Raven Battlestar - Level 7 - Chapter 14
- Mistress of the Northwind

Adventure Date: April 6, 2012
Last Updated: April 1, 2012


class:		Monk/Druid			race:		human
level:		7 = 3/3				alignment:	lawful neutral
xp:		21,000 +			deity:		Ilmater

size: medium	age:	22	gender:	female	height:	6'2"	
eyes: dark	hair:	black	skin:	tanned	weight:	175 lbs

Campaign: 	The Tide of Shadows
Home Region: 	Damara
Languages:	Damaran, Chondathan

                        Current HP: ?
====================================================================================
STR:	16	+3	HP: 	39			Speed:	40 ft 
DEX:	14	+2	AC:	18 (22 w. mage armor)				
CON:	12	+1	= 10   + 0(4)  + 0      + 2   + 0    + 1   + 1       + 3+1
INT:	10	+0	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	17	+3	AC touch:	17
CHA:	 8	-1	AC flat-footed: 14		Initiative:	+2
							Base Attack:	+4

		- gain a +4 dodge bonus to Armor Class against attacks of opportunity 
  	 	  caused when you move out of or within a threatened area


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+7	= 6	+1
Reflex:		+6	= 4	+2	
Will:		+9	= 6	+3

- saving throw bonus vs enchantment spells and effects = +2


====================================================================================
Note: 	can interchange monk special weapons during flurry of blows 
	e.g. bash with quarterstaff, then toss shuriken

Stunning Fist: with unarmed strike, DC 16 FORT or stun 1 round, usable 1/round, 3/day

Grapple: BAB + size feat + Imp Grap + STR = 4+4+4+3 = +15

Attack		Bonus	Damage	     Critical	Range	Type	Notes
------------	------	------	     --------	-----	----	-----
unarmed strike	+7	1d6+3	     x2		-	B	lethal or non-lethal
		+5/+5	1d6+3/1d6+3  x2		-	B	flurry of blows

quarterstaff	+8	1d6+3	     x2		-	B       oak, masterwork +1/+1
		+4/-0	1d6+3/1d6+1  x2		-	B	two-weapon fighting
		+6/+6	1d6+3/1d6+3  x2		-	B	flurry of blows

kama		+7	1d6+3	     x2		-	S	can do Trip attacks
		+5/+5	1d6+3/1d6+3  x2		-	S	flurry of blows

scimitar +1	+8	1d6+4        18-20/x2   -       S       magic

dagger		+7	1d4+3	     19-20/x2	-	P/S
- thrown	+6	1d4+3	     19-20/x2	20 ft	P/S	

sling		+6	1d4+3	     x2		50 ft	B

shuriken	+6	1d2+3	     x2		20 ft	P	
		+4/+4	1d2+3/1d2+3  x2		20 ft	P	flurry of blows
- masterwork	+7	1d2+3	     x2		20 ft	P	
		+5/+5	1d2+3/1d2+3  x2		20 ft	P	flurry of blows
- silver, MW	+7	1d2+2	     x2		20 ft	P	
		+5/+5	1d2+2/1d2+2  x2		20 ft	P	flurry of blows

javalin         +6      1d6+3        x2         60 ft   P       (-4 to hit in melee)


Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
mage armor	armor	+4	n/a	n/a	n/a	n/a	n/a	potion = 1 hour
		-force


====================================================================================
SKILLS: Total = 30+15	max = 9/4	Ability	Mod	Ranks	Misc
+0	appraise			INT	+0		
+2	*balance			DEX	+2		-0 armor-load
-2	bluff				CHA	-1		-1 uncivil
+10	*climb				STR	+3	7	-0 armor-load	
+6	*+concentration			CON	+1	5
+10	*+concentration, cast defense   CON	+1	"       & +4 combat casting
+0	*+craft				INT	+0		
no	decipher script			INT	+0		
-3	*+diplomacy			CHA	-1		-1 uncivil/-1 suspicious
no	disable device			INT	+0		
-1	disguise			CHA	-1		
+2	*escape artist			DEX	+2		-0 armor-load	
+0	forgery				INT	+0		
-2	gather information		CHA	-1		-1 uncivil
+3	+handle animal			CHA	-1	3	+1 uncivil
+6	heal				WIS	+3	1	+2 healing belt
+2	*hide				DEX	+2		-0 armor-load	
-2	intimidate			CHA	-1		-1 suspicious	
+4	*jump				STR	+3	1	-0 armor-load			
+1	*knowledge, arcana		INT	+0	1
no	knowledge, architect/engineer	INT	+0
no	knowledge, dungeoneering	INT	+0
no	knowledge, geography		INT	+0
no	knowledge, history		INT	+0
no	knowledge, local		INT	+0
+5	+knowledge, nature		INT	+0	3	+2 nature sense
no	knowledge, nobility/royalty	INT	+0
+1	*knowledge, religion		INT	+0	1
no	knowledge, the planes		INT	+0	
+9	*+listen			WIS	+3	6
+2	*move silently			DEX	+2		-0 armor-load	
no	open lock			DEX	+2		
-1	*perform			CHA	-1		
no	*+profession			WIS	+3		
+2	+ride				DEX	+2		
+0	search				INT	+0		
+6	*sense motive			WIS	+3	2	+1 suspicious
no	sleight of hand			DEX	+2		-0 armor-load			
+2	+spellcraft			INT	+0	2
+10	*+spot				WIS	+3	7
+6	+survival			WIS	+3	1	+2 nature sense
+3	*+swim				STR	+3		-0 armor-load x2			
+5	*tumble				DEX	+2	3	-0 armor-load		
no	use magic device		CHA	-1		
+2	use rope			DEX	+2
n/a	speak languages, Chondathan	n/a		1cc		

