Shribryn - Level 7 - Chapter 15

Adventure Date: TBD, 2012
Last Updated: April 10, 2012


class:		ninja/swordsage			race:		Bedine	human
level:		7 = 2/4				alignment: 	Chaotic Neutral	
xp:		21,000 +			deity:		DM Eyes Only	

size: 	medium	age:	19		gender:	female		height:	5'2"	
eyes:	glass	hair:	Dark Brown	skin:	Dark Brown	weight:	116 lbs

Campaign: 	The Tide of Shadows
Home Region: 	Anauroch
Languages:	Midani, Chondathan, Orc

                        Current HP: ?
====================================================================================
STR:	9	-1	HP: 	37			Speed:	40 ft x 0.75 = 30ft
DEX:	18	+4	AC:	17 (21 w. mage armor)				
CON:	10	+0	= 10   + 0(+4) + 0      + 4   + 0    + 1   + 0       + 4 -2
INT:	14	+2	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	18	+4	AC touch:	16
CHA:	8	-1	AC flat-footed: 13(16)		Initiative:	+5
							Base Attack:	+4


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+1	= 1	
Reflex:		+11	= 7	+4	
Will:		+10	= 4	+4		+2 Ki Power (if pool not empty)

- gain a +4 bonus on saving throws against mind-affecting spells and abilities


====================================================================================
50% miss chance on all attacks unless listen/concentration checks made


Attack		 Bonus	Damage		 Critical  	Range	Type	Notes
------------	 ------	------		 --------  	-----	----	-----
Quarterstaff	 +0	1d6-1		 x2	   	-	B	w. Raven
- double weapon	 -4/-8	1d6-1/1d6-1	 x2		-	B

Dagger +1, 	 +7     1d4              19-20/x2       10 ft   P/S     magic
Returning

Sleeve Dagger	 +4	1d4-1		 19-20/x2	-	S/P

Dagger		 +6	1d4-1		 19-20/x2	-	S/P
Dagger, thrown	 +6	1d4-1		 19-20/x2	10 ft	S/P

Throwing Dagger	 +5	1d2-1		 x2		10 ft	P

Light crossbow	 +5	1d8		 19-20/x2	80 ft	P

Flash pellet	 +5	blind 1 round &	 n/a		5 ft 	light	DC 15 fortitude
			dazzle 1 round					area = 5 ft radius
		 - range attack vs AC 5: see PHB p158 throw splash weapons for miss results



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


====================================================================================
SKILLS: Total = 45+33	max = 9/4	Ability	Mod	Ranks	Misc	78
+2	appraise			INT	+2		
+11	balance				DEX	+4	9	-4 blind/-0 armor-load/+2 tumble
-1	bluff				CHA	-1		
-5	climb				STR	-1		-4 blind/-0 armor-load		
+9	concentration			CON	+0	9	
+2	craft				INT	+2		
no	decipher script			INT	+2			
-1	diplomacy			CHA	-1		
+8	disable device		(DEX)	INT	+4	4				
-1	disguise			CHA	-1		
+4	escape artist			DEX	+4		-0 armor-load	
+2	forgery				INT	+2		
-1	gather information		CHA	-1		
no	handle animal			CHA	-1		
+4	heal				WIS	+4		
+4	hide				DEX	+4	4	-4 blind/-0 armor-load	
-1	intimidate			CHA	-1				
+2	jump				STR	-1	5	-4 blind/-0 armor-load/+2 tumble			
no	knowledge, arcana		INT	+2		
no	knowledge, architect/engineer	INT	+2				
no	knowledge, dungeoneering	INT	+2				
no	knowledge, geography		INT	+2				
no	knowledge, history		INT	+2				
no	knowledge, local		INT	+2				
no	knowledge, nature		INT	+2				
no	knowledge, nobility/royalty	INT	+2				
no	knowledge, religion		INT	+2				
no	knowledge, the planes		INT	+2				
+19	listen				WIS	+4	9	+6 blind
+7	move silently			DEX	+4	6	-4 blind/-0 armor-load
								& +1 shoes	
+8	open lock			DEX	+4	4	
-1	perform				CHA	-1		
no	profession			WIS	+4		
+0	ride				DEX	+4		-4 blind
+8	search			(DEX)	INT	+4	4	
+4	sense motive			WIS	+4			
+6	sleight of hand			DEX	+4	4	-4 blind/-0 armor-load
								& +2 deft hands			
no	spellcraft			INT	+2		
n/a	spot				WIS		n/a		
+7	survival			WIS	+4	2cc	+1		
-1	swim				STR	-1		-0 armor-load x2			
+11	tumble				DEX	+4	9	-4 blind/-0 armor-load/+2 jump		
+9	use magic device		CHA	-1	9cc	+1
+6	use rope			DEX	+4		+2 deft hands
no	speak languages			n/a		0cc		


