Hoth Anskuld

Last Updated: December 6, 2013

class:		Fighter/Thayan Knight		race:		human (Mulan)
level:		9 = 5/4				alignment:	lawful neutral
xp:		37,604				deity:		Kossuth

size:	M	age:	27	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:	20/22	+5/+6	HP: 	94                      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:	+9/+4

			= 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:	+11	= 8	+2	+1	
Reflex:		+6	= 2	+2	+1=n/a	+2 (resistance)	
Will:		+7	= 2	0	+1	+4 (discipline & iron will) 	

+4 morale bonus on saving throws vs fear effects, no apply if cast by a Red Wizard
+2 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; -9 hit = +9 damage
  - power attack: two-handed weapons; -9 hit = +18 damage

Attack		Bonus	 Damage	 Critical	Range	Type	Notes
------------	------	 ------	 --------	-----	----	-----
longsword +2,   +20/+15  1d8+12	 17-20/x2	-	S	magic +2 (enhancement)
defending		 					

longsword +1,	+19/+14  1d8+11	 17-20/x2	-	S	magic +1 (enhancement)
cold iron	
							
warhammer	+16/+11  1d8+6	 x3		-	B	silver, masterwork

spiked armor +1	+16/+11	 1d6+7	 x2		-	P	adamantine 
								magic +1 (enhancement)
								light weapon

gauntlet        +16/+11	 1d3+6	 x2             - 	B	adamantine, masterwork
								light weapon
								unarmed strike, lethal

composite 	+12/+7	1d8+4	 x3		110 ft	P	normal arrows	
longbow; STR+4		1d8+4					cold iron arrows
- masterwork            1d8+3					silver arrows
                        1d8+4 (ignores hardness less then 20)   adamantine arrows


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+12	max = 12/6	Ability	Mod	Ranks	Misc
+0	appraise                        INT	+0		
-4	balance				DEX	+2		-6 armor
+0	bluff*				CHA	+0		
+2	climb*				STR	+6		-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	
+0	jump*				STR	+6		-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		
+10	spot*				WIS	+0	10	
+0	survival                        WIS	+0		
-6	swim*				STR	+6		-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, Chondathan      n/a		1cc


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


Exotic Weapon: Bastard Sword (1st level fighter feat)
- can use one handed


Weapon Focus: Longsword (2nd level fighter feat)
- bonus to hit = +1


Weapon Specialization: Longsword (4th level fighter feat)
- bonus to damage = +2


Melee Weapon Mastery: Slashing (9th level bonus feat)
- when using any melee slashing weapon, gain +2 bonus on attack rolls
  and a +2 bonus on damage rolls


Power Attack (human bonus feat)
- melee bonus only, no light weapons 
- one-handed weapons; -9 hit = +9 damage
- two-handed weapons; -9 hit = +18 damage


Discipline: Regional Feat (1st level bonus feat)
- Will = +2, Concentration = +2


Iron Will (3rd level bonus feat)
- Will = +2


Mounted Combat (6th level bonus feat)
- once per round, when mount is hit, replace mount's AC with your ride check


Thayan Knight
- Horror's of Thay 
  - +4 morale bonus on saving throws vs fear effects
  - +2 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 (threat range = 17-20)
- Final Stand
  - inspire troops, range = 10 ft of knight, standard action, 1/day
  - allies gain +2d10 temporary hp
  - number of creatures = knight level + CHA = 4 +0 = 4
  - duration = knight level + CHA = 4 + 0 = 4 rounds


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

GEAR	Total WT= 107 + 60 = 167	
STR 20	load: light = 133	medium = 266	heavy = 400
STR 22  load: light = 173	medium = 346	heavy = 520

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
1	SHOULDER: Cloak of Resistance +1 (1,000 gp)
                  - grant +1 resistance bonus vs all saving throws
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
0	WAIST:	  OPEN SLOT
0	FEET:	  OPEN SLOT
0	ARMS:	  OPEN SLOT
0	HANDS:	  Adamantine Gauntlets of Ogre Strength (+4,000 gp)
                  - made from adamantine (wt and gp value included with full plate)
		  - ignores hardness less then 20
		  - light melee simple weapon (1d3)
		  - considered an unarmed strike, lethal damage
		  - provides a +2 enhancement bonus to strength
		  - Red Wizard/Scardale mark
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 "lightning bolt"
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
4	Cold Iron Longsword +1 (4,330 gp)
		- 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
		- 4 arrows
		- 16 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
                - Oil of Darkness, CL=3 (300 gp)
		- Potion of Blur (300 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 + 171 = 306 lbs

	- Hoth's gear in Bag of Holding = 140 lbs
	   0	- Potion of Cure Light Wounds, CL=1, 1d8+1 hp (50 gp); x4
	  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 = 171 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 Steel 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)
           5            - Warhammer +2 (8,312 gp)
                                - sheds light (bright 20 ft, shadowy 40 ft)


==============================================================================
TREASURE
pp = 16		gem-studded quiver (500 gp)
gp = 6		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 = 2,500
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?