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OldTrees1
2014-08-30, 02:56 PM
I have been working on a versatile(aiming for a Tier 3 build) yet consistent(limited reliance on limited/restricted use abilities like Psionics or Maneuvers) warrior build. I have 3 questions:
1) How can this build be further improved? Including fine tweaks.
1a) Would it work better with Whirling Frenzy or Ferocity instead of Mountain Rage?
1b) Would it work better with Listen/Spot or Listen/Search instead of Search/Spot?
2) [related] What areas is this build deficient in/gets too late?
3) Where could this build go next(after 9th level)?

Dragonborn Unseelie Fey Goliath
Barbarian(Goliath Barbarian 1, Skilled City-Dweller, Spirit Lion, Wolf Totem) 2 / Rogue(Goliath Rogue 2, Martial) 2 / Swordsage 1 / AssassinAvenger 1 / Rogue(Martial, Penetrating Strike) +2 /Warblade 1
Abilities: Str 16+2 from levels, Con 14, Dex 14, Int 14, Wis 08, Cha 16
Skills: Bluff[10] +13, Diplomacy[10] +17, Disguise[4] +7(+9 in char), Hide[8] +10, Intimidate[10] +20, Move Silently[8] +10, Search[8] +10, Sense Motive[10] +9, Spot[8] +9
Skill Trick: Never Outnumbered
Feats: Combat Reflexes(flaw), Exotic Weapon Proficiency(flaw), Extra Rage(1st), Improved Trip(Wolf Totem Barbarian 2), Power Attack(Martial Rogue 1), Knock-down(3rd), Improved Bullrush(Martial Rogue 2), Imperious Command(6th), Knockback(Martial Rogue 4), Staggering Strike(9th)
Traits/Flaws: Detatched, Hardy, Poor Reflexes, Meager Fortitude
Stances: Island of Blades[], Bolstering Voice
SS Manuevers: Shadow Jaunt[], Mountain Hammer[], Emerald Razor[], Cloak of Deception[], Moment of Perfect Mind, Distracting Ember
WB Manuevers: White Raven Tactics[], Iron Heart Surge[], Steel Wind[]
Gear: Large +1 Dispelling Spiked Chain[8350gp], +1 Death Ward Fearsome Chain Shirt[9250gp], Healing Belt[750gp], Scout’s Headband[3.4K], Third Eye Freedom[2.6K], Boots of the Mountain King[1.5K], Vest of Resistance +2[4K], Third Eye Clarity[3K], Handy Haversack[2K]
Gold: 150gp

Step by step leveling and gear acquisition.
ECL 2:Goliath Barbarian 1-(Mountain Rage, Pounce)(Combat Reflexes, Exotic Weapon Proficiency Spiked Chain, Extra Rage)(Draconic Aspect:Glide, Powerful Build)
Reach and Combat Reflexes help keep it alive while it suffers LA. Glide is nice for out of combat mobility.
Dragonborn Unseelie Fey Goliath (+1LA)
Barbarian(Goliath Barbarian 1, Skilled City-Dweller, Spirit Lion) 1
Medium Fey(Augmented Monstrous Humanoid, Dragonblooded)
HD: 1d12+2 (13hp)
Initiative: +2
Speed: 30ft, Glide 30ft(average, 5ft decline per 20ft)
AC: 16 (+2 Dex, +4 armor)
BAB/Grapple/Trip/Bullrush: +1/+8/+7/+7
Attack: Large Mwk Spiked Chain +5 melee 2d6+4 (20/x2)
Space/Reach: 5ft/10ft
Racial Traits: Powerful Build, +2 dodge vs Dragons, Immune to Frightening Presence, Draconic Aspect(Wings)
Class Features: Mountain Rage 3/day, Pounce
Saves: Fort +2, Ref -3, Will +0
Abilities: Str 16, Con 14, Dex 14, Int 14, Wis 08, Cha 16
Skills: Bluff[2] +5, Diplomacy[2] +5, Intimidate[4] +7, Search[2] +4, Sense Motive[4] +3, Spot[2] +1
Languages: Common, Gol-kaa, Draconic, Terran, Dwarven
Feats: Combat Reflexes, Exotic Weapon Proficiency, Extra Rage
Traits/Flaws: Detatched, Hardy, Poor Reflexes, Meager Fortitude
Gear: Large Mwk Spiked Chain[350gp], Mwk Chain Shirt[250gp]
Gold: 300gp

ECL 3:Barbarian/Martial Rogue-(Wolf Totem:Improved Trip)(Power Attack, Knock-down)
I skipped the 2HD+1LA case since LA buyoff moves past that quickly.

Here we get Trip with little opportunity cost. Some DMs even interpret Knock-down as working with Improved Trip in the latest 2 printings.
Dragonborn Unseelie Fey Goliath (LA buyoff)
Barbarian(Goliath Barbarian 1, Skilled City-Dweller, Spirit Lion, Wolf Totem) 2 / Rogue(Martial) 1
Medium Fey(Augmented Monstrous Humanoid, Dragonblooded)
HD: 2d12+1d6+6 (28hp)
Initiative: +2
Speed: 30ft, Glide 30ft(average, 5ft decline per 20ft)
AC: 17 (+2 Dex, +5 armor)
BAB/Grapple/Trip/Bullrush: +2/+9/+11/+7
Attack: Large Mwk Spiked Chain +6 melee 2d6+4 (20/x2)
Space/Reach: 5ft/10ft
Racial Traits: Powerful Build, +2 dodge vs Dragons, Immune to Frightening Presence, Draconic Aspect(Wings)
Class Features: Mountain Rage 3/day, Pounce, Trapfinding
Saves: Fort +3, Ref -1, Will +0
Abilities: Str 16, Con 14, Dex 14, Int 14, Wis 08, Cha 16
Skills: Bluff[3] +6, Diplomacy[3] +8, Disguise[3] +6, Hide[2] +4, Intimidate[6] +9, Move Silently[3] +5, Search[2] +4, Sense Motive[6] +5, Spot[2] +1
Languages: Common, Gol-kaa, Draconic, Terran, Dwarven
Feats: Combat Reflexes, Exotic Weapon Proficiency, Extra Rage, Improved Trip, Power Attack, Knock-down
Traits/Flaws: Detatched, Hardy, Poor Reflexes, Meager Fortitude
Gear: Large Mwk Spiked Chain[350gp], +1 Chain Shirt[1250gp], Healing Belt[750gp]
Gold: 350gp

ECL 4:Goliath Martial Rogue-(Mettle of the Mountain)(Improved Bullrush)
Dragonborn Unseelie Fey Goliath
Barbarian(Goliath Barbarian 1, Skilled City-Dweller, Spirit Lion, Wolf Totem) 2 / Rogue(Goliath Rogue 2, Martial) 2
Medium Fey(Augmented Monstrous Humanoid, Dragonblooded)
HD: 2d12+2d6+8 (33.5hp)
Initiative: +2
Speed: 30ft, Glide 30ft(average, 5ft decline per 20ft)
AC: 17 (+2 Dex, +5 armor)
BAB/Grapple/Trip/Bullrush: +3/+10/+11/+11
Attack: Large +1 Spiked Chain +7 melee 2d6+5 (20/x2)
Space/Reach: 5ft/10ft
Racial Traits: Powerful Build, +2 dodge vs Dragons, Immune to Frightening Presence, Draconic Aspect(Wings)
Class Features: Mettle of the Mountains, Mountain Rage 3/day, Pounce, Trapfinding
Saves: Fort +7, Ref +0, Will +0
Abilities: Str 17, Con 14, Dex 14, Int 14, Wis 08, Cha 16
Skills: Bluff[4] +7, Diplomacy[4] +9, Disguise[4] +7, Hide[5] +7, Intimidate[7] +10, Move Silently[5] +7, Search[2] +5, Sense Motive[7] +6, Spot[2] +1
Languages: Common, Gol-kaa, Draconic, Terran, Dwarven
Feats: Combat Reflexes, Exotic Weapon Proficiency, Extra Rage, Improved Trip, Power Attack, Knock-down, Improved Bullrush
Traits/Flaws: Detatched, Hardy, Poor Reflexes, Meager Fortitude
Gear: Large +1 Spiked Chain[2350gp], +1 Chain Shirt[1250gp], Healing Belt[750gp]
Gold: 1050gp

