Scuro Forzar - Level 4 - Chapter 9
a.k.a. Ro-Lund-Do, Cleric of Aman-Ra from Dupari

Adventure Date: February 19, 2011
Last Updated: January 23, 2011


class:		cleric/necromancer		race:		human (Netherese Noble)
level:		4 = 1 / 3			alignment:	neutral
xp:		6,000 +				deity:		Universal Death

size: medium	age:  35	gender:	male	height: 6’ 1"	
eyes: silver	hair: silver	skin:   silver	weight:	137 lbs

Campaign: 	The Tide of Shadows
Home Region: 	The Golden Water - Dupari
Languages:	Dupari (native), Chondathan, Draconic, Mulhorandi, Netherese


====================================================================================
STR:	 8	-1	HP: 	21		Speed:	30 ft (20 ft w. backpack)
DEX:	10	+0	AC:	10 (11?)(14 w. mage armor)			
CON:	10	+0	= 10   + 1?(4) + 0      + 0   + 0    + 0   + 0       + 0
INT:	17	+3	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	18	+4	AC touch:	10
CHA:	14	+2	AC flat-footed: 10(14)		Initiative:	+0
							Base Attack:	+1


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+2	= 3	+0		-1
Reflex:		+0	= 1	+0		-1
Will:		+11	= 5	+4		+2

- May, when making a Reflex or Fortitude save, choose to use a Will save instead. 
	- However, this imposes a cumulative -1 penalty on all subsequent Will 
  	  saving throws for that day.


====================================================================================
Attack		Bonus	Damage	  	Critical   Range  Type	Notes
------------    ------	------	  	--------   -----  ----	-----
Quarter staff   +5	1d6-1   	x2         -      B	
		+1/-3   1d6-1/1d6-1   	x2         -      B	two-weapon fighting
 
dagger   	+5      1d4-1     	19-20/x2   -   	  P
  (thrown)      +1	1d4-1     	19-20/x2   10’    P

dagger +1       +6      1d4     	19-20/x2   -   	  P     magic (returning)
  (thrown)      +2	1d4     	19-20/x2   10’    P


light crossbow  +1 	1d8       	19-20/x2   80’    P



Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
mage armor	spell	+4	n/a	n/a	n/a	n/a	n/a	dur = 3 hours

medium load	enc.	n/a	+3	-3	n/a	20 ft	n/a	can drop 
									backpack for
									a light load


====================================================================================
SKILLS: Total = 24+18	max = 7/3	Ability	Mod	Ranks	Misc	
+3	appraise			INT	+3		
+0	balance				DEX	+0		-0 armor-load
+2	bluff				CHA	+2		
-1	climb				STR	-1		-0 armor-load		
+7	concentration			CON	+0	7
+3	craft				INT	+3		
no	decipher script			INT	+3		
+2	diplomacy			CHA	+2
no	disable device			INT	+3		
+2	disguise			CHA	+2		
+0	escape artist			DEX	+0		-0 armor-load	
+3	forgery				INT	+3		
+2	gather information		CHA	+2		
no	handle animal			CHA	+2		
+10	heal				WIS	+4	4	+2 kit
+0	hide				DEX	+0		-0 armor-load	
+2	intimidate			CHA	+2			
-1	jump				STR	-1		-0 armor-load			
+10	knowledge, arcana		INT	+3	7
no	knowledge, architect/engineer	INT	+3	
no	knowledge, dungeoneering	INT	+3	
no	knowledge, geography		INT	+3	
+5	knowledge, history		INT	+3	2
no	knowledge, local		INT	+3
no	knowledge, nature		INT	+3
no	knowledge, nobility/royalty	INT	+3
+10	knowledge, religion		INT	+3	7
+9	knowledge, the planes		INT	+3	6
+6	listen				WIS	+4		+2 bat
+2	move silently			DEX	+0		-0 armor-load/+2 bat	
no	open lock			DEX	+0		
+2	perform				CHA	+2		
no	profession			WIS	+4		
+0	ride				DEX	+0		
+3	search				INT	+3		
+4	sense motive			WIS	+4
no	sleight of hand			DEX	+0		-0 armor-load			
+12	spellcraft			INT	+3	7	+2 know arcana
+14	spellcraft, learn necromancy	INT	+3	"	& +2 necromancer
+6	spot				WIS	+4		+2 bat
+4	survival			WIS	+4		
-1	swim				STR	-1		-0 armor-load x2			
no	tumble				DEX	+0		-0 armor-load		
no	use magic device		CHA	+2		
+0	use rope			DEX	+0
no	speak languages, Chondathan	n/a		1cc		

