Hoth Anskuld

Last Updated: January 18, 2010

class:		Fighter/Thayan Knight		race:		human (Mulan)
level:		7 = 5/2				alignment:	lawful neutral
xp:		21,504				deity:		Kossuth

size:	M	age:	25	gender:	male	height:	6'4"	
eyes:	brown	hair:	shaved	skin:	sallow	weight:	240 lbs
			bald

Campaign: 	Forgotten Realms, Thayan Traders
Home Region: 	Thay (but based in the Dalelands)
Languages:	Mulhorandi (native), Chondathan (1 cc)

====================================================================================
STR:	19/20	+4/+5	HP: 	70			Speed:	20 ft (run = x3)
DEX:	14	+2	AC:	23  				
CON:	14	+2	= 10   + 9     + 3      + 1   + 0    + 0   + 0       + 0
INT:	10	0	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	10	0	AC touch:	11
CHA:	10	0	AC flat-footed: 22		Initiative:	+2
							Base Attack:	+7/+2

			= DR 6/-; DR 3/- = 30 hp/day, then DR 3/-
			= fire resistance = 10 points
			= 25% to take no sneak attack or critical hit damage


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+9	= 7	+2		
Reflex:		+5	= 1	+2		+2 (resistance)	
Will:		+5	= 1	0		+4 (discipline & iron will) 	

+2 morale bonus on saving throws vs fear effects, no apply if cast by a Red Wizard
+1 morale bonus on saving throws vs charm, no apply if cast by a Red Wizard
automatically fail saving throws from a Red Wizard's mind-affecting spells


====================================================================================
  - gain +2 morale bonus on attacks and damage against any creature that
    attacks or that was previously seen to attack a Red Wizard

Attack		Bonus	Damage	Critical	Range	Type	Notes
------------	------	------	--------	-----	----	-----
longsword +1,	+14/+9	1d8+8	19-20/x2	-	S	magic +1 (enhancement)
cold iron		+1d6					fire damage
							
warhammer	+13/+8	1d8+5	x3		-	B	silver, masterwork

spiked armor +1	+13/+8	1d6+6	x2		-	P	adamantine 
								magic +1 (enhancement)
								light weapon

gauntlet	+13/+8	1d3+5	x2		- 	B	adamantine, masterwork
								light weapon
								unarmed strike, lethal

composite 	+10/+5	1d8+4	x3		110 ft	P	cold iron arrows	
longbow; STR+4		1d8+3					silver arrows
- masterwork


Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
full plate	heavy	+9	+1	-5	35 %	20 ft	60 lbs	magic +1
- adamantine	armor							DR 3/-

heavy steel	shield 	+3	n/a	-1	15 %	n/a	15 lbs	25% no sneak
shield of light 							or critical
fortification +1							damage


====================================================================================
SKILLS: Total = 24+6	max = 10/5	Ability	Mod	Ranks	Misc
+0	appraise			INT	+0		
-4	balance				DEX	+2		-6 armor
+0	bluff*				CHA	+0		
+1	climb*				STR	+5		-6/+2 armor/kit
+4 	concentration			CON	+2 	 	+2 discipline
+0 	craft*	 			INT	+0 	 	
no 	decipher script			INT	+0 	 	
+0 	diplomacy			CHA	+0		
+2	diplomacy, Cormanthor Elves	CHA	+0	"	& +2 clasp
no	disable device			INT	+0		
+0	disguise			CHA	+0		
-4	escape artist			DEX	+2		-6 armor
+0	forgery				INT	+0		
+0	gather information*		CHA	+0		
+5	handle animal*			CHA	+0	5	
+0	heal				WIS	+0		
-4	hide				DEX	+2		-6 armor
+8	intimidate*			CHA	+0	6	+2 tattoo	
-1	jump*				STR	+5		-6 armor
+2	knowledge, arcana*		INT	+0	2cc	
no	knowledge, architect/engineer	INT	+0
no	knowledge, dungeoneering	INT	+0
no	knowledge, geography		INT	+0
no	knowledge, history		INT	+0
+2	knowledge, local: Thay*		INT	+0	2cc 	
no	knowledge, nature		INT	+0
no	knowledge, nobility/royalty	INT	+0
no	knowledge, religion		INT	+0	
no	knowledge, the planes		INT	+0	
+0	listen				WIS	+0		
-4	move silently			DEX	+2		-6 armor		
no	open lock			DEX	+2		
+0	perform				CHA	+0		
no	profession*			WIS	+0		
+8	ride*				DEX	+2	4	+2 handle animal
+0	search				INT	+0		
+0	sense motive			WIS	+0		
no	sleight of hand			DEX	+2		-6 armor
no	spellcraft			INT	+0		
+5	spot*				WIS	+0	5	
+0	survival			WIS	+0		
-7	swim*				STR	+5		-12 armor
no	tumble				DEX	+2		-6 armor
no	use magic device		CHA	+0		
+2	use rope			DEX	+2		+2 silk rope		
n/a	speak language			n/a		1cc


