Jandar Hahpet

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.