=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		light
Shields:	none
Weapons:	- all simple, hand crossbow, kama, kukri, nunchaku, sai,
                  shortbow, short sword, shuriken, siangham
		- all melee martial weapons (including those that can be 
                  used as thrown weapons)

Ninja: Complete Adventurer - page 5
- AC bonus when unarmored and unencumbered = WIS = +4
  - applies vs touch attacks and when flat-footed
- Ki Power: (ninja level/2)+WIS = 2/2 + 4 = 1 + 4 = 5 uses/day
  - can only use when unarmored and unencumbered
- Sudden Strike = +1d6; stacks with sneak attack if circumstance allow both
  - only when target is denied DEX bonus to AC, does not apply when flanking
  - applies to ranged attacks on targets up to 30 ft
  - only lethal damage, does not affect creatures with concealment, immune to
    critical hits or with no discernible anatomies
- Trap finding: as rogue
- Ghost Step (invisible): 1 use of Ki Power
  - swift action, does not provoke attacks of opportunity, dur = 1 round


Swordsage: Tome of Battle - page 15
- quick to act: intiative +1
- AC bonus: 
  - add WIS bonus to AC = +4 (stacks with ninja bonus?)
  - only so long is unencumbered, wear light armor and no shield
  - applies if flat-footed and against touch attacks
- discipline focus
  - weapon focus: shadow hand
        - get +1 hit with dagger, shortsword, sai, siangham, unarmed strike 
          and spiked chain
  - insightful strike: shadow hand
        - get WIS or +4 damage with dagger, shortsword, sai, siangham, 
          unarmed strike and spiked chain
- stance: known = 2
  - change between stances = swift action
        - Child of Shadow; shadow hand stance
               - move 10 ft, gain concealment = 20% until start of next turn
	- Flame's Blessing; desert wind stance
               - fire resistance = 10
- maneuvers: known = 9; readied = 5
  - initiator level = swordsage +others/2 = 4 +2/2 = 4+1 = 5
  - maximum maneuver level that can be chosen = 3rd
  - recover/ready 1 expended maneuver = full-round action, no attacks of opportunity
	- Clinging Shadow Strike; shadow strike 1
               - foe suffers 20% miss chance on attacks)
	- Shadow Blade technique; shadow strike 1
               - roll 2 attacks, use lower result to deal bonus cold damage
	- Shadow Garrote; shadow strike 3
               - ranged touch attack for 5d6 damage
	- Burning Blade; desert boost 1
               - gain +1d6+5 fire damage
	- Distracting Ember; desert boost 1
               - fire elemental appears, flanks enemy
	- Wind Stride; desert boost 1
               - gain +10 ft to speed
        - Fire Riposte; desert counter 2
               - counter foes attack with fiery touch for 4d6 damage
        - Hatchling's Flame; desert strike 2
               - cone deals 2d6 fire damage
        - Death Mark; desert strike 3
               - enemy takes extra fire damage and explodes in a fiery spread


Scorpion's Resolve (human bonus feat)
- Like the scorpion, you are not easily distracted.  
- Benefit: You gain a +4 bonus on saving throws against mind-affecting spells 
  and abilities (p53 Sandstorm)


Scorpion's Sense (1st Level Bonus Feat) (p53 Sandstorm)
- Like the scorpion, you sense other creatures simply by perceiving their 
  contact with the sand.
- You are sensitive to vibrations in the ground and can automatically pinpoint 
  the location of anything that is moving and in contact with the ground so 
  long as it is within 10 feet. The range expands to 20 feet if you are in an 
  area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand. 
  This ability only tells you what square the creature is in, so you still have 
  the normal miss chance from concealment if you cannot see the creature. 


Weapon Finesse (3rd level bonus feat)
-With a light weapon, rapier, whip, or spiked chain made for a creature of your size
category, you may use your Dexterity modifier instead of your Strength modifier on 
attack rolls. If you carry a shield, its armor check penalty applies to your attack 
rolls.  Natural weapons are always considered light weapons.


Shadow Blade: Tome of Battle - page 32 (6th level bonus feat)
- Dex modifier to damage while in Shadow Hand Stance/using Shadow Hand weapons 
  (Short Swords, Daggers, Sais, Spiked Chain, Unarmed)


Deft Hands (Flaw bonus Feat)
- You have exceptional manual dexterity.
- Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.


Tactile Trapsmith (Flaw bonus Feat)
- Use your Dexterity modifier instead of your Intelligence modifier for 
  Disable Device and Search checks. You receive no penalty on these checks 
  due to darkness or blindness


DM Eyes Only (Flaw bonus Feat)
- DM Eyes Only


Blind Fight (Flaw bonus Feat: free feat due to Blindness)
- In melee, every time you miss because of concealment, you can reroll your miss 
  chance percentile roll one time to see if you actually hit.
- An invisible attacker gets no advantages related to hitting you in melee. 
  That is, you don’t lose your Dex. bonus to AC, and the attacker doesn’t get 
  the usual +2 bonus for being invisible. The invisible attacker’s bonuses do 
  still apply for ranged attacks, however. 
- Darkness and poor visibility in general reduces your speed to three-quarters 
  normal, instead of one-half.


Blindness (Flaw)
- You are completely blind, and fail all rolls that involve vision. You also 
  suffer the normal gaming penalties for blindness. You were born without the 
  capacity to see (whether or not you actually have eyes is up to you), and 
  therefore can never be healed. With the DM's approval, a Wish or Miracle 
  may correct this flaw.
- You are blind.
- Prerequisite: Your race must have usable eyes.
- Severity: There are four severity levels to the blind flaw.
- Special: The blindness from this flaw can not be cured with anything even 
  magic. The DM may rule that magic can remove this blindness but there 
  should be a penalty for it, like the loss of the bonus feats granted from 
  this flaw, etc.
Blinded after Birth
- Detriment: The character cannot see and takes a –2 penalty to Armor Class, 
  moves at half speed, and takes a –4 penalty on Search checks and on most 
  Strength- and Dexterity- based skill checks. All checks and activities that 
  rely on vision (such as reading and Spot checks) automatically fail. All 
  opponents are considered to have total concealment (50% miss chance) to the 
  blinded character.
- Benefit: +6 Listen, Blind-Fight Feat, 2 Bonus Feats
- Other information:
	- Can take 10 on any listen check
	- Character is treated as blind for all sight-dependent effects 
	  (cannot read, immune to gaze attacks, unaffected by visual
	  concealment, spells with visual effects … etc)
	- A sensitivity to sonic attacks - 50% more damage and/or effect 
	  (deafness, stun)
	- Survival – know where you are at all times (already part of Survival 
	  if you exceed the DC) (the below is standard stuff).  
	  - If you have 5 or more ranks in Knowledge (geography), you get 
	    a +2 bonus on Survival checks made to keep from getting lost or 
	    to avoid natural hazards. 
	  - If you have 5 or more ranks in Knowledge (nature), you get 
	    a +2 bonus on Survival checks made in aboveground natural 
	    environments (aquatic, desert, forest, hill, marsh, mountains, 
	    or plains).   
	  - If you have 5 or more ranks in Knowledge (dungeoneering), you get 
	    a +2 bonus on Survival checks made while underground.  
	  - If you have 5 or more ranks in Survival, you get a +2 bonus on 
	    Knowledge (nature) checks
	- Listen – DC 15 plus other factors (such as combat, etc ... ) 
		 – to identify an opponent – if you make the DC, for that 
		   opponent the 50% chance miss would not longer apply … 
		 - if the opponent moves more than 5 ft, a concentration check 
		   needs to be made for you to be able to track the opponent … 
		 - but all other penalties for being blind would apply - even 
		   the AC as you have no idea what your opponent is doing 
		   exactly, only where he is ... 


DM's Eyes Only (Flaw)
- DM Eyes Only


Quick (Trait) 
- gain +10' per round, but -1 hp per level


DM Eyes Only (Trait)
- DM Eyes Only


==============================================================================
GEAR	Total WT= 28 + 0 = 28
	load: light = 30	medium = 60	heavy = 90

WT	Item
---	---------------------
0	traveler's outfit
		- flash pellets: disguised as buttons (55 gp each) x2
			- all creatures within a 5-foot-radius burst must 
			  succeed on a DC 15 Fortitude save or be blinded 
			  for 1 round and dazzled for 1 round after that.
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
0	WAIST:	  OPEN SLOT
1	FEET:	  silent shoes
			- grant a +1 circumstance bonus on Move Silently checks
1	ARMS:	  Inquisitor Bracers (1,500 gp)
                        - heavy steel bracers marked with grim symbol of Kelemvor
			- swift action to activate
                        - next normal melee attack (not a touch attack) before end of 
                          turn includes a Cure Moderate Wounds effect (2d8+5 hp)
                        - usable 3/day
0	HANDS:	  OPEN SLOT
0	RING1:	  OPEN SLOT
0	RING2:	  OPEN SLOT
0	SHIELD:	  OPEN SLOT
0.5	bandoleer (holds 7/8 items, size of dagger or flask)
6               - dagger x6
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
1	sleeve dagger (Left Sleeve)
1       throwing dagger (shuriken stats) x8
4 	light crossbow
1	quiver
		- crossbow bolts x10
5	bedroll
0.5	belt pouch (left)
--		- trailbars (5)
--		- twine, 50 ft
--		- sand filters (2)
0.5	belt pouch (right)
1		- smokestick (2)
2		- thieves' tools
0.5		- Coins
0.5		- Sending Stones (700 gp each, 1,400 gp & 1 lb for pair)
			- pair of two identical round fist sized chunks of unworked stone
                        - each stone must be in different creature's possession to work
                        - each stone can be used 1/day
                        - bearer can send a message (as "sending" spell) to the bearer
                          of the other stone (Katharina)
                        - if stone not in creature's possession no message is sent, 
                          and you know communication has failed
                        - if either pair destroyed, the other becomes useless
1	potion belt = 6/6 vials
	- retrieving a potion/vial is a free action once per round
		- Potion of Cure Light Wounds: 1d8+1 (50 gp) = x2
		- Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp) = x2
		- Potion of Shield of Faith: +2 Deflection AC bonus (50 gp) = x2
        Extra Potions being carried
0       - Oil of Magic Weapon (50 gp) = x2
0       - Potion of Cure Light Wounds: 1d8+1 (50 gp) = x1
0       - Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp) = x1


==============================================================================
TREASURE (wt = 0.5 lb)
pp = 5			
gp = 7			
sp = 5			
cp = 18			


=============================================================================
In Storage: with carnival
pp = 7		
gp = 5	
sp = 6	
cp = 4

Desert Outfit

gp = 107 to Pelias for "Healing Belt"


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

whose food is she eating? (subtracting from Ska'arr for now)

Chapter 12 Loot - claimed 2 daggers to be added to equipment list.
And 2 more daggers discarded by Pelias

Note: Raven ditched Shribryn's quarterstaff in favour of an oak masterwork staff