Adventure Date: January 9, 2010
Last Updated: January 7, 2010
class: Barbarian/Hellreaver race: shield dwarf level: 7 = 6/1 alignment: DM Eyes Only xp: 21,000 deity: DM Eyes Only size: medium age: 46 gender: male height: 4'3" eyes: green hair: brown skin: tan weight: 178 lbs Campaign: Darkness Rising Home Region: Sword Coast (dwarf) Languages: Dwarf (native), Illuskan (native), Chondathan (1cc) ==================================================================================== STR: 16/18(22) +3/+4(+6) HP: 76(90) Speed: 30 ft DEX: 16 +3 AC: 21(19) CON: 16(20) +3(+5) = 10 + 5 + 3 + 3 + 0 + 0 + 0 + 0 INT: 10 0 base + armor + shield + dex + size + nat + deflect + misc WIS: 10 0 AC touch: 16(14) CHA: 9/10 -1/0 AC flat-footed: 21(19) Initiative: +3 Base Attack: +7/+2 (value) = value while raging +4 AC dodge bonus vs. giants +2 AC dodge bonus vs. traps crystal of life drinking: heal 1 hp/hit; 10 hp/day ==================================================================================== Total = base +Mod +magic +misc Fortitude: +8(+10) = 5 +3 Reflex: +5 = 2 +3 Will: +6(+8) = 4 0 +2 (iron will) +2 morale bonus on Will saves while raging +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. +2 to reflex saves vs traps immunity to fear effects ==================================================================================== +1 racial bonus on attack rolls against orcs and goblinoids +2 hit and damage while raging due to increased STR +2 hit and +1d6 damage vs evil creatures with Furious Strike Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- chondathan +12/+7 1d8+5 19-20/x2 - S "The Black Blade" steelsword +1 dwarven waraxe +12/+7 1d10+4 x3 - S "Guifoon", 1-handed cold iron masterwork + Least Crystal of Life Drinking warhammer +11/+6 1d8+4 x3 - B dagger +11/+6 1d4+3 19-20/x2 10 ft P/S silver (-1 dam) (+10/+5 thrown) composite +11/+6 1d8+2 x3 110 ft P masterwork arrow longbow +10/+5 1d8+2 normal arrow [STR 14/dam +2] +10/+5 1d8+1 silver arrow Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ mithral medium +5 +5 -1 15% 20 ft 15 lbs breastplate armor heavy shield +3 - 0 15% - 5 lbs darkwood shield +1 ==================================================================================== SKILLS: Total = 38 max = 10/5 Ability Mod Ranks Misc 2 +0 (+2) appraise INT +0 +2 stone/metal +2 balance DEX +3 -1 armor +0 bluff CHA +0 +11 climb STR +4 8 -1 armor +3 concentration CON +3 +0 (+2) craft INT +0 +2 stone/metal no decipher script INT +0 +0 diplomacy CHA +0 no disable device INT +0 +0 disguise CHA +0 +2 escape artist DEX +3 -1 armor +0 forgery INT +0 +0 gather information CHA +0 +1 handle animal CHA +0 1 +0 heal WIS +0 +2 hide DEX +3 -1 armor +0 intimidate CHA +0 +3 jump STR +4 -1 armor no knowledge, arcana INT +0 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 +2 survival no knowledge, nobility/royalty INT +0 no knowledge, religion INT +0 +5 knowledge, the planes INT +0 1+4cc +9 listen WIS +0 9 +2 move silently DEX +3 -1 armor no open lock DEX +3 +0 perform CHA +0 no profession WIS +0 +3 ride DEX +3 +0 (+2) search INT +0 +2 stone +0 sense motive WIS +0 no sleight of hand DEX +3 -1 armor no spellcraft INT +0 +1 spot WIS +0 1 +8 survival WIS +0 8 +10 survival, on other planes WIS +0 " +2 know planes +2 swim STR +4 -2 armor x2 no tumble DEX +3 -1 armor no use magic device CHA +0 +3 use rope DEX +3 * speak languages - Chondathan n/a 1cc ============================================================================= SPECIAL ABILITIES / FEATS Armor: light, medium Shields: all (except tower shields) Weapons: all simple, all martial, dwarven waraxe (exotic), dwarven urgrosh (exotic) Dwarf (Shield): - CON +2, CHA -2 - Medium-sized - Dwarf base land speed = 20 feet - However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load - Darkvision: 60 feet (black and white only) - Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. - Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. - Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). - +2 racial bonus on saving throws against poison. - +2 racial bonus on saving throws against spells and spell-like effects. - +1 racial bonus on attack rolls against orcs and goblinoids. - +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. - +2 racial bonus on Appraise checks that are related to stone or metal items. - +2 racial bonus on Craft checks that are related to stone or metal. - Favored Class: Fighter Barbarian: - FAST MOVEMENT (Ex): +10 feet. This benefit applies only when he 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): 2/day, duration = New CON mod +3 = 5+3 = 8 rounds In a rage, temporarily gain STR +4, CON +4, and +2 morale bonus on Will saves, but he 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. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). 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 his action, not in response to someone else’s action. - UNCANNY DODGE: Retains DEX bonus to AC, even if flat-footed or struck by an invisible attacker - IMPROVED UNCANNY DODGE: Cannot be flanked, except by a rogue 4 levels higher then his barbarian levels - TRAP SENSE: - reflex saves vs traps = +2 - dodge bonus to AC vs traps = +2 Hellreaver: - Holy Fury: - Holy Fury Points = HR level + CHA = 1 + 0 = 1 - free action to enter Holy Fury state - used once/encounter, lasts until end of encounter - all melee attacks are good aligned - immunity to fear effects - Furious Strike: - as a swift action, spend 1 Holy Fury Point to activate - against evil creatures, next attack gets +2 to hit and +1d6 damage Tireless: Regional feet (1st level 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) Instantaneous Rage: Complete Warrior, page 102 (flaw bonus feat) - your rage begins at anytime you wish, even when it's not your turn or when you're surprised. You can activate your rage as a free action in response to another's action. Thus, you can gain the benefits of rage in time to prevent or ameliorate an undesirable event. For example, you can choose to enter a rage when an enemy attacks you, or casts a spell at you (to gain the benefits of a higher Constitution or your bonus on Will saves) before you know the results of the attack. You must be aware of the attack, but you may be flat-footed. Iron Will: (flaw bonus feat) - +2 bonus on all Will saving throws Parrying Shield: Lords of Madness, page 181 (3rd level bonus feat) - You have studied advanced techniques for battling foes whose attacks normally bypass armor. You use your shield to block or deflect rays and other touch attacks. - You gain your shield bonus (and the shield’s enhancement bonus, if any) as an addition to your touch AC. Power Attack (6th level bonus feat) - melee bonus only, no light weapons - max one-handed weapon bonus; -7 hit = +7 damage - max two-handed weapon bonus; -7 hit = +14 damage Black Sheep of Family (flaw) - You are an outlaw to your own house, and have been disowned by your family in the most extreme cases...in gentler cases, they haven't tossed you out, but life is no picnic. - You don't really stand to gain any kind of inheritance, and you usually cannot call on your family for help of any kind. - Forgiveness for whatever caused this to happen can be accomplished, but it will take years of hard work. Overconfident (flaw) - Nothing is beyond your capabilities. If you wanted, you could defeat the best swordsman in the world; you just haven't had any reason to do so yet. And surely that chasm isn't too wide for you to leap across. - Once per game session, the DM or another player can activate your Flaw in order to squash any doubts you may have had about your own capabilities. ============================================================================== GEAR Total WT= 52 + 24.8 (backpack) = 76.8 STR = 18 load: light = 100 medium = 200 heavy = 300 WT Item --- --------------------- 0 traveler's outfit 0 HEAD: Rashemen Bear Helm (1,500 gp) - while raging, 1/day, reduce damage from a critical hit or a sneak attack by half. Can activate after the damage has been determined. FACE: OPEN SLOT THROAT: OPEN SLOT 2 SHOULDER: Cloak of Charisma (1,000 gp) - grant +1 enhancement bonus to Charisma 15 BODY: mithral breastplate (4,200 gp) TORSO: OPEN SLOT WAIST: OPEN SLOT FEET: OPEN SLOT ARMS: OPEN SLOT 1 HANDS: Gauntlets of Ogre Power (4,000 gp) - grants a +2 enhancement bonus to strength - Red Wizards/Scardale mark RING1: OPEN SLOT RING2: OPEN SLOT 5 SHIELD: Heavy Darkwood Shield +1 (1,257 gp) - magic: +1 shield enhancement bonus to AC 5 The Black Blade of Galath the Brigand (2,315 gp) - chondathan steelsword, a broad-bladed one-handed sword that is treated as a masterwork longsword that grants a +2 bonus when attempting to break a foe’s weapon (see Sunder rules, PHB page 158) - has a gilded hilt and black steel blade - magic: +1 weapon enhancement bonus to hit and damage 8 "Guifoon" cold iron dwarven waraxe, masterwork (360 gp) 0 Least Crystal of Life Drinking (400 gp) - weapon crystal: attached to "Guifoon" - 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 1 point of damage. - When the crystal has healed a total of 10 points of damage, it becomes inert until the following day - Dealing non-lethal damage with the weapon doesn’t activate the crystal’s effect 5 warhammer 1 silver dagger (22 gp) 3 mighty composite longbow [STR 14/dam +2] (300 gp) 3 quiver - arrows x10 - arrows, masterwork x9 3 quiver - 20 silver arrows 1 potion belt = 4/6 vials - retrieving a potion/vial is a free action once per round 0 - Potion of Cure Light Wounds [1d8+1 hp]; (50 gp each) x3 0 - Potion of Undetectable Alignment; (300 gp) x1 2 backpack 3 - winter blanket 0 - flint and steel 1 - flask of oil, 1 pint 4 - trail rations, 4 days 4 - waterskin, full 0.5 - sack 5.5 - TREASURE 4.8 - GROUP TREASURE ============================================================================== TREASURE platinum ring (50 gp) cp = 3 - focus for Gideon's "shield other" spell sp = 2 gp = 2 pp = 255 ============================================================================= In Storage: DM Eyes Only ============================================================================= "Steadfast" 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 ------- --------- 178 rider 72 rider's gear 25 riding saddle 1 bit and bridle 8 saddlebags ----- 284 = medium load (40 ft; run x4) ============================================================================== SPECIAL NOTES: DM Eyes Only Dusk Lord's Throne Risca, Gideon and Swan were affected in Chapter 16. So add stat to level 7b stats in Chapter 17.