Jandar Hahpet

Last Updated: January 8, 2011

class:		Rogue/Wizard/Ranger		race:		human (Rashemi)
level:		8 = 3/3/2			alignment:	neutral
xp:		31,554				deity:		Kossuth

size:	M	age:	25	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)

			temp HP = 44+1d10 = 	
====================================================================================
STR:	11/12	0/+1	HP: 	41			Speed:	30 ft 
DEX:	18	+4	AC:	22				
CON:	11	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:	+5

			= fire resistance = 10 points


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+6	= 5	0	1	
Reflex:		+12	= 7	+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	+10	1d6+1	18-20/x2	-	P	magic (+1 hit/dam)
			+1d6					acid

light mace	+9	1d6+1	x2		-	B	cold iron
								
composite	+10	1d8+1	x3		110 ft	P	masterwork (+1 hit)
   longbow							STR 12 (dam +1)
* rapid shot	+8/+8	1d8+1/1d8+1

- cold iron arrows	(+10 hit, 1d8+1 dam)
- silver arrows		(+10 hit, 1d8 dam)
- adamantine arrows	(+10 hit, 1d8+1 dam)
- Dragon Bane Arrows +1 (+12 hit, 1d8+2d6+4 dam vs dragons)
- Drow Bane Arrows +1 	(+12 hit, 1d8+2d6+4 dam vs elves)
- Human Bane Arrows +1 	(+12 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+21+22   max = 11/5	Ability	Mod	Ranks	Misc
+9	*appraise			INT	+4	5	
+11	*appraise, small details/gems	INT	+4	"	& +2 mag.lens
+11	*appraise, items valued by wt	INT	+4	"	& +2 scale
+6	*balance			DEX	+4		+2 tumble
+4	*bluff				CHA	+0	4	 
+6	*bluff vs humans		CHA	+0	"	& +2 favoured enemy
+1	*+climb				STR	+1
+10	-+concentration			CON	+0	10	
+4	-*+craft			INT	+4
+10	-*decipher script		INT	+4	6	
+0	*diplomacy			CHA	+0		
+2	*diplomacy, Cormanthor Elves	CHA	+0	"	& +2 clasp
+15	*disable device			INT	+4	6+1cc	+4 nimble/tool
+20	*disable device, arcane tool	INT	+4	"	& +5 arcane tool
+0	*disguise			CHA	+0		
+6	*escape artist			DEX	+4	2cc	
+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		+2 survival
no	-knowledge, nobility/royalty	INT	+4
no	-knowledge, religion		INT	+4	
no	-knowledge, the planes		INT	+4
+2	*+listen			WIS	+0		+2 toad
+4	*+listen vs humans		WIS	+0	"	& +2 favoured enemy
+10	*+move silently			DEX	+4	6		
+14	*open lock			DEX	+4	6	+4 nimble/tool
+19	*open lock, arcane tool		DEX	+4	"	& +5 arcane tool		
+0	*perform			CHA	+0		
no	-*+profession			WIS	+0		
+7	+ride				DEX	+4	1	+2 handle animal
+14	*+search			INT	+4	10	
+0	*sense motive			WIS	+0		
+2	*sense motive vs humans		WIS	+0	"	& +2 favoured enemy
+8	*sleight of hand		DEX	+4	4	
+9	-spellcraft			INT	+4	3	+2 arcana 	
+2	*+spot				WIS	+0		+2 toad
+4	*+spot vs humans		WIS	+0	"	& +2 favoured enemy
+8	+survival			WIS	+0	8	
+10	+survival, tracking		WIS	+0	""	+2 search
+10	+survival vs humans		WIS	+0	"	& +2 favoured enemy
+12	+survival vs humans tracking	WIS	+0	""	& +2 search
+1	*+swim				STR	+1	
+9	*tumble				DEX	+4	5	
+3	*use magic device		CHA	0	3	
+5	*use magic device, scrolls	CHA	0	3	+2 synergy
	*+use rope			DEX	+4
*	speak languages			n/a		1cc

+ = ranger class skill, * = rogue class skill, - = wizard class skill


=============================================================================
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+4
	Favoured Enemy:
	- bluff, listen, sense motive, spot, survival bonus vs favoured enemy
	- weapon damage bonus vs favoured enemy
		- 1st favoured enemy: humans +2 bonus
	Combat Style: archery
		- only applies if wearing light or no armor
		- Rapid Shot: 	+1 extra ranged weapon attack at highest base
				but all attacks suffer -2 to hit.
				requires full attack option


=============================================================================
SPELLS  0: 4  1: 3   2: 2  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, smiting touch of fatigue
2: 16	false life, smiting shocking grasp

spell failure = 5 %


JANDAR'S SPELLBOOK #1: 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, shocking grasp 
  (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 (16/100 pages)
  (0/4) Abjur:                                            
  (2/6) Conj:   summon monster II, web  
  (1/3) Div:    see invisibility
  (1/3) Ench:   touch of idiocy                 
  (0/6) Evoc:                     
  (1/8) Illus:	invisibility 
  (3/6) Necro:	blindness/deafness, command undead, false life
  (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

CAPTURED SPELLBOOK #1 (8/100 pages = 800 gp)
Level 1 = 1 page 
	Div:    comprehend languages
Level 2 = 4 pages
	Conj:   flaming sphere
	Trans:  bear's endurance
Level 3 = 3 pages
	Trans:  keen edge


==============================================================================
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 (100 gp)
	- provides +2 circumstance bonus to "diplomacy" with elves
	  from the Cormanthor Forest
1	gold holy symbol: Kossuth (250 gp)
0	HEAD:	  OPEN SLOT
0	FACE:	  OPEN SLOT
0	THROAT:	  Brooch of Shielding (1,095 gp)
		  - stops magic missile damage = 73 hp
1	SHOULDER: Cloak of Resistance +1 (1,000 gp)
		  - grant +1 resistance bonus vs all saving throws
		  - Red Wizards/Scardale mark
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
		  - Red Wizards/Scardale mark
0	TORSO:	  OPEN SLOT
1	WAIST:	  Belt of Giant Strength +1 (1,900 gp)
		  - provides a +1 enhancement bonus to strength
		  - silver belt buckle with a large yellow topaz (900 gp)
		  - Red Wizards/Scardale mark
0	FEET:	  OPEN SLOT
1	ARMS:	  Armband of Elusive Action (800 gp)
		  - avoid provoking a single attack of opportunity 
		    from an action, 1/day
		  - Red Wizards/Scardale mark
0	HANDS:	  OPEN SLOT
0	RING1:	  Ring of Feather Falling (2,200 gp)
		  - automatically activates if wearer falls more than 5 ft
		  - CL = 1, duration = 1 round, distance feathered fall = 60 ft
		  - normal falling speeds resume beyond 60 ft
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
		  - Red Wizards/Scardale mark 
2	Silver Rapier +1 (2,410 gp)
		- Red Wizards/Scardale mark
0	Crystal of Acid Assault (3,000 gp)
		- lesser crystal: only usable on weapon +1 or better 
		- does +1d6 acid damage 
	  	- Red Wizards/Scardale mark
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)
		- 2 Fountainhead arrows (306 gp each)
			- hit surface AC 5, effects radius = 10 ft
			- 2d8 acid damage, 3 rounds, reflex DC 14 for half
			- Red Wizards/Scardale mark
		- 5 Dragon Bane Arrows +1 (+3 hit, +2d6+3 dam vs dragons (167 gp each)
			- Red Wizards/Scardale mark
		- 2 Drow Bane Arrows +1 (+3 hit, +2d6+3 dam vs elves (167 gp each)
			- Red Wizards/Scardale mark
		- 5 Human Bane Arrows +1 (+3 hit, +2d6+3 dam vs humans (167 gp each)
			- Red Wizards/Scardale mark
1	potion belt, masterwork = 10/10 vials
		- Potion of Cure Light Wounds (50 gp)
		- Potion of Cure Serious Wounds (750 gp) x2
		- Potion of Sanctuary (50 gp)
		- Potion of Water Breathing (750 gp)
		- vial of antitoxin (50 gp)
		- vial of blue whinnis poison (120 gp)
		  [injury, DC = 14, dam = 1 CON/unconsciousness]
		- vial of small centipede poison (90 gp); x3
		  [injury, DC = 11, dam = 1d2 DEX/1D2 DEX]
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 = 240 gp)
		- command word: "Kossuth's Kiss", charges = 16
		- Red Wizards/Scardale mark
0	Wand of Magic Missiles (45 gp/charge = 360 gp) 
		- Caster Level = 3 (2 missiles/charge)
		- command word: "Zing", charges = 8
0	Wand of Ray of Enfeeblement (15 gp/charge = 420 gp)
		- Caster Level = 1 (ranged touch attack; 1d6+1 STR damage)
		- command word: "wither", charges = 28
0	Wand of Spectral Hand (45 gp/charge = 765 gp)
		- Caster Level = 3 (glowing hand allows touch spells at range)
		- command word: "Gotcha!", charges = 17	
5	Heward's Handy Haversack (2,000 gp)
	- retrieving any item is a move action; no attacks of opportunity
	- Red Wizards/Scardale mark
	- 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: 31 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
		3	- Captured Spellbook #1
		5	- bedroll
		3	- winter blanket
		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
		1	- Arcane Thieves' Tools (1,400 gp)
		  		- grant +2 circumstance bonus to 
				  open locks and disable device
				- expend 1st level spell or higher to
				  gain a +5 competence bonus on check
				  to open locks or disable device
		0.5	- belt pouch
		1	  	- TREASURE (coins)
		0.5	- belt pouch
		0		- flint and steel
		1 	- everburning torch
		0	- Arcane Scroll: shield, CL = 1 (25 gp)


==============================================================================
TREASURE
pp = 12		2 pearls (100 gp)
gp = 18		emerald gem (200 gp)
sp = 2		silver belt buckle with a large yellow topaz (900 gp)
cp = 6		- attached to Belt of Giant Strength
		gold holy symbol: Kossuth (250 gp)
		ornately carved wooden cloak clasp (100 gp)

		Key #1 for Hoth's Treasure Chest in room at Scardale Thayan Enclave


==============================================================================
In Room at Thayan Enclave:
pp = 20			
gp = 1,050			
sp = 			quiver & 10 silver bolts
cp = 			quiver & 10 cold iron bolts
			quiver & 10 arrows
			quiver & 15 cold iron arrows

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


==============================================================================
SPECIAL NOTES:
Will eventually become an "ARCANE TRICKSTER" prestige class starting at level 11
missing requirements
- Decipher Script 7 ranks = 6 ranks = 1 skill point needed = +1
- Disable Device 7 ranks = 7 ranks = 0 skill points needed = +0
- Escape Artist 7 ranks = 2 ranks = 5 skill points needed = +5cc
- Ability to cast 3rd level arcane spells (i.e. Wizard 5th)
So 9th and 10th level will be Wizard class = 21 skill points


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.