Adventure Date: January 21, 2012
Last Updated: December 1, 2011
class: Duskblade race: human
level: 1 alignment: DM Eyes Only
xp: 0 deity: Helm
(late of Chauntea)
size: medium age: 52 gender: male height: 6'0"
eyes: steely hair: short skin: tanned weight: 180 lbs
grey grey
Campaign: Delzimmer
Home Region: Western Heartlands, settled in Dambarath
Languages: Chondathan (native), Tethyrian (native), Elven (bonus), Orc (bonus)
Current HP:
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STR: 18 +4 HP: 10 Speed: 30 ft
DEX: 12 +1 AC: 15
CON: 14 +2 = 10 + 4 + 0 + 1 + 0 + 0 + 0 + 0
INT: 14 +2 base + armor + shield + dex + size + nat + deflect + misc
WIS: 10 +0 AC touch: 11
CHA: 8 -1 AC flat-footed: 14 Initiative: +5
Base Attack: +1
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Total = base +Mod +magic +misc
Fortitude: +0 = 2 +2
Reflex: +0 = 0 +1
Will: +0 = 2 +0 +2 bull-headed
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Attack Bonus Damage Critical Range Type Notes
------------ ------ ------ -------- ----- ---- -----
greatsword +6 2d6+6 19-20/x2 - S masterwork
falchion +5 2d4+6 18-20/x2 - S
dagger +5 1d4+4 19-20/x2 - S/P
-thrown +2 10 ft
javalin +2 1d6+4 x2 30 ft P melee = -4 to hit
longbow +2 1d8 x3 100 ft P
Protective AC Max Check Spell
Item Type bonus Dex penalty Failure Speed WT Notes
------------- ---- ----- ---- ------- ------- ----- --- ------
chain shirt, light +4 +4 -1 20% 30 ft 25 lbs
masterwork armor (0% duskblade)
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SKILLS: Total = 20 max = 4/2 Ability Mod Ranks Misc
+2 appraise INT +2
+0 balance DEX +1 -1 AC.enc
-2 bluff CHA -1 -1 abrasive
+3 *climb STR +4 -1 AC.enc
+7 *concentration CON +2 4 +1 focused
+2 *craft INT +2
+4 *decipher script INT +2 2
-2 diplomacy CHA -1 -1 abrasive
no disable device INT +2
-1 disguise CHA -1
+0 escape artist DEX +1 -1 AC.enc
+2 forgery INT +2
-1 gather information CHA -1
no handle animal CHA -1
+0 heal WIS +0
+0 hide DEX +1 -1 AC.enc
+0 intimidate CHA -1 +1 abrasive
+5 *jump STR +4 2 -1 AC.enc
+4 *knowledge, arcana INT +2 2
no *knowledge, architect/engineer INT +2
+3 *knowledge, dungeoneering INT +2 1
no *knowledge, geography INT +2
no *knowledge, history INT +2
no *knowledge, local INT +2
no *knowledge, nature INT +2
no *knowledge, nobility/royalty INT +2
no *knowledge, religion INT +2
+3 *knowledge, the planes INT +2 1
-1 listen WIS +0 -1 focused
+0 move silently DEX +1 -1 AC.enc
no open lock DEX +1
-1 perform CHA -1
no profession WIS +0
+3 *ride DEX +1 2
+2 search INT +2
+0 *sense motive WIS +0
no sleight of hand DEX +1 -1 AC.enc
+6 *spellcraft INT +2 4
-1 spot WIS +0 -1 focused
+0 survival WIS +0
+4 *swim STR +4 2 -2 AC.enc x2
no tumble DEX +1 -1 AC.enc
no use magic device CHA -1
+3 use rope DEX +1 +2 silk rope
n/a speak language, local human n/a 0cc
NOTE: -2 penalty to social checks of any sort, due to an overzealous personality
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SPECIAL ABILITIES / FEATS
Armor: light, medium, heavy
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
Duskblade:
- Arcane Attunement = 3 + INT = 3 + 2 = 5/day
- dancing lights, detect magic, flare, ghost sound, or read magic
- Armored Mage
- arcane failure = 0% with light armor and light shields
Power Attack (human 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
Bullheaded: regional feat (1st level bonus feat)
- You receive a +2 bonus on all Will saves.
- You cannot become shaken, and you ignore the effects of the shaken condition.
Cleave (flaw bonus feat 1)
- 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
Improved Initiative (flaw bonus feat 2)
- gain +4 to initiative
Bad Back (flaw 1)
- Being of advanced years you suffer from lower back pain. Once per game session,
the DM or another player can activate your Flaw in order to "Throw your back out".
The person activating the flaw will chose one standard action that you will lose.
The choice of standard may be made after you announce your intent for that action
(for example to attack) but before it’s result (for example a hit).
Squinty Clinty (flaw 2)
- You are incapable of allowing a punk to get away with anything.
Once per game session, the DM or another player can activate your Flaw
in order to get you to "Pull a Squinty Clinty", no matter how inappropriate
the time and place, nor what the circumstances of such an outburst may be.
For example, you may confront a minor vandal and say, "I know what you're
thinking. Can that old fart still swing that sword? But being as this is a
plus two Greatsword, the most powerful weapon in the world, and would cleave
your head clear off, you've got to ask yourself one question: Do I feel lucky?
Well, do ya punk?"
- In addition, you suffer a -2 penalty to social checks of any sort, due to your
overzealous personality
Abrasive (trait 1)
- You are difficult and demanding in conversation, which tends to oppress
those around you.
- Benefit : You gain a +1 bonus on Intimidate checks.
- Drawback: You take a -1 penalty on Diplomacy checks and Bluff checks.
- Roleplaying Ideas: Characters with this trait might be loud and abrupt or
quiet and sinister, but either way, most find them disconcerting or irritating.
Focused (trait 2)
- You can keep your attention on a task despite many distractions;
however, events in the background pass you by.
- Benefit: You gain a +1 bonus on Concentration checks.
- Drawback: You take a -1 penalty on Spot checks and Listen checks.
- Roleplaying Ideas : Characters with this trait often seem single-minded or
even obsessive in their focus on a specific task.
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DUSKBLADE ARCANE ATTUNEMENT = 3 + INT = 3 + 2 = 5/day
- dancing lights, detect magic, flare, ghost sound, or read magic
SPELLS KNOWN 0: 4 1: 2 2: 0 3: 0 4: 0
SPELLS PER DAY 0: 3 1: 3 2: 0 3: 0 4: 0
DC
0: 12 acid splash, disrupt undead, ray of frost, touch of fatigue
1: 13 color spray, shocking grasp
2: 14
3: 15
4: 16
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GEAR Total WT= 52 + 31 = 83
load: light = 100 medium = 200 heavy = 300
WT Item
--- ---------------------
0 traveler's outfit
0 HEAD: OPEN SLOT
0 FACE: OPEN SLOT
1 THROAT: Delzimmer Iron Collar (0 gp)
- used to mark a criminal/indentured servant of Delzimmer
- magic aura: faint divination magic
- magic aura: faint universal magic
0 SHOULDER: OPEN SLOT
25 BODY: chain shirt, masterwork (250 gp)
0 TORSO: OPEN SLOT
0 WAIST: OPEN SLOT
0 FEET: OPEN SLOT
0 ARMS: OPEN SLOT
0 HANDS: OPEN SLOT
0 RING1: OPEN SLOT
0 RING2: OPEN SLOT
0 SHIELD: OPEN SLOT
8 greatsword, masterwork (350 gp)
8 falchion (75 gp)
1 dagger (2 gp)
2 javalin (1 gp)
3 longbow (75 gp)
3 quiver (1 gp) = arrows x20
1 potion belt = 0/6 vials (1gp)
- retrieving a potion/vial is a free action once per round
2 backpack (2 gp)
5 - bedroll (0.1 gp)
4 - trail rations, 4 days (2 gp)
4 - waterskin, full (1 gp)
5 - silk rope, 50 feet (+2 circumstance to use rope)
0 - tindertwigs x10 (1 sp each = 0.4 gp)
10 - torch
0 - fint and steel
0.5 - sack
0.5 - COINS
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TREASURE wgt = 27 coins
pp = 2
gp = 25
sp =
cp =
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In Storage with caravan:
pp =
gp =
sp =
cp =
chain shirt (100 gp)
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SPECIAL NOTES: