Hoth Anskuld

Last Updated: December 31, 2015

class:		Fighter/Thayan Knight		race:		human (Mulan)
level:		11 = 6/5			alignment:	lawful neutral
xp:		59,604				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:	20/24	+5/+7	HP: 	115                     Speed:  20 ft (run = x3)
DEX:	14	+2	AC:	25  				
CON:	14	+2	= 10   + 11    + 3      + 1   + 0    + 0   + 0       + 0
INT:	10	+0	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	10/12	+0/+1	AC touch:	11
CHA:	10	+0	AC flat-footed: 24		Initiative:	+2
							Base Attack:	+11/+6/+1

			= DR 8/-; DR 5/- = 50 hp/day, then DR 3/-
			= fire resistance = 10 points
			= 25% to take no sneak attack or critical hit damage


====================================================================================
		Total	= base	+Mod	+resistance	+misc
Fortitude:	+13	= 5+4	+2	+2	
Reflex:		+7	= 2+1	+2	+2		
Will:		+10	= 2+1	+1	+2		+4 (discipline & iron will) 	

= +2 luck bonus on a single saving throw; 1/day
= +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


====================================================================================
  - swift action, spot (+17) vs DC 20 to see invisible until end of turn, range = 30 ft
  - 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; -10 hit = +10 damage
  - power attack: two-handed weapons; -10 hit = +20 damage
  - attacks of opportunity = 3

Attack		  Bonus	       Damage   Critical	Range	Type	 Notes
------------	  ------       ------   --------	-----	----	 -----
longsword +1,     +22/+17/+12  1d8+17   17-20/x2	-	S	 magic +1
collision		 					

longsword +1,	  +22/+17/+12  1d8+12   17-20/x2	-	S	 magic +1 
cold iron	
							
Greatsword +3,    +23/+18/+13  2d6+15   19-20/x2        -       S        magic +3
Silver Dragonfang                 +1                            cold

Flail +1,         +19/+14/+9   1d8+8    x2              -       B        magic +1
cold iron         +21/+16/+11     +2d6+3 vs beasts                       Beast Bane

spiked armor +1	  +19/+14/+9   1d6+8    x2		-	P	 magic +1, adamantine 
								         light weapon

gauntlet          +19/+14/+9   1d3+7    x2              - 	B	 adamantine, masterwork
								         light weapon
								         unarmed strike, lethal

"Skybolt"         +15/+10/+5   1d8+6    x3              110 ft  P        magic +2 hit/dam (normal arrow)     
composite longbow                 +2d8  sonic damage on a successful critical hit, and target must 
(STR 18: +4 dam)                        make a DC 14 fortitude save or be deafened permanently 
 	          +15/+10/+5   1d8+5				         silver arrows
 	          +15/+10/+5   1d8+6				         cold iron arrows
 	          +15/+10/+5   1d8+6 (ignores hardness less then 20)     adamantine arrows
 	          +15/+10/+5   1d8+6 (& 1 point cold damage)             Silver Dragonfang arrows(masterwork)


Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
full plate	heavy	+11	+1	-5	35 %	20 ft	60 lbs	magic +3
- 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+18	max = 14/7	Ability	Mod	Ranks	Misc 
+0	appraise                        INT	+0		
-4	balance				DEX	+2		-6 armor
+0	bluff*				CHA	+0		
+3	climb*				STR	+7		-6 armor/+2 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	
+1	heal				WIS	+1		
-2	hide				DEX	+2		-6 armor/+2 blueshine
+11	intimidate*			CHA	+0	7	+4 tattoo	
+1	jump*				STR	+7		-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	
+1	listen				WIS	+1		
-4	move silently			DEX	+2		-6 armor		
no	open lock			DEX	+2		
+0	perform				CHA	+0		
no	profession*			WIS	+1		
+8	ride*				DEX	+2	4	+2 handle animal
+0	search				INT	+0		
+1	sense motive			WIS	+1		
no	sleight of hand			DEX	+2		-6 armor
no	spellcraft			INT	+0		
+17	spot*				WIS	+1	14	+2 third eye
+1	survival                        WIS	+1		
-5	swim*				STR	+7		-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
n/a     skill trick: clarity of vision  n/a             2


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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 (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


Combat Reflexes (6th level fighter feat)
- total number of attacks of opportunity = 1 + DEX = 1 + 2 = 3
- can make attacks of opportunity even if flat-footed


Power Attack (human bonus feat)
- melee bonus only, no light weapons 
- one-handed weapons; -10 hit = +10 damage
- two-handed weapons; -10 hit = +20 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 = 5 +0 = 5
  - duration = knight level + CHA = 5 + 0 = 5 rounds
Zulkir’s Champion (facial tatoo)
  - +2 luck bonus on a single saving throw; 1/day
  - +4 morale bonus on "intimidate" skill checks when tattoo is visible


