Adventure Date: April 27, 2013
Last Updated: April 25, 2013
class: Ranger/Fighter/Transmuter/ race: human Abjurant Champion level: 8 = 1/4/1/2 alignment: chaotic good xp: 28,000 + 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 Current HP: 79 ==================================================================================== STR: 20 +5 HP: 87 Speed: 20 ft (run x3) DEX: 10 0 AC: 21 (26 w. shield) 20 ft (run x3) w. backpack CON: 16 +3 = 10 + 10 + 0(6) + 0 + 0 + 1 + 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: 21 Initiative: +0 Base Attack: +7/+2 Note: drunk, WIS -1, DEX -2 - combat expertise: attack roll = -5 max, AC dodge bonus = +5 max - enlarged stats: hgt x2, wgt x8 STR = +2 size bonus = 22 = +6 hit/dam (+9 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+9 damage get +4 size bonus to grapple, trip and disarm attempts ==================================================================================== Total = base +Mod +magic +misc Fortitude: +9 = 6 +3 Reflex: +5 = 3 +0 +2 ferret Will: +5 = 6 -1 ==================================================================================== - power attack: one-handed weapons; -7 hit = +7 damage - power attack: two-handed weapons; -7 hit = +14 damage - favoured enemy: orcs = +2 damage - great cleave: +1 attack on new target if drop previous target, and again, and again... Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- spiked chain, +13/+8 2d4+7 x2 - P 2-handed weapon, masterwork green dragonfang +1 acid trip attacks, +2 disarm reach = 5 ft & 10 ft heavy flail, +12/+7 1d10+7 19-20/x2 - B 2-handed weapon cold iron trip attacks, +2 disarm greatsword +13/+8 2d6+6 19-20/x2 - S 2-handed weapon silver, magic +1 javalin +12/+7 1d6+5 x2 30 ft P (-4 to hit in melee) longbow, +8/+3 1d8+4 x3 110 ft P normal arrows masterwork, +8/+3 1d8+4 x3 cold iron arrows composite +8/+3 1d8+3 x3 silver arrows (STR 18/+4 dam) 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 = +5 (STR) +4 (improved trip) +0 (medium-size) = +9 = if large: STR = +6 (STR) +4 (improved trip) +4 (large-size) = +14 = 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 = +13 (attack roll) +2 (spiked chain) +4 (2-handed weapon) +0 (medium-size) +0 (improved disarm) = +19 = 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 ------------- ---- ----- ---- ------- ------- ----- --- ------ fullplate, heavy +10 +1 -5 35% 20 ft 50 lbs magic +2 armor heavy load n/a n/a +1 -6 n/a 20 ft - run x3 shield spell shield +6 n/a n/a n/a n/a n/a dur = 6 min ectoplasmic armor +7 n/a n/a n/a n/a n/a dur = 6 hrs armor spell (vs incorporeal only) ==================================================================================== SKILLS: Total = 40+24+6+12 max = 11/5 Ability Mod Ranks Misc +3 appraise INT +3 0 -6 balance DEX +0 0 -6 armor-load -3 bluff CHA -1 0 -1 uncivil/-1 abrassive -5 bluff vs orcs " & -4 intolerance/+2 favoured enemy +9 *@$ climb STR +4 9 -6 armor-load/+2 kit +14 @$ concentration CON +3 11 +18 @$ 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 -6 escape artist DEX +0 0 -6 armor-load +3 forgery INT +3 0 -2 gather information CHA -1 0 -1 uncivil -6 gather information vs orcs " & -4 intolerance +11 *@ handle animal CHA -1 11 +1 uncivil -1 heal WIS -1 0 -6 hide DEX +0 0 -6 armor-load +0 *@ intimidate CHA -1 0 +1 abrassive -4 intimidate vs orcs " & -4 intolerance +7 *@$ jump STR +4 9 -6 armor-load +6 @$ knowledge, arcana INT +3 3 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 -6 move silently DEX +0 0 -6 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 -6 armor-load +8 @$ spellcraft INT +3 5 +10 @$ spellcraft-learn 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 +2 *@ swim STR +4 10 -12 armor-load x2 no tumble DEX +0 0 -6 armor-load/+2 jump no use magic device CHA -1 0 (+2 with scrolls) +6 use rope DEX +0 4 +2 silk rope - speak languages n/a class skills: * = fighter, @ = AC, $ = spc =================================================================================== SPECIAL ABILITIES / FEATS Armor: all armor (light, medium, heavy) Shields: all shields (including tower shields) Weapons: all simple, all martial, spiked chain Abjurant Champion: Complete Mage page 50 - spellcasting = +1 level of existing arcane spellcasting class = Transmuter level 3 - abjurant armor = abjuration spells recieve +2 shield bonus or +2 armor bonus - extended abjuration = double duration of any abjuration spells cast - swift abjuration = cast abjuration spells as a swift action for spell level = class level/2 (round up) = 2/2 = 1 Ranger - 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 Still Spell: metamagic (6th level bonus feat) - no somatic components required when casting spell = +1 spell level cost 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; -7 hit = +7 damage - two-handed weapons; -7 hit = +14 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 Great Cleave (4th level fighter feat) - as per Cleave, but unlimited use each 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 = -5 max - AC dodge bonus = +5 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...) Phobia: Vermin (flaw) - Ska'arr is afflicted by a phobia and persistent fear of any and all vermin. - Vermin (as defined in the Monster Manual) include: centipede swarm, giant insects, locust swarm, monstrous centipedes, monstrous scorpions, monstrous spiders and spider swarm. - He realizes that the fear is excessive and irrational, but the fear is disturbing enough that he avoids the stimulus. - A DC 15 Will save is required for Ska'arr to be able to force himself into (or remain within) the presence of any and all vermin, and even then, he will take a -2 morale penalty to all attack rolls, saving throws, skill checks and ability checks so long as the object of the fear remains. 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: 3+3T 1: 1+1b+3T 2: 0+1b+3T 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 DC 0: 13 detect magic, flare, magehand, mending, open/close, resistance 1: 14 enlarge person, enlarge person, feather fall, shield, shield 2: 15 bull's strength, bull's strength, knock, knock caster level = 3 arcane spell failure = 35% (can cast 2 spells with Still spell feat for free) abjuration spells: level 1 = cast as a swift action SKA'ARR's SPELLBOOK #1: Level 0 and Level 1 Spells (24/100 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 = 8 pages (2/5)+1 Abjur: ectoplasmic armor (v), shield(vs), hold portal(v) (1/5) Div: true strike(vf) (0/4) Evoc: (0/5) Illus: (4/8) Trans: enlarge person(vsm), expeditious retreat(vs), featherfall(v), jump (v,s,m) SKA'ARR's SPELLBOOK #2: Level 2 Spells (4/100 pages) - conjuration, enchantment and necromancy prohibited (2/14) Trans: bull's strength(vsm), knock (v) ============================================================================== GEAR Total WT= 111.5 + 71.5 = 183 + LOOT (medium load) load: light = 133 medium = 266 heavy = 400 WT Item --- --------------------- 0 explorer's outfit 0 HEAD: OPEN SLOT 0 FACE: OPEN SLOT 0 THROAT: Amulet of Natural Armor +1 (2,000 gp) - grants +1 natural armor AC enhancement bonus 0 SHOULDER: OPEN SLOT 50 BODY: Full Plate +2 (5,650 gp) Restful Crystal: armor crystal (500 gp) - not fatigued after sleeping in armor 0 TORSO: OPEN SLOT 0 WAIST: OPEN SLOT 0 FEET: OPEN SLOT 0.5 ARMS: Bracers of Arcane Freedom (2,300 gp, MIC 80) - swift action, 2/day - omit somatic spell component to next arcane spell cast before the end of your next turn (as Still spell feat, but does not alter spell's level or casting time) 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 green dragonfang spiked chain, masterwork (625 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 - hardness 10, hp 10 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 8 Silver Greatsword +1 (2,530 gp) 3 composite longbow, masterwork: STR 18, dam +4 (800 gp) 3 quiver - normal arrows = 20 3 quiver - normal arrows = 2 - cold iron arrows = 8 - silver arrows = 5 - Arrows +1 (47 gp each) = 5 1 quiver 8 - javalins = 4 0.5 bandoleer, masterwork = 7/12 items (5 gp) 2 - flask, empty x2 2 - flask, acid x2 1 - flask, alchemist's fire x1 1 - flask, holy water x1 1 - flask, unholy water x1 1 potion belt, masterwork = 6/10 vials (60 gp) - retrieving a potion/vial is a free action once per round - Oil of Magic Weapon (50 gp) = x3 - Potion of Haste (750 gp) = x1 (+1 attack/full base, +1 hit, +1 dodge AC/reflex, +30 ft) - Potion of Heroism (750 gp) = x1 (+2 morale bonus to attack rolls, saves, and skill checks) - Potion of Jump (50 gp) = x1 0.5 belt pouch 0.5 - COINS 2 Tabitha's Pouch (spell component pouch) 2 everburning hooded lantern (117 gp) - "Continual Flame" cast inside - clearly illuminate 20 ft radius, shadowy illumination to 40 ft radius 0.5 scroll case #1 - Arcane Scroll: enlarge person - CL 1 (25 gp) x2 0.5 scroll case #2 - Arcane Scroll: shield - CL 1 (25 gp) x2 0.5 scroll case #3 - Arcane Scroll: ectoplasmic armor - CL 1 (25 gp) x1 - Arcane Scroll: expeditious retreat - CL 1 (25 gp) x1 - Arcane Scroll: hold portal - CL 1 (25 gp) x1 - Arcane Scroll: jump - CL 1 (25 gp) x1 - Arcane Scroll: true strike - CL 1 (25 gp) x2 2 backpack 5 - Lord Faragut the Ferret 3 - Tabitha's Journal (Ska'arr's Spellbook #1) 3 - Ska'arr's Spellbook #2 5 - bedroll 3 - winter blanket 4 - waterskin, full 20 - trail rations, 20 days 5 - climber's kit (80 gp) - grant +2 circumstance bonus on Climb checks 5 - silk rope, 50-foot (10 gp) - grant +2 circumstance bonus on Use Rope checks - (hp 4, burst = STR DC 24) 4 - grappling hook - "Use Rope" check to hook DC 10 +2/10 ft 0 - roll of twine, 50-feet 1 - whetstone 1.5 - sacks, empty x3 10 - handkeg of dwarven stout ale (30 gp) - 1 gallon = 8 pints ============================================================================== TREASURE - owes Shribryn 60 gp pp = gp = sp = cp = silver chain with silver medallion etched with the image of a single eye - indicates is a friend of Zandever "Nighteyes" Eyredanus - start saving pp and gems for armor. ============================================================================== SPECIAL NOTES: - owes the Magic Shoppe a "favour" - has provided Pelias and Ro-Lund-Do each with an "Arcane Scroll: enlarge person CL 1" - gave spear to Thraor - buy dagger x2 (4 gp) - buy wooden holy symbol of Shaundakul (1 gp) - buy small steel mirror (10 gp, 0.5 lbs) - buy Vial of Universal Solvent (50 gp) - buy vial of anti-toxin (50 gp)