Nuria Darkfire - Level 7 - Chapter 10

Adventure Date: November 10, 2006
Last Updated: October 7, 2006

class:		Sorcerer/Wizard			race:		human
level:		1/6				alignment:	chaotic good
xp:		21,000 - 27,999			deity:		Boccob

size:	M	age:	20	gender:	female	height:	5'2"	
eyes:	green	hair:	red 	skin:	white	weight:	125 lbs

Campaign: 	Nuria Darkfire
Home Region: 	
Languages:	Common, Draconic, Elvish, Orcish, Abyssal
		
====================================================================================
STR:	10	0	HP:   25		Speed:	30 ft (20 ft with backpack)
DEX:	16	+3	AC:   14/18/22/24 (mage armor, shield and/or cat's grace)				
CON:	10	0	= 10   + 0     + 0      + 3   + 0    + 0   + 0       + 1
INT:	19	+4	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	 8	-1	AC touch:	14/14/14/16
CHA:	14	+2	AC flat-footed: 11/15/19/19	Initiative:	+7
							Base Attack:	+3
====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+4	= 2	0		+2 (rat)
Reflex:		+5	= 2	+3			
Will:		+6	= 7	-1			

====================================================================================
Attack		Bonus	Damage	Critical	Range	Type	Notes
------------	------	------	--------	-----	----	-----
spear 		+4	1d8	x3		20 ft	P	two handed weapon
- darkwood, MW  (+7 thrown)						

morningstar	+3	1d8	x2		-	B/P	
- cold iron

light crossbow	+7	1d8+1	19-20/x2	80 ft	P	cold iron bolts
- darkwood, MW		1d8					silver bolts
- magic +1

Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
Mage Armor	armor	+4	n/a	n/a	n/a	n/a	n/a	dur = 6 hrs
Shield spell	shield	+4	n/a	n/a	n/a	n/a	n/a	dur = 1 min
		note: stops magic missile

Note: Mage Armor & Shield will provide AC bonus against incorporeal touch attacks
      since they are both "force" effects.
====================================================================================
SKILLS: Total = 28+42	max = 10/5	Ability	Mod	Ranks	Misc
	appraise*			INT	+4	
	balance*			DEX	+3		
+6	bluff*				CHA	+2	4	
	climb*				STR	+0		
+10	concentration*			CON	+0	10	
	craft*, 			INT	+4		
+8	decipher script			INT	+4	4	
	diplomacy*			CHA	+2		
	disable device			INT			
	disguise*			CHA	+2		
	escape artist*			DEX	+3		
	forgery*			INT	+4		
	gather information*		CHA	+2		
	handle animal			CHA			
	heal*				WIS	-1		
+8	hide*				DEX	+3	5cc	
	intimidate*			CHA	+2			
	jump*				STR	+0		
+10	knowledge, arcana		INT	+4	6	
+9	knowledge, architecture/engineerINT	+4	5	
+5	knowledge, history		INT	+4	1	
+5	knowledge, local		INT	+4	1	
+5	knowledge, nobility/royalty	INT	+4	1
+1	listen*				WIS	-1		+2 (rat)
+8	move silently*			DEX	+3	5cc
	open lock			DEX			
	perform				CHA			
	profession			WIS		
	ride*				DEX	+3	
+8(+10)	search*				INT	+4	4cc	   (+2 secret doors)
	sense motive*			WIS	-1	
	sleight of hand			DEX			
+16	spellcraft			INT	+4	10	+2 (arcana)
+1	spot*				WIS	-1		+2 (rat)
	survival*			WIS	-1		
	swim*				STR	+0		
	tumble				DEX			
	use magic device		CHA			   (+2 scrolls)
	use rope*			DEX	+3		

=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		none
Shields:	none
Weapons:	simple weapons

Improved Initiative: +4 initiative

Magical Training: Sorcerer
- know: +2 0-level spells
- cast: +3 0-level spells

Mind over Body
- IQ = +4 hp
- +1 hp per metamagic feat = +0 hp
- +1 AC insight bonus

Scribe Scroll

Signature Spell: can convert prepared spells and spontaneously cast
- magic missile

Spell Mastery: do not need spellbook to memorize following spells
- magic missile
- knock
- dispel magic
- fireball

Summon Familiar: rat "Smokey" see stats below
- fortitude save bonus = +2
- Alertness (listen = +2 skill, spot = +2 skill)

=============================================================================
SORCERER SPELLS  
0: 8  1: 4   2: 0  3: 0  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0

   DC
0: 12	arcane mark, dancing lights, detect magic, disrupt undead, 
	prestidigitation, read magic
1: 13	shield, sleep

WIZARD SPELLS
0: 4  1: 4   2: 4  3: 3  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0

   DC
0: 14	mage hand, open/close, resistance, silent portal
1: 15	erase, featherfall, mage armor, shocking grasp
2: 16	cat's grace, knock, scorching ray, web
3: 17	dispel magic, fireball, haste

Note: if travelling on road, will replace erase, featherfall and 
      shocking grasp with mage armor for 24/7 protection

WIZARD SPELLBOOK:
Level 0			Level 1				Level 2
--------		--------			----------
resistance		comprehend languages		cat's grace	
acid splash		disguise self			knock
detect poison		erase				levitate
detect magic		expeditious retreat		protection from arrows
read magic		feather fall			scorching ray
daze			identify			web
dancing lights		mage armor
flare			magic missile
Horizikaul's cough	magic weapon
light			mount
ray of frost		shocking grasp
ghost sound
silent portal
disrupt undead		
touch of fatigue	
magehand
mending
message
open/close
arcane mark
prestidigitation


Level 3			Level 4
-------			-------
dispel magic		
fireball		
haste			
invisibility sphere	
protection from energy	
vampiric touch		

==============================================================================
GEAR	Total WT= 28 (+28) = 56
	load: light = 33	medium = 66	heavy = 100
WT	Item
---	---------------------
0	traveler's outfit
1	Robe of Useful items (7,000 gp)
0	wooden holy symbol: Boccob
2	"Dark Bolt", magic darkwood light crossbow +1 (2,375 gp)
2		- quiver & 20 cold iron bolts
1		- quiver & 10 silver bolts
6	"Dark Fury", cold iron morningstar 
3	"Dark Twilight", darkwood spear, masterwork = +1 hit (362 gp)
2	spell component pouch
3	Nuria's Spell Book
0	Ring of Sustenance (2,500 gp)
		- continously provides wearer with life-sustaining nourishment
		- wearer only needs 2 hours sleep to gain benefit of 8 hours
		- if removed, takes a week before magic will function again
0	Lens of Speed Reading (1,000 gp)
		- user can read a book in one-quarter the normal time
5	Rod of Seven Parts
		- major artifact; must assemble the 7 parts of the rod 
   		  to counteract the coming of a great evil
		- Rod #1; user can cast cure light wounds (heal 1d8+1 hp); 
		  command word "Cure One, Cure All"; 3/day
		- Rod #2;  
0.5	scroll organizer (15 sheets)
0		- 6 sheets of paper
0		- 1 scroll  (disguise self; caster level = 1)
0		- 1 scroll  (knock; caster level = 3)
0		- 2 scrolls (mage armor; caster level = 1)
0		- 2 scrolls (magic weapon; caster level = 1)
0		- 2 scrolls (shield, caster level = 1)
1	potion belt (masterwork = 10 vials)
0		- vial of black ink
0		- vial of red ink
0		- vial of blue ink
0		- vial of yellow ink
0		- potion of cure light wounds (heal 1d8+1 hp); x4
0.5	belt pouch
0		- inkpen
0		- signal whistle
0.5		- small steel mirror
0.5	belt pouch
0		- flint and steel
0		- 10 candles
2	backpack
4		- waterskin (full)
10		- trail rations, 10 days
5		- bedroll
3		- bullseye lantern
4		- flask of oil (1 pint each); x4

On "Patch" light horse: total load = 235 lbs (medium load = 40 ft base speed)
WT	Items
---	-----
125	Nuria
56	Nuria's Gear
1	bit and bridle (owned by Mages' Guild)
25	riding saddle (owned by Mages' Guild)
8	saddle bags
10	trail rations, 10 days
8	waterskin (full), x2
2	quiver & 20 bolts

==============================================================================
TREASURE

cp = 			signet ring: same as arcane mark (5 gp)
sp = 			
gp = 46			
pp = 			

IN ROOM:
cp =			
sp = 			
gp =			
pp = 			

wt	items in room at Mages' Guild
--	----------------------------
	Books on Summoning Familiars (? gp)
	Books on Arcane Magic (? gp)
3	club (0 gp)
0.5	quiver & 5 cold iron bolts (10 sp)

==============================================================================
SPECIAL NOTES:

"Smokey" 
grey rat familiar: tiny animal (magical beast), Alignment: chaotic good
HD = 7, hp = 12, initiative = +2, speed = 15 ft (climb = 15 ft, swim = 15 ft)
AC = 18 (touch AC = 14, flat footed AC = 15), base attack = +3, 
melee attack: bite = +5, damage = 1d3-4, space/reach = 2.5 ft/ 0 ft, 
STR = 2, DEX = 15, CON = 10, INT = 9, WIS = 12, CHA = 2
FORT = +2, REF = +4, WILL = +8
Abilities:
- low-light vision, scent, weapon finesse, 
  improved evasion (half or no damage with reflex saves)
  share spells (if within 5 ft), deliver touch attacks
  speak with master, speak with animals of its kind
Bestow:
- Alertness (if within arm's reach)
- Empathic Link (if within 1 mile)
- Fortitude +2 (if within 1 mile)
Skills: same as Nuria (use her ranks as base); and
- balance +10, climb +12, hide +14, move silently +10, swim +10


"Patch" 
light horse: large animal, Alignment: neutral
HD = 3d8+6, hp = 19, initiative = +1, speed = 60 ft (40ft w. medium load)
AC = 13 (touch AC = 10, flat footed AC = 12), base attack = +2, grapple = +8 
melee attack: hoof = -2, damage = 1d4+1, full attack = 2 hooves, damage = 1d4+1 each,
space/reach = 10 ft/ 5 ft, light horse cannot attack while bearing a rider.
STR = 14, DEX = 13, CON = 15, INT = 2, WIS = 12, CHA = 6
FORT = +5, REF = +4, WILL = +2
Abilities: low-light vision, scent
Feats: Endurance, Run
Skills: Listen +4, Spot +4
Carrying Capacity: light load = 150 lbs, medium = 300 lbs, heavy = 450 lbs
Note: "Patch" is the light riding horse assigned to Nuria by the Mages' Guild from 
      their stables whenever she requires transport outside the city of Greyhawk.

Robe of Useful Items
	= 1	dagger
	= 1	mirror (a highly polished 2' x 4' steel mirror)
	= 1	bullseye lantern (filled and lit)
	= 1	10' pole
	= 2	50' hemp rope
	= 2	24' wooden ladders
	= 2	sacks
	= 3 	potions of cure serious wounds (heals 3d8+5 hp), 750 gp each
	= 2	silver coffers (6" by 6" by 1'), 500 gp each
	= 1	bag of 100 gp
	= 1	mule (with saddlebags)
	= 1	pair of wardogs (treat as riding dogs)
	= 1	iron door (up to 10' wide and 10' high and barred on one side,
		must be placed upright, attaches and hinges itself)

==============================================================================
Wants to buy/get:
- improve "Dark Bolt"
  = +6,000 gp for "bane, evil outsider"; or 
  = +16,000 gp for "holy"; or 
  = +30,000 gp for "bane, evil outsider" and "holy"
- improve "Dark Fury" 
  = masterwork cold iron morningstar (316 gp) 
  = make magic +1, no light (+4,000 gp)
- improve "Dark Twilight" 
  = masterwork silver spear tip  (+480 gp) 
  = make magic +1, sheds light: silver/black flame on spear tip (+2,000 gp)
- get "Heward's Handy Haversack" (2,000 gp)
- get "Cloak of Resistance +1" (1,000 gp)
- get "Pearl of Power; 1rst level spell" (1,000 gp)
- get "Amulet of Natural Armor +1" (2,000 gp)
- get "Ring of Protection +1" (2,000 gp)
- get "Headband of Intellect +2" (4,000 gp)
- get potions/oils of "Align Weapon: Good (oil)" (300 gp)
  Cleric 2nd level, therefore duration = 3 minutes or 30 rounds. 



Wants to make following scrolls: total cost (1275 gp + 102 xp)
- fireball, vampiric touch; caster level 6 = 225 gp +18 xp each
- invisibilty sphere, protection from energy; 
  caster level 5 = 187.5 gp +15 xp each
- cat's grace, levitate, protection from arrows, scorching ray; 
  caster level 3; cost = 75 gp + 6 xp each
- comprehend languages, mount; caster level 1; cost = 12.5 gp +1 xp each
- shocking grasp (x2); caster level 5; cost = 62.5 gp + 5 xp each


Campaign notes:
---------------
- Apparently she still needs to practice scribing scrolls 
as one of the six that she created is cursed in some way 
(knock x1, magic weapon x1, mage armor x2 or shield x2)