Note: additional -3 armor-load penalty when wearing backpack (-6 with swim)


=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		heavy, medium, light
Shields:	all (except tower shields)
Weapons:	all simple


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


Cleric:
- spontaneous casting:  
	- lose prepared spell to cast "inflict" spells of equal or lower level
- Death Domain: 
	- Can use a death touch once per day. 
	- Your death touch is a spell-like ability that is a death effect. 
	- You must succeed at a melee touch attack against a living 
	  creature (using the rules for touch spells). When you touch, 
	  roll 1d6 per your cleric level. If the total at least equals 
	  the creature's current hit points, it dies.
- Undeath Domain: 
	- Extra-Turning (Undeath Domain Power bonus feat) 
		- Turn or Rebuke undead four more times per day.
- Rebuke Undead: 
	- A rebuked undead creature cowers as if in awe (attack rolls 
	  against the creature get a +2 bonus). The effect lasts 10 rounds.
	- range = 60 ft, standard action
	- Times/Day = 3 + CHA + extra-turning = 3 + 2 + 4 = 9/day
	- Turning Checks = 1d20 + CHA + Divine Energy Focus + Knowledge synergy
			 = 1d20 + 2 + 2 + 2 
			 = 1d20+6 (see table in PHB pg 159 for highest HD rebuked)
	- Turning Damage = 2d6 + cleric level + CHA + Divine Energy Focus
			 = 2d6 + 1 + 2 + 2
			 = 2d6+5 (total HD rebuked)
- Command Rebuked Undead: 
	- take a standard action to give mental orders to a commanded undead. 
	- can voluntarily relinquish command on any commanded undead creature 
	  or creatures in order to command new ones.
	- Total No. of undead HD being commanded:
			 = cleric level + Divine Energy Focus
			 = 1 + 2
			 = 3 HD 
- Bolster Undead:
	- bolster undead creatures against "positive energy" turning in advance.
	- make a "rebuke" turning check, check HD on table in PHB pg 159, 
	  result becomes undead's effective HD for purposes of being turned by 
	  another cleric
	- duration = 10 rounds
- Dispel Turning:
	- can dispel a "positive energy" turning check of another cleric
	- contest of "Rebuke" Turning Check vs "Positive Energy" Turning Check
	- roll turning damage to determine No. of HD no longer affected 
	  by "positive energy" turning check.


Necromancer (specialist wizard)
- prohibited schools: enchantment and illusion
- gains bonus necromancy spells, +1/spell level
- spellcraft = +2 when learning necromancy spells
- Summon Familiar: undead bat
	- grants move silently +2 to master (if within arm's reach)
	- grants alertness (listen +2, spot +2) to master (if within arm's reach)
	- grants blindsight: Using nonvisual senses, such as sensitivity to 
	  vibrations, scent, acute hearing, or echolocation, the creature 
	  manoeuvres and fights normally without vision. Invisibility and 
	  darkness are irrelevant, though the creature still can’t discern 
	  ethereal beings. The creature usually does not need to make Spot 
	  or Listen checks to notice creatures within range of its blindsight 
	  ability. Master's range = 30 ft.


Scribe Scroll (1st level wizard bonus feat)


Wedded To History: Dragon # 354 pg. 54 (1st level bonus Feat) 
- Born in the distant past, you enjoy a special insight or possess uncanny
  abilities that distinguish you from those of present times.
- As a survivor, you may, when making a Reflex or Fortitude save, choose 
  to use your Will save instead. However, this imposes a cumulative -1 
  penalty on all subsequent Will saving throws for that day.


Intuitive Attack: BoED (3rd level bonus feat)
- With a simple weapon of your size or a natural weapon, you may use your 
  Wisdom moodier instead of your strength modifier on attack rolls = +4


Divine Energy Focus: Ghostwalk, pg. 30 (Human bonus feat) 
- You have a gift for channelling positive or negative energy.
- You gain a +2 bonus on turning checks and turning damage rolls. 
- Treat your cleric level as two higher than normal for the purpose of 
  determining if you destroy or command undead rather than just turning 
  or rebuking them.


