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Asharak the Storm-Touched
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== Equipment == * Full Plate of Easy Travel +3 (12,150 GP) * Masterwork Heavy Steel Shield (170 GP) * Gauntlets of Ogre Power (4,000 GP) * Periapt of Wisdom +6 (36,000 GP) * Changeling Spear +2 (8,305 GP) * Ring of Arming and Protection +2 (13,000 GP) * Eternal Wand of Mass Lesser Vigor (10,900 GP) * Boots of Striding and Springing (5,500 GP) * Scout’s Headband (3,400 GP) * Survival Pouch (3,300 GP) * Ring of Lightning Flashes and Mystic Lightning 22,750 GP) ** +1 Caster level with electrical spells, 3 charges/day: *** 1 charge: +2d6 electricity damage. *** 2 charges: +3d6 electricity damage. *** 3 charges: +4d6 electricity damage. ** Also 3/day: 5d6 electricity damage(Ref DC13 half) to all creatures within 5 feet (other than yourself). Any creature that is in physical contact with you at the time (grappling, engulfing, swallowing, or the like) receives no save. * Rod of Bodily Restoration (3,100 GP) ** 3 Charges/Day *** 1 charge: Heal 4 points of Str, Dex, or Con damage, or 2 points of damage to all three ability scores. *** 2 charges: Heal 6 points of Str, Dex, or Con damage, or 3 points of damage to all three ability scores. *** 3 charges: Heal 8 points of Str, Dex, or Con damage, or 4 points of damage to all three ability scores. * Bag of Holding, Type 1 (2,500 GP) * Potion of cure moderate wounds * Scroll of greater dispel magic (CL 12) * Scroll of raise dead * Pearls of Power (2 x 1st lvl, 1 x 2nd lvl, 1 x 3rd lvl) * Greater Crystal of Fiendslaying ** A weapon with this crystal deals an extra 1d6 points of damage to evil outsiders, is treated as good-aligned, and if the weapon scores a critical hit against an evil outsider, that creature can't use any teleportation abilities or spells for 1 round. Any evil creature grasping a weapon that bears a fiendslayer crystal gains one negative level, which remains as long as it holds the weapon. * 10 Javelins * +1 Animated Steel Shield * IOUN stone (pink rhomboid, +2 Dex)
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