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

GEAR	Total WT= 115 + 60 = 175	
STR 20	load: light = 133	medium = 266	heavy = 400
STR 24  load: light = 233	medium = 466	heavy = 700

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:	  Headband of Inspired Wisdom (4,000 gp)
                        - grant +2 enhancement bonus to Wisdom
0	FACE:	  All-Seeing Third Eye (400 gp)
                        - grant +2 competence bonus to Spot checks
		        - Red Wizard/Scardale mark
0	THROAT:	  OPEN SLOT
1	SHOULDER: Cloak of Resistance +2 (4,000 gp)
                        - grant +2 resistance bonus vs all saving throws
60	BODY: 	  Adamantine Blueshine Full Plate Armor +3 (32,050 gp)
		        - Red Wizard/Scardale mark
		        - provides DR 3/-
		        - cost/wt includes Adamantine Gauntlets below
                        - armor immune to acid damage and rusting effects
		        - gain a +2 competence bonus on Hide checks
		  Adamantine Spikes +1 
		        - attached to full plate, spikes shaped as flames
		        - ignores hardness less then 20
		        - light melee martial weapon (1d6)
                        - magic = +1 enhancement bonus to hit and damage
		  Iron Ward Diamond (8,000 gp)
		        - greater armor crystal, +5 DR/-, 50 hp/day
		        - only usable on heavy armor +3 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 +1 (+20,000 gp)
		        - provides a +4 enhancement bonus to strength
                        - magic = +1 enhancement bonus to hit and damage
                        - 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
		        - Red Wizard/Scardale mark
0	RING1:	  Ring of Freedom of Movement (40,000 gp)
                        - move and attack normally as if continually under a "freedom of movement" 
                          spell, even under the influence of magic that usually impedes movement, 
                          such as paralysis, solid fog, slow, and web. 
                        - automatically succeeds on any grapple check made to resist a grapple 
                          attempt, as well as on grapple checks or Escape Artist checks made to 
                          escape a grapple or a pin.
                        - can move and attack normally while underwater 
0	RING2:	  Ring of Friend Shield (25,000 gp each, 50,000 gp for the pair)
			- other Ring of Friend Shield worn by = Chathi
			- either wearer can initiate a "Shield Other" spell
			- other ring wearer is the recipient
			- no range limitation, but must be on same plane
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)
0		  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

2	Mithral Collision Longsword +1 (20,015 gp)
                - magic = +1 enhancement bonus to hit and damage
                - collision = +5 damage
                - treated as silver weapon
		- Red Wizard/Scardale mark

4	Cold Iron Longsword +1 (4,330 gp)
		- Red Wizard/Scardale mark

5       Cold Iron Magical Beast Bane Flail +1 (10,308 gp)
                - magic = +1 enhancement bonus to hit and damage 
                - bane = +3 enhancement bonus to hit and +2d6+3 damage vs magical beasts

8       Silver Dragonfang Greatsword +3 (18,650 gp)
                - magic = +3 enhancement bonus to hit and damage
                - dragonfang = +1 cold damage 
		- Red Wizard/Scardale mark

3	Skybolt (18,830 gp)
                - Thundering Darkwood Composite Longbow +2 (STR 18/dam +4) 
                - magic = +2 enhancement bonus to hit and damage 
                - on a successful critical hit, weapon does +2d8 sonic damage 
                  and target must make a DC 14 fortitude save or be deafened permanently 
                - made from exquisite darkwood and ivory, with centaurs carved along its length 

3	gem-studded quiver (500 gp)
		- Silver Dragonfang arrows (12 gp each) x20
                  - masterwork, dragonfang = +1 cold damage 
3	quiver
		- silver arrows (2 gp each) x20
3       quiver
		- cold iron arrows x16
		- adamantine arrows (60 gp each) x4

1	potion belt, masterwork = 8/10 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 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 + 94 = 234 lbs

	- Hoth's gear in Bag of Holding = 140 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 = 94 lbs
	   9	- Group Kitty in 2 sacks
	  50	- Full Plate +1 (2,650 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
           5            - Warhammer +2 (8,312 gp)
                                - sheds light (bright 20 ft, shadowy 40 ft)


==============================================================================
TREASURE
pp = 5    	gem-studded quiver (500 gp)
gp = 23	        gold holy symbol: Kossuth (250 gp)
sp = 5	        ornately carved wooden cloak clasp (100 gp)
cp = 2		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 = 
sp = 
cp = 

- Treasure Chest with Superior Lock (152 gp, weight = 26 lbs)
	- Open Lock DC 40
	- hardness 5, hp 15, break DC = 23

- quiver & 12 silver arrows (2 gp each = 24 gp)


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

Get the following feats:
- Greater Weapon Focus (longsword): fighter 8th
- Greater Weapon Specialization (longsword): fighter 12th  


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
-----------------------------
- enchant spiked armor/guantlets 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)

 
==================================================