Adventure Date:January 30, 2009
Last Updated: May 21, 2009
class: Scout/Cleric race: human (Chondathan) level: 3/1 alignment: DM Eyes Only xp: 6,000 deity: DM Eyes Only size: medium age: 20 gender: female height: 5'8" eyes: blue hair: brown skin: tan weight: 124 lbs Campaign: Darkness Rising Home Region: The Dalelands, Deepingdale Languages: Chondathan (native), Damaran, Elvish ==================================================================================== STR: 12 +1 HP: 25 Speed: 40 ft DEX: 19 +4 AC: 20 CON: 12 +1 = 10 + 4 + 0 + 4 + 0 + 0 + 0 + 1 +1 INT: 14 +2 base + armor + shield + dex + size + nat + deflect + misc WIS: 12 +1 AC touch: 16 CHA: 8 -1 AC flat-footed: 20 Initiative: +5 Base Attack: +2 - when moving in or out of a threatened area, get +4 dodge bonus to AC vs attacks of opportunity - if move minimum 10 ft in round, get +1 competence bonus to AC till start of next turn ==================================================================================== Total = base +Mod +magic +misc Fortitude: +7 = 3 +1 +1 +1 (luck) +1 (scout) Reflex: +9 = 3 +4 +1 +1 (luck) Will: +6 = 3 +1 +1 +1 (luck) - DM Eyes Only ==================================================================================== - Skirmish: +1d6 damage on all attacks if move minimum 10 ft - can be applied to ranged attacks within 30 ft - bonus of +1 hit and damage to ranged attacks within 30 ft (point blank shot) Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- "Gutripper" +4 1d6+1 19-20/x2 - P cold iron, shortsword masterwork dagger +3 1d4 19-20/x2 10 ft P/S silver (+6 thrown) dagger +4 1d4+1 19-20/x2 10 ft P/S masterwork (+7 thrown) "Granpar's Bow" +8 1d8+2 x3 110 ft P/S serpent tongue arrow mighty [STR 12] +8 thunderstone 110 ft n/a thundering arrow composite +8 1d8+2 x3 110 ft P cold iron arrow longbow +1 +8 1d8+1 x3 110 ft P silver arrow +8 1d8+2 x2 130 ft P flight arrow Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ mithral light +4 +6 0 10% 20 ft 10 lbs chain shirt armor ==================================================================================== SKILLS: Total = 66+5 max = 7/3.5 Ability Mod Ranks Misc 111511 +2 appraise INT +2 +11 balance DEX +4 5 (armor/+2 tumble) -1 bluff CHA -1 +6 climb STR +1 5 (armor) +8 climb, stone surfaces STR +1 " (+2 stone burners) +1 concentration CON +1 +2 craft INT +2 +2 craft, bowmaking INT +2 +2 craft, trapmaking INT +2 no decipher script INT +2 -1 diplomacy CHA -1 +8 disable device INT +2 6 -1 disguise CHA -1 +5 escape artist DEX +4 1 (armor) +2 forgery INT +2 -1 gather information CHA -1 no handle animal CHA -1 +2 heal WIS +1 1 +9 hide DEX +4 5 (armor) -1 intimidate CHA -1 +8 jump STR +1 5 (armor/+2 tumble) no knowledge, arcana INT +2 no knowledge, architect/engineer INT +2 no knowledge, dungeoneering INT +2 no knowledge, geography INT +2 no knowledge, history INT +2 no knowledge, local INT +2 no knowledge, nature INT +2 (+2 survival) no knowledge, nobility/royalty INT +2 +6 knowledge, religion INT +2 2 (+2 theologian) +3 knowledge, the planes INT +2 1 +7 listen WIS +1 6 +14 move silently DEX +4 5 (armor/+5 boots) +7 open lock DEX +4 3cc -1 perform CHA -1 no profession WIS +1 +4 ride DEX +4 +8 search INT +2 6 +1 sense motive WIS +1 no sleight of hand DEX +4 (armor) no spellcraft INT +2 +7 spot WIS +1 6 +6 survival WIS +1 5 +8 survival, follow tracks WIS +1 " (+2 search) +1 swim STR +1 (armor x2) +11 tumble DEX +4 5 (armor/+2 jump) no use magic device CHA -1 +7 use rope DEX +4 1 +2 (rope) no speak languages n/a 0 cc DM Eyes Only ============================================================================= SPECIAL ABILITIES / FEATS Armor: light Shields: none Weapons: all simple, hand axe, throwing axe, shortsword and shortbow composite shortbow, longbow, composite longbow Human: (Quarter-Wood Elf) - 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 Scout: Complete Adventurer, page 10 - Skirmish: - if move minimum 10 ft in round, get +1 competence bonus to AC till start of next turn - if move minimum 10 ft in round, get +1d6 damage on all attacks - can be applied to ranged attacks within 30 ft - only vs. living creatures with discernable anatomy - lose Skirmish if armor/load is medium or heavy - Trapfinding: - can use "search" and "disable device" against traps as a rogue - Battle Fortitude: - gain +1 competence bonus vs fortitude saves - gain +1 competence bonus to initiative - lose Battle Fortitude if armor/load is medium or heavy - Uncanny Dodge: - Retains DEX bonus to AC, even if flat-footed or struck by an invisible attacker - Trackless Step: - cannot be tracked in natural surroundings - Fast Movement: - gain +10 ft enhancement bonus to move (base land speed) - lose Fast Movement if armor/load is medium or heavy Cleric: DM Eyes Only - DM Eyes Only - Elf Domain: bonus feat - Point Blank Shot: bonus of +1 hit and damage to ranged attacks within 30 ft - War Domain: bonus feats - Martial Weapon Proficiency: longbow/composite longbow - Weapon Focus: longbow/composite longbow (+1 to hit) Precise Shot (3rd level bonus feat) - no penalty to hit opponents engaged in melee Luck of Heroes: Regional feat (1st level bonus feat) - AC luck bonus +1 - saving throw luck bonus +1 Dodge: (human bonus feat) - receives a +1 dodge bonus to AC Mobility: (flaw bonus feat) - when moving in or out of a threatened area, get +4 dodge bonus to AC vs attacks of opportunity Telling Blow: (flaw bonus feat) - melee and ranged attacks apply skirmish and sneak attack damage on a critical hit. - skirmish/sneak attack damage is not multiplied by weapon critical modifier Dislike of Nobility (flaw) - You have a dim view of the Nobility, considering them to be little more than bullies, cowards, and thieves with power and wealth. Despite the dislike and distrust, you do not necessarily make your dislike known... along with the dislike comes fear of their power that can be brought against you. - When dealing with others who are obviously nobles (or the fact is pointed out to you), you suffer a -2 penalty to all social related rolls dealing with the person or people in question. - In addition, once per game session (as applicable), the DM or another player can enforce this flaw to make you directly oppose or ignore a request or order given by a noble. DM Eyes Only (flaw) - DM Eyes Only ============================================================================= SPELLS 0: 3 1: 2+D 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 DC 0: 11 detect poison, guidance, guidance 1: 12 magic weapon, protection from evil, true strike(D) Elf Domain Spells: (1) true strike; (2) cat's grace; (3) snare; (4) tree stride; (5) commune with nature; (6) find the path; (7) liveoak; (8) sunburst; (9) antipathy War Domain Spells: (1) magic weapon; (2) spiritual weapon; (3) magic vestment; (4) divine power; (5) flame strike; (6) blade barrier; (7) power word, blind; (8) power word, stun; (9) power word, kill ============================================================================== GEAR Total WT= 31 + 12 = 43 load: light = 43 medium = 86 heavy = 130 WT Item --- --------------------- 0 traveler's outfit 0 HEAD: OPEN SLOT 0 FACE: OPEN SLOT 0 THROAT: Safewing Emblem (250 gp) - usable once, if fall more then 10 ft, turns into pair of feather wings, granting "feather fall" for 180 ft 0 SHOULDER: OPEN SLOT 10 BODY: mithral chain shirt (1,100 gp) 1 TORSO: Vest of Resistance (1,000 gp) - provides a +1 resistance bonus on saving throws 0 WAIST: OPEN SLOT 1 FEET: Boots of Elvenkind (2,500 gp) - grants a +5 competence bonus on Move Silently checks 0 ARMS: OPEN SLOT 0 HANDS: OPEN SLOT 0 RING1: OPEN SLOT 0 RING2: OPEN SLOT 0 SHIELD: OPEN SLOT 2 "Gutripper" cold iron shortsword, masterwork (320 gp) - an orcish blade, looks old, with rust spots all over - has a smooth black boned hilt with a 'n' shaped cross guard - blade is dull grey, which tapers but then widens near the point, one edge is razor sharp, the other edge is serrated, angled such that it would cause ragged tears in flesh as it is withdrawn. 1 silver dagger 3 "Granpar's Bow" mighty composite longbow +1 (2,500 gp) - STR 12 = dam +1 - magic, provides +1 enhancement bonus to hit and damage 0 quiver 3 - 20 serpent tongue arrows: Races of the Wild, page 164 2 - 6 thundering arrows: Arms and Equipment Guide, page 7 3 quiver - 10 cold iron arrows - 10 silver arrows 4 quiver - 20 elvish flight arrows (160 gp) - increases range increment of bow by 20 ft 1 potion belt = 6/6 vials - retrieving a potion/vial is a free action once per round - elixir of hiding [+10 competence to hide]; (250 gp) x1 - oil of bless weapon; (100 gp) x1 - potion of cat's grace; (300 gp) x1 - vials of powder water; x3 0 10 Daylight Pellets (150 gp) - range = 50 ft, "daylight" illumination 60 ft, - duration = 10 rounds, 1 shot only 0 Wand of Cure Light Wounds (15 gp/charge = 210 gp) - command word: "Woundbegone", charges = 14 2 backpack 0.5 - dehydrated food; 1 day (arms and equipment guide, page 33) - wt = half of trail rations - must consume twice as much water daily 5 - silk rope, 50-feet - grant +2 circumstance bonus on Use Rope checks 1 - thieves' tools 0.5 - small steel mirror 0 - candles; x5 0 - needle/thread 0 - fishhook/line 0 - tindertwig; x5 1 - sunrods; x1 1 - drow stone burners - provides +2 circumstance bonus to climb skill checks along stone surfaces 1 - flask of stoneburn acid - used for 200 ft of climbing with drow stone burners 0 - vials of powder water; x3 - add a drop of water to produce 1 gallon of water ============================================================================== TREASURE cp = 5 sp = 1 gp = 262 pp = ============================================================================= Inside the group's Bag of Holding (total wt = 8.5 lbs) 2.5 - Half of Swan's camouflage kit (5 uses) 6 - Swan's TREASURE ============================================================================= In Storage with Multhimmer the Merchant: DM Eyes Only ============================================================================= "Nivea" Nivea is a mare. Colouration: dark brown body; black mane; black tail; black fetlocks Swan believes her to be an exceptionally intelligent horse, that is loyal and affectionate towards her. 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 ------- --------- 124 rider 43 rider's gear 25 riding saddle 1 bit and bridle 8 saddlebags 1 - soap 3 - winter blanket 3 - dehydrated food; 6 days 4 - waterskin, full 2.5 - Half of Swan's camouflage kit (5 uses) 5 - climber's kit (80 gp) 1 - dagger 1 - dagger, masterwork ----- 221.5 = light load (60 ft; run x4) ============================================================================== SPECIAL NOTES: DM Eyes Only