=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		heavy, medium, light
Shields:	all (including tower shields)
Weapons:	all simple, all martial

Exotic Weapon: Bastard Sword (can use one handed)

Weapon Focus:  Longsword (+1 bonus to hit)
Weapon Specialization: Longsword (+2 to damage)


Power Attack: melee bonus only, no light weapons 
	      one-handed weapons; -7 hit = +7 damage
	      two-handed weapons; -7 hit = +14 damage


Discipline (Regional Feat): Will = +2, Concentration = +2
Iron Will: Will = +2


Thayan Knight
- Horror's of Thay 
  - +2 morale bonus on saving throws vs fear effects
  - +1 morale bonus on saving throws vs charm
  - neither bonus applies if cast by a Red Wizard
- Zulkir's Favor (forehead tattoo)
  - +2 morale bonus on "intimidate" skill checks when tattoo is visible
  - +2 resistance bonus on reflex saving throws
  - automatically fail saving throws from a Red Wizard's mind-affecting spells
- Zulkir's Defender
  - gain +2 morale bonus on attacks and damage against any creature that
    attacks or that was previously seen to attack a Red Wizard


Mounted Combat
- once per round, when mount is hit, replace mount's AC with your ride check


=============================================================================
Since have hvy armor + shield (AC check penalty = -6), 
- medium and heavy load = no additional check penalty, since hvy load = -6

