Ska'arr - Level 5 - Chapter 10

Adventure Date: April 16, 2011
Last Updated: April 15, 2010


class:		Ranger/Fighter/Transmuter		race:		human
level:		5 = 1/3/1                               alignment:	chaotic good
xp:		10,000 +				deity:		Shaundakul

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

		Current HP: 52		
====================================================================================
STR:	19	+4	HP: 55                 Speed:	20 ft (run x4) 
DEX:	10	0	AC: 19 (23 w. shield)		20 ft (run x4) w. backpack
CON:	16	+3	= 10   + 9     + 0(4)   + 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:	+4

	- combat expertise: attack roll = -4 max, AC dodge bonus = +4 max

	- enlarged stats: hgt x2, wgt x8
	 	STR = +2 size bonus = 21
	 	    = +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 grapple, trip and disarm attempts


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+8	= 5	+3
Reflex:		+5	= 3	+0		+2 ferret
Will:		+2	= 3	-1		


====================================================================================
- power attack: one-handed weapons; -4 hit = +4 damage
- power attack: two-handed weapons; -4 hit = +8 damage
- favoured enemy: orcs = +2 damage
- cleave: +1 attack if drop first target


Attack		Bonus	Damage	  Critical      Range	Type	Notes
------------	------	------	  --------      -----	----	-----
spiked chain,	+9	2d4+6	  x2		-	P	2-handed weapon
masterwork							reach = 5 ft & 10 ft
								trip attacks, +2 disarm

heavy flail,	+8	1d10+6	  19-20/x2      - 	B	2-handed weapon
cold iron							trip attacks, +2 disarm

greatsword,	+9 ?	2d6+7 ?   19-20/x2	-	S	2-handed weapon
magic +1?

falchion        +8	2d4+6	  18-20/x2      -	S	2-handed weapon,
		(+9 ?)						(very nice, masterwork ?)

handaxe,        +8	1d6+3	  x3		-	S	
silver

spear           +8	1d8+4	  x3            20 ft	P

javalin		+8	1d6+4	  x2		30 ft	P

longbow,        +5	1d8	  x3		100 ft 	P	cold iron arrows
masterwork	+5	1d8-1	  x3				silver arrows
		+5	1d8+1	  x3				magic arrows +1

torch		+4	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 large:  STR = +5 (STR) +4 (improved trip) +4 (large-size)  = +13
	= 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 = +9 (attack roll) +2 (spiked chain) +4 (2-handed weapon) 
		     +0 (medium-size) +0 (improved disarm)
		   = +15
	= 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
-------------	----	-----	----	-------	-------	-----	---	------
fullplate,	heavy	+9	+1	-5	35%	20 ft	50 lbs
magic +1 ?	armor	

heavy load	n/a	n/a	+1	-6	n/a	20 ft	-	run x3


====================================================================================
SKILLS: Total = 40+18+6	    max = 8/4	Ability	Mod	Ranks	Misc  +6
+3	 appraise			INT	+3	0	
-6	 balance                        DEX	+0	0	-6 armor-load
-3	 bluff				CHA	-1	0	-1 uncivil/-1 abrassive
-5	 bluff vs orcs					"	& -4 intolerance/+2 favoured enemy
+4  	 climb				STR	+4	6	-6 armor-load	
+9  	 concentration			CON	+3	6	
+13      concentration, defense casting	CON	+3	"	& +4 combat casting
+3       craft				INT	+3	0	
no 	 decipher script                INT	+3	0	
-3	 diplomacy			CHA	-1	0	-1 uncivil/-1 abrassive
-7	 diplomacy vs orcs				"	& -4 intolerance
no	 disable device			INT	+3	0	
-1	 disguise			CHA	-1	0	
-5	 disguise vs orcs				"	& -4 intolerance
-6	 escape artist			DEX	+0	0	-6 armor-load
+3	 forgery                        INT	+3	0	
-2	 gather information		CHA	-1      0	-1 uncivil
-6	 gather information vs orcs			"	& -4 intolerance
+8  	 handle animal			CHA	-1	8	+1 uncivil
-1  	 heal				WIS	-1	0	
-6 	 hide				DEX	+0	0	-6 armor-load	
+0  	 intimidate			CHA	-1      0	+1 abrassive
-4	 intimidate vs orcs				"	& -4 intolerance	
+6       jump				STR	+4	8	-6 armor-load			
+4  	 knowledge, arcana		INT	+3	1
no  	 knowledge, architect/engineer	INT	+3	0
+4  	 knowledge, dungeoneering	INT	+3	1
+4  	 knowledge, geography		INT	+3	1
no   	 knowledge, history		INT	+3	0
no   	 knowledge, local		INT	+3	0
+4  	 knowledge, nature		INT	+3	1
no  	 knowledge, nobility/royalty	INT	+3	0
no  	 knowledge, religion		INT	+3	0
no  	 knowledge, the planes		INT	+3	0
+5 	 listen				WIS	-1	4	+2 ferret
+7	 listen vs orcs					"	& +2 favoured enemy
-6 	 move silently			DEX	+0	0	-6 armor-load	
no	 open lock			DEX	+0	0	
-1	 perform                        CHA	-1      0		
-5	 perform vs orcs                                "	& -4 intolerance
no  	 profession			WIS	-1	0	
+3  	 ride				DEX	+0	1	+2 handle animal
+7 	 search				INT	+3	4	
-1 	 sense motive			WIS	-1      0
+1	 sense motive vs orcs		 		"	& +2 favoured enemy
no	 sleight of hand                DEX	+0	0	-6 armor-load			
+6  	 spellcraft			INT	+3	3
+8  	 spellcraft, transmutation	INT	+3	"	& +2 transmuter
+5 	 spot				WIS	-1	4	+2 ferret
+7	 spot vs orcs					"	& +2 favoured enemy
+3 	 survival			WIS	-1	4	
+5	 survival vs orcs				"	& +2 favoured enemy
+0       swim				STR	+4	8	-12 armor-load x2			
no	 tumble				DEX	+0	0	-6 armor-load/+2 jump		
no	 use magic device		CHA	-1	0	
+4 	 use rope			DEX	+0	4
-	 speak languages		n/a				


===================================================================================
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; -4 hit = +4 damage
- two-handed weapons; -4 hit = +8 damage


Cleave (2nd level fighter feat)
- deal a creature enough damage to make it drop (typically by dropping it 
  to below 0 hit points or killing it), get an immediate, extra melee attack 
  against another creature within reach
- cannot take a 5-foot step before making this extra attack
- extra attack uses the same weapon and bonus as attack that dropped previous creature
- use this ability once per round


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 = -4 max
- AC dodge bonus = +4 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.)
- Ska'arr (and any group that he is visibly associated with) will recieve 
  a -4 to all social based rolls as applied to any charisma checks to 
  influence an Orc NPC's attitude or to the following charisma based skills 
  (bluff, diplomacy, disguise, gather information, intimidate, perform) 
  when dealing/interacting with Orcs (i.e. he will make snide insulting 
  remarks under his breath, give offending Orc(s) the old evil eye, etc...)


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. 


==============================================================================
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, light, mage hand, open/close-x, open/close-x
1: 14	enlarge person, enlarge person, feather fall, shield-x

arcane spell failure = 35%


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= 113 + 78.5 + 2 + 37.84 +118 = 349.34  (heavy load) 
	load: light = 116	medium = 233	heavy = 350

WT	Item
---	---------------------
0	explorer's outfit
0	HEAD:	  OPEN SLOT
0	FACE:	  OPEN SLOT
0	THROAT:	  OPEN SLOT
0	SHOULDER: OPEN SLOT
50	BODY: 	  Magic Full Plate +1 ? (2,650 gp ?)
0	TORSO:	  OPEN SLOT
0	WAIST:	  OPEN SLOT
0	FEET:	  OPEN SLOT
0	ARMS:	  OPEN SLOT
0	HANDS:	  OPEN SLOT
0	RING1:	  Ring of Counterspells (4,000 gp)
			- cast a level 1-6 spell into ring, currently charged with "fireball"
			- if spell cast on ring user, spell is automatically and immediately 
			  countered requiring no action or knowledge of user
			- once spell countered, ring is empty and needs a new spell cast on it
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
                - hardness 10, hp 10; current hp = 3
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
8	Magic Greatsword +1 ? (2,350 gp ?)
3	silver handaxe (26 gp)
8	falchion, very nice (75 gp ?)
3	longbow, masterwork (375 gp)
3	quiver
		- cold iron arrows = 8
		- silver arrows = 5
		- Arrows +1 (47 gp each) = 5
1	quiver
6               - spear = 1 
8		- javalins = 4
1	potion belt = 2/6 vials (1 gp)
	- retrieving a potion/vial is a free action once per round
		- Potion of Cure Light Wounds: 1d8+1 (50 gp)
		- Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp)
0.5	belt pouch
0.5		- COINS
2	Tabitha's Pouch (spell component pouch)

2	backpack
5		- Lord Faragut the Ferret
4		- waterskin, full
4		- trail rations, 4 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) 
1.5		- empty sack x3
6		- torch x6
			- burns 1 hour, clear light = 20 ft, shadowy = 40 ft
25              - chainshirt (100 gp)
5               - dastanas (25 gp)


---------------------
Others stuff
2		- trail rations, 2 days (Pelias)
	

----------------------
37.84	Group Treasure
		- chest
		- scroll case
		- Group Kitty
118		- orc gear



==============================================================================
TREASURE	
pp = 			
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

- average falchion back into group treasure
- gave 5 javalins to Raven ? Otherwise carried by Beast

- 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. 
  - He doesn't talk about how he got this scar. And goes dangerously silent 
    towards anyone who inquires about it.

- He will, however, keep track of all his other scars that he gets, either 
  through combat or other injury/damage, and then proudly boast about 
  these ones. Hey! You gotta have some tales of bravado to impress the 
  yokels and wenches in the local tavern or watering hole.
	- 2 bites from a Skum (10 hp & 5 hp)
	- 1 bite from a Giant Centipede (1 hp + poison-saved)
	- 1 bite from a Skum (8 hp)
	- feet burned by Gray Ooze's acid (5 hp)
	- Scuro's crossbow bolt (7 hp)
	- Ska'arr's spiked chain (22 hp - from self, critical failure)
	- Wight's claw (4 hp + energy level drain)
	- Cadavar Golem's fists(21 hp, 14 hp and 15 hp)
	- Owlbear's claws and bites (6 hp, 10 hp and 7 hp)
	- Manticore's volley of spikes (17 hp)
	- foot in spiked pit (2 hp)
	- lightning bolt through mirror (28 hp)
	- orc sargeant (10 hp, 9 hp, 10 hp)
	- Thrull, orc in full plate (11 hp, 14 hp)
	- orc crossbow bolt (3 hp)


- As a follower of Shaundakul, he strives to explore the wilds around him, 
  and protect travellers along the road. He is uncomfortable in large cities.

- DM Eyes Only

===========================================
DM Eyes Only