Adventure Date: February 18, 2012
Last Updated: October 31, 2011
class: cleric/sorcerer race: human
level: 6 = 2/4 alignment: neutral good
xp: 15,000 + 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
current HP: ?
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STR: 8 -1 HP: 37 Speed: 30 ft
DEX: 12 +1 AC: 12 (16 w. mage armor) (20 ft, run x3 w/LOOT)
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: 19 +4 AC flat-footed: 11 (15) Initiative: +1
Base Attack: +3
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Total = base +Mod +magic +misc
Fortitude: +4 = 4 +0
Reflex: +2 = 1 +1
Will: +10 = 7 +3
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Attack Bonus Damage Critical Range Type Notes
------------ ------ ------ -------- ----- ---- -----
dagger +3 1d4-1 19-20/x2 - P/S masterwork
- thrown +5 1d4-1 19-20/x2 10 ft P/S
dagger +2 1d4-1 19-20/x2 - P/S
- thrown +4 1d4-1 19-20/x2 10 ft P/S
light crossbow +4 1d8 19-20/x2 80 ft P
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
heavy load n/a n/a +1 -6 n/a 20 ft - run x3
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SKILLS: Total = 40+16 max = 9/4 Ability Mod Ranks Misc
+1 appraise INT +1
+1 balance DEX +1 -0 armor/load
+6 +bluff CHA +4 2
-1 climb STR -1 -0 armor/load
+11 *+concentration CON +0 9 +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
+11 *+knowledge, arcana INT +1 9 +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
+14 *+spellcraft INT +1 9 +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
Note: additional -6 armor-load penalty when carrying LOOT sack (-12 with swim)
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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 18 = +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 = 21)
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 = 6
- increases caster level only, which would help penetrate spell resistance and
increase the duration and other effects of ones spells.
Fiery Burst (6th level bonus feat - Complete Mage)
- reserve feat, must have a 2nd level fire spell available to cast or no work
- gain +1 competence bonus to caster level for fire spells
- standard action, able to cast a 5 ft burst of fire within 30 ft
- damage = 1d6/level of the highest level fire spell you have available to cast
- reflex save halves the damage, DC = 10 + CHA + highest fire spell level
= DC = 14 + highest fire spell level
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.
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CLERIC SPELLS: caster level = 2 (3 for fire spells)
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, detect magic, guidance, light
1: 14 bless, comprehend languages, mage armor (D), sanctuary
* 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
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Sorcerer Spells: caster level = 6 (7 for fire spells)
0: 6 1: 8 2: 4 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0
DC
0: 14 acid splash, detect magic, ghost sound, mage hand, open/close,
prestidigitation
1: 15 Kelgore's fire bolt, magic missile, power word pain
2: 16 lesser fireball
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GEAR Total WT= 15.5 + 10.5 = 26 + LOOT (heavy load)
load: light = 26 medium = 53 heavy = 80
NOTE: can drop LOOT sack to go back to a light load
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
1 dagger, masterwork (302 gp)
4 light crossbow
0.5 quiver
- normal bolts = 5
2 spell component pouch
1 potion belt, masterwork = 9/10 vials (60 gp)
- retrieving a potion/vial is a free action once per round
- Oil of Magic Weapon (50 gp) = x1
- Potion of Cure Light Wounds: 1d8+1 (50 gp) = x3
- Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp) = x1
- Potion of Jump (50 gp) = x1
- Potion of Lesser Restoration (300 gp) = x1
- Potion of Protection from Arrows: 3 hrs or 30 hp, DR 10/magic, (300 gp) = x1
- Potion of Shield of Faith: +2 Deflection AC bonus (50 gp) = x1
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) x2
- Arcane Scroll: ray of enfeeblement - CL 1 (25 gp)
0.5 scroll case
- Divine Scroll: remove stun - CL 3 (150 gp) x2
1 Horn of Goodness (6,500 gp)
- blow horn once/day
- generates "magic circle against evil" for 1 hour
5 Lesser Empower Metamagic Rod (9,000 gp)
- cast 3 spells/day using the Empower feat
- all spell variables are increased by 1.5
(e.g. 6d6 fireball = 6d6 x1.5,
cure moderate wounds = (2d8 + 1/caster level) x1.5
- empowered spell does not change spell level
- can only affect spells of 3rd level or lower
0 Wand of Cure Moderate Wounds (90 gp/charge = 810 gp)
- command word: spoken in orc, "Only the worthy!", charges = 12-1-1-1=9
- CL = 3, heal 2d8+3 hp/charge
0 Wand of Cure Light Wounds (15 gp/charge = 120 gp)
- command word: "Smite your enemy!", charges = 9-1=8
- CL = 1, heal 1d8+1 hp/charge
2 backpack
4 - waterskin
2 - trail rations, 2 days
0 - flint and steel
1 - flask of oil, 1 pint
0.5 - empty sack
1 - Coins
Carried by Raven
2 - hooded lantern
Dropped Equipment (in Hall of Fallen Kings)
3 winter blanket
gave to Shribryn to put in her bandoleer
2 dagger x2
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TREASURE (wt = 1 lbs)
pp =
gp =
sp = 3
cp =
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SPECIAL NOTES:
-