Adventure Date: September 13, 2013
Last Updated: September 13, 2013
class: Ranger/Fighter/Transmuter/ race: human
Abjurant Champion
level: 9 = 1/4/1/3 alignment: chaotic good
xp: 36,000 + 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: 61
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STR: 20/19 +5/+4 HP: 90+1d10 Speed: 20 ft (run x3)
DEX: 10 0 AC: 21 (28 w. shield) 20 ft (run x3) w. backpack
CON: 16 +3 = 10 + 10 + 0(7) + 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: +8/+3
Note: drunk, DEX -2
- combat expertise: attack roll = -5 max, AC dodge bonus = +5 max
- enlarged stats: hgt x2, wgt x8
STR = +2 size bonus = 22
= +6 hit/dam (+9 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+9 damage
get +4 size bonus to grapple, trip and disarm attempts
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Total = base +Mod +magic +misc
Fortitude: +10 = 7 +3
Reflex: +4 = 4 +0 +2 ferret (dead -2)
Will: +5 = 6 -1
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- power attack: one-handed weapons; -8 hit = +8 damage
- power attack: two-handed weapons; -8 hit = +16 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, +14/+9 2d4+7 x2 - P 2-handed weapon, masterwork
green dragonfang +1 acid trip attacks, +2 disarm
reach = 5 ft & 10 ft
heavy flail, +13/+8 1d10+7 19-20/x2 - B 2-handed weapon
cold iron trip attacks, +2 disarm
greatsword +14/+9 2d6+6 19-20/x2 - S 2-handed weapon
silver, magic +1
javalin +13/+8 1d6+5 x2 30 ft P (-4 to hit in melee)
longbow, +9/+4 1d8+4 x3 110 ft P normal arrows
masterwork, +9/+4 1d8+4 x3 cold iron arrows
composite +9/+4 1d8+3 x3 silver arrows
(STR 18/+4 dam)
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 = +5 (STR) +4 (improved trip) +0 (medium-size) = +9
= if large: STR = +6 (STR) +4 (improved trip) +4 (large-size) = +14
= 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 = +14 (attack roll) +2 (spiked chain) +4 (2-handed weapon)
+0 (medium-size) +0 (improved disarm)
= +20
= 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 spell shield +7 n/a n/a n/a n/a n/a dur = 8 min
ectoplasmic armor +9 n/a n/a n/a n/a n/a dur = 8 hrs
armor spell (vs incorporeal only)
====================================================================================
SKILLS: Total = 40+24+6+18 max = 12/6 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
+9 *@$ climb STR +4 9 -6 armor-load/+2 kit
+15 @$ concentration CON +3 12
+19 @$ 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
+12 *@ handle animal CHA -1 12 +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
+9 @$ knowledge, arcana INT +3 6
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
+3 listen WIS -1 4 +2 ferret(dead -2)
+5 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
+9 @$ spellcraft INT +3 6
+11 @$ spellcraft-learn transmutation INT +3 " & +2 transmuter
+3 spot WIS -1 4 +2 ferret(dead -2)
+5 spot vs orcs " & +2 favoured enemy
+3 survival WIS -1 4
+5 survival vs orcs " & +2 favoured enemy
+2 *@ swim STR +4 10 -12 armor-load x2
no tumble DEX +0 0 -6 armor-load/+2 jump
no use magic device CHA -1 0 (+2 with scrolls)
+6 use rope DEX +0 4 +2 silk rope
- 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 = +3 level of existing arcane spellcasting class = Transmuter level 4
- abjurant armor = abjuration spells recieve +3 shield bonus or +3 armor bonus
- extended abjuration = double duration of any abjuration spells cast
- swift abjuration = cast abjuration spells as a swift action
for spell level = class level/2 (round up) = 2/2 = 1
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
Metamagic School Focus: Transmutation (9th level bonus feat)
- reduce by 1 level the cost of a metamagic feat to transmutation spell
- up to 3 prepared spells at any time
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; -8 hit = +8 damage
- two-handed weapons; -8 hit = +16 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: 2+1b+3T 2: 1+1b+3T 3: 0 4: 0 5: 0
6: 0 7: 0 8: 0 9: 0
DC
0: 13 x-detect magic, flare, x-magehand, mending, x-open/close, x-resistance
1: 14 enlarge person, enlarge person, feather fall,
x-still shield, x-still shield, x-still shield
2: 15 bull's strength, bull's strength, x-bull's strength, knock, x-knock
caster level = 4
arcane spell failure = 35%
- as a swift action can cast 2 spells with Still spell feat for free
abjuration spells: level 1 = cast as a swift action
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)
SKA'ARR's SPELLBOOK #2: Level 2 Spells (4/100 pages)
- conjuration, enchantment and necromancy prohibited
(2/14) Trans: bull's strength(vsm), knock (v)
==============================================================================
GEAR Total WT= 111.5 + 71.5 = 183 + LOOT (medium load)
load: light = 133 medium = 266 heavy = 400
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)
Restful Crystal: armor crystal (500 gp)
- not fatigued after sleeping in armor
0 TORSO: OPEN SLOT
0 WAIST: OPEN SLOT
0 FEET: OPEN SLOT
0.5 ARMS: Bracers of Arcane Freedom (2,300 gp, MIC 80)
- swift action, 2/day = -1 use
- omit somatic spell component to next arcane spell cast
before the end of your next turn (as Still spell feat,
but does not alter spell's level or casting time)
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 green dragonfang spiked chain, masterwork (625 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
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 Silver Greatsword +1 (2,530 gp)
3 composite longbow, masterwork: STR 18, dam +4 (800 gp)
3 quiver
- normal arrows = 20
3 quiver
- normal arrows = 2
- cold iron arrows = 8
- silver arrows = 4
- Arrows +1 (47 gp each) = 5
1 quiver
8 - javalins = 4
0.5 bandoleer, masterwork = 5/12 items (5 gp)
2 - flask, empty x2
2 - flask, acid x1
1 - flask, alchemist's fire x1
1 - flask, holy water x0
1 - flask, unholy water x1
1 potion belt, masterwork = 6/10 vials (60 gp)
- retrieving a potion/vial is a free action once per round
- Oil of Magic Weapon (50 gp) = x3
- Potion of Haste (750 gp) = x1
(+1 attack/full base, +1 hit, +1 dodge AC/reflex, +30 ft)
- Potion of Heroism (750 gp) = x1
(+2 morale bonus to attack rolls, saves, and skill checks)
- Potion of Jump (50 gp) = x1
0.5 belt pouch
0.5 - COINS
2 Tabitha's Pouch (spell component pouch)
2 everburning hooded lantern (117 gp)
- "Continual Flame" cast inside
- clearly illuminate 20 ft radius, shadowy illumination to 40 ft radius
0.5 scroll case #1
- Arcane Scroll: enlarge person - CL 1 (25 gp) x2
0.5 scroll case #2
- Arcane Scroll: shield +4 AC - CL 1 (25 gp) x2
0.5 scroll case #3
- Arcane Scroll: ectoplasmic armor +5 AC - CL 1 (25 gp) x1
- Arcane Scroll: expeditious retreat - CL 1 (25 gp) x0
- Arcane Scroll: hold portal - CL 1 (25 gp) x1
- Arcane Scroll: jump - CL 1 (25 gp) x1
- Arcane Scroll: true strike - CL 1 (25 gp) x2
2 backpack
5 - Lord Faragut the Ferret (corpse)
3 - Tabitha's Journal (Ska'arr's Spellbook #1)
3 - Ska'arr's Spellbook #2
5 - bedroll
3 - winter blanket
4 - waterskin, full
20 - trail rations, 20 days
5 - climber's kit (80 gp)
- grant +2 circumstance bonus on Climb checks
5 - silk rope, 50-foot (10 gp)
- grant +2 circumstance bonus on Use Rope checks
- (hp 4, burst = STR DC 24)
4 - grappling hook
- "Use Rope" check to hook DC 10 +2/10 ft
0 - roll of twine, 50-feet
1 - whetstone
1.5 - sacks, empty x3
10 - handkeg of dwarven stout ale (30 gp)
- 1 gallon = 8 pints
==============================================================================
TREASURE - owes Shribryn 60 gp
pp =
gp =
sp =
cp =
silver chain with silver medallion etched with the image of a single eye
- indicates is a friend of Zandever "Nighteyes" Eyredanus
- start saving pp and gems for armor.
==============================================================================
SPECIAL NOTES:
- owes the Magic Shoppe a "favour"
- has provided Pelias and Ro-Lund-Do each with an "Arcane Scroll: enlarge person CL 1"
- gave spear to Thraor
- buy dagger x2 (4 gp)
- buy wooden holy symbol of Shaundakul (1 gp)
- buy small steel mirror (10 gp, 0.5 lbs)
- buy Vial of Universal Solvent (50 gp)
- buy vial of anti-toxin (50 gp)