Realms Beyond - Hammer of Glory Campaign
Dungeons & Dragons 3.5 Edition
Contingent Character
3 Active Game Sessions, Created on 01/23/2005
Name: Ellowen Alignment: Lawful Neutral
Male Half-Elf Medium Humanoid (Elf)
Character Level: 14 XP: 102,314
Classes: Fighter 10, Wilderness Rogue 1, Wizard 8
Prestige Classes: Bladesinger 9
Ability Base Race Age Inherent Level Magic Temp Total Mod Conditions
STR: 15 +0 +0 +0 +1 +4   20 / ____ +5 / ____ Fatigued Nauseated
DEX: 15 +0 +0 +0 +1 +4   20 / ____ +5 / ____ Exhausted Sickened
CON: 12 +0 +0 +0 +2 +4   18 / ____ +4 / ____ Blinded Shaken
INT: 16 +0 +0 +0 +0 +6   22 / ____ +6 / ____ Deafened Staggered
WIS: 17 +0 +0 +0 +0 +0   17 / ____ +3 / ____ Dazed Stunned
CHA: 12 +0 +0 +0 +0 +0   12 / ____ +1 / ____ Entangled Panicked
LUCK: 16 +0 +0 +0 +0 +0   16 / ____ +3 / ____
Uses      
Armor Class: 33
  touch 24     flat-footed 22
  armor check penalty -1

(+5 Dex, +6 Int, +8 leather scale, +3 ring of protection, +1 Dancing Strike)

BAB: +14/+9/+4
Grapple: +19
Space/Reach: 5 ft./5 ft.
Speed: 30 ft. (6 squares)
Craft Points: 11,000

Languages: Chondathan, Common, Draconic, Elven, Goblin, Sylvan

Order Rank: Initiate
Lives Remaining: 9

Saving Throws Base Ability Magic Misc Total Penalties
Fortitude +9 +4 +0 +0 +13 / ____ Attack Rolls: Damage Rolls:
Reflex +4 +5 +0 +0 +9 / ____ Ability Checks: Skill Checks:
Will +9 +3 +0 +0 +12 / ____ Saving Throws: Negative Levels:
Hit Dice: 4d8+16 plus 10d10+40 (188 hp) 141 94 47 Initiative Modifier: +9 (+5 Dex, +4 Improved Initiative)
                                       
Weapon Single Atk Secondary Full Atk Damage Critical Range Type
+1 fatiguing gripping roguefriend longsword +22 n/a +22/+17/+12 1d8+8 17-20/x2 plus fatigue 0 ft. Slashing
             
+1 dagger +20 n/a +20/+15/+10 1d4+6 19-20/x2 10 ft. Piercing or Slashing
             
unarmed strike +19 n/a +19/+14/+9 1d3+5 nonlethal 20/x2 0 ft. Bludgeoning
             
Spell/Effect            
Duration            
Caster            
 Feats: Arcane Battle Mastery, Arcane Weapon, Armor Proficiency (all), Combat Casting, Combat Expertise, Combat Reflexes, Dancing Strike, Dodge, Energy Sheath (cold), Greater Weapon Focus (longsword), Improved Critical (longsword), Improved Initiative, Martial Weapon Proficiency (all), Quicken Spell, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency (all), Thousand Blade Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
 Skills: Appraise +6 (+6 Int, 0 ranks), Balance +10 (+5 Dex, 4 ranks, +2 synergy from Tumble, -1 armor), Bluff +5 (+1 Cha, 4 ranks), Climb +9 (+5 Str, 5 ranks, -1 armor), Concentration +21 (+4 Con, 17 ranks), Decipher Script +11 (+6 Int, 5 ranks), Diplomacy +3 (+1 Cha, 0 ranks, +2 racial), Disguise +1 (+1 Cha, 0 ranks), Escape Artist +4 (+5 Dex, 0 ranks, -1 armor), Forgery +6 (+6 Int, 0 ranks), Gather Information +3 (+1 Cha, 0 ranks, +2 racial), Handle Animal +6 (+1 Cha, 5 ranks), Heal +3 (+3 Wis, 0 ranks), Hide +8 (+5 Dex, 4 ranks, -1 armor), Intimidate +1 (+1 Cha, 0 ranks), Jump +11 (+5 Str, 5 ranks, +2 synergy from Tumble, -1 armor), Knowledge (arcana) +18 (+6 Int, 12 ranks), Knowledge (nature) +10 (+6 Int, 4 ranks), Listen +8 (+3 Wis, 4 ranks, +1 racial), Move Silently +8 (+5 Dex, 4 ranks, -1 armor), Perform (dance) +4 (+1 Cha, 3 ranks), Perform (sing) +4 (+1 Cha, 3 ranks), Ride +12 (+5 Dex, 5 ranks, +2 synergy from Handle Animal), Search +11 (+6 Int, 4 ranks, +1 racial), Sense Motive +3 (+3 Wis, 0 ranks), Spellcraft +25 (+6 Int, 17 ranks, +2 synergy from Knowledge [arcana]), Spot +8 (+3 Wis, 4 ranks, +1 racial), Survival +7 (+3 Wis, 4 ranks), Swim +10 (+5 Str, 5 ranks), Tumble +14 (+5 Dex, 8 ranks, +2 synergy from Jump, -1 armor), Use Rope +5 (+5 Dex, 0 ranks)
 Special Attacks/Qualities:
Arcane Weapon (Su): 5/day—As a move action, you grant a single weapon (ranged or melee weapon) or other missile that you grasp a +4 enhancement bonus on attack rolls and damage rolls for 14 rounds. It is considered a magic weapon for the purpose of overcoming damage reduction.
Bladesong Style (Ex): When wielding a longsword or rapier in one hand (and nothing in the other), a bladesinger gains a dodge bonus to Armor Class equal to his class level, up to a maximum of her Intelligence bonus. If the bladesinger wears medium or heavy armor, she loses all benefits of the bladesong style.
Energy Sheath (Cold) (Su): 3/day—As a move action, your attacks deal an additional 1d6 cold damage for 7 rounds.
Greater Spellsong (Ex): A bladesinger ignores arcane spell failure chances when wearing light armor.
Half-Elf Traits: Low-light vision; immunity to magical sleep; +2 racial bonus on saves against enchantment spells and effects; elven blood.
Lesser Spellsong (Ex): When wielding a longsword or rapier in one hand (and nothing in the other), a bladesinger can take 10 when making a Concentration check to cast defensively.
Song of Celerity (Ex): 1/day—Quicken (as the feat) a 4th-level or lower spell. He may only use this ability when wielding a longsword or rapier in one hand (and nothing in the other).
Thousand Blade Strike (Su): 3/day—As a move action, the next foe you attempt to attack must make a Will save (DC 10 + half your base attack bonus + your Intelligence modifier). If this save fails, your foe sees several duplicates of you surrounding him and attacking as one. When you strike him, he is considered flanked. This is a mind-affecting ability and an illusion (phantasm) effect. The effect lasts for 7 rounds.
Wilderness Rogue Abilities: +1d6 sneak attack; trapfinding.
 Wizard Domain: Cold.
 Wizard Spells Prepared (4+1/6+1/6+1/5+1/5+1/4+1/3+1/1+1; DC 16 + spell level; caster level 13th): 0-level—detect magic, dirtwall, mage hand, ray of frost, read magic. 1st—benign transposition x2, chill touch, enlarge person, grease, lightning sphere, shield. 2nd—blur, chill metal, glitterdust x2, resist energy x2, see invisibility. 3rd—dispel magic, forceblast, ray of exhaustion x2, sleet storm, tongues. 4th—blast of flame, greater invisibility, magic missile spray x2, shout, wall of ice. 5th—arrow storm, cone of cold, legion's fire shield, telekinesis, teleport. 6th—freezing sphere, globe of invulnerability, greater heroism, skyhurling. 7th—delayed blast frostball, power word blind.

 Spellbooks: 0-level—acid splash, arcane mark, dancing lights, detect magic, dirtwall, flare, ghost sound, mage hand, ray of frost, read magic. 1st—benign transposition, chill touch, enlarge person, grease, lightning sphere, shield. 2nd—blur, chill metal, glitterdust, resist energy, see invisibility. 3rd—dispel magic, forceblast, ray of exhaustion, sleet storm, tongues. 4th—blast of flame, greater invisibility, magic missile spray, shout, wall of ice. 5th—arrow storm, cone of cold, legion's fire shield, telekinesis, teleport. 6th—chain lightning, freezing sphere, globe of invulnerabililty, greater heroism, skyhurling. 7th—delayed blast frostball, mass hold person, power word blind.

Magical Items: +4 amulet of health (16,000 gp), +4 belt of giant strength (16,000 gp), +1 dagger (2,302 gp), +1 fatiguing gripping roguefriend longsword (18,320 gp), +4 gloves of dexterity (16,000 gp), +6 headband of intellect (36,000 gp), +5 leather scale (25,185 gp), +3 ring of protection (18,000 gp)

Potions: 2 potions of cure serious wounds (CL 5; 3d8+5 hit points) (750 gp)

Nonmagical Items: backpack, bedroll, flint and steel, silver holy symbol of Tyr, tent, waterskin, whetstone

Biographical Information
 Height: 5 ft. 5 in.; Weight: 130 lb.; Age: 37; Hair: Black; Eyes: Green
 Patron Deity: Tyr; Homeland: Dalelands; Heritage: 50% Human, 50% Moon Elf
 Carrying Capacity: light load— up to 133 lbs.; medium load— 134-266 lbs.; heavy load— 267-400 lbs.; drag— 2,000 lbs.

 Platinum (pp): 54, Gold (gp): 7, Silver (sp): 0, Copper (cp): 0

Character Level Record
Fighter Fighter Fighter Fighter Fighter Fighter Wizard Fighter Wizard Fighter
Wilderness Rogue Wizard Wizard Wizard Wizard Bladesinger Bladesinger Bladesinger Bladesinger Bladesinger
 
Wizard Fighter Wizard Fighter            
Bladesinger Bladesinger Bladesinger Bladesinger            

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

Quicken Spell:      

 Picture:

 Character Background: Ellowen was born in the Dalelands, the son of a retired ranger justiciar of Tyr and an elven scout. He was raised by his father and knew very little about his mother after she left the child at his father's door. He learned woodcraft from his father and picked up the basics of survival and swordsmanship. Ellowen served a stint in a Dalelands militia where he divided his time improving his swordsmanship and apprenticing to one of the barracks wizards. After several years fighting the evil denizens of Cormanthor, Ellowen left the militia and set out to learn more of his elven heritage. During his travels, he found a small elven outpost and approached them in friendship. Although slow and ungainly by elven standards, Ellowen was accepted as an apprentice of the ancient bladesong style. The young half-elf proved a talented student and excelled at the ancient craft. He spent several years with the elves and learned tactics and magics never seen by men. Eventually, Ellowen left the woods and returned to home to find his father had passed away. Satisfied with what he had learned of his mother's heritage, he vowed to better understand his father. He traveled directly to Cormyr and swore allegiance to the temple of Tyr. In this role, Ellowen serves as a strong arm of the faith, enforcing Tyr's will. Because of his somewhat aloof attitude, Ellowen is useful in situations where paladins are instead a detriment.
 Slain Enemy Record: