Adventure Date: August 18, 2007
Last Updated: July 27, 2007
class: Sorcerer/Wizard/Ultimate Magus race: human level: 1/8/3 = 12 alignment: chaotic good xp: 66,000 - 77,999 deity: Boccob training for: Wizard 9 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 Temp HP Total: 63 + 1d10 = ==================================================================================== STR: 10 0 HP: 53 Speed: 30 ft (20 ft with backpack) DEX: 16 +3 AC: 15/19/23/25 (mage armor, shield and/or cat's grace) CON: 11/12 0/+1 = 10 + (4) + (4) + 3 + 0 + 0 + 1 + 1 INT: 20/22 +5/+6 base + armor + shield + dex + size + nat + deflect + misc WIS: 8 -1 AC touch: 15/15/15/17 CHA: 14 +2 AC flat-footed: 12/16/20/20 Initiative: +7 Base Attack: +5 ==================================================================================== Total = base +Mod +resistance +misc Fortitude: +7 = 3 +1 +1 +2 (rat) Reflex: +7 = 3 +3 +1 Will: +11 = 11 -1 +1 Note: +1 saves vs magic ==================================================================================== Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- spear (+9 thrown) x3 20 ft P two-handed weapon - darkwood, MW double-headed spear - cold iron, MW +6 1d8 spear-tip #1 - silver, MW +6 1d8-1 spear-tip #2 light crossbow +9 1d8+1 19-20/x2 80 ft P cold iron bolts - darkwood, MW 1d8 silver bolts - magic +1 light mace +1 +6 1d6+1 x2 - B Rod of Seven Parts 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 = 11 hrs Shield spell shield +4 n/a n/a n/a n/a n/a dur = 5 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+24 max = 15/7 Ability Mod Ranks Misc +6 appraise* INT +6 +8 - appraise-metal/tiny items* INT +6 +2 (scale or lens) +10 - appraise-gems* INT +6 +4 (craft/lens) balance* DEX +3 +7 bluff* CHA +2 5 (4+1cc skill points) +2 climb* STR +0 +2 (kit) +18/+20 concentration* CON +1 15 +2/+4 (headband/case) +13 craft, gemcutting INT +6 5 +2 (MW tools) craft* INT +6 +11 decipher script INT +6 5 +4 diplomacy* CHA +2 +2 (bluff) No disable device INT +4 disguise* CHA +2 +2 (bluff) escape artist* DEX +3 forgery* INT +6 gather information* CHA +2 No handle animal CHA heal* WIS -1 +11 hide* DEX +3 7cc +1 (cloak) +4 intimidate* CHA +2 +2 (bluff) jump* STR +0 +15 knowledge, arcana INT +6 7 +2 (book) +11 knowledge, architecture/engineerINT +6 5 +7 knowledge, history INT +6 1 +7 knowledge, local INT +6 1 +7 knowledge, nobility/royalty INT +6 1 +1 listen* WIS -1 +2 (rat) +15 move silently* DEX +3 7cc +5 (boots) No open lock DEX perform CHA No profession WIS ride* DEX +3 +10/+12 search* INT +6 4cc (+2 secret doors) sense motive* WIS -1 No sleight of hand DEX +2 (bluff) +21 spellcraft INT +6 13 +2 (arcana) +1 spot* WIS -1 +2 (rat) survival* WIS -1 swim* STR +0 No tumble DEX +17/+21 use magic device CHA +2 15 (+4 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 = +2 hp - +1 AC insight bonus Fortify Spell (metamagic) - each +1 spell level added to spell grants a +2 to caster level for penetrating spell resistance Silent Spell (metamagic) - cast spells with no verbal component (+1 level cost) Scribe Scroll Summon Familiar: rat "Smokey" see stats below - fortitude save bonus = +2 - Alertness (listen = +2 skill, spot = +2 skill) Spell Mastery: do not need spellbook to memorize following spells - magic missile - knock - dispel magic - fireball Signature Spell: can convert prepared spells and spontaneously cast - magic missile Arcane Spell Power: +1 to caster level for all arcane spells Ultimate Magus Spellcasting: - Sorcerer +3 caster level, new spells per day and spells known. - Wizard +2 caster level, new spells per day and new spells. Expanded Spell Knowledge: add spell from spellbook to sorcerer list - 1st Level Spell: magic missile Augmented Casting: - sacrifice a spell or spell slot from one class to apply metamagic feat to spell cast from another class. Cannot enhance a spell with a metamagic feat - max level of spell sacrificed = 1/2 UM level = 1 - max number of times/day can augment a spell = 3 + 1/2 UM level = 4 Permanency: caster level = 11 - Darkvision: see 60 feet in total darkness (black/white vision) - Resistance: grant +1 resistance bonus to all saving throws - See Invisibility: see invisible/ethereal creatures as translucent shapes ============================================================================= ROD SPELLS 1: charm person, cure light wounds, cure light wounds, cure light wounds protection from evil (#4) 3: daylight, fly, hold person, tongues 4: charm monster (#4), greater invisibility (#4) One-shot magic item spells 1: bless weapon, cure light wounds, cure light wounds, disguise self, expeditious retreat, mage armor, mage armor, magic weapon, magic weapon, mount 2: knock, protection from arrows 3: cure serious wounds SORCERER SPELLS (CL = 5, choose spells as CL = 4) 0: 9 1: 7 2: 3 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 DC 0: 12 acid splash, arcane mark, dancing lights, detect magic, disrupt undead, mage hand, prestidigitation, read magic 1: 13 magic missile, shield, sleep, Tensor's floating disk 2: 14 touch of idiocy WIZARD SPELLS (CL = 11, choose spells as CL = 10) 0: 4 1: 6 2: 6 3: 4 4: 4 5: 3 6: 0 7: 0 8: 0 9: 0 DC 0: 16 mending, message, open/close, silent portal 1: 17 disguise self, erase, featherfall, mage armor, mage armor, shocking grasp 2: 18 cat's grace, false life, false life, knock, scorching ray, web 3: 19 dispel magic, fireball, haste, vampiric touch 4: 20 dimension door, lesser globe of invulnerability, rainbow pattern, shout 5: 21 cloudkill, cone of cold, teleport Note: Will always cast "mage armor" and "false life" at start of day. Note: Pearl of Power allows Nuria to recall one prepared 1st level spell/day Note: defensive casting = concentration DC = 15 + spell level Note: spell resistance (1d20 + caster level) no work against: cloudkill, web WIZARD SPELLBOOK #1 (99/100 pages) Level 0 = 21 Level 1 = 11 Level 2 = 18 -------- -------- ---------- resistance comprehend languages cat's grace acid splash disguise self darkvision detect poison erase false life detect magic expeditious retreat knock read magic feather fall levitate daze identify protection from arrows dancing lights mage armor scorching ray flare magic missile see invisibility Horizikaul's cough magic weapon web light mount ray of frost shocking grasp Level 4 = 16 ghost sound ------- silent portal Level 3 = 18 dimension door disrupt undead ------- lesser globe of invulnerability touch of fatigue dispel magic rainbow pattern magehand fireball shout mending haste message invisibility sphere Level 5 = 15 open/close protection from energy ------- arcane mark vampiric touch cloudkill prestidigitation cone of cold teleport WIZARD SPELLBOOK #2 (5/100 pages) Level 5 = 5 ------- permanency ============================================================================== GEAR Total WT= 30 (+29) = 59 load: light = 33 medium = 66 heavy = 100 WT Item --- --------------------- 0 traveler's outfit 0 wooden holy symbol: Boccob 1 Robe of Useful items (7,000 gp; note: 2,500 gp of items removed) = 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 = 1 potion of cure serious wounds (heals 3d8+5 hp), value = 750 gp = 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) 0 Headband of Intellect and Concentration +2 (4,600 gp) - grant +2 enhancement bonus to Intelligence - grant +2 competence bonus to Concentration checks 0 Amulet of Health +1 (1,000 gp) - grant +1 enhancement bonus to Constitution 0 Ring of Protection +1 (2,000 gp) - grant +1 deflection bonus to AC 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 Pearl of Power (1,000 gp) - recall one prepared 1st level spell/day 1 Cloak of Elvenkind, lesser (100 gp) - grant +1 competence bonus to Hide checks 1 Boots of Elvenkind (2,500 gp) - grant +5 competence bonus to Move Silently checks 2 "Dark Bolt", magic darkwood light crossbow +1 (2,375 gp) 2 - quiver & 20 cold iron bolts 1 - quiver & 10 silver bolts 4 "Dark Twilight", masterwork spear (1,146 gp) - darkwood (masterwork), wt = 6/2 = 3 lbs - double headed spear (+1 spear tip = +1 lb) = 4 lbs total - cold iron spear tip, masterwork (+1 hit) - silver spear tip, masterwork (+1 hit) 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 (4"); user can cast "cure light wounds" (heal 1d8+1 hp); command word "Cure One, Cure All"; 3/day - Rod #2 (5"); user can create "daylight" (23 rounds, caster level = 10th); command word "To Light Today"; 1/day - Rod #3 (6"); "hold person" (23 