Realms Beyond - Dragonbane Campaign
Dungeons & Dragons 3.5 Edition
Conditional Character
5 Active Game Sessions, Created on 06/14/2005
Name: Ignatius Swiftfoot Alignment: Chaotic Good
Male Wood Elf Medium Humanoid (Elf)
Character Level: 15 XP Earned: 127,500 (3,750/game)
Classes: Fighter 4, Pathfinder 3, Scout 14 Next Level Advance: 120,000
Prestige Classes: Runner 9
Ability Base Race Age Inherent Level Magic Temp Total Mod
STR: 16 +2 +0 +0 +0 +0   18 / ____ +4 / ____
DEX: 18 +2 +0 +0 +1 +0   21 / ____ +5 / ____
CON: 14 -2 +0 +0 +3 +0   15 / ____ +2 / ____
INT: 14 -2 +0 +0 +0 +0   12 / ____ +1 / ____
WIS: 12 +0 +0 +0 +0 +0   12 / ____ +1 / ____
CHA: 14 -2 +0 +0 +0 +0   12 / ____ +1 / ____
LUCK: 12 +0 +0 +0 +0 +0   12 / ____ +1 / ____

BAB: +15/+10/+5
    melee touch: +19
    ranged touch: +20
Grapple: +19
Bull Rush: +4
Space/Reach: 5 ft./5 ft.
Speed: 80 ft. (16 squares)
Craft Points: 12,000

Lives Remaining: 8

Current Round
 
 
Saving Throws Base Ability Magic Misc Total Penalties
Fortitude +5 +2 +0 +2 +9 / ____ Attack Rolls: Damage Rolls:
Reflex +9 +5 +0 +0 +14 / ____ Ability Checks: Skill Checks:
Will +9 +1 +0 +0 +10 / ____ Saving Throws: Negative Levels:
AC Changes Size Dex Natural Armor Shield Deflection Dodge Morale Circumstance Other AC Touch Flat-Footed
Normal +0 +5 +2 +8 +4 +0 +1 +0 +0 +0 30 16 30
Modified              
Hit Dice: 2d8+4 plus 13d10+26 (176 hp - 0 Vile damage) = 176 hp 132 88 44 Initiative Modifier: +13 (+5 Dex, +2 Battle Fortitude, +2 Fast Entry, +4 Improved Initiative)
                                       
Weapon Single Atk Secondary Full Atk Damage Critical Range Type
+1 magebane shock longsword melee +21 n/a +21/+16/+11 1d8+7 plus 1d6 electricity 19-20/x2 n/a Slashing
charging +23 n/a n/a 1d8+10 plus 1d6 electricity plus 4d6 skirmish 19-20/x2 n/a Slashing
extended attack +18 n/a n/a 1d8+10 plus 1d6 electricity plus 4d6 skirmish 19-20/x2 n/a Slashing
+1 magebane shock longsword vs. arcane melee +23 n/a +23/+18/+13 1d8+9 plus 1d6 electricity plus 2d6 19-20/x2 n/a Slashing
charging +25 n/a n/a 1d8+12 plus 1d6 electricity plus 4d6 skirmish plus 2d6 19-20/x2 n/a Slashing
extended attack +20 n/a n/a 1d8+12 plus 1d6 electricity plus 4d6 skirmish plus 2d6 19-20/x2 n/a Slashing
masterwork javelin melee +17 n/a +17/+12/+7 1d6+4 20/x2 n/a Piercing
ranged +22 n/a +22/+17/+12 1d6+4 20/x2 30 ft. Piercing
charging (thrown) +24 n/a +24 1d6+7 plus 4d6 skirmish 20/x2 30 ft. Piercing
extended attack (melee) +12 n/a n/a 1d6+7 plus 4d6 skirmish 20/x2 n/a Piercing
+1 dagger melee +20 n/a +20/+15/+10 1d4+5 19-20/x2 n/a Slashing or piercing
ranged +21 n/a +21 1d4+5 19-20/x2 10 ft. Piercing
unarmed strike melee +19 n/a +19/+14/+9 1d3+4 nonlethal 20/x2 n/a Bludgeoning
Spell/Effect            
Duration            
Caster            
 Feats: Armor Proficiency (all), Cleave, Combat Reflexes, Dodge, Endurance, Hurling Charge, Improved Initiative, Martial Weapon Proficiency (all), Mobility, Point Blank Shot, Power Attack, Quick Draw, Run, Shield Proficiency (all), Simple Weapon Proficiency (all), Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
 Skills: Appraise +1 (+1 Int, 0 ranks), Balance +12 (+5 Dex, 6 ranks, +2 synergy from Tumble, -1 armor), Bluff +1 (+1 Cha, 0 ranks), Climb +12 (+4 Str, 9 ranks, -1 armor), Concentration +2 (+2 Con, 0 ranks), Diplomacy +1 (+1 Cha, 0 ranks), Disguise +1 (+1 Cha, 0 ranks), Escape Artist +7 (+5 Dex, 3 ranks, -1 armor), Forgery +1 (+1 Int, 0 ranks), Gather Information +1 (+1 Cha, 0 ranks), Heal +5 (+1 Wis, 4 ranks), Hide +22 (+5 Dex, 18 ranks, -1 armor), Intimidate +6 (+1 Cha, 5 ranks), Jump +12 (+4 Str, 7 ranks, +2 synergy from Tumble, -1 armor), Knowledge (arcana) +6 (+1 Int, 5 ranks), Knowledge (dungeoneering) +6 (+1 Int, 5 ranks), Knowledge (geography) +6 (+1 Int, 5 ranks), Knowledge (history) +5 (+1 Int, 4 ranks), Knowledge (nature) +6 (+1 Int, 5 ranks), Listen +10 (+1 Wis, 6 ranks, +1 Sharp Senses, +2 racial), Move Silently +22 (+5 Dex, 18 ranks, -1 armor), Ride +10 (+5 Dex, 5 ranks), Search +10 (+1 Int, 6 ranks, +1 Sharp Senses, +2 racial), Sense Motive +1 (+1 Wis, 0 ranks), Spellcraft +8 (+1 Int, 5 ranks, +2 synergy bonus from Knowledge [arcana]), Spot +12 (+1 Wis, 10 ranks, +1 Sharp Senses, +2 racial), Survival +14 (+1 Wis, 13 ranks), Swim +8 (+4 Str, 6 ranks, -2 armor), Tumble +24 (+5 Dex, 18 ranks, +2 synergy from Jump, -1 armor), Use Rope +6 (+5 Dex, 1 ranks)

 Armor Check Penalty: -1; Swim Check Penalty: -2
 Permanent Class Skills: Bluff, Knowledge (geography), Knowledge (nature), Spellcraft and Survival
 Languages: Common, Elven, Sylvan

Resistances:
Electricity: 10
 Special Attacks/Qualities:
Agile Runner (Ex): A runner may make a number of 90-degree turns during a charge attack equal to his Dexterity bonus (minimum of 1 turn). This ability allows the runner to charge around corners, avoid combatants, or other obstacles, while still building momentum for the inevitable clash of arms.
Battle Fortitude (Ex): A scout gains a +2 competence bonus on Fortitude saves and initiative checks. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Difficult Target (Ex): In any round in which the runner moves twice his base land speed or more, he gains a +4 bonus to AC against all ranged weapon attacks. This bonus lasts until the runner's next turn.
Extended Attack (Ex): The runner may quickly strike down his foes. A runner may make a special charge attack. He takes a -4 penalty to his AC for one round, but he can make a single melee attack against every foe he threatens along the path to his intended target. All these attacks suffer a -5 penalty.
Fast Entry (Ex): When making a run action, he no longer provokes attacks of opportunity when moving through threatened squares.
Favored Weapon (Ex): +1 bonus to attack rolls with javelins.
Hide in Plain Sight (Ex): A scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Mobile Fighting (Ex): This ability increases the pathfinder's land speed by +10 feet (this is not an enhancement bonus; the pathfinder's land speed simply increases, allowing him to combine this ability with other forms of speed increase).
Momentum (Ex): On a successful charge attack, a runner of 1st-level or higher adds one-half his class levels (minimum +1, maximum +5) to his weapon damage roll.
Quick Defense (Ex): The runner is so fast he can dodge blows before they hit him. Runners gain a +1 dodge bonus to their AC. In addition, in any round in which the runner moves twice his base land speed or more (such as a charge, overrun, or run action for example), he also gains a +2 bonus to his Reflex save. This last bonus lasts until the runner's next turn.
Scout Abilities: Blindsense 30 ft.; camouflage; flawless stride; trackless step; trapfinding; uncanny dodge.
Sharp Senses (Ex): A pathfinder remains keenly aware of his surroundings and can pick up clues from his environment other characters might miss, gaining a +1 bonus to all Listen, Search, and Spot checks. If the pathfinder has the Track feat, this bonus also applies to Survival checks made to follow tracks.
Skilled Charge (Ex): A runner no longer takes a penalty to his Armor Class when making a normal charge attack. He still takes the normal -4 penalty when making an Extended Attack.
Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. he gains a +3 competence bonus to AC and deals an extra 4d6 points of damage on all attacks she makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn.
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
Steady (Ex): A runner can speak normally while making a run action.
Wood Elf Traits: Automatically attempt a Search check when within 5 feet of a secret or concealed door; immunity to magic sleep effects; low-light vision; +2 racial saving throw bonus against enchantment spells or effects.
 Magical Items: +2 amulet of natural armor (8,000 gp), +1 dagger (2,302 gp), +3 light steel shield (9,159 gp), +1 magebane shock longsword (18,315 gp), +3 renowned elven chain (speed 30 ft.; 20% spell failure; +6 max. Dex; -1 armor check penalty) (14,150 gp), ring of minor electricity resistance (12,000 gp)

 Potions: potion of cure moderate wounds (CL 3rd; 2d8+3 hp) (300 gp)

 Nonmagical Items: backpack, bedroll, belt pouch, flint and steel, 2 masterwork javelins (301 gp each), masterwork potion belt (60 gp), silk rope (50 ft.), trail rations (8 days), waterskin, whetstone

Biographical Information
 Height: 5 ft. 0 in.; Weight: 106 lb.; Age: 131; Hair: Brown; Eyes: Green
 Patron Deity: Rillifane; Homeland: The High Forest; Heritage: 100% Wood Elf; Background: Rover
 Carrying Capacity: light load—up to 100 lbs.; medium load—101-200 lbs.; heavy load—201-300 lbs.; drag—1,500 lbs.

 Platinum (pp): 49, Gold (gp): 1, Silver (sp): 8, Copper (cp): 8
 Other Wealth: 8 Damaran bloodstone trade bars (25 gp each), 40 Gond Bells (10 gp each; 20 gp to a temple of Gond)

Character Level Record
Scout Scout Scout Scout Scout Scout Scout Scout Scout Scout
Fighter Pathfinder Fighter Fighter Fighter Pathfinder Runner Runner Runner Runner
 
Scout Scout Scout Pathfinder Scout          
Runner Runner Runner Runner Runner          

 Character History: Elven bards still sing the praises of Ignatius Swiftfoot, one of the most dangerous elven warriors to ever grace the battlefield. His speed and mobility are unprecedented, allowing him to perform amazing feats of agility and decimate his opponents. His style is aggressive and fast, moving in and out of the fray, dropping enemies on either side. His trademark attack is a direction-shifting charge around opponents that results in a hurled javelin and a swift follow-up swipe with his blade against an unfortunate foe. Ignatius is renowned for his ability in destroying enemy spellcasters.
For a warrior of Ignatius' skill, guarding the elven woods proved too boring. Ignatius desires fame and to challenge himself, honing his skills against the most dangerous foes in the Realms. In particular, Ignatius enjoys pitting himself against evil dragons. Many a wyrm has been shocked to find this elven warrior keeping pace with its flight on foot! The elven soldier is no fool; he understands the value of fighting in a team, but he makes it very clear that he will always fight with flourish, speed, and bravado. After all, the man on the line does not become the stuff of legend.
Ignatius is a kind and compasionate elf who often champions the downtrodden and weak. If he has a weakness, it is his ego. He is very prideful in his abilities and believes himself the most skilled swordsman to walk the Realms. He knows he is young, and he often boasts that if he is nearly a god in battle today, imagine him in a few centuries!
 Slain Enemy Record: 2 Ibixian War Scouts, 1 Minotaur Zombie

 Adventures: