Adventure Date: November 20, 2010
Last Updated: November 14, 2010
class: Ranger/Fighter/Transmuter race: human
level: 3 = 1/1/1 alignment: DM Eyes Only
xp: 3,000 + deity: DM Eyes Only
size: medium age: 21 gender: male height: 6'0"
eyes: brown hair: brown skin: tan weight: 290 lbs
Campaign: The Tide of Shadows
Home Region: The North
Languages: Illuskan (native), Chondathan, Giant, Orc
21
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STR: 18 +4 HP: 30 (25) Speed: 40 ft (run x4) *boots
DEX: 10 0 AC: 15 30 ft (run x4) w. backpack
CON: 16 +3 = 10 + 4+1 + 0 + 0 + 0 + 0 + 0 + 0
INT: 16 +3 base + armor + shield + dex + size + nat + deflect + misc
WIS: 8 -1 AC touch: 10
CHA: 8 -1 AC flat-footed: 15 Initiative: +0
Base Attack: +2
- combat expertise: attack roll = -2 max, AC dodge bonus = +2 max
- enlarged stats hgt x2, wgt x8
STR = +2 size bonus = 20
= +5 hit/dam (+7 dam 2-handed weapons)
DEX = 9 = -1 modifier (reflex, AC, etc...)
to hit = -1 size +5 STR = +4 (no change)
AC = -2 (-1 size, -1 dex)
space = 10 feet, reach = 10 feet (20 feet with spiked chain)
large spiked chain = 2d6+7 damage
get +4 size bonus to trip and disarm attempts
- energy level drain (start 1:30 am, duration = 24 hours, will make save)
all attack rolls, saving throws, skill checks, ability checks = -1
effective level = -1
loses 5 hp
lose 1 spell from highest level castable
====================================================================================
Total = base +Mod +magic +misc
Fortitude: +7 = 4 +3
Reflex: +4 = 2 +0 +2 ferret
Will: +1 = 2 -1
====================================================================================
- power attack: one-handed weapons; -2 hit = +2 damage
- power attack: two-handed weapons; -2 hit = +4 damage
- favoured enemy: orcs = +2 damage
Attack Bonus Damage Critical Range Type Notes
------------ ------ ------ -------- ----- ---- -----
spiked chain, +7 2d4+6 x2 - P 2-handed weapon
masterwork reach = 5 ft & 10 ft
trip attacks, +2 disarm
heavy flail, +6 1d10+6 19-20/x2 - B 2-handed weapon
cold iron trip attacks, +2 disarm
falchion +6 2d4+6 18-20/x2 - S 2-handed weapon
handaxe, +6 1d6+3 x3 - S
silver
javalin +6 1d6+4 x2 30 ft P
longbow, +3 1d8 x3 100 ft P cold iron arrows
masterwork +3 1d8-1 x3 silver arrows
+3 1d8+1 x3 magic arrows +1
torch +2 1d3+4 x2 10 ft B improvised weapon
+1 fire damage fire
Trip = make a melee touch attack, no attack of opportunity
PHB = if attack succeeds, do a check of attacker's STR vs foe's STR or DEX
p.158 = attacker's STR = +4 (STR) +4 (improved trip) +0 (medium-size) = +8
= if win, the defender is tripped and prone (Melee AC = -4, Ranged AC = +4),
and attacker can make an immediate melee attack at same base attack
= if tripped, standing up = move action and provoke attack of opportunity
= if lose, defender can immediately do a STR check vs attacker's STR
or DEX to try and trip attacker instead
= if this happens, can drop weapon to avoid being tripped
= can trip a mounted opponent to pull a rider from mount (STR vs Ride skill)
Disarm = provoke an attack of opportunity, if damaged, disarm attempt fails
PHB = opposed attack rolls: Attacker vs Defender
p.155 Attacker = +7 (attack roll) +2 (spiked chain) +4 (2-handed weapon)
+0 (medium-size) +0 (improved disarm)
= +13
= if win, defender's weapon is on ground in defender's square
= if pick up weapon = move action and provoke attack of opportunity
= if lose, defender may attempt opposed attack roll to disarm attacker
====================================================================================
Protective AC Max Check Spell
Item Type bonus Dex penalty Failure Speed WT Notes
------------- ---- ----- ---- ------- ------- ----- --- ------
chainshirt light 4 +4 -2 20% 30 ft 25 lbs
armor
dastana +armor +1 - -1 5% - 5 lbs
medium load n/a n/a +3 -3 n/a 20 ft -
magic boots n/a n/a n/a n/a n/a +10 ft 1 lb
====================================================================================
