Last Updated: March 29, 2009
class: Rogue/Wizard/Ranger race: human (Rashemi) level: 3/2/1 alignment: lawful neutral xp: 17,204 deity: Kossuth size: M age: 23 gender: male height: 5'7" eyes: black hair: shaved skin: dark weight: 170 lbs brown Campaign: Forgotten Realms, Thayan Trader Home Region: Thay (but based in the Dalelands) Languages: Mulhorandi (native), Damaran, Gnoll, Rashemi, Tuigan, Chondathan (1cc) ==================================================================================== STR: 11/12 0/+1 HP: 34 Speed: 30 ft DEX: 18 +4 AC: 22 CON: 10 0 = 10 + 5 + 2 + 4 + 0 + 0 + 0 + 1 INT: 18 +4 base + armor + shield + dex + size + nat + deflect + misc WIS: 10 0 AC touch: 15 CHA: 10 0 AC flat-footed: 18 Initiative: +4 Base Attack: +4 = DR 1/- = 10 hp/day, then no DR = fire resistance = 10 points ==================================================================================== Total = base +Mod +magic +misc Fortitude: +4 = 3 0 1 Reflex: +10 = 5 +4 1 (+1 vs traps) Will: +5 = 4 0 1 ==================================================================================== Favoured Enemy: +2 weapon damage vs humans. Sneak Attack: +2d6 damage if flanked/flat-footed and if less then 30 ft Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- silver rapier +9 1d6+1 18-20/x2 - P magic (+1 hit/dam) +1d6 acid light mace +8 1d6+1 x2 - B cold iron composite +9 1d8+1 x3 110 ft P masterwork (+1 hit) longbow STR 12 (dam +1) - cold iron arrows (+9 hit, 1d8+1 dam) - silver arrows (+9 hit, 1d8 dam) - adamantine arrows (+9 hit, 1d8+1 dam) - Dragon Bane Arrows +1 (+11 hit, 1d8+2d6+4 dam vs dragons) - Drow Bane Arrows +1 (+11 hit, 1d8+2d6+4 dam vs elves) - Human Bane Arrows +1 (+11 hit, 1d8+2d6+6 dam vs humans) Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ twilight mithral light +5 +6 0 0 % 30 ft 10 lb chain shirt +1 armor shield of shield +2 n/a 0 5 % n/a 6 lb return fire flame's return creature home - light shield +1 (Will DC 10) ==================================================================================== SKILLS: Total = 78+14+11 max = 9/4 Ability Mod Ranks Misc +11 appraise INT +4 5 +2 (scale/mag) +6 balance DEX +4 +2 (tumble) +4(+6) bluff CHA +0 4 (+2 vs humans) +1 climb STR +1 +6 concentration CON +0 6 +4 craft INT +4 +9 decipher script INT +4 5 +0 diplomacy CHA +0 +14 disable device INT +4 6 +4 (nimble/tool) +0 disguise CHA +0 +4 escape artist DEX +4 +9 forgery* INT +4 5 +7 gather information* CHA +0 5 +2 (local know) +5 handle animal CHA +0 5 +0 heal* WIS +0 +10 hide* DEX +4 6 +0 intimidate* CHA +0 +3 jump* STR +1 +2 (tumble) +9 knowledge, arcana INT +4 5 no knowledge, architect/engineer INT +4 no knowledge, dungeoneering INT +4 no knowledge, geography INT +4 no knowledge, history INT +4 +9 knowledge, local: Thay INT +4 5 +9 knowledge, local: Dalelands INT +4 5 no knowledge, nature INT +4 no knowledge, nobility/royalty INT +4 no knowledge, religion INT +4 no knowledge, the planes INT +4 +2(+4) listen* WIS +0 +2 (toad)(+2 vs humans) +10 move silently* DEX +4 6 +14 open lock DEX +4 6 +4 (nimble/tool) +0 perform CHA +0 no profession WIS +0 +7 ride* DEX +4 1 +2 (handle animal) +10 search* INT +4 6 +0(+2) sense motive* WIS +0 (+2 vs humans) +8 sleight of hand DEX +4 4 +9 spellcraft INT +4 3 +2 (arcana) +2(+4) spot* WIS +0 +2 (toad)(+2 vs humans) +5(+7) survival* WIS +0 5 (+2 vs humans) +1 swim* STR +1 +9 tumble DEX +4 5 +3 use magic device CHA 0 3 (+2 w. scrolls) use rope* DEX +4 * speak languages n/a 1cc ============================================================================= SPECIAL ABILITIES / FEATS Armor: light Shields: all shields (except tower shields) Weapons: all simple, all martial, handcrossbow Mind over Body: regional feat - bonus hp = IQ = +4 hp - +1 hp/metamagic feat = +1 hp - if cast arcane spells, get insight bonus to AC = +1 Smiting Spell: metamagic, PHB II, page 92 (6th Level character feat) - uses a spell slot = +1 - spells