Realms Beyond - Dragonbane Campaign
Dungeons & Dragons 3.5 Edition
Character Played by Chris Roberts; 3,060 GEMs
7 Active Game Sessions, Created on 11/02/2005
Name: Marosia "Tak" Kroros Alignment: Neutral Good
Male Drow Medium Humanoid (Elf)
Character Level: 19 XP Earned: 175,750 (4,750/game)
Classes: Drow Paragon 3, Favored Soul 13, Evoker 7 Next Level Advance: 190,000
Prestige Classes: Archmage 1, Ring Sage 9
Bloodline (Major): Vampire 3
Ability Base Race Age Inherent Level Magic Temp Total Mod
STR: 10 +1 +0 +0 +0 +0   11 / ____ +0 / ____
DEX: 16 +5 +0 +0 +1 +0   22 / ____ +6 / ____
CON: 16 -2 +0 +0 +2 +0   16 / ____ +3 / ____
INT: 18 +2 +0 +0 +2 +4   26 / ____ +8 / ____
WIS: 12 +0 +0 +0 +0 +0   12 / ____ +1 / ____
CHA: 15 +4 +0 +0 +0 +0   19 / ____ +4 / ____
LUCK: 12 +0 +0 +0 +0 +0   12 / ____ +1 / ____

BAB: +16/+11/+6/+1
    melee touch: +16
    ranged touch: +22
Grapple: +16
Bull Rush: +0
Space/Reach: 5 ft./5 ft.
Speed: 30 ft. (6 squares)
Craft Points: 13,720

Lives Remaining: 9

Current Round
 
 
Saving Throws Base Ability Magic Misc Total Penalties
Fortitude +11 +3 +4 +0 +18 / ____ Attack Rolls: Damage Rolls:
Reflex +11 +6 +4 +0 +21 / ____ Ability Checks: Skill Checks:
Will
  +2 racial bonus against spells and spell-like abilities
+6 +1 +4 +0 +11 / ____ Saving Throws: Negative Levels:
AC Changes Size Dex Natural Armor Shield Deflection Dodge Morale Circumstance Other AC Touch Flat-Footed
Normal +0 +6 +2 +5 +0 +5 +0 +0 +0 +0 28 21 22
Modified              
Hit Dice: 4d4+12 plus 2d6+6 plus 13d8+39 (189 hp - 0 Vile damage) = 189 hp 141 94 47 Initiative Modifier: +10 (+6 Dex, +4 Improved Initiative)
                                       
Weapon Single Atk Secondary Full Atk Damage Critical Range Type Stats
+2 dagger melee +18 n/a +18/+13/+8/+3 1d4+2 19-20/x2 n/a P or S Hardness: 12; hit points: 4
ranged +22 n/a +22 1d4+2 19-20/x2 10 ft. P
unarmed strike melee +17 n/a +17/+12/+7/+2 1d3+2 nonlethal 20/x2 n/a B n/a
Spell/Effect            
Duration            
Caster            
 Feats: Alertness, Armor Proficiency (light), Armor Proficiency (medium), Brew PotionB, Craft Wondrous Item, Easy Metamagic (Maximize Spell), Easy Metamagic (Quicken Spell), Forge Ring, Fuse With Item, Improved Initiative, Innate Spell (fire & ice), Martial Weapon Proficiency (hand crossbow, rapier, short sword), Maximize Spell, Practiced Spellcaster (favored soul), Quicken Spell, Scribe Scroll, Shield Proficiency (all except tower), Silent Spell, Simple Weapon Proficiency (all), Skill Focus (Spellcraft)B, Spell Focus (Conjuration)B, Spell Focus (Evocation), Stealthy, Still Spell, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
 Skills: Appraise +8 (+8 Int, 0 ranks), Balance +6 (+6 Dex, 0 ranks), Bluff +6 (+4 Cha, 0 ranks, +2 racial), Climb +2 (+0 Str, 0 ranks, +2 racial), Concentration +25 (+3 Con, 22 ranks), Diplomacy +4 (+4 Cha, 0 ranks), Disguise +4 (+4 Cha, 0 ranks), Escape Artist +6 (+6 Dex, 0 ranks), Forgery +6 (+6 Int, 0 ranks), Gather Information +4 (+4 Cha, 0 ranks), Heal +1 (+1 Wis, 0 ranks), Hide +8 (+6 Dex, 0 ranks, +2 Stealthy), Intimidate +4 (+4 Cha, 0 ranks), Jump +5 (+0 Str, 5 ranks), Knowledge (arcana) +30 (+8 Int, 22 ranks), Knowledge (dungeoneering) +15 (+8 Int, 7 ranks), Knowledge (history) +12 (+8 Int, 4 ranks), Knowledge (the planes) +29 (+8 Int, 21 ranks), Knowledge (religion) +29 (+8 Int, 21 ranks), Knowledge (runes) +11 (+8 Int, 3 ranks), Knowledge (sea) +11 (+8 Int, 3 ranks), Listen +18 (+1 Wis, 12 ranks, 1 cross-class ranks, +2 racial, +2 Alertness), Move Silently +8 (+6 Dex, 0 ranks, +2 Stealthy), Ride +6 (+6 Dex, 0 ranks), Search +12 (+8 Int, 0 ranks, +4 racial), Sense Motive +25 (+1 Wis, 22 ranks, +2 racial), Spellcraft +35 (+8 Int, 22 ranks, +3 Skill Focus, +2 synergy from Knowledge [arcana]), Spot +19 (+1 Wis, 12 ranks, 2 cross-class ranks, +2 racial, +2 Alertness), Survival +1 (+1 Wis, 0 ranks), Swim +2 (+0 Str, 2 ranks), Use Rope +6 (+6 Dex, 0 ranks)

 Armor Check Penalty: -0; Swim Check Penalty: -0
 Permanent Class Skills: Knowledge (all)
 Scholar Background: Gain +1 skill rank per level
 Languages: Abyssal, Chondathan, Common, Draconic, Drow Sign Language, Elven, Goblin, Illuskan

Immunities: Magic sleep effects
Resistances:
Acid: 10
Cold: 5
Electricity: 5
Fire: 10
Spell Resistance: 11 + character level
Permanent Spell-Effects: arcane sight (CL 18th); see invisibility (CL 18th); tongues (CL 18th)
 Special Attacks/Qualities:
Absorb Power (Su): By touching a magic ring, the ring sage can absorb the power from it and use it as his own. At 8th level, when a ring sage touches a magic ring, he can temporarily absorb the magical energy of the ring. If successful, the ring sage absorbs a number of spell levels equal to the spell level of all prerequisite spells of the magic ring. This drains the ring of magic for 24 hours.
Once absorbed, the ring sage can use the spell levels to cast spells that he has prepared without using up the spell slot.
For example, if Borgun absorbs a ring of invisibility, he gains two spells levels (since the prerequisite for the ring is invisibility). After that, the ring sage could cast a prepared mirror image, and by using the absorbed energy could retain the spell for use later in the day.
Augment Ring Power (Ex): A ring sage is so fully in tune with the magic of rings that he forges an arcane bond with any ring that he wears. The ring sage can activate any magic ring he wears as a free action.
Discern Ring (Su): A deep knowledge of magic rings and the spells used to create them grants the ring sage the ability to discern the nature of magic rings in a short amount of time. A ring sage can use a full round action to discern the abilities of any magic ring, including cursed rings.
Drow Paragon Traits: Darkvision 150 ft.; low-light vision; +2 racial bonus on saving throws against enchantment spells or effects; an elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Extra Ring (Ex): By understanding the mechanics of magical rings, the ring sage is adept at overcoming the barrier of wearing more than two magic rings. The ring sage gains the ability to wear two extra magic rings, increasing his maximum amount of wearable rings to four. These totals do not include any additional magic items that allow a character to wear additional magic rings, such as a hand of glory.
Imbue Ring IV (Ex): By mastering the skills needed to charge a ring with magic, the ring sage also learns how to temporarily charge a non-magical ring with a single spell-like ability. The ring sage can imbue a non-magical ring with a spell that he has prepared that day. The ring sage can only use 1st through 9th-level spells with this ability, and by doing so the ring sage uses that prepared spell for the day. After that, the ring can be given to a non-spell caster, who can discharge the spell as normal for magic rings.
It requires a full round action to imbue a ring with a single spell and any XP or special materials needed to cast the spell are used up in the casting, Also at this time the ring sage must set the parameters of the spell as if he were casting it; these cannot be changed by the person that discharges the spell. Any level-dependent rolls (such as saving throws or dispel checks) arc resolved as if the ring sage were the target, not the wearer. The ring sage temporarily loses the used spell slot while the ring is so empowered. If the ring's spell has not been discharged the next time the ring sage prepares spells, then the ring sage can prepare one less spell of that level.
Light Sensitivity (Ex): A drow paragon's light blindness is lessened to light sensitivity. Instead of being blinded by bright light, he is merely dazzled in bright sunlight or within the radius of a daylight spell.
Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
Skilled Creator: Skilled in the art of forging magical rings, the ring sage's knowledge allows him to create magic rings with less chance of error and at a lower cost than normal. The ring sage must pay only one third of the market price cost to create a magic ring.
Spell-Like Abilities: 3/day—fire & ice (DC 21); 2/day—dancing lights, darkness, faerie fire; 1/day—suggestion (DC 17). Save DCs are Charisma-based. Caster level equal to character level.
Vampire Bloodline Traits: You gain a +6 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with vampires.
 Prohibited Schools: Enchantment and Necromancy.
 Evoker Spells Prepared (4+1/6+1/6+1/6+1/6+1/5+1/4+1*/4+1**/4+1/3+1; DC 18 + spell level; DC 20 + spell level for Conjuration and Evocation school spells; +2 overcome Spell Resistance (from robe); caster level 19th1): 0-level—. 1st—. 2nd—. 3rd—. 4th—. 5th—. 6th—. 7th—. 8th—. 9th—.

 Spellbooks: 0-level—arcane mark, bouncing fall, detect magic, detect poison, light, prestidigitation, read magic, shadow blindness. 1st—alarm, feather fall, mage armor, magic missile, shield. 2nd—fox's cunning, invisibility, ionize, scorching ray, vivid discharge. 3rd—displacement, fireball, fly, haste, lightning bolt. 4th—battle spikes, dimension door, greater invisibility, lesser globe of invulnerability, locate creature, variable fireball. 5th—arc of lightning, contingent energy resistance, greater fireburst, hunter missile, improved blink, molten blast, permanency. 6th—antimagic field, chain lightning, contingency, disintegrate, scales of the wyrm, true seeing. 7th—delayed blast fireball, fire & ice, flame chase, greater teleport, mass invisibility, plane shift, Simbul's spell sequencer, spell turning. 8th—blackburst, discern location, greater bestow curse, greater prying eyes, maximize missile, polymorph any object, summon monster VIII. 9th—Elminster's effulgent epuration, meteor swarm, reaving dispel, time stop, wish.

1Caster level equal to evoker class levels plus 2 levels from Drow Paragon plus ring sage prestige class levels.
* One 6th-level spell slot is permanently removed for Mastery of Shaping.
** One 7th-level spell slot is permanently removed for Innate Spell (fire & ice) feat.

 Favored Soul Domain: Healing.
 Favored Soul Spells Known (6/7/7/7/7/6/4; DC 14 + spell level; DC 15 + spell level for Evocation school spells; +2 overcome Spell Resistance (from robe); caster level 17th [18th for Healing spells]2): 0-level—create water, detect magic, guidance, light, no light, purify food and drink, read magic, resistance, tongue of fiends. 1st—bless, cure light wounds*, divine favor, draw on faith, endure elements, protection from evil, shield of faith. 2nd—bear's endurance, bull's strength, cure moderate wounds*, eagle's splendor, owl's wisdom, shield other. 3rd—create food and water, cure serious wounds*, godspeed, lucky break, protection from energy, speak with dead, water walk. 4th—antidragon aura, cure critical wounds*, freedom of movement, imbue with spell ability, omniboost, restoration. 5th—aura of evasion, commune, hallow, mass cure light wounds*, raise dead. 6th—energy immunity, greater dispel magic, harm, heal*.
* domain spell.

1Caster level equal to favored soul class levels plus 4 from Practiced Spellcaster feat.

 Magical Items: +2 dagger (8,302 gp), handy haversack (2,000 gp), +4 headband of intellect (16,000 gp), ring of force shield (8,500 gp), ring of freedom of movement (40,000 gp), ring of greater invisibility (128,000 gp), ring of protection +5 (50,000 gp), ring of sustenance (2,500 gp), white robe of the archmagi (75,000 gp)

 Potions: 2 elixirs of healing (CL 11th; 110 hp) (3,300 gp), 3 potions of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp)

 Nonmagical Items: backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), 2 candles (1 cp each), empty flask (3 cp), explorer's outfit (10 gp), flint and steel (1 gp), grappling hook (1 gp), masterwork potion belt (60 gp), peasant's outfit (1 sp), 10 platinum rings (10 gp each), 2 sacks (1 sp each), silk rope (50 ft.) (10 gp), small steel mirror (10 gp), 2 sunrods (2 gp each), tent (10 gp), 3 torches (1 cp each), trail rations (6 days) (5 sp/day), waterskin (1 gp), whetstone (2 cp), winter blanket (5 sp)

Biographical Information
 Height: 4 ft. 11 in.; Weight: 100 lb.; Age: 128; Hair: Silver; Eyes: Gray
 Patron Deity: Ilmater; Homeland: Dalelands; Heritage: 87% Drow Elf, 13% Vampire; Background: Scholar
 Carrying Capacity: light load—up to 38 lbs.; medium load—39-76 lbs.; heavy load—77-115 lbs.; drag—575 lbs.

 Platinum (pp): 0, Gold (gp): 1,782, Silver (sp): 3, Copper (cp): 3
 Other Wealth: 2 ivory elephants (1,500 gp each; used as focuses for contingency), sapphire (1,000 gp; used as focus for Simbul's spell sequencer)

Character Level Record
Drow Drow Bloodline Drow Paragon Bloodline Drow Paragon Favored Soul Favored Soul Bloodline Favored Soul
Evoker Evoker Drow Paragon Evoker Evoker Favored Soul Evoker Evoker Evoker Ring Sage
 
Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul  
Ring Sage Ring Sage Ring Sage Ring Sage Ring Sage Ring Sage Ring Sage Ring Sage Archmage  

Spellcasting Record
0-level: 1 1st:   2nd: 5 3rd: 5 4th: 8
5th: 8 6th: 13 7th: 4 8th: 11 9th: 5

Favored Soul Spells Per Day Checklist
0-level:
1st:
2nd:
3rd:
4th:
5th:
6th: 7th:   8th:   9th:  

Maximize Spell (+2):      
Quicken Spell (+3):      
Silent Spell (+1):      
Still Spell (+1):      

 Character History: It's obvious from Tak's sudden appearance into the party camp, and the resulting conversation between him and Thot that the two have known each other for quite some time. It's also obvious that Thot was involved, at some point in his past, in some type of conflict with a higher ranking drow official. Although nothing has been divulged to the party, apparently Tak knows what happened, and is also involved enough (or a close enough friend) to help with Thot's avoidance of the drow that have been searching for him. With the parties recent activities, and resulting prestige, word has spread far enough for Thot's whereabouts to be discovered.
Rather than taking a chance of being captured, and questioned, Thot set out in middle of the same night of Tak's appearance, travelling eastward, away from the closest drow controlled lands. Tak remained with the party, stating that although this would not be the first time in his life he had teamed with unlikely individuals in order to fight a greater evil.
 Slain Enemy Record: 1 Adult Bipedal Black Dragon, 1 Cult Pancrationist, 2 Cultist Elite Guardians, 1 Dwarven Fighter/Cleric of Cyric, 1 Hill Giant Scout, 1 Iron Golem, 1 Red Cultist Enforcer, 1 Spitfire Attestant

 Adventures: