Adventure Date: October 28, 2011
Last Updated: September 2, 2011
class: cleric/necromancer race: human (Netherese Noble)
level: 6 = 3 / 3 alignment: neutral
xp: 15,000 + 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
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STR: 8 -1 HP: 38 Speed: 30 ft (20 ft w. backpack)
DEX: 10 +0 AC: 10 (14 w. mage armor)
CON: 10 +0 = 10 + 0 (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: +3
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Total = base +Mod +magic +misc
Fortitude: +3 = 4 +0 -1
Reflex: +1 = 2 +0 -1
Will: +12 = 6 +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.
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Attack Bonus Damage Critical Range Type Notes
------------ ------ ------ -------- ----- ---- -----
Quarter staff +7 1d6-1 x2 - B
+3/-1 1d6-1/1d6-1 x2 - B two-weapon fighting
dagger +7 1d4-1 19-20/x2 - P
(thrown) +3 1d4-1 19-20/x2 10’ P
dagger +1 +8 1d4 19-20/x2 - P magic (returning)
(thrown) +4 1d4 19-20/x2 10’ P
light crossbow +3 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 = 36+18 max = 9/4 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
+9 concentration CON +0 9
+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
+11 heal WIS +4 5 +2 kit
+0 hide DEX +0 -0 armor-load
+2 intimidate CHA +2
-1 jump STR -1 -0 armor-load
+12 knowledge, arcana INT +3 9
no knowledge, architect/engineer INT +3
no knowledge, dungeoneering INT +3
no knowledge, geography INT +3
+7 knowledge, history INT +3 4
no knowledge, local INT +3
no knowledge, nature INT +3
no knowledge, nobility/royalty INT +3
+12 knowledge, religion INT +3 9
+10 knowledge, the planes INT +3 7
+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
+14 spellcraft INT +3 9 +2 know arcana
+16 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)
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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 = 3d6
- 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 + 3 + 2 + 2
= 2d6+7 (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
= 3 + 2
= 5 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 modifier instead of your strength modifier on attack rolls = +4
Spell Focus: Necromancy (6th level bonus feat)
- add +1 DC to the saving throw of all necromantic spells
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
- Will DC = 15 + 1/2(5) = 17
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: 4 1: 3+D 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0
DC
0: 14 detect magic, detect magic, guidance, read magic
1: 15 bane, cause fear (D,N), deathwatch (N), divine favor, protection from evil
2: 16 death knell (D,N), elation, spiritual weapon
- add +1 DC to the saving throw of all necromantic spells
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
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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, sonic snap, sonic snap, touch of fatigue (N)
1: 14 chill touch (N) corrosive grasp, mage armor, magic missile
2: 15 Kelgore's grave mist (N), spectral hand (N), spectral hand (N)
- add +1 DC to the saving throw of all necromantic spells
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:
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GEAR Total WT= 20 + 21 = 41 (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
0 ARMS: Goodberry Bracelet (2,000 gp)
- creates 5 goodberries/day, dur = 24 hours, renewed at dawn
- one creature/goodberry, equals 1 meal and cures 1 point of damage
- if have other item that grants WIS bonus, add 1/2 bonus to cure
- automatically gives 1 goodberry to Dra-Koo-la each day
- automatically gives 1 goodberry to Lord Faragut each day
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)
2 quiver
- bolts x20
1 potion belt = 6/6 vials (1 gp)
- retrieving a potion/vial is a free action once per round
0 - Oil of Magic Weapon ?? (50 gp each) = x2
- Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp) = x2
- 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
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 = 1,080 gp)
- command word: "I have the power", charges = 12
- CL = 3, +4 enhancement bonus to STR, dur = 30 rounds
0 Wand of Cure Moderate Wounds (90 gp/charge = 180 gp)
- command word: "Smite your enemy!", charges = 2
- CL = 3, heal 2d8+3 hp/charge
2 backpack (2 gp)
1 - waterskin, empty (1 gp)
2 - trail rations, 2 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.