Realms Beyond - Dragonbane Campaign
Dungeons & Dragons 3.5 Edition
Epic Level Ribbon Character Played by Brian Blum; 21,680 GEMs
31 Active Game Sessions, Created on 06/16/2005
Name: Mishkel "Mish" Nobdon Alignment: Neutral Good
Male Human Medium Humanoid (Human)
Character Level: 23 XP Earned: 270,250 (5,750/game)
Classes: Fighter 23, Rogue 18, Scout 5 Next Level Advance: 276,000
Ability Base Race Age Inherent Level Magic Temp Total Mod
STR: 16 +0 +0 +0 +4 +6   26 / ____ +8 / ____
DEX: 18 +0 +0 +0 +0 +0   18 / ____ +4 / ____
CON: 16 +0 +0 +0 +1 +0   17 / ____ +3 / ____
INT: 12 +0 +0 +0 +0 +0   12 / ____ +1 / ____
WIS: 12 +0 +0 +0 +0 +0   12 / ____ +1 / ____
CHA: 10 +1 +0 +0 +1 +0   12 / ____ +1 / ____
LUCK: 15 +0 +0 +0 +0 +0   15 / ____ +2 / ____

BAB: +23/+18/+13/+8/+3
    melee touch: +31
    ranged touch: +27
Grapple: +31
Bull Rush: +7
Space/Reach: 5 ft./5 ft.
Speed: 50 ft. (10 squares)
Craft Points: 27,600

Lives Remaining: 4

Current Round
 
 
Saving Throws Base Ability Magic Misc Total Penalties
Fortitude +13 +3 +1 +5 +22 / ____ Attack Rolls: Damage Rolls:
Reflex +7 +4 +1 +0 +12 / ____ Ability Checks: Skill Checks:
Will +13 +1 +1 +4 +19 / ____ Saving Throws: Negative Levels:
AC Changes Size Dex Natural Armor Shield Deflection Dodge Morale Circumstance Other AC Touch Flat-Footed
Normal +0 +4 +0 +4 +2 +0 +4 +0 +0 +0 24 18 24
Modified              
Hit Dice: 23d10+69 (299 hp - 0 Vile damage) = 299 hp 224 149 74 Initiative Modifier: +5 (+4 Dex, +1 Battle Fortitude)
                                       
Weapon Single Atk Secondary Full Atk Damage Critical Sneak Attack Skirmish Type Stats
+5 adamantine crippling deadly precision seething electricity longsword melee (primary) +40 n/a +38/+33/+28/+23/+18 1d8+19 plus 2d6 electricity 17-20/x2
+8 to confirm
+11d6 plus 3 Str +2d6 S Hardness: 24; hit points: 9
melee (off-hand) n/a n/a +38/+33 1d8+15 plus 2d6 electricity 17-20/x2
+8 to confirm
+11d6 plus 3 Str +2d6 S
+2 dragon detecting roguefriend souldrinking handaxe melee (primary) +36 n/a +34/+29/+24/+19/+14 1d6+16 plus negative level 19-20/x3 plus negative level +10d6 plus 2 Str +2d6 S Hardness: 7; hit points: 4
melee (off-hand) n/a n/a +34/+29 1d6+12 plus negative level 19-20/x3 plus negative level +10d6 plus 2 Str +2d6 S
unarmed strike melee +31 n/a +31/+26/+21/+16/+11 1d3+7 nonlethal 20/x2 +9d6 plus 2 Str +2d6 B n/a
Spell/Effect            
Duration            
Caster            
 Feats: Acrobatic Strike, Armor Focus (chain shirt), Armor Specialization (chain shirt), Armor Proficiency (all), Cleave, Combat Reflexes, Dodge, Epic Fortitude, Epic Will, Extraordinary Style Focus (longsword and handaxe), Extraoridnary Style Specialization (longsword and handaxe), Greater Style Focus (longsword and handaxe), Greater Style Specialization (longsword and handaxe), Improved Style Critical (longsword and handaxe), Improved Two-Weapon Defense, Improved Two-Weapon Fighting, Kipup, Martial Weapon Proficiency (all), Mobility, Power Attack, Power Critical (longsword) x2, Shield Proficiency (all), Simple Weapon Proficiency (all), Sneak Attack of Opportunity, Spring Attack, Style Focus (longsword and handaxe), Style Specialization (longsword and handaxe), Two-Weapon Defense, Two-Weapon Fighting
 Skills: Appraise +5 (+1 Int, 4 ranks), Balance +10 (+4 Dex, 5 ranks, +2 synergy bonus from Tumble, -1 armor), Bluff +1 (+1 Cha, 0 ranks), Climb +12 (+8 Str, 5 ranks, -1 armor), Concentration +3 (+3 Con, 0 ranks), Diplomacy +1 (+1 Cha, 0 ranks), Disable Device +23 (+1 Int, 22 ranks), Disguise +1 (+1 Cha, 0 ranks), Escape Artist +26 (+4 Dex, 23 ranks, -1 armor), Forgery +1 (+1 Int, 0 ranks), Gather Information +1 (+1 Cha, 0 ranks), Heal +1 (+1 Wis, 0 ranks), Intimidate +21 (+1 Cha, 20 ranks), Jump +19 (+8 Str, 5 ranks, +2 synergy bonus from Tumble, -1 armor, +5 boots), Knowledge (dungeoneering) +3 (+1 Int, 2 ranks), Knowledge (geography) +3 (+1 Int, 2 ranks), Knowledge (local—Cormyr) +3 (+1 Int, 2 ranks), Knowledge (nature) +3 (+1 Int, 2 ranks), Listen +18 (+1 Wis, 17 ranks), Open Lock +22 (+4 Dex, 18 ranks), Ride +9 (+4 Dex, 3 ranks, +2 racial), Search +20 (+1 Int, 19 ranks), Sense Motive +2 (+1 Wis, 1 ranks), Sleight of Hand +4 (+4 Dex, 1 ranks, -1 armor), Sneak +26 (+4 Dex, 23 ranks, -1 armor), Speak Language (Draconic), Spot +20 (+1 Wis, 19 ranks), Survival +12 (+1 Wis, 11 ranks), Swim +9 (+8 Str, 3 ranks, -2 armor), Tumble +26 (+4 Dex, 21 ranks, +2 synergy from Jump, -1 armor), Use Magic Device +22 (+1 Cha, 21 ranks), Use Rope +14 (+4 Dex, 10 ranks)

 Armor Check Penalty: -1; Swim Check Penalty: -2
 Permanent Class Skills: Sense Motive
 Languages: Common, Draconic, Giant

 Special Attacks/Qualities:
Acrobatic Strike (Ex): As a full-round action, you may make a DC 25 Tumble check. If you succeed, you may make a single attack at your highest bonus against an opponent who loses his Dexterity bonus to AC. If you fail your Tumble check, you stumble to the ground, fall prone, and may not attack. Special abilities taking effect against opponents who lose their Dexterity bonus to AC, such as sneak attack, apply.
Background Abilities: +1 attack bonus with longswords.
Battle Fortitude (Ex): A scout gains a +1 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.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
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.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Rogue Abilities: +9d6 sneak attack; improved uncanny dodge (lvl 27 to flank); trap sense +6; trapfinding; uncanny dodge.
Saboteur (Ex): The rogue's perception becomes so honed that he instantly notices even the most minute flaws in objects, enabling him to strike at their vulnerable points. When attacking objects or making a sunder attack action, the rogue may ignore an amount of hardness up to half his rogue class level. Further, constructs are no longer immune to the rogue's sneak attacks.
Scout Abilities: Fast movement; trackless step.
Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. He gains a +1 competence bonus to AC and deals an extra 2d6 points of damage on all attacks he 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.
Souldrinking (Su): This melee weapon bestows one negative level each time it deals damage normally. When the wielder scores a critical hit with the weapon, it bestows two negative levels, and the wielder gains +1d8 temporary hit points and a +2 enhancement bonus to Strength. The temporary hit points and enhancement bonus fade after 1 hour.
Structural Weakness (Ex): A fighter can more effectively apply force to the weakest points of inanimate objects, giving the character a +12 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook).
 Magical Items: +6 belt of giant strength (36,000 gp), boots of striding and springing (5,500 gp), +2 dragon detecting roguefriend souldrinking handaxe (98,306 gp)

 Potions: potion of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp each)

 Wands (DC 20 Use Magic Device check): wand of call lightning (CL 5th; DC 14 Reflex half; 29 charges) (6,525 gp [225 gp/charge]), wand of magic missile (CL 9th; 6 charges) (810 gp [135 gp/charge])

 Nonmagical Items: adamantine longsword (3,015 gp), 40 arrows, 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 chain shirt (250 gp), masterwork mighty (+3 Str) composite longbow (700 gp), peasant's outfit (1 sp), 2 sacks (1 sp each), silk rope (50 ft.) (10 gp), small steel mirror (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: 5 ft. 2 in.; Weight: 140 lb.; Age: 25; Hair: Brown; Eyes: Green
 Patron Deity: Tymora; Homeland: Cormyr; Heritage: 100% Human; Background: Cormyrean
 Carrying Capacity: light load—up to 100 lbs.; medium load—101-200 lbs.; heavy load—201-300 lbs.; drag—1,500 lbs.

