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? ===================================================