Tyraresralloszektempus Dwarf, shapechanger (dire rat) Level 1 Barbarian Level 2 Barbarian Level 3 Barbarian Level 1 Fighter //Adjustment +2 Afflicted Wererat Level 1 Dire Rat Level 2 Fighter Level 3 Fighter Lawful Evil (was Neutral Good) Level 1 Rogue Level 2 Rogue Level 3 Rogue Lawful Neutral Level 4 Rogue future: Warshaper Prestige class? Complete Warrior pg 90 Sizes: Medium (dwarf), Medium (hybrid), Small (dire rat) Experience 1000 1675xp 2083xp 3920xp 6695xp 2005-02-25 8645xp 2005-03-04 9845xp 2005-03-11 11685xp 2005-03-11 13585xp 2005-03-18 13705xp 2005-03-18 14305xp 2005-03-18 18000xp raised from dead 2005-04-01 18600xp 2005-04-01 20070xp 2005-04-08 23610xp 2005-04-15 24210xp 2005-04-29 24420xp 2005-05-06 25470xp 2005-05-13 29320xp 2005-05-20 30262xp 2005-06-03 30542xp 2005-06-10 31872xp 2005-06-17 33952xp 2005-06-24 (2083 from walking through 16 traps!) 34380xp 2005-06-24 (incl another trap!) 35346xp 2005-07-08 35771xp 2005-07-08 39351xp 2005-07-15 (24 traps!) 40626xp 2005-07-22 41376xp 2005-07-29 42736xp 2005-08-05 44064xp 2005-08-19 44251xp 2005-08-26 45751xp 2005-09-02 (quest award) 46786xp 2005-09-02 (hydra, barghests) 44999xp 2005-09-02 (cured of lycanthropy) 46531xp 2005-09-09 49318xp 2005-09-16 50799xp 2005-09-23 (Doban dies) 51370xp 2005-09-23 (giants) 52281xp 2005-09-30 54822xp 2005-10-14 56179xp 2005-10-21 57674xp 2005-10-28 59072xp 2005-11-04 60001xp 2005-11-11 (Barahir dies) 61591xp 2005-11-18 63277xp 2005-11-25 63322xp 2005-11-25 (bonus trap xp) 65443xp 2005-12-09? 67908xp 2005-12-16 68428xp 2005-12-30 69988xp 2006-01-06 72045xp 2006-01-20 73845xp 2006-01-27 75305xp 2006-02-03 77505xp 2006-02-10 Drider madness 80025xp 2006-02-17 83269xp 2006-03-03 the hezru and spectre 84016xp 2006-03-10 84882xp 2006-03-17 basilisk 86425xp 88375xp 2006-03-24 Bear warrior pg16 Warshaper 90 req Bear warrior (or other wildshape) Frenzied berserker 34 req two non-bonus feats /66000 = 12th /78000 = 13th /91000 = 14th Levels: Barbarian 12/12hp, +1 BAB, +2 Fort (12 skills) Barbarian 2/12hp, +1 BAB, +1 Fort (3 skills) Barbarian 7/12hp, +1 BAB, +1 Ref, +1 Will (3 skills) Fighter 6/10hp, +1 BAB, +2 Fort, bonus feat (1 skill), +1 Con Dire Rat 1/8hp, 1 Control Shape (WIS), +0 BAB, +2 Fort, +2 Ref, +2 Will (1 skill) Fighter 3/10hp, +1 BAB, +1 Fort, bonus feat (Combat Reflexes), Earth Sense (full round action while touching the ground (was move) to sense # and direction of every creature within 20' touching the ground, cannot pinpoint location) (1 skill) // not counted Fighter 5/10hp, +1 BAB, +1 Ref, +1 Will, 1 Search Rogue 6/6hp, +2 Ref, Sneak Attack +1, Trapfinding, 3 Search, 4 Disable Device, +1 Con Rogue 6/6hp, +1 BAB, +1 Ref, Evasion, feat: Tactile Trapsmith, 2 Search, 5 Disable Device Rogue 4/6hp, +1 BAB, +1 Fort, +1 Will, Sneak Attack +1 (+2 total), Trap Sense +1, 4 Disable Device, 2 Open Lock, 1 Tumble Rogue 3/6hp, +1 BAB, +1 Ref, Improved Uncanny Dodge, +1 Disable Device, +6 Tumble Tactile Trapsmith: Add Dex (instead of Int) on all Search and Disable Device checks. No penalty for these checks when blind or in darkness. Ancestral Knowledge pg 136 -can make any knowledge check untrained, even with DC > 10 -can use Wis mod for knowledge checks in place of Int bless: +1 to hit, vs fear prayer: +1 to hit, damage, saves, skill checks panicked for 5/4/3/2/1/0 rounds Skill ranks: 43/43 2 Climb 1 Control Shape 7 Craft (Weaponsmithing) 13 Disable Device (Int or Dex) 1 Handle Animal 1 Hide 3 Listen (Wis) 1 Move Silently 2 Open Lock 7 Search (Int) 3 Survival (Wis) 1 Swim 1 Tumble Total 48hp + 10*4hp = 88hp Negative Level: -1 on all skill checks and ability checks. -1 on attack rolls and saving throws. -5 hit points. Dwarf HP taken: 0/92 Initiative: +3 Speed: 30 ft Base Attack: +8/+3 Attack: 2h +2 Greatsword +12/+7 (2d6+4+2) holy (2d6 vs evil) crit 19/20, x2 Attack: 2h +1 Bastard sword +12/+7 (1d10+4+1) ghosttouch crit 19/20, x2 Attack: 1h +3 Vorpal Longsword +13 (1d8+6) crit 19/20, x2, vorpal on 20 Attack: 1h Dwarven Waraxe +10 (1d10+3) masterwork Attack: 2h Dwarven Waraxe +10 (1d10+4) masterwork Attack: 1h Battleaxe (goblin statue) +10 (1d8+4) +1 magic Attack: 1h Battleaxe +10/+8 (1d8+4) +1 magic Attack: 2h Battleaxe +10/+8 (1d8+5) +1 magic Attack: 2h Greataxe +10 (1d12+5) +1 magic Armour Class: 20 (+3 dex, +4 natural, +3 studded leather), touch 13 Armour Class: 22 (+3 dex, +4 natural, +3 studded leather, +2 shield), touch 13 //Armour Class: 22 (+3 dex, +4 natural, +5 mw bp [-3AC]), touch 13 //Armour Class: 24 (+3 dex, +4 natural, +2 shield, +5 bp), touch 13 Special Attack: -- Saves: Fort 12, Ref 10, Will 7 +2AC vs evil Abilities: Str 16, Dex 16, Con 18, Int 8, Wis 16, Cha 6 Skills: Balance +0, Climb +9, Craft (Weaponsmithing) +8, Handle Animal -1, Hide +0, Intimidate -2, Jump +0, Listen +8, Move Silently +0, Search +1, Spot +1, Survival +6, Swim +9 Special Qualities: Alternate form, Darkvision, Fast movement, Low-light vision, Rage 2/day, Rat empathy, Scent, Stability, Stonecunning, Trap Sense +1, Uncanny Dodge, Weapon Familiarity (dwarven weapons) Feats: Alertness (B), Cleave, Great Cleave, Iron Will (B), Power Attack, Weapon Finesse (B), Combat Reflexes Languages: Common, Dwarven Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat. Rat Empathy (Ex): Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats. 100 Candles Holy Symbol of the Garrison Vial 2 More Vials Iridinhael Quest: take the All-Door, Staff and Charter to the celestial garrison Hybrid (medium size) HP taken: 0/80 Initiative: +6 Speed: 40 ft, climb 25ft Base Attack: +6/+1 Attack: Bite +9/+4 melee (1d4+3 plus disease) Special Attack: Disease Attack: 1h +3 Vorpal Longsword +12 (1d8+6) crit 19/20, x2, vorpal on 20 Attack: 1h Dwarven Waraxe +10 (1d10+3) masterwork Attack: 2h Dwarven Waraxe +10 (1d10+4) masterwork Attack: 1h Battleaxe (goblin statue) +10 (1d8+4) +1 magic Attack: 1h Battleaxe +10+8 (1d8+4) +1 magic Attack: 2h Battleaxe +10/+8 (1d8+5) +1 magic Attack: 2h Greataxe +10 (1d12+5) +1 magic //Attack: 2h Greatsword +11+2-0 (2d6+4+2) +2 holy, +2d6 vs evil, -1 level Saves: Fort +13, Ref +10, Will +9 Armour Class: 25 (+5 dex, +3 natural, +4 natural, +3 studded leather), touch 15 AC (naked): 16 (+6 dex), touch 16 AC (shield): 27 (+2 mw shield, +5 dex, +3 natural, +4 natural, +3 stud leather, -1 armour check penalty) 2xMagic Vestment: +2 AC ignore first 84 cold damage; once that's down, ignore first 10 cold per attack Abilities: Str 16, Dex 22, Con 20, Int 8, Wis 16, Cha 6 Skills: Balance +7, Climb +16, Craft (Weaponsmithing) +8, Handle Animal -1, Hide +11, Intimidate -2, Jump +4, Listen +8, Move Silently +7, Search +1, Spot +1, Survival +6, Swim +8 Special Qualities: Alternate form, Damage reduction 5/silver, Darkvision, Fast movement, Low-light vision, Rage 2/day, Rat empathy, Scent, Stability, Stonecunning, Trap Sense +1, Uncanny Dodge, Weapon Familiarity (dwarven weapons) Feats: Alertness (B), Cleave, Great Cleave, Iron Will (B), Power Attack, Weapon Finesse (B), Combat Reflexes Rat HP total: 0/80 Initiative: +6 Speed: 50 ft, climb 25ft Base Attack: +6/+1 (+1 size) Attack: Bite +13/+8 melee (1d4+3 plus disease) Special Attack: Disease Saves: Fort +14, Ref +12, Will +9 Armour Class: 20 (+6 dex, +3 natural, +1 size), touch 17 Abilities: Str 16, Dex 22, Con 20, Int 8, Wis 16, Cha 6 Skills: Balance +7, Climb +16, Craft (Weaponsmithing) +8, Handle Animal -1, Hide +11, Intimidate -2, Jump +4, Listen +8, Move Silently +7, Search +1, Spot +1, Survival +6, Swim +16 Special Qualities: Alternate form, Damage reduction 5/silver, Darkvision, Fast movement, Low-light vision, Rage 2/day, Rat empathy, Scent, Stability, Stonecunning, Trap Sense +1, Uncanny Dodge, Weapon Familiarity (dwarven weapons) Feats: Alertness (B), Cleave, Great Cleave, Iron Will (B), Power Attack, Weapon Finesse (B), Combat Reflexes Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat. Can shift form as though using polymorph self. Gear is not affected, doesn't regain hit points. Can only shift to dire rat form (or hybrid once controlled). Disease (Ex): Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Rat Empathy (Ex): Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats. Skills: A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. Special rules: Shifting: Involuntary Change (Control Shape DC 25) check at moonrise on a full moon, and at 75%, 50%, 25%, 0% health. If unaware of condition, stuck until morning. If aware, get one chance to change back. "Preferred Alignment": Lawful Evil Must make a DC 15 + # of times shifted check each time he shifts, or take on the preferred alignment permanently. A voluntary shift takes on the alignment automatically. Curing: Can be cured with Remove Curse or Break Enchantment cast during one of the 3 days of the full moon; the were must make a Will DC 20 for it to stick. Lawful Evil conduct: 1) The world must be cleansed of orcs and goblins. 2) The world must be cleansed of orc- and goblin-lovers. 3) Strength (physical, magical, cunning, whatever) is not just a virtue, it's the virtue. 4) Death is failure. Weakness leads to death. 5) Propagate your genes. 6) Propagate your ideals. Items: Masterwork Dwarven Waraxe Masterwork Shield, heavy steel Studded Leather //Masterwork Breastplate Magic battleaxe +1 Magic ring of endure elements (small green glow) Magic ring of Chameleon Power from B51 - not Magic ring of no effect (B21, faint illusion) - not Magic ring of Meld into Stone (B21, halfling (doppel?), faint conjuration) - not Magic ring of Protection +1 (Talos) Potion of Cure Light Wounds 1 dose dust of disappearance +4 amulet of natural armour 2 doses Cure Critical Wounds magic diamond with powers (in sack) 3 doses of vial of universal solvent (in sack) rooms C98: 79p 51g 19s 3 clear liquid glass vials (not magic) copper plated skull (holy symbol) on gold chain moderately magical large heavy mace magic cloak (faint) large scale armour large heavy wooden shield several animal pelts double bed for giants 4 human-sized beds thick layer animal skins human skull, neatly in the center of 4 beds room C100: wooden coffer (assorted coins and gems) well-wrought sapphire magic wand (faint) magical spoon room C101: large necklace of carved bone fragments (valuable?) small gemstones (indeterminate number) room C102: 3 large greatclubs rusty medium bastard sword 2 disheveled halberds ornate masterwork falchion medium suit masterwork full plate armour moderately magical medium heavy steel shield 3 coils 50' hemp rope 2 empty backpacks small wooden box, containing 16 wax candles E100 ruby E100 silver necklace room E6 Dark Skull - unhallowed wand of inflict critical wounds, 2 charges (folger) wand of nullification? 1/day Fungus from B21 Dwarven Waraxe (from the armoury) Shortbow (from the armoury) Repeating Crossbow (from the armoury) Silver cup (dwarven runes say "Doril's Cup") 2x silver dagger +2 magic greatsword, holy +3 vorpal longsword (folger) +1 magic battleaxe (orc leader) magic greatclub - argliss' guard magic whip - argliss' guard +1 magic greataxe - argliss' guard (kensey) +1 magic bastard sword, ghosttouch (smoky, glassish blade) +1 magic dagger (serrated tooth with runes) +1 magic battleaxe (hobgoblin statue) small bright gold shiny feather (Quaal's Feather Token) magic longbow (faint, evocation) (nick) magic amber stone that's warm to the touch (vague; faint evocation) constantly gives off heat of 110 degrees in a five foot radius non-magic mw bastard sword from pit "Urthieln" engraved in Celestial magic greataxe (faint, evocation; sheds light in 5' radius) +1 quarterstaff, unholy, bane vs undead (+2 vs undead, +2d6 vs undead) +2 magic dagger, bane vs good outsiders (doban) +2 magic dagger, bane vs fae (barahir) +1 magic longspear holy (barahir) +1 magic morningstar unholy (doban) ward staff (5lbs) barghest tooth athak tooth (c9) Holy Symbol of Maruun on silver chain diary-sized book woolen blankets 13 stone arrowheads piece of smooth volcanic glass with symbol of Maruun deep red sphere +2 dex scarlet and blue sphere +2 int pink rhomboid +2 con Barahir has magic buckler (moderate, abjuration) magic splint mail (size medium, made of translucent glass) +1 ghost-touch (unholy) (doban) Rylak has magic ring of climbing 7 medium javelins 2 quivers of arrows (20 per) Nate's stuff: 10pp, goggles of darkvision mw handaxe 450g 51p silver and gold ring with filigree and inlaid design of an owl (600g) Calhiss has 6 mw arrows (magic +1) 4 mw bolts (magic +1) 2 vials of liquid (conj, healing, B85) - a feat every 3rd level Genda, whose hands who break bones - female elf, opalescent eyes, wielding mace, looking at the mountains Silinear, keeper of things arcane - his room contains a dead giant holding a scimitar through the stomach of a woman with snakes for hair Dellacks, the unseen - chained corpses; dead guy with sword and half-plate, necklace Kasil, whose tails shame the stars - charismatic human female, clothed in leather, colourful patches, cape Maclan, demon hunter General Maclan, the hound Archon - splint mail, long metallic bow Kelara - lion headed without armour or weapons, meditating - magic? anvil and hammer Sebardin, tallier of the stock - made of metal Iltherin, the keeper - owl in a library, holding large book and quill Zrino the lantern archon mark of the righteous -> path of the righteous --> dragon narderick demon krasveshk lord glebshayy (race=glabrezu) 4 arms, pincers, magic nasherbiz (race=bebilith) spidery, stalker, web, rips armour off gwarny'z (race=hezru) toady, stench attack a marilith +1 bracers of armour +1 cloak of resistance spell book chest Morcor, whose arms are soaked in blood goblin treasure 123 silver 23 gold uncut sapphire vial of liquid blink dogs 2x coil 50' rope backpack 6 candles tinderbox rusty carving knife full waterskin 1 minotaur skull 3 bugbear teeth light steel shield mw warhammer, dwarven manufacture 2 daggers 3 javelins 3 morning stars 10 javelins 3 light wooden shields 3 leather armour rat pets --- Items from Map A that we definitely have found: potion of cure moderate small bright golden feather (Quaal's Feather Token: whip, dancing weapon - rules) scroll cure light wounds scroll magic missile, cat's grace, flaming sphere (all at 3rd caster level) wand A47 ring of endure elements great axe +1, so far magic dagger +1, evil bracers of armour +3 goggles of night wand of colour spray A104 cloak of resistance +1 (Kensey?) amulet of health +2 (Irony?) scroll magic weapon, obscure object, non-detection (at min caster level; 3rd?) scroll hold person, disguise self, phantom steed, invisibility sphere (arcane) alchemist's lab alchemy supplies (150gp) potion endure elements, invisibility, levitate, protection from law, shield, spider climb magical pan pipes, water damaged (Irony?) heavy steel shield +1 (Hydra) candleholder continual flame 5 rods continual flame mw shortsword that flickers with magic A40 (+1, only partially enchanted) B124: N wall 40', 4' ledge N wall 55', 4' wide 5' long ledge S wall 15', 3' wide 4' long S wall 40', 4' wide 2' long E wall 35', 1' wide 2' long E wall 45', 2' wide 3' long W wall 25', 1' wide 1' long W wall 50', 4' wide 1' long 3" piece of wood, continual flame small gold earring 3 tinder twigs flask of liquid C43 non-magic 7 empty glass vials large clay jug bullseye lantern 3 pints of oil 2 rusty miner's picks 200' hemp rope heavy sledge(hammer!) 327 gold magic tapestry functions as a +2 ghost-touch breastplate 15 lbs; cursed (can't be removed); Tempus hid it under some rubble after the others tried to destroy it O) Origin A) 30' deep, corridor ahead right, corridor to left, cold (sickens) *B) L: corridor straight ahead, corridor to right with door on left hand side C) small completely dark room, 15'x15' (empty) D) 25'x25', door on right wall, opens to 30x15 room, then 20-30' corridor, secret door, Red Horn minotaurs *E) L: corridor straight ahead, corridor to left F) torchlit hall, 4 minotaurs, Broken Axe Tribe, red horn clan's leader grauki seduced by medusa (Saria); Ragmarik (human) G) corridor left-right H) burnt room I) corridor left-right J) corridor off to left (entry is about at the end of the corridor) K) blank wall Siglinde - a female snake who makes magic stuff Mahir's Lab: Eight Strike Fang, a weapon that can kill Anguish and Madness double-bladed sword; strong against shapeshifters and things of chaos +1 cold iron/+2 silver, axiomatic, shapeshifter bane (+2, +2d6), two-bladed Bear Warrior Hits points: d12 Skills: Climb (str), Handle Animal (cha), Intimidate (cha), Jump (str), Listen (wis), Ride (dex), Survival (wis), Swim (str) Skill points per level: 4 + Int mod L BAB F R W Special 1 1 2 0 0 Bear form (black) 2 2 3 0 0 3 3 3 1 1 Scent 4 4 4 1 1 5 5 4 1 1 Bear form (brown) Bear Form (Su): can transform into a bear during Rage. Normal +2 Will, -2 AC from rage, replace ability score bonuses with +8 str, +2 dex, +4 con (for black), +2 AC natural, speed 40ft, Full Attack [2 claws +6 melee (1d4+str) and bite +1 melee (1d6+str/2)]. Gains the bear form's physical qualities (including size, movement, natural armor bonus, natural weapons, space, and reach).