Adventure Date: January 14, 2011
Last Updated: November 28, 2010
class: Ranger/Fighter/Transmuter race: human level: 4 = 1/2/1 alignment: chaotic good xp: 6,000 + deity: Shaundakul size: medium age: 21 gender: male height: 6'0" eyes: brown hair: brown skin: tan weight: 290 lbs Campaign: The Tide of Shadows Home Region: The North Languages: Illuskan (native), Chondathan, Giant, Orc ==================================================================================== STR: 19 +4 HP: 42 Speed: 30 ft (run x4) DEX: 10 0 AC: 15 (19 w. shield) 20 ft (run x4) w. backpack CON: 16 +3 = 10 + 4+1 + 0(4) + 0 + 0 + 0 + 0 + 0 INT: 16 +3 base + armor + shield + dex + size + nat + deflect + misc WIS: 8 -1 AC touch: 10 CHA: 8 -1 AC flat-footed: 15 Initiative: +0 Base Attack: +3 - combat expertise: attack roll = -3 max, AC dodge bonus = +3 max - enlarged stats: hgt x2, wgt x8 STR = +2 size bonus = 21 = +5 hit/dam (+7 dam 2-handed weapons) DEX = 9 = -1 modifier (reflex, AC, etc...) to hit = -1 size +5 STR = +4 (no change) AC = -2 (-1 size, -1 dex) space = 10 feet, reach = 10 feet (20 feet with spiked chain) large spiked chain = 2d6+7 damage get +4 size bonus to grapple, trip and disarm attempts ==================================================================================== Total = base +Mod +magic +misc Fortitude: +8 = 5 +3 Reflex: +4 = 2 +0 +2 ferret Will: +1 = 2 -1 ==================================================================================== - power attack: one-handed weapons; -3 hit = +3 damage - power attack: two-handed weapons; -3 hit = +6 damage - favoured enemy: orcs = +2 damage - cleave: +1 attack if drop first target Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- spiked chain, +8 2d4+6 x2 - P 2-handed weapon masterwork reach = 5 ft & 10 ft trip attacks, +2 disarm heavy flail, +7 1d10+6 19-20/x2 - B 2-handed weapon cold iron trip attacks, +2 disarm falchion +7 2d4+6 18-20/x2 - S 2-handed weapon handaxe, +7 1d6+3 x3 - S silver javalin +7 1d6+4 x2 30 ft P longbow, +4 1d8 x3 100 ft P cold iron arrows masterwork +4 1d8-1 x3 silver arrows +4 1d8+1 x3 magic arrows +1 dagger +1, +8 1d4+5 19-20/x2 10 ft P/S magic returning torch +3 1d3+4 x2 10 ft B improvised weapon +1 fire damage fire Trip = make a melee touch attack, no attack of opportunity PHB = if attack succeeds, do a check of attacker's STR vs foe's STR or DEX p.158 = attacker's STR = +4 (STR) +4 (improved trip) +0 (medium-size) = +8 = if large: STR = +5 (STR) +4 (improved trip) +4 (large-size) = +13 = if win, the defender is tripped and prone (Melee AC = -4, Ranged AC = +4), and attacker can make an immediate melee attack at same base attack = if tripped, standing up = move action and provoke attack of opportunity = if lose, defender can immediately do a STR check vs attacker's STR or DEX to try and trip attacker instead = if this happens, can drop weapon to avoid being tripped = can trip a mounted opponent to pull a rider from mount (STR vs Ride skill) Disarm = provoke an attack of opportunity, if damaged, disarm attempt fails PHB = opposed attack rolls: Attacker vs Defender p.155 Attacker = +8 (attack roll) +2 (spiked chain) +4 (2-handed weapon) +0 (medium-size) +0 (improved disarm) = +14 = if win, defender's weapon is on ground in defender's square = if pick up weapon = move action and provoke attack of opportunity = if lose, defender may attempt opposed attack roll to disarm attacker ==================================================================================== Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ chainshirt light 4 +4 -2 20% 30 ft 25 lbs armor dastana +armor +1 - -1 5% - 5 lbs medium load n/a n/a +3 -3 n/a 20 ft - magic boots n/a n/a n/a n/a n/a +10 ft 1 lb ==================================================================================== SKILLS: Total = 40+12+6 max = 7/3 Ability Mod Ranks Misc +3 appraise INT +3 0 -3 balance DEX +0 0 -3 armor-load -3 bluff CHA -1 0 -1 uncivil/-1 abrassive -5 bluff vs orcs " & -4 intolerance/+2 favoured enemy +5 climb STR +4 4 -3 armor-load +9 concentration CON +3 6 +13 concentration, defense casting CON +3 " & +4 combat casting +3 craft INT +3 0 no decipher script INT +3 0 -3 diplomacy CHA -1 0 -1 uncivil/-1 abrassive -7 diplomacy vs orcs " & -4 intolerance no disable device INT +3 0 -1 disguise CHA -1 0 -5 disguise vs orcs " & -4 intolerance -3 escape artist DEX +0 0 -3 armor-load +3 forgery INT +3 0 -2 gather information CHA -1 0 -1 uncivil -6 gather information vs orcs " & -4 intolerance +7 handle animal CHA -1 7 +1 uncivil -1 heal WIS -1 0 -3 hide DEX +0 0 -3 armor-load +0 intimidate CHA -1 0 +1 abrassive -4 intimidate vs orcs " & -4 intolerance +7 jump STR +4 6 -3 armor-load +4 knowledge, arcana INT +3 1 no knowledge, architect/engineer INT +3 0 +4 knowledge, dungeoneering INT +3 1 +4 knowledge, geography INT +3 1 no knowledge, history INT +3 0 no knowledge, local INT +3 0 +4 knowledge, nature INT +3 1 no knowledge, nobility/royalty INT +3 0 no knowledge, religion INT +3 0 no knowledge, the planes INT +3 0 +5 listen WIS -1 4 +2 ferret +7 listen vs orcs " & +2 favoured enemy -3 move silently DEX +0 0 -3 armor-load no open lock DEX +0 0 -1 perform CHA -1 0 -5 perform vs orcs " & -4 intolerance no profession WIS -1 0 +3 ride DEX +0 1 +2 handle animal +7 search INT +3 4 -1 sense motive WIS -1 0 +1 sense motive vs orcs " & +2 favoured enemy no sleight of hand DEX +0 0 -3 armor-load +6 spellcraft INT +3 3 +8 spellcraft, transmutation INT +3 " & +2 transmuter +5 spot WIS -1 4 +2 ferret +7 spot vs orcs " & +2 favoured enemy +3 survival WIS -1 4 +5 survival vs orcs " & +2 favoured enemy +5 swim STR +4 7 -6 armor-load x2 no tumble DEX +0 0 -3 armor-load/+2 jump no use magic device CHA -1 0 +4 use rope DEX +0 4 - speak languages n/a =================================================================================== SPECIAL ABILITIES / FEATS Armor: all armor (light, medium, heavy) Shields: all shields (including tower shields) Weapons: all simple, all martial, spiked chain Track: use survival skill Wild Empathy: 1d20 + Ranger level + CHA + handle animal synergy + uncivilized = 1d20 + 1 + -1 + 2 + 1 = 1d20+3 Favoured Enemy: - against a favoured enemy, receive bonus to damage rolls and a skill bonus to bluff, listen, sense motive, spot, survival - Orcs = +2 Transmuter - Focused Specialist: Complete Mage page 34 - 1st prohibited school = conjuration - 2nd prohibited school = enchantment - 3rd prohibited school = necromancy - lose 1 generic spell slot/spell level - gain 3 bonus transmutation spell slots/spell level Scribe Scroll (1st level wizard feat) Summon Familar: Lord Faragut the Ferret (1st level wizard ability) - grants Master Alertness (listen +2, spot +2) - grants Master Reflex save bonus = +2 Axethrower: "The North" regional feat (human bonus feat) - add STR bonus instead of DEX bonus to the attack roll for all thrown ranged weapons Exotic Weapon: Spiked Chain (1st level bonus feat) Combat Casting (3rd level bonus feat) - gain +4 bonus on Concentration checks made to cast a spell defensively (PHB page 140) or while you are grappling or pinned. Power Attack (1st level fighter feat) - melee bonus only, no light weapons (except unarmed strike or natural weapons) - one-handed weapons; -3 hit = +3 damage - two-handed weapons; -3 hit = +6 damage Cleave (2nd level fighter feat) - deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), get an immediate, extra melee attack against another creature within reach - cannot take a 5-foot step before making this extra attack - extra attack uses the same weapon and bonus as attack that dropped previous creature - use this ability once per round Combat Expertise (flaw bonus feat) - select during an attack action or full-attack action - changes to attack roll and AC last until your next action - attack roll = -3 max - AC dodge bonus = +3 max Improved Trip (flaw bonus feat) - do not provoke an attack of opportunity when unarmed - strength check = +4 bonus - if trip an opponent, can make an immediate melee attack at same base attack Intolerance: Orcs (flaw) - Ska'arr has an irrational dislike of Orcs (i.e. anything with "Orc Blood" racial ability, thus he is also intolerant of Half-Orcs and Orogs.) - Ska'arr (and any group that he is visibly associated with) will recieve a -4 to all social based rolls as applied to any charisma checks to influence an Orc NPC's attitude or to the following charisma based skills (bluff, diplomacy, disguise, gather information, intimidate, perform) when dealing/interacting with Orcs (i.e. he will make snide insulting remarks under his breath, give offending Orc(s) the old evil eye, etc...) DM Eyes Only (flaw) - DM Eyes Only Abrasive (trait) - You are difficult and demanding in conversation, which tends to oppress those around you. - You gain a +1 bonus on Intimidate checks. - You take a -1 penalty on Diplomacy checks and Bluff checks. Uncivilized (trait) - You relate better to animals than you do to people. - You gain a +1 bonus on Handle Animal checks and wild empathy checks. - You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather information checks. ============================================================================== SPELLS 0: 2+3T 1: 0+1+3T 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 DC 0: 13 flare, light, mage hand, open/close, open/close 1: 14 enlarge person, enlarge person, feather fall, shield arcane spell failure = 25% SKA'ARR's SPELLBOOK #1: Level 0 and Level 1 Spells (22/100 pages) - conjuration, enchantment and necromancy prohibited Level 0 = 16 pages (1/1) Abjur: resistance(vsm) (3/3) Div: detect magic(vs), read magic(vsf) (3/4) Evoc: dancing lights(vs), electric jolt(vs), flare(v), light(vm) (0/1) Illus: silent portal(s) (3/4) Trans: launch bolt(vsm), launch item(s), magehand(vs), mending(vs), message(vsf), open/close(vsf) (2/2) Univ: arcane mark(vs), prestidigitation(vs) Level 1 = 6 pages (2/5) Abjur: shield(vs), hold portal(v) (1/5) Div: true strike(vf) (0/4) Evoc: (0/5) Illus: (3/8) Trans: enlarge person(vsm), expeditious retreat(vs), featherfall(v) ============================================================================== GEAR Total WT= 91 + 49.5 + 1 + 34.42 = 175.92 (medium load) load: light = 116 medium = 233 heavy = 350 WT Item --- --------------------- 0 explorer's outfit 0 HEAD: OPEN SLOT 0 FACE: OPEN SLOT 0 THROAT: OPEN SLOT 0 SHOULDER: OPEN SLOT 25 BODY: chainshirt (100 gp) 0 TORSO: OPEN SLOT 0 WAIST: OPEN SLOT 0 FEET: OPEN SLOT 5 ARMS: dastanas (25 gp) 0 HANDS: OPEN SLOT 0 RING1: Ring of Counterspells (4,000 gp) - cast a level 1-6 spell into ring, currently charged with "fireball" - if spell cast on ring user, spell is automatically and immediately countered requiring no action or knowledge of user - once spell countered, ring is empty and needs a new spell cast on it 0 RING2: OPEN SLOT 0 SHIELD: OPEN SLOT 10 spiked chain, masterwork (325 gp) - reach = 5 ft or 10 ft - trip: can drop chain to avoid a trip - disarm: +2 bonus on all opposed attack rolls for disarm 10 cold iron heavy flail (30 gp) - trip: can drop flail to avoid a trip - disarm: +2 bonus on all opposed attack rolls for disarm 3 silver handaxe (26 gp) 8 falchion (75 gp) 3 longbow, masterwork (375 gp) 3 quiver - cold iron arrows x8 - silver arrows x5 - Arrows +1 x5 (47 gp each) 1 quiver 18 - javalins x9 1 Returning Dagger +1 (8,302 gp) - returns to thrower's original location just before creature's next turn - free action to catch, and ready to use right away - if cannot be caught, or thrower has moved away, weapon falls to ground 1 potion belt = 1/6 vials (1gp) - retrieving a potion/vial is a free action once per round - Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp) 0.5 belt pouch 0.5 - COINS 2 Tabitha's Pouch (spell component pouch) 0 Wand of Cure Light Wounds (15 gp/charge = 15 gp) - command word: "Fun-Ghoul-Low", charges = 1 - CL = 1, heal 1d8+1 hp/charge 2 backpack 5 - Lord Faragut the Ferret 4 - waterskin, full 6 - trail rations, 5 days 5 - bedroll 3 - winter blanket 3 - Tabitha's Journal (spellbook) 10 - hemp rope, 50 ft (hp 2, burst = STR DC 23) 4 - grappling hook ("use rope" check to hook DC 10 +2/10 ft) 1.5 - empty sack x3 6 - torch x6 - burns 1 hour, clear light = 20 ft, shadowy = 40 ft --------------------- Others stuff 1 - trail rations, 1 day (Pelias) ---------------------- 34.42 Group Treasure (backpacks and sacks, total value = 2,262.1 gp) ============================================================================== TREASURE pp = gp = 1 sp = 5 cp = silver chain with silver medallion etched with the image of a single eye - indicates is a friend of Zandever "Nighteyes" Eyredanus - DM Eyes Only ============================================================================== SPECIAL NOTES: - Ska'arr has a wicked ugly scar starting on the right-side of his face on the forehead, then crossing his eyebrow and the bridge of his nose, then down along his left cheek to his jaw. - He doesn't talk about how he got this scar. And goes dangerously silent towards anyone who inquires about it. - He will, however, keep track of all his other scars that he gets, either through combat or other injury/damage, and then proudly boast about these ones. Hey! You gotta have some tales of bravado to impress the yokels and wenches in the local tavern or watering hole. - 2 bites from a Skum (10 hp & 5 hp) - 1 bite from a Giant Centipede (1 hp + poison-saved) - 1 bite from a Skum (8 hp) - feet burned by Gray Ooze's acid (5 hp) - Scuro's crossbow bolt (7 hp) - Ska'arr's spiked chain (22 hp - from self, critical failure) - Wight's claw (4 hp + energy level drain) - Cadavar Golem's fists(21 hp, 14 hp and 15 hp) - Owlbear's claws and bites (6 hp, 10 hp and 7 hp) - Manticore's volley of spikes (17 hp) - As a follower of Shaundakul, he strives to explore the wilds around him, and protect travellers along the road. He is uncomfortable in large cities. - DM Eyes Only