Jandar Hahpet

Last Updated: December 28, 2015

class:		Rogue/Wizard/Ranger/		race:		human (Rashemi)
                Arcane Trickster
level:		11 = 3/5/2/1			alignment:	neutral
xp:		62,704				deity:		Kossuth

size:	M	age:	26	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 = 70+1d10 = 	
====================================================================================
STR:	11/12	+0/+1	HP: 	64			Speed:	30 ft 
DEX:	18/22	+4/+6	AC:	26				
CON:	11/12	+0/+1	= 10   + 5     + 2      + 6   + 0    + 0   + 2       + 1
INT:	18/20	+4/+5	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	10	+0	AC touch:	19
CHA:	10	+0	AC flat-footed: 20		Initiative:	+6
							Base Attack:	+6/+1

			= fire resistance = 10 points

- avoid provoking a single attack of opportunity from an action, 1/day

====================================================================================
		Total	= base	   +Mod	+resistance	+misc
Fortitude:	+7	= 1+3+1+0  +1	+1	
Reflex:		+16	= 3+3+1+2  +6	+1		(+1 vs traps)
Will:		+8	= 1+0+4+2  +0	+1	

- evasion: reflex save = 0 damage if original save was for 1/2 damage 


====================================================================================
Favoured Enemy:	+2 weapon damage vs humans.
Sneak Attack: 	+2d6 damage if flanked/flat-footed/no Dex and if less then 30 ft

Attack		Bonus	Damage	   Critical        Range    Type	Notes
------------	------	------	   --------        -----    ----	-----
rapier          +13/+8  1d6+2	   15-20/x2        -	    P	        mithral, magic (+1 hit/dam)
"Heartseeker"   +15/+10    +2d6+5                                       vs humans
                            

light mace	+12/+7  1d6+1	   x2		   -	    B	        cold iron
								
composite	+13/+8  1d8+1	   x3		   130 ft   P	        Silver Dragonbone, 
   longbow							        masterwork (+1 hit), STR 12 (dam +1)
* rapid shot	+11/+11	1d8+1/1d8+1
                /+6     /1d8+1
- cold iron arrows	(+13 hit, 1d8+1 dam)
- silver arrows		(+13 hit, 1d8 dam)
- adamantine arrows	(+13 hit, 1d8+1 dam)
- Silver Dragonfang     (+13 hit, 1d8+1 dam and +1 cold damage)
- Drow Bane Arrows +1 	(+15 hit, 1d8+2d6+4 dam vs elves)
- Human Bane Arrows +1 	(+15 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+35+22+9  max = 14/7	Ability	Mod	Ranks	Misc 
+10	@*appraise			INT	+5	5	
+12	@*appraise, small details/gems	INT	+5	"	& +2 mag.lens
+12	@*appraise, items valued by wt	INT	+5	"	& +2 scale
+8	@*balance                       DEX	+6		+2 tumble
+4	@*bluff				CHA	+0	4	 
+6	@*bluff vs humans               CHA	+0	"	& +2 favoured enemy
+1	@*+climb			STR	+1
+16	@-+concentration		CON	+1	14	+1 headband
+5	@-*+craft                       INT	+5
+12	@-*decipher script		INT	+5	7	
+0	@*diplomacy			CHA	+0		
+2	@*diplomacy, Cormanthor Elves	CHA	+0	"	& +2 clasp
+18	@*disable device		INT	+5	8+1cc	+4 nimble/tool
+23	@*disable device, arcane tool	INT	+5	"	& +5 arcane tool
+0	@*disguise			CHA	+0		
+13	@*escape artist			DEX	+6	7cc	
+10	*forgery                        INT	+5	5	
+7	@*gather information		CHA	+0	5	+2 local know
+5	+handle animal			CHA	+0	5	
+0	+heal				WIS	+0		
+12	@*+hide				DEX	+6	6	
+0	*intimidate			CHA	+0			
+3	@+jump				STR	+1		+2 tumble
+10	@-knowledge, arcana		INT	+5	5
no	@-knowledge, architect/engineer	INT	+5
no	@-+knowledge, dungeoneering	INT	+5
no	@-+knowledge, geography		INT	+5
no	@-knowledge, history		INT	+5
+10	@-*knowledge, local: Thay       INT	+5	5	
+10	@-*knowledge, local: Dalelands	INT	+5	5	
no	@-+knowledge, nature		INT	+5		+2 survival
no	@-knowledge, nobility/royalty	INT	+5
no	@-knowledge, religion		INT	+5	
no	@-knowledge, the planes		INT	+5
+2	@*+listen                       WIS	+0		+2 toad
+4	@*+listen vs humans		WIS	+0	"	& +2 favoured enemy
+17	@*+move silently		DEX	+6	6	+5 boots
+19	@*open lock			DEX	+6	9	+4 nimble/tool
+24	@*open lock, arcane tool	DEX	+6	"	& +5 arcane tool		
+0	*perform                        CHA	+0		
no	@-*+profession			WIS	+0		
+9	+ride				DEX	+6	1	+2 handle animal
+15	@*+search                       INT	+5	10	
+0	@*sense motive			WIS	+0		
+2	@*sense motive vs humans	WIS	+0	"	& +2 favoured enemy
+13	@*sleight of hand               DEX	+6	7	
+10	@-spellcraft			INT	+5	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	
+11	@*tumble			DEX	+6	5	
+3	*use magic device		CHA	0	3	
+5	*use magic device, scrolls	CHA	0	3	+2 synergy
+6	@*+use rope			DEX	+6
*	speak language, Chondathan	n/a		1cc

