Adventure Date: November 13, 2015
Last Updated: October 5, 2015
class: Cleric/Fighter/Human Paragon/ race: human (Illuskan) Vengeance Knight level: 3 = 1/2/0/0 alignment: Lawful Evil xp: 3,000 deity: The Hidden Lord size: medium age: 20 gender: female height: 6'0" eyes: gray hair: orange skin: white weight: 180 lbs Campaign: LIVE Home Region: Waterdeep Languages: Chondathan, Giant, Orc current HP: 22 ==================================================================================== STR: 18/19 +4/+4 HP: 22 Speed: 20 ft DEX: 14 +2 AC: 20 CON: 10 +0 = 10 + 5 + 2 + 2 + 0 + 0 + 0 + 1 INT: 14 +2 base + armor + shield + dex + size + nat + deflect + misc WIS: 12 +1 AC touch: 13 CHA: 8 -1 AC flat-footed: 17 Initiative: +2 Base Attack: +2 - combat expertise: attack roll = -2 max, AC dodge bonus = +2 max - when moving within or out of a threatened square = +4 dodge bonus to AC - penalty to AC during combat until you drop an opponent unaided = -2 - does not apply against a single opponent ==================================================================================== Total = base +Mod +magic +misc Fortitude: +5 = 5 +0 Reflex: +2 = 0 +2 Will: +5 = 2 +1 +2 if HP = 11 or less, then gain a +1 morale bonus on saves vs fear ==================================================================================== if HP = 11 or less, then gain a +1 morale bonus on weapon damage rolls Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- longsword +8 1d8+4 19-20/x2 - S masterwork +1 fire weapon crystal locked guantlet +6 1d3+4 x2 - B cold iron dagger +7 1d4+3 19-20/x2 - P/S silver, masterwork - thrown +5 10 ft sling, +5 1d4+4 x2 50 ft B cold iron masterwork 1d4+3 silver torch +2 1d3+4 x2 10 ft B wood +1 fire Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ chainmail medium +5 +2 -4 30% 20 ft 40 lbs masterwork heavy shield, shield +2 n/a +0 15% n/a 5 lb darkwood medium load enc. n/a +3 -3 n/a 20 ft n/a run x4 ==================================================================================== SKILLS: Total = 20+10 max = 6/3 Ability Mod Ranks Misc +4 appraise INT +2 2cc +6 appraise, metals INT +2 " +2 scale -2 balance DEX +2 -4 AC.enc -1 +bluff CHA -1 +3 *climb STR +4 1 -4 AC.enc/+2 kit +0 +concentration CON +0 +2 +*craft INT +2 no decipher script INT +2 -1 +diplomacy CHA -1 no disable device INT +2 +3 +disguise CHA -1 4 -2 escape artist DEX +2 -4 AC.enc +2 forgery INT +2 -1 gather information CHA -1 no *handle animal CHA -1 -1 saddleback +1 +heal WIS +1 -2 +hide DEX +2 -4 AC.enc +5 *intimidate CHA -1 6 +1 *jump STR +4 1 -4 AC.enc +3 +knowledge, arcana INT +2 1 no knowledge, architect/engineer INT +2 no knowledge, dungeoneering INT +2 no knowledge, geography INT +2 +3 +knowledge, history INT +2 1 no knowledge, local INT +2 no knowledge, nature INT +2 no knowledge, nobility/royalty INT +2 +6 +knowledge, religion INT +2 4 +3 +knowledge, the planes INT +2 1 +1 listen WIS +1 -2 move silently DEX +2 -4 AC.enc no open lock DEX +2 -1 perform CHA -1 +5 +profession, merchant WIS +1 4 +4 *ride DEX +2 1 +1 saddleback +2 search INT +2 +1 sense motive WIS +1 no sleight of hand DEX +2 -4 AC.enc +3 +spellcraft INT +2 1 +1 spot WIS +1 +1 survival WIS +1 -3 *swim STR +4 1 -8 AC.enc x2 no tumble DEX +2 -4 AC.enc no use magic device CHA -1 +2 use rope DEX +2 no speak languages n/a 0 cc * = fighter; + = cleric ============================================================================= SPECIAL ABILITIES / FEATS Armor: all armor (light, medium, heavy) Shields: all shields (including tower shields) Weapons: all simple, all martial Cleric of the Hidden Lord - Divine Spellcasting - can spontaneously cast "Trickery" domain spells (PHB2, alternative class feature, page 37) - can put "inflict" spells into the domain spell slot if needed - Charm Domain - 1/day as free action, boost CHA by +4, duration = 10 rounds (1 minute) - Trickery Domain - add to class skills: bluff, disguise and hide - Rebuke Undead: - A rebuked undead creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds. - range = 60 ft, standard action - Times/Day = 3 + CHA + extra-turning = 3 + -1(+1) + 0 = 2/day (4/day) - Turning Checks = 1d20 + CHA + Knowledge synergy = 1d20 + -1(+1) + 0 = 1d20-1 (1d20+1) - see table in PHB pg 159 for highest HD rebuked - Turning Damage = 2d6 + cleric level + CHA = 2d6 + 1 + -1(+1) = 2d6 (2d6+2) = total HD rebuked - Command Rebuked Undead: - take a standard action to give mental orders to a commanded undead. - can voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. - Max HD of commanded creatures = cleric level/2 = 1/2 HD - Total No. of undead HD being commanded = cleric level = 1 HD - Bolster Undead: - bolster undead creatures against "positive energy" turning in advance. - make a "rebuke" turning check, check HD on table in PHB pg 159, result becomes undead's effective HD for purposes of being turned by another cleric; duration = 10 rounds - Dispel Turning: - can dispel a "positive energy" turning check of another cleric - contest of "Rebuke" Turning Check vs "Positive Energy" Turning Check - roll turning damage to determine No. of HD no longer affected by "positive energy" turning check. Mercantile Background: Waterdeep regional feat (human bonus feat) - sell goods at 75%, instead of 50% - buy 1 item at 75% of cost, 1/month - get +300 gp at first level Block Arrow (1st level bonus feat; Heroes of Battle, page 96) - if aware and not flat-footed, can block one ranged weapon per round with shield Iron Will (2nd level bonus feat) - Will save = +2 Weapon Focus: longsword (1st level fighter feat) - gain +1 to hit with longsword Combat Expertise (2nd level fighter feat) - select during an attack action or full-attack action - changes to attack roll and AC last until your next action - attack roll = -2 max - AC dodge bonus = +2 max Dodge (flaw bonus feat 1) - gain a +1 dodge bonus to AC Mobility (flaw bonus feat 2) - when moving within or out of a threatened square = +4 dodge bonus to AC Glory-Hound (flaw 1) - You have an insatiable desire for glorious combat, fighting recklessly to prove yourself. - You suffer a -2 penalty to AC during combat until you drop an opponent. However, if you are aided in dropping the opponent, then the penalty persists. - This penalty does not apply if the combat is against a single opponent. Harbinger of Ill Omen (flaw 2) - You seem to be cursed to forever bump into a specific person, time and time again. Each time you do, something bad happens not long afterward. This person in no way does this purposefully, it just happens with alarming frequency. - In game terms, this can be reflected through utilizing a specific instance of the Misfortunate flaw when the Harbinger pops up to cause you to automatically fail a successfully made check of any sort (this does not prevent you from retrying, if such is applicable), or simply be some creatively hindering roleplay situation (DM's discretion). - Lady Oriana is not sure who exactly this is yet (DM's pick). - Although a