Realms Beyond - Dragonbane Campaign
Dungeons & Dragons 3.5 Edition
Character Played by Brad Rodgers; 9,050 GEMs
15 Active Game Sessions, Created on 06/16/2005
Name: Orophin Nólatári Alignment: Lawful Good
Male Moon Elf Medium Humanoid (Elf)
Character Level: 15 XP Earned: 108,750 (3,750/game)
Classes: Fighter 6, Ranger 12, Scout 3 Next Level Advance: 120,000
Prestige Classes: Order of the Bow Initiate 9
Ability Base Race Age Inherent Level Magic Temp Total Mod
STR: 16 +0 +0 +0 +1 +0   17 / ____ +3 / ____
DEX: 18 +2 +0 +0 +1 +4   25 / ____ +7 / ____
CON: 16 -2 +0 +0 +2 +0   16 / ____ +3 / ____
INT: 14 +0 +0 +0 +0 +0   14 / ____ +2 / ____
WIS: 12 +0 +0 +0 +0 +0   12 / ____ +1 / ____
CHA: 10 +0 +0 +0 +0 +0   10 / ____ +0 / ____
LUCK: 13 +0 +0 +0 +0 +0   13 / ____ +1 / ____

BAB: +15/+10/+5
    melee touch: +18
    ranged touch: +22
Grapple: +18
Bull Rush: +3
Space/Reach: 5 ft./5 ft.
Speed: 40 ft. (8 squares)
Craft Points: 12,000

Lives Remaining: 7

Current Round
 
 
Saving Throws Base Ability Magic Misc Total Penalties
Fortitude +9 +3 +2 +1 +15 / ____ Attack Rolls: Damage Rolls:
Reflex +5 +7 +2 +0 +14 / ____ Ability Checks: Skill Checks:
Will +9 +1 +2 +0 +12 / ____ Saving Throws: Negative Levels:
AC Changes Size Dex Natural Armor Shield Deflection Dodge Morale Circumstance Other AC Touch Flat-Footed
Normal +0 +7 +2 +7 +4 +0 +0 +0 +0 +0 30 17 30
Modified              
Hit Dice: 9d8+27 plus 6d10+18 (177 hp - 0 Vile damage) = 177 hp 132 88 44 Initiative Modifier: +8 (+7 Dex, +1 Battle Fortitude)
                                       
Weapon Single Atk Secondary Full Atk Damage Critical Range Type Stats
+1 morningstar melee +19 n/a +19/+14/+9 1d8+4 20/x2 n/a B and P Hardness: 11; hit points: 21
+2 air-based mighty (+3 Str) composite longbow ranged +27 n/a +27/+22/+17 1d8+11 plus 1d6 air 20/x3 110 ft. P Hardness: 7; hit points: 7
ranged, rapid shot n/a n/a +25/+25/+20/+15 1d8+11 plus 1d6 air 20/x3 110 ft. P
ranged, point blank greater manyshot +22/+22/+22 n/a n/a 1d8+12 plus 1d6 air plus 5d8 20/x3 30 ft. P
ranged, point blank precision +28 n/a n/a 1d8+12 plus 1d6 air plus 5d8 20/x3 30 ft. P
masterwork dagger melee +19 n/a +19/+14/+9 1d4+3 19-20/x2 n/a P or S Hardness: 10; hit points: 2
ranged +23 n/a +23 1d4+3 19-20/x2 10 ft. P
unarmed strike melee +18 n/a +18/+13/+8 1d3+3 nonlethal 20/x2 n/a B n/a
Spell/Effect            
Duration            
Caster            
 Feats: Archer, Armor Proficiency (all), Dead Shot, Dodge, Endurance, Exacting Shot (longbow), Friendly Fire, Manyshot, Greater Weapon Focus (longbow), Improved Precise Shot, Martial Weapon Proficiency (all), Manyshot, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency (all), Shot On the Run, Simple Weapon Proficiency (all), Spring Attack, Track, Weapon Focus (longbow), Weapon Specialization (longbow)

 Skills: Appraise +2 (+2 Int, 0 ranks), Balance +13 (+7 Dex, 5 ranks, +2 synergy from Tumble, -1 armor), Bluff +0 (0 ranks), Climb +13 (+3 Str, 9 ranks, +2 racial, -1 armor), Concentration +11 (+3 Con, 8 ranks), Craft (bowyer) +13 (+2 Int, 11 ranks), Diplomacy +0 (0 ranks), Disguise +0 (0 ranks), Escape Artist +16 (+7 Dex, 10 ranks, -1 armor), Forgery +2 (+2 Int, 0 ranks), Gather Information +0 (0 ranks), Handle Animal +2 (2 ranks), Heal +1 (+1 Wis, 0 ranks), Hide +16 (+7 Dex, 10 ranks, -1 armor), Intimidate +0 (0 ranks), Jump +10 (+3 Str, 6 ranks, +2 synergy from Tumble, -1 armor), Knowledge (geography) +6 (+2 Int, 4 ranks), Knowledge (nature) +10 (+2 Int, 8 ranks), Knowledge (religion) +10 (+2 Int, 6 ranks, 2 cross-class ranks), Listen +15 (+1 Wis, 12 ranks, +2 racial), Move Silently +17 (+7 Dex, 11 ranks, -1 armor), Ride +7 (+7 Dex, 0 ranks), Search +15 (+2 Int, 11 ranks, +2 racial), Sense Motive +1 (+1 Wis, 0 ranks), Spot +15 (+1 Wis, 12 ranks, +2 racial), Survival +8 (+1 Wis, 5 ranks, +2 racial), Swim +9 (+3 Str, 6 ranks, +2 racial, -2 armor), Tumble +19 (+7 Dex, 11 ranks, +2 synergy from Jump, -1 armor), Use Rope +12 (+7 Dex, 5 ranks)

 Armor Check Penalty: -1; Swim Check Penalty: -2
 Permanent Class Skills: Knowledge (nature)
 Languages: Auran, Common, Elven, Gnoll, Sylvan

 Special Attacks/Qualities:
Background Abilities: Gain a +4 dodge bonus to AC against attacks made by dragons.
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.
Close Combat Shot (Ex): An initiate can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.
Covering Fire (Ex): You send a volley of arrows into an area, using a burst of projectiles to force your opponents to change their tactics. This technique uses five arrows, bolts, or sling stones and requires a full-round action. You may specify up to five different 5-foot squares as your targets, and each of the squares must be adjacent to at least one other square you target. Make a single attack with a -4 penalty against any opponents you can see within this area, ignoring any Armor Class bonuses due to cover that they may receive. Hitting a target with this effect lowers its initiative count by 4 points. The creature hesitates before acting, as your fire distracts it. A target can suffer the effects of this technique more than once. Reduce its initiative by 4 each time, with no lower limit.
Dead Shot (Ex): A target's bonuses to AC from cover are halved (generally going from +4 to +2 AC). If the archer is unable to see his target, he is not able to make use of this ability. This ability cannot be used in conjunction with another feat or ability that gives a bonus to hit or damage a target with the benefit of cover.
Elf Traits: Automatically attempt a Search check when within 5 ft. of a secret or concealed door; immunity to magic sleep effects; low-light vision; +2 racial saving throw bonus against enchantment spells or effects.
Friendly Fire (Ex): If a target you are shooting at has cover provided by one of your allies, if the shot misses there is no chance that you will strike your ally by mistake.
Improved Precise Shot (Ex): Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
Ranged Precision (Ex): As a standard action, an initiate may make a single precisely aimed attack with a ranged weapon, dealing an extra 5d8 points of damage if the attack hits. When making a ranged precision attack, an initiate must be within 30 feet of his target. An initiate's ranged precision attack only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a ranged precision attack, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from the extra damage.
Unlike with a rogue's sneak attack, the initiate's target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the initiate's extra precision damage stacks with sneak attack damage. Treat the initiate's ranged precision attack as a sneak attack in all other ways.
An initiate can only use this ability with a ranged weapon for which he has taken the Weapon Focus feat.
Ranged Disarm (Ex): You fire an arrow at an opponent's weapon, tearing it from his grasp or stinging his hand so that he drops it. You may attempt a disarm action as a ranged attack, with a -4 penalty on the attack roll. The Improved Disarm feat, and any other bonuses to a disarm attempt, apply as normal to this attack.
Ranger Abilities: Evasion; +6 favored enemy—dragon; +2 favored enemies—giants and undead; swift tracker, wild empathy, woodland stride.
Ricochet Shot (Ex): You fire an arrow, bolt, or sling bullet so that it rebounds off a hard surface and streaks toward your target from an unexpected direction, causing your opponent to lose his Dexterity bonus to Armor Class against the attack. There must be a surface or object nearby that you can bounce the shot off, such as a wall or a piece of heavy furniture. You take a -6 penalty on this attack roll. The range of this attack equals the distance from you to the spot where you want the ricochet to occur plus the distance from that point to your target.
Scout Abilities: Fast movement +10 ft.; trackless step; trapfinding; uncanny dodge.
Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. He gains a +1 competence bonus to Armor Class and deals an extra 1d6 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.
 Ranger Spells Prepared (2/1; DC 11 + spell level; caster level 6th): 1st—ice skate, ivory flesh. 2nd—true camouflage.

