Stormrider Alethra
Last Updated: December 10, 2010
class: Barbarian/Sorcerer race: human
level: 3 = 2 / 1 alignment: chaotic evil
xp: 5,756 deity: Cyric
size: medium age: 21 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 = 36
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STR: 14(18) +2(+4) HP: 30 Speed: 40 ft
DEX: 14 +2 AC: 20
CON: 14(18) +2(+4) = 10 + 5 + 2 + 2 + 0 + 0 + 1 + 0
INT: 10 +0 base + armor + shield + dex + size + nat + deflect + misc
WIS: 10 +0 AC touch: 13
CHA: 14 +2 AC flat-footed: 18 Initiative: +2
Base Attack: +2
-2 penalty to AC while raging
-4 penalty to AC against all attacks of opportunity
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Total = base +Mod +magic +misc
Fortitude: +5 = 3 +2
Reflex: +2 = 0 +2
Will: +2 = 2 +0
+2 morale bonus on Will saves while raging
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- cleave: +1 attack if drop first target
- power attack: one-handed melee weapons; -2 hit = +2 damage
- power attack: two-handed melee weapons; -2 hit = +4 damage
- while raging: +2 hit/+2 damage (+2 hit/+3 damage with 2-handed weapons)
Attack Bonus Damage Critical Range Type Notes
------------ ------ ------ -------- ----- ---- -----
Greatsword +1 +5 2d6+3 19-20/x2 - S 2-handed weapon, magic
falchion +4 2d4+3 18-20/x2 - S 2-handed weapon
longsword +5 1d8+2 19-20/x2 - S masterwork
kukri +4 1d4+2 18-20/x2 - S
sling +4 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+1 light +5 +4 -2 20% 40 ft 25 lbs
armor
heavy shield shield +2 - +0 15% - 5 lbs darkwood
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SKILLS: Total = 25+3 max = 6/3 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
+5 *jump STR +2 5 -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
+7 *listen WIS +0 5 +2 hawk
+0 move silently DEX +2 -2 armor-load
no open lock DEX +2
+2 perform CHA +2
no +profession WIS +0
+8 *ride DEX +2 5 +1 saddleborn
+10 *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
+5 *survival WIS +0 5
+3 *swim STR +2 5 -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
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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 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.
- Uncanny Dodge
- keep DEX AC bonus even if flat-footed or vs. invisible opponent
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; -2 hit = +2 damage
- two-handed weapons; -2 hit = +4 damage
Cleave (3rd level bonus 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
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.
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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%
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GEAR Total WT= 57 + 0 = 57
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 +1 (1,100 gp)
0 WAIST: OPEN SLOT
0 FEET: OPEN SLOT
0 ARMS: OPEN SLOT
0 HANDS: OPEN SLOT
0 RING1: Ring of Protection +1 (2,000 gp)
- provides a +1 deflection bonus to AC
0 RING2: OPEN SLOT
5 SHIELD: heavy darkwood shield (257 gp)
8 Greatsword +1 (2,350 gp)
- grant a +1 hit/damage enhancement bonus
4 longsword, masterwork (315 gp)
2 kukri (8 gp)
0 sling (0 gp)
1 potion belt (1/6 vials)
- retrieving a potion/vial is a free action once per round
- Potion of Cure Moderate Wounds: 2d8+3 hp (300 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 - flint and steel (1 gp)
2 - trail rations, 2 days (1 gp)
4 waterskin, full (1 gp)
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TREASURE
pp =
gp = 27
sp = 8
cp = 9
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IN ROOM: heavy wooden shield (7 gp)
pp = heavy steel shield (20 gp)
gp = battle axe
sp = dagger x2
cp =
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ESCAPE PACK (wt = 0 lbs; value = 0 gp)
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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, –2 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.