Adventure Date: December 4, 2015
Last Updated: November 21, 2015
class: Cleric/Fighter/Warblade/ race: human (Illuskan)
Human Paragon/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: 18
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STR: 18/19 +4/+4 HP: 22 Speed: 30 ft
DEX: 14 +2 AC: 19
CON: 10 +0 = 10 + 4 + 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: 16 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
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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
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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
------------- ---- ----- ---- ------- ------- ----- --- ------
chainshirt light +4 +6 +0 10% 30 ft 10 lbs mithral
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
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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 -0 AC.enc
-1 +bluff CHA -1
+7 *climb STR +4 1 -0 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 -0 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 -0 AC.enc
+5 *intimidate CHA -1 6
+5 *jump STR +4 1 -0 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 -0 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 -0 AC.enc
+3 +spellcraft INT +2 1
+1 spot WIS +1
+1 survival WIS +1
+5 *swim STR +4 1 -0 AC.enc x2
no tumble DEX +2 -0 AC.enc
no use magic device CHA -1
+2 use rope DEX +2
no speak languages n/a 0 cc
* = fighter; + = cleric
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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.
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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 x-cure minor wounds, detect magic, x-guidance
1: 12 charm person (D), x-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= 51 + 108 = 159
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
10 BODY: mithral chainshirt (1,100 gp)
- magic ? found in coffin in mimic lair
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 chainshirt)
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)
4 longsword, masterwork (315 gp)
- magic ? found in coffin in mimic lair
0 sling, masterwork (300 gp)
4 sling bullets, cold iron (2 sp) = 7
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 = 60 gp)
- command word="Bitch Queen's Blessing", number of charges = 4
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
4 - sunrods x4 (10 gp total)
- illuminates 30 ft radius, shadowy 60 ft radius, lasts 6 hours
40 - chainmail, masterwork (300 gp)
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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:
- currently has 1 sunrod lit
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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 morale bonus on Strength checks,
Strength-based skill checks, and melee weapon damage for 1 round
Third Eye Surge (2,100 gp)
- Body Slot: Face, Swift (command)
- 3 charges/day, +2 to +4 insight bonus on Strength checks, Dexterity checks,
Strength- and Dexterity-based skill checks, and weapon damage rolls 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)
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Dragonfang weapons
black = acid
blue = electricity
green = acid
red = fire
white = cold
brass = fire
bronze = electricity
copper = acid
gold = fire
silver = cold