Adventure Date: October 25, 2014
Last Updated: August 23, 2014
class: Ranger/Fighter/Transmuter/ race: human
Abjurant Champion
level: 10 = 1/4/1/4 alignment: chaotic good
xp: 45,000 + 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: 20 +5 HP: 109 Speed: 20 ft (run x3) fly = 40 ft
DEX: 10 0 AC: 22 (30 w. shield) 20 ft (run x3) w. backpack
CON: 16 +3 = 10 + 10 + 0(8) + 0 + 0 + 1 + 1 + 0
INT: 16 +3 base + armor + shield + dex + size + nat + deflect + misc
WIS: 8 -1 AC touch: 11
CHA: 8 -1 AC flat-footed: 22 Initiative: +0
Base Attack: +9/+4
- DR = 6/-; DR 3/- for 30 hp per day, then DR = 3/-; 30
- 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 +6 STR = +5 (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
- enlarged and bull strength:
STR = 26 = +8 hit/dam (+12 dam 2-handed weapons)
to hit = -1 size +8 STR = +7
large spiked chain = 2d6+12 damage
====================================================================================
Total = base +Mod +magic +misc
Fortitude: +11 = 7 +3 +1
Reflex: +7 = 4 +0 +1 +2 ferret
Will: +7 = 7 -1 +1
====================================================================================
- power attack: one-handed weapons; -9 hit = +9 damage
- power attack: two-handed weapons; -9 hit = +18 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, +15/+10 2d4+8 x2 - P 2-handed weapon, magic +1
green dragonfang +1 acid trip attacks, +2 disarm
reach = 5 ft & 10 ft
heavy flail, +14/+9 1d10+7 19-20/x2 - B 2-handed weapon
cold iron trip attacks, +2 disarm
greatsword, +15/+10 2d6+7 19-20/x2 - S 2-handed weapon
silver magic +1
gauntlet, +14/+9 1d3+5 x2 - B masterwork, light weapon
adamantine unarmed strike, lethal
javalin +14/+9 1d6+5 x2 30 ft P (-4 to hit in melee)
longbow, +10/+5 1d8+4 x3 110 ft P normal arrows
masterwork, +10/+5 1d8+4 x3 cold iron arrows
composite +10/+5 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 bull: STR = +7 (STR) +4 (improved trip) +0 (medium-size) = +11
= if large: STR = +6 (STR) +4 (improved trip) +4 (large-size) = +14
= if large/bull: STR = +8 (STR) +4 (improved trip) +4 (large-size) = +16
= 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 = +15 (attack roll) +2 (spiked chain) +4 (2-handed weapon)
+0 (medium-size) +0 (improved disarm)
= +21
= 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
------------- ---- ----- ---- ------- ------- ----- --- ------
heavy plate, heavy +10 +0 -7 40% 20 ft 100 lbs adamantine
magic +1 armor
heavy load n/a n/a +1 -6 n/a 20 ft - run x3
(only medium load right now)
shield spell shield +8 n/a n/a n/a n/a n/a dur = 10 min
ectoplasmic armor +10 n/a n/a n/a n/a n/a dur = 10 hrs
armor spell (vs incorporeal only)
====================================================================================
SKILLS: Total = 40+24+6+24 max = 13/6 Ability Mod Ranks Misc 6
+3 appraise INT +3 0
-7 balance DEX +0 0 -7 armor-load
-3 bluff CHA -1 0 -1 uncivil/-1 abrassive
-5 bluff vs orcs " & -4 intolerance/+2 favoured enemy
+8 *@$ climb STR +4 9 -7 armor-load/+2 kit
+16 @$ concentration CON +3 13
+20 @$ 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
-7 escape artist DEX +0 0 -7 armor-load
+3 forgery INT +3 0
-2 gather information CHA -1 0 -1 uncivil
-6 gather information vs orcs " & -4 intolerance
+13 *@ handle animal CHA -1 13 +1 uncivil
+1 heal WIS -1 0 +2 belt
-5 hide DEX +0 0 -7 armor-load/+2 armor
+0 *@ intimidate CHA -1 0 +1 abrassive
-4 intimidate vs orcs " & -4 intolerance
+6 *@$ jump STR +4 9 -7 armor-load
+10 @$ knowledge, arcana INT +3 7
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
-7 move silently DEX +0 0 -7 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 -7 armor-load
+10 @$ spellcraft INT +3 7
+12 @$ spellcraft-learn transmutation INT +3 " & +2 transmuter
+5 spot WIS -1 4 +2 ferret
+7 spot vs orcs " & +2 favoured enemy
+6 survival WIS -1 4 +3 Gwaeron's Blessing
+8 survival vs orcs " & +2 favoured enemy
+2 *@ swim STR +4 12 -14 armor-load x2
no tumble DEX +0 0 -7 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 = +4 level of existing arcane spellcasting class = Transmuter level 5
- abjurant armor = abjuration spells recieve +4 shield bonus or +4 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) = 4/2 = 2
- arcane boost: swift action, duration = 1 round
- spend uncast spell to grant insight bonus to martial abilities as follows:
- attack roll bonus = spell level
- weapon damage bonus = spell level x2
- AC bonus = spell level
- saving throw bonus = spell level
- resistance (acid, cold, electricity, fire or sonic) = spell level x5
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; -9 hit = +9 damage
- two-handed weapons; -9 hit = +18 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
Gwaeron's Blessing (bonus feat: for all existence on this plane)
- Skill Focus: survival +3
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: 2+1b+3T 2: 1+1b+3T 3: 0+1b+3T 4: 0 5: 0
6: 0 7: 0 8: 0 9: 0
DC
0: 13 detect magic, flare, magehand, mending, open/close, prestidigitation
1: 14 enlarge person, enlarge person, feather fall,
swift ectoplasmic armor (v), swift shield, swift shield
2: 15 still bull's strength (0), knock (v), swift resist energy,
swift still shield, sonic weapon (v)
3: 16 displacement (v,m), still bull's strength, still fly (0), still fly (0)
caster level = 5
arcane spell failure = 40%
- as a swift action can cast 2 spells with Still spell feat for free
abjuration spells: level 2 or less = cast as a swift action (quicken spell)
transmutation spells x3: -1 level cost for a metamagic feat
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 (8/100 pages)
- conjuration, enchantment and necromancy prohibited
(1/4) Abjur: resist energy (vs)
(2/14)+1 Trans: bull's strength(vsm), knock (v), sonic weapon (v)
SKA'ARR's SPELLBOOK #3: Level 3 Spells (6/100 pages)
- conjuration, enchantment and necromancy prohibited
(1/5) Illus: displacement (vm)
(1/11) Trans: fly (vsf)
==============================================================================
GEAR Total WT= 112.5 + 71.5 = 184 + LOOT (medium load)
load: light = 133 medium = 266 heavy = 400
WT Item
--- ---------------------
0 explorer's outfit
0 wooden holy symbol of Shaundakul (1 gp)
0 HEAD: OPEN SLOT
0 FACE: Third Eye Clarity (3,000 gp)
- usable 1/day
- removes confused, dazed, fascinated or stunned conditions
0 THROAT: Amulet of Natural Armor +1 (2,000 gp)
- grants +1 natural armor AC enhancement bonus
1 SHOULDER: Cloak of Resistance +1 (1,000 gp)
- grant +1 resistance bonus to all saving throws
100 BODY: "Deep Defender" (19,800 gp)
Dwarvencraft Adamantine Blueshine Heavy Plate +1
- cost/wt includes Adamantine Gauntlets below
- adamantine = DR 3/-
- blueshine
- armor immune to acid damage and rusting effects
- wearer gains +2 competence bonus to hide skill
- dwarvencraft
- armor gets +2 bonus to all saving throws
- hardness +2; total = 20+2+2 = 24
- hp +10; total = 9*5+10+10 = 65
Iron Ward Diamond: lesser armor crystal (2,000 gp)
- adds +3 DR/-, 30 hp/day
- only usable on medium or heavy armor +1 or better
Restful Crystal: least armor crystal (500 gp)
- not fatigued after sleeping in armor
- only usable on masterwork armor or better
0 TORSO: OPEN SLOT
0 WAIST: "The Helping Hand" (750 gp)
Healing Belt
- cursed, cannot willingly remove it
- gain +2 competence bonus on heal checks
- has 3 charges/day, renewed at dawn
- heal 2d8 damage = 1 charge
- heal 3d8 damage = 2 charges
- heal 4d8 damage = 3 charges
0 FEET: OPEN SLOT
0.5 ARMS: Bracers of Arcane Freedom (2,300 gp, MIC 80)
- swift action, 2/day = 0
- 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: "Deep Destroyer" (+0 gp)
Adamantine Gauntlets
- made from adamantine (wt & gp value included with heavy plate)
- ignores hardness less then 20
- light melee simple weapon (1d3)
- considered an unarmed strike, lethal damage
0 RING1: Ring of Protection +1 (2,000 gp)
- grant +1 deflection AC bonus
0 RING2: OPEN SLOT
0 SHIELD: OPEN SLOT
10 "Touch of Death" Green Dragonfang Spiked Chain +1 (2,625 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 12, hp 20
- acid damage bonus = +1
10 "Skull Crusher" cold iron heavy flail (30 gp)
- trip: can drop flail to avoid a trip
- disarm: +2 bonus on all opposed attack rolls for disarm
- hardness 5, hp 10
8 "Selune's Justice" Silver Greatsword +1 (2,530 gp)
- hardness 12, hp 20
3 "Wind Seeker" mighty composite longbow, masterwork (800 gp)
