300 Appendix the War of the Lance in order to protect their tribes. This same pragmatism, together with their close connection to the natural world, makes them guileless and unwilling to spend too much time playing with words or politics. Wemics have the bodies of lions with a humanoid torso that extends upwards from where the lion’s neck would be. Their heads are leonine in appearance, with manes of long black hair and faces that combine catlike traits with those of a human’s. A typical wemic is 10 feet long, and stands almost 7 feet in height. Strategies and Tactics Wemics have six pairs of claws, but typically use their humanoid hands to bear weapons such as clubs or spears. In battle, they carry wooden shields and prefer to attack in groups (or prides). If forced to, they will rear up on their hind legs and attack with their foreclaws. Reknowned as jumpers, a wemic often seeks to attack from higher ground and gain a measure of surprise by leaping out of hiding. Wemic Society Wemics gather in prides, hunting groups of as many as sixteen individuals, some of which are adult males but the greater number being adult females. Each pride belongs to a larger family network, the tribe, lead by a chieftain. Female wemics are typically more skilled at battle than their male counterparts. A chieftain surrounds himself with a personal bodyguard of elite female wemics, for instance, some of which become lovers. Chieftains are always male, given the task of leading prides in war. If a chieftain dies, his subchiefs must win over the chieftain’s bodyguards, who elect the next chieftain out of their ranks. Noncombatant wemics, such as the elderly or those that are not fully mature, are responsible for much of the day-to-day work in the nomadic settlements. Wemics are adverse to laziness and do not see sickness or infirmity as an excuse not to find some important duty within the tribe. Lorekeepers, healers, and caregivers are often wemics too old, too frail, or too weak to act as hunters or warriors. Wemics as Characters Wemics possess the following racial traits. • +8 Strength, +2 Dexterity, +2 Constitution, -2 Charisma. Wemics are as powerful, graceful, and tough as lions, but their pragmatic and guile-less natures make them appear standoffish or blunt. • Large size: –1 penalty to Armor Class, -1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium quadrupeds (or three times that of Medium humanoids). Wemic armor costs four times and weighs twice as much as a comparable suit of Medium armor. • Space/Reach: Wemics have a space of 10 feet, and a reach of 5 feet. • A wemic’s base land speed is 40 feet. • Darkvision out to 60 feet. • Racial Hit Dice: A wemic begins with five levels of monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throws of Fort +1, Ref +4, and Will +4. • Racial Skills: A wemic’s monstrous humanoid Hit Dice give him skill points equal to 8 x (2 + Int modifier). His class skills are Hide, Jump, Listen, Move Silently, Spot, and Survival. Wemics gain a +8 racial bonus on Jump checks. • Racial Feats: A wemic's monstrous humanoid Hit Dice give him two feats. Alertness and Great Fortitude are typical choices. A wemic gains proficiency in all Simple weapons as well as longsword, longbow, composite longbow, shortbow, and composite shortbow. • Natural Attacks: A wemic may use his claws as natural weapons, making two attacks that deal 1d6 points of damage each. A wemic can attack with a weapon at his normal attack bonus and make a single claw attack as a secondary attack. • +4 natural armor bonus. • Automatic Languages: Common, Sylvan. Bonus languages: Nerakese, Nordmaarian, Goblin, Ogre. • Favored Class: Barbarian. • Level Adjustment: +3. A wemic has an effective character level (ECL) of 8 + his class levels.
Appendix 301 Appendix Two: Pregenerated Heroes This appendix includes statistics blocks for the Heroes of the Lance as they are at the beginning of Dragons of Spring. They may be used as pregenerated characters, or you might choose to use them as NPCs or incidental characters if the players are using their own heroes. Note: These stat blocks differ slightly from those in Appendix I, because the skill ranks are provided. You may find this to be useful when advancing the heroes throughout the adventure. Heroes Available as Player Characters in Chapter Nine: Dreams If you are running this adventure with only four players, you may want to provide the players with the stat blocks for Tanis (the Leader), Raistlin (the Sage), Goldmoon (the Prophet), and Tika (the Ingenue) and either advance them by two levels (Tanis +2 levels fighter, Raistlin +2 levels Wizard of High Sorcery prestige class, Goldmoon +2 levels chorister prestige class (or cleric), and Tika +1 level each of fighter and rogue) or have the other four characters remain with the party as NPCs. A third option, which can be quite rewarding, is to assign two heroes to each player, with the following combinations being ideal: Tanis/Kronn (after Chapter 10), Raistlin/Caramon, Goldmoon/Riverwind, Tika/Serinda (after Chapter 10). Two additional characters may be acquired in Chapter Nine, the elven princess Alhana Starbreeze and the druid Waylorn Wyvernsbane. Alhana may be played from the beginning, in Tarsis, although you should take the player aside and explain her role in this first chapter of the adventure. Once the goals of Chapter Nine are completed, Alhana may continue on as a player hero, or remain in Silvanesti (her player taking control of Serinda or Kronn in the next session.) Waylorn must be freed from the Tower of Shalost before he is available for play, but makes a fine addition to the team as a second character for a player, or for a player who has lost their hero to a particularly challenging combat. Like Serinda and Kronn, Alhana and Waylorn remain as NPCs in the adventure if they are not player heroes. Alhana Starbreeze CR 9 Female Silvanesti elf noble 4/fighter 5 LG Medium humanoid Init +1; Senses elvensight (darkvision 30 ft., low-light vision); Listen +6, Spot +4 Languages Common, Dwarven, Elven, Kenderspeak, Khurish AC 20, touch 11, flat-footed 19 hp 53 (9 HD) Immune sleep Fort +7, Ref +6, Will +5 (+7 against enchantments) Speed 30 ft. Melee +2 longsword +11/+6 (1d8+2/19-20) or Ranged +1 shortbow +10/+5 (1d6+1/x3) Base Atk +8; Grp +8 Atk Options Combat Expertise, Point Blank Shot Special Actions inspire confidence 2/day Abilities Str 10, Dex 13, Con 14, Int 16, Wis 11, Cha 16 SQ bonus class skill (Handle Animal), coordinate +1, favor +2 Feats Combat ExpertiseB , Mounted ArcheryB , Leadership, Mounted Combat, Point Blank Shot, Skill Focus (Diplomacy), Weapon Focus (longsword)B Skills Appraise 4/+7, Bluff 5/+8, Climb 8/+7*, Diplomacy 8/+18, Gather Information 4/+7, Handle Animal 10/+13, Intimidate 8/+13, Jump 8/+7*, Knowledge (arcana) 0/+4, Knowledge (nobility and royalty) 4/+7, Listen 4/+6, Move Silently 0/+5*, Ride 10/+13, Search 3/+7, Sense Motive 6/+6, Spellcraft 0/+4, Spot 2/+4 * includes -1 armor check penalty Possessions +2 elven chain, +1 light steel shield, +2 longsword, +1 shortbow w/ 20 arrows, boots of elvenkind, Starjewel Caramon Majere CR 9 Male civilized human fighter 9 LG Medium humanoid Init +0; Senses Listen +0, Spot +3 Languages Abanasinian, Camptalk, Common AC 20, touch 10, flat-footed 20 hp 85 (9 HD); Diehard Fort +9, Ref +3, Will +3 Spd 20 ft. (+1 chainmail); base 30 ft. Melee +1 ghost touch longsword +16/+11 (1d8+8/19-20) or Melee mwk dagger +15/+10 (1d4+5/19-20) or Melee unarmed strike +14/+9 (1d3+5) Base Atk +9; Grp +14 Atk Options Cleave, Great Cleave, Improved Bull Rush, Improved Unarmed Strike, Power Attack Abilities Str 20, Dex 11, Con 17, Int 12, Wis 11, Cha 15 Feats Cleave, Diehard, Endurance, Great CleaveB , Improved Bull Rush, Improved Unarmed Strike, Power AttackB , Quick DrawB , Weapon Focus (longsword)B , Weapon Specialization (longsword)B Skills Handle Animal 8/+10, Intimidate 10/+12, Ride 10/+10, Search 3/+4, Spot 3/+3, Survival 4/+4 Possessions +2 chainmail, +2 light steel shield, +1 ghost touch longsword, mwk dagger, backpack, waterskin, whetstone Goldmoon CR 5 Female nomadic human cleric 8 of Mishakal/chorister 1 LG Medium humanoid War of the Lance (Charming feat, chorister prestige class) Init +2; Senses Listen +4, Spot +4 Languages Abanasinian, Common, Plainsfolk AC 18, touch 14, flat-footed 16 hp 47 (9 HD) Fort +7, Ref +6, Will +14; evasion (ring) Spd 30 ft. Melee +1 quarterstaff +9/+4 (1d6+2) or Ranged +1 sling +9/+4 (1d4+2) Base Atk +6; Grp +7 Special Actions sacred music, turn undead 6/day (+3, 2d6+11, 8th) Cleric Spells Prepared (CL 8th, CL 9th w/healing and good spells, +7 melee touch, +8 ranged touch) 4th—dismissal, divine power, holy smiteD (DC 18), restoration 3rd—daylight, magic circle against evilD, remove curse, remove disease, searing light 2nd—aidD, calm emotions (DC 16), delay poison, enthrall (DC 18), lesser restoration 1st—bless, divine favor, protection from evilD, remove fear, sanctuary (DC 15), shield of faith 0—detect magic, flare (DC 14), lullaby, message, purify food and drink, resistance
302 Appendix D Domain spell. Domains: Good, Healing Combat Gear potion of cure serious wounds (CL 8th), potion of shield of faith +3 (CL 8th) Abilities Str 12, Dex 14, Con 12, Int 12, Wis 18, Cha 17 SQ spontaneous casting (cure spells) Feats Brew Potion, Charming, Empower Spell, Iron Will, Weapon Focus (quarterstaff) Skills Bluff 0/+5, Concentration 4/+5, Diplomacy 8/+13, Heal 10/+14, Knowledge (religion) 10/+11, Perform (lute) 8/+11, Sense Motive 4/+8, Survival 3/+7 Possessions +2 leather armor, +1 quarterstaff, +1 sling and 10 sling bullets, medallion of faith (Mishakal), cloak of resistance +2, ring of protection +2, ring of evasion, healer’s kit, mwk lute, waterskin, blanket Bardic Spells Goldmoon adds the 0-level bard spells to her cleric spell list. Sacred Music (Su) Once a day, as a standard action, Goldmoon may use her music to produce sacred effects. The effects she knows are as follows: Antiphon (Su) Goldmoon may use her music to counter the power of other divine spellcasters. Each round she maintains this effect, she makes a Perform check. Any creature within 30 feet of Goldmoon, including Goldmoon herself, who is affected by a divine spell effect and who can hear the music may use Goldmoon’s Perform check result in place of a saving throw against that spell effect, even if they have already failed a saving throw on a previous round. Goldmoon may maintain this ability for up to 4 rounds. Aria (Su) Goldmoon may lift the spirits of her allies with her song. She grants a +1 morale bonus to saving throws against charm and fear effects and on attack and damage rolls. This is a mind-affecting ability that only benefits allies who can hear Goldmoon, and lasts for as long as she remains singing and for 5 rounds afterward. Psalmody (Su) By spending at least one full round singing and playing an instrument, Goldmoon may charge her divine spells with additional power. For up to five rounds after she stops singing, Goldmoon may Empower or Extend any divine spell she casts even if she does not possess the approprate metamagic feat, and without altering the level of the spell. Once she uses this ablity to affect a spell, the effect ends. Raistlin Majere CR 5 Male civilized human wizard 6/Wizard of High Sorcery 3 N Medium humanoid War of the Lance (Spellcasting Prodigy feat) Init +3; Senses Listen +1, Spot +1 Languages Abanasinian, Common, Elven, Magius, Solamnic AC 16, touch 16, flat-footed 13 hp 26 (9 HD) Fort +4, Ref +8, Will +13 Spd 30 ft. Melee staff of Magius +5 (1d6+1) or Melee dagger of Magius +6 (1d4+2/19-20) Base Atk +4; Grp +3 Wizard Spells prepared (CL 9th, +3 melee touch, +7 ranged touch) 5th—teleport 4th—charm monster (DC 19), dimension door, wall of fire 3rd—deep slumber (DC 18), lightning bolt (DC 17), slow (DC 17), wind wall 2nd—darkness, detect thoughts (DC 16), mirror image, scorching ray, web (DC 16), 1st— burning hands (DC 15), charm person (DC 16), comprehend languages, identify, magic missile, sleep (DC 16) 0—detect magic, ghost sound (DC 14), prestidigitation, read magic Combat Gear potion of resist acid 20 (2), potion of resist cold 20 (2), potion of resist electricity 20 (2), potion of resist fire 20 (2), arcane scroll (CL 9th): cone of cold (DC 19), haste, water breathing, wand of invisibility (20 charges) Abilities Str 9, Dex 16, Con 9, Int 19, Wis 12, Cha 10 SQ arcane research +1, moon magic, order secret (magic of independence), tower resources Feats Brew PotionB , Combat Casting, Iron Will, Magical Aptitude, Scribe ScrollB , Spell Focus (enchantment), Spellcasting ProdigyB Skills Concentration 8/+7 (+11 cast defensively), Decipher Script 5/+9, Heal 2/+3, Knowledge (arcana) 12/+18, Knowledge (history) 12/+16, Profession (herbalist) 9/+10, Search 1/+5, Sleight of Hand 3/+6, Spellcraft 12/+21, Use Magic Device 3/+3 (+7 w/scrolls) Possessions combat gear plus dagger of Magius, staff of Magius, cloak of resistance +2, red robes, herbalist’s supplies, scrolls, ink, writing supplies, spellbook Spellbook prepared spells plus all 0-level spells; 1—endure elements, floating disk, magic missile, silent image, summon monster I, true strike; 2—gust of wind, protection from arrows, resist energy, see invisibility, whispering wind; 3—arcane sight, haste, protection from energy, water breathing; 4—fire shield, mnemonic enhancer, polymorph; 5—cone of cold, overland flight Riverwind CR 9 Male nomadic human barbarian 6/ranger 3 NG Medium humanoid Init +7; Senses Listen +11, Spot +11 Languages Abanasinian, Common, Plainsfolk AC 19, touch 15, flat-footed 16; improved uncanny dodge, TwoWeapon Defense hp 77 (9 HD) Resist fire 10 (ring) Fort +10, Ref +8, Will +5 Spd 40 ft. Melee +1 keen longsword +12/+7 (1d8+5/17-20) and mwk kukri +12 (1d4+2/18-20) or Ranged mwk comp longbow +13/+8 (1d8+5/x3) w/+1 arrows Base Atk +9; Grp +13 Atk Options Combat Reflexes Special Actions combat style (two-weapon), favored enemy animals +2, rage 2/day (7 rounds) Abilities Str 18, Dex 16, Con 14, Int 13, Wis 15, Cha 11 SQ trap sense +2, wild empathy +3 Feats Alertness, Combat Reflexes, EnduranceB , Improved Initiative, Lightning Reflexes, TrackB , Two-Weapon Defense, Two-Weapon FightingB Skills Climb 8/+12, Handle Animal 3/+3, Intimidate 8/+8, Jump 8/+12, Knowledge (nature) 5/+8, Listen 7/+11, Move Silently 8/+11, Profession (herder) 5/+7, Search 3/+4, Spot 7/+11, Survival 8/+10 (+12 aboveground), Swim 8/+12 Possessions +2 leather armor, +1 keen longsword, mwk kukri, mwk composite longbow (Str +4) with 20 +1 arrows, ring of protection +2, minor ring of fire resistance, backpack, camp gear
Appendix 303 Rage (Ex) When Riverwind rages, his statistics change as follows AC 17, touch 13, flat-footed 14 hp 95 (7 HD) Fort +12, Will +6 Melee +1 keen longsword +14/+9 (1d8+7/17-20) and mwk kukri +14 (1d4+3/18-20) Grp +15 Abilities Str 22, Con 18 Skills Climb +14, Jump +14, Swim +14 Tanis Half-Elven CR 9 Male half-elf fighter 8/ranger 1 NG Medium humanoid (elf) War of the Lance (Quick-Thinking feat) Init +5; Senses elvensight (darkvision 30 ft., low-light vision); Listen +6, Spot +9 Languages Common, Dwarven, Goblin, Elven AC 17, touch 13, flat-footed 14 hp 58 (9 HD) Immune sleep Resist +3 on saves against spells, breath weapons, and special abilities of dragons (Wyrmslayer) Fort +9, Ref +7, Will +4 (+6 against enchantment spells) Spd 30 ft. Melee Wyrmslayer +15/+10 (1d8+6/19-20) or Ranged +1 composite longbow +14/+9 (1d8+4/x3) or Ranged +1 composite longbow +12/+12/+7 (1d8+4/x3) with Rapid Shot or Ranged +1 composite longbow +8 (3d8+12/x3) with Manyshot (3 arrows) Base Atk +9; Grp +12 Atk Options favored enemy dragons +2, Manyshot, Point Blank Shot, Rapid Shot Abilities Str 16, Dex 17, Con 12, Int 12, Wis 14, Cha 17 SQ wild empathy +4 Feats Alertness, Endurance, Leadership, ManyshotB , Point Blank ShotB , Precise ShotB , Quick-Thinking, Rapid ShotB , TrackB , Weapon Focus (longbow)B Skills Craft (bowyer) 2/+3, Diplomacy 4/+9, Gather Information 0/+5, Listen 1/+6, Search 5/+7, Speak Language (Dwarven), Spot 2/+9, Survival 6/+8 Possessions +2 leather armor, Wyrmslayer (+3 dragon bane longsword), +1 composite longbow (Str +3) with 20 arrows, daggers (3), cloak of Charisma +2, backpack, camp gear Tika Waylan CR 9 Female civilized human rogue 4/fighter 5 NG Medium humanoid War of the Lance (Improvise Weapon, Greater Improvise Weapon, and Stubborn feats) Init +3; Senses Listen +1, Spot +11 Languages Abanasinian, Common AC 23, touch 15, flat-footed 20; uncanny dodge; Dodge, Mobility hp 57 (9 HD) Resist fire 10 Fort +6, Ref +8, Will +4; evasion Spd 30 ft. Melee +2 short sword +13/+8 (1d6+4/19-20) or Melee frying pan +10/+5 (1d8+2) or Melee shield bash +10/+5 (1d6+1) Base Atk +8; Grp +10 Atk Options sneak attack +2d6, Greater Improvise Weapon (no penalty for using improvised weapons), Spring Attack Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 14 SQ trap sense +1, trapfinding Feats DodgeB , Greater Improvise WeaponB , Improved Shield BashB , Improvise Weapon, Mobility, Spring Attack, Stubborn, Weapon Focus (short sword) Skills Appraise 5/+5, Bluff 10/+12, Hide 10/+13, Intimidate 10/+16, Move Silently 10/+13, Open Lock 10/+13, Profession (barmaid) 10/+11, Sleight of Hand 10/+15, Spot 10/+11 Possessions +2 chain shirt, +1 light steel shield, +2 short sword, frying pan (as heavy mace), minor ring of fire resistance and protection +2 (her father’s ring) Waylorn Wyvernsbane CR 9 Male civilized human druid 8 of Habbakuk/barbarian 1 NG Medium humanoid Init +1; Senses Listen +5, Spot +5 Languages Common, Elven, Solamnic AC 18, touch 11, flat-footed 17 hp 56 (9 HD) Fort +10, Ref +3, Will +9; resist nature’s lure Speed 40 ft.; trackless step Melee +2 scimitar +8/+3 (1d6+1/18-20) or Melee rod of the python +7/+2 (1d6) or Melee +1 shortspear +7/+2 (1d6) Base Atk +7; Grp +6 Special Actions rage 1/day (7 rounds), spontaneous casting (summon nature’s ally spells), wild shape (Small, Medium, or Large) 3/day Druid Spells Prepared (CL 8th, +5 melee touch, +7 ranged touch) 4th—antiplant shell, flame strike (DC 17) 3rd—call lightning (DC 16), cure moderate wounds, neutralize poison, protection from energy 2nd—barkskin (+3), bear’s endurance, bull’s strength, soften earth and stone 1st—calm animals, endure elements, entangle (DC 14), jump, produce flame 0—create water, cure minor wounds, detect poison, know direction, purify food and drink, resistance Abilities Str 8, Dex 13, Con 14, Int 9, Wis 16, Cha 14 SQ animal companion (black bear), nature sense, wild empathy +9 Feats Brew Potion, Combat Casting, Natural Spell, Spear of Doom, Spell Penetration Skills Concentration 4/+6, Handle Animal 6/+9, Heal 6/+9, Knowledge (nature) 6/+9, Listen 7/+10, Spot 7/+10, Survival 9/+14 Possessions +2 wild leather armor, light wooden shield, +2 scimitar, +1 shortspear, rod of the python, amulet of natural armor +2 Colbert, Black Bear Companion CR — N Medium animal Init +1; Senses low-light vision, scent; Listen +4, Spot +4 AC 15, touch 11, flat-footed 14 hp 30 (5 HD) Fort +6, Ref +5, Will +2 Spd 40 ft. Melee 2 claws +7 (1d4+4) Base Atk +3; Grp +7 Abilities Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Feats Endurance, Run Skills Climb +4, Listen +5, Spot +5, Swim +8
304 Appendix Heroes Available as Player Characters in Chapter Ten: Shadows Serinda and Waylorn become available during Chapter Ten: Shadows, when the heroes meet them while traveling in Balifor. Both characters remain NPCs if not chosen as player heroes. If you choose, you may even offer these two characters to the players at the very beginning of the adventure in Tarsis, but you will need to modify some of the later events to suit, and drop them by one level (-1 level of ranger for Kronn, and -1 level of wizard for Serinda). Kronn-Alin Thistleknot CR 10 Male kender ranger 3/rogue 7 CG Small humanoid War of the Lance (Street Smart feat) Init +2; Senses Listen +7, Spot +7 Languages Common, Goblin, Kenderspeak AC 18, touch 13, flat-footed 15; uncanny dodge hp 33 (10 HD); Diehard Immune fear Fort +7, Ref +10, Will +4 (+8 against frightful presence of dragons); evasion Speed 30 ft. Melee +2 chapak +12/+7 (1d6+4/x3) as battlexe or Ranged +2 chapak +12/+7 (1d3+4) as slingshot Base Atk +8; Grp +6 Atk Options combat style (two-weapon), favored enemy goblins +2, sneak attack +4d6 Abilities Str 15, Dex 15, Con 15, Int 10, Wis 12, Cha 12 SQ trap sense +1, trapfinding, wild empathy +4 Feats Diehard, EnduranceB , Resist Dragonfear, Street Smart, TrackB , Two-Weapon FightingB , Weapon Focus (chapak) Skills Balance 6/+10 (+14 taunt), Bluff 3/+6, Gather Information 13/+16, Handle Animal 6/+7, Hide 3/+9, Jump 6/+10, Knowledge (geography) 6/+6, Listen 6/+7, Move Silently 10/+22, Open Lock 0/+4, Sleight of Hand 0/+4, Spot 4/+7, Survival 6/+6 (+8 avoid hazards), Tumble 13/+17 Possessions +2 improved silent moves studded leather, +2 chapak, pouches, various stolen logbooks, spyglass Serinda Elderwood Female Silvanesti elf mariner 6/wizard 4 LG Medium humanoid Legends of the Twins (revised mariner core class, see sidebar page 239) Init +5; Senses elvensight (darkvision 30 ft., low-light vision); Listen +4, Spot +13 Languages Common, Elven, Kenderspeak, Kothian, Saifumi AC 17, touch 13, flat-footed 16; back-to-back +1 hp 36 (10 HD) Immune sleep Fort +6, Ref +7, Will +8 (+10 against enchantments) Spd 30 ft. Melee +2 defending rapier +12/+7 (1d6+2/18-20) or Ranged mwk shortbow +10/+5 (1d6/x3) Base Atk +8; Grp +8 Atk Options dirty strike +2d4 Wizard Spells Prepared (CL 4th, +8 melee touch, +9 ranged touch) 2nd—fog cloud, scorching ray, spider climb 1st—animate rope, expeditious retreat, obscuring mist, ray of enfeeblement 0—acid splash, light, mending, resistance Combat Gear potion of displacement (2) Abilities Str 10, Dex 13, Con 10, Int 16, Wis 15, Cha 15 SQ sailor lore +9, seamanship +2 Feats Combat Casting, Combat ExpertiseB , Improved DisarmB , Improved Initiative, Scribe ScrollB , Weapon Finesse, Weapon Focus (rapier) Skills Balance 9/+12, Bluff 9/+11, Climb 9/+11 (+13 with ropes), Concentration 5/+5 (+9 cast defensively), Diplomacy 0/+4, Gather Information 9/+13, Intimidate 0/+4, Knowledge (arcana) 5/+9, Knowledge (local) 9/+12, Listen 0/+4, Profession (sailor) 5/+9, Search 0/+5, Sleight of Hand 0/+3, Spellcraft 5/+11, Spot 9/+13, Swim 9/+9, Tumble 9/+10, Use Rope 9/+10 Possessions combat gear plus bracers of armor +4, +2 defending rapier, mwk shortbow w/20 arrows, ring of protection +2, minor ring of spell storing (disguise self, mirror image), spellbook Spellbook prepared spells plus all 0-level spells; 1—disguise self, endure elements, feather fall, hypnotism, magic missile; 2—cat’s grace, eagle’s splendor, mirror image, shatter.