Adventure Date: February 18, 2012
Last Updated: October 31, 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 ==================================================================================== 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 ==================================================================================== 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. ==================================================================================== 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) ============================================================================= 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 ============================================================================= 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: ============================================================================== GEAR Total WT= 20 + 20 = 40 (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: Magic Amulet (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 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 - Oil of Magic Weapon (50 gp each) = x1 - Oil of Magic Weapon ?? (50 gp each) = x1 - 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 2 backpack (2 gp) 1 - waterskin, empty (1 gp) 1 - trail rations, 1 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 = 12 days left - The other room is for Belig the Dwarf = 17 days left dehdrated food = 1/2 lb per day (text) vs 1/4 lb (table)? Errata says text wins. Used up magic items in Chapter 12 --------- Wand of Cure Moderate Wounds (90 gp/charge = 180 gp) - command word: "Smite your enemy!", charges = 2-2 = 0 - CL = 3, heal 2d8+3 hp/charge Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp) = x1