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 ============================================================================= 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) ==================================================