Pelias Hadrathus - Level 6 - Chapter 14

Adventure Date: April 6, 2012
Last Updated: April 4, 2012


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: ?
====================================================================================
STR:	 8	-1	HP: 	37			       Speed:	30 ft 
DEX:	12	+1	AC:	12/13? (16/17? w. mage armor)	       (20 ft, run x3 w/LOOT)		
CON:	10	0	= 10   + 0(+4) + 0      + 1   + 0    + 1?  + 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


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+4	= 4	+0
Reflex:		+2	= 1	+1	
Will:		+10	= 7	+3


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

====================================================================================
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)


=============================================================================
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. 


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


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


==============================================================================
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:	  Magic Amulet ?
                        - Amulet of Natural Armor +1 (2,000 gp)?
			- grants +1 natural armor AC enhancement bonus?
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 = 10/10 vials (60 gp)
	- retrieving a potion/vial is a free action once per round
                - Oil of Magic Weapon (50 gp) = x2
		- 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 = 9
		- CL = 3, heal 2d8+3 hp/charge
0       Heartstone Periapt (1,800 gp/THROAT SLOT)
                     - Pelias is carrying for group, so charges not used for "resistance"
                     - created by Nighthags, 180 gp/charge, 10 charges
                     - instantly cures any disease contracted by the holder; 
                       costs 1 charge/disease cured
                     - always provides +2 resistance bonus to all saving throws; 
                       costs 1 charge/saving throw affected
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
0               - Extra Potions
                  - ? 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
0               - Magic Necklace/Periapt
                  - worn by the female orc witchdoctor
                  - is a pearl on a light chain
                  - and transmutation is the aura associated with it
                  - being carried until identified, then decide who would benefit the most.		

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 


==============================================================================
TREASURE (wt = 1 lbs)
pp = 			
gp = 			
sp = 3			
cp = 			


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