GEAR	Total WT= 98 + 94 = 192	
	load: light = 133	medium = 266	heavy = 400
WT	Item
---	---------------------
0	traveler's outfit
0	ornately carved wooden cloak clasp (100 gp)
	- provides +2 circumstance bonus to "diplomacy" with elves
	  from the Cormanthor Forest
1	gold holy symbol: Kossuth (250 gp)
0	HEAD:	  OPEN SLOT
0	FACE:	  OPEN SLOT
0	THROAT:	  OPEN SLOT
0	SHOULDER: OPEN SLOT
60	BODY: 	  Adamantine Full Plate Armor +1 (22,550 gp)
		  - provides DR 3/-
		  - cost/wt includes Adamantine Gauntlets below
		  - Red Wizard/Scardale mark
		  Adamantine Spikes +1 
		  - attached to full plate, spikes shaped as flames
		  - ignores hardness less then 20
		  - light melee martial weapon (1d6)
		  Iron Ward Diamond (2,000 gp)
		  - lesser armor crystal, +3 DR/-, 30 hp/day
		  - only usable on medium or heavy armor +1 or better
		  - Red Wizard/Scardale mark
0	TORSO:	  OPEN SLOT
1	WAIST:	  Belt of Giant Strength +1 (1,000 gp)
		  - provides a +1 enhancement bonus to strength
		  - Red Wizard/Scardale mark
0	FEET:	  OPEN SLOT
0	ARMS:	  OPEN SLOT
0	HANDS:	  2 Adamantine Gauntlets, masterwork (included with full plate)
		  - ignores hardness less then 20
		  - light melee simple weapon (1d3)
		  - considered an unarmed strike, lethal damage
0	RING1:	  Ring of Counterspells (4,000 gp)
		  - can store a spell of 1st-6th level
		  - if stored spell cast at wearer, spell is automatically
		    countered, and spell stored in ring is gone
		  - ring currently stores "fireball"
0	RING2:	  OPEN SLOT
15	SHIELD:	  Heavy Steel Shield of Light Fortification +1 (4,170 gp)
		  - There is a 25% chance to negate any successful
		    critical hit or sneak attack (normal damage only)
		  Clasp of Fire Protection (1,500 gp)
		  - lesser crystal: only usable on shield +1 or better		  
		  - provides 10 points of fire resistance 
		  - Red Wizard/Scardale mark
4	Cold Iron Longsword +1 (4,330 gp)
		- Red Wizard/Scardale mark
0	Crystal of Fire Assault (3,000 gp)
		- lesser crystal: only usable on weapon +1 or better 
		- does +1d6 fire damage 
		- attached to Cold Iron Longsword +1
		- Red Wizard/Scardale mark
5	silver warhammer, masterwork (402 gp)
3	composite longbow (STR 18/dam +4), masterwork (800 gp)
3	gem-studded quiver (500 gp)
		- 18 silver arrows (2 gp each)
		- 2 adamantine arrows (60 gp each)
3	quiver
		- 3 arrows
		- 17 cold iron arrows
1	potion belt, masterwork = 10/10 vials
		- retrieving a potion/vial is a free action once per round
		- oil of bless weapon (100 gp); x2
		- potion of blur (300 gp)
		- potion of cure light wounds = 1d8+1 hp (50 gp); x2
		- potion of cure moderate wounds = 2d8+3 hp (300 gp);
		- potion of cure serious wounds = 3d8+5 hp (750 gp); 
		- vial of anti-toxin;
		- vial of silversheen (250 gp); x2
0.5	belt pouch
0		- flint and steel
0.5	belt pouch
1		- TREASURE (coins)
2	backpack
20		- tent, sleeps two
8		- waterskin; x2
12		- trail rations; 12 days
5		- bedroll
3		- winter blanket
20		- silk rope, 50-foot; x4
			- grant +2 circumstance bonus on Use Rope checks
5		- climber's kit 
			- grant +2 circumstance bonus on Climb checks
4		- grappling hook
5		- empty sacks; x10
5		- crowbar
2		- hammer
2		- manacles, masterwork (DC 35 escape artist/DC 28 break)
1			- superior lock (DC 40 open lock)


==============================================================================
TREASURE
cp = 2		gem-studded quiver (500 gp)
sp = 5		gold holy symbol: Kossuth (250 gp)
gp = 9		ornately carved wooden cloak clasp (100 gp)
pp = 25		emerald gem (200 gp)
		gold pearl (150 gp)


=============================================================================
In room at Scardale Thayan Enclave:
cp = 
sp = 
gp = 
pp = 

- ogre chainmail, large-sized (300 gp, weight = 80 lbs)
- orc double axe, masterwork (660 gp)
- grimlock battleaxe, masterwork (310 gp)
- quiver & 12 silver arrows (2 gp each = 24 gp)


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

Get the following feats:
- Ride-By Attack
- Spirited Charge
- Improved Critical (longsword): base attack +8
- Greater Weapon Focus (longsword): fighter 8th
- Greater Weapon Specialization (longsword): fighter 12th  
- Leadership

Wants to buy a Cormyrean Destrier (Champions of Valor, page 154)
- Heavy War Horse (MM 273) with STR +2, WIS +2, cost = 2,500 gp
- grants rider a +1 bonus on Ride checks
- cost to get mount with max hp or other qualities?

Can now get Chathi to enchant arms and armor at cost.

Get the following magic items
-----------------------------
Cost            Discount 	Item
----		--------	----
2,000 gp        1,000 gp = 50%  armor gauntlet +1 (have to do twice, left and right) 
				- add bane vs. constructs? 
				Bag of Holding (type I)

- enchant spiked armor with bane - constructs 
- enchant cold iron to +1, with bane - humanoids, human 
  vs chaotics, bane-chaotic outsiders
- get weapon crystals (energy types-lesser to interchange on weapons)
- get shield crystals (energy resistance)
- armor enchantments that add DR? Invulnerability?
- torso clothing that adds DR?