with a range of touch can be used to "charge" a weapon - spell discharges when weapon hits a target, and affects target - spell can be held for 1 minute (10 rounds) before dissipating - only affects a single melee weapon or round of ammunition Nimble Fingers - open lock and disable device = +2 bonus Weapon Finesse - use DEX bonus, not STR for melee attack rolls with light weapons, rapier, whip and spiked chain Rogue Sneak Attack = +2d6 Trapfinding Evasion: - if making successful reflex save would still do half-damage, with evasion a rogue takes 0 damage instead Trapsense: - reflex saves = +1 vs traps - AC dodge bonus = +1 vs traps Wizard Summon Familiar: Toad (grants +3 hp & alertness; listen +2 & spot +2) Scribe Sroll Ranger Track: survival rolls (see PHB page 101) Wild Empathy: - handle animal bonus + charisma mod + ranger level = 1d20+3 Favoured Enemy: - bluff, listen, sense motive, spot, survival bonus vs favoured enemy - weapon damage bonus vs favoured enemy - 1st favoured enemy: humans +2 bonus ============================================================================= SPELLS 0: 4 1: 3 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 DC 0: 14 detect poison, disrupt undead, disrupt undead, magehand 1: 15 color spray, sleep, touch of fatigue (smiting) spell failure = 5 % JANDAR'S SPELLBOOK: Level 0 and Level 1 Spells (33/100 pages) Level 0 = 19 pages (1/1) Abjur: resistance (1/1) Conj: acid splash (3/3) Div: detect poison, detect magic, read magic (1/1) Ench: daze (4/4) Evoc: dancing lights, flare, light, ray of frost (1/1) Illus: ghost sound (2/2) Necro: disrupt undead, touch of fatigue (4/4) Trans: magehand, mending, message, open/close (2/2) Univ: arcane mark, prestidigitation Level 1 = 14 pages (0/5) Abjur: (4/6) Conj: grease, mage armor, obscuring mist, summon monster I (2/5) Div: comprehend languages, detect secret doors (3/3) Ench: charm person, hypnotism, sleep (1/4) Evoc: magic missile (1/5) Illus: color spray (3/3) Necro: cause fear, chill touch, ray of enfeeblement (0/8) Trans: JANDAR'S SPELLBOOK #2: Level 2 Spells (12/100 pages) (0/4) Abjur: (2/6) Conj: summon monster II, web (1/3) Div: see invisibility (0/3) Ench: (0/6) Evoc: (1/8) Illus: invisibility (2/6) Necro: blindness/deafness, command undead (0/14) Trans: JANDAR'S SPELLBOOK #3: Level 3 Spells (12/100 pages) (0/5) Abjur: (0/5) Conj: (0/3) Div: (0/5) Ench: (0/5) Evoc: lightning bolt (2/4) Illus: displacement, major image (0/4) Necro: (1/11) Trans: fly JANDAR'S SPELLBOOK #4: Level 4 Spells (16/100 pages) (0/5) Abjur: (1/6) Conj: minor creation (0/4) Div: (0/4) Ench: (0/6) Evoc: (3/6) Illus: greater invisibility, rainbow pattern, shadow conjuration (0/5) Necro: (0/5) Trans: JANDAR'S SPELLBOOK #5: Level 5 Spells (15/100 pages) (0/3) Abjur: (0/8) Conj: (0/3) Div: (0/5) Ench: (0/4) Evoc: (2/7) Illus: persistant image, shadow evocation (0/4) Necro: (0/8) Trans: (1/1) Univ: permanency ============================================================================== GEAR Total WT= 38 + 5 = 43 load: light = 43 medium = 86 heavy = 130 WT Item --- --------------------- 0 traveler's outfit 0 ornately carved wooden cloak clasp (50 gp) - provides +2 circumstance bonus to "diplomacy" with elves from the town of Tangled Trees in the Cormanthor Forest 1 gold holy symbol: Kossuth (250 gp) 0 HEAD: OPEN SLOT 0 FACE: OPEN SLOT 0 THROAT: Brooch of Shielding (1,200 gp) - stops magic missile damage = 80 hp 1 SHOULDER: Cloak of Resistance +1 (1,000 gp) - grant +1 resistance bonus vs all saving throws 10 BODY: Twilight Mithral Chain Shirt +1 (5,100 gp) - AC = +5 armor, maxDEX = +6, AC penalty = 0, arcane spell failure = 0 %, MV = 30 ft, wt = 10 lbs Iron Ward Diamond (500 gp) - least armor crystal, +1 DR/-, 10 hp/day 0 TORSO: OPEN SLOT 1 WAIST: Belt of Giant Strength +1 (1,000 gp) - provides a +1 enhancement bonus to strength 0 FEET: OPEN SLOT 1 ARMS: Armband of Elusive Action (800 