SKILLS: Total = 40+6+6 max = 6/3 Ability Mod Ranks Misc
+3 appraise INT +3
-3 balance DEX +0 -3 armor-load
-3 bluff CHA -1 -1 uncivil/-1 abrassive
DM Eyes Only
+4 climb STR +4 3 -3 armor-load
+9 concentration CON +3 6
+13 concentration, defense casting CON +3 " & +4 combat casting
+3 craft INT +3
no decipher script INT +3
-3 diplomacy CHA -1 -1 uncivil/-1 abrassive
DM Eyes Only
no disable device INT +3
-1 disguise CHA -1
DM Eyes Only
-3 escape artist DEX +0 -3 armor-load
+3 forgery INT +3
-2 gather information CHA -1 -1 uncivil
DM Eyes Only
+5 handle animal CHA -1 5 +1 uncivil
-1 heal WIS -1
-3 hide DEX +0 -3 armor-load
+0 intimidate CHA -1 +1 abrassive
DM Eyes Only
+11 jump STR +4 5 -3 armor-load/+5 boots
+4 knowledge, arcana INT +3 1
no knowledge, architect/engineer INT +3
+4 knowledge, dungeoneering INT +3 1
+4 knowledge, geography INT +3 1
no knowledge, history INT +3
no knowledge, local INT +3
+4 knowledge, nature INT +3 1
no knowledge, nobility/royalty INT +3
no knowledge, religion INT +3
no knowledge, the planes INT +3
+5 listen WIS -1 4 +2 ferret
DM Eyes Only
-3 move silently DEX +0 -3 armor-load
no open lock DEX +0
-1 perform CHA -1
DM Eyes Only
no profession WIS -1
+3 ride DEX +0 1 +2 handle animal
+7 search INT +3 4
-1 sense motive WIS -1
DM Eyes Only
no sleight of hand DEX +0 -3 armor-load
+6 spellcraft INT +3 3
+8 spellcraft, transmutation INT +3 " & +2 transmuter
+5 spot WIS -1 4 +2 ferret
DM Eyes Only
+3 survival WIS -1 4
DM Eyes Only
+3 swim STR +4 5 -6 armor-load x2
no tumble DEX +0 -3 armor-load/+2 jump
no use magic device CHA -1
+4 use rope DEX +0 4
- speak languages n/a
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SPECIAL ABILITIES / FEATS
Armor: all armor (light, medium, heavy)
Shields: all shields (including tower shields)
Weapons: all simple, all martial, spiked chain
Track: use survival skill
Wild Empathy:
1d20 + Ranger level + CHA + handle animal synergy + uncivilized
= 1d20 + 1 + -1 + 2 + 1 = 1d20+3
Favoured Enemy:
- against a favoured enemy, receive bonus to damage rolls and a
skill bonus to bluff, listen, sense motive, spot, survival
- Orcs = +2
Transmuter - Focused Specialist: Complete Mage page 34
- 1st prohibited school = conjuration
- 2nd prohibited school = enchantment
- 3rd prohibited school = necromancy
- lose 1 generic spell slot/spell level
- gain 3 bonus transmutation spell slots/spell level
Scribe Scroll (1st level wizard feat)
Summon Familar: Lord Faragut the Ferret (1st level wizard ability)
- grants Master Alertness (listen +2, spot +2)
- grants Master Reflex save bonus = +2
Axethrower: "The North" regional feat (human bonus feat)
- add STR bonus instead of DEX bonus to the attack roll for all
thrown ranged weapons
Exotic Weapon: Spiked Chain (1st level bonus feat)
Combat Casting (3rd 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.
Power Attack (1st level fighter feat)
- melee bonus only, no light weapons (except unarmed strike or natural weapons)
- one-handed weapons; -2 hit = +2 damage
- two-handed weapons; -2 hit = +4 damage
Combat Expertise (flaw bonus feat)
- select during an attack action or full-attack action
- changes to attack roll and AC last until your next action
- attack roll = -2 max
- AC dodge bonus = +2 max
Improved Trip (flaw bonus feat)
- do not provoke an attack of opportunity when unarmed
- strength check = +4 bonus
- if trip an opponent, can make an immediate melee attack at same base attack
Intolerance: Orcs (flaw)
- Ska'arr has an irrational dislike of Orcs (i.e. anything with "Orc Blood"
racial ability, thus he is also intolerant of Half-Orcs and Orogs.)
- DM Eyes Only
DM Eyes Only (flaw)
- DM Eyes Only
Abrasive (trait)
- You are difficult and demanding in conversation, which tends to
oppress those around you.
- You gain a +1 bonus on Intimidate checks.
- You take a -1 penalty on Diplomacy checks and Bluff 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.
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SPELLS 0: 2+3T 1: 0+1+3T 2: 0 3: 0 4: 0 5: 0
6: 0 7: 0 8: 0 9: 0
DC
0: 13 flare, resistance, mage hand, open/close, open/close
1: 14 enlarge person, enlarge person, feather fall, shield
arcane spell failure = 25%
NOTE: resistance used to assist saving throw for energy drain
one enlarge person unavailable due to energy drain
SKA'ARR's SPELLBOOK #1: Level 0 and Level 1 Spells (22/100 pages)
- conjuration, enchantment and necromancy prohibited
Level 0 = 16 pages
(1/1) Abjur: resistance(vsm)
(3/3) Div: detect magic(vs), read magic(vsf)
(3/4) Evoc: dancing lights(vs), electric jolt(vs), flare(v), light(vm)
(0/1) Illus: silent portal(s)
(3/4) Trans: launch bolt(vsm), launch item(s), magehand(vs), mending(vs),
message(vsf), open/close(vsf)
(2/2) Univ: arcane mark(vs), prestidigitation(vs)
Level 1 = 6 pages
(2/5) Abjur: shield(vs), hold portal(v)
(1/5) Div: true strike(vf)
(0/4) Evoc:
(0/5) Illus:
(3/8) Trans: enlarge person(vsm), expeditious retreat(vs),
featherfall(v)
==============================================================================
GEAR Total WT= 93 + 53 = 146 (medium load)
load: light = 100 medium = 200 heavy = 300
WT Item
--- ---------------------
0 explorer's outfit
0 HEAD: OPEN SLOT
0 FACE: OPEN SLOT
0 THROAT: OPEN SLOT
0 SHOULDER: OPEN SLOT
25 BODY: chainshirt (100 gp)
0 TORSO: OPEN SLOT
0 WAIST: OPEN SLOT
1 FEET: Boots of Striding and Springing (5,500 gp)
- enhancement bonus to base land speed = +10 ft
- grant +5 competence bonus to jump skill
5 ARMS: dastanas (25 gp)
0 HANDS: OPEN SLOT
0 RING1: OPEN SLOT
0 RING2: OPEN SLOT
0 SHIELD: OPEN SLOT
10 spiked chain, masterwork (325 gp)
- reach = 5 ft or 10 ft
- trip: can drop chain to avoid a trip
- disarm: +2 bonus on all opposed attack rolls for disarm
10 cold iron heavy flail (30 gp)
- trip: can drop flail to avoid a trip
- disarm: +2 bonus on all opposed attack rolls for disarm
3 silver handaxe (26 gp)
8 falchion (75 gp)
3 longbow, masterwork (375 gp)
3 quiver
- cold iron arrows x10
- silver arrows x5
- Arrows +1 x5 (47 gp each)
1 quiver
20 - javalins x10
1 Potion Belt = 0/6 vials (1gp)
- retrieving a potion/vial is a free action once per round
0.5 belt pouch
0.5 - COINS
2 Tabitha's Pouch (spell component pouch)
0 Wand of Cure Light Wounds (15 gp/charge = 90 gp)
- command word: "Fun-Ghoul-Low", charges = 6
- CL = 1, heal 1d8+1 hp/charge
2 backpack
5 - Lord Faragut the Ferret
4 - waterskin, full
6 - trail rations, 6 days
5 - bedroll
3 - winter blanket
3 - Tabitha's Journal (spellbook)
10 - hemp rope, 50 ft (hp 2, burst = STR DC 23)
4 - grappling hook ("use rope" check to hook DC 10 +2/10 ft)
2 - empty sack x4
4 - torch x4
- burns 1 hour, clear light = 20 ft, shadowy = 40 ft
5 - magical material to obtain a familiar (100 gp)
0 Group Treasure (backpacks and sacks, total value = 0 gp)
==============================================================================
TREASURE
pp = magical material to obtain a familiar (100 gp)
gp = 1
sp = 5
cp =
silver chain with silver medallion etched with the image of a single eye
- indicates is a friend of Zandever "Nighteyes" Eyredanus
- DM Eyes Only
==============================================================================
SPECIAL NOTES:
- Ska'arr has a wicked ugly scar starting on the right-side of his face on
the forehead, then crossing his eyebrow and the bridge of his nose, then
down along his left cheek to his jaw.
- 2 bites from amphibian frog-like creature (10 hp & 5 hp)
- 1 bite from giant centipede (1 hp + poison-saved)
- 1 bite from amphibian frog-like creature (8 hp)
- feet burned by oozy acid (5 hp)
- crossbow bolt (7 hp)
- spiked chain (22 hp - from self, critical failure)
- wight's claw (4 hp + energy level drain)
- DM Eyes Only