Okul Tarmikos

Adventure Date: January 30, 2009
Last Updated: January 19, 2010

class:		Bloodline/Fighter(Kensei)	race:		human (Turami)
level:		4 = 1/3				alignment:	DM Eyes Only
xp:		6,000				deity:		DM Eyes Only

size: medium	age: 17		gender:	male	height:	6'1"	
eyes: brown	hair: black	skin: mahogany	weight:	210 lbs

Campaign: 	Darkness Rising
Home Region: 	Turmish, Gildenglade
Languages:	Turmic (native), Dwarf (bonus), Chondathan (1cc)


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STR:	19/20	+4/+5	HP: 	35			Speed:	30 ft 
DEX:	16	+3	AC:	20 (21 ???)				
CON:	14	+2	= 10   + 4+1   + 0      + 3   + 0    + 0   + 1       + 1
INT:	13	+1	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	 8	-1	AC touch:	15
CHA:	 8	-1	AC flat-footed: 17		Initiative:	+3
							Base Attack:	+3

			- Fire Resistance 5
			- crystal of life drinking: heal up to 3 hp/hit; 30 hp/day


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+6	= 3	+2		+1 (luck)
Reflex:		+5	= 1	+3		+1 (luck)	
Will:		+1	= 1	-1		+1 (luck)


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Attack		Bonus	Damage	Critical	Range	Type	Notes
------------	------	------	--------	-----	----	-----
greatspear +1,	+10	2d6+9	x3		-	P	long grip (10'reach)
darkwood	+8	2d6+9	x3		-	P	short grip
		+8	2d6+7	x3		10'	P	thrown

greatspear	+9	2d6+8	x3		-	P	long grip (10'reach)
		+7	2d6+8	x3		-	P	short grip
		+7	2d6+6	x3		10'	P	thrown

heavy mace	+8	1d8+5	x2		-	B	one-hand
		+8	1d8+7	x2		-	B	two-hands

spiked gauntlet	+8	1d4+5	x2		-	P	cannot be disarmed

dagger, MW	+9	1d4+5	19-20/x2	-	P/S	
		+7	1d4+5	19-20/x2	10'	P/S	thrown

silver dagger	+8	1d4+4	19-20/x2	-	P/S	
		+6	1d4+4	19-20/x2	10'	P/S	thrown

sling		+6	1d4+5	x2		50'	B	

sling		+4	1d4+5	x2		50'	B	alchemist's fire
			+1d4				fire	



Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
chain shirt,	light	+4	+6	0	10%	30 ft	10 lbs	 magic +1 ???
mithral		armor

dastana		+armor	+1	n/a	-1	5%	n/a	5 lbs	armor stacks


====================================================================================
SKILLS: Total = 24	max = 7/3	Ability	Mod	Ranks	Misc  
+1	appraise			INT	+1		
+4	*balance			DEX	+3	2	-1 armor
-5	bluff				CHA	-1		-4 disfigurement
+6	climb				STR	+5	2cc	-1 armor		
+2	*concentration			CON	+2
+2	*craft, weaponsmith		INT	+1	1	
+1	*craft 				INT	+1		
no	decipher script			INT	+1		
-5	diplomacy			CHA	-1		-4 disfigurement	
no	disable device			INT	+1		
-5	disguise			CHA	-1		-4 disfigurement
+2	escape artist			DEX	+3		-1 armor	
+1	forgery				INT	+1		
-5	gather information		CHA	-1		-4 disfigurement
no	handle animal			CHA	-1		-4 disfigurement
-1	heal				WIS	-1
+2	hide				DEX	+3		-1 armor	
-5	intimidate			CHA	-1		-4 disfigurement	
+7	*jump				STR	+5	3	-1 armor			
no	knowledge, arcana		INT	+1	
no	knowledge, architect/engineer	INT	+1
no	knowledge, dungeoneering	INT	+1
no	knowledge, geography		INT	+1
no	knowledge, history		INT	+1
no	knowledge, local		INT	+1
no	knowledge, nature		INT	+1
no	knowledge, nobility/royalty	INT	+1
no	knowledge, religion		INT	+1	
no	knowledge, the planes		INT	+1	
+3	listen				WIS	-1	2cc	+2 alertness
+2	move silently			DEX	+3		-1 armor	
no	open lock			DEX	+3		
-5	perform				CHA	-1		-4 disfigurement
no	profession			WIS	-1		
+3	ride				DEX	+3		
+1	search				INT	+1		
+1	sense motive			WIS	-1		+2 bloodline
no	sleight of hand			DEX	+3		-1 armor			
no	spellcraft			INT	+1	
+3	spot				WIS	-1	2cc	+2 alertness
-1	survival			WIS	-1		
+3	*swim				STR	+5		-2 armor x2			
+6	*tumble				DEX	+3	4	-1 armor		
no	use magic device		CHA	-1		-4 disfigurement
+3	use rope			DEX	+3		
n/a	speak languages - Chondathan	n/a		1 cc		


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SPECIAL ABILITIES / FEATS
Armor: 		light
Shields:	none
Weapons:	all simple, great spear (exotic weapon: complete warrior, 
		page 154)


Human:
- Medium-sized
- 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. 


Gold Dragon Bloodline: Unearthed Arcana, page 21 and 23
- Major Bloodline (Bloodline levels required at level 3, 6 and 12 
  or no longer obtain new abilities and take a -20% xp penalty)
	- A bloodline level grants no increase in base attack bonus or
	  base save bonuses, no hit points or skill points, and no class
	  features. It counts as a normal class level (with no class 
	  skills) for the purpose of determining maximum skill ranks.
- Sense Motive +2 
- Alertness (listen +2, spot +2)
- STR +1
- Fire Resistance 5


Kensei: Dragon Magazine #310, page 36
- chosen weapon = great spear
- +1 to hit and dam with great spear (replaces 1st level fighter bonus feat)


Combat Expertise (2nd level fighter bonus feat)
- When you take an Attack action or a Full Attack action, you may take -X 
  to hit and get +X dodge bonus to your AC until your next action. 
  X can be up to your base attack bonus, with a maximum of 5.


Luck of Heroes (1st level bonus feat): Player's Guide to Faerun, page 40
- Regional Feat: You receive a +1 luck bonus on all saving throws 
  and a +1 luck bonus to Armor Class.


Canny Opportunist (3rd level bonus feat): Dragon Magazine #340 p86
- If an opponent you threaten does any of the following, you may make 
  an Attack of Opportunity on him/her, even if you are Flat-Footed: 
  Draw a Weapon, Ready/Loosen a Shield, or Attempts a Feint in Combat.


Combat Reflexes (human bonus feat):
- You may make a number of additional attacks of opportunity equal to 
  your Dexterity bonus. With this feat, you may also make attacks of
  opportunity while flat-footed.


Improved Toughness (flaw bonus feat): Complete Warior, page 101 
- Gain +1 hp per hit-die. This applies to future hit-dice too. 
  If a hit-die is permanently lost, you permanently lose the bonus hp too.


Shorten Grip (flaw bonus feat): Dragon Magazine #331, page 28 
- When wielding a Polearm with Reach with which you have proficiency, 
  you may attack adjacent foes at -2 penalty.


Disfigurement: (flaw)
- A hideous disfigurement makes you ugly and easy to notice-and easy to 
  remember. Whatever your particular choice of disfigurment, it has to be 
  something blatantly obvious to a casual glance. In addition, as it is a 
  birth deformity, it cannot be "healed", though you could employ magics to 
  cover it via illusions in some instances, and perhaps utilize high level 
  magics to transform yourself into a more pleasing form for the duration, 
  though you'll always have the lingering fear of it being dispelled. 
- In Okul's case, his Dragon Bloodline began to manifest itself as he 
  approached adolescence. Large shiny scales began to spread across his back, 
  up around his throat and down his arms. 
- In game terms, he suffers an additional -4 penalty to any and all Charisma 
  based skill checks due to his repulsiveness. 


DM Eyes Only: (flaw) 
- DM Eyes Only


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GEAR	Total WT= 56 + 23 (backpack) = 79
	load: light = 133	medium = 266	heavy = 400
WT	Item
---	---------------------
0	adventurer's outfit
1	Silver Locket of Light (135 gp)
		- continual flame
	HEAD:	  OPEN SLOT
	FACE:	  OPEN SLOT
	THROAT:	  OPEN SLOT
	SHOULDER: OPEN SLOT
10	BODY: 	  Mithral Chain Shirt (1,100 gp): magical +1 ????
	TORSO:	  OPEN SLOT
1	WAIST:	  Belt of Giant Strength +1 (1,000 gp)
		  - provides a +1 enhancement bonus to strength
		  - Red Wizard Scardale mark
	FEET:	  OPEN SLOT
5	ARMS:	  dastana (bracers)
1	HANDS:	  spiked gauntlet
0	RING1:	  Ring of Protection +1 (2,000 gp)
			- provides a +1 deflection bonus to AC
	RING2:	  OPEN SLOT
	SHIELD:	  OPEN SLOT
4.5	Darkwood Greatspear +1 (2,415 gp)
0	Lesser Crystal of Life Drinking (1,500 gp) 
		- weapon crystal: attached to "Darkwood Greatspear +1"
		- can be attached to any weapon of at least masterwork quality
		- Attaching or removing the crystal of life drinking from a weapon 
		  is a move action that does not provoke attacks of opportunity
		- Each time you deal damage to a living creature with the weapon 
		  to which this crystal is attached, you heal up to 3 points of 
		  damage. 
		- When the crystal has healed a total of 30 points of damage, 
		  it becomes inert until the following day 
		- Dealing non-lethal damage with the weapon doesn’t activate 
 		  the crystal’s effect 
9	greatspear
8	heavy mace
1	Finely Crafted Dagger, masterwork
1	silver dagger (22 gp)
0	sling
3.5	7 sling bullets
3	6 sling bullets, alchemist's fire (20 gp each)
0.5	belt pouch (left)
		- flint and steel
		- tindertwigs (4)
		- candle wick, 50 feet (1" burns in 30 sec.)
0.5	belt pouch (right)
		- oil of magic weapon (50 gp) x1
		- potion of cure light wounds = 1d8+1 hp (50 gp) x1
		- potion of cure moderate wounds = 2d8+3 hp (300 gp) x2
3	flask of alchemist's fire x3
4	tanglefoot bag (50 gp)
0	Daylight Pellet (15 gp)
		- range = 50 ft, "daylight" illumination 60 ft, 
		- duration = 10 rounds, 1 shot only
2	backpack
2		- trail bars (x10)
4		- waterskin
7		- Troll Gut Rope, 50 feet (500 gp)
			- can command rope to grow up to 350 feet, 1/day
			- excess rope beyond 50 ft dissolves after 12 hours
			- If large knot on one end is ever untied or cut open, 
		  	  the rope’s magic is destroyed
			- command word = “tummy stretch” in the giant tongue
1		- whetstone
5		- weaponsmithing tools
0		- twine, 50 feet
2		- Okul's TREASURE


==============================================================================
TREASURE (wt = 2 lb)
cp = 18			
sp = 35			
gp = 34			
pp = 7			


=============================================================================
In group's Bag of Holding (total wt = 10 lbs): carried by Gideon
10	- climber's kit (80 gp each) x2
		- grant +2 circumstance bonus on Climb checks


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In Storage:		

DM Eyes Only		


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"Kahn"
	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
-------		---------
210 		rider
 79		rider's gear
 25		riding saddle
  1		bit and bridle
  8		saddlebags
  5		bedroll
-----
328		= medium load (40 ft; run x4)


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SPECIAL NOTES:

DM Eyes Only