Main Page
Overview
Run List
Glossary
Dramatis Personae
Archives
Calendar
Gods
Magic Items
Miscellany

Aravis Telmir
Dranko Blackhope
Ernest Wilburforce Roundhill
Flicker Proudfoot (NPC)
Grey Wolf 
Kay "Windstorm" Olafsen
Kibilhathur Bimson
Makel Troutman (NPC)
Morningstar, Shield of Ell
One Certain Step (NPC)

Runs 1-10
Runs 11-20
Runs 21-30
Runs 31-40
Runs 41-50
Runs 51-60
Runs 61-70
Runs 71-80
Runs 81-90
Runs 91-100
Runs 101-110
Runs 111-120
Runs 121-130
Runs 131-140
Runs 141-150
Runs 151-160
Runs 161-170
Runs 171-180
Runs 181-190
Runs 191-200
 

Dranko "Coaltongue" Blackhope
Race Half-Orc
Class Cleric/Rogue/Lasher
Level 12 (5/5/2)
Alignment Neutral Good
Current XP 68,851
XP for next 78,000


Hit Points 112
Base Move 30' 

(+) Ability Score Adj.   Save Base Ability Feat Other TOTAL

Strength 11     Fortitude +5 +4     +9
(+1) Dexterity 18 +4   Reflex +8 +4      +12
  Constitution 19 +4   Will +5 +2     +7
  Intelligence 9 -1              
(+1) Wisdom 14 +2   Initiative   +3 +4   +7
(+1)  Charisma 8 -1               


Explanation of "Other" above: (none)
Additional Ability Check Modifiers: (none)
Additional Saving Throw Modifiers: +4 on saves vs. Poison (magic pin)


Armor Type: Elven Chain +1, Buckler +1                      Armor Penalties: +5 Max Dex; -2 Check

AC =   10 +   Size + Dex + Arm + Shld + Other
22 = 10  +  0  +  4  +  6  +  2  +   0

Explanation of "Other" Above: (none)
Additional Armor Class Modifiers: (none)


Attack Adjustments:
+8/+3 (BAB) 
+4 (Ranged weapons only: DEX) 
+1 (Whip; Weapon Focus)

Damage Adjustments:
(none) 
 
WEAPON CRITICAL RANGE (missile) Attack Adj. Damage
Iglat, Heavy Mace +1 20, x2   +9/+4 1d8+1 (+1d6 on max dam)
Mace +2, Chaotic 20, x2
+10/+5 1d8+2 (+2d6 vs. Lawful)
Whip of the Searing Tongue, +1 20, x2 15' +13/+8 1d6+1d2+1 
Sap 20, x2   +7/+2 1d6 (sub.) 
Sling 20, x2 50' +11/+6 1d4


Special Abilities and Feats

Exotic Weapon Proficiency: Whip
Weapon Focus: Whip
Improved Initiative (+4 on INIT rolls)
Craft Magic Arms & Armor

Sneak Attack (+3d6 damage whenever opponent is Flanked, or denied his DEX bonus to AC) 
Evasion (On any successful Reflex Save for 1/2 damage, no damage is taken) 
Uncanny Dodge (retains DEX bonus to AC even when flat-footed, or attacked by an invisible foe) 

Whip Sneak Attack (Total +4d6 Sneak Attack damage with a Whip) 
Close Combat (Whip) (Using Whip doesn't provoke AOO's)
Wound (Can do normal (non-subdual) damage with a Whip)
Whip Lash (Can use a Whip to make AOO's)
Improved Trip (with Whip only)
Third Hand (Ca perform precision manipulations with a Whip)

Lay on Hands (Can heal 2 HP per Level per day) 
Turn Undead (2/day)
Darkvision, 60'

Cast Healing spells and Divinations at +1 caster level
All Knowledge skills are class skills

Distant Healing (2/day, can cast any Cure spell on any target you can see)


Skills (78 Total Points)    Max Ranks: 15/7.5
(skills in italics suffer a -2 check penalty from elven chainmail & buckler)

(32+8+8+8+8+2+2+2+2+2+2+2)=78

Skill
Total
Class
(un)
Ability
Spent
Rank
Spec.
Ab. Adj.
Race
Item
Synergy
Alchemy
 
 
 
INT
 
 
 
 
 
 
 
Animal Empathy
 
 
 
CHA
 
 
 
 
 
 
 
Appraise
-1
 
y
INT
 
 
 
-1
 
 
 
Balance
+4
 
y
DEX
 
 
 
+4
 
 
 
Bluff
+10
R
y
CHA
11
11
 
-1
 
 
 
Climb
+10
R
y
STR
10
10
 


 
 
Concentrate
+6
C
y
CON
2
2

+4
 
 
 
Craft: Leatherwork
+1
R
y
INT
2
2
 
-1
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Decipher Script
 
 
 
INT
 
 
 
 
 
 
 
Diplomacy
-1
 
y
CHA
 
 
 
-1
 
 
 
Disable Device
+4
 
y
DEX
 
 
 
+4
 
 
 
Disguise
-1
 
y
CHA
 
 
 
-1
 
 
 
Escape Artist
+7
R
y
DEX
3
3
 
+4
 
 
 
Forgery
+10
R
y
INT
1
1
 
-1
 
+10
 
Gather Info
+5
R
y
CHA
6
6
 
-1
 
 
 
Handle Animal
 
 
 
CHA
 
 
 
 
 
 
 
Heal
+3
C
y
WIS
1
1
 
+2
 
 
 
Hide
+20
R
y
DEX
1
1
 
+4

+15
 
Innuendo
+5/+3
R
 
WIS
1
1
 
+2
 
 
+2 (Bluff; transmit only) 
Intimidate
+1
 
y
CHA
 
 
 
-1
 
 
+2 (Bluff) 
Intuit Direction
 
 
 
WIS
 
 
 
 
 
 
 
Jump
+0
 
y
STR
 
 
 


 
 
KS: Religion
+0
C
 
INT
1
1

-1
 
 
 
KS


 
INT




 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
Listen
+5
R
y
WIS
3
3

+2

 
 
Move Silently
+15
R
y
DEX
 1
1
 
+4

+10
 
Open Locks
+5
R
 
DEX
 1
1
 
+4
 
 
 
Perform
-1
 
y
CHA
 
 
 
-1
 
 
 
Pick Pockets
+17
R
 
DEX
11
11
 
+4 
 
 
+2 (Bluff) 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Read Lips
 
 
 
INT
 
 
 
 
 
 
 
Ride
+5
(no)
y
DEX
2
1
 
+4
 
 
 
Scry


 
INT




 
 
 
Search
+4
R
y
INT
5
5

-1
 
 
 
Sense Motive
+5
R
y
WIS
3
3
 
+2
 
 
 
Speak Lang.
 
 
 
 

 
 
 
 
 
Spellcraft

 
 
INT




 
 
 
Spot
+9
R
y
WIS
7
7

+2
 
 
 
Swim
+0
 
y
STR
 
 
 

 
 
 
Tumble
+6
 
 
DEX
1
1
 
+5
 
 
 
Use Magical Device
 
 
 
CHA
 
 
 
 
 
 
 
Use Rope
+5
 
y
DEX
2
2
 
+3
 
 
 
Wilderness Lore
+2
 
y
WIS
 
 
 
+2
 
 
 

 

Magic Items

Mace +1 ("Iglat") - (Seablade Point, part II) - An iron mace with a vaguely reddish cast.  The Mace does an extra 1d6 damage whenever ordinary max damage is rolled.  (Critical hits do not increase this bonus).  The wielder of the Mace can speak the word "Iglat" to summon a Small Fire Elemental, once per day.  The Elemental lasts for two rounds, or until it is killed. 

Whip of the Searing Tongue, +1 (Crafted by Dranko) - Does an extra 1d6 normal (non-subdual) damage on a successful hit.  Also casts Searing Light 1/day at 5th Level. 

Mace +2, Chaotic (Zhamir) - Does an extra 2d6 damage vs. Lawful targets

Elven Chain, +1 (Sharshun assailants) - A suit of light, shimmering silver mail rings.  It protects as Chainmail, +1, but all penalties and restrictions are figured as if were Leather armor. 

Buckler +1, Light Fortification - (Zhamir) A polished steel buckler.  It has a 25% chance of negating critical hits.

Potion of Cure Light Wounds (Brewed by Ernie) - Cures 1d8+4 HP.

Potion of Cure Light Wounds (Zhamir) - 1d8+5 HP

Spell Scroll - Sanctuary, Spiritual Weapon (Zhamir)

Spell Scroll - Cure Serious Wounds, Water Breathing, Divination

Wand of Cure Serious Wounds (Crafted by Morningstar) - Cures 3d8+5 HP.  18 charges remaining

Ring of Feather Falling (Black Circle Bestiary) - A silver ring whose device is a small feather.  If the wearer of this Ring falls more than 3', a Feather Fall spell is immediately activated. 

Ring of Opening (God's Thorn) - A bright red ring, which can be used to free imprisoned Yrimpa.

Mirror of Whispers (Gohgan's Basement) - A bronze-framed hand mirror.  The wielder of the Mirror can speak to anyone they can see reflected in it, regardless of distance.  Only the reflected person hears the voice.  Spells cannot be cast through the Mirror. 

Bag of Endless Rope (Orcs near Dingman's Ferry) - A small brown sack, with a small end of rope protruding from the opening.  495' of decent-quality rope can be pulled out of the sack; the other end never comes out.  The rope can be retracted with a quick, intentional tug.  The rope can be cut, but this reduces the amount of rope that comes out of the Bag. 

Boots of True Stealth - Plain leather boots.  The wearer leaves no tracks, and gets a +10 bonus to all Move Silently checks. 

Box of Transport (receiving end) (Frowirth's house) A metal box about the size of a shoebox.  Anything placed in its twin (currently possessed by Ozilinsh) will appear in this Box. 

Decanter of Endless Water (Manzanill) A sea-green crystal decanter.  The wielder can command the Decanter to pour water at one of three speeds: stream, fountain, and geyser.  It can also suck.  So to speak.  The Geyser is 20' long, emits water at 30 gallons per round, and does 1d4 points of damage to vulnerable targets (1 per round)  Using the Geyser forces the wielder to make a Strength check at DC 12, due to the back pressure; failure means the Decanter will fly from the wielder's hands, and require both a touch attack and Strength check on a subsequent round to be picked up again 

Pin of Poison Resistance (gift from the Stormknights) - A red and gold pin in the shape of a sword.  It grants the wearer +4 on saves vs. Poison. 

Heward's Haversack (Black Circle Bestiary) - A small Bag of Holding, with an opening of about 10" x 4".  Items placed in it must be asked for before they can be removed. 

Earcuff of Translation (Gift from the Spire) - A small, ring-shaped bronze earcuff.  It allows the wearer to speak and understand one language.  Once set to a particular language, it cannot be reset to another language. Set to Kivian Common.

Robe of Blending (Repose) - A long gray robe.  It grants the wearer +15 on Hide checks, and allows the wearer to cast Change Self once per day.

Glasses of Inversion (Zhamir) - These look like ordinary spectacles, with glass lenses that appear to others to cause refraction.  To the wearer they have no effect on normal sight, but for 1 continuous hour per day can be used to see the opposite face of any object.  This works to a range of 20’. 

Forgery Kit (Zhamir) - A latched mahogany box, about the size of a shoe box.  It contains three compartments.  The first has a light green feather quill. The second has a signet ring with a symbol of a "C" on it, and a block of sealing wax.  The third contains a small ink-pot.  The quill is a Quill of Forgery, which adds 10 to any Forgery check.  The Signet Ring (feather device) casts the Illusory Script spell on any letter sealed with it.   The ink-pot appears only 1/3 full, but any quill dipped into it will become inked, and produces whatever color of ink the writer desires.


Spells

Spheres: Knowledge, Healing 
 
Spell level: 0 1 2 3 4 5 6 7 8 9
Base 5 3+1 2+1 1+1             
Bonus 1 1 1  0            
Total 6 5 4  2            
0 Level Spells 1st- Level Spells 2nd-Level Spells 3rd-Level Spells
Create Water Sanctuary  Shield Other Prot. From Elements
Cure Minor Wounds Cure Light Wounds Cure Moderate Wounds  Cure Serious Wounds
Detect Magic Bane Aid Animate Dead
Detect Poison Bless Animal Messenger Bestow Curse
Guidance Bless Water Augury Blindness/Deafness
Inflict Minor Wounds Cause Fear Bull's Strength Continual Flame
Light Command Calm Emotions Create Food and Water
Mending Comp. Language Consecrate Cure Serious Wounds
Purify Food & Drink Cure Light Wounds Cure Moderate Wounds Daylight
Read Magic  Deathwatch Darkness Deeper Darkness
Resistance  Detect Evil/... Endurance Dispel Magic
Virtue Detect Undead Enthrall Glyph of Warding

Divine Favor Find Traps Helping Hand

Doom Gentle Repose Divine Raiment

Endure Elements Hold Person Invisibility Purge

Entropic Shield Inflict Moderate Wounds Locate Object

Prevarication's Bounty Lesser Restoration Magic Cirlce vs. Evil/...

Invisibility to Undead Make Whole Magic Vestment

Magical Stone Remove Paralysis Meld into Stone

Magic Weapon Resist Elements Negative Energy Prot.

Obscuring Mist Shatter Obscure Object

Protection from Evil/...  Shield Other Prayer

Random Action Silence Prot. from Elements

Remove Fear Slow Poison Remove Blindness/Deafness

Sanctuary Sound Burst Remove Curse

Shield of Faith Speak with Animals Remove Disease

Summon Monster 1 Spiritual Weapon Searing Light


Summon Monster II Speak with Dead


Undetectable Alignment Speak with Plants


Zone of Truth Stone Shape



Summon Monster III



Water Breathing



Water Walk



Wind Wall