Stormrider Alethra


Last Updated: August 5, 2010


class:		Barbarian/Sorcerer		race:		human
level:		2 = 1 / 1			alignment:	chaotic evil
xp:		2,306				deity:		Cyric

size: medium	age:	20	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 = 23
====================================================================================
STR:	14(18)	+2(+4)	HP: 	19			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:		+2	= 2	+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 (+2 hit/+3 damage with 2-handed weapons)


Attack		Bonus	Damage	Critical	Range	Type	Notes
------------	------	------	--------	-----	----	-----
falchion	+3	2d4+3	18-20/x2	-	S	2-handed weapon

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	-	+0	15%	-	5 lbs	darkwood


====================================================================================
SKILLS: Total = 20+3	max = 5/2.5	Ability	Mod	Ranks	Misc
+0	appraise			INT	+0		
+0	balance				DEX	+2		-2 armor-load
+3	+bluff				CHA	+2		+1 dishonest
+0	*climb				STR	+2		-2 armor-load		
+3	+concentration			CON	+2	1
+0	*+craft				INT	+0		
no	decipher script			INT	+0		
+0	diplomacy			CHA	+2		-2 dishonest
no	disable device			INT	+0		
+2	disguise			CHA	+2		
+0	escape artist			DEX	+2		-2 armor-load	
+0	forgery				INT	+0		
+2	gather information		CHA	+2		
no	*handle animal			CHA	+2		-1 saddleborn
+0	heal				WIS	+0
+0	hide				DEX	+2		-2 armor-load	
+2	*intimidate			CHA	+2			
+4	*jump				STR	+2	4	-2 armor-load			
+1	+knowledge, arcana		INT	+0	1
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	
+6	*listen				WIS	+0	4	+2 hawk
+0	move silently			DEX	+2		-2 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		-2 armor-load			
+1	+spellcraft			INT	+0	1
+2	spot				WIS	+0		+2 hawk
+5	spot, in bright light		WIS	+0	"	& +3 hawk
+4	*survival			WIS	+0	4	
+2	*swim				STR	+2	4	-4 armor-load x2			
no	tumble				DEX	+2		-2 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:
- Literate: no longer has Illiteracy since gained a level as sorcerer 
- Fast Movement (Ex):  +10 feet. This benefit applies only when she is 
  wearing no armor, light armor, or medium armor and not carrying a heavy 
  load. Apply this bonus before modifying the barbarianís 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 elseís action.

Sorcerer
- Summon Familiar: "Stormshadow", Hawk
	- master gains alertness (listen+2, spot+2)
	- master gains +3 bonus on Spot checks in bright light


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 opponentís 
  attack roll. 
  (Essentially, the Ride check result becomes the mountís Armor Class 
   if itís higher than the mountís 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 canít 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: 5  1: 4  2: 0  3: 0  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0

   DC
0: 12	disrupt undead (vs), light(vm), flare (v), resistance (vsm)
1: 13	burning rage(vs), true strike (vf)

arcane spell failure = 35%


==============================================================================
GEAR	Total WT= 56 + 0 = 56
	load: light = 58	medium = 116	heavy = 175
 raging load: light = 100	medium = 200	heavy = 300

WT	Item
---	---------------------
0	explorerís 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
5	SHIELD:	  heavy darkwood shield (257 gp)
8	falchion (75 gp)
4	longsword (15 gp)
2	kukri (8 gp)
0	sling (0 gp)
5	pouch with sling bullets
		- silver x2 (4 gp)
		- cold iron x6 (1.2 sp)
0.5	belt pouch (1 gp)
0.5		- COINS
0		- Potion of Cure Light Wounds: 1d8+1 hp (50 gp)
0		- Quaal's Feather Token: Swan Boat (450 gp)
0		- flint and steel (1 gp)
2		- trail rations, 2 days (1 gp)
4	waterskin, full (1 gp)


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


==============================================================================
IN ROOM:		heavy wooden shield (7 gp)
pp = 30
gp = 400 
sp = 
cp = 


==============================================================================
ESCAPE PACK (wt = 0 lbs; value = 0 gp)



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

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

planned sorcerer spells

later get Kelgore's Firebolt

Upgrade Horse:
--------------
A Tharurr stands 15-1/2 hands (5 feet 2 inches) high and is usually dappled gray
or white. Its sturdy bone structure and powerful hindquarters characterize it. 
The creature sells for 800 gp.
Tharurr (CR 2): As heavy warhorse (MM 273) except +2 Dex, +2 Wis, +2 Cha; 
		+2 racial bonus on Climb checks.

In lands where it is known, the Raurin breed costs 1,000 gp on average.
Raurin (CR 1): As light warhorse (MM 274) except speed 70 ft., +2 Str, +2 Con.

The Nars breed is a staple of the horse markets of Nathoud, costing 250 gp on average.
Nars (CR 1): As heavy horse (MM 273) except speed 60 ft., +2 Str, Ė2 Wis, +2 Cha.

These magnifi cent animals cost 1,000 gp.
Kromlor (CR 1): As heavy horse (MM 273) except +2 Str,+2 Con.

These amazing steeds sell for 1,800 gp.
Dambraii (CR 1): As light warhorse (MM 274) except speed 70 ft., +2 Dex, +2 Con. 
Handle Animal checks made against a Dambraii gain a +2 bonus, and it can be 
trained in half the normal amount of time.

usually costs 2,500 gp.
Cormyrean Destrier (CR 2): As heavy warhorse (MM 273) except +2 Str, +2 Wis. 
Any character riding a Cormyrean destrier gains a +1 bonus on Ride checks.