Adventure Date: November 20, 2010
Last Updated: November 13, 2010
class: cleric/sorcerer race: human level: 3 = 2/1 alignment: neutral good xp: 3,000 + deity: Mystra size: medium age: 19 gender: male height: 5'8" eyes: brown hair: black skin: tan weight: 168 lbs Campaign: The Tide of Shadows Home Region: Thay Languages: Mulhorandi, Infernal, Celestial, Chondathan, Dwarven, Elven, Goblinoid ==================================================================================== STR: 8 -1 HP: 20 Speed: 30 ft DEX: 12 +1 AC: 12 (16 w. mage armor) CON: 10 0 = 10 + 0(+4) + 0 + 1 + 0 + 0 + 0 + 1 INT: 12 +1 base + armor + shield + dex + size + nat + deflect + misc WIS: 16 +3 AC touch: 12 (12) CHA: 18 +4 AC flat-footed: 11 (15) Initiative: +1 Base Attack: +1 ==================================================================================== Total = base +Mod +magic +misc Fortitude: +3 = 3 +0 Reflex: +1 = 0 +1 Will: +8 = 5 +3 ==================================================================================== Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- dagger +0 1d4-1 19-20/x2 - P/S - thrown +2 1d4-1 19-20/x2 10 ft P/S Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ mage armor armor +4 na na na na na dur = 2 hours ==================================================================================== SKILLS: Total = 40+4 max = 6/3 Ability Mod Ranks Misc +1 appraise INT +1 +1 balance DEX +1 -0 armor/load +4 +bluff CHA +4 -1 climb STR -1 -0 armor/load +8 *+concentration CON +0 6 +2 spell domain +1 *+craft INT +1 +2 *decipher script INT +1 1 +5 *diplomacy CHA +4 +1 polite no disable device INT +1 +4 disguise CHA +4 +1 escape artist DEX +1 -0 armor/load +1 forgery INT +1 +4 gather information CHA +4 no handle animal CHA +4 +7 *heal WIS +3 4 +1 hide DEX +1 -0 armor/load +2 intimidate CHA +4 -2 polite -1 jump STR -1 -0 armor/load +7 *+knowledge, arcana INT +1 5 +1 absent-minded +3 *knowledge, architect/engineer INT +1 1 +1 absent-minded +3 *knowledge, dungeoneering INT +1 1 +1 absent-minded +3 *knowledge, geography INT +1 1 +1 absent-minded +7 *knowledge, history INT +1 5 +1 absent-minded +3 *knowledge, local INT +1 1 +1 absent-minded +3 *knowledge, nature INT +1 1 +1 absent-minded +3 *knowledge, nobility/royalty INT +1 1 +1 absent-minded +7 *knowledge, religion INT +1 5 +1 absent-minded +3 *knowledge, the planes INT +1 1 +1 absent-minded +2 listen WIS +3 -1 absent-minded +1 move silently DEX +1 -0 armor/load no open lock DEX +1 +4 perform CHA +4 no *+profession WIS +3 +1 ride DEX +1 +1 search INT +1 +3 sense motive WIS +3 no sleight of hand DEX +1 -0 armor/load +11 *+spellcraft INT +1 6 +2 spell domain/+2 know-arcana +2 spot WIS +3 -1 absent-minded +3 survival WIS +3 -2 swim STR -1 -0 armor/load x2 no tumble DEX +1 -0 armor/load no use magic device CHA +4 (+2 with scrolls) +1 use rope DEX +1 n/a *speak languages, Celestial n/a 1 n/a *speak languages, Chondathan n/a 1 n/a *speak languages, Dwarven n/a 1 n/a *speak languages, Elven n/a 1 n/a *speak languages, Goblinoid n/a 1 Note: * = cloistered cleric class skills + = sorcerer class skills Note: penalty to all social related rolls dealing with the nobility = -2 ============================================================================= SPECIAL ABILITIES / FEATS Armor: light Shields: none Weapons: all simple Cleric (Cloistered Cleric) - HD = d6 - uses the poor base attack bonus - skill points per level equal to 6 + Int modifier - Divine Spellcasting - can spontaneously cast "cure" spells - add the following spells to the Cloistered Clerics class spell list (0) message; (1) erase, identify, unseen servant; (2) fox’s cunning; (3) illusory script, secret