 Platinum (pp): 765, Gold (gp): 94,005, Silver (sp): 16,855, Copper (cp): 9
 Other Wealth: 20 1-lb. gold trade bars (50 gp each), 83 2-lb. silver trade bars (10 gp each), 1 bloodstone (60 gp), 43 Damaran bloodstone trade bars (25 gp each), 40 Gond Bells (10 gp each; 20 gp to a temple of Gond), pearl necklace (1,200 gp), 1 red garnet (120 gp), 1 violet garnet (500 gp)

Character Level Record
Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter
Rogue Scout Rogue Scout Rogue Scout Rogue Scout Rogue Scout
 
Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter
Rogue Rogue Rogue Rogue Rogue Rogue Rogue Rogue Rogue Rogue
 
Fighter Fighter Fighter              
Rogue Rogue Rogue              

 Character History: Mishkel Nobdon is the eldest son of Mendel and Sindel Nobden. His father is a ranking officer in the Purple Dragons of Cormyr, and his mother is a skilled housekeeper. Mishkel, or Mish to his friends, followed in his father's footsteps and joined the Purple Dragons as a scout and swordsman. His woodland skills made him an ideal soldier for frontier posts. While on the fringes of the kingdom, he was trained in skirmish and guerilla tactics. He fights in true ambidextrous style, with a longsword in one hand and a handaxe in the other.
After King Azoun IV was killed by the Devil Dragon, Nalavarauthatoryl the Red, Mish resigned from the Purple Dragons and dedicated himself to hunting down and slaying dragons in their lairs rather than waiting for dragons to attack good people. His parents are proud of his accomplishments and bravery and do not regret his decision to leave the army. Sindel does miss her eldest son because his travels keep him far from home.
He has a brother named Ishdom who was just a small boy when Mish left the army. Although that was many years ago, now his brother is getting old and planning to join the Purple Dragons just his family before him. He is hoping his brother will return, but he fears he might be a stranger when he does.
 Slain Enemy Record: 1 Ettin Paladin of Slaughter, 1 Goblin War Tracker, 1 Goliath Hierophant/Spellsword (Ilikan), 1 Greater Green Mantidrake, 1 Green Cultist Enforcer, 2 Gristules, 1 Half-Elf Fighter/Assassin, 1 Hill Giant, 1 Ibixian War Scout, 1 Juvenile White Dragon, 1 Mezzoloth Corporal, 1 Mezzoloth Foot Soldier, 1 Orc Brute, 2 Snow Goblin Archers

 Adventures: DB01—Getting to Know You, DB02—Fangs of Ice, DB03—A Land Asunder, DB04—Assault on Myth Drannor

Shanalar, the Blade of Kings+5 adamantine crippling deadly precision seething electricity longsword

20th level; 47,500 xp; neutral; Int 11, Wis 10, Cha 19; Fort +18, Ref +12, Will +12; intuition perception; empathy (one-word); hardness 24; hit points 9.

Feats: Empower Ability [fireball], Weapon Ability [Crippling], Weapon Ability [Deadly Precision] (2 slots), Weapon Ability [Seething Electricity] (2 slots), Weapon Enhancement Bonus [+1] x5.
Skills: Knowledge (arcana) +11, Knowledge (history) +12, Knowledge (local—Cormanthor) +10; Sense Motive +11.
Spell-like Abilities: 3/day—empowered fireball (15d6 damage; DC 17 Ref half); 2/day—cure moderate wounds (2d8+10 hp), detect magic, energy bolt (10d4 damage; DC 16 Ref half), immunity to ranged weapons, lesser globe of invulnerability, light (on self only), manyeyes, true strike; 1/day—anger of the noonday sun, astute fighting, bless, chain lightning (DC 20), darkness (on self only), detect secret doors, ethereal jaunt, flare (DC 15), fly, greater heroism, incendiary cloud (DC 22), mage's sword, mass cure serious wounds (3d8+20 hp), mass unseen servant, power word kill, quench, reincarnate, undead bane weapon (self only), wyrm's strength. Save DCs are Charisma-based, caster level 20th.