Kilzadi "the Unpredictable" Litecaster - Level 5 - Chapter 13

Adventure Date: September 19, 2009
Last Updated: December 22, 2009

class:		Sorcerer			race:		human (Calashite)
level:		5				alignment:	chaotic neutral
xp:		14,000				deity:		Kossuth

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: 	43			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:	19/20	+4/+5	AC flat-footed: 10/14		Initiative:	+0
							Base Attack:	+2

====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+3	= 1	+2
Reflex:		+1	= 1	+0	
Will:		+4	= 4	+0

saving throw bonus vs magic sleep = +3
saving throw bonus vs paralysis effects = +3
saving throw bonus vs fire spells and abilities = +3

====================================================================================
Attack		Bonus	Damage	Critical	Range	Type	Notes
------------	------	------	--------	-----	----	-----
scimitar+1	+4	1d6+1	18-20/x2	-	S	
red-dragonfang		+1				fire

dagger		+2	1d4	19-20/x2	10	P/S	cold iron

light crossbow	+3	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= 5 hours
		(force effect: works against 				(10 hours if
		incorporeal touch attacks only)				 extended)


====================================================================================
SKILLS: Total = 40	max = 8/4	Ability	Mod	Ranks	Misc
+2	appraise			INT	+2		
+0	balance				DEX	0		armor
+14	bluff				CHA	+5	7	+2 cloak
+0	climb				STR	0		armor		
+12	concentration			CON	+2	8	+2 circlet
+0	craft				INT	0		
no	decipher script			INT			
+7	diplomacy			CHA	+5		+2 bluff
no	disable device			INT			
+7	disguise			CHA	+5		+2 bluff
+0	escape artist			DEX	0		armor	
+2	forgery				INT	+2		
+5	gather information		CHA	+5		
no	handle animal			CHA	+5		
+0	heal				WIS	0
+0	hide				DEX	0		armor	
+12	intimidate			CHA	+5	5	+2 bluff	
+0	jump				STR	0		armor			
+12	knowledge, arcana		INT	+2	8	+2 book
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			
+5	perform				CHA	+5		
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			
+12	spellcraft			INT	+2	8	+2 arcana
+0	spot				WIS	0	
+0	survival			WIS	0		
+0	swim				STR	0		armor(x2)			
no	tumble				DEX			armor		
+7	use magic device		CHA	+5	2cc
+9	use magic device, scrolls	CHA	+5	"	+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


Stalwart Sorcerer: Complete Mage, page 36 
- no familiar (this replaces the stalwart sorcerer loss of ability to 
  cast one of his highest-level spells) 
- +2 hp/sorcerer level
- 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


Fire Bloodline (3rd level bonus feat): Dragon Magazine #311
- cannot learn or cast spells with the water descriptor, and all such spells 
  are removed from the spell lists of all their spellcasting classes
- bonus spells known: 1) hypnotism 2)pyrotechnics 3) tongues [tongue of flame]
  4) fire shield 5) cloudkill [smoky effect] 6) summon monster VI [elementals
  and outsiders with fire subtype only] 7) delayed blast fireball
  8) sunburst 9) meteor swarm


Draconic Heritage (human bonus feat): Races of the Dragon, page 102
- Dragon Blood subtype (Races of the Dragon, page 4): 
  - Spells, effects, powers, and abilities that affect or target dragons 
    also affect it (e.g. bane or favoured enemy). No longer of the human-type.
  - The sub-type qualifies a creature to use magic items normally only 
    usable by dragons, and qualifies the creature to take feats that have 
    the subtype as a prerequisite. The dragonblood subtype also makes
    creatures subject to harmful effects that affect dragons.
- Draconic Heritage = Red Dragon
  - "Intimidate" is now a sorcerer class skill
  - +1 save/Draconic feat against magic sleep and paralysis effects = +3
  - +1 save/Draconic feat against fire spells and abilities = +3


Draconic Power (flaw bonus feat): Races of the Dragon, page 104
- +1 to caster level (CL) and to the save DC on all Fire Spells cast


Draconic Toughness (flaw bonus feat): Races of the Dragon, page 105
- +2 hp/draconic feat, including this one


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: 8  2: 6  3: 0  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0
   DC
0: 15	acid splash, detect magic, read magic, resistance, fleeting fame
	mage hand
1: 16	expeditious retreat (stone), ghostly tail, hypnotism (feat), 
	Kelgore's fire bolt, mage armor, magic missile (gloves:3/day max)
	true strike
2: 17	mirror image, pyrotechnics (feat), scorching ray

+1 to caster level (CL) and to the save DC on all Fire Spells cast


==============================================================================
GEAR	Total WT= 14.25 + 5 (heward's handy haversack) = 19.25
	load: light = 33	medium = 66	heavy = 100
WT	Item
---	---------------------
0	traveler's outfit
0	HEAD:	  Circlet of Mages (5,000 gp)
		  - avoid losing prepared spell or spell slot; 3 charges/day
		  	- 1 charge = retain 1st level spell
			- 2 charges = retain 2nd level spell
			- 3 charges = retain 3rd level spell
		  - grant +2 competence bonus to Concentration checks
		  - Red Wizards/Scardale mark
0	FACE:	  OPEN SLOT
0.25	THROAT:	  Empowered Spellshard (1,500 gp)
		  - Kelgore's fire bolt; empower spell metamagic feat 3/day
		  - empower spell = +50 % to spell's variable numeric effects
		  - Red Wizards/Scardale mark
2	SHOULDER: Cloak of Charisma and Bluffing (1,600 gp)
 		  - grant +1 enhancement bonus to Charisma
		  - grant +2 competence bonus to Bluff checks
		  - Red Wizards/Scardale mark
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	"Crimdrac's Claw" 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, masterwork = 10/10 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)
		- potion of undetectable alignment (300 gp)
		- vial, red-hot pepper spice sauce x2
		- vial of darkvision powder (10 gp)
		- vial of drow knock out poison (75 gp) x2
		  [injury DC = 13, unc 1d4 min/ unc 2d4 hrs]  
2 	spell component pouch
0	Knowstone (1,000 gp)
		- add "expeditious retreat" to list of spells known
		- Red Wizards/Scardale mark
0	Wand of Sleep (15 gp/charge = 270 gp)
		- Caster Level = 1, charges = 18
		  (range=110 ft & 10 ft rad, 4 HD, Will DC 11)
		- command word: "snooze, you lose", spoken in gnome 
0	Wand of Detect Magic (7.5 gp/charge = 217 gp)
		- Caster Level = 1, charges = 29
		- command word: "Eye of the Magus", spoken in draconic 
		- symbols of Dragon and Eye with Seven Stars
		  (Search DC 15 to find symbols, Decipher Script DC 15
		   to decipher the command word for the wand)
		- Red Wizards/Scardale mark
5	Heward's Handy Haversack (2,000 gp)
	- retrieving any item is a move action; no attacks of opportunity
	- left side pouch (20 lbs max: 16 lbs used)
		5	- bedroll
		3	- blanket
		3	- book "The Flow of Fear and Flame" (400 gp)
			  - by Murgar, the man with fire in his hands
			  - grant +2 circumstance bonus on Knowledge Arcana checks
		0	- 1 Daylight Pellet (15 gp)
			  - range = 50 ft, "daylight" illumination 60 ft, 
			  - duration = 10 rounds, 1 shot only
		5	- Lesser Metamagic Rod of Extend (3,000 gp)
				- can cast 3 spells/day as if they have the 
				  "Extend" metamagic feat for spells 3rd level
				  or lower
		  		- Red Wizards/Scardale mark
		0	- signal whistle
	- right side pouch (20 lbs max: 19.5 lbs used)
		1	- flask of oil
		0.5	- belt pouch
		0.5	  - TREASURE
		5	- silk rope, 50 feet
			  - grant +2 circumstance bonus on Use Rope checks
		0	- Arcane Scroll: Identify (RWS) - CL=1 (125 gp) x4
		0	- Arcane Scroll: Levitate - CL=5 (250 gp)
		0	- Arcane Scroll: Reduce Person - CL=5 (125 gp)
		0	- Arcane Scroll: Mage Hand (RWS) - CL=1 (12.5 gp) 
		0	- Arcane Scroll: Resistance (RWS) - CL=1 (12.5 gp) x3
		0	- Arcane Scroll: Mending (RWS) - CL=1 (12.5 gp) x3
		0	- Arcane Scroll: Message (RWS) - CL=1 (12.5 gp)
		0	- Arcane Scroll: Read Magic (RWS) - CL=1 (12.5 gp)	
			  (RWS = scroll with Red Wizards/Scardale mark)
		4	- waterskin
		8	- trail rations, 8 days
		0.5	- scroll case, maps
	- main central pack (80 lbs max: 41.82 lb used)
		1	- Container Kit
		0		- bells (5)
		0		- chalk (5)
		0		- fish hook (10)
		0		- fish line
		0		- flint and steel
		0		- ink pen
		0		- paper (5 sheets)
		0		- vial, empty
		0		- vial of black ink (8 gp)
		0 		- sewing needles (5)
		0.5	sack
		6.16		- GROUP TREASURE (pp)
		0.5	sack
		23.66		- GROUP TREASURE (gp)
		0.5	sack
		0		- GROUP TREASURE (sp)
		0.5	sack
		0		- GROUP TREASURE (gems and jewellery)
		9	- Group Loot

==============================================================================
TREASURE		platinum ring (50 gp)
cp = 			- focus for Gideon's "shield other" spell
sp = 4			
gp = 10			1 Red Wizard bronze token (0-level scroll)
pp = 			
	

=============================================================================
GROUP TREASURE: weight = 29.82 lbs (coins) + 9 lbs (loot) = 38.82 lbs

cp = 		
sp = 	
gp = 1183		
pp = 308		

5 gold items (500 gp) wt = 5 total
Potions K1, S2, C6, S3? wt = 1 total
Medallion (faint illusion)?
Cloak (faint abjuration)? wt = 2
Wand (enchantment)?
Orb (moderate enchantment)? wt = 1

=============================================================================
In Storage:

cp = 		
sp = 	
gp = 		
pp = 		


=============================================================================
"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
 19.5		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
-----
244.5		= medium load (40 ft; run x4)


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