The Journal of Dinnivan d'Sivis

This is an in character journal of a Dungeons and Dragons Eberron campaign known as "The Shattergate Cycle" as written by Dinnivan d'Sivis.

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Location: Urik, Dark Sun

I have been DMing off and on since 1979.

Saturday, December 30, 2006

Dinnivan level 7

Dinnivan d’Sivis Tomebinder
Rock Gnome 7th character level, 3rd level Archivist (cast as level 4), 3rd level Wizard (1st Gnome Illus. Racial Sub. Level, cast as level 4) 1st level Mystic Theurge
Lawful (84) Good (89) Birth Date 892 Rhaan 12th

Stats
S 6 (-2)
D 10 (0)
C 16 (+3)
I 19 (+4)
W 17 (+3)
Ch 11 (0)

AC 11 (15 to giants) hp 52 Speed 20’ Action Points 8 Experience Points 22,954/28,000
Melee attack: dagger -1 (-2 str, -2 flaw, +1 size, +2 wiz,&arch,) damage 1d3-2 19-20/x2
0 vs. kobolds and goblinoids

Saves
Fort +6/+8 vs. illusion (+3 con, +3 Archivist)
Reflex +2/+4 vs. illusion (+1 Archivist, +1 Wizard)
Will +11/+13 vs. illusion (+3 wisdom, +3 Archivist, +3 Wizard, +2 Mystic Theurge)

Skills (48 points Archivist, 18 wizard, 6 Mystic Theurge)
Listen +5 (+3 wisdom +2 gnome 0 ranks)
Craft: Alchemy +8 (+1 rank +4 int +2 gnome +1 specialized)
Profession: Scribe +5 (+3 wisdom +1 rank +1 specialized)
Healing +7 (+3 wisdom +4 ranks)
Decipher script +9 (+1 rank +4 int +2 archivist +2 Sivis Dragonmark)
Speak Language: Goblin (2 skill points but 1 rank)
Hide +8 (+4 small +4 ranks)
Speak Language: Orc (2 skill points but 1 rank)
Knowledge Nature +9 (+5 ranks +4 int)
Knowledge Arcane +13 (+4 int +10 ranks) Magical Beasts
Knowledge Dungeoneering +13 (+4 int +9 ranks) Aberrations
Knowledge Religion +16 (+4 int +10 ranks +2 archivist) Undead
Knowledge Planes +13 (+4 int +9 ranks) Outsiders and elementals
Concentration +7 (+3 con +4 ranks)
Spell craft +16 (+4 Int +10 ranks +2 synergy w/ know. arcane)

Feats
Free- Scribe Scroll
Flaw- Augment Healing (+2 per spell level)
Flaw- Sivis Dragon Mark (comprehend languages 1/day +2 decipher script)
1st Trivial Knowledge (2 dice rolls knowledge checks)
3rd Spell Focus: illusion
6th Leadership
Flaw
Non-combatant (-2 melee)
Shaky (-2 ranged)
Traits
Specialized (+1 alchemy -2 all other crafts)
Specialized (+1 Scribe -2 all other professions)

Languages
Gnome
Common
Burrowing Mammal
Dwarven
Elven
Draconic
Giantish
Orcish
Goblin

Racial Abilities
Low light vision
Innate Spells (at wizard level due to 1st level gnome illusionist racial substitution level):
1/day 1st level Speak with (burrowing) Animals, Ghost Sound, Dancing Lights, Prestidigitation

Class Features:
Archivist:
Dark Knowledge (4/day, move action, 60’, 1 minute, know roll 15=+1 attack, 25=+2 attack, 35=+3 attack)
Illusionist:
Shadow Shaper (hide is class skill but lose bonus feats)
Immediate Magic: Brief Figment 4/day (immediate action, 1 mirror image, 1 round, but lose familiar)
1st level Gnome Illusionist Racial Substitution level: Gnome Illusion Spells:
gnome gains wizard level as level of racial spell-like abilities and -1 spell level on the following spells 0/1st Silent Image, Ventriloquism; 1st/2nd Leomand’s Trap, Minor Image; 2nd/3rd Illusionary Script, Major Image; 3rd/4th Illusionary Wall; 4th/5th Persistent Image; 5th/6th Programmed Image
But has penalty or -1 caster level on Transmutation spells

Archivist Prayer Book
0 All Clerical
1st Cure Light Wounds, Protection From Evil, Summon Monster I, Sanctuary, Hide From Undead, Resurgence, Command, Summon Nature’s Ally I, Entangle, Night Shield, Obscuring Mist
2nd Lesser Restoration, Silence, Hold Person, Cure Moderate Wounds, Summon Monster II (celestial bombadier beetle or celestial giant bee), Shield Other,
Archivist Spells Prepared 4/5/4 (save 14+ spell level or 16+ spell level Illusion)
0 level Cure Minor Wounds x2
1st Obscuring Mist, Cure Light Wounds x2 (1d8+6), Summon Nature’s Ally I, Entangle
2nd Silence, Hold Person, Cure Moderate Wounds (2d8+8), Summon Monster II

Illusionist Spell Book (restricted: conjuration and necromancy, Transmutation caster at level -1)
0 all except conjuration & necromancy plus Silent Image & Ventriloquism
1st Minor Image, Color Spray (p210), Charm Person, Magic Missile, Net of Shadows, Ebon Eyes (trans), Repair Light Damage (trans), Disguise Self, Shield, Reduce Person, Identify, Sleep, Shocking Grasp, Alarm
2nd Phantasmal Assailants (illusion), Flaming Sphere, Mirror Image, Bull’s Strength, Resist Energy, Dark Way (SC p58 for scrolls only), Snowball Swarm (SC p194, 2d6, 140’ range, 10’ radius)
Wizard (Illusionist) Spells Prepared (4/5/4 save 14+ spell level or 16+ spell level Illusion)
0 level Silent Image, Repair Minor Damagex4
1st Color Spray (Illus)x2, Magic Missile, Shield, Repair Light Damage
2nd Phantasmal Assailants (Illus), Flaming Sphere, Mirror Image, Snowball Swarm

Encumbrance
Light <=15, Medium <=30, Heavy <=45
Equipment (current 12 lbs)
Scholar’s outfit (worn) 0 lbs
Everburning shuttered lantern 2 lbs (carried)
Satchel 1.5
Map of Sharn 0 lbs
Traveling Papers 0 lbs
Potion of Mage Armor 0 lbs
3 Scrolls of Net of Shadows 0 lbs
Wand of Dawn Burst (50 charges CM 101)
Wand of Magic Missiles (50 charges)
Wand of Cure Light Wounds 0 lbs (50 charges)
Wand of Cure Light Wounds 0 lbs (50 charges)
Wand of Repair Light Damage 0 lbs (33 charges)
Wand of Shield Other 0 lbs (30 charges level 3)
Wand of Ebon Eyes (50 charges)
Wand of Net of Shadows (50 charges)
Letter of Introduction from Morgrave University 0 lbs
Eberron Dragonshard (20 spell levels) 0 lbs
Glowing blue potion
Belt Pouch 1 lbs
0 gold pieces
3 silver pieces
10 copper pieces
Dagger 0.5 lbs
Spell Component Pouch 2 lbs.
Flame Touched Red Iron Holy Symbol 0 lbs
Heward’s Handy Haversack: Carried for Vaegar 5 lbs total
Main Pack: Max 80 lbs - size 8 cubic feet (used 79.5 lbs)
10 Sling Bullets (Zed) 5 lbs
70 arrows (Elarin) 7 lbs
65 bolts (Vaegar) 6.5 lbs
3 bedrolls 15 lbs
50 foot of silk rope 5 lbs
24 Days Rations 24 lbs
3 water skins 12 lbs
Right Pouch: Max 20 lbs – size 2 cubic feet (used 20 lbs)
Extra clothes/boots for Elaren 5 lbs
Extra clothes/boots for Vaegar 5 lbs
Dinnivan 2 Spell Books 6 lbs
Spell book 3 lbs (100 spell levels total, 0=1, used=42)
Prayer book 3 lbs (100 spell levels total, 0=1, used=28)
Broken Dagger 1 lbs
Dinnivan’s Journal 3 lbs
Left Pouch: Max 20 lbs – size 2 cubic feet (used 14.5 lbs)
6 Potions: 1.8 lbs
3 Holy waters
1 cure Mod 2d8+5
1 anti-toxin
1 fire acidic
1 red potion
1 grayish silver potion
2 fire resistance
1 silver sheen
Ever Bright Lantern 3 lbs
Healer Kit 1 lbs
3 sacks 1.5 lbs
6 days of Iron Rations (Vaegar) 4 lbs
Letter of Credit to house Lyrander 0 lbs
Hobgoblin spell book 3 lbs 1st-Level Spells Magic missile, shocking grasp, alarm, grease, mage armor, shield, sleep 2nd-Level Spells Ghoul Touch, Blindness/deafness, Web, Bull's Strength, Mirror Image 3rd-Level Fireball, Haste
Glamour Weave courtier outfit 2.5 lbs
Brief Personal History: Graduate of the Library of Korranberg’s College of Tabernacles (religion and philosophy). Scion of the Dragonmark House of Sivis. Worships the Sovereign Host with special focus on Aureon (LN god of law, knowledge, lore, and magic) and his wife Boldrei (LG goddess of community, hearth, villages, homes, marriages, and government appointments)