+ = ranger class skill, * = rogue class skill, - = wizard class skill
@ = arcane trickster 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 = +3 hp
- if cast arcane spells, get insight bonus to AC = +1


Smiting Spell: metamagic, PHB II, page 92 (6th level bonus 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 


Energy Substitution-Acid: metamagic (9th level bonus feat)
- change any spell with a different Energy Type to the Acid Energy Type
- Level Adjustment: +0 


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


Arcane Trickster
        - Cast spell as Wizard Level = 5 + 1 = 6
        - Ranged legerdemain = 1/day
          - range = 30 feet: Disable Device, Open Lock, or Sleight of Hand
            DC of check = +5, no take 10, and manipulate 5 lbs max.


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 (1st level wizard bonus feat)
        Energy Substitution-Electricity: metamagic  (5th level wizard bonus feat)
        - change any spell with a different Energy Type to the Electricity Energy Type
        - Level Adjustment: +0 


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+0b  1: 3+2b   2: 3+1b  3: 2+1b  4: 0+0b  
        5: 0+0b  6: 0+0b   7: 0+0b  8: 0+0b  9: 0+0b

   DC
0: 15	OPEN SLOT, disrupt undead, disrupt undead, magehand
1: 16	OPEN SLOT, shocking grasp (acid), shocking grasp, true strike, true strike
2: 17	false life, smiting shocking grasp, smiting shocking grasp (acid), web
3: 18   displacement, haste, smiting touch of idiocy

spell failure = 5 %
OPEN SLOT = can study spellbook for 15 minutes to prepare a needed spell


JANDAR'S SPELLBOOK #1: Level 0 and Level 1 Spells (39/100 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 = 20 pages       
  (0/5) Abjur:                                            
  (5/6) Conj:    grease, mage armor, mount, obscuring mist, summon monster I                                    
  (3/5) Div:     comprehend languages, detect secret doors, true strike
  (3/3) Ench:    charm person, hypnotism, sleep 
  (2/4) Evoc:    magic missile, shocking grasp 
  (2/5) Illus:   color spray, disguise self
  (3/3) Necro:   cause fear, chill touch, ray of enfeeblement  
  (2/8) Trans:   enlarge person, jump 