 Magical Items: +2 air-based mighty (+3 Str) composite longbow (18,700 gp), +2 amulet of natural armor (8,000 gp), +3 buckler (9,165 gp), +2 cloak of resistance (4,000 gp), +4 gloves of dexterity (16,000 gp), +4 leather coat (16,350 gp) (not worn), lesser bracers of archery (5,000 gp), +1 morningstar (2,308 gp), quiver of endless arrows (900 gp), +3 renowned leather coat (10,200 gp), ring of invisibility (20,000 gp), universal keyed divine favor amulet (2,000 gp)*, winged boots (CL 5th; 3/day—fly at 60 ft. [good] for 5 minutes) (16,000 gp)

 Potions: 2 potions of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp)

 Wands: overpowered wand of bear's endurance (CL 10th; 10 minute duration; 42 charges) (12,600 gp [300 gp/charge])

 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 dagger (302 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)

* The universal keyed divine favor amulet allows any spellcaster to spontaneously convert a 1st-level spell into divine favor at their normal caster level.

Biographical Information
 Height: 4 ft. 8 in.; Weight: 100 lb.; Age: 137; Hair: Brown; Eyes: Blue
 Patron Deity: Tymora; Homeland: Evermeet; Heritage: 100% Moon Elf; Background: Forester
 Carrying Capacity: light load—up to 86 lbs.; medium load—87-173 lbs.; heavy load—174-260 lbs.; drag—1,300 lbs.

 Platinum (pp): 68, Gold (gp): 1,399, Silver (sp): 18,341, Copper (cp): 3
 Other Wealth: 20 1-lb. gold trade bars (50 gp each), 85 2-lb. silver trade bars (10 gp each), 1 bloodstone (50 gp), 1 bloodstone (60 gp), 40 Gond Bells (10 gp each; 20 gp to a temple of Gond), ruby pendant on platinum chain (2,600 gp), 1 tourmaline (90 gp)

Character Level Record
Fighter Fighter Fighter Fighter Fighter Order of the Bow Initiate Order of the Bow Initiate Order of the Bow Initiate Order of the Bow Initiate Order of the Bow Initiate
Scout Ranger Ranger Ranger Ranger Ranger Ranger Ranger Ranger Scout
 
Order of the Bow Initiate Order of the Bow Initiate Fighter Order of the Bow Initiate Order of the Bow Initiate          
Ranger Ranger Ranger Scout Ranger          

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

 Character History: Orophin is the second son of a very minor elven house. Traditionally the second child of his house is given ancient equipment and told to make their fortune in the world. Many heroes have arisen from this tradition, and Orophin's greatest wish is to add himself to them.
Orophin was new to adventuring when he met Ilikan and his colorful group of companions. He was immediately taken by this odd group, especially Ilikan. He is the most level headed of the group (not a hard title to win) and has often stood and watched in amazement and amusement at the actions of his companions
He is large, for an elf, but incredibly agile. His temperament is even, and his emotions held under tight control, almost the opposite of the rest of the group. For now he is happy with his friends, and is well on his way to becoming a ranger worthy of song in the great halls.
 Slain Enemy Record: 1 Adult Fang Dragon, 1 Cultist Knight, 1 Cyclops, 1 Cyclops Marauder, 1 Ettin Barbarian, 1 Ferocious White Chimera, 1 Frost Worm, 1 Gristule, 1 Hill Giant, 1 Ibixian Favored Soul, 1 Ibixian War Scout, 1 Juvenile White Dragon, 1 Red Cultist Enforcer, 1 Savage Dire Bear, 1 Savage Dire Wolf, 2 Trained Orc Swordsmen, 1 White Half-Dragon Chimera, 2 White Half-Dragon Polar Bears, 1 Wrathful White Half-Dragon Polar Bear

 Adventures: DB01—Getting to Know You, DB02—Fangs of Ice