* = monk class skills, + = druid class skills


=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		light, medium (no metal, therefore padded, leather or hide)
Shields:	all shields (except tower shields, and no metal)
Weapons:	club, heavy crossbow, light crossbow, dagger, dart, handaxe, 
		javelin, scimitar, sickle, shortspear, sling, spear, 
		all natural attacks and special monk weapons 
		(kama, nunchaku, quarterstaff, sai, shuriken, siangham)

Human:
- Medium-size 
- base land speed = 30 feet. 
- +1 extra feat at 1st level.
- +4 extra skill points at 1st level and 1 extra skill point at each 
  additional level.
- Favored Class: Any


DRUID
- animal companion (Raven: hawk stats)
  - HD+2, Nat AC +2, STR+1, DEX +1, bonus tricks = 2
  - Link: handle a free action, move action for other tricks
	  gain +4 on handle animal and wild empathy checks for companion.
  - Share spells, evasion.
- nature sense 
  - gain +2 knowledge, nature and survival checks
- trackless step
  - leaves no trail in a natural surrounding and cannot be tracked
  - can leave a trail if desired
- wild empathy
  - Influence animal like diplomancy. 
  - Check = d20 + druid level + charisma modifier + uncivilized.
	  = d20 + 3 -1 +1 
	  = d20 + 3


MONK
- AC Bonus = WIS +0 = +3 +0 = +3
- Improved Unarmed Strike: damage = 1d6
- Flurry of Blows: 
	- make one extra attack in a round at her highest base attack bonus, 
	  but this attack takes a -2 penalty, as does each other attack made 
	  that round, must use a full attack action, and can use special 
	  monk weapons
- Stunning Fist: 
        - Monk level + 1/4*druid level = 3/day, usable 1/round
	- foe damaged by your unarmed attack to make a Fortitude saving 
	  throw, in addition to dealing damage normally. 
		DC = 10 + 1/2 your character level + your Wis modifier 
                   = 10 + 3 + 3
                   = 16
	- defender who fails this saving throw is stunned for 1 round 
	  (until just before your next action). A stunned character can’t act, 
	  loses any Dexterity bonus to AC, and takes a -2 penalty to AC.
- Evasion: 
	- if making successful reflex save would still do half-damage, 
  	  with evasion Raven takes 0 damage instead
- Combat Reflexes: 
	- gets +2 attacks of opportunity/round for a total of 3
- Still Mind:
        - saving throw bonus vs enchantment spells and effects = +2


Jotunbrud (1st level bonus feat: Regional)
- You are descended from the giants who ruled the mountainspanning empire of 
  Ostoria in ages past, and possess a truly impressive stature. 
- Prerequisites: Damaran or Illuskan human. 
- Regions: Damara, The North. 
- Benefit: Whenever you receive a modifier based on your size on an opposed 
  roll (such as during grapple and bull rush attempts), you are treated as 
  Large if that’s advantageous to you. You are also considered to be Large 
  when determining   whether a monster’s special attacks based on size (such 
  as improved grab or swallow whole) affect you. 
- Special: You may only take this feat as a 1st-level character.


Mobility (3rd level bonus feat)
- gain a +4 dodge bonus to Armor Class against attacks of opportunity 
  caused when you move out of or within a threatened area


Combat Casting (6th level bonus feat)
- gain +4 bonus on Concentration checks made to cast a spell defensively 
  (PHB page 140) or while you are grappling or pinned.


Blind Fight (human bonus feat)
- In melee, every time miss because of concealment you can reroll percentage 
  to see if you actually hit. 
- An invisible attacker gets no advantages relating to hitting you 
  (e.g. No loss of Dex bonus). 
- Half of normal penalty to speed for being unable to see.


Dodge (flaw bonus feat)
- receive a +1 dodge bonus to Armor Class


Improved Grapple (flaw bonus feat)
- You do not provoke an AoO when you make a touch attack to start a grapple. 
  +4 bonus on all grapple checks regardless of whether you started the grapple. 
  Prerequisite: Dex 13. Improved unarmed strike.


Compulsive Honesty (flaw) 
	- You cannot tell a lie, nor can you behave in a deceitful fashion. 
	- You tend to be blunt rather than tactful, even if it means insulting 
	  someone who you and your companions are trying to impress. 
	- If it is a matter of life and death, you may make a Will save 
	  (DC 30) to speak or act out a falsehood. However, if successful, 
	  you suffer a -4 penalty to all attack rolls, saves, ability checks, 
	  and skill checks for 1d6 hours due to feelings of guilt


Intolerance: Male Humanoid (flaw)
	- You have an irrational dislike of a certain thing. It may be an 
	  animal, a class of person, a situation, or just about anything at all.
	- You suffer a -4 penalty on all social based rolls and checks involving 
	  the object of your dislike. Note that some dislikes may be too trivial 
	  or ridiculous to count--a dislike of Bavarian-crème-filled donuts or 
	  mechanical pencils, for example, has no real dramatic value and will 
	  not be allowed. The DM is the final arbiter of what you can pick to 
	  dislike. This flaw can be taken multiple times.


Suspicious (trait)
	- You are naturally suspicious of everyone and everything. While 
	  this trait makes you hard to fool, it makes others slightly 
	  less likely to agree with you or find you threatening. 
	- You gain a +1 bonus on Sense Motive checks. 
	- You take a -1 penalty on Diplomacy checks and Intimidate checks. 


Uncivilized (trait) 
	- You relate better to animals than you do to people. 
	- You gain a +1 bonus on Handle Animal checks and wild empathy checks. 
	- You take a -1 penalty on Bluff checks, Diplomacy checks, 
	  and Gather information checks. 


=============================================================================
SPELLS  0: 4  1: 3  2: 2  3: 0  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0
   DC
0: 13	detect magic, detect magic, detect poison, read magic
1: 14	magic fang, obscuring mist, shillelagh
2: 15   barkskin, bull's strength


==============================================================================
GEAR	Total WT= 34.9 + 27.5+7 = 69.4
	load: light = 76	medium = 153	heavy = 230
WT	Item
---	---------------------
0	monk's outfit
0	HEAD:	  OPEN SLOT
0	FACE:	  OPEN SLOT
0	THROAT:	  Amulet of Natural Armor +1 (2,000 gp)
			- grants +1 natural armor AC bonus
0	SHOULDER: OPEN SLOT
0	BODY: 	  OPEN SLOT
0	TORSO:	  OPEN SLOT
1	WAIST:	  Healing Belt (750 gp)
			- gain +2 competence bonus on heal checks
			- has 3 charges/day, renewed at dawn
			  - heal 2d8 damage = 1 charge
			  - heal 3d8 damage = 2 charges
			  - heal 4d8 damage = 3 charges
0	FEET:	  OPEN SLOT
0	ARMS:	  OPEN SLOT
0.5	HANDS:	  Gauntlets of Extended Range (2,000 gp)
			- double the range increment of any thrown weapon or object
0	RING1:	  Ring of Protection +1 (2,000 gp)
			- grants +1 deflection bonus to AC
0	RING2:	  OPEN SLOT
0	SHIELD:	  OPEN SLOT
4	Scimitar +1 (2,315 gp)
4       oak quarterstaff, masterwork (600 gp)
                - both tips masterwork, +1/+1 to hit
2	kama
		- trip:	can drop kama to avoid a trip
1	dagger
10	javalin = 5
0	sling
8	sling bullets = 16
0.4	shuriken = 4
2	shuriken, masterwork = 20
0	silver shuriken, masterwork = 0
1	thunderstone (30 gp)
1	potion belt (6/6 vials)
	- retrieving a potion/vial is a free action once per round
0               - Oil of Magic Weapon (50 gp) = x1
		- Potion of Cure Serious Wounds; 3d8+5 hp (750 gp) = x2
                - Potion of Haste (750 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
2	backpack
5		- bedroll
4		- waterskin, full
6		- trail rations, 6 days
1		- soap
2		- flask of oil x2
3		- flask of alchemist's fire x3
2		- flask of acid x2
0		- tindertwigs x10
2		- sunrod x2
0		- flint and steel
0.5		- TREASURE (Coins)
0               - Oil of Magic Weapon (50 gp) = x1
0		- Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp) = x1
0               - Potion of Jump (50 gp) = x1
0               - Potion of Remove Curse (750 gp) = x1



	Katharina's gear in backpack
5		- silk rope (50 ft)
			- grant +2 circumstance bonus on Use Rope checks

	Pelius' gear in backpack
2		- hooded lantern


==============================================================================
TREASURE (wt = 0.5)
pp = 1			
gp = 22			
sp = 			
cp = 			


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

Drank in Chapter 12
- Potion of Mage Armor (50 gp) = x1

Holding a Magic Amulet (Amulet of Natural Armor +1?) for Blackheart to use.