Realms Beyond - Dragonbane Campaign
Dungeons & Dragons 3.5 Edition
Epic Level Ribbon Character Played by Colby Westerfield; 4,750 GEMs
14 Active Game Sessions, Created on 1/18/2006
Name: Seagretor Alignment: Chaotic Neutral
Male Gloaming Small Outsider (Native)
Character Level: 22 XP Earned: 231,000 (5,500/game)
Classes: Favored Soul 21, Sorcerer 14 Next Level Advance: 253,000
Prestige Classes: Archmage 5, Ring Sage 2
Ability Base Race Age Inherent Level Magic Temp Total Mod
STR: 10 -2 +0 +0 +0 +0   8 / ____ -1 / ____
DEX: 16 +2 +0 +0 +0 +0   18 / ____ +4 / ____
CON: 15 +0 +0 +0 +1 +6   22 / ____ +6 / ____
INT: 16 +0 +0 +0 +0 +0   16 / ____ +3 / ____
WIS: 12 -2 +0 +0 +0 +0   10 / ____ +0 / ____
CHA: 18 +3 +0 +0 +5 +6   32 / ____ +11 / ____
LUCK: 12 +0 +0 +0 +0 +0   12 / ____ +1 / ____

BAB: +20/+15/+10/+5
    melee touch: +20
    ranged touch: +25
Grapple: +15
Bull Rush: -5
Space/Reach: 5 ft./5 ft.
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Craft Points: 25,300

Lives Remaining: 7

Current Round
 
 
Saving Throws Base Ability Magic Misc Total Penalties
Fortitude +13 +6 +5 +0 +24 / ____ Attack Rolls: Damage Rolls:
Reflex +13 +4 +5 +0 +22 / ____ Ability Checks: Skill Checks:
Will +7 +0 +5 +0 +12 / ____ Saving Throws: Negative Levels:
AC Changes Size Dex Natural Armor Shield Deflection Dodge Morale Circumstance Other AC Touch Flat-Footed
Normal +1 +4 +3 +0 +0 +5 +0 +0 +0 +0 23 20 19
Modified              
Hit Dice: 1d4+6 plus 21d8+126 (304 hp - Vile damage) = 304 hp 228 152 76 Initiative Modifier: +4 (+4 Dex)
                                       
Weapon Single Atk Secondary Full Atk Damage Critical Range Type Stats
unarmed strike melee +21 n/a +21/+16/+11/+6 1d2+1 nonlethal 20/x2 n/a B Hardness: n/a; hit points: n/a
Spell/Effect            
Duration            
Caster            
 Feats: Armor Proficiency (light), Armor Proficiency (medium), Easy Metamagic (Maximize Spell), Easy Metamagic (Quicken Spell), Empower Spell, Explosive Spell, Lucky Spell, Maximize Spell, Penumbra Bloodline, Portal Sensitive, Quicken Spell, Reach Spell, Shield Proficiency (all except tower), Simple Weapon Proficiency (all), Skill Focus (Spellcraft), Spell Focus (Conjuration), Spell Focus (Evocation), Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
 Skills: Appraise +3 (+3 Int, 0 ranks), Balance +4 (+4 Dex, 0 ranks), Bluff +20 (+11 Cha, 9 ranks), Climb -1 (-1 Str, 0 ranks), Concentration +29 (+6 Con, 23 ranks), Diplomacy +29 (+11 Cha, 14 ranks, +2 synergy from Bluff, +2 synergy from Sense Motive), Disguise +11 (+13 acting) (+11 Cha, 0 ranks), Escape Artist +4 (+4 Dex, 0 ranks), Forgery +3 (+3 Int, 0 ranks), Gather Information +11 (+11 Cha, 0 ranks), Heal +0 (+0 Wis, 0 ranks), Intimidate +13 (+11 Cha, 0 ranks, +2 synergy from Bluff), Jump -1 (-1 Str, 0 ranks), Knowledge (arcana) +28 (+3 Int, 25 ranks), Knowledge (the planes) +11 (+3 Int, 8 ranks), Listen +0 (+0 Wis, 0 ranks), Ride +6 (+4 Dex, 0 ranks, +2 racial), Search +3 (+3 Int, 0 ranks), Sense Motive +23 (+0 Wis, 23 ranks), Sneak +8 (+12 hiding) (+4 Dex, 0 ranks, +4 racial), Spellcraft +31 (+3 Int, 23 ranks, +3 Skill Focus, +2 synergy from Knowledge [arcana]), Spot +0 (+0 Wis, 0 ranks), Survival +0 (+0 Wis, 0 ranks), Swim -1 (-1 Str, 0 ranks), Use Rope +4 (+4 Dex, 0 ranks)

 Armor Check Penalty: -0; Swim Check Penalty: -0
 Permanent Class Skills: Diplomacy.
 Languages: Chondathan, Common, Draconic, Elven, Undercommon

Damage Reduction: 10/cold iron
Resistances:
Acid: 10
Electricity: 10
 Special Attacks/Qualities:
Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 60 feet away. The archmage must make a ranged touch attack.
Cormyrean Background (Ex): +1 attack bonus with longsword.
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.
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. Beginning at 1st level, the ring sage gains the ability to wear one extra magic ring, increasing his maximum amount of wearable rings to three.
Gloaming Traits (Ex): A gloaming has a +2 racial bonus on saves against illusion (shadow) spells or effects and a +4 racial bonus on saves against psionic abilities, such as those possessed by mind flayers or yuan-ti.
Lifesight (Su): The wearer of these goggles automatically knows whether any visible creature within 30 feet is alive, dead, undead, or neither alive nor dead (such as a construct).
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a gloaming for 1 round. In addition, she takes a -1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light.
Low-Light Vision (Ex): A gloaming can see twice as far as a human in starlight, moonlight, torchlight, or similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Luminescence (Ex): As a standard action, a gloaming can make her skin provide illumination equal to that produced by any light source up to and including a torch, or she can mute the glow altogether. A gloaming's luminescence lasts until she chooses to change it. When a gloaming dies, her luminescence fades to nothing over the course of 10 minutes.
Mastery of Counterspelling (Ex): When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.
Mastery of Elements (Ex): The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell's casting time is unaffected. The caster decides whether to alter the spell's energy type and chooses the new energy type when he begins casting.
Mastery of Shaping (Ex): 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.
Shadow Spells: Gloamings have a racial predilection for shadow-based spells. They cast illusion (shadow) spells at +1 caster level.
 Prohibited Spells: Characters with Penumbra Bloodline cannot learn or cast spells with the light descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
 Archmage Spells Known (0-level: 7; 1st: 10; 2nd: 9; 3rd: 9; 4th: 8; 5th: 8; 6th: 71; 7th: 52; 8th: 63; 9th: 7; 10th: 1)
DC to Resist: 21 + spell level
DC to Resist (Conjuration & Evocation school spells): 22 + spell level
Caster Level: 21st; Primary Ability Score: Charisma; Overcome Spell Resistance: d20+21

0-level—arcane mark, bouncing fall, detect magic, detect poison, light blindness, open/close, presdigititation, read magic, shadow blindness. 1st—alarm, obscuring mist*, feather fall, mage armor, magic missile, shield. 2nd—darkness*, fox's cunning, invisibility, ionize, scorching ray, vivid discharge. 3rd—displacement, fly, haste, lightning bolt, nondetection*. 4th—battle spikes, black tentacles*, dimension door, greater invisibility, lesser globe of invulnerability. 5th—arc of lightning, hunter missile, improved blink, permanency, shadow evocation*. 6th—chain lightning, contingency, shadow walk*, storm prison, true seeing. 7th—delayed blast fireball, greater teleport, plane shift*, prismatic spray, Simbul's spell sequencer. 8th—blackburst, greater shadow evocation*, Halaster's blacksphere, polar ray. 9th—Elminster's effulgent epuration, etherealness*, reaving dispel, time stop. * Bloodline spell.

1One 6th-level spell slot is permanently removed for Mastery of Shaping.
2Two 7th-level spell slots are permanently removed for Arcane Reach and one for Mastery of Counterspelling.
3One 8th-level spell slot is permanently removed for Mastery of Elements.

 Prohibited Spells: Characters with Penumbra Bloodline cannot learn or cast spells with the light descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.
 Favored Soul Domain: Healing.
 Favored Soul Spells Known (0-level: 7; 1st: 10; 2nd: 9; 3rd: 9; 4th: 8; 5th: 8; 6th: 8; 7th: 8; 8th: 7; 9th 7; 10th: 1)
DC to Resist: 21 + spell level
DC to Resist (Conjuration & Evocation school spells): 22 + spell level
Caster Level: 21st (22nd for Healing domain spells); Primary Ability Score: Charisma; Overcome Spell Resistance: d20+21

0-level—create water, detect magic, detect poison, guidance, know talent, no light, purify food and drink, read magic, resistance. 1st—bless, cure light wounds*, divine favor, draw on faith, endure elements, protection from evil, shield of faith. 2nd—cure moderate wounds*, divine protection, find traps, lighten load, remove paralysis, silence, zone of truth. 3rd—create food and water, cure serious wounds*, godspeed, lucky break, protection from energy, speak with dead, water walk. 4th—cure critical wounds*, divination, legion's shield of faith, omniboost, revenance, sending, tongues. 5th—commune, hallow, mass cure light wounds*, raise dead, true seeing, wall of dispel magic, wall of stone. 6th—battlelink, greater dispel magic, harm, heal*, mass bear's endurance, mass bull's strength, mass eagle's splendor. 7th—destruction, fortune's armor, mass spell resistance, regenerate*, resurrection, spark of life. 8th—discern location, earthquake, fire storm, greater spell immunity, mass cure critical wounds*, mass restoration. 9th—black rain, end to strife, energy drain, gate, implosion, mass heal*. * domain spell.

 Magical Items: +6 amulet of health (36,000 gp), cloak of the yugoloth generals (functions as +6 cloak of charisma and +5 cloak of resistance) (97,000 gp), ring of negative protection (72,000 gp), +5 ring of protection (50,000 gp), rod of maximize metamagic (up to 6th level; 3/day) (54,000 gp)

 Potions:

 Nonmagical Items:

Biographical Information
 Height: 3 ft. 1 in.; Weight: 37 lb.; Age: 35; Hair: White; Eyes: White
 Patron Deity: Ilmater; Homeland: Cormyr; Heritage: 100% Gloaming; Background: Cormyrean
 Carrying Capacity: light load—up to 19 lbs.; medium load—20-39 lbs.; heavy load—40-60 lbs.; drag—300 lbs.

 Platinum (pp): 0, Gold (gp): 85,603, Silver (sp): 9, Copper (cp): 3
 Other Wealth: None

Character Level Record
Gloaming Gloaming Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul
Favored Soul Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer
 
Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul
Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Archmage Archmage Archmage Archmage Archmage
 
Favored Soul Favored Soul                
Ring Sage Ring Sage                

Spellcasting Record
0-level: 5 1st: 8 2nd: 33 3rd: 10 4th: 23
5th: 35 6th: 10 7th: 22 8th: 14 9th: 16

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

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

Empower Spell (+2):      
Explosive Spell (+2):      
Lucky Spell (+0):      
Maximize Spell (+2):      
Quicken Spell (+3):      
Reach Spell (+2):      

 Character History: Seagretor first found combat interest when a party was founded in his home town of Cormyr, he watched a great fighter by the name of Dorn Helderon with great interest. Being of such small stature, he naturally inclined himself to the magic arts. While trying to fight creatures well over his own abilities, he met a Minotaur that, quite frankly, saved his life. As luck would have it, Seagretor was the only person within miles that could speak a language that Bull could understand. From-there-on-out the two were rarely apart. Their relationship was likened to Butch Cassidy and the Sundance Kid, Turner and Hooch (obviously Bull would be Hooch), Jake and the Fat Man, Starsky and Hutch (but not as gay).... Their feats compliment each other and thier abilities make them a team to be reckoned with. It's not sure if Seagretor has a real purpose or if the two simply fight just for the sake of it.
 Slain Enemy Record: 1 Blue Slaad Marauder, 3 Cultist Elite Guardians, 1 Dark Naga Mind Bender, 1 Dracolich Half-Purple Dragon Battle Sorcerer/Cleric of Bane, 1 Drow Battlepriest, 1 Lich Necromancer/Cleric of Cyric, 1 Nycaloth Commander, 1 Piscoloth Sergeant

 Adventures: DB04—Assault on Myth Drannor