Jandar Hahpet

Last Updated: January 15, 2009

class:		Rogue/Wizard			race:		human (Rashemi)
level:		3/2				alignment:	lawful neutral
xp:		12,879				deity:		Kossuth

size:	M	age:	22	gender:	male	height:	5'7"	
eyes:	black	hair:	shaved	skin:	dark	weight:	170 lbs
					brown	

Campaign: 	Forgotten Realms, Thayan Trader
Home Region: 	Thay (but based in the Dalelands)
Languages:	Mulhorandi (native), Damaran, Gnoll, Rashemi, Tuigan, 
		Chondathan (1cc)
====================================================================================
STR:	11	0	HP: 	31			Speed:	30 ft 
DEX:	18	+4	AC:	20				
CON:	10	0	= 10   + 5     + 0      + 4   + 0    + 0   + 0       + 1
INT:	18	+4	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	10	0	AC touch:	15
CHA:	10	0	AC flat-footed: 16		Initiative:	+4
							Base Attack:	+3
====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+2	= 1	0	1	
Reflex:		+8	= 3	+4	1		(+1 vs traps)
Will:		+5	= 4	0	1	
	
====================================================================================
Attack		Bonus	Damage	Critical	Range	Type	Notes
------------	------	------	--------	-----	----	-----
silver rapier	+8	1d6	18-20/x2	-	P	magic (+1 hit/dam)
								
light crossbow	+8	1d8	19-20/x2	80 ft	P	cold iron bolts
masterwork 		1d8-1					silver bolts
(darkwood)

light mace	+7	1d6	x2		-	B	cold iron




Protective		 AC 	 Max 	Check 	Spell	
Item		  Type	 bonus	 Dex	penalty	Failure	Speed	WT	Notes
-------------	  ----	 -----	 ----	-------	-------	-----	---	------
twilight mithral  light	 +5	 +6	0	0 %	30 ft	10 lb	
 chain shirt +1	  armor 

====================================================================================
SKILLS: Total = 78+14	max = 8/4	Ability	Mod	Ranks	Misc
+11	appraise*			INT	+4	5	+2 (scale/mag)
+6	balance*			DEX	+4		+2 (tumble)
+4	bluff*				CHA		4	
	climb*				STR	
+6	concentration*			CON	0	6	
	craft*				INT	
+9	decipher script			INT	+4	5	
	diplomacy*			CHA			
+14	disable device			INT	+4	6	+4 (nimble/tool)
	disguise*			CHA			
	escape artist*			DEX			
+9	forgery*			INT	+4	5	
+7	gather information*		CHA		5	+2 (local know)
no	handle animal			CHA			
	heal*				WIS			
+10	hide*				DEX	+4	6	
	intimidate*			CHA				
+2	jump*				STR	0		+2 (tumble)
+9	knowledge, arcana		INT	+4	5
no	knowledge, architect/engineer	INT
no	knowledge, dungeoneering	INT
no	knowledge, geography		INT
no	knowledge, history		INT	
+9	knowledge, local: Thay		INT	+4	5	
+9	knowledge, local: Dalelands	INT	+4	5	
no	knowledge, nature		INT
no	knowledge, nobility/royalty	INT
no	knowledge, religion		INT		
no	knowledge, the planes		INT	
+2	listen*				WIS			+2 (toad)
+10	move silently*			DEX	+4	6		
+14	open lock			DEX	+4	6	+4 (nimble/tool)		
	perform				CHA			
no	profession			WIS			
	ride*				DEX	
+10	search*				INT	+4	6	
	sense motive*			WIS			
+8	sleight of hand			DEX	+4	4	
+9	spellcraft			INT	+4	3	+2 (arcana) 	
+2	spot*				WIS			+2 (toad)
	survival*			WIS	
	swim*				STR		
+9	tumble				DEX	+4	5	
+3	use magic device		CHA	0	3	   (+2 w. scrolls)
	use rope*			DEX	
*	speak languages			n/a		1cc


=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		light
Shields:	none
Weapons:	all simple, handcrossbow, rapier, sap, shortbow, shortsword

Mind over Body: regional feat
- bonus hp = IQ = +4 hp
- +1 hp/metamagic feat = 0
- if cast arcane spells, get insight bonus to AC = +1

Nimble Fingers
- open lock and disable device = +2 bonus

Weapon Finesse
- use DEX bonus, not STR for melee attack rolls with light weapons,
  rapier, whip and spiked chain

Sneak Attack = +2d6
Trapfinding
Evasion: 
- if making successful reflex save would still do half-damage, with evasion a rogue 
  takes 0 damage instead
Trapsense:
- reflex saves = +1 vs traps
- AC dodge bonus = +1 vs traps

Summon Familiar: Toad (grants +3 hp and alertness; listen +2 and spot +2)

Scribe Sroll

=============================================================================
SPELLS  0: 4  1: 3   2: 0  3: 0  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0

   DC
0: 14	detect poison, disrupt undead, disrupt undead, magehand
1: 15	color spray, grease, summon monster I


