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)
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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
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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
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- 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
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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)
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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
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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)
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