ECL 5:Swordsage-(Island of Blades, Shadow Jaunt)
Dragonborn Unseelie Fey Goliath
Barbarian(Goliath Barbarian 1, Skilled City-Dweller, Spirit Lion, Wolf Totem) 2 / Rogue(Goliath Rogue 2, Martial) 2 / Swordsage 1
Medium Fey(Augmented Monstrous Humanoid, Dragonblooded)
HD: 2d12+1d8+2d6+10 (40hp)
Initiative: +3
Speed: 30ft, Glide 30ft(average, 5ft decline per 20ft)
AC: 17 (+2 Dex, +5 armor)
BAB/Grapple/Trip/Bullrush: +3/+10/+11/+11
Attack: Large +1 Spiked Chain +8 melee 2d6+5 (20/x2)
Space/Reach: 5ft/10ft
Racial Traits: Powerful Build, +2 dodge vs Dragons, Immune to Frightening Presence, Draconic Aspect(Wings)
Class Features: Mettle of the Mountains, Mountain Rage 3/day, Pounce, Quick to Act +1, Shadow Hand(Weapon Focus), Trapfinding
Saves: Fort +7, Ref +2, Will +2
Abilities: Str 17, Con 14, Dex 14, Int 14, Wis 08, Cha 16
Skills: Bluff[4] +7, Diplomacy[4] +9, Disguise[4] +7, Hide[8] +10, Intimidate[8] +11, Move Silently[8] +10, Search[2] +4, Sense Motive[8] +7, Spot[2] +3
Languages: Common, Gol-kaa, Draconic, Terran, Dwarven
Feats: Combat Reflexes, Exotic Weapon Proficiency, Extra Rage, Improved Trip, Power Attack Knock-down, Improved Bullrush
Traits/Flaws: Detatched, Hardy, Poor Reflexes, Meager Fortitude
Stances: Island of Blades[]
SS Manuevers: Shadow Jaunt[], Mountain Hammer[], Emerald Razor[], Cloak of Deception[], Moment of Perfect Mind, Distracting Ember
Gear: Large +1 Spiked Chain[2350gp], +1 Chain Shirt[1250gp], Healing Belt[750gp], Scout’s Headband[3.4K]
Gold: 1250gp

ECL 6:AssassinAvenger-(Sneak Attack)(Imperious Command)(Draconic Aspect:Fly)
Flight unlocked.
Cowerlock technique unlocked.
Dragonborn Unseelie Fey Goliath
Barbarian(Goliath Barbarian 1, Skilled City-Dweller, Spirit Lion, Wolf Totem) 2 / Rogue(Goliath Rogue 2, Martial) 2 / Swordsage 1 / Avenger 1
Medium Fey(Augmented Monstrous Humanoid, Dragonblooded)
HD: 2d12+1d8+3d6+12 (45.5hp)
Initiative: +3
Speed: 30ft, Glide 30ft(average, 5ft decline per 20ft), Fly 30ft(average)
AC: 17 (+2 Dex, +5 armor)
BAB/Grapple/Trip/Bullrush: +3/+10/+11/+11
Attack: Large +1 Spiked Chain +8 melee 2d6+5 (20/x2)
Space/Reach: 5ft/10ft
Racial Traits: Powerful Build, +2 dodge vs Dragons, Immune to Frightening Presence, Draconic Aspect(Wings)
Class Features: Death Attack, Mettle of the Mountains, Mountain Rage 3/day, Poison Use, Pounce, Quick to Act +1, Shadow Hand(Weapon Focus), Sneak Attack +1d6, Trapfinding
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 17, Con 14, Dex 14, Int 14, Wis 08, Cha 16
Skills: Bluff[5] +8, Diplomacy[5] +12, Disguise[4] +7(+9 in char), Hide[8] +10, Intimidate[8] +18, Move Silently[8] +10, Search[4] +6, Sense Motive[8] +7, Spot[4] +5
Languages: Common, Gol-kaa, Draconic, Terran, Dwarven
Feats: Combat Reflexes, Exotic Weapon Proficiency, Extra Rage, Improved Trip, Power Attack Knock-down, Improved Bullrush, Imperious Command
Traits/Flaws: Detatched, Hardy, Poor Reflexes, Meager Fortitude
Stances: Island of Blades[]
SS Manuevers: Shadow Jaunt[], Mountain Hammer[], Emerald Razor[], Cloak of Deception[], Moment of Perfect Mind, Distracting Ember
Spells(Int): 1/day (Either Feather Fall or True Strike)
Gear: Large +1 Spiked Chain[2350gp], +1 Fearsome Chain Shirt[6250gp], Healing Belt[750gp], Scout’s Headband[3.4K]
Gold: 250gp

ECL 7:Martial Rogue-(Penetrating Strike)
Dragonborn Unseelie Fey Goliath
Barbarian(Goliath Barbarian 1, Skilled City-Dweller, Spirit Lion, Wolf Totem) 2 / Rogue(Goliath Rogue 2, Martial) 2 / Swordsage 1 / Avenger 1 / Rogue +1
Medium Fey(Augmented Monstrous Humanoid, Dragonblooded)
HD: 2d12+1d8+4d6+14 (51hp)
Initiative: +3
Speed: 30ft, Glide 30ft(average, 5ft decline per 20ft), Fly 30ft(average)
AC: 17 (+2 Dex, +5 armor)
BAB/Grapple/Trip/Bullrush: +4/+11/+11/+11
Attack: Large +1 Spiked Chain +9 melee 2d6+5 (20/x2)
Space/Reach: 5ft/10ft
Racial Traits: Powerful Build, +2 dodge vs Dragons, Immune to Frightening Presence, Draconic Aspect(Wings)
Class Features: Death Attack, Mettle of the Mountains, Mountain Rage 3/day, Penetrating Strike, Poison Use, Pounce, Quick to Act +1, Shadow Hand(Weapon Focus), Sneak Attack +1d6, Trapfinding
Saves: Fort +9, Ref +5, Will +4
Abilities: Str 17, Con 14, Dex 14, Int 14, Wis 08, Cha 16
Skills: Bluff[7] +10, Diplomacy[7] +14, Disguise[4] +7(+9 in char), Hide[8] +10, Intimidate[8] +18, Move Silently[8] +10, Search[6] +8, Sense Motive[8] +7, Spot[6] +7
Skill Trick: Never Outnumbered
Languages: Common, Gol-kaa, Draconic, Terran, Dwarven
Feats: Combat Reflexes, Exotic Weapon Proficiency, Extra Rage, Improved Trip, Power Attack Knock-down, Improved Bullrush, Imperious Command
Traits/Flaws: Detatched, Hardy, Poor Reflexes, Meager Fortitude
Stances: Island of Blades[]
SS Manuevers: Shadow Jaunt[], Mountain Hammer[], Emerald Razor[], Cloak of Deception[], Moment of Perfect Mind, Distracting Ember
Spells(Int): 1/day (Either Feather Fall or True Strike)
Gear: Large +1 Spiked Chain[2350gp], +1 Fearsome Chain Shirt[6250gp], Healing Belt[750gp], Scout’s Headband[3.4K], Third Eye Freedom[2.6K], Boots of the Mountain King[1.5K], Vest of Resistance +1[1K]
Gold: 1150gp