page, tongues (reduced from 4th level); (4) detect scrying; (6) analyze dweomer; (7) sequester; (9) vision - Knowledge Domain (bonus domain for Cloistered Cleric) - all knowledge skills are class skills for cleric - cast divination spells at +1 caster level - Renewal Domain: auto-heal, 1/day, - 1d8 + CHA = 1d8+4 hp if hp = 0 or less - Spell Domain - gain +2 bonus to Concentration and Spellcraft checks - Lore - as per bardic knowledge check; see table in PHB page - use cleric levels + INT bonus + know history synergy = 2 + 1 + 2 = +5 - Turning Undead: - Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. The effect lasts 10 rounds. - range = 60 ft, standard action - Times/Day = 3 + CHA + extra-turning = 3 + 4 + 0 = 7/day - Turning Checks = 1d20 + CHA + Knowledge, religion synergy = 1d20 + 4 + 2 = 1d20+6 (see table in PHB pg 159 for highest HD rebuked) - Turning Damage = 2d6 + cleric level + CHA = 2d6 + 2 + 4 = 2d6+6 (total HD rebuked) - Destroy Undead = cleric level/2 = 2/2 = 1 HD Sorcerer (Metamagic Specialist - PHB2: page 61) - does not gain a familiar - can apply metamagic feats to sorcerer spells without increasing casting time - even lets you quicken sorcerer spells with the Quicken Spell feat - can use 3+INT/day = 4/day Mind Over Body (regional feat; human bonus feat) - bonus hp at 1st level = CHA = +4 hp - bonus hp = +1/metamagic feat = +0 hp - gain +1 insight bonus to AC, if can cast arcane spells Spellcasting Prodigy (1st level bonus feat) - Sorcerer: treat Charisma score as +2 higher (i.e. CHA = 20) when determining bonus spells Practiced Spellcaster: Sorcerer (3rd level bonus feat - Complete Arcane page 82) - Sorcerer caster level increases by +4 (but caster level can be no more then current HD) therefore caster level = 3 - increases caster level only, which would help penetrate spell resistance and increase the duration and other effects of ones spells. Fey-Soul: Races of Renown, pg. 90, (flaw Bonus Feat) - You have the soul of a muse, sustained by beauty and your own force of personality. - At every even level/HD, you may gain bonus hp from Charisma modifier instead of Constitution modifier. Domain Spontaneity - Spell Domain: Complete Divine, (flaw bonus feat) - You are so familiar with the "Spell" domain that you can convert other prepared spells into spells from the "Spell" domain. - You may now convert prepared divine spells into any spell from the "Spell" domain. - You expend a spell of equal or higher level, as well as expending one of your daily turn undead attempts. - This works just as good clerics spontaneously cast prepared spells as cure spells. Dislike of Nobility (flaw) - You have a dim view of the Nobility, considering them to be little more than bullies, cowards, and thieves with power and wealth. Despite the dislike and distrust, you do not necessarily make your dislike known... along with the dislike comes fear of their power that can be brought against you. - When dealing with others who are obviously nobles (or the fact is pointed out to you), you suffer a -2 penalty to all social related rolls dealing with the person or people in question. - In addition, once per game session (as applicable), the DM or another player can enforce this flaw to make you directly oppose or ignore a request or order given by a noble. Indecisive (flaw) - You have been known to hesitate when faced with difficult choices or split-second decisions. If forced to choose between letting a villain escape and rescuing a loved one from being lowered into a snake pit, you're likely to agonize over the situation until something--perhaps a cry for help from your sweetheart--forces your hand. - Once per game session, the DM or another player can activate your Flaw during time-sensitive moments in the game to force you to lose any bonuses you have to Initiative. Absent-Minded (trait) - You are fascinated by knowledge and learning and are capable of pursuing complex trains of thought quite quickly. However, your preoccupation with such thoughts makes you a little less aware of your surroundings. - You gain a +1 bonus on all Knowledge checks. - You take a -1 penalty on Spot checks and Listen checks. Polite (trait) - You are courteous and well spoken. - You gain a +1 bonus on Diplomacy checks. - You take a -2 penalty on Intimidate checks. ============================================================================= CLERIC SPELLS: caster level = 2 0: 4 1: 2+1+D 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 DC 0: 13 detect magic, light, mending, ???? 1: 14 bless, mage armor (D), nimbus of light, ???? * cast divination spells at +1 caster level Knowledge Domain Spells: (1) detect secret doors; (2) detect thoughts; (3) clairaudience/clairvoyance; (4) divination; (5) true seeing; (6) find the path; (7) legend lore; (8) discern location; (9) foresight Renewal Domain Spells: (1) charm person; (2) restoration, lesser; (3) remove disease; (4) reincarnate; (5) atonement; (6) heroes' feast; (7) restoration, greater; (8) polymorph any object; (9) freedom Spell Domain Spells: (1) mage armor; (2) silence; (3) anyspell; (4) Rary's mnemonic enhancer; (5) break enchantment; (6) anyspell, greater; (7) limited wish; (8) antimagic field; (9) Mordenkainen's disjunction ============================================================================== Sorcerer Spells: caster level = 3 0: 5 1: 5 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 DC 0: 14 acid splash, detect magic, mage hand, prestidigitation 1: 15 magic missile, power word pain ============================================================================== GEAR Total WT= 5.5 + 17.5 = 23 load: light = 26 medium = 53 heavy = 80 WT Item --- --------------------- 0 traveler's outfit 0 wooden holy symbol: Mystra 0 HEAD: OPEN SLOT 0 FACE: OPEN SLOT 0 THROAT: OPEN SLOT 0 SHOULDER: OPEN SLOT 0 BODY: OPEN SLOT 0 TORSO: OPEN SLOT 0 WAIST: OPEN SLOT 0 FEET: OPEN SLOT 0 ARMS: OPEN SLOT 0 HANDS: OPEN SLOT 0 RING1: OPEN SLOT 0 RING2: OPEN SLOT 0 SHIELD: OPEN SLOT 2 dagger x2 2 spell component pouch 0.5 scroll case - Arcane Scroll: mirror image - CL 3 (150 gp) - Arcane Scroll: Bigby's tripping hand - CL 1 (25 gp) - Arcane Scroll: Kelgore's fire bolt - CL 1 (25 gp each) x3 - Arcane Scroll: ray of enfeeblement - CL 1 (25 gp) - Arcane Scroll: sleep - CL 1 (25 gp) x2 1 Horn of Goodness (6,500 gp) - blow horn once/day - generates "magic circle against evil" for 1 hour 0 Wand of Cure Moderate Wounds (90 gp/charge = 900 gp) - command word: "Smite your enemy!", charges = 10 - CL = 3, heal 2d8+3 hp/charge 0 Wand of Cure Light Wounds (15 gp/charge = 525 gp) - command word: "Smite your enemy!", charges = 35 - CL = 1, heal 1d8+1 hp/charge 0 Wand of Lightning (225 gp/charge = 2,250 gp) - command word "Light your ass", charges = 10 - CL = 5, dam = 5d6 electricity - DC = 14 reflex save for half damage 2 backpack 4 - waterskin 4 - trail rations, 4 days 3 - winter blanket 0 - flint and steel 2 - hooded lantern 1 - flask of oil, 1 pint 0.5 - empty sack 1 - Coins ============================================================================== TREASURE (wt = 1 lbs) pp = gp = sp = 3 cp = ============================================================================== SPECIAL NOTES: 1 dagger, masterwork (302 gp) - given to Shribryn NOTE: Gave light crossbow and quiver & bolts to Shribryn for her to use