Jhenavi of Tayne          (Cohort of Caitlyn, the Paladin)

          Languages: Common, Elven, Celestial, Abyssal, and Infernal;

                    Plus Draconic, Undercommon, Dwarven, and Sylvan.

          4'6", 100 lbs. 315 yo. Female Elf, Lawful Good, Cleric 5 / Wizard 3


          Abilities:

          Str     12                +1

          Dex   16                +3

          Con   13                +1

          Int     17                +3

          Wis   18                +4

          Cha   10                +0

          HP     47 = 5d8 Cleric + 3d4 Wiz + 08 Con

          AC    17 = 10 + 3 Dex + 4 Magic Studded Leather

                              Flat Footed = 14    Touch = 13            Flat Touch = 10

          Fight Defensive: -4 Hit, +2 AC. Total Defense: +4 AC, no threats or AoO’s

 

          Init    +03 = +3 Dex

          Fort   +08 = 4 Clr + 1 Wiz + 1 Con + 2 Cloak

          Ref    +07 = 1 Clr + 1 Wiz + 3 Dex + 2 Cloak

          Will   +13 = 4 Clr + 3 Wiz + 4 Wis + 2 Cloak

                    Speed: 30/120 (Base 30, Studded Leather)

 

          Melee                    +05    = + 3 Clr + 1 Wiz + 1 Str

          Damage                 +01    = +01 Str

          Ranged                  +07    = + 3 Clr + 1 Wiz + 3 Dex

                    Point Blank +1 hit/dam w/n 30'.

          +1 Def. Morningstar        +06 (1d8)+1         20 x2

          +1 Comp Sbow +1 Str     +09 (1d6)+1         20 x2 70'     14xMW___

\

          Elf Racial Abilities:

          +2 Dexterity, -2 Constitution.    Base Move 30'.      Favored Class: Wizard.

          Low-Light Vision. Immunity to magical sleep, +2 versus Enchantments.

          Weapon Proficiency: longsword, rapier, longbow, shortbow.

          +2 Spot, Listen, and Search. Passive search for secret doors.


           Background - Linguist: Speak Language is a class skill.


          Feats:

          1.       Point Blank Shot: +1 hit and +1 dam ranged w/n 30 feet (1st Lev)

          2.       Scribe Scroll: create magic scrolls (Wiz bonus)

          3.       Precise Shot: No -4 penalty for shooting into melee (3rd Lev)

          4.       Craft Wand: create magic wands (6th Lev)


 

          Skills:                    [4 Background + 20 start + 20 Clr + 15 Wiz = 59]

          Appraise                +06    = 0 + 3 Int + 3 Familiar

          Balance                  +03    = 0 + 3 Dex - 0 Mag Stud Leather

          Climb                    +01    = 0 + 1 Str - 0 Mag Stud Leather

          Concentration        +12    = 11 + 1 Con

          Craft                      +03    = 0 + 3 Int

          Escape Artist         +03    = 0 + 3 Dex - 0 Mag Stud Leather

          Heal                       +04    = 0 + 4 Wis

          Hide                       +03    = 0 + 3 Dex - 0 Mag Stud Leather

          Jump                      +01    = 0 + 1 Str - 0 Mag Stud Leather

          Know Arcana        +14    = 11 + 3 Int (constructs, dragons, magical beasts)

          Know Architect.    +04    = 1 + 3 Int

          Know Dungeon.    +04    = 1 + 3 Int (aberrations)

          Know Geography  +04    = 1 + 3 Int

          Know History        +04    = 1 + 3 Int

          Know Local           +04    = 1 + 3 Int (humanoids)

          Know Nature         +04    = 1 + 3 Int (fey, giants, monstrous humanoids)

          Know Planes         +11    = 8 + 3 Int (outsiders, elementals)

          Know Religion      +11    = 8 + 3 Int (undead)

          Listen                    +06    = 0 + 4 Wis + 2 Elf [+2 Familiar]

          Move Silent           +03    = 0 + 3 Dex - 0 Mag Stud Leather

          Ride                       +03    = 0 + 3 Dex

          Search                    +03    = 0 + 3 Int + 2 Elf

          Sense Motive         +01    = 0 + 4 Wis

          Spellcraft               +14    = 11 + 3 Int

          Spot                       +06    = 0 + 4 Wis + 2 Elf [+2 Familiar]

          Speak Language    +00    = 4 = Draconic, Undercomm, Dwarven, Sylvan.

          Survival                 +04    = 0 + 4 Wis

          Swim                     +01    = 0 + 1 Str - 0 Mag Stud Leather

          Use Rope               +03    = 0 + 3 Dex




          Cleric Abilities:

          Aura of Good.

