoses  - (Tome of Magic pg 156). This collar temporarily transforms you into a creature of shadow. Thick collar of black leather with studded onyx spikes and a tarnished silver clasp.      When activated, it seems to disappear into your shadowy flesh. A command word (shade) activates/deactivates on a standard action. Lasts up to 10 minutes a day; divided how you see fit (minimum of 1 minute durations). Take dark creature template as you become a being of shadow.               Rune Gloves  - Normal looking black leather gloves. When placed on they create 3 rune slots on each arm, infused into the users bodies in a circulatory bond and activated on mental command.               Cloak of the Reaper  - Black cloak with dual scythes lining the outer trim with the handles and the bottom with the blades. A pull down mask is in the cowl with the pattern of a skull on it. When pulled down (standard action) it activates the cloaks abilities:                                  Lesser Ethereal Jaunt  - 3 rounds - 2/day (recharges at midnight)  You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.                                  Death Attack  - 2d6 + sneak attack damage. Study his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (your choice). While studying you can undertake other actions so long as his attention stays focused on the target and the target does not detect you/recognize as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + class level + Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once completed the 3 rounds of study, must make the death attack within the next 3 rounds. _____________________________________________________________________________________________________________________   Shara - Moonbow  (manifests as her javelins) - +4 to hit, 7d4+15 damage against good/neutral characters. 14d4+15 versus evil/lycanthropes. can shapeshift to whatever weapon she desires. made entirely of lunar energy and will lose its power on a new moon.                 Domain Droughts  - Upon drinking a domain draught, you gain access to its domain for 24 hours. You can use the domain's granted power, and if you normally prepare domain spells, you can add those from the draught's domain to your choices until the effect expires. If you drink a second domain draught before using the first one, the effect of the first one is lost.                                                Drink to gain domain spells from the following 3 domains: Celestial, Cold, and Illusion                                                                      Granted Power:  Gain a +4 bonus on dispel checks.                                                                            Inquisition Domain Spells                                                                         Detect Chaos :  Reveals chaotic creatures, spells, or objects.                                                                      Zone of Truth :  Subjects within range cannot lie.                                                                      Detect Thoughts :  Allows "listening" to surface thoughts.                                                                      Discern Lies :  Reveals deliberate falsehoods.                                                                      True Seeing :  Lets you see all things as they really are.                                                                      Geas/Quest :  As  lesser geas , plus it affects any creature.                                                                      Dictum :  Kills,  paralyzes , slows, or  deafens  nonlawful subjects.                                                                      Shield of Law :  +4 AC, +4 resistance, and SR 25 against chaotic spells.                                                                      Imprisonment :  Entombs subject beneath the earth.                                                                                                           Celestial Domain  - You gain the supernatural ability to smite evil once per day. Add a +4 bonus to your melee attack roll and your cleric level to your damage. You must declare the smite before making the attack, and the attempt is wasted if the target is not evil.                                Spell name                      Call Faithful Servants    Conjuration                 Book of Exalted Deeds    Supplementals (3.5)      Consecrate    Evocation                 Player's Handbook v.3.5    Core (3.5)      Gate    Conjuration                 Player's Handbook v.3.5    Core (3.5)      Heavenly Lightning    Evocation                 Book of Exalted Deeds    Supplementals (3.5)      Heavenly Lightning Storm    Evocation                 Book of Exalted Deeds    Supplementals (3.5)      Holy Aura    Abjuration                 Player's Handbook v.3.5    Core (3.5)      Planar Ally, Lesser    Conjuration                 Player's Handbook v.3.5    Core (3.5)      Vision of Heaven                                                   Granted Power (Su):  You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 plus your Cha modifier.                                                  Cold Domain Spells                                               Chill Touch :  One touch/level deals 1d6 damage and possibly 1 Str damage.                                            Chill Metal :  Cold metal damages those who touch it.                                            Sleet Storm :  Hampers vision and movement.                                            Ice Storm :  Hail deals 5d6 damage in cylinder 40' across.                                            Wall of Ice :  Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.                                            Cone of Cold :  1d6/level cold damage.                                            Control Weather :  Changes weather in local area.                                            Polar Ray :  Ranged touch attack deals 1d6/level cold damage.                                           Obedient Avalanche:  Snowy avalanche crushes and buries your foes.  _____________________________________________________________________________________________________________________   Ricros  -  Cloak of the Dragon (Bahamut)  - This cloak consists of layers of tiny platinum scales affixed to a thin leather backing.                                                                                        +1 enhancement bonus to your natural armor bonus. once per day to grow a pair of draconic wings that grants you a fly speed (equal to your land speed) for 10 minutes. While this effect is active, you may use a breath weapon                        1/day (each) can use one of two breath weapons:  Cone of Cold  - 6d6 (+2d6 per 2 levels after donning it) (30 ft cone)                                               Weakening Gas - DC 10+Level+Con mod Fort save or target(s) loses 1 Str point per round exposed (20 ft cone)                   Drakos Thiriodamastis  - Whip said to belong to a legendary, druid dragon tamer. 6d4+8 damage. 15 ft range. x4 crit on 19-20  _____________________________________________________________________________________________________________________   Aaloka - Chains of Vengeance -  3d4+8 damage (+2d6 against evil). 15 ft range, 17-20 crit range, x3.                                Platinum chains that automatically coil around the users wrist or across body when not in use (users choice). They cannot be melted and are cool to the users touch.                  Wind of Judgment  -   4d8+10 damage. 15 ft range (whip form) 18-20 crit range, x3. Piercing/slashing.                                  This sky blue, snake-sword works as a normal longsword and as a free action can be used with a flip of the wrist   as a whip. With a standard action the user can cast the following spells once a day:   Gust of Wind   Evocation [Air] Casting Time:1 standard action Range:60 ft. Effect:Line-shaped gust of severe wind emanating out from you to the extreme of the range Duration:1 round Saving Throw:Fortitude negates (DC 10 + caster lvl + Cha mod) Spell Resistance:Yes This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet. Large or larger creatures may move normally within a gust of wind effect.   Wind Wall  Evocation [Air] Casting time:1 standard action Range:Medium (100 ft. + 10 ft./level) Effect:Wall up to 10 ft./level long and 5 ft./level high (S) Duration:1 round/level Saving Throw:None; see text Spell Resistance:Yes An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.   Whirlwind  Evocation [Air] Casting time:1 standard action Range:Long (400 ft. + 40 ft./level) Effect:Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall Duration:1 round/level (D) Saving Throw:Reflex negates; see text Spell Resistance:Yes This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone’s every movement or specify a simple program. Directing the cyclone’s movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can’t regain control of the cyclone, even if comes back within range.) Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.            Badala - Wind Drake  -   AIR DRAKE Large Dragon (Air) Hit Dice: 8d12+24 (78 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 20 (–1 size, +3 Dex, +7 natural), touch 11, flat-footed 15 Base Attack/Grapple: +8/+16 Attack: Bite +11 melee (2d6+6) Full Attack: Bite +11 melee (2d6+6) and 2 claws +9 melee (1d8+6) and tail slap +9 melee (1d8+6) Space/Reach: 10 ft./5 ft. Special Qualities: Blindsense 60 ft., darkvision 60 ft., gaseous form, immunity to magic sleep effects and paralysis, low-light vision, levitation Saves: Fort +9, Ref +8, Will +8 Abilities: Str 22, Dex 14, Con 17, Int 8, Wis 14, Cha 11 Skills: Bluff +11, Diplomacy +2, Escape Artist +13, Hide +17*, Intimidate +2, Listen +14, Move Silently +13, Spot +15 Feats: Alertness, Blind-Fight, Multiattack, flyby attack Level Adjustment: +3 _____________________________________________________________________________________________________________________  White Panther - Ring of the White Panther  - wildshape into a Dire Panther 3x a day  Dire Panther Size/Type:Large Animal Hit Dice:12d8+36 (84 hp) Initiative:+8 Speed:40 ft. (8 squares) Armor Class:28 (–1 size, +10 Dex, +9 natural), touch 18, flat-footed 16 Base Attack/Grapple:+6/+12 Attack:Claw +15 melee (2d6+13) Full Attack:2 claws +15 melee (2d6+13) and bite +10 melee (3d6+13) Space/Reach:10 ft./5 ft. Special Attacks:Improved grab, pounce, rake 2d4+4 Special Qualities:Low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5. Saves:Fort +8, Ref +12, Will +8 Abilities:Str 36, Dex 30, Con 17, Int 8, Wis 14, Cha 16 Skills:Climb, Hide +7*, Jump +14, Listen +6, Move Silently +13, Spot +7, Swim +10 Feats:Alertness, Improved Natural Attacks, Run, Stealthy, Weapon Focus, Weapon Finesse Hide in Plain Sight (Ex): Panthers can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a panther can hide itself from view in the open without having anything to actually hide behind. Improved Grab (Ex): To use this ability, a panther must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex): If a panther charges, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +10 melee, damage 2d4+4. Skills: Panthers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth as well as in forested or dark areas, the Hide bonus improves to +8.                             Armor of the Panther Knight  - +10 AC, 17.5 lbs., Max Dex +3, Reinforced mithral - light weight banded mail armor                                                       Roaring = +4 Initiative, stops normal projectiles from hitting the wearer (i.e. arrows, bolts, not spells)                                                      Beastskin = Armor transforms with wildshape                                          Landing = if less than 60 foot fall, always land on feet and ignore damage                                         Summoning = Summons any equipment from your inventory from a pocket dimension                                          Wild = Armor bonuses still work during wildshape                                         Fast Movement = +5 speed