ECL 8:Martial Rogue-(Knockback)
Now it can move enemies around without pausing the attack sequence.
Dragonborn Unseelie Fey Goliath
Barbarian(Goliath Barbarian 1, Skilled City-Dweller, Spirit Lion, Wolf Totem) 2 / Rogue(Goliath Rogue 2, Martial) 2 / Swordsage 1 / Avenger 1 / Rogue +2
Medium Fey(Augmented Monstrous Humanoid, Dragonblooded)
HD: 2d12+1d8+5d6+16 (56.5hp)
Initiative: +3
Speed: 30ft, Glide 30ft(average, 5ft decline per 20ft), Fly 30ft(average)
AC: 17 (+2 Dex, +5 armor)
BAB/Grapple/Trip/Bullrush: +5/+13/+12/+12
Attack: Large +1 Dispelling Spiked Chain +11 melee 2d6+7 (20/x2)
Space/Reach: 5ft/10ft
Racial Traits: Powerful Build, +2 dodge vs Dragons, Immune to Frightening Presence, Draconic Aspect(Wings)
Class Features: Death Attack, Mettle of the Mountains, Mountain Rage 3/day, Penetrating Strike, Poison Use, Pounce, Quick to Act +1, Shadow Hand(Weapon Focus), Sneak Attack +1d6, Trapfinding
Saves: Fort +9, Ref +6, Will +4
Abilities: Str 18, Con 14, Dex 14, Int 14, Wis 08, Cha 16
Skills: Bluff[10] +13, Diplomacy[8] +15, Disguise[4] +7(+9 in char), Hide[8] +10, Intimidate[8] +18, Move Silently[8] +10, Search[8] +10, Sense Motive[10] +9, Spot[8] +9
Skill Trick: Never Outnumbered
Languages: Common, Gol-kaa, Draconic, Terran, Dwarven
Feats: Combat Reflexes, Exotic Weapon Proficiency, Extra Rage, Improved Trip, Power Attack Knock-down, Improved Bullrush, Imperious Command, Knockback
Traits/Flaws: Detatched, Hardy, Poor Reflexes, Meager Fortitude
Stances: Island of Blades[]
SS Manuevers: Shadow Jaunt[], Mountain Hammer[], Emerald Razor[], Cloak of Deception[], Moment of Perfect Mind, Distracting Ember
Spells(Int): 1/day (Either Feather Fall or True Strike)
Gear: Large +1 Dispelling Spiked Chain[8350gp], +1 Fearsome Chain Shirt[9250gp], Healing Belt[750gp], Scout’s Headband[3.4K], Third Eye Freedom[2.6K], Boots of the Mountain King[1.5K], Vest of Resistance +1[1K], Third Eye Clarity[3K]
Gold: 150gp

ECL 9:Warblade-(BAB+6)(Iron Heart Surge, White Raven Tactics)(Staggering Strike)
Action economy level. Give actions to allies and rob actions from enemies.
Dragonborn Unseelie Fey Goliath
Barbarian(Goliath Barbarian 1, Skilled City-Dweller, Spirit Lion, Wolf Totem) 2 / Rogue(Goliath Rogue 2, Martial) 2 / Swordsage 1 / Avenger 1 / Rogue +2 /Warblade 1
Medium Fey(Augmented Monstrous Humanoid, Dragonblooded)
HD: 3d12+1d8+5d6+18 (65hp)
Initiative: +3
Speed: 30ft, Glide 30ft(average, 5ft decline per 20ft), Fly 30ft(average)
AC: 17 (+2 Dex, +5 armor)
BAB/Grapple/Trip/Bullrush: +6/+14/+12/+12
Attack: Large +1 Dispelling Spiked Chain +12 melee 2d6+7 (20/x2)
Space/Reach: 5ft/10ft
Racial Traits: Powerful Build, +2 dodge vs Dragons, Immune to Frightening Presence, Draconic Aspect(Wings)
Class Features: Battle Clarity +1, Death Attack, Mettle of the Mountains, Mountain Rage 3/day, Penetrating Strike, Poison Use, Pounce, Quick to Act +1, Shadow Hand(Weapon Focus), Sneak Attack +1d6, Trapfinding, Weapon Aptitude
Saves: Fort +12, Ref +8, Will +5
Abilities: Str 18, Con 14, Dex 14, Int 14, Wis 08, Cha 16
Skills: Bluff[10] +13, Diplomacy[10] +17, Disguise[4] +7(+9 in char), Hide[8] +10, Intimidate[10] +20, Move Silently[8] +10, Search[8] +10, Sense Motive[10] +9, Spot[8] +9
Skill Trick: Never Outnumbered
Languages: Common, Gol-kaa, Draconic, Terran, Dwarven
Feats: Combat Reflexes, Exotic Weapon Proficiency, Extra Rage, Improved Trip, Power Attack Knock-down, Improved Bullrush, Imperious Command, Knockback, Staggering Strike
Traits/Flaws: Detatched, Hardy, Poor Reflexes, Meager Fortitude
Stances: Island of Blades[], Bolstering Voice
SS Manuevers: Shadow Jaunt[], Mountain Hammer[], Emerald Razor[], Cloak of Deception[], Moment of Perfect Mind, Distracting Ember
WB Manuevers: White Raven Tactics[], Iron Heart Surge[], Steel Wind[]
Spells(Int): 1/day (Either Feather Fall or True Strike)
Gear: Large +1 Dispelling Spiked Chain[8350gp], +1 Death Ward Fearsome Chain Shirt[9250gp], Healing Belt[750gp], Scout’s Headband[3.4K], Third Eye Freedom[2.6K], Boots of the Mountain King[1.5K], Vest of Resistance +2[4K], Third Eye Clarity[3K], Handy Haversack[2K]
Gold: 150gp


Knock-down
Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target.