JANDAR'S SPELLBOOK: Level 0 and Level 1 Spells (32/100 pages)
Level 0 = 19 pages                              
  (1/1) Abjur:   resistance                                      
  (1/1) Conj:    acid splash                                     
  (3/3) Div:     detect poison, detect magic, read magic         
  (1/1) Ench:    daze                    
  (4/4) Evoc:    dancing lights, flare, light, ray of frost              
  (1/1) Illus:   ghost sound             
  (2/2) Necro:   disrupt undead, touch of fatigue 
  (4/4) Trans:   magehand, mending, message, open/close 
  (2/2) Univ:    arcane mark, prestidigitation 
Level 1 = 13 pages       
  (0/5) Abjur:                                            
  (4/6) Conj:    grease, mage armor, obscuring mist, summon monster I                                    
  (2/5) Div:     comprehend languages, detect secret doors
  (2/3) Ench:    charm person, sleep 
  (1/4) Evoc:    magic missile 
  (1/5) Illus:   color spray
  (3/3) Necro:   cause fear, chill touch, ray of enfeeblement  
  (0/8) Trans:    


JANDAR'S SPELLBOOK #2: Level 2 Spells (12/100 pages)
  (0/4) Abjur:                                            
  (2/6) Conj:   summon monster II, web  
  (1/3) Div:    see invisibility
  (0/3) Ench:                    
  (0/6) Evoc:                     
  (1/8) Illus:	invisibility 
  (2/6) Necro:	blindness/deafness, command undead
  (0/14) Trans: 


==============================================================================
GEAR	Total WT= 29.5
	load: light = 38	medium = 76	heavy = 115

WT	Item
---	---------------------
0	traveler's outfit
0	HEAD:	  OPEN SLOT
0	FACE:	  OPEN SLOT
0	THROAT:	  brooch of shielding (1,200 gp)
		  - stops magic missile damage = 80 hp
1	SHOULDER: cloak of resistance +1 (1,000 gp)
		  - grant +1 resistance bonus vs all saving throws
10	BODY: 	  twilight mithral chain shirt +1 (5,100 gp)
		  - AC = +5 armor, maxDEX = +6, AC penalty = 0,
		    arcane spell failure = 0 %, MV = 30 ft, wt = 10 lbs
0	TORSO:	  OPEN SLOT
0	WAIST:	  OPEN SLOT
0	FEET:	  OPEN SLOT
0	ARMS:	  OPEN SLOT
0	HANDS:	  OPEN SLOT
0	RING1:	  OPEN SLOT
0	RING2:	  OPEN SLOT
0	SHIELD:	  OPEN SLOT
2	silver rapier +1 (2,410 gp)
2	light darkwood crossbow, masterwork (375 gp)
1	quiver & 10 silver bolts
1	quiver & 10 cold iron bolts
4	cold iron light mace
1	potion belt, masterwork = 9/10 vials
0		- vial of small centipede poison (90 gp); x3
		  [injury, DC = 11, dam = 1d2 DEX/1D2 DEX]
		- vial of blue whinnis poison (120 gp)
		  [injury, DC = 14, dam = 1 CON/unconsciousness]
		- vial of antitoxin (50 gp)
0 		- oil of magic weapon (50 gp)
		- potion of cure light wounds (50 gp); x2
0		- potion of sanctuary (50 gp)
2	spell component pouch
0.5	belt pouch
0		- flint and steel
0	Wand of Ray of Enfeeblement (15 gp/charge = 435 gp)
		- Caster Level = 1 (ranged touch attack; 1d6+1 STR damage)
		- command word: "wither", charges = 29
0	Wand of Charm Monster (420 gp/charge = 1,260 gp)
		- Caster Level = 7 (Will DC = 16)
		- command word: "Enimeb D'neirf", charges = 3
5	Heward's Handy Haversack (2,000 gp)
	- retrieving any item is a move action; no attacks of opportunity
	- left side pouch (20 lbs max: 20 lbs used)
		20	- tent, sleeps two
	- right side pouch (20 lbs max: 6 lbs used)
		3	- Jandar's Spellbook #1
		3	- Jandar's Spellbook #2
	- main central pack (80 lbs max: 26.5 lbs used)
		10	- trail rations, 10 days
		4	- waterskin
		5	- bedroll
		2	- thieves tools, masterwork
		1	- merchant's scale
		0	- magnifying glass
		0.5	- belt pouch
		4	  - TREASURE (coins)


==============================================================================
TREASURE
cp = 1		1 pearl (100 gp)
sp = 3		
gp = 	
pp = 

==============================================================================
In Room at Thayan Enclave:
cp = 
sp = 
gp = 
pp =

==============================================================================
SPECIAL NOTES:
Get 1 level of Ranger

Maximize concentration skill
Handle animal skill to drive carriage 

get an amulet of health to increase constitution (hp) 

get Gauntlets of Giant Strength +1 (900 gp)

get keen or +1d6 dam (type) for silver rapier +1