Adventure Date: November 1, 2008
Last Updated: April 25, 2009
class: Sorcerer race: human (Calashite) level: 3 alignment: DM Eyes Only xp: 3,000 deity: DM Eyes Only size: medium age: 17 gender: male height: 5'9" eyes: gray hair: coal black skin: bronze weight: 185 lbs Campaign: Darkness Rising Home Region: Calimshan Languages: Alzhedo (native), Chondathan, Draconic ==================================================================================== STR: 10 0 HP: DM Eyes Only Speed: 30 ft DEX: 10 0 AC: 10/14 (no spells/mage armor) CON: 14 +2 = 10 + 0 (4) + 0 + 0 + 0 + 0 + 0 + 0 INT: 14 +2 base + armor + shield + dex + size + nat + deflect + misc WIS: 10 0 AC touch: 10/10 CHA: 18/19 +4/+4 AC flat-footed: 10/14 Initiative: +0 Base Attack: +1 ==================================================================================== Total = base +Mod +magic +misc Fortitude: +3 = 1 +2 Reflex: +1 = 1 +0 Will: +3 = 3 +0 DM Eyes Only ==================================================================================== Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- scimitar+1 +3 1d6+1 18-20/x2 - S red-dragonfang +1 fire dagger +1 1d4 19-20/x2 10 P/S cold iron light crossbow +2 1d8 19-20/x2 80 P cold iron bolt darkwood 1d8-1 silver bolt Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ mage armor armor +4 n/a n/a n/a n/a n/a dur= 3 hours ==================================================================================== SKILLS: Total = 30 max = 6/3 Ability Mod Ranks Misc +2 appraise INT +2 +0 balance DEX 0 (armor) +9 bluff CHA +4 5 +2 climb STR 0 (armor/+2 kit) +9 concentration CON +2 6 (+1 headband) 0 craft INT 0 no decipher script INT +6 diplomacy CHA +4 (+2 bluff) no disable device INT +6 disguise CHA +4 (+2 bluff) 0 escape artist DEX 0 (armor) +2 forgery INT +2 +4 gather information CHA +4 no handle animal CHA 0 heal WIS 0 0 hide DEX 0 (armor) +9 intimidate CHA +4 3 (+2 bluff) +0 jump STR 0 (armor) +8 knowledge, arcana INT +2 6 no knowledge, architect/engineer INT no knowledge, dungeoneering INT no knowledge, geography INT no knowledge, history INT no knowledge, local INT no knowledge, nature INT no knowledge, nobility/royalty INT no knowledge, religion INT no knowledge, the planes INT +0 listen WIS 0 +0 move silently DEX 0 (armor) no open lock DEX +4 perform CHA +4 no profession WIS 0 +0 ride DEX 0 +2 search INT +2 +0 sense motive WIS 0 no sleight of hand DEX 0 (armor/+2 bluff) +10 spellcraft INT +2 6 (+2 arcana) +0 spot WIS 0 +0 survival WIS 0 +0 swim STR 0 (armor x2) no tumble DEX (armor) +6 use magic device CHA +4 2cc +8 use magic device, scrolls CHA +4 " (+2 spellcraft) +2 use rope DEX 0 (+2 silk rope) no speak languages n/a 0 cc ============================================================================= SPECIAL ABILITIES / FEATS Armor: none Shields: none Weapons: all simple, scimitar 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 DM Eyes Only: DM Eyes Only - DM Eyes Only - martial weapon proficiency: scimitar - weapon focus (+1 to hit): scimitar Spellcasting Prodigy (1st Level bonus feat): Player's Guide to Faerun, page 44 - Charisma = +2 to determine bonus spells DM Eyes Only (3rd level bonus feat): DM Eyes Only - DM Eyes Only DM Eyes Only (human bonus feat): DM Eyes Only - DM Eyes Only DM Eyes Only (flaw bonus feat): DM Eyes Only - DM Eyes Only DM Eyes Only (flaw bonus feat): DM Eyes Only - DM Eyes Only Star-crossed (flaw) - You keep falling in love with the wrong people. You're the common soldier who falls in love with the king's daughter at first sight, or the hero who falls for the villain's daughter without knowing who she is. - Once per game session, the DM or another player can activate your Flaw in order to shoot you with cupid's arrow yet again. This tends to leave a trail of broken hearts in your wake, not to mention a retinue of angered and concerned third parties. Righteous (flaw) - The end justifies the means. You are willing to perform morally repugnant actions in order to achieve noble goals. Unfortunately, this can alienate those people who might support your cause if you didn't use such heavy-handed methods. - Once per game session, the DM or another player can activate your Flaw in order to dispel any doubts you might have about the moral justifiability of your actions. This includes, but is not limited to, overriding any Qualms (as per the flaw) that you may have, and forcing you to act against your alignment. ============================================================================= SPELLS 0: 6 1: 7 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 DC 0: 14 acid splash, detect magic, read magic, resistance, fleeting fame 1: 15 expeditious retreat (stone), ghostly tail, hypnotism (feat), Kelgore's fire bolt, mage armor, magic missile (gloves:3/day max) DM Eyes Only ============================================================================== GEAR Total WT= 15.5 + 15 (bag of holding) = 30.5 load: light = 33 medium = 66 heavy = 100 WT Item --- --------------------- 0 traveler's outfit 0 HEAD: Headband of Concentration +1 (100 gp) - grant +1 competence bonus to Concentration checks 0 FACE: OPEN SLOT 0 THROAT: OPEN SLOT 2 SHOULDER: Cloak of Charisma +1 (1,000 gp) - grant +1 enhancement bonus to Charisma 0 BODY: OPEN SLOT 0 TORSO: OPEN SLOT 0 WAIST: OPEN SLOT 0 FEET: OPEN SLOT 0 ARMS: OPEN SLOT 0 HANDS: Gloves of the Starry Sky (1,100 gp) - emit silvery glow (light spell, standard action = on/off) - use spell slot, cast magic missile, 3/day, CL=3 or wearer 0 RING1: OPEN SLOT 0 RING2: OPEN SLOT 0 SHIELD: OPEN SLOT 4 Red-Dragonfang Scimitar +1 (4,615 gp) - dragonfang = +1 fire damage, does not stack, non-magical - fire opal (2,000 gp value) set into the crosspiece of the scimitar's hilt that glows with a dim red light. The blade is hot to the touch. 1 cold iron dagger 2 light darkwood crossbow, masterwork (375 gp) 1 - quiver & 10 silver bolts 1 - quiver & 10 cold iron bolts 1 potion belt = 5/6 vials - retrieving a potion/vial is a free action once per round - potion of cure light wounds: 1d8+1 hp (50 gp) x3 - potion of cure moderate wounds: 2d8+3 hp (300 gp) - vial of darkvision powder (10 gp) 0.5 belt pouch 0.5 - TREASURE 2 spell component pouch 0.5 scroll case - Arcane Scroll: Identify - CL=1 (125 gp) - Arcane Scroll: Levitate - CL=5 (250 gp) x2 - Arcane Scroll: Reduce Person - CL=5 (125 gp) x2 - Arcane Scroll: Dispel Magic - CL=5 (375 gp) - Arcane Scroll: Flare - CL=1 (12.5 gp) - Arcane Scroll: Mage Hand - CL=1 (12.5 gp) - Arcane Scroll: Resistance - CL=1 (12.5 gp) x2 - Arcane Scroll: Invisibility - CL=3 (150 gp) 0 Knowstone (1,000 gp) - add "expeditious retreat" to list of spells known 0 Wand of Sleep (15 gp/charge = 345 gp) - Caster Level = 1, charges = 23 (range=110 ft & 10 ft rad, 4 HD, Will DC 11) - command word: "snooze, you lose", spoken in gnome 15 bag of holding - type 1: 31 lbs of 250 lbs max (2,500 gp) 2 - backpack 5 - bedroll 3 - blanket 0 - bells (5) 0 - chalk (5) 5 - climber's kit - grant +2 circumstance bonus on Climb checks 0 - fish hook (10) 0 - fish line 1 - flask of oil 0 - flint and steel 0 - vial of ink 0 - ink pen 0 - paper 5 - rations (5) 5 - silk rope, 50 feet - grant +2 circumstance bonus on Use Rope checks 0 - sewing needles (5) 0 - signal whistle 1 - torch 4 - waterskin ============================================================================== TREASURE cp = sp = 8 gp = 10 pp = ============================================================================= In Storage: DM Eyes Only ============================================================================= "Wildfire" Light Warhorse: large animal, AL = neutral HD = 3, hp = 22, Init = +1, Spd = 60 ft, AC = 14, touch AC = 10, flat-foot AC = 13, space/reach = 10'/5 ft, base attack/grapple = +2/+9 Atk = hoof: +4 melee (1d4+3) full attack = 2 hooves: +4 melee (1d4+1/1d4+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 ------- --------- 185 rider 30.5 rider's gear 25 riding saddle 1 bit and bridle 8 saddlebags 1 - flask of oil 0 - flint and steel 5 - silk rope, 50 feet - grant +2 circumstance bonus on Use Rope checks ----- 255.5 = medium load (40 ft; run x4) ============================================================================== SPECIAL NOTES: DM Eyes Only