Imperious Command
If you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round.

Never Outnumbered[Skill Trick](1/encounter)
When you use Intimidate to demoralize an opponent (PH 76), you can affect all enemies within 10 feet that can see you, rather than only a single enemy you threaten. Each enemy rolls a separate modified level check to oppose your Intimidate check, but the skill check otherwise works as normal.

Knockback
If you score a hit while you are using the Power Attack feat, you can make a free bull rush attempt against the foe you hit, applying the number by which you reduced your attack roll as a bonus on the opposed Strength check (as well as on the damage you deal). If you hit with a two handed weapon, you can apply double that number on the opposed Strength check. Unlike standard bull rush attempts, knockback attempts don't provoke attacks of opportunity, and you don't move with the enemy you knock backward. Bull rush rules can be found on page 154 of the Player's Handbook.

Staggering Strike
If you deal damage with a melee sneak attack, you can also deliver a wound that limits your foe's mobility. For 1 round (or until the target is the beneficiary of a DC 15 Heal check or any magical healing that restores at least 1 hit point, whichever comes first), your target is treated as if it were staggered, even if its nonlethal damage doesn't exactly equal its current hit points. A target can resist this effect by making a successful Fortitude save (DC equal to damage dealt). Multiple staggering strikes on the same creature do not stack. This feat has no effect on creatures not subject to sneak attack damage.

Healing Belt[750]
While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equiva- lent amount of damage instead.) 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage.

Scout’s Headband[3.4K]
A scout’s headband grants you a +2 competence bonus on Spot checks. This is a continuous effect and requires no activation. In addition, this circlet has 3 charges, which are renewed each day at dawn. Spending 1 or more charges enhances your visual acuity as described below.
1 charge: You gain darkvision out to 60 feet for 1 hour.
2 charges: You can see invisible creatures and objects (as see invisibility) for 10 minutes.
3 charges: You gain true seeing (as the spell) for 1 minute

Fearsome Armor Enhancement[+5K]
Fearsome armor functions as if it has armor spikes (PH 124) if the armor doesn’t have this feature already. In addition, when wearing this armor, you gain a +5 enhancement bonus on Intimidate checks, and you can demoralize opponents (PH 76) as a move action instead of a standard action.

Third Eye Freedom[2.6K]
You can activate a third eye freedom to trigger a freedom of movement effect lasting for 1 round. Since this ability suppresses only the effect hindering your movement, you must either find some other method of removing or eliminating the effect, or it will resume after the duration ends. This ability functions once per day.

Boots of the Mountain King[1.5K]
These boots allow you to ignore increased movement costs and skill check DC increases for light and dense rubble. In addition, you can move up stairs and slopes at normal speed and run or charge downhill without making a Balance check (DMG 89). These boots require no activation.

Dispelling Weapon Enhancement[+1]
When you strike a creature or object with a dispelling weapon, you can activate it to target that creature or object with a targeted dispel magic effect (caster level 5). A dispelling weapon functions three times per day.

Third Eye Clarity[3K]
You can activate this crystal to negate any one of the following conditions affect- ing you: confused, dazed, fascinated, or stunned. You can activate the eye in response to an effect that would impose one of these conditions (for instance, after failing your save against a monk’s Stunning Fist attack but before the stun takes effect). This ability functions once per day.

Death Ward Armor Enhancement[+1]
Armor and shields that have this property are favored by those dedicated to fighting the foul art of necromancy. While wearing or using death ward armor or a death ward shield, you can activate the armor to ignore any death effect (including death spells, magical death effects, and energy drain) or negative energy effect (such as inflict spells or chill touch). The death ward property functions once per day.

Handy Haversack[2K]
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.