Ska'arr - Level 7 - Chapter 14

Adventure Date: April 6, 2012
Last Updated: April 5, 2012


class:		Ranger/Fighter/Transmuter/              race:           human
                Abjurant Champion
level:		7 = 1/4/1/1                             alignment:      chaotic good
xp:		21,000 +				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: 		
====================================================================================
STR:	19	+4	HP: 71+1d10             Speed:  20 ft (run x3) 
DEX:	10	0	AC: 21 (26 w. shield)           20 ft (run x3) w. backpack
CON:	16	+3	= 10   + 10    + 0(5)   + 0   + 0    + 1   + 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: 21		Initiative:	+0
							Base Attack:	+6/+1

	- combat expertise: attack roll = -5 max, AC dodge bonus = +5 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:	+9	= 6	+3
Reflex:		+5	= 3	+0		+2 ferret
Will:		+4	= 5	-1		


====================================================================================
- power attack: one-handed weapons; -6 hit = +6 damage
- power attack: two-handed weapons; -6 hit = +12 damage
- favoured enemy: orcs = +2 damage
- great cleave: +1 attack on new target if drop previous target, and again, and again...


Attack		Bonus	Damage	  Critical      Range	Type	Notes
------------	------	------	  --------      -----	----	-----
spiked chain,	+11/+6  2d4+6	  x2		-	P	2-handed weapon
masterwork							trip attacks, +2 disarm
								reach = 5 ft & 10 ft

heavy flail,	+10/+5  1d10+6	  19-20/x2      - 	B	2-handed weapon
cold iron							trip attacks, +2 disarm

greatsword,	+11/+6? 2d6+7 ?   19-20/x2	-	S	2-handed weapon
magic +1?

falchion,       +11/+6  2d4+6	  18-20/x2      -	S	2-handed weapon
masterwork	

orc double axe  +11/+6  1d8+6     x3            -       S       used 2-handed
mw/mw           +7/+3   1d8+4/1d8+2                             used as double weapon

handaxe,        +10/+5	1d6+3	  x3		-	S	
silver

spear           +10/+5	1d8+4	  x3            20 ft	P

javalin		+10/+5	1d6+4	  x2		30 ft	P       (-4 to hit in melee)

longbow,        +7/+2   1d8	  x3		100 ft 	P	normal arrows
masterwork      +7/+2   1d8	  x3                            cold iron arrows
                +7/+2   1d8-1	  x3				silver arrows
		+7/+2   1d8+1	  x3				magic arrows +1

shortbow,       +6/+1   1d6+3	  x3		70 ft 	P	normal arrows
composite       +6/+1   1d6+3	  x3                            cold iron arrows
(STR 16/+3 dam) +6/+1   1d6+2	  x3				silver arrows
		+6/+1   1d6+4     x3				magic arrows +1

torch		+6/+1	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 = +11 (attack roll) +2 (spiked chain) +4 (2-handed weapon) 
		     +0 (medium-size) +0 (improved disarm)
		   = +17
	= 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	+10     +1	-5	35%	20 ft	50 lbs
magic +2        armor	

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

shield          shield  +5      n/a     n/a     n/a     n/a     n/a     dur = 4 min

ectoplasmic     armor   +6      n/a     n/a     n/a     n/a     n/a     dur = 4 hrs
armor           (vs incorporeal only)


====================================================================================
SKILLS: Total = 40+24+6+6   max = 10/5  Ability	Mod	Ranks	Misc  
+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
+7 *@$	 climb				STR	+4	9	-6 armor-load	
+12 @$	 concentration			CON	+3	9	
+16 @$   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
+10 *@	 handle animal			CHA	-1	10	+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	
+7 *@$   jump				STR	+4	9	-6 armor-load			
+5 @$	 knowledge, arcana		INT	+3	2
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			
+7 @$	 spellcraft			INT	+3	4
+9 @$	 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
+1 *@    swim				STR	+4	9	-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				

class skills: * = fighter, @ = AC, $ = spc  


===================================================================================
SPECIAL ABILITIES / FEATS
Armor: 		all armor (light, medium, heavy)
Shields:        all shields (including tower shields)
Weapons:        all simple, all martial, spiked chain


Abjurant Champion: Complete Mage page 50
- spellcasting = +1 level of existing arcane spellcasting class = Transmuter level 2 
- abjurant armor = abjuration spells recieve +1 shield bonus or +1 armor bonus
- extended abjuration = double duration of any abjuration spells cast


Ranger
- 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


Still Spell: metamagic (6th level bonus feat)
- no somatic components required when casting spell = +1 spell level cost


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; -6 hit = +6 damage
- two-handed weapons; -6 hit = +12 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


Great Cleave (4th level fighter feat)
- as per Cleave, but unlimited use each 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 = -5 max
- AC dodge bonus = +5 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...)


Phobia: Vermin (flaw)
- Ska'arr is afflicted by a phobia and persistent fear of any and all vermin.
- Vermin (as defined in the Monster Manual) include: 
  centipede swarm, giant insects, locust swarm, monstrous centipedes, 
  monstrous scorpions, monstrous spiders and spider swarm.
- He realizes that the fear is excessive and irrational, but the fear is 
  disturbing enough that he avoids the stimulus.
- A DC 15 Will save is required for Ska'arr to be able to force himself into 
  (or remain within) the presence of any and all vermin, and even then, he 
  will take a -2 morale penalty to all attack rolls, saving throws, skill 
  checks and ability checks so long as the object of the fear remains.


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: 3+3T  1: 1+1+3T  	2: 0  	3: 0  	4: 0  	5: 0  
	6: 0  	 7: 0  		8: 0  	9: 0
	
   DC	
0: 13	detect magic, flare, light, magehand, mending, open/close
1: 14	enlarge person, enlarge person, feather fall, shield, shield


caster level = 2
arcane spell failure = 35%


SKA'ARR's SPELLBOOK #1: Level 0 and Level 1 Spells (24/100 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 = 8 pages 
 (2/5)+1  Abjur:   ectoplasmic armor (v), shield(vs), hold portal(v) 
 (1/5)    Div:     true strike(vf)      
 (0/4)    Evoc:                 
 (0/5)    Illus:               
 (4/8)    Trans:   enlarge person(vsm), expeditious retreat(vs), 
                   featherfall(v), jump (v,s,m) 


==============================================================================
GEAR	Total WT= 134 + 71 = 205 + LOOT (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:	  Amulet of Natural Armor +1 (2,000 gp)
			- grants +1 natural armor AC enhancement bonus
0	SHOULDER: OPEN SLOT
50	BODY: 	  Full Plate +2 (5,650 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)
15      orc double axe, masterwork/masterwork (660 gp)
8	falchion, masterwork (375 gp)
3	longbow, masterwork (375 gp)
2       composite shortbow: STR 16, dam +3 (300 gp)
3       quiver
                - normal arrows = 20
3	quiver
                - normal arrows = 2
		- cold iron arrows = 8
		- silver arrows = 5
		- Arrows +1 (47 gp each) = 5
1	quiver
6               - spear = 1 
8		- javalins = 4
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) = x2
		- Potion of Cure Moderate Wounds: 2d8+3 hp (300 gp) = x1
		- Potion of Cure Serious Wounds; 3d8+5 hp (750 gp) = x1
                - Potion of Haste (750 gp) = x1
                - Potion of Jump (50 gp) = x1

0.5	belt pouch
0.5		- COINS
2	Tabitha's Pouch (spell component pouch)

2	backpack
5		- Lord Faragut the Ferret
4		- waterskin, full
1		- trail rations, 1 day
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) 
4		- torch x4
			- burns 1 hour, clear light = 20 ft, shadowy = 40 ft
25              - chainshirt, mw (250 gp, 5 gp/lb)
5               - dastanas (25 gp, 2.5 gp/lb)
	

==============================================================================
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


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

- start saving pp and gems for armor.
- needs to buy blank spellbook for level 2 spells