Adventure Date: February 17, 2007
Last Updated: February 11, 2007
class: Sorcerer/Wizard race: human level: 1/8 alignment: chaotic good xp: 36,000 - 44,999 deity: Boccob training for: Ultimate Magus size: M age: 20 gender: female height: 5'2" eyes: green hair: red skin: white weight: 125 lbs Campaign: Nuria Darkfire Home Region: Village of Torlorn, Greyhawk Languages: Common, Draconic, Elvish, Orcish, Abyssal, Celestial ==================================================================================== STR: 10 0 HP: 28+ Speed: 30 ft (20 ft with backpack) DEX: 16 +3 AC: 16/18/22/24 (mage armor, shield and/or cat's grace) CON: 10 0 = 10 + 2 + 0 + 3 + 0 + 0 + 0 + 1 INT: 20 +5 base + armor + shield + dex + size + nat + deflect + misc WIS: 8 -1 AC touch: 14/14/14/16 CHA: 14 +2 AC flat-footed: 13/15/19/19 Initiative: +7 Base Attack: +4 ==================================================================================== Total = base +Mod +magic +misc Fortitude: +5 = 2 0 +1 +2 (rat) Reflex: +6 = 2 +3 +1 Will: +8 = 8 -1 +1 ==================================================================================== Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- spear +5 1d8 x3 20 ft P two handed weapon - darkwood, MW (+8 thrown) morningstar +5 1d8 x2 - B/P - cold iron, MW light crossbow +8 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 = 8 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+58 max = 12/6 Ability Mod Ranks Misc +5 appraise* INT +5 +7 - appraise-metal/tiny items* INT +5 +2 (scale or lens) +9 - appraise-gems* INT +5 +4 (craft/lens) balance* DEX +3 +7 bluff* CHA +2 5 (4+1cc skill points) climb* STR +0 +13 concentration* CON +0 12 +1 (headband) +10 craft, gemcutting INT +5 5 craft* INT +5 +10 decipher script INT +5 5 +4 diplomacy* CHA +2 +2 (bluff) No disable device INT +4 disguise* CHA +2 +2 (bluff) escape artist* DEX +3 forgery* INT +5 gather information* CHA +2 No handle animal CHA heal* WIS -1 +9 hide* DEX +3 6cc +4 intimidate* CHA +2 +2 (bluff) jump* STR +0 +11 knowledge, arcana INT +5 6 +10 knowledge, architecture/engineerINT +5 5 +6 knowledge, history INT +5 1 +6 knowledge, local INT +5 1 +6 knowledge, nobility/royalty INT +5 1 +1 listen* WIS -1 +2 (rat) +9 move silently* DEX +3 6cc No open lock DEX perform CHA No profession WIS ride* DEX +3 +9/+11 search* INT +5 4cc (+2 secret doors) sense motive* WIS -1 No sleight of hand DEX +2 (bluff) +19 spellcraft INT +5 12 +2 (arcana) +1 spot* WIS -1 +2 (rat) survival* WIS -1 swim* STR +0 No tumble DEX No use magic device CHA (+4 scrolls) use rope* DEX +3 ============================================================================= SPECIAL ABILITIES / FEATS Armor: none Shields: none Weapons: simple weapons Fortify Spell (metamagic) - each +1 spell level added to spell grants a +2 to caster level for penetrating spell resistance 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 = +1 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: 6 2: 4 3: 4 4: 3 5: 0 6: 0 7: 0 8: 0 9: 0 DC 0: 15 mage hand, message, open/close, silent portal 1: 16 disguise self, erase, featherfall, mage armor, mage armor, shocking grasp 2: 17 cat's grace, knock, scorching ray, web 3: 18 dispel magic, fireball, haste, invisibility sphere 4: 19 dimension door, lesser globe of invulnerability, shout Note: Pearl of Power allows Nuria to recall one prepared 1st level spell/day 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 dimension door fireball globe of invulnerability, lesser haste rainbow pattern invisibility sphere shout protection from energy vampiric touch ============================================================================== GEAR Total WT= 30 (+28) = 58 load: light = 33 medium = 66 heavy = 100 WT Item --- --------------------- 0 traveler's outfit 1 Robe of Useful items (6,000 gp) 1 Bracers of Armor +2 (4,000 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, masterwork = +1 hit (316 gp) 3 "Dark Twilight", darkwood spear, masterwork = +1 hit (362 gp) 2 spell component pouch 3 Nuria's Spell Book 1 Cloak of Resistance +1 (1,000 gp) 0 Headband of Concentration +1 (100 gp) 0 Pearl of Power (1,000 gp) - recall one prepared 1st level spell/day 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; user can create "daylight" (23 rounds, caster level = 10th); command word "To Light Today"; 1/day - Rod #1 + #2; user can "fly" (caster level = 8th); command word "One, Two, Flee"; 1/day - Rod #3; ?????? - Any two Rod segments; bestows "tongues" on user, usable at will 0.5 Case of Scroll Holding (? gp) - can hold 50 scrolls - can request a scroll and have it appear in hand as a move action that does not provoke an attack of opportunity 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) 0 - 6 sheets of paper 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); x2 0.5 belt pouch 0 - inkpen 0 - magnifying glass (+2 appraise small & detailed: gems) 0 - signal whistle 0.5 - small steel mirror 0.5 belt pouch 0 - flint and steel 0 - 10 candles 2 backpack 4 - waterskin (full) 4 - trail rations, 4 days 5 - bedroll 3 - bullseye lantern 4 - flask of oil (1 pint each); x4 5 - gemcutting artisan's tools 1 - merchant's scale On "Patch" light horse: total load = 243 lbs (medium load = 40 ft base speed) WT Items --- ----- 125 Nuria 58 Nuria's Gear 1 bit and bridle (owned by Mages' Guild) 25 riding saddle (owned by Mages' Guild) 8 saddle bags 16 trail rations, 16 days 8 waterskin (full), x2 2 quiver & 20 bolts ============================================================================== TREASURE cp = signet ring: same as arcane mark (5 gp) sp = gp = 4 pp = IN ROOM: cp = sp = gp = pp = wt items in room at Mages' Guild -- ---------------------------- Books on Summoning Familiars (? gp) owes Ebreck 100 gp Books on Arcane Magic (? gp) owes PW 88 gp 3 club (0 gp) owes HHH 12 gp 0.5 quiver & 5 cold iron bolts (10 sp) 0.5 scroll organizer: 15 sheets (5 gp) ============================================================================== SPECIAL NOTES: "Smokey" grey rat familiar: tiny animal (magical beast), Alignment: chaotic good HD = 9, hp = 14+, initiative = +2, speed = 15 ft (climb = 15 ft, swim = 15 ft) AC = 19 (touch AC = 14, flat footed AC = 16), base attack = +3, melee attack: bite = +5, damage = 1d3-4, space/reach = 2.5 ft/ 0 ft, STR = 2, DEX = 15, CON = 10, INT = 10, WIS = 12, CHA = 2 FORT = +2, REF = +4, WILL = +9 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 = 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" = 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 "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. - gemcutting artisan's tools, masterwork; +2 craft, gemcutting (55 gp) - magnifying glass; +2 appraise, gems (100 gp) Wants to make following scrolls: total cost (1450 gp + 116 xp) - fireball, vampiric touch; caster level 7 = 262.5 gp +21 xp each - scorching ray; caster level 7; cost 175 gp +14 xp - invisibility sphere, protection from energy; caster level 5 = 187.5 gp +15 xp each - cat's grace, knock, protection from arrows; caster level 3; cost = 75 gp + 6 xp each - shocking grasp (x2); caster level 5; cost = 62.5 gp + 5 xp each - expeditious retreat, mount; caster level 1; cost = 12.5 gp +1 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)