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, you may gain bonus hp from Charisma modifier 
  instead of Constitution modifier.


Spontaneous Healer: Complete Divine, pg. 84 (Flaw Bonus Feat) 
- Prerequisites: Knowledge (religion) 4 ranks, nonevil alignment, 
  able to cast any cure wounds spell.
- Benefit: You can use your spellcasting ability to spontaneously cast 
  cure spells (from your class spell list) just as a cleric can. 
- You may use this ability a total number of times per day equal to your 
  Wisdom modifier = 4/day


Merciless (Flaw) 
- Begging will do you no good. 
- Effect: Whenever you would normally be given the chance to show mercy, 
  you must make a DC 15 + (1/2HD) Will save or be unable to show mercy. 
  For example: An enemy has surrendered and is begging for to you his life. 
  You roll a 14... Off with his 'ead 


Righteous (Flaw)  
- The end justifies the means. 
- You are willing to perform morally repugnant actions in order to achieve 
  noble goals. Unfortunately, this can alienate those people who might 
  support your cause if you didn't use such heavy-handed methods.
- Once per game session, the DM or another player can activate your Flaw in 
  order to dispel any doubts you might have about the moral justifiability 
  of your actions. This includes, but is not limited to, overriding any 
  Qualms (as per the flaw) that you may have, and forcing you to act against 
  your alignment.


Detached (Trait)    
- You maintain a distance from events that keeps you grounded but limits 
  your reaction speed. 
- You gain a +1 bonus on Will saves. You take a -1 penalty on Reflex saves. 


Plucky (Trait)   
- You have a strength of will not reflected in your limited physical gifts 
- You gain a +1 bonus on Will saves. You take a -1 penalty on Fortitude saves. 


=============================================================================
CLERIC SPELLS
	0: 3  1: 2+D  2: 0  3: 0  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0
   DC
0: 14	detect magic, detect magic, read magic
1: 15	bane, cause fear (D), protection from evil


Death Domain Spells:
(1) Cause Fear; (2) Death Knell; (3) Animate Dead; (4) Death Ward; 
(5) Slay Living; (6) Create Undead; (7) Destruction;
(8) Create Greater Undead; (8) Create Crypt Thing; (9) Wail of the Banshee

Undeath Domain Spells:
(1) Detect Undead; (2) Desecrate; (3) Animate Dead; (4) Death Ward; 
(5) Inflict Light Wounds, Mass; (6) Create Undead; (7) Control Undead; 
(8) Create Greater Undead; (9) Energy Drain


=============================================================================
NECROMANCER SPELLS

	0: 4+N  1: 3+N  2: 2+N  3: 0  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0
   DC
0: 13	disrupt undead, launch item, necrosurgery (N), sonic snap, sonic snap
1: 14	chill touch (N) corrosive grasp, mage armor, magic missile
2: 15   Kelgore's firebolt (DC 14), Kelgore's grave mist (N), spectral hand (N) 

SCURO'S SPELLBOOK: Level 0 and Level 1 Spells (29/100 pages)
- prohibited schools = enchantment and illusion
Level 0 = 12+5 = 17 pages                              
 (0/1)   Abjur:                                         
 (1/1)   Conj:    acid splash                                     
 (3/3)   Div:     detect poison, detect magic, read magic         
 (1/4)+2 Evoc:    electric jolt (MoF), ray of frost, sonic snap (MC)              
 (2/2)+1 Necro:   disrupt undead, necrosurgery (DR 326), touch of fatigue 
 (3/4)+2 Trans:   launch item (MC), magehand, mending, open/close, stick (Und) 
 (2/2)   Univ:    arcane mark, prestidigitation 
Level 1 = 4+4 = 8 pages       
 (0/5)   Abjur:                                            
 (1/6)+1 Conj:    corrosive grasp (SC), mage armor                                    
 (0/5)   Div:     
 (2/4)+1 Evoc:    Kelgore's firebolt (& Conj), magic missile, shocking grasp  
 (1/3)+1 Necro:   chill touch, skull eyes  
 (0/8)+1 Trans:   fist of stone 
Level 2 = 2+2 = 4 pages       
 (0/5)   Abjur:                                            
 (1/6)   Conj:                                        
 (0/5)   Div:     
 (2/4)   Evoc:      
 (1/3)   Necro:   Kelgore's grave mist (& Conj), spectral hand  
 (0/8)   Trans:    


