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)
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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
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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
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- 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
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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
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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
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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)
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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
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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)
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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?