rounds, caster level = 14th); command word "Freeze, freeze, freeze"; 1/day DO NOT HAVE #4 - Rod #4 (7"); "greater invisibility" (23 rounds, caster level = 14th); command word "Gone for now"; 1/day - Rod #1 + #2; user can "fly" (caster level = 8th); command word "One, Two, Flee"; 1/day - Rod #1 + #2 + #3; "charm person" (23 rounds, caster level= 14th); command word "1,2,3, you and me"; 1/day - Rod #1 + #2 + #3 +#4; "charm monster" (23 rounds, caster level= 14th); command word "1,2,3,4, I am your friend forever more"; 1/day - Any two Rod segments; bestows "tongues" on user, usable at will - Any three Rod segments; acts as a light mace +1; gives +1 saves vs magic - Any four Rod segments; acts as a light mace +2; and, "protection from evil" (23 rounds, caster level = 14th); command word "see, hear, speak no evil"; 1/day 3 Infinite Scrollcase (2,800 gp) - can hold 50 scrolls (holding 15) - when activated, desired scroll appears ready to be read or cast - move action (like drawing weapon, so no attack of opportunity) - grant +4 competence bonus to concentration when casting defensive - 6 sheets of paper - 7 scrolls [caster level = 1; (25 gp each) disguise self; expeditious retreat; mage armor; mage armor; magic weapon; magic weapon; mount ] - 2 scrolls [caster level = 3; (150 gp each) knock; protection from arrows ] 1 potion belt (masterwork = 8/10 vials) - vial of black ink - vial of red ink - vial of blue ink - vial of yellow ink - potion of cure light wounds [heal 1d8+1 hp] (50 gp each); x2 - oil of bless weapon [caster level 2] (100 gp) = melee weapon or projectiles (arrows, bolts, bullets, etc...) = equivalent of "+1 enhancement" and "good" vs DR only = critical threats automatically critical hits 0.5 belt pouch - inkpen - magnifying glass (+2 appraise small & detailed: gems) - signal whistle 0.5 belt pouch - flint and steel - 10 candles 2 spell component pouch 3 Nuria's Spell Book #1 (99/100 pages) 3 Nuria's Spell Book #2 (5/100 pages) 2 backpack 4 - waterskin (full) 4 - trail rations, 4 days 5 - bedroll 5 - climber's kit - grant +2 circumstance bonus to climb checks 5 - gemcutting artisan's tools, masterwork; - grant a +2 circumstance bonus to craft, gemcutting 1 - merchant's scale - grant +2 circumstance bonus to appraise by wt, e.g. precious metals 3 - Arcane Book of Knowledge +2 (400 gp) - grant +2 competence bonus to Knowledge, arcanna checks ============================================================================== TREASURE cp = signet ring: same as arcane mark (5 gp) sp = 8 gp = 9 pp = IN ROOM: cp = sp = gp = pp = wt items in room at Mages' Guild -- ---------------------------- ? Books on Summoning Familiars (? gp) ? Books on Arcane Magic (? gp) ============================================================================== SPECIAL NOTES: "Smokey" grey rat familiar: tiny animal (magical beast), Alignment: chaotic good HD = 12, hp = 26, initiative = +2, speed = 15 ft (climb = 15 ft, swim = 15 ft) AC = 19 (touch AC = 14, flat footed AC = 16), base attack = +5, melee attack: bite = +11, damage = 1d3-4, space/reach = 2.5 ft/ 0 ft, STR = 2, DEX = 15, CON = 10, INT = 10, WIS = 12, CHA = 2 FORT = +3, REF = +5, WILL = +12 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 (b0), climb +12 (b4), hide +14 (b8), move silently +13 (b4.n7), swim +10 (b2) ============================================================================= As an option for obtaining items at a later date. Willing to trade in the Pearl of Power, but if can keep, will do so. Nice to buy; - Bracers of Natural Armor +1 (2,000 gp) OR - White Dragonhide Bracers (5,000 gp) - made from White Dragon Scales - Natural armor AC = +1 - cold resistance = 5 points - Heward's Handy Haversack (2,000 gp) - Gloves of Dexterity +2 (4,000 gp) - improve Amulet of Health (+1 to +3 = +8,000 gp) - improve Cloak of Elvenkind (+1 to +5 = +2,400 gp) = add +2 Charisma (+5,125 gp if at +5 hide) - improve "Dark Bolt" crossbow = +6,000 gp for "bane, evil outsider": +3 hit, +2d6 dam vs bane (+1 bonus); or = +16,000 gp for "holy": good vs DR, +2d6 dam vs evil (+2 bonus); or = +30,000 gp for "bane, evil outsider" and "holy" (+3 bonus total) OR +6,000 gp for "blessed" (+1 bonus) = "good" vs DR; and