==============================================================================
GEAR	Total WT= 20.7 + 22 = 42.7   	(maxDex=+3, AC check= -3, speed = 20 ft)
					(can drop backpack and have a light load)
	load: light = 26	medium = 53	heavy = 80
WT	Item
---	---------------------
0	explorer's outfit
0	wooden holy symbol (1 gp)
0	HEAD:	  OPEN SLOT
0	FACE:	  Goggles of Foefinding (2,500 gp)
			- ignore the cover bonus to AC for foes that have cover
			- total cover is still in effect though
0	THROAT:	  OPEN SLOT
0	SHOULDER: OPEN SLOT
0	BODY: 	  OPEN SLOT
0	TORSO:	  OPEN SLOT
0	WAIST:	  OPEN SLOT
0	FEET:	  OPEN SLOT
1	ARMS:	  Magic Bracers (Bracers of Armor +1 ?; 1,000 gp ?)
			- grant +1 armor bonus to AC ?
0	HANDS:	  OPEN SLOT
0	RING1:	  OPEN SLOT
0	RING2:	  OPEN SLOT
0	SHIELD:	  OPEN SLOT
4	quarterstaff (0 gp)
1	dagger (2 gp)
1	Returning Dagger +1 (8,302 gp)
		- returns to thrower's original location just before creature's next turn
		- free action to catch, and ready to use right away
		- if cannot be caught, or thrower has moved away, weapon falls to ground
4	light crossbow (35 gp)
1.7	quiver
		- bolts x17 
1	potion belt = 1/6 vials (1 gp)
	- retrieving a potion/vial is a free action once per round
		- Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp)
1	1 flask of acid (10 gp)
2	spell component pouch
0.5	sack
3		- Scuro's Spellbook		
0.5	scroll case
		- Arcane Scroll: mage armor, CL = 1 (25 gp)
		- Arcane Scroll: ray of frost, CL = 1 (12.5 gp)
		- Divine Scroll: remove stun, CL = 3 (150 gp each)
		- Divine Scroll: detect poison, CL = 1 (12.5 gp)
		- Divine Scroll: protection from evil, CL = 1 (25 gp)
		- Divine Scroll: read magic, CL = 1 (12.5 gp)
0	Wand of Bull's Strength (90 gp/charge = 1,260 gp)
		- command word: "I have the power", charges = 14
		- CL = 3, +4 enhancement bonus to STR, dur = 30 rounds
0	Wand of Cure Light Wounds (15 gp/charge = 15 gp)
		- command word: "Smite your enemy!", charges = 1
		- CL = 1, heal 1d8+1 hp/charge

2	backpack (2 gp)
1		- waterskin, empty (1 gp)
3		- trail rations, 3 days
2.5		- dehydrated food 5 days (10 gp)
0		- powdered water, 6 vials (3 gp)
5		- bedroll (2 gp)
3		- winter blanket (0.5 gp)
1		- 1 sunrod (6 gp)
0		- 3 tindertwigs (3 gp)
3		- 3 torches (.03 gp)
1		- healer’s kit, 9 uses (50 gp)
			- grant +2 circumstance bonus on Heal checks
0.5		- Scuro's Coins


==============================================================================
TREASURE (Scuro's COINS wt = 0.5 lbs)
pp = 			
gp = 6			
sp = 2			
cp = 5			

silver chain with silver medallion etched with the image of a single eye
- indicates is a friend of Zandever "Nighteyes" Eyredanus


==============================================================================
In Storage at Six Windows
leather armour (10 gp, 15 lbs)


==============================================================================
SPECIAL NOTES:
Long Silver hair, silver eyes, silver skin - Tall. 
Lanky, weak muscles - used to giving orders 
= Netherese Noble - A Blast from the Past!

Has pre-paid for two rooms at Six Windows Inn.
- One room is for himself = 13 days left
- The other room is for Belig the Dwarf = 18 days left

dehdrated food = 1/2 lb per day (text) vs 1/4 lb (table)? Errata says text wins.

==============
OK Scuro's updates- 



food rations- 3 days normal left and 5 days dehydrated left
healer's kit - 9 uses left
am willing to identify what I can and carry extra scrolls since will still be at medium load- move at 20 ft.

those bracers sound interesting

also willing to read magic on all our collected paper stuff