Realms Beyond - Dragonbane Campaign
Dungeons & Dragons 3.5 Edition
Conditional Character
7 Active Game Sessions (Played by Colby Westerfield for 2 Games), Created on 06/12/2005
Name: Scar Alignment: Lawful Neutral
Mojh Medium Humanoid (Mojh)
Character Level: 17 XP Earned: 144,500 (4,250/game)
Classes: Akashic 7, Magister 17, Mojh Racial 3, Sorcerer 7 Next Level Advance: 153,000
Ability Base Race Age Inherent Level Magic Temp Total Mod
STR: 12 +0 +0 +0 +0 +0   12 / ____ +1 / ____
DEX: 15 +0 +0 +0 +1 +0   16 / ____ +3 / ____
CON: 14 -2 +0 +0 +0 +0   12 / ____ +1 / ____
INT: 18 +2 +0 +0 +2 +0   22 / ____ +6 / ____
WIS: 13 +0 +0 +0 +0 +0   13 / ____ +1 / ____
CHA: 17 +0 +0 +0 +2 +0   19 / ____ +4 / ____
LUCK: 10 +0 +0 +0 +0 +0   10 / ____ +0 / ____

BAB: +15/+10/+5
    melee touch: +16
    ranged touch: +18
Grapple: +16 (+21 avoiding grapple)
Bull Rush: +1
Space/Reach: 5 ft./5 ft.
Speed: 30 ft. (6 squares)
Craft Points: 15,300

Lives Remaining: 8

Current Round
 
 
Saving Throws Base Ability Magic Misc Total Penalties
Fortitude +10 +1 +4 +0 +15 / ____ Attack Rolls: Damage Rolls:
Reflex +5 +3 +4 +0 +12 / ____ Ability Checks: Skill Checks:
Will +10 +1 +4 +0 +15 / ____ Saving Throws: Negative Levels:
AC Changes Size Dex Natural Armor Shield Deflection Dodge Morale Circumstance Other AC Touch Flat-Footed
Normal +0 +3 +2 +0 +0 +3 +0 +0 +0 +0 18 16 15
Modified              
Hit Dice: 17d6+17 (119 hp - 0 Vile damage) = 119 hp 89 59 29 Initiative Modifier: +7 (+3 Dex, +4 Improved Initiative)
                                       
Weapon Single Atk Secondary Full Atk Damage Critical Range Type
+1 quarterstaff melee +18 n/a +18/+13/+8 1d6+2 20/x2 n/a Bludgeoning
+1 silver dagger melee +18 n/a +18/+13/+8 1d4+1 19-20/x2 n/a Piercing or slashing
ranged +20 n/a +20 1d4+1 19-20/x2 10 ft. Piercing
unarmed strike melee +16 n/a +16/+11/+6 1d3+1 nonlethal 20/x2 n/a Bludgeoning
Spell/Effect            
Duration            
Caster            
 Feats: Armor Proficiency (all), Battle Mage, Combat Reflexes, Dodge, Eldritch Training, Greater Spell Penetration, Improved Initiative, Lace Spell: Enemy Bane (dragons), Martial Weapon Proficiency (all), Point Blank Shot, Practiced Spellcaster (sorcerer), Quicken Eldritch Spell, Sense the Unseen, Shield Proficiency (except tower shields), Simple Weapon Proficiency (all), Spell Penetration, Weapon Focus (quarterstaff)
 Skills: Appraise +6 (+6 Int, 0 ranks), Balance +10 (+3 Dex, 3 ranks, +2 racial, +2 synergy from Tumble), Bluff +11 (+4 Cha, 7 ranks), Climb +5 (+1 Str, 4 ranks), Concentration +25 (+1 Con, 20 ranks, +4 inherent), Decipher Script +19 (+6 Int, 11 ranks, +2 racial), Diplomacy +6 (+4 Cha, 0 ranks, +2 synergy from Bluff), Disguise +4 (+4 Cha, 0 ranks), Escape Artist +6 (+3 Dex, 3 ranks), Forgery +8 (+6 Int, 0 ranks, +2 racial), Gather Information +4 (+4 Cha, 0 ranks), Heal +1 (+1 Wis, 0 ranks), Hide +11 (+3 Dex, 8 ranks), Intimidate +18 (+4 Cha, 12 ranks, +2 synergy from Bluff), Jump +14 (+1 Str, 11 ranks, +2 synergy from Tumble), Knowledge (arcana) +29 (+6 Int, 17 ranks, +6 akashic perfect recall), Knowledge (nature) +19 (+6 Int, 7 ranks, +6 akashic perfect recall), Knowledge (the planes) +20 (+6 Int, 8 ranks, +6 akashic perfect recall), Knowledge (runes) +20 (+6 Int, 6 ranks, +2 racial, +6 akashic perfect recall), Listen +11 (+1 Wis, 10 ranks), Move Silently +16 (+3 Dex, 8 ranks, +5 boots of elvenkind), Ride +7 (+3 Dex, 4 ranks), Search +11 (+6 Int, 5 ranks), Sense Motive +8 (+1 Wis, 7 ranks), Spellcraft +28 (+6 Int, 20 ranks, +2 synergy from Knowledge [arcana]), Spot +11 (+1 Wis, 10 ranks), Survival +4 (+1 Wis, 3 ranks), Swim +3 (+1 Str, 2 ranks), Tumble +25 (+3 Dex, 20 ranks, +2 synergy from Jump), Use Rope +3 (+3 Dex, 0 ranks)

 Armor Check Penalty: -0; Swim Check Penalty: -0
 Permanent Class Skills: Knowledge (arcana)
 Languages: Chondathan, Common, Draconic, Dwarven, Elven, Giant, Goblin, Illuskan, Orc

 Special Attacks/Qualities:
Akashic Abilities: +4 inherent bonus on Concentration checks.
Background Abilities: +1 attack rolls with daggers; automatically attempt a Search check to find a secret door just for passing within 5 feet.
Delve Into Collective Memory (Su): 4/day—An akashic may make a special check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about notable people, legendary items, or noteworthy places. This takes 10 minutes and can be attempted once per day per class level. (For some reason, akashics have trouble obtaining information about runechildren. No one knows why.) This check will not reveal the powers of a magic item but may give a hint as to its general function. The akashic may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Distinct Voice (Su): If he wishes, anyone within 100 feet can hear the magister, regardless of noise around him, even when whispering.
Dragon Eldritch Template (Ex): An aura resembling that of a scaly hide or batlike wings appears momentarily around the caster when she casts spells with this template. This template can be applied to any spell that adds to the subject's Armor Class. The spell with this template adds an extra natural armor bonus of +1 to the subject's Armor Class in addition to the spell's normal effects. The spell takes on the dragon descriptor. If it already has the dragon descriptor, this template adds an extra natural armor bonus of +2 to the subject's Armor Class in addition to the spell's normal effects.
Eldritch Training (Ex): Casters who have trained in ancient eldritch arts can weave their spells in complex ways, making them devilishly difficult to resist. Characters can add this template to any spell. The spell’s saving throw Difficulty Class increases by +1. If the caster desires, she can laden the spell (using two spell slots) to increase the Difficulty Class by a further +2.
Enemy Bane (Su): All spells that deal hit point damage inflict an additional 20% against creatures of the dragon type.
Familiarity With Magic (Ex): The magister gains a +2 competence bonus to all saving throws against spells and spell-like and supernatural abilities (including magic items). Further, he gains a +2 competence bonus to Armor Class against spells requiring attack rolls.
Lesser Mind Over Matter (Ex): A magister can use his uncanny intellect, coupled with secrets learned while studying magic, to gain an advantage in situations that usually demand brute force. In situations requiring a Strength check, he can make an Intelligence check instead. For example, when he must force open a stuck door, the magister can make an Intelligence check to best position himself for leverage and recall some secret knowledge about the magic stored within the wood of the door to get it open. This ability never affects attack or damage rolls, except that, when making an opposed grapple check to avoid being grappled, the magister can use his Intelligence modifier rather than his Strength modifier.
Minor Battle Memory (Su): 1/day—Calling upon the knowledge of the greatest warriors who have ever lived, the akashic can concentrate for 1 round. Afterward, for 1 round per class level, he gains a +3 competence bonus to attack and damage rolls, as well as a +3 dodge bonus to Armor Class.
Mojh Traits: Darkvision 60 ft.
Perfect Recall (Ex): Akashics have honed their own memories. To any Knowledge skill check that they make without using skill memory (thus relying on their own memory), they add their Intelligence bonus, if any, to the skill bonus again. Thus, an akashic with 5 ranks of Knowledge (history) and a +2 Intelligence bonus has a skill bonus of +9 (5 + 2 + 2) using perfect recall. Akashics without an Intelligence bonus gain nothing from this ability. The akashic also can add double his Intelligence bonus if the DM calls for an Intelligence check to remember something. Intelligent akashics can use this ability to memorize vast amounts of information, which they can recall at a moment's notice.