shadow creature under orders from Bly Ruldegost demanded a status update which distracted her at critical moment. (trait 1) Saddleborn (trait 2) - You are a natural in the saddle, but you have little patience for handling animals when not riding them. - You gain a +1 bonus on Ride checks. - You take a -1 penalty on Handle Animal checks. ============================================================================= 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 cure minor wounds, detect magic, guidance 1: 12 charm person (D), cure light wounds, divine favor - can spontaneously cast "Trickery" Domain spells - can put "inflict" spells into Domain spell slot - Charm or Trickery domain spells = +1 caster level Charm Domain Spells: (1) charm person; (2) calm emotions; (3) suggestion; (4) good hope; (5) charm monster; (6) geas/quest; (7) insanity; (8) demand; (9) dominate monster Trickery Domain Spells: (1) disguise self; (2) invisibility; (3) nondetection; (4) confusion; (5) false vision; (6) mislead; (7) screen; (8) polymorph any object; (9) time stop ============================================================================== GEAR Total WT= 77 + 69 = 146 load: light = 116 medium = 233 heavy = 350 WT Item --- --------------------- 0 traveler's outfit 0 wooden unholy symbol: broken stag horn (1 gp) 0 HEAD: OPEN SLOT 0 FACE: OPEN SLOT 0 THROAT: OPEN SLOT 0 SHOULDER: OPEN SLOT 40 BODY: chainmail, masterwork (300 gp) 0 Least Rubicund Frenzy Armor Crystal (500 gp) - if HP = 50% or less, than gain: - a +1 morale bonus on weapon damage rolls - a +1 morale bonus on saves vs fear - only usable on masterwork or magic armor (on chainmail) 0 TORSO: OPEN SLOT 1 WAIST: Belt of Giant Strength +1 (1,000 gp) - gain a +1 enhancement bonus to Strength 0 FEET: OPEN SLOT 0 ARMS: OPEN SLOT 5 HANDS: cold iron locked guantlet: sword hand (16 gp) - can deal lethal damage with an unarmed strike - full round action to lock/unlock; provokes attacks - when locked: cannot use hand to cast spells/use skills gain +10 bonus to resist being disarmed - default is unlocked 0 RING1: OPEN SLOT 0 RING2: OPEN SLOT 5 SHIELD: heavy darkwood shield (257 gp) - bears sigil of the Knights of the Shield 1 silver unholy symbol: broken stag horn (597 gp) - the Hidden Lord whispers instructions to Lady Oriana through this item - can be used in combat as a masterwork silver dagger - when used to cast Charm or Trickery domain spells, a broken stag horn increases your effective caster level by 1. 4 longsword, masterwork (315 gp) 0 Least Weapon Crystal of Fire Assault (600 gp) - add 1 point of fire damage to weapons damage - only usable on masterwork or magic weapons (on longsword) 0 sling, masterwork (300 gp) 4 sling bullets, cold iron (2 sp) = 8 5 sling bullets, silver (20.1 gp) = 10 1 potion belt = 3/6 vials (1gp) - retrieving a potion/vial is a free action once per round - Potion of Lesser Restoration (300 gp) - vial of black ink (8 gp) - vial of anti-toxin (50 gp) - black liquid - provides +5 alchemy bonus to fortitude saves vs poison 0.5 belt pouch (1 gp) 1 - coins 0.5 belt pouch (1 gp) 0.5 - small steel mirror (10 gp) 2 spell component pouch (5 gp) 0.5 scroll case (1 gp) 0 - sheet of parchment x4 (8 sp) 0.5 scroll case (1 gp) 0 - Red Wizard Divine Scroll: magic weapon CL=1 (25 gp) 0 - Red Wizard Divine Scroll: protection from chaos CL=1 (25 gp) 0.5 scroll case (1 gp) 0 - Red Wizard Divine Scroll: detect poison CL=1 (12.5 gp) 0 - Red Wizard Divine Scroll: read magic CL=1 (12.5 gp) 0 Wand of Cure Light Wounds (15 gp/charge = 150 gp) - command word="Bitch Queen's Blessing", number of charges = 10 1 flask of acid (10 gp) 4 waterskin, full (1 gp) 2 backpack (2 gp) 5 - bedroll (1 sp) 3 - winter blanket (5 sp) 10 - trail rations, 10 days (5 gp) 20 - hemp rope x2, 50 ft [hp 2, burst = STR DC 23] (2 gp total) 4 - grappling hook ["use rope" check to hook DC 10 +2/10 ft] (1 gp) 5 - climber's kit (80 gp) - gain a +2 circumstance bonus on Climb checks 2 - empty sack x2 (2 sp) 1 - merchant's scale (2 gp) - appraise vs precious metals/wt = +2 circumstance bonus 0 - inkpen (1 sp) 1 - sealing wax (1 gp) 0 - chalk x5 (5 cp) 0 - flint and steel (1 gp) 1 - whetstone (2 cp) 10 - torches x10 (1 sp total) - illuminates 20 ft radius, shadowy 40 ft radius, burns 1 hour 5 - sunrods x5 (10 gp total) - illuminates 30 ft radius, shadowy 60 ft radius, lasts 6 hours ============================================================================== TREASURE pp = signet ring (5 gp) gp = Knight of the Shield Gold Coin (3 gp each) x8 sp = cp = ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: =============================================== ITEMS to Purchase Upgrade silver unholy symbol - make magic with +1 enhancement bonus (+1 hit/dam) = +2,000 gp enchant longsword ("Razor") with - mithral longsword (2,015 gp) - enchant with +1 hit/dam bonus (+1 bonus = +2,000 gp) - everbright (+2,000 gp) - bloodfeeding (+1 bonus) = 10 blood points storage, release up to 5 blood points for +2 dam/bloodpoint - viscious ability = +2d6 dam but +1d6 self (+1 bonus). - collision (+2 bonus = +5 damage) - slow burst (+5,000 gp) - keen (+1 bonus) - weapon crystals for various foe types "Mithral Full-Plate" normal: value = 1500 gp, AC = +8, max dex = +1, AC check = -6, spell failure = 35%, MV = 20 ft (heavy), wt = 50 lbs mithral: value = 10,500 gp, AC = +8, max dex = +3, AC check = -3, spell failure = 25%, MV = 20 ft (med), wt = 25 lbs - enchant with +1 armor bonus (+1 bonus = +1,000 gp) - blueshine Rubicund Frenzy Armor Crystal - lesser (2,000 gp); if hp less than half, gain +3 morale bonus on weapon damage rolls and save vs fear - greater (6,000 gp); if hp less than half, gain +5 morale bonus on weapon damage rolls and save vs fear Least Shield Crystal of Bent Sight (500 gp) various shield crystals vs energy Belt of One Mighty Blow (1,500 gp) - add ability to belt of giant strength = +2d6 damage with longsword 1/day Brute Guantlets (500 gp) - 3 charges/day, can get +2 to +4 melee weapon damage for 1 round Boots of Striding and Springing (5,500 gp) - jump checks = +5 and gain +10 ft to base land speed - since +5 jump costs 2500 gp, is it possible to get just the "Striding" ability for 3,000 gp? - in theory, "striding" would have cost 2000 gp, but as a secondary ability cost is +50% which would bring it to 3,000 gp. "Helm of the Vigilant Knight" - INT +6 (head slot, ranks in Spot, Listen, Sense Motive) = 36,000 gp - with competence bonus to Spot, Listen, Sense Motive = +10 each = +15,000 gp x3 Other items to increase skill points - +1 competence bonus = 100 gp - +2 competence bonus = 400 gp Scrolls to buy - remove fear - nightshield (spell compendium) - comprehend languages - obscuring mist Vial of Silversheen (250 gp) Vial of Universal Solvent (50 gp) ------------------------------------- Dragonfang weapons black = acid blue = electricity green = acid red = fire white = cold brass = fire bronze = electricity copper = acid gold = fire silver = cold