Realms Beyond - Dragonbane Campaign
Dungeons & Dragons 3.5 Edition
Character Played by Chris Roberts; 27,500 GEMs
6 Active Game Sessions, Created on 09/15/2005
Name: Thotumal "Thot" Xavros Alignment: Chaotic Neutral
Male Drow Medium Humanoid (Elf)
Character Level: 16 XP Earned: 128,000 (4,000/game)
Classes: Fighter 7, Ninja 7, Rogue 16 Next Level Advance: 136,000
Ability Base Race Age Inherent Level Magic Temp Total Mod
STR: 18 +0 +0 +0 +2 +2   22 / ____ +6 / ____
DEX: 16 +2 +0 +2 +0 +0   20 / ____ +5 / ____
CON: 16 -2 +0 +0 +1 +0   15 / ____ +2 / ____
INT: 12 +2 +0 +0 +0 +0   14 / ____ +2 / ____
WIS: 10 +0 +0 +0 +0 +0   10 / ____ +0 / ____
CHA: 15 +2 +0 +0 +0 +0   17 / ____ +3 / ____
LUCK: 10 +0 +0 +0 +0 +0   10 / ____ +0 / ____

BAB: +14/+9/+4
    melee touch: +20
    ranged touch: +19
Grapple: +20
Bull Rush: +6
Space/Reach: 5 ft./5 ft.
Speed: 30 ft. (6 squares)
Craft Points: 13,600

Lives Remaining: 9

Current Round
 
 
Saving Throws Base Ability Magic Misc Total Penalties
Fortitude +10 +2 +2 +0 +14 / ____ Attack Rolls: Damage Rolls:
Reflex +5 +5 +2 +0 +12 / ____ Ability Checks: Skill Checks:
Will
  +2 racial bonus against spells and spell-like abilities
+10 +0 +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 +5 +2 +9 +0 +4 +2 +0 +0 +0 32 21 30
Modified              
Hit Dice: 9d6+18 plus 7d10+14 (156 hp - 0 Vile damage) = 156 hp 117 78 39 Initiative Modifier: +9 (+5 Dex, +4 Improved Initiative)
                                       
Weapon Single Atk Secondary Full Atk Damage Critical Sneak Atk Sudden Strike Type
+2 gripping roguefriend shyrlass melee (primary) +23 n/a +21/+16/+11 1d8+10 15-20/x3 +9d6 +4d6 Slashing
melee (off-hand) n/a n/a +21/+16 1d8+7 15-20/x3 +9d6 +4d6 Slashing
+2 enfeebling shyrlass melee (primary) +23 n/a +21/+16/+11 1d8+10 15-20/x3 plus 1d6+2 Str +8d6 +4d6 Slashing
melee (off-hand) n/a n/a +21/+16 1d8+7 15-20/x3 +8d6 +4d6 Slashing
masterwork morningstar melee +21 n/a +21/+16/+11 1d8+6 20/x2 +8d6 +4d6 Bludgeoning and Piercing
unarmed strike melee +20 n/a +20/+15/+10 1d3+6 nonlethal 20/x2 +8d6 +4d6 Bludgeoning
Spell/Effect            
Duration            
Caster            
 Feats: Acrobatic Strike, Armor Focus (leather coat), Armor Proficiency (all), Combat Expertise, Combat Reflexes, Improved Critical (shyrlass), Improved Feint, Improved Two-Weapon Fighting, Martial Weapon Proficiency (all), Shield Proficiency (all), Simple Weapon Proficiency (all), Superior Critical (shyrlass), Two-Weapon Fighting, Two-Weapon Finesse, Weapon Finesse, Weapon Focus (shyrlass), Weapon Specialization (shyrlass)

 Skills: Appraise +2 (+2 Int, 0 ranks), Balance +6 (+5 Dex, 0 ranks, +2 synergy from Tumble, -1 armor), Bluff +19 (+3 Cha, 16 ranks), Climb +23 (+6 Str, 16 ranks, +2 ninja, -1 armor), Concentration +2 (+2 Con, 0 ranks), Diplomacy +5 (+3 Cha, 0 ranks, +2 synergy from Bluff), Disable Device +9 (+2 Int, 5 ranks, +2 masterwork thieves' tools), Disguise +3 (+5 acting) (+3 Cha, 0 ranks), Escape Artist +20 (+5 Dex, 16 ranks, -1 armor), Forgery +2 (+2 Int, 0 ranks), Gather Information +3 (+3 Cha, 0 ranks), Heal +2 (0 ranks, +2 racial), Hide +20 (+5 Dex, 16 ranks, -1 armor), Intimidate +5 (+3 Cha, 0 ranks, +2 synergy from Bluff), Jump +25 (+6 Str, 16 ranks, +2 synergy from Tumble, +2 ninja, -1 armor), Knowledge (nature) +4 (+2 Int, 0 ranks, +2 racial), Listen +12 (10 ranks, +2 racial), Move Silently +20 (+5 Dex, 16 ranks, -1 armor), Open Lock +23 (+5 Dex, 16 ranks, +2 masterwork thieves' tools), Ride +8 (+5 Dex, 3 ranks), Search +20 (+2 Int, 16 ranks, +2 racial), Sense Motive +0 (0 ranks), Sleight of Hand +11 (+5 Dex, 5 ranks, +2 synergy from Bluff, -1 armor), Spot +10 (8 ranks, +2 racial), Survival +2 (0 ranks, +2 racial), Swim +4 (+6 Str, 0 ranks, -2 armor), Tumble +24 (+5 Dex, 16 ranks, +2 synergy from Jump, +2 ninja, -1 armor), Use Magic Device +18 (+3 Cha, 15 ranks), Use Rope +5 (+7 binding) (+5 Dex, 0 ranks)

 Armor Check Penalty: -1; Swim Check Penalty: -2
 Permanent Class Skills: None
 Languages: Chondathan, Common, Dragon, Elven, Undercommon

Immunities: Magic sleep effects
Spell Resistance: 27
 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 racial bonus to attacks against humanoid (humans) and Purple Dragons of Cormyr.
Combat Expertise (Ex): When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that his 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.
Drow Traits: Darkvision 120 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..
Ghost Step (Su): The ninja can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action that does nor provoke an attack of opportunity.
Great Leap (Su): Ninjas always make Jump checks as if they were running. This ability can only be used if the ninja is wearing no armor and is unencumbered.
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.
Improved Feint (Ex): Improved feinting is a move action. To feint, make a Bluff check opposed by a Sense Motive check by your target. The target may add his base attack bonus to this Sense Motive check. If your Bluff check result exceeds your target’s Sense Motive check result, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any), which allows you to add sneak attack damage. This attack must be made on or before your next turn.
When feinting in this way against a nonhumanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a nonintelligent creature, it’s impossible.
Feinting in combat does not provoke attacks of opportunity.
Ki Dodge (Su): At 6th level and higher, a ninja can spend a daily use of her ki power to cause attacks against her that might otherwise hit to miss. When she activates this ability, the ninja's outline shifts and wavers, causing some attacks to miss. This distortion grants the ninja concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action.
See invisibility has no effect on the miss chance caused by the ki dodge ability, but true seeing negates it. The miss chance caused by this ability does not stack with that caused by concealment or spells like blink or displacement.
This ability can be used only if the ninja is wearing no armor and is unencumbered.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow for 1 round. In addition, drow suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.
Ninja Abilities: +4d6 sudden strike.
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.
Poison Use (Ex): A ninja no longer risks accidentally poisoning herself when applying poison to a weapon.
Rogue Abilities: Improved uncanny dodge (lvl 19 to be flanked); +8d6 sneak attack; trapfinding; trap sense +5; uncanny dodge.
Speed Climb (Ex): A ninja can scramble up or down walls and slopes with great speed. She may climb her full base speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground.
The ninja also needs only one free hand to use this ability. When climbing normally, the ninja requires both hands free. This ability can be used only if the ninja is wearing no armor and is unencumbered.
Spell-Like Abilities: 1/day—dancing lights, darkness, faerie fire. Save DCs are Charisma-based. Caster level equal to character level.
Sudden Strike (Ex): If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This ability works like sneak attack, with the exception that ninjas using the sudden strike ability do not deal extra damage to opponents that they flank, but only to creatures that are denied their Dexterity bonus to Armor Class (whether the target has a Dexterity bonus to AC or not). Sudden attack's extra damage dice stack with those from sneak attack whenever both would apply to the same target.
 Magical Items: +2 amulet of natural armor (8,000 gp), bag of holding type II (weighs 25 lb.; 500 lb. limit; 70 cu. ft. volume) (5,000 gp), +2 cloak of resistance (4,000 gp), +2 enfeebling shyrlass (18,390 gp), fingerless gloves (2,500 gp) (not worn), gauntlets of ogre power (4,000 gp), +2 gripping roguefriend shyrlass (18,390 gp), +5 leather coat (25,350 gp), ring of invisibility (20,000 gp), +4 ring of protection (32,000 gp), trackless boots (+5 to DC to Track) (2,500 gp)

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

 Wands (DC 20 Use Magic Device check): wand of silence (CL 3rd; 3 minute duration; 39 charges) (3,510 gp [90 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 morningstar (308 gp), masterwork potion belt (60 gp), masterwork thieves' tools (100 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. 0 in.; Weight: 105 lb.; Age: 131; Hair: White; Eyes: Red
 Patron Deity: ; Homeland: Dalelands; Heritage: 100% Drow Elf; Background: Dalesman
 Carrying Capacity: light load—up to 173 lbs.; medium load—174-346 lbs.; heavy load—347-520 lbs.; drag—2,600 lbs.

 Platinum (pp): 1,062, Gold (gp): 1,005, Silver (sp): 6, Copper (cp): 3
 Other Wealth: None

Character Level Record
Rogue Rogue Rogue Rogue Rogue Rogue Rogue Rogue Rogue Rogue
Drow Drow Fighter Fighter Fighter Fighter Ninja Ninja Ninja Ninja
 
Rogue Rogue Rogue Rogue Rogue Rogue        
Ninja Ninja Ninja Fighter Fighter Fighter        

 Character History:
 Slain Enemy Record: 1 Cultist Warlock, 1 Half-Orc Akashic Shadowsworn, 1 Half-Orc Assassin, 1 Half-Orc Executioner, 1 Trained Orc Pikeman

 Adventures: DB02—Fangs of Ice