Quicken Eldritch Spell (Ex): 3/day—Cast an eldritch spell laden (uses two spell slots) and reduce its casting time by one category (free action for standard action spells).
Skill Memory (Su): 3/day—Akashics can reach into the collective memory and gain insight into a needed skill-even one in which the character has no ranks and cannot use untrained (but not a language). After a full round of concentration, the akashic gains a +2 bonus to a single skill check attempt made the next round.
Spell-Like Abilities: At will—detect magic; 6/day—object loresight; 2/day—levitate; 1/day—destructive grip, lesser beastskin, share armor, tongues, touch of fear. Caster level 17th. Save DCs are Charisma-based.
War Template (Ex): War mages must have the ability to affect multiple targets with their spells. Their spells always make a loud noise when cast (this is a side effect, not a requirement). Characters can add this template to any spell with a target or targets (as opposed to an area or an effect). The spell affects 1d3+1 times the normal number of targets for the spell. For example, a war charm spell (cast at 3rd level) could affect 1d3+1 humanoids rather than just one.
The spell's level increases by +2. Spells of 9th level become laden 10th-level spells, but 10th-level spells cannot be affected.
 Spell Templates: Dragon, Eldritch.
 Prohibited Magic: All spells with the [Light] descriptor.
 Magister Spells Readied (6/8/7/6/6/5/5/3/2/1; 9/11/11/9/8/7/6/4/3/2 readied; DC 17 + spell level1; +4 overcome Spell Resistance; caster level 17th): 0-level—canny effort, detect creature, detect poison, hygiene, minor illusion, saving grace, scent bane, sense thoughts, touch of weakness. 1st—acrobatics, compelling command, detect secret doors, magic weapon, open lock, protect staff, safe fall, shock, stone blast, veil of darkness, wind churn. 2nd—boil, bypass ward, eldritch web, lesser battle healing, lesser drain away speed, lesser enhance magical flow, mark allies, see invisibility, shield companion, staff focus, wicked barb. 3rd—clinging shadows, dispel magic, flight, invisibility, lion's form, sanction staff, sorcerous blast, suggestion, water breathing. 4th—dimensional door, elemental trap, energy attack from within, greater enhance magical flow, greater telekinesis, neutralize poison, protection from energy, stamina to defense. 5th—defensive field, gird the warrior, greater battle healing, revivification, teleport, touch of dire doom, wall of thorns. 6th—bloodblade, discorporate, freeze, greater ability boost, shaped strike, vitrification. 7th—caustic burst, control weather, lesser immunity, spell turning. 8th—mass devastation, spell magnet, whirlwind. 9th—duplicate, greater immunity.

 Sorcerous Bloodline: Penumbra.
 Prohibited Magic: All spells with the [Light] descriptor.
 Sorcerer Spells Known (6/13/7/7/5; DC 14 + spell level; +4 overcome Spell Resistance; caster level 13th2): 0-level—acid splash, arcane mark, dirtwall, disrupt undead, ghost sound, mage hand, open/close, read magic. 1st—disguise self, floating disk, magic missile, obscuring mist*, protection from evil, shield. 2nd—arcane lock, cat's grace, darkness*, swim, water jet. 3rd—greater poison weapon, haste, nondetection*, resonating bolt. 4th—black tentacles*, omniboost, sonic orb. * Bloodline spell.

1 The Eldritch template adds +1 to DCs (already factored above), but can be increased an additional 1 by ladening the spell.
2 Caster level equal to sorcerer levels, two bonus caster levels from mojh race, and Practiced Spellcaster feat.