Description:
Hair color- dark gray, Skin Color- light brown, thin arms and legs, small potbelly, Height 3’4’, Weight 46 lbs, Age 106
Feat Plans
9th level Craft Wand
12th Improved Spell Focus: illusion*
15th Elven Spell Knowledge
18th Draconic Archivist
21st Magic of the Land
Skill Plans
Bluff 4 ranks (level 17)
Use Magic Device 5 ranks (+2 synergy w/ spell craft to decipher spell scrolls)
Decipher Script 5 ranks (+2 synergy w/ use magic device involving scrolls)
Spell craft * ranks (+2 synergy w/ use magic device check when one rank in it)
Spells for illusionist (restricted: conjuration and necromancy)
1st True Strike, Sleep, Feather Fall, Scorching Ray, Levitate, Pro/f/Arrows,
Cleric Spells: Repair Light Damage
New Spells to Learn at Korranseburg Library:
Power Word: Fatigue RD 115, Power Word: Pain RD116, Power Word: Sicken RD116, Dawnburst CM 101, Karmic Aura CM 108, Karmic Backlash CM 109, Truecasting CM 121, Dragon Eye Rune DM 66, Path of Frost DM 71, Soul of Order DM 73.
Adept Spells for Archivist:
1st Burning Hands, Obscuring Mist, Sleep
2nd Bull’s Strength, Cat’s Grace, Bear’s Endurance, Cure Moderate Wounds, Darkness, Resist Energy, Scorching Ray, See Invisibility, Web,

S. O. P.
1. When leaving dungeon Paz scouts exit to check for ambush.
2. If DM rolls attack roll and damage at same time Din will use immediate figment for every attack unless otherwise noted.
3. Din is always hiding in the shadows and moving silently unless the movement speed of the party prevents it.
The description of the Knowledge skill indicates that in general, the baseline DC of checks to identify monsters and remember one bit of useful information about their special powers or vulnerabilities is equal to 10 + the monster's HD. Every 5 points by which the check result exceeds the DC yields another useful piece of information (PH 78).
As a general rule of thumb, a DC 15 check or higher will reveal all of the base creature's type and subtype traits as defined in the glossary. This often includes information about energy resistance or various immunities. For instance, a DC 15 Knowledge (arcana) check reveals that dragons have high hit points (12-sided HD), all good saves, and have darkvision out to 60 feet and low-light vision. They eat, sleep, and breathe.
Information specific to the creature, such as its type of damage resistance, spell-like abilities, or immunities come with the high DC check results.

Celestial giant bee CR 1; Medium Magical Beast (Augmented,Extraplanar); HD 3d8 (Vermin) ; hp 13; Init +2; Spd 20, Fly, Good 80; AC:14 (Flatfooted:12 Touch:12); Atk +2 base melee, +4 base ranged; +2 (1d4, Sting); SA: Poison (Ex) , Smite Evil (Su) ; SQ: Racial Traits: Vermin, Darkvision (Ex): 60 ft., Mindless (Ex), Immunity: Mind-Affecting Attacks (Ex), Resistance: Electricity (Ex): 5, Resistance: Cold (Ex): 5, Spell Resistance (Ex): 3 + 5, Resistance: Acid (Ex): 5; AL N; SV Fort +3, Ref +3, Will +2; STR 11, DEX 14, CON 11, INT --, WIS 12, CHA 9.
Skills: Spot +5.
Description: Although they are many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins.
Combat: Giant bees are usually not aggressive except when defending themselves or their hive.
Special Attacks: Poison (Ex): Sting, Fortitude save (DC 13); initial and secondary damage 1d6 temporary Constitution. A bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

Celestial giant bombardier beetle: CR 2; Medium Magical Beast (Augmented,Extraplanar); HD 2d8+4 (Vermin) ; hp 13; Init +0; Spd 30; AC:16 (Flatfooted:16 Touch:10); Atk +2 base melee, +1 base ranged; +2 (1d4+1, Bite); SA: Acid Spray (Ex) , Smite Evil (Su) ; SQ: Racial Traits: Vermin, Darkvision (Ex): 60 ft., Mindless (Ex), Immunity: Mind-Affecting Attacks (Ex), Resistance: Electricity (Ex): 5, Resistance: Cold (Ex): 5, Spell Resistance (Ex): 2 + 5, Resistance: Acid (Ex): 5; AL N; SV Fort +5, Ref +0, Will +0; STR 13, DEX 10, CON 14, INT --, WIS 10, CHA 9.
Description: These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long.
Giant bombardier beetles have no interest in other creatures. They normally attack only to defend themselves, their nests, or their eggs.
Combat: Giant bombardier beetles bite with their mandibles and spray acid.
Special Attacks: Acid Spray (Ex): When attacked or disturbed, a giant bombardier beetle can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed at a Fortitude save (DC 13) or take 1d4+2 points of damage.

wolf: CR 1; Medium Animal ; HD 2d8+4 (Animal) ; hp 13; Init +2; Spd 50; AC:14 (Flatfooted:12 Touch:12); Atk +2 base melee, +3 base ranged; +2 (1d6+1, Bite); SA: Trip (Ex) ; SQ: Scent (Ex), Low-light Vision (Ex); AL N; SV Fort +5, Ref +5, Will +1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6.
Skills: Jump +9.
Feats: Track.
Description: Wolves are pack hunters infamous for their persistence and cunning.
Combat: A favorite tactic is to send a few individuals against the foe's front while the rest of the pack circles and attacks from the flanks or rear.
Special Attacks: Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Player's Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

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