Nuria Darkfire - Level 12 - Chapter 18

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.