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:
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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
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Total = base +Mod +magic +misc
Fortitude: +9 = 6 +3
Reflex: +5 = 3 +0 +2 ferret
Will: +4 = 5 -1
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- 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
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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)
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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
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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
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.
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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)
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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)
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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
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SPECIAL NOTES:
- start saving pp and gems for armor.
- needs to buy blank spellbook for level 2 spells