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
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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)
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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
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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
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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)
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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?
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