JANDAR'S SPELLBOOK #2: Level 2 Spells (30/100 pages)
  (1/4) Abjur:  resist energy                                          
  (2/6) Conj:   summon monster II, web  
  (2/3) Div:    detect thoughts, see invisibility
  (1/3) Ench:   touch of idiocy                 
  (1/6) Evoc:   flaming sphere                  
  (1/8) Illus:	invisibility 
  (4/6) Necro:	blindness/deafness, command undead, false life, ghoul touch
  (3/14) Trans: bear's endurance, knock, spider climb

JANDAR'S SPELLBOOK #3: Level 3 Spells (21/100 pages)
  (0/5) Abjur:                                            
  (0/5) Conj:     
  (0/3) Div:    
  (1/5) Ench:   hold person                 
  (1/5) Evoc:   lightning bolt                  
  (2/4) Illus:	displacement, major image 
  (0/4) Necro:	
  (3/11) Trans: fly, haste, keen edge

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 - Cephal Lorentus (41/100 pages = 4,100 gp)
Level 0 = all = 19 pages
Level 1 = 4 pages 
  (1/5) Abjur:   shield                                         
  (1/6) Conj:    *mage armor                                   
  (2/4) Evoc:    burning hands, *magic missile
Level 2 = 8 pages
  (2/6) Conj:   glitterdust, Melf’s acid arrow                                        
  (1/6) Evoc:   scorching ray                
  (1/8) Illus:	mirror image
Level 3 = 6 pages
  (1/5) Evoc:   fireball
  (1/8) Trans:  *fly
Level 4 = 4 pages
  (1/6) Evoc:   fire shield                  


VORDAKAI'S SPELLBOOK #3 = Level 3 (21/100 pages = 2,100 gp)
  (1/5) Abjur:   dispel magic 
  (1/3) Div:     tongues                                         
  (1/5) Ench:    suggestion     
  (1/5) Evoc:    flame arrow
  (1/4) Illus:	 *displacement
  (1/4) Necro:	 vampiric touch
  (1/11) Trans:  water breathing

VORDAKAI'S SPELLBOOK #6 = Level 6 (12/100 pages = 1,200 gp)
  (1/3) Div:     true seeing
  (1/5) Ench:    heroism, greater


==============================================================================
GEAR	Total WT= 37 + 5 = 42
	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:	  Headband of Intellect and Concentration (4,150 gp)
		  	- grant +2 enhancement bonus to Intelligence
                          - grant ranks in "concentration" skill = HD/character level, 
                            must be worn for 24 hours before gained
                            (use max of items or characters existing ranks), 
		  	- grant +1 competence bonus to Concentration checks
	  	  	- Red Wizards/Scardale mark
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 Physical Perfection (18,900 gp)
		        - provides a +1 enhancement bonus to STR
		        - provides a +4 enhancement bonus to DEX
		        - provides a +1 enhancement bonus to CON
		        - silver belt buckle with a large yellow topaz (900 gp)
		        - Red Wizards/Scardale mark
1	FEET:	  Boots of Elvenkind (2,500 gp)
		        - grants a +5 competence bonus on Move Silently checks
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:	  Ring of Protection +2 (8,000 gp)
                        - AC deflection bonus = +2
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 

1	"Heartseeker" Dwarven Crafted Mithral Keen Human Bane Rapier +1 (19,620 gp)
                - magic = +1 enhancement bonus to hit and damage
                - keen = critical threat range = 15-20/x2
                - bane = +3 enhancement bonus to hit and +2d6+3 damage vs humans
                - dwarven craft = masterwork, +2 hardness, +10 hp, +2 saves for item (+600 gp)
		- Red Wizards/Scardale mark

3       Silver Dragonbone Composite Longbow (value = 600 gp)
              - masterwork = +1 hit, STR 12/dam=+1; range = 130 ft

3	quiver 
		- Silver Dragonfang arrows (12 gp each) x20
                        - dragonfang = +1 cold damage 
3	quiver
		- cold iron arrows (1 sp each) x10
		- silver arrows (2 gp each) x10
3	quiver 
		- arrows x6
                - adamantine arrows (60 gp each) x5
		- Fountainhead arrows (306 gp each) x2
			- hit surface AC 5, effects radius = 10 ft
			- 2d8 acid damage, 3 rounds, reflex DC 14 for half
			- Red Wizards/Scardale mark
		- Drow Bane Arrows +1 (+3 hit, +2d6+3 dam vs elves (167 gp each) x2
			- Red Wizards/Scardale mark
		- Human Bane Arrows +1 (+3 hit, +2d6+3 dam vs humans (167 gp each) x5
			- Red Wizards/Scardale mark

1	potion belt, masterwork = 7/10 vials
		- Potion of Cure Serious Wounds (750 gp) x1
		- Potion of Sanctuary (50 gp)
                - Potion of Undetectable Alignment (300 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 Lightning Bolt (225 gp/charge = 1,800 gp) 
		- Caster Level = 5 (5d6/charge)
		- command word: "Kra'boom", charges = 8
0	Wand of Magic Missiles (45 gp/charge = 270 gp) 
		- Caster Level = 3 (2 missiles/charge)
		- command word: "Zing", charges = 6
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 Shield (15 gp/charge = 735 gp) 
		- Caster Level = 1 (dur = 1 minute/charge)
		- command word: "Ba-Zing", charges = 49
0	Wand of Sleep (15 gp/charge = 270 gp) 
		- Caster Level = 1 (DC=11)
		- command word: "Zzzzz", charges = 18
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	

0       Portable Hole (20,000 gp)
                - black circular portal to space 6 ft diameter and 10 feet deep, 
                  opening can be open/closed from in and out of hole, can be 
                  folded to size of napkin and carried 
                - space contains enough air for 1 medium creature 
                  or 2 small creatures for 10 minutes 
                - hole is weightless when carried, even if filled completely with gold 
                - Warning: do not use with bag of holding, very bad things happen!


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: 41 lbs used)
                4	- cold iron light mace
		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
                3       - Vordakai's Spellbook #3
                3       - Vordakai's Spellbook #6
		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: confusion, SL = 4; CL = 7 (700 gp)
		0	- Arcane Scroll: fear, SL = 4; CL = 7 (700 gp)
		0	- Arcane Scroll: knock, SL = 2; CL = 3 (150 gp)
		0	- Arcane Scroll: see invisibility, SL = 2; CL = 3 (150 gp)
		0	- Arcane Scroll: shield, SL = 1; CL = 1 (25 gp)


==============================================================================
TREASURE
pp = 10         gold holy symbol: Kossuth (250 gp)
gp = 24         ornately carved wooden cloak clasp (100 gp)
sp = 7	        
cp = 6		emerald gem (200 gp)        
		2 pearls (100 gp)
                2 green spinel gems (100 gp each)

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


==============================================================================
In Room at Thayan Enclave:
pp = 			
gp = 			
sp = 			quiver & 10 silver bolts
cp =                    quiver & 10 cold iron bolts
			quiver & 11 arrows
			quiver & 10 cold iron arrows

			composite longbow (STR 12/dam +1), masterwork (500 gp)

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


==============================================================================
SPECIAL NOTES:

12th level = telling blow feat (PHB2)

metamagic feat = Born of The Three Thunders (CArc p76),
                 requires - Energy Substitution (electricity), Know (nature): 4 ranks

TO enchant on rapier:
- Everbright (+2,000 gp)
- Shadowstrike (+5,000 gp)
- Slow Burst (+5,000 gp)

use low-powered magic items from shop to protect toad familiar (rings, amulets, etc...)
- armored toad - dragonhide full plate? green? black?


===================================================