Last Updated: January 8, 2011
class: Fighter/Thayan Knight race: human (Mulan) level: 8 = 5/3 alignment: lawful neutral xp: 29,554 deity: Kossuth size: M age: 26 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: 20/21 +5/+5 HP: 82 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: +8/+3 = 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: +6 = 2 +2 +2 (resistance) Will: +6 = 2 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 - power attack: one-handed weapons; -8 hit = +8 damage - power attack: two-handed weapons; -8 hit = +16 damage Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- longsword +2, +16/+11 1d8+9 17-20/x2 - S magic +2 (enhancement) defending +1d6 fire damage longsword +1, +15/+10 1d8+8 17-20/x2 - S magic +1 (enhancement) cold iron warhammer +14/+9 1d8+5 x3 - B silver, masterwork spiked armor +1 +14/+9 1d6+6 x2 - P adamantine magic +1 (enhancement) light weapon gauntlet +14/+9 1d3+5 x2 - B adamantine, masterwork light weapon unarmed strike, lethal Skybolt +12/+7 1d8+6 x3 110 ft P normal arrows - composite 1d8+6 (ignores hardness less then 20) adamantine arrows longbow +2; 1d8+6 cold iron arrows STR 18/dam +4 1d8+5 silver arrows Thundering +2d8 sonic & DC 14 fortitude or deafness with critical hit 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+9 max = 11/5 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 +9 intimidate* CHA +0 7 +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 +7 spot* WIS +0 7 +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; -8 hit = +8 damage two-handed weapons; -8 hit = +16 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 - Fighter Bonus Feat - Improved Critical: Longsword 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= 104.5 + 60 = 164.5 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 Defending Longsword +2 (18,315 gp) - as a free action, can assign bonus to AC at start of turn; bonus lasts until start of next turn: e.g. +2 hit/dam, +0 AC +1 hit/dam, +1 AC +0 hit/dam, +2 AC 0 Crystal of Fire Assault (3,000 gp) - lesser crystal: only usable on weapon +1 or better - does +1d6 fire damage - attached to Defending Longsword +2 - Red Wizard/Scardale mark 4 Cold Iron Longsword +1 (4,330 gp) - Red Wizard/Scardale mark 5 silver warhammer, masterwork (402 gp) 1.5 Skybolt (18,830 gp) - Thundering Darkwood Composite Longbow +2 (STR 18/dam +4) - on a successful critical hit, weapon does +2d8 sonic damage and target save vs DC 14 fortitude or be deafened permanently - made from exquisite darkwood and ivory 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, CL=2 (100 gp); x2 - Potion of Blur (300 gp) - Potion of Cure Light Wounds, CL=1, 1d8+1 hp (50 gp); - Potion of Cure Moderate Wounds, CL=3, 2d8+3 hp (300 gp); - Potion of Cure Serious Wounds, CL=5, 3d8+5 hp (750 gp); - Potion of Water Breathing (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) 4 Folding Boat (7,200 gp) - Wooden Box (12" x 6" x 6"): command word = "Crate" - Boat (10 ft long, 4 ft wide, 2 ft deep): command word = "Row, row" - pair of oars, anchor, mast and lanteen sail - holds 4 people - Ship (24 ft long, 8 ft wide, 6 ft deep): command word = "Sail Away" - deck, single rowing seats, 5 sets of oars, steering oar anchor, deck cabin, mast with square sail - holds 15 people 60 Bag of Holding: Type IV (10,000 gp) - Retrieving a specific item is a full-round action - Contents Volume Limit = 250 cu.ft. - Contents Weight Limit = 1,500 lbs; used = 140 + 166 = 306 lbs - Hoth's gear in Bag of Holding = 118 lbs 20 - tent, sleeps two 8 - waterskin; x2 12 - trail rations; 12 days 5 - bedroll 3 - winter blanket 1 - everburning torch (110 gp) 4 - empty sacks; x8 22 - ladder, 11-foot 26 - Treasure Chest with Superior Lock (152 gp) - Open Lock DC 40 - hardness 5, hp 15, break DC = 23 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 - crowbar 2 - hammer 3 - manacles, masterwork (DC 35 escape artist/DC 28 break) - with a superior lock (DC 40 open lock) - Group's gear in Bag of Holding = 165 lbs 9 - Group Kitty in 2 sacks 15 - Leather Armor +1 (1,160 gp) 25 - Chain Shirt +1 (1,250 gp) 15 - Small Breastplate +1 (1,350 gp) 50 - Full Plate +1 (2,650 gp) 6 - Light Steel Shield +1 (1,159 gp) 10 - Heavy Steek Shield +2 (1,170 gp) 26 - Group's Treasure Chest #1 with Superior Lock (177 gp) - Arcane Lock CL = 8; Only Chathi can open - Open Lock DC 40 - hardness 5, hp 15, break DC = 23 4 - Small Seeking Heavy Crossbow +1 (8,350 gp) - no miss chance; eg. from concealment - must still target the correct square 6 - Morningstar +1 (2,308 gp) ============================================================================== TREASURE pp = 20 gem-studded quiver (500 gp) gp = 8 gold holy symbol: Kossuth (250 gp) sp = 5 ornately carved wooden cloak clasp (100 gp) cp = 2 emerald gem (200 gp) gold pearl (150 gp) Key #1 for Hoth's Treasure Chest in Bag of Holding Key #2 for Hoth's Treasure Chest in room at Scardale Thayan Enclave Key #3 for masterwork manacles Key #4 for Group's Treasure Chest #1 in Bag of Holding ============================================================================= In room at Scardale Thayan Enclave: pp = gp = 1,000 sp = cp = - Treasure Chest with Superior Lock (152 gp, weight = 26 lbs) - Open Lock DC 40 - hardness 5, hp 15, break DC = 23 - ogre chainmail, large-sized (300 gp, weight = 80 lbs) - 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 - 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? - 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?