swift action to confirm critical hit 3/day - Buy focus for "Analyze Dweomer" even before can cast spell, since we can provide, therefore saving when hiring another wizard to cast (1,500 gp) - improve "Dark Twilight" spear = make magic +1, silver tip, no light (+2,000 gp) = make magic +1, cold iron tip, no light (+4,000 gp) = "changeling" property (+2,000 gp) - shaft stretch on command to short, regular, or long spear length = "blessed" property, both tips (+12,000 gp or +14,000 gp) - "good" vs DR; and swift action to confirm critical hit 3/day Wants to make following scrolls: total cost (2437.5 gp + 195 xp) - cone of cold (11d6); caster level 11 = 687.5 gp + 55 xp - scorching ray (3 rays); caster level 11 = 275 gp +22 xp - fireball (10d6); caster level 10 = 375 gp + 30 xp - vampiric touch (5d6;max=10d6); caster level 10 = 375 gp + 30 xp each - invisibility sphere, protection from energy; caster level 5 = 187.5 gp + 15 xp each - cat's grace, knock, web; caster level 3; cost = 75 gp + 6 xp each - shocking grasp (5d6)[x2]; caster level 5; cost = 62.5 gp + 5 xp each ============================================================================= At 13th Level Sorcerer 1 (5/4) Wizard 9 (12/11) Ultimate Magus 3 - familiar abilities = level 9+1 = 10 = no new abilities - gain wizard spells/day = +1 3rd level and +2 6th level spells - add to spell book 2 6th level spells = analyze dweomer (1,500 gp focus) = disintegrate Base attack = 0 = +5 Fortitude save = +1 = +8 Reflex save = +1 = +8 Will save = 0 = +11 8 skill points = concentration+1; know arcana +2; hide +1cc; move silently +1cc; spellcraft +1 At 14th Level Sorcerer 1 (5/4) Wizard 10 (13/12) Ultimate Magus 3 - familiar abilities = level 10+1 = 11 = spell resistance 16, +1 natural armor AC, and INT = 11 - gain wizard spells/day = +1 5th level and +1 6th level spells - add to spell book 2 6th level spells = contigency (1,500 gp focus) = greater dispel magic - wizard bonus feat = empower spell (metamagic) = +2 spell level = +1 hp (mind over matter) Base attack = +1 = +6/+1 Fortitude save = 0 = +8 Reflex save = 0 = +8 Will save = +1 = +12 8 skill points = concentration+1; know arcana +6; spellcraft +1 At 15th Level Sorcerer 1 (7/5) Wizard 10 (14/12) Ultimate Magus 4 - character level bonus feat = spell penetration = +2 vs spell resistance - augmented spell casting = sacrifice up to 2nd level spell, 5 times /day - expanded spell knowledge (+1 2nd) = scorching ray - new sorcerer spells known (+1 1st) = true strike - new sorcerer spells known (+1 2nd) = mirror image - new sorcerer spells /day = +1 2nd level Base attack = +1 = +7/+2 Fortitude save = 0 = +8 Reflex save = 0 = +8 Will save = +1 = +13 8 skill points = concentration+1; use magic device +3; hide +1cc; move silently +1cc; At 16th level Sorcerer 1 (8/6) Wizard 10 (15/13) Ultimate Magus 5 - character level ability bonus +1 = Dex +1 and 1,000 gp for Gloves of Dexterity +1; or add +1,500 gp for Dextrous Boots of Elvenkind (Dex +1) = Con +1 and +3,000 gp to increase Amulet of Health to +2 = Cha +1 and +1,500 gp for Charismatic Cloak of Elvenkind (Cha +1) - ultimate magus bonus feat = still spell = +1 hp (mind over matter) - new sorcerer spells known (+1 0-level) = message - new sorcerer spells known (+1 3rd level) = lightning bolt - new sorcerer spells /day = +1 2nd level, +3 3rd level - gain wizard spells/day = +1 4th level and +1 7th level spells - add to spell book 2 7th level spells = delayed blast fireball ? banishment? = limited wish Base attack = 0 = +7/+2 Fortitude save = 0 = +8 Reflex save = 0 = +8 Will save = 0 = +13 8 skill points = concentration+1; use magic device +1; know arcana +3; spellcraft +3 =========================================================================== Campaign notes: --------------- - Nuria spent 2,500 xp to make permanent dark vision, see invisibility, and resistance on self - White Dragon that killed "Patch" is totally toast! - Apparently she still needs to practice scribing scrolls as one of the four that she created is cursed in some way (knock x1, magic weapon x1, or mage armor x2) - Remember to have scrolls identified for curse the next time the group decides to identify items, if there is room left over in spell.