          Turn Undead (Su): as Cleric Level 5 (Cleric 1 + Paladin 3)

                    Page 159, 3 + 0 Cha = 3 times per day.

                    Turn Check = d20 + 0 Cha +2 Know Religion Synergy.

                    Turn Damage = 2d6 + 0 Cha + 5 Clr

                    60 foot radius. Duration 10 rounds.

                    Domains: Good (Caster Level +1), and Protection (Prot. Ward)

          Cleric Spells: Wis 18 yields +1 First, +1 Second, +1 Third, +1 Fourth

 

          5 Zero                    4+1 1st                   3+1 2nd                 2+1 3rd

          Zero:                      First:                      Second:                  Third:

 

          1)                           1)                           1)                           1)

 

          2)                           2)                           2)                           2)

 

          3)                           3)                           3)                           Dom)

                                                                                                      3d8+1/lev

          4)                           4)                           Dom)

                                                                        2d8+1/lev

                                         Dom)

                                         1d8+1/lev


          Wizard Abilities:

          Summon Familiar, Scribe Scroll

          Wizard Spells: Int 17 yields +1 First, +1 Second, +1 Third

 

          4 Zero                              3 1st                                 2 2nd 

          Zero:                                First:                                Second:

 

          1)                                     1)                                     1) 

 

          2)                                     2)                                     2) 

 

          3)                                     3) 


          4) 


          Wizard Spellbook:

          Zero: All.

 

First: Mage Armor, Magic Missile, Ray of Enfeeblement, Expeditious Retreat, Identify, Disguise Self, Silent Image, Sleep


          Second: Melf’s Acid Arrow, Scorching Ray.

 

          Carrying Capacity 43# Light         86# Med(-3)          130# Heavy(-6)

          Equipment Carried                               Weight

          Necklace of Fireballs: 1x5d6, 1x3d6, Amulet of Darkvision, Cloak of

          Resistance, Explorer’s Outfit, Holy Symbol - Wood,

          Scroll - Cleric: comprehend languages 1, obscuring mist 1, remove fear

                    1, hide from undead 1

          Scroll - Cleric: remove paralysis 2, delay poison 2, darkness 2

          Scroll - Cleric: remove disease 3, remove disease 3, dispel magic 3,

                    water walk 3

          Scroll - Cleric: bear’s endurance, lesser restoration, lesser

                    restoration, bless weapon.

Scroll - Wizard: disrupt undead, reduce person, false life

          Wand - Bull’s Strength (+4, 5 min)  01.00           0 charges used, 50 left

          Wand - Cure Light                             01.00           8 charges used, 42 left

          Wand - Detect Magic                         01.00           9 charges used, 41 left

          +1 Studded Leather Armor               20.00

          +1 Defending Morningstar                06.00

          +1 Comp SBow, +1 Str                      02.00

          14 MW Arrows                                    03.00

          Dagger, continual flame                    01.00

          Light Steel Shield                                 06.00

                                         Subtotal                 41.00 lbs      Light Load

          Backpack                                              02.00

          Healer’s Kit (+2) 10 uses                     01.00

          40 arrows                                             06.00

          Waterskin                                             04.00

                                         Subtotal                 13.00 lbs

                              GRAND TOTAL            54.00 lbs      Medium Load

          Cash: [50 coins weigh 1 pound; 1 coin weighs 0.02 pounds]

          Platinum                Gold            Silver           Copper

                00                      00               00              00


          Aramil, the Raven Familiar

          Tiny Magical Beast

          Hit Dice 8d8 = 23 HP

          Init: +2      Speed: 10 feet (2 squares) / fly 40 feet (8 squares)

          Armor Class: 14 (10 +2 size + 2 dex), touch 14, flat 12

          BAB/Grapple: +4 / -13

          Attack:         Claws (base 4 + 2 Dex + 2 Tiny) = +8 melee (1d2-5)

          Full Attack: Claws +8 melee (1d2-5)

          Space/Reach: 1-1/2 feet/0 feet

          Special Attacks: — Special Qualities: Low Light Vision,

          Fort   +05    = base 5 (shared, would have been 2) + 0 Con

          Ref    +04    = base 2 (shared, would have been 2) + 2 Dex

          Will   +09    = base 7 (shared, would have been 0) + 2 Wis

          Abilities: Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6

          Skills: Listen +3, Spot +5

          Feats: Weapon Finesse.

 

          Empathetic Link: 1 mile. Share Spells. Share Base Saves.

          Improved Evasion: Ref success => no damage, failure => half damage.

          Share Spells. Empathetic Link. Deliver Touch Spells.

          +3 to Appraise.

          Can speak Common as a supernatural ability.