- mighty (STR 18, dam +4)
3 quiver
- normal arrows = 11
- masterwork arrows = 9
3 quiver
- normal arrows = 3
- cold iron arrows = 8
- silver arrows = 9
1 quiver
6 - javalins = 3
0.5 bandoleer, masterwork = 12/12 items (5 gp)
4 - flask, acid (10 gp) x4
4 - flask, alchemist's fire (20 gp) x4
4 - flask, holy water (25 gp) x4
1 potion belt, masterwork = 5/10 vials (60 gp)
- retrieving a potion/vial is a free action once per round
- Oil of Bless Weapon (100 gp) = x1
- Oil of Magic Weapon (50 gp) = x1
- Potion of Jump (50 gp) = x1
- vial of anti-toxin (50 gp) = x1
(+5 alchemy bonus to saves vs poison, dur = 1 hour)
- Vial of Universal Solvent (50 gp) = x1
0.5 belt pouch
0.5 - COINS
0.5 - small steel mirror (10 gp)
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) x1
0.5 scroll case #2
- Arcane Scroll: shield +4 AC - CL 1 (25 gp) x1
0.5 scroll case #3
- Arcane Scroll: expeditious retreat - CL 1 (25 gp) x1
- 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) x1
0 Wand of Cure Moderate Wounds - 1 charge (90 gp)
0 Wand of Cure Light Wounds - 50 charges (750 gp)
2 backpack
5 - Lord Faragut the Ferret
3 - Tabitha's Journal (Ska'arr's Spellbook #1)
3 - Ska'arr's Spellbook #2
3 - Ska'arr's Spellbook #3
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
==============================================================================
TREASURE
pp =
gp = 4
sp =
cp =
silver chain with silver medallion etched with the image of a single eye
- indicates is a friend of Zandever "Nighteyes" Eyredanus
==============================================================================
SPECIAL NOTES:
- owes the Magic Shoppe a "favour"
CL12 C12 bonus feat - weapon focus = +1 hit spiked chain
CL13 s2 fighter bonus feat - weapon specialization = +2 dam spiked chain
CL15 C15 bonus feat - improved disarm
CL18 C18 bonus feat - armor specialization: heavy plate (DR 2/-)?
==============================================================================
Wish-List (equipment/magic)
---------------------------
Ability Score Boosters
Shaundakul's Boots (6,300 gp) - Magic of Faerun
- increase wearer's base speed by 10 feet
- double base speed (not counting boots effects) for 5 min = 1/day
- "Find the path" = once per tenday
Crystal of Energy Assault, lesser weapon crystal, +1d6 energy damage (3,000 gp)
- acid, cold, electricity, or fire
- not cold or electricity since going up against undead, so acid or fire
Green Dragonfang Spiked Chain +1 (2,650 gp)
- everbright (+2,000 gp)
- sweeping (+1 bonus)
= STR +2 competence bonus on trip attacks
- disarming (+1 bonus)
= STR +2 on disarming attempts, cannot be disarmed with this weapon
- warning (+1 bonus)
= +5 insight bonus to initiative
- metalline weapon (+2 bonus)
= standard action, change weapon composition to adamantine,
alchemical silver, cold iron or ordinary steel
- collision (+2 bonus)
= +5 damage
Dwarvencraft Adamantine Blue Shine Heavy Plate +1 (19,800 gp)
- upgrade: twilight (+1 bonus; = +2; +3,000 gp) ignore 10% arcane spell failure
- upgrade: magic +2 (= +3; +5,000 gp)
- upgrade: magic +3 (= +4; +7,000 gp)
Iron Ward Diamond,
- Upgrade: greater armor crystal DR 5/-, up to 50 hp/day (8,000 gp)
Belt of the Reinforced Form (5,400 gp) (or other body slot, since have cursed belt on)
- While you wear a belt of the reinforced form, whenever you are the target
of a transmutation spell or spell-like effect, or some other transformative
effect such as an aboleth’s slime or a basilisk’s petrifying gaze, you gain
a +4 bonus on your saving throw.
- In addition, once per day, when casting a transmutation spell with a
casting time of 1 standard action on yourself, you can cast that spell
as a swift action instead.
Helm of Battle (2,000 gp, 0 lbs) MIC 111
- swift action (command), gain +2 bonus on next attack roll or ability check
to attempt a bull rush, disarm, overrun, sunder or trip attempt during
your turn
Angel Helm (10,000 gp, 2 lbs) MIC 71
- any weapon used is good-aligned
- cast cure critical wounds, dispel evil, resist energy (acid/cold only) each 1/day
Spellsword Channelling Spells for Spellbooks
- Baleful Polymorph
- Disintegrate
- Flesh to Stone
- Fireball
- Lightning Bolt