 Magical Items: boots of elvenkind (2,500 gp), +4 cloak of resistance (16,000 gp), +1 quarterstaff (magister staff—Hardness 13; hp 73; Break DC 33) (2,300 gp), +3 ring of protection (18,000 gp), ring of wizardy (I) (20,000 gp), +1 silver dagger (2,320 gp)

 Potions: 2 potions of cure serious wounds (CL 5th; 3d8+5 hp) (750 gp), potion of fire resistance 10 (CL 3rd; 30 min. duration) (300 gp)

 Wands: wand of bull's strength (CL 3rd; 3 min. duration; 15 charges) (1,350 gp [90 gp/charge]), wand of lightning bolt (CL 10th; 10d6 electricity; 3 charges) (1,350 gp [450 gp/charge])

 Nonmagical Items: backpack, bedroll, belt pouch, flint and steel, masterwork potion belt, spell component pouch, 2 sunrods, tent, 3 torches, trail rations (10 days), 2 waterskins, whetstone, winter blanket

Biographical Information
 Height: 5 ft. 8 in.; Weight: 141 lb.; Age: 28; Hair: None; Eyes: Red
 Patron Deity: Mystra; Homeland: Waterdeep; Heritage: Transformed Human; Background: Waterdhavian
 Carrying Capacity: light load—up to 43 lbs.; medium load—44-86 lbs.; heavy load—87-130 lbs.; drag—650 lbs.

 Platinum (pp): 38, Gold (gp): 127, Silver (sp): 3, Copper (cp): 5
 Other Wealth: None

Character Level Record
Magister Magister Magister Magister Magister Magister Magister Magister Magister Magister
Akashic Sorcerer Akashic Mojh Sorcerer Akashic Mojh Sorcerer Mojh Sorcerer
 
Magister Magister Magister Magister Magister Magister Magister      
Akashic Sorcerer Akashic Sorcerer Akashic Sorcerer Akashic      

Spellcasting Record
0-level:   1st: 2 2nd: 8 3rd: 10 4th: 17
5th: 4 6th: 2 7th:   8th:   9th: 1

 Character History: Scar was born a merchant's son in the City of Splendors. His tremendous intellect led him to excel in his studies and devour entire libraries of books. In his learning, he read repeated tales of dragons and their might. Filled with wonder and foolish dreams, the young man sought out an old green dragon said to lair in the Ardeep Forest. He presented himself as a servant to the dragon, asking only that he be transformed via ancient dragon magic into a mojh. Amused, and impressed with the young man's wit and mental faculties, the dragon transformed him into a mojh and began tutoring him in old eldritch arts. It did not take long for sorcerous talent, awakened by his transformation, to develop. The dragon was pleased and used the man as his eyes and ears in Waterdeep.
For several years, the partnership worked well, until a stray dispelling disrupted the man's magical disguise, revealing his draconic features. He was forced to flee for his life when the Waterdhavian citizens thought him an invading lizardman. He returned to his master, and the dragon was outraged. The dragon had slowly begun to distrust the man and fear his growing power anyway, so it decided he would make a useful snack. The dragon attempted to consume the mojh and even had him within the tearing teeth of its great maw. Somehow, the young arcanist found the fortitude to unleash a blast of power that seriously wounded the dragon and forced it to flee. The man fled into the woodlands and nursed himself back to health. Even after he learned to heal the worst of his injuries with magic, he was unable to cure the terrible scars across his torso, arms, and neck. Enraged by the betrayal, the man turned his back on his previous life and dedicated his life to seeking out and destroying dragons and their servants. Like he had shed his human form, he also cast off his name, taking only the moniker Scar.
Although young, Scar is an accomplished user of both eldritch and arcane magic. His mind is razor sharp, and he has flashes of inspiration from the lingering memory of all those who have lived before. This makes him a walking encyclopedia of knowledge and understanding. If turned to useful purpose, Scar could likely change the world with his abilities, but sadly he focuses every bit of his talent on war, in preparation for the next drake, wyrm or wyvern around the corner. Scar possesses a tremendous force of personality and determination. When interacting with others, this comes across as an aura of power and menace. Although not a bad man, his demeanor is curt, brooding and generally intimidating. He is loyal to companions, but few would call him friend. The mojh is well aware that many find his appearance disturbing, so he masks himself with disguise self when possible.
 Slain Enemy Record: 1 Ancient White Dragon, 1 Fiendish Tyrannosaurus Rex, 1 Ibixian Soldier, 1 Savage Dire Polar Bear

 Adventures: DB02—Fangs of Ice