Adventure Date: September 19, 2009
Last Updated: December 22, 2009
class: Sorcerer race: human (Calashite)
level: 5 alignment: chaotic neutral
xp: 14,000 deity: Kossuth
size: medium age: 17 gender: male height: 5'9"
eyes: gray hair: coal black skin: bronze weight: 185 lbs
Campaign: Darkness Rising
Home Region: Calimshan
Languages: Alzhedo (native), Chondathan, Draconic
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STR: 10 0 HP: 43 Speed: 30 ft
DEX: 10 0 AC: 10/14 (no spells/mage armor)
CON: 14 +2 = 10 + 0 (4) + 0 + 0 + 0 + 0 + 0 + 0
INT: 14 +2 base + armor + shield + dex + size + nat + deflect + misc
WIS: 10 0 AC touch: 10/10
CHA: 19/20 +4/+5 AC flat-footed: 10/14 Initiative: +0
Base Attack: +2
====================================================================================
Total = base +Mod +magic +misc
Fortitude: +3 = 1 +2
Reflex: +1 = 1 +0
Will: +4 = 4 +0
saving throw bonus vs magic sleep = +3
saving throw bonus vs paralysis effects = +3
saving throw bonus vs fire spells and abilities = +3
====================================================================================
Attack Bonus Damage Critical Range Type Notes
------------ ------ ------ -------- ----- ---- -----
scimitar+1 +4 1d6+1 18-20/x2 - S
red-dragonfang +1 fire
dagger +2 1d4 19-20/x2 10 P/S cold iron
light crossbow +3 1d8 19-20/x2 80 P cold iron bolt
darkwood 1d8-1 silver bolt
Protective AC Max Check Spell
Item Type bonus Dex penalty Failure Speed WT Notes
------------- ---- ----- ---- ------- ------- ----- --- ------
mage armor armor +4 n/a n/a n/a n/a n/a dur= 5 hours
(force effect: works against (10 hours if
incorporeal touch attacks only) extended)
====================================================================================
SKILLS: Total = 40 max = 8/4 Ability Mod Ranks Misc
+2 appraise INT +2
+0 balance DEX 0 armor
+14 bluff CHA +5 7 +2 cloak
+0 climb STR 0 armor
+12 concentration CON +2 8 +2 circlet
+0 craft INT 0
no decipher script INT
+7 diplomacy CHA +5 +2 bluff
no disable device INT
+7 disguise CHA +5 +2 bluff
+0 escape artist DEX 0 armor
+2 forgery INT +2
+5 gather information CHA +5
no handle animal CHA +5
+0 heal WIS 0
+0 hide DEX 0 armor
+12 intimidate CHA +5 5 +2 bluff
+0 jump STR 0 armor
+12 knowledge, arcana INT +2 8 +2 book
no knowledge, architect/engineer INT
no knowledge, dungeoneering INT
no knowledge, geography INT
no knowledge, history INT
no knowledge, local INT
no knowledge, nature INT
no knowledge, nobility/royalty INT
no knowledge, religion INT
no knowledge, the planes INT
+0 listen WIS 0
+0 move silently DEX 0 armor
no open lock DEX
+5 perform CHA +5
no profession WIS 0
+0 ride DEX 0
+2 search INT +2
+0 sense motive WIS 0
no sleight of hand DEX 0 armor/+2 bluff
+12 spellcraft INT +2 8 +2 arcana
+0 spot WIS 0
+0 survival WIS 0
+0 swim STR 0 armor(x2)
no tumble DEX armor
+7 use magic device CHA +5 2cc
+9 use magic device, scrolls CHA +5 " +2 spellcraft
+2 use rope DEX 0 +2 silk rope
no speak languages n/a 0 cc
=============================================================================
SPECIAL ABILITIES / FEATS
Armor: none
Shields: none
Weapons: all simple, scimitar
Human
- Medium-size
- base land speed = 30 feet.
- +1 extra feat at 1st level.
- +4 extra skill points at 1st level and 1 extra skill point at each
additional level.
- Favored Class: Any
Stalwart Sorcerer: Complete Mage, page 36
- no familiar (this replaces the stalwart sorcerer loss of ability to
cast one of his highest-level spells)
- +2 hp/sorcerer level
- martial weapon proficiency: scimitar
- weapon focus (+1 to hit): scimitar
Spellcasting Prodigy (1st Level bonus feat): Player's Guide to Faerun, page 44
- Charisma = +2 to determine bonus spells
Fire Bloodline (3rd level bonus feat): Dragon Magazine #311
- cannot learn or cast spells with the water descriptor, and all such spells
are removed from the spell lists of all their spellcasting classes
- bonus spells known: 1) hypnotism 2)pyrotechnics 3) tongues [tongue of flame]
4) fire shield 5) cloudkill [smoky effect] 6) summon monster VI [elementals
and outsiders with fire subtype only] 7) delayed blast fireball
8) sunburst 9) meteor swarm
Draconic Heritage (human bonus feat): Races of the Dragon, page 102
- Dragon Blood subtype (Races of the Dragon, page 4):
- Spells, effects, powers, and abilities that affect or target dragons
also affect it (e.g. bane or favoured enemy). No longer of the human-type.
- The sub-type qualifies a creature to use magic items normally only
usable by dragons, and qualifies the creature to take feats that have
the subtype as a prerequisite. The dragonblood subtype also makes
creatures subject to harmful effects that affect dragons.
- Draconic Heritage = Red Dragon
- "Intimidate" is now a sorcerer class skill
- +1 save/Draconic feat against magic sleep and paralysis effects = +3
- +1 save/Draconic feat against fire spells and abilities = +3
Draconic Power (flaw bonus feat): Races of the Dragon, page 104
- +1 to caster level (CL) and to the save DC on all Fire Spells cast
Draconic Toughness (flaw bonus feat): Races of the Dragon, page 105
- +2 hp/draconic feat, including this one
Star-crossed (flaw)
- You keep falling in love with the wrong people. You're the common soldier
who falls in love with the king's daughter at first sight, or the hero who
falls for the villain's daughter without knowing who she is.
- Once per game session, the DM or another player can activate your Flaw in
order to shoot you with cupid's arrow yet again. This tends to leave a
trail of broken hearts in your wake, not to mention a retinue of angered
and concerned third parties.
Righteous (flaw)
- The end justifies the means. You are willing to perform morally repugnant
actions in order to achieve noble goals. Unfortunately, this can alienate
those people who might support your cause if you didn't use such
heavy-handed methods.
- Once per game session, the DM or another player can activate your Flaw in
order to dispel any doubts you might have about the moral justifiability
of your actions. This includes, but is not limited to, overriding any
Qualms (as per the flaw) that you may have, and forcing you to act against
your alignment.
=============================================================================
SPELLS 0: 6 1: 8 2: 6 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0
DC
0: 15 acid splash, detect magic, read magic, resistance, fleeting fame
mage hand
1: 16 expeditious retreat (stone), ghostly tail, hypnotism (feat),
Kelgore's fire bolt, mage armor, magic missile (gloves:3/day max)
true strike
2: 17 mirror image, pyrotechnics (feat), scorching ray
+1 to caster level (CL) and to the save DC on all Fire Spells cast
==============================================================================
GEAR Total WT= 14.25 + 5 (heward's handy haversack) = 19.25
load: light = 33 medium = 66 heavy = 100
WT Item
--- ---------------------
0 traveler's outfit
0 HEAD: Circlet of Mages (5,000 gp)
- avoid losing prepared spell or spell slot; 3 charges/day
- 1 charge = retain 1st level spell
- 2 charges = retain 2nd level spell
- 3 charges = retain 3rd level spell
- grant +2 competence bonus to Concentration checks
- Red Wizards/Scardale mark
0 FACE: OPEN SLOT
0.25 THROAT: Empowered Spellshard (1,500 gp)
- Kelgore's fire bolt; empower spell metamagic feat 3/day
- empower spell = +50 % to spell's variable numeric effects
- Red Wizards/Scardale mark
2 SHOULDER: Cloak of Charisma and Bluffing (1,600 gp)
- grant +1 enhancement bonus to Charisma
- grant +2 competence bonus to Bluff checks
- Red Wizards/Scardale mark
0 BODY: OPEN SLOT
0 TORSO: OPEN SLOT
0 WAIST: OPEN SLOT
0 FEET: OPEN SLOT
0 ARMS: OPEN SLOT
0 HANDS: Gloves of the Starry Sky (1,100 gp)
- emit silvery glow (light spell, standard action = on/off)
- use spell slot, cast magic missile, 3/day, CL=3 or wearer
0 RING1: OPEN SLOT
0 RING2: OPEN SLOT
0 SHIELD: OPEN SLOT
4 "Crimdrac's Claw" Red-Dragonfang Scimitar +1 (4,615 gp)
- dragonfang = +1 fire damage, does not stack, non-magical
- fire opal (2,000 gp value) set into the crosspiece of the
scimitar's hilt that glows with a dim red light. The blade
is hot to the touch.
