Stormrider Alethra

Adventure Date: July 30, 2010
Last Updated: July 23, 2010


class:		Barbarian/Sorcerer		race:		human
level:		1 / 0				alignment:	chaotic evil
xp:		0				deity:		Cyric

size: medium	age:	19	gender:	female	height:	5'6"	
eyes: black	hair:	black	skin:	brown	weight:	140 lbs

Campaign: 	Cyric's Squad	
Home Region: 	the Ride
Languages:	Chondathan

			raging hp = 16
====================================================================================
STR:	14(18)	+2(+4)	HP: 	14			Speed:	40 ft 
DEX:	14	+2	AC:	18				
CON:	14(18)	+2(+4)	= 10   + 4     + 2      + 2   + 0    + 0   + 0       + 0
INT:	10	+0	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	10	+0	AC touch:	12
CHA:	14	+2	AC flat-footed: 16		Initiative:	+2
							Base Attack:	+1

			-2 penalty to AC while raging
			-4 penalty to AC against all attacks of opportunity


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+4	= 2	+2
Reflex:		+2	= 0	+2	
Will:		+0	= 0	+0

+2 morale bonus on Will saves while raging


====================================================================================
- power attack: one-handed melee weapons; -1 hit = +1 damage
- power attack: two-handed melee weapons; -1 hit = +2 damage
- while raging: +2 hit/+2 damage


Attack		Bonus	Damage	Critical	Range	Type	Notes
------------	------	------	--------	-----	----	-----
longsword	+3	1d8+2	19-20/x2	-	S	

kukri		+3	1d4+2	18-20/x2	-	S	

sling		+3	1d4+2	x2		50 ft	B	cold iron
			1d4+1					silver


Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
chainshirt	light	+4	+4	-2	20%	40 ft	25 lbs
		armor

heavy shield,	shield	+2	-	-2	15%	-	10 lbs
- wooden


====================================================================================
SKILLS: Total = 20	max = 4/2	Ability	Mod	Ranks	Misc
+0	appraise			INT	+0		
-2	balance				DEX	+2		-4 armor-load
+3	+bluff				CHA	+2		+1 dishonest
-2	*climb				STR	+2		-4 armor-load		
+2	+concentration			CON	+2
+0	*+craft				INT	+0		
no	decipher script			INT	+0		
+0	diplomacy			CHA	+2		-2 dishonest
no	disable device			INT	+0		
+2	disguise			CHA	+2		
-2	escape artist			DEX	+2		-4 armor-load	
+0	forgery				INT	+0		
+2	gather information		CHA	+2		
no	*handle animal			CHA	+2		-1 saddleborn
+0	heal				WIS	+0
-2	hide				DEX	+2		-4 armor-load	
+2	*intimidate			CHA	+2			
+2	*jump				STR	+2	4	-4 armor-load			
no	+knowledge, arcana		INT	+0	
no	knowledge, architect/engineer	INT	+0
no	knowledge, dungeoneering	INT	+0
no	knowledge, geography		INT	+0
no	knowledge, history		INT	+0
no	knowledge, local		INT	+0
no	knowledge, nature		INT	+0
no	knowledge, nobility/royalty	INT	+0
no	knowledge, religion		INT	+0	
no	knowledge, the planes		INT	+0	
+4	*listen				WIS	+0	4
-2	move silently			DEX	+2		-4 armor-load	
no	open lock			DEX	+2		
+2	perform				CHA	+2		
no	+profession			WIS	+0		
+7	*ride				DEX	+2	4	+1 saddleborn
+9	*ride, stay in saddle		DEX	+2	"	& +2 saddle
+0	search				INT	+0		
+0	sense motive			WIS	+0
no	sleight of hand			DEX	+2		-4 armor-load			
no	+spellcraft			INT	+0	
+0	spot				WIS	+0	
+4	*survival			WIS	+0	4	
-2	*swim				STR	+2	4	-8 armor-load x2			
no	tumble				DEX	+2		-4 armor-load		
no	use magic device		CHA	+2		
+2	use rope			DEX	+2
no	speak languages			n/a		0 cc		

* = barbarian skills, + = sorcerer skills


=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		light, medium
Shields:	all shields (except tower shields)
Weapons:	all simple, all martial


Human:
- Medium-size 
- base land speed = 30 feet. 
- +1 extra feat at 1st level.
- +4 extra skill points at 1st level and 1 extra skill point at each 
  additional level.
- Favored Class: Any


Barbarian:
- Illiteracy: cannot read and write. May spend 2 skill points to gain the 
  ability to read and write all languages he is able to speak. A barbarian 
  who gains a level in any other class automatically gains literacy. 
- Fast Movement (Ex):  +10 feet. This benefit applies only when he is 
  wearing no armor, light armor, or medium armor and not carrying a heavy 
  load. Apply this bonus before modifying the barbarian’s speed because of 
  any load carried or armor worn.
- Rage (Ex): 1/day, duration = New CON mod +3 = 4+3 = 7 rounds 
  - In a rage, temporarily gain STR +4, CON +4, and +2 morale bonus on 
    Will saves, but she takes a -2 penalty to Armor Class. 
  - The increase in Constitution increases hit points by 2 points per level, 
    but these hit points go away at the end of the rage when the Constitution 
    score drops back to normal. 
    (These extra hit points are not lost first the way temporary hit points are.) 
  - While raging, a barbarian cannot use any Charisma-, Dexterity-, or 
    Intelligence-based skills (except for Balance, Escape Artist, 
    Intimidate, and Ride), the Concentration skill, or any abilities that 
    require patience or concentration, nor can he cast spells or activate 
    magic items that require a command word, a spell trigger (such as a wand), 
    or spell completion (such as a scroll) to function. 
  - She can use any feat she has except Combat Expertise, item creation feats, 
    and metamagic feats. 
  - A barbarian may prematurely end her rage (no fatigue since Tireless). 
  - A barbarian can fly into a rage only once per encounter. Entering a rage 
    takes no time itself, but a barbarian can do it only during her action, 
    not in response to someone else’s action.


Tireless: regional feat, the Ride (human bonus feat)
- effects of exhaustion and fatigue are reduced by one step.
- cannot become exhausted (will be fatigued instead)
- if condition causes fatigue, it is negated (e.g. barbarian rage) 


Power Attack (1st level bonus feat)
- melee bonus only, no light weapons (except unarmed strike or natural weapons) 
- one-handed weapons; -1 hit = +1 damage
- two-handed weapons; -1 hit = +2 damage


Mounted Combat (flaw bonus feat 1)
- Once per round when your mount is hit in combat, you may attempt a Ride check 
  (as a reaction) to negate the hit. 
- The hit is negated if your Ride check result is greater than the opponent’s 
  attack roll. 
  (Essentially, the Ride check result becomes the mount’s Armor Class 
   if it’s higher than the mount’s regular AC.)


Ride-by Attack (flaw bonus feat 2)
- When you are mounted and use the charge action, you may move and attack as 
  if with a standard charge and then move again (continuing the straight 
  line of the charge). 
- Your total movement for the round can’t exceed double your mounted speed. 
- You and your mount do not provoke an attack of opportunity from the 
  opponent that you attack.


Black Sheep of the Family (flaw 1)
- Sided with and showed the forces of Zhentil Keep (under Cyric), where and 
  when to ambush her fellow barbarians from the Ride. 
- She is a traitor to them now, to be killed onsight.


Reckless (flaw 2)
- You lack the emotion of fear. Unfortunately, it is often an important cue 
  that keeps men from doing foolhardy things. Sure, you don't flinch at the 
  sight of even the most hideous monster, but neither do you feel the need 
  to run away when outclassed.
- Once per game session, the DM or another player can activate your Flaw in 
  order to get you to ignore any nagging feelings of worry or hesitation you 
  may have when confronted with a potentially dangerous environment or foe, 
  which forces you to undertake the questionable action or attack an 
  obviously superior foe.
- In addition, as you tend to move brashly about in combat without careful 
  consideration of your foes, you suffer a -4 penalty to your Armor Class 
  against all attacks of opportunity.


Dishonest (trait 1)
- You are naturally deceitful and insincere with others. 
  You have a talent for lying, but have difficulty convincing 
  others when you do speak truthfully. 
- You gain a +1 bonus on Bluff checks. 
- You take a -2 penalty on Diplomacy checks. 


Saddleborn (trait 2)
- You are a natural in the saddle, but you have little patience for 
  handling animals when not riding them. 
- You gain a +1 bonus on Ride checks. 
- You take a -1 penalty on Handle Animal checks. 


=============================================================================
SPELLS  0: 0  1: 0  2: 0  3: 0  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0
   DC
0: 12	
1: 13	


==============================================================================
GEAR	Total WT= 58 + 0 = 58
	load: light = 58	medium = 116	heavy = 175
 raging load: light = 100	medium = 200	heavy = 300

WT	Item
---	---------------------
0	explorer’s outfit
0	wooden unholy symbol: Cyric (1 gp)
0	signal whistle, cord around neck (8 sp)
0	HEAD:	  OPEN SLOT
0	FACE:	  OPEN SLOT
0	THROAT:	  OPEN SLOT
0	SHOULDER: OPEN SLOT
0	BODY: 	  OPEN SLOT
25	TORSO:	  chainshirt (100 gp)
0	WAIST:	  OPEN SLOT
0	FEET:	  OPEN SLOT
0	ARMS:	  OPEN SLOT
0	HANDS:	  OPEN SLOT
0	RING1:	  OPEN SLOT
0	RING2:	  OPEN SLOT
10	SHIELD:	  heavy wooden shield (7 gp)
4	longsword (15 gp)
2	kukri (8 gp)
0	sling (0 gp)
5	pouch with sling bullets
		- silver x2 (4 gp)
		- cold iron x8 (1.6 sp)
0.5	belt pouch (1 gp)
0.5		- COINS
0		- flint and steel (1 gp)
2		- trail rations, 2 days (1 gp)
5	bedroll (1 sp)
4	waterskin, full (1 gp)


==============================================================================
TREASURE
pp = 1			
gp = 5			
sp = 9			
cp = 4			


=============================================================================
In Storage:
pp = 		
gp = 	
sp = 		
cp = 		


=============================================================================
"Silent Runner"
	Light Warhorse: large animal, AL = neutral
	HD = 3, hp = 22, Init = +1, Spd = 60 ft,
	AC = 17, touch AC = 10, flat-foot AC = 16, 
		 (size = -1, dex = +1, natural = +4, armor = +3)
	space/reach = 10'/5 ft, base attack/grapple = +2/+9
	Atk = hoof: +4 melee (1d4+3)
	full attack = 2 hooves: +4 melee (1d4+3/1d4+3) 
		      & 1 bite: -1 melee (1d3+1)
	STR = 16, DEX = 13, CON = 17 , INT = 2 , WIS = 13, CHA = 6
	Fort = +6, Ref = +4, Will = +2
	Feats = endurance, run
	Skills = listen +4, spot +4
	SQ: low-light vision, scent
	Tricks (6/6): Purpose = combat riding 
				(attack, come, defend, down, guard, heel)

Carrying Capacity: drag = 3,450 lbs
- light load = 230 lbs  (60 ft; run x4)
- medium load = 460 lbs (40 ft; run x4)
- heavy load = 690 lbs  (40 ft; run x3)


Equipment
wt (1b)		equipment
-------		---------
140 		rider
 58		rider's gear
  1		bit and bridle
 30		military saddle
			- gain +2 circumstance bonus on Ride checks 
			  related to staying in the saddle. 
			- If knocked unconscious, you have a 75% chance 
			  to stay in the saddle 
 40		studded leather barding
  8		saddlebags
-----
277		= medium load (40 ft; run x4)


==============================================================================
SPECIAL NOTES:

get feats
- cleave
- great cleave
- improved sunder
- improved critical (greatsword or falchion)
- Improved Initiative 
	- gain +4 to initiative

planned sorcerer spells
- 1: burning rage, true strike
- 0: disrupt undead, light, flare, resistance