gp) - avoid provoking a single attack of opportunity from an action, 1/day 0 HANDS: OPEN SLOT 0 RING1: OPEN SLOT 0 RING2: OPEN SLOT 6 SHIELD: Shield of Flame's Return (1,159 gp +) - light steel shield +1 - if touched by flaming creature, return to home plane: will DC 10 (creature can volunteer to fail save) Clasp of Fire Protection (1,500 gp) - lesser crystal: only usable on shield +1 or better - provides 10 points of fire resistance 2 Silver Rapier +1 (2,410 gp) 0 Crystal of Acid Assault (3,000 gp) - lesser crystal: only usable on weapon +1 or better - does +1d6 acid damage 4 cold iron light mace 3 composite longbow (STR 12/dam +1), masterwork (500 gp) 3 quiver - 10 arrows (5 cp each) - 5 cold iron arrows (1 sp each) - 5 silver arrows (2 gp each) 3 quiver (2,805 gp) - 5 adamantine arrows (60 gp each) - 5 Dragon Bane Arrows +1 (+3 hit, +2d6+3 dam vs dragons (167 gp each) - 5 Drow Bane Arrows +1 (+3 hit, +2d6+3 dam vs elves (167 gp each) - 5 Human Bane Arrows +1 (+3 hit, +2d6+3 dam vs humans (167 gp each) 1 potion belt, masterwork = 9/10 vials - vial of small centipede poison (90 gp); x3 [injury, DC = 11, dam = 1d2 DEX/1D2 DEX] - vial of blue whinnis poison (120 gp) [injury, DC = 14, dam = 1 CON/unconsciousness] - vial of antitoxin (50 gp) - oil of magic weapon (50 gp) - potion of cure light wounds (50 gp) - potion of cure serious wounds (750 gp) - potion of sanctuary (50 gp) 2 spell component pouch 0 Wand of Charm Monster (420 gp/charge = 1,260 gp) - Caster Level = 7 (Will DC = 16) - command word: "Enimeb D'neirf", charges = 3 0 Wand of Cure Light Wounds (15 gp/charge = 180 gp) - command word: "Kossuth's Kiss", charges = 12 0 Wand of Magic Missiles (45 gp/charge = 405 gp) - Caster Level = 3 (2 missiles/charge) - command word: "Zing", charges = 9 0 Wand of Ray of Enfeeblement (15 gp/charge = 435 gp) - Caster Level = 1 (ranged touch attack; 1d6+1 STR damage) - command word: "wither", charges = 29 5 Heward's Handy Haversack (2,000 gp) - retrieving any item is a move action; no attacks of opportunity - left side pouch (20 lbs max: 20 lbs used) 20 - tent, sleeps two - right side pouch (20 lbs max: 20 lbs used) 12 - trail rations; 12 days 8 - waterskin; x2 - main central pack (80 lbs max: 29 lbs used) 3 - Jandar's Spellbook #1 3 - Jandar's Spellbook #2 3 - Jandar's Spellbook #3 3 - Jandar's Spellbook #4 3 - Jandar's Spellbook #5 5 - bedroll 3 - winter blanket 2 - thieves tools, masterwork 1 - merchant's scale - grant +2 circumstance bonus to appraise by wt: e.g. precious metals 0 - magnifying glass - grant +2 circumstance bonus to appraise small & detailed: e.g. gems 0.5 - belt pouch 1 - TREASURE (coins) 0.5 belt pouch 0 - flint and steel 1 - everburning torch ============================================================================== TREASURE cp = 6 2 pearls (100 gp) sp = 7 gp = 6 pp = 24 gold holy symbol: Kossuth (250 gp) ornately carved wooden cloak clasp (50 gp) ============================================================================== In Room at Thayan Enclave: cp = sp = light darkwood crossbow, masterwork: wt 2 lbs (375 gp) gp = quiver & 10 silver bolts pp = quiver & 10 cold iron bolts quiver & 10 arrows quiver & 15 cold iron arrows ============================================================================== SPECIAL NOTES: Maximize concentration skill get an amulet of health to increase constitution (hp) get keen or +1d6 dam (type) for silver rapier +1 - bane vs humans? and "Telling Blow" feat Metamagic Feats "Energy Substitution (Acid)" Source: (CArc p79) (DR325 p58) Prerequisite: any other Metamagic, Know (arcana): 5 ranks LevelAdjustment: +0 Description: Choose one Energy Type when you take this feat (i.e., Acid, Cold, Electricity, or Fire). You may change any spell with a different Energy Type to this Energy Type. All other effects of the spell remain the same. You may take this feat multiple times, each with a different Energy Type.