Forgotten Realms Campaign - established August 15, 2002
Dungeons & Dragons 3.5 Edition
Character Played by Greg Payton
66 Active Game Sessions, Created on 07/22/2002
Name: Malark "the Damned" Swordwhisper Alignment: Neutral Good
Male Human Medium Humanoid
Character Level: 22 (ECL 22) XP: 249,131 (MXP: 7,370)
Primary Class: Fighter 4
Multi-Classes: Sorcerer 7
Prestige Classes: Eldritch Knight 4, Spellsword 7
Ability Base Race Age Inherent Level Magic Temp Total Mod
STR: 15 +0 +0 +0 +1 +6   22 / ____ +6 / ____
DEX: 15 +0 +0 +0 +1 +6   22 / ____ +6 / ____
CON: 14 +0 +0 +0 +0 +2   16 / ____ +3 / ____
INT: 13 +0 +0 +0 +1 +2   16 / ____ +3 / ____
WIS: 12 +0 +0 +0 +0 +2   14 / ____ +2 / ____
CHA: 15 +0 +0 +1 +2 +6   24 / ____ +7 / ____
Armor Class: 32*
  touch 22     flat-footed 26

(+6 Dex, +5 white robe of the archmagi, +5 amulet of natural armor, +1 insight bonus from dusty rose ioun stone, +5 ring of protection)

BAB: +16/+11/+6/+1
EAB: +1
Grapple: +20
Space/Reach: 5 ft./5 ft.
Speed: 30 ft. (30 ft. base - 6 squares)

Languages: Chondathan, Common, Draconic

*Dodge feat: Choose one opponent per round and gain a +1 dodge bonus to AC against attacks from that foe.
*Mobility feat: When moving into a creature's threatened reach area, gain a +4 bonus to AC.

Saving Throws Base Ability Magic Misc Epic Total
Fortitude +14 +3 +4 +1 +1 +23 / ____
Reflex +6 +6 +4 +1 +1 +18 / ____
Will +12 +2 +4 +1 +1 +20 / ____
Hit Dice: 7d4+21 plus 4d6+12 plus 7d8+21 plus 4d10+12 plus 20 (176 hp)
                   
Initiative Modifier: +10 (+6 Dex, +4 Improved Initiative)
                   
+3 flaming keen shock longsword
crit. 17-20/x2
+27 +22 +17 +12 melee 1d8+11
         
plus 1d6 fire plus 1d6 electricity
dagger of venom
crit. 19-20/x2
+24 +19 +14 +9 melee 1d4+7
         
masterwork light flail
crit. 20/x2
+24 +19 +14 +9 melee 1d8+6
         
masterwork mighty (+3 Str) composite longbow
crit. 20/x3, 110 ft.
+25 +20 +15 +10 ranged 1d8+3
         
Spell/Effect            
Duration            
 Feats: Armor Proficiency (all), Cleave, Combat Casting, Combat Reflexes, Dodge, Epic Toughness, Great Cleave, Improved Initiative, Luck of Heroes, Martial Weapon Proficiency (all), Mobility, Power Attack, Shield Proficiency, Simple Weapon Proficiency (all), Spell Focus (Evocation), Spell Penetration, Weapon Focus (longsword), Weapon Specialization (longsword) Fire Resistance: 20
Spell Resistance: 18
Permanent Spell-Effects: true seeing (divine version) 120 ft.
Special Notes: All-around vision; cannot be flanked; immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); slay living is immediately counterspelled if cast at you.
 Skills: Balance +6 (+6 Dex, 0 ranks), Climb +12 (+6 Str, 6 ranks), Concentration +23 (+3 Con, 20 ranks), Handle Animal +14 (+7 Cha, 7 ranks), Hide +6 (+6 Dex, 0 ranks), Jump +14 (+6 Str, 8 ranks), Knowledge (arcana) +25 (+3 Int, 22 ranks), Listen +7 (+2 Wis, 5 ranks), Move Silently +11 (+6 Dex, 0 ranks, +5 boots of elvenkind), Ride +13 (+6 Dex, 5 ranks, +2 synergy from Handle Animal), Search +7 (+3 Int, 0 ranks, +4 eyes of the spider), Spellcraft +25 (+3 Int, 20 ranks, +2 synergy bonus from Knowledge (arcana)), Spot +15 (+2 Wis, 9 ranks, +4 eyes of the spider), Swim +9 (+6 Str, 3 ranks), Tumble +9 (+6 Dex, 1 ranks [cross-class], +2 synergy bonus from Jump)
 Special Attacks/Qualities:
Corrupting Gaze (Su): 3/day--Gaze at a single target up to 30 ft. away; DC 19 Fortitude negates; 2d10 points of damage and 1d4 points of Charisma drain.
Spellsword Abilities: Channel spell--4/day, as a move-equivalent action, channel any spell into weapon for up to 8 hours or until discharged; ignore arcane spell failure 25%.
 Spellsword Spells Known (6/8/8/8/7/7/5; DC 17 + spell level; DC 18 for Evocation school spells; +4 overcome Spell Resistance; caster level 14th): 0-level: dancing lights†, daze, detect magic, detect poison, flare†, light†, mage hand, read magic, resistance. 1st: feather fall, lesser acid orb†, lesser sonic orb†, magic missile†, shocking grasp. 2nd: cat's grace, levitate, mirror image, scorching ray†, spider climb. 3rd: fireball†, haste, heroism, protection from energy. 4th: acid orb†, greater invisibility, ice storm†, magic missile spray†. 5th: arcing death†, cone of cold†, quintelemental blast†. 6th: disintegrate, greater heroism. 7th: ball lightning†

† Evocation school spell.
Spellcasting Record
0-level: 1 1st: 1 2nd: 7 3rd: 4 4th: 11
5th: 6 6th: 15 7th:   8th:   9th:  

Magical Items: +5 amulet of natural armor, bag of holding type III, +6 belt of giant strength, boots of elvenkind, +6 cloak of charisma, dagger of venom, dusty rose ioun stone, eyes of the spider, 2 +3 flaming keen shock longswords, +6 gloves of dexterity, Heward's handy haversack, incandescent blue sphere ioun stone, pink rhomboid ioun stone, ring of major fire resistance, +5 ring of protection, scarlet and blue sphere ioun stone, wand of dispel magic (13 charges), wand of fireball (8th-level caster) (5 charges), wand of lightning bolt (6th-level caster) (23 charges), wand of magic missile (5th-level caster) (38 charges), wand of Melf's acid arrow (41 charges), white robe of the archmagi.

Potions: potion of alter self, 2 potions of cure light wounds, potion of cure moderate wounds, potion of cure serious wounds, 2 potions of haste, 2 potions of water breathing.

Nonmagical Items: 2 bags of caltrops, bedroll, belt pouch, bullseye lantern, chain (50 ft.), 5 flasks of alchemist's fire, flint and steel, grappling hook, 20 masterwork arrows, masterwork light flail, masterwork mighty (+3 Str) composite longbow, 5 pieces of chalk, signal whistle, small steel mirror, 5 smokesticks, spell component pouch, tent, 5 thunderstones, 2 torches, trail rations (10 days), 2 waterskins.

Platinum (pp): 0, Gold (gp): 6,494, Silver (sp): 8, Copper (cp): 5
Biographical Information
 Height: 5 ft. 9 in.
 Weight: 176 lb.
 Age: 28
 Hair: Brown
 Eyes: Brown
 Patron Deity: Mystra
 Company: Brotherhood of the Badger
 Homeland: Dalelands
 Bloodline: 100% Human
 Picture:

 Character Background: Malark was born in the Dalelands to a simple farmer. He joined the militia at age 16 and fought his first battle with the Zhentarim by 17. During a particularly harrowing confrontation, the boy manifested innate magical talent, scorching a group of soldiers who had surrounded him. After the battle, Malark begin investigating his newfound abilities. He used what little savings he had and apprenticed himself to a transmuter. Malark learned much from his mentor, but both were often frustrated by his sorcerous rather than wizardly talent. Eventually Malark set out on his own, determined to master magic in his own way.
After years of practice, he has developed the abilities of a spellsword and can channel magic through his weapons. He has some power with the Art, but he much prefers to be blade to blade with his enemies. Malark's ability with the sword is impressive, and few expect the lightly armored swordsman to unleash powerful magic.
Advanced Iron Golem
CR 13; Large Construct; HD 20d10+30 (140 hp); Init -1 (-1 Dex); Spd 20 ft. (4 squares); AC 30 (-1 size, -1 Dex, +22 natural; touch 8, flat-footed 30); BAB +15; Grapple +31; Atk +26 melee (2d10+11, crit. 20/x2, slam); Full Atk +26 melee (2d10+11, crit. 20/x2, 2 slams); Space/Reach 10 ft./10 ft.; SA Breath weapon; SQ Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision; AL N; SV Fort +6, Ref +5, Will +6; Str 33, Dex 9, Con -, Int -, Wis 11, Cha 1.
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 20 negates. The save DC is Constitution-based.
Immunity to Magic (Ex): An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
 Slain Enemy Record: 5 Abyssal Ghouls, 1 Advanced Bodak, 1 Advanced Demon - Bebilith, 1 Advanced Gelatinous Umber Hulk, 1 Advanced Purple Worm, 1 Advanced Two-Headed Half-Black Dragon Destrachan, 1 Aranea Ranger, 1 Beholder, 1 Death Kiss Beholderkin, 1 Devil - Cornugon, 1 Devil - Hamatula, 1 Demon - Bebilith, 4 Drow Fighters, 1 Drow Lich Sorcerer, 1 Drow Oozemaster, 1 Drow Revenant Evoker, 1 Drow Revenant Slave Overseer, 4 Drow Zombies, 1 Ettin Fighter, 1 Fire Giant, 1 Fire Giant Skeleton, 1 Ghoul, 1 Goblin, 2 Half-Illithid Lizardfolk Fighters, 1 Half-Red Dragon Twelve-Headed Pyrohydra Monster of Legend, 1 Half-White Dragon Cloud Giant Fighter, 1 Huge Wood Element Viper, 1 Human Commoner Zombie, 1 Kuo-Toa Greater Whip, 1 Kuo-Toa Rogue/Fighter, 1 Locust Swarm, 1 Medusa Fighter/Sorcerer/Eldritch Knight, 4 Ogre Zombies, 2 Orc Fighters, 1 Orog Barbarian/Ranger, 1 Orog Cleric/Blackguard, 3 Quth-Maren, 2 Revenant Drow Fighters, 1 Zhentarim Soldier