Forgotten Realms Campaign - established August 15, 2002
Dungeons & Dragons 3.5 Edition
Character Played by Nathan Plemons
55 Active Game Sessions, Created on 08/14/2002
Name: Grim Tarnruth Alignment: Neutral (evil tendancies)
Male Half-Elf Medium Humanoid (Elf)
Character Level: 21 (ECL 21) XP: 237,059 (MXP: 255)
Primary Class: Ranger 1
Multi-Classes: Fighter 5, Sorcerer 2
Prestige Classes: Arcane Archer 1, Deepwood Sniper 3, Order of the Bow Initiate 9
Ability Base Race Age Inherent Level Magic Temp Total Mod
STR: 17 +0 +0 +0 +0 +0   17 / ____ +3 / ____
DEX: 17 +0 +0 +0 +3 +4   24 / ____ +7 / ____
CON: 11 +0 +0 +5 +1 +0   17 / ____ +3 / ____
INT: 10 +0 +0 +0 +0 +0   10 / ____ +0 / ____
WIS: 12 +0 +0 +5 +1 +0   18 / ____ +4 / ____
CHA: 14 +0 +0 +0 +0 +0   14 / ____ +2 / ____
Armor Class: 30
  touch 20     flat-footed 22

(+7 Dex, +2 amulet of natural armor, +8 bracers of armor, +3 ring of protection)

BAB: +19/+14/+9/+4
EAB: +1
Grapple: +23
Space/Reach: 5 ft./5 ft.
Speed: 30 ft. (30 ft. base - 6 squares)

Languages: Chondathan, Common, Elven

Saving Throws Base Ability Magic Misc Epic Total
Fortitude +12 +3 +2 +0 +0 +17 / ____
Reflex +14 +7 +2 +0 +0 +23 / ____
Will +10 +4 +2 +0 +0 +16 / ____
Hit Dice: 2d4+6 plus 4d8+12 plus 15d10+45 (180 hp)
                   
Initiative Modifier: +13 (+7 Dex, +2 Blooded, +4 Improved Initiative)
                   
+2 longsword
crit. 19-20/x2
+25 +20 +15 +10 melee 1d8+5
         
+2 warhammer
crit. 20/x3
+25 +20 +15 +10 melee 1d8+5
         
+3 flaming lucky shock mighty (+3 Str) composite longbow
crit. 19-20/x4, 195 ft. - 39 squares
+37 +32 +27 +22 melee 1d8+9 plus 1d6 electricity plus 1d6 fire
         
with Point Blank Shot add +1 to attack and +3 damage rolls against targets within 30 ft.
rapid shot +3 flaming lucky shock mighty (+3 Str) composite longbow +35/+35/+30/+25/+20 ranged (1d8+9 plus 1d6 electricity plus 1d6 fire, crit. 19-20/x4, 195 ft. - 39 squares) with Point Blank Shot add +1 to attack and +3 damage rolls against targets within 30 ft.
manyshot +3 flaming lucky shock mighty (+3 Str) composite longbow +29/+29/+29/+29 ranged (1d8+9 plus 1d6 electricity plus 1d6 fire, crit. 19-20/x4, 30 ft. - 6 squares) with Point Blank Shot add +3 damage roll of one shot.

Manyshot: Apply precision-based damage (such as Point Blank Shot and sneak attack) only once; if you score a critical hit, only the first arrow deals critical damage, all others deal normal damage.
Spell/Effect            
Duration            
Ember - Hell Hound Pelt Cloak - Neutral Good, Int 14, Wis 14, Cha 10, Ego 18 - Languages (understood): Common, Ignan, Infernal - Communicate with wielder via telepathy. See and hear 120 ft.

Intimidate +10, Listen +12; Immune to fire; 3/day-Breathe cone of fire 60 ft. , Reflex DC 17 half, 8d6 fire; Wielder gains fire resistance 20; Wielder gains +4 competence bonus on Listen, Spot, and Survival checks.

 Feats: Additional Magic Item Space (cloak), Armor Proficiency (all), Blooded, Far Shot, Improved Initiative, Manyshot, Martial Weapon Proficiency (all), Point Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency (all), Track, Weapon Focus (composite longbow), Weapon Specialization (composite longbow), Zen Archery Fire Resistance: 20
Magic Item Abilities: endure elements, feather fall
Special Notes: Walk normal speed without slipping on ice.
 Skills: Balance +7 (+7 Dex, 0 ranks), Climb +7 (+3 Str, 4 ranks), Concentration +5 (+3 Con, 2 ranks), Diplomacy +4 (+2 Cha, 0 ranks, +2 racial), Gather Information +4 (+2 Cha, 0 ranks, +2 racial), Hide +14 (+7 Dex, 7 ranks), Jump +7 (+3 Str, 4 ranks), Knowledge (arcana) +2 (2 ranks), Knowledge (religion) +7 (4 ranks, 3 ranks [cross-class]), Listen +14 (+4 Wis, 4 ranks, +1 racial, 1 rank [cross-class], +4 competence from Ember), Move Silently +14 (+7 Dex, 7 ranks), Ride +10 (+7 Dex, 3 ranks), Search +3 (2 ranks, +1 racial), Spot +29 (+4 Wis, 18 ranks, +1 racial, +2 Blooded, +4 competence from Ember), Survival +12 (+4 Wis, 4 ranks, +4 competence from Ember), Swim +5 (+3 Str, 2 ranks), Use Rope +8 (+7 Dex, 1 ranks)
 Special Attacks/Qualities:
Arcane Archer Abilities: All nonmagical arrows fired are enchanted to +1.
Banked Shot (Ex): Fire a single arrow, as a full-round action, at a target within 20 ft. of a wall (but not adjacent to the wall) and treat the target as flat-footed for purposes of AC and damage inflicted.
Deepwood Sniper Abilities: All arrows fired are keen; +30 ft. to all projectile weapon ranges; 10% concealment reduction; projectile improved critical +1; safe poison use.
Half-Elf Traits: Low-light vision; immune to sleep spells and effects; +2 saves against Enchantment; elven blood.
Order of the Bow Initiate Abilties: +4d6 ranged sneak attack within 30 ft. (6 squares); attack with a ranged weapon in a threatened area and not provoke an attack of opportunity; superior weapon focus (composite longbow); free attack; zen archery.
Ranger Abilities: +2 favored enemy--dragons (bonus applies to Bluff, Listen, Sense Motive, Spot, Survival, and Damage rolls); wild empathy.
Spell-Like Abilities: 1/day--magic weapon (on projectile weapons only) (as Sor2). DC 12 + spell level.

 Sorcerer Spells Known (6/5; DC 12 + spell level): 0-level: detect magic, flare, light, mage hand, mending. 1st: magic missile, true strike.

Spellcasting Record
0-level: 11 1st:   2nd:   3rd:   4th:  

Magical Items: +2 amulet of natural armor, boots of the winterland, +8 bracers of armor, +2 cloak of resistance, Ember, eversmoking bottle, +3 flaming lucky shock mighty (+3 Str) composite longbow, +4 gloves of dexterity, helm of underwater action, Heward's handy haversack, +2 longsword, quiver of Ehlonna, ring of feather falling, +3 ring of protection, rope of climbing, wand of cure light wounds (10 charges), wand of slow (12 charges), +2 warhammer.

Potions: potion of blur, potion of cure moderate wounds, potion of cure serious wounds, 2 potions of haste, potion of spider climb.

Portable Hole: 10 ft. deep, 6 ft. diameter, ladder down - 199 arrows, barrel (water), 4 bedrolls, block and tackle, bullseye lantern, 4 chests, firewood (10 days), iron pot, portable ram, 2 shovels, sledge, 7 10-foot poles, 3 tents, 20 torches, trail rations (18 days), 2 winter blankets.

Nonmagical Items: 60 arrows, 5 flasks of healing salve, 1 flask of oil, flint and steel, grappling hook, masterwork potion belt, masterwork short sword, small steel mirror, spell component pouch, trail rations (10 days), 2 waterskins, whetstone.

Platinum (pp): 40, Gold (gp): 31,380, Silver (sp): 15, Copper (cp): 8
Biographical Information
 Height: 5 ft. 5 in.
 Weight: 120 lb.
 Age: 38
 Hair: Blonde
 Eyes: Red
 Patron Deity: Mielikki
 Company: Brotherhood of the Badger
 Homeland: Dalelands
 Bloodline: 50% Human, 50% Elf
 Picture:

 Character Background: Grim Tarnruth was born in the eastern reaches of Shadowdale, on the edge of the Cormanthor forest. His elven mother died while in labor, a fact Grim's father would never let him forget. The death of his mother, along with his glowing red eyes, earned him nothing but torment through most of his childhood. Shunned by his peers, Grim spent the majority of his time hiding in the darkest corners of the forest. In an attempt to become self-sufficient, Grim crafted his first makeshift bow, along with some poor arrows. Hunger eventually improved his aim. Alienated from his father and peers, Grim never received a formal education. Existing as a forgotten outcast, he learned how to completely disappear in the forest.
During his first years in the forest Grim, developed the ability to climb and hide among the trees, making his prey unaware of his presence. Eventually Grim became so good at disappearing into the forest that he developed a new sport-hunting humanoids. Grim never had reason to kill his new prey, but he often shadowed them for days without their knowledge. Many innocent travelers were saved by well-placed arrows; most never even knew they were in danger. In this way, Grim kept himself entertained and learned how to use deadly force, while keeping his own position concealed. Often large targets would require more than one arrow, so Grim would practice firing quickly, so much so that he can fire an arrow every second and a half. When not protecting travelers, Grim enjoys firing arrows at two unequally spaced targets, ultimately trying to make the arrows hit both targets at the same time. Although throughout the years his bow has changed, Grim still prefers hastily constructed rough-hewn arrows; they're just more predictable.
Eventually Grim noticed not all of those traveling through his forest were unarmed. Many of these armed travelers would proceed in small groups, heading blindly into unknown danger. Some such groups would return, others were never heard from again. Occasionally a returning group would appear much wiser and tread much more carefully than before. This behavior peaked Grim's interest, and he observed such groups more carefully. From his observations, Grim not only picked up some valuable skills, he learned the purpose of the groups. Most called themselves adventurers, in search of money or fame, some just for fun. Having grown bored with simply surviving, Grim decided to try the adventuring business himself. With no family to tie him down, Grim is free to roam about the world at will. Grim is currently traveling with the Brotherhood of the Badger, for the money and for the fun, mostly for the money.
 Slain Enemy Record: 6 Abyssal Ghouls, 2 Abyssal Megaraptors, 1 Advanced Chimera, 3 Advanced Ghasts, 1 Advanced Morhg, 1 Advanced Mummy, 1 Arachnoid Gray Render, 1 Arachnoid Roper, 2 Beholders, 1 Blood Fiend Demon, 1 Crawling Claw, 1 Devil - Hellcat, 1 Doomsphere, 1 Drider Fighter, 1 Drow Cleric/Heirophant, 2 Drow Evokers, 1 Drow Evoker/Fighter/Arcane Archers, 14 Drow Fighters, 1 Drow Fighter/Blackguard/Champion, 1 Drow Fighter/Cleric, 1 Drow Fighter/Wizard, 1 Drow Necromancer, 2 Drow Revenant Fighter/Wizards, 1 Drow Revenant Monk/Assassin, 1 Drow Revenant Slave Overseer, 1 Drow Sorcerer, 1 Drow Vampire, 2 Drow Zombies, 1 Eleven-headed Hydra, 1 Fiendish Dire Wolf, 1 Fiendish Kraken, 2 Fire Giant Skeletons, 2 Frost Giants, 2 Ghouls, 1 Grimlock Rogue, 3 Half-Black Dragon Orc Fighters, 1 Half-Elf Wizard, 1 Half-Fiend Kuo-toa, 2 Half-Fiend Mature Adult Red Dragons, 1 Half-Red Dragon Troll Fighter, 1 Half-Troll Minotaur Barbarian, 1 Hezrou Silveraith, 1 Human Rogue/Fighter/Justicar, 1 Kir-lanan Fighter, 1 Kir-lanan Fighter/Sorcerer, 3 Lizardfolk Fighters, 2 Medusas, 1 Mighty Iron Golem, 3 Ogres, 1 Ogre Barbarian, 4 Ogre Zombies, 1 Orb Wraith, 2 Orc Fighters, 1 Orog Bard, 2 Orog Fighters, 1 Orog Fighter/Lasher, 1 Orog Rogue/Fighter/Shadowdancer, 1 Quth-Maren, 1 Raging Arachnoid Feral Ogre, 1 Red-Belly Snakeman Cleric, 1 Revenant Drow Fighter, 1 Roper, 2 Tanarukk Barbarians, 3 Trolls, 1 Vampire Spawn, 2 War Beast Alligators, 4 Winter Wolves, 1 Wood Element Orc, 1 Young Adult Red Dragon