1 cold iron dagger
2 light darkwood crossbow, masterwork (375 gp)
1 - quiver & 10 silver bolts
1 - quiver & 10 cold iron bolts
1 potion belt, masterwork = 10/10 vials
- retrieving a potion/vial is a free action once per round
- potion of cure light wounds: 1d8+1 hp (50 gp) x3
- potion of cure moderate wounds: 2d8+3 hp (300 gp)
- potion of undetectable alignment (300 gp)
- vial, red-hot pepper spice sauce x2
- vial of darkvision powder (10 gp)
- vial of drow knock out poison (75 gp) x2
[injury DC = 13, unc 1d4 min/ unc 2d4 hrs]
2 spell component pouch
0 Knowstone (1,000 gp)
- add "expeditious retreat" to list of spells known
- Red Wizards/Scardale mark
0 Wand of Sleep (15 gp/charge = 270 gp)
- Caster Level = 1, charges = 18
(range=110 ft & 10 ft rad, 4 HD, Will DC 11)
- command word: "snooze, you lose", spoken in gnome
0 Wand of Detect Magic (7.5 gp/charge = 217 gp)
- Caster Level = 1, charges = 29
- command word: "Eye of the Magus", spoken in draconic
- symbols of Dragon and Eye with Seven Stars
(Search DC 15 to find symbols, Decipher Script DC 15
to decipher the command word for the wand)
- Red Wizards/Scardale mark
5 Heward's Handy Haversack (2,000 gp)
- retrieving any item is a move action; no attacks of opportunity
- left side pouch (20 lbs max: 16 lbs used)
5 - bedroll
3 - blanket
3 - book "The Flow of Fear and Flame" (400 gp)
- by Murgar, the man with fire in his hands
- grant +2 circumstance bonus on Knowledge Arcana checks
0 - 1 Daylight Pellet (15 gp)
- range = 50 ft, "daylight" illumination 60 ft,
- duration = 10 rounds, 1 shot only
5 - Lesser Metamagic Rod of Extend (3,000 gp)
- can cast 3 spells/day as if they have the
"Extend" metamagic feat for spells 3rd level
or lower
- Red Wizards/Scardale mark
0 - signal whistle
- right side pouch (20 lbs max: 19.5 lbs used)
1 - flask of oil
0.5 - belt pouch
0.5 - TREASURE
5 - silk rope, 50 feet
- grant +2 circumstance bonus on Use Rope checks
0 - Arcane Scroll: Identify (RWS) - CL=1 (125 gp) x4
0 - Arcane Scroll: Levitate - CL=5 (250 gp)
0 - Arcane Scroll: Reduce Person - CL=5 (125 gp)
0 - Arcane Scroll: Mage Hand (RWS) - CL=1 (12.5 gp)
0 - Arcane Scroll: Resistance (RWS) - CL=1 (12.5 gp) x3
0 - Arcane Scroll: Mending (RWS) - CL=1 (12.5 gp) x3
0 - Arcane Scroll: Message (RWS) - CL=1 (12.5 gp)
0 - Arcane Scroll: Read Magic (RWS) - CL=1 (12.5 gp)
(RWS = scroll with Red Wizards/Scardale mark)
4 - waterskin
8 - trail rations, 8 days
0.5 - scroll case, maps
- main central pack (80 lbs max: 41.82 lb used)
1 - Container Kit
0 - bells (5)
0 - chalk (5)
0 - fish hook (10)
0 - fish line
0 - flint and steel
0 - ink pen
0 - paper (5 sheets)
0 - vial, empty
0 - vial of black ink (8 gp)
0 - sewing needles (5)
0.5 sack
6.16 - GROUP TREASURE (pp)
0.5 sack
23.66 - GROUP TREASURE (gp)
0.5 sack
0 - GROUP TREASURE (sp)
0.5 sack
0 - GROUP TREASURE (gems and jewellery)
9 - Group Loot
==============================================================================
TREASURE platinum ring (50 gp)
cp = - focus for Gideon's "shield other" spell
sp = 4
gp = 10 1 Red Wizard bronze token (0-level scroll)
pp =
=============================================================================
GROUP TREASURE: weight = 29.82 lbs (coins) + 9 lbs (loot) = 38.82 lbs
cp =
sp =
gp = 1183
pp = 308
5 gold items (500 gp) wt = 5 total
Potions K1, S2, C6, S3? wt = 1 total
Medallion (faint illusion)?
Cloak (faint abjuration)? wt = 2
Wand (enchantment)?
Orb (moderate enchantment)? wt = 1
=============================================================================
In Storage:
cp =
sp =
gp =
pp =
=============================================================================
"Wildfire"
Light Warhorse: large animal, AL = neutral
HD = 3, hp = 22, Init = +1, Spd = 60 ft,
AC = 14, touch AC = 10, flat-foot AC = 13,
space/reach = 10'/5 ft, base attack/grapple = +2/+9
Atk = hoof: +4 melee (1d4+3)
full attack = 2 hooves: +4 melee (1d4+1/1d4+1) & bite: -1 melee (1d3+1)
STR = 16, DEX = 13, CON = 17 , INT = 2 , WIS = 13, CHA = 6
Fort = +6, Ref = +4, Will = +2
Feats = endurance, run
Skills = listen +4, spot +4
SQ: low-light vision, scent
Tricks (6/6): Purpose = combat riding (attack, come, defend, down,
guard, heel)
Carrying Capacity: drag = 3,450 lbs
- light load = 230 lbs (60 ft; run x4)
- medium load = 460 lbs (40 ft; run x4)
- heavy load = 690 lbs (40 ft; run x3)
Equipment
wt (1b) equipment
------- ---------
185 rider
19.5 rider's gear
25 riding saddle
1 bit and bridle
8 saddlebags
1 - flask of oil
0 - flint and steel
5 - silk rope, 50 feet
- grant +2 circumstance bonus on Use Rope checks
-----
244.5 = medium load (40 ft; run x4)
==============================================================================
SPECIAL NOTES: