Forgotten Realms - Ultimate Showdown
Dungeons & Dragons 3.5 Edition
Played by Brad Rodgers
1 Games Played, Imported 10/25/2006
Name Ignatius Swiftfoot Alignment Chaotic Good
Male Wood Elf Medium Humanoid (Elf)
Character Level 24 Last Played November 2, 2006
Classes Fighter 10, Pathfinder 3, Scout 23 Craft Points
Prestige Classes Master Thrower 2, Runner 10 XP 282,000; Next Level 300,000; 6,000/game
Hit Dice 4d8+24 plus 20d10+120 100% 75% 50% 25% Initiative Modifier +17 (+6 Dex, +3 Battle Fortitude, +2 Fast Entry, +2 Quick Reconnoiter, +4 Improved Initiative)
  376 282 188 94  
Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Insight AC Touch Flat-Footed
+0 +4 +0 +11 +4 +6 +5 +2 +0 +0 +5 47 26 47
Ability Base Race Age Inherent Level Magic Total Mod
STR 16 +2 +0 +0 +0 +6 24 +7
DEX 18 +2 +0 +0 +2 +0 22 +6
CON 14 -2 +0 +0 +5 +6 23 +6
INT 14 -2 +0 +0 +0 +0 12 +1
WIS 12 +0 +0 +0 +0 +0 12 +1
CHA 14 -2 +0 +0 +0 +0 12 +1
LUCK 12 +0 +0 +0 +0 +0 12 +1

BAB +24/+19/+14/+9/+4
    melee touch +31
    ranged touch +30
Grapple +31 ; Bull Rush +4
Space/Reach 5 ft./5 ft.
Speed 80 ft. (16 squares)

Senses Listen +13; Spot +13; blindsight 30 ft.; low-light vision

Lives Remaining 3

Saves Base Ability Magic Misc Total Special
Fortitude +8 +6 +0 +3 +17  
Reflex +14 +6 +0 +0 +20 improved evasion
Will +14 +1 +0 +0 +15 +2 racial bonus vs. enchantment spells or effects
Damage Reduction 5/cold iron
Fortification 25%
Immune acid
Resist 10/cold; 10/electricity; 10/fire
Weapon Atk Full Atk Dmg Crit Type
+5 adamantine vorpal longsword melee +40 +40/+35/+30/+25/+20 1d8+18 17-20/x3
vorpal on natural 20
charge +44 +44 1d8+23 plus 1d6 plus 6d6 skirmish
Will DC 15 + dmg dealt or shaken for 1d6 rnds
vorpal on natural 20
extended attack +35 n/a 1d8+18 plus 6d6 skirmish 17-20/x3
vorpal on natural 20
+5 javelin ranged (30 ft.; 5 inc.) +37 +37 1d6+12 20/x3 P
hurling charge (30 ft.; 5 inc.) +41 +41 1d6+17 plus 1d6 plus 6d6 skirmish
Will DC 15 + dmg dealt or shaken for 1d6 rnds
20/x3 P
unarmed strike melee +32 +32/+27/+22/+17/+12 1d3+7 nonlethal 20/x2 B
 Languages Common, Elven, Sylvan
 Feats Armor Proficiency (all), Cleave, Combat Reflexes, Dodge, Endurance, Epic Weapon Focus (longsword), Epic Weapon Specialization (longsword), Great Cleave, Greater Weapon Focus (longsword), Hurling Charge, Improved Critical (longsword), Improved Initiative, Martial Weapon Proficiency (all), Mobility, Point Blank Shot, Precise Shot, Power Attack, Quick Draw, Quick Reconnoiter, Run, Shield Proficiency (all), Simple Weapon Proficiency (all), Spring Attack, Superior Critical (longsword), Track, Weapon Focus (javelin), Weapon Focus (longsword), Weapon Specialization (longsword)
 Skills Appraise +1 (+1 Int, 0 ranks), Balance +14 (+6 Dex, 8 ranks, +2 synergy from Tumble, -2 armor), Bluff +20 (+1 Cha, 19 ranks), Climb +22 (+7 Str, 12 ranks, +5 gloves of swimming and climbing, -2 armor), Concentration +6 (+6 Con, 0 ranks), Diplomacy +1 (+1 Cha, 0 ranks), Disguise +1 (+1 Cha, 0 ranks), Escape Artist +10 (+6 Dex, 6 ranks, -2 armor), Forgery +1 (+1 Int, 0 ranks), Gather Information +1 (+1 Cha, 0 ranks), Heal +5 (+1 Wis, 4 ranks), Intimidate +6 (+1 Cha, 5 ranks), Jump +22 (+7 Str, 15 ranks, +2 synergy from Tumble, -2 armor), Knowledge (arcana) +6 (+1 Int, 5 ranks), Knowledge (dungeoneering) +10 (+1 Int, 9 ranks), Knowledge (geography) +10 (+1 Int, 9 ranks), Knowledge (history) +5 (+1 Int, 4 ranks), Knowledge (nature) +10 (+1 Int, 9 ranks), Listen +13 (+1 Wis, 9 ranks, +1 Sharp Senses, +2 racial), Ride +11 (+6 Dex, 5 ranks), Search +10 (+1 Int, 6 ranks, +1 Sharp Senses, +2 racial), Sense Motive +5 (+1 Wis, 4 ranks), Sleight of Hand +10 (+6 Dex, 0 ranks, 4 cross-class ranks), Sneak +29 (+6 Dex, 26 ranks, -2 armor), Spellcraft +10 (+1 Int, 7 ranks, +2 synergy bonus from Knowledge [arcana]), Spot +13 (+1 Wis, 11 ranks, +1 Sharp Senses, +2 racial), Survival +20 (+1 Wis, 19 ranks), Swim +21 (+7 Str, 13 ranks, +5 gloves of swimming and climbing, -4 armor), Tumble +29 (+6 Dex, 23 ranks, +2 synergy from Jump, -2 armor), Use Rope +15 (+6 Dex, 9 ranks)

 Armor Check Penalty -2; Swim Check Penalty -4
 Permanent Class Skills Bluff, Knowledge (geography), Knowledge (nature), Spellcraft and Survival

Special Attacks & Qualities
Agile Runner (Ex): A runner may make a number of 90-degree turns during a charge attack equal to his Dexterity bonus (minimum of 1 turn). This ability allows the runner to charge around corners, avoid combatants, or other obstacles, while still building momentum for the inevitable clash of arms.
Battle Fortitude (Ex): A scout gains a +2 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.
Blindsight (Ex): A scout gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.
Deadeye Shot (Ex): The critical multiplier for any thrown weapon for which he has Weapon Focus increases by one (for example, a hand axe has a critical multiplier of x4 instead of x3) when this ability is used. The benefit of this ability does not stack with any other effect that increases critical multipliers.
Difficult Target (Ex): In any round in which the runner moves twice his base land speed or more, he gains a +4 bonus to AC against all ranged weapon attacks. This bonus lasts until the runner's next turn.
Extended Attack (Ex): The runner may quickly strike down his foes. A runner may make a special charge attack. He takes a -4 penalty to his AC for one round, but he can make a single melee attack against every foe he threatens along the path to his intended target. All these attacks suffer a -5 penalty.
Fast Entry (Ex): When making a run action, he no longer provokes attacks of opportunity when moving through threatened squares.
Favored Weapon (Ex): +1 bonus to attack rolls with javelins.
Free Movement (Ex): A scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Hide in Plain Sight (Ex): A scout can use the Sneak skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
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.
Lightning Strike (Ex): A runner's charge is so deadly and surprising opponents have a hard time reacting to the attack. A runner's bonus to his attack roll when making a charge attack increases to +4 and he deals +1d6 points of damage on the attack. In addition, the subject of this attack must succeed on a Will save against a DC 15 + the damage dealt or be shaken for 1d6 rounds.
Mobile Fighting (Ex): This ability increases the pathfinder's land speed by +10 feet (this is not an enhancement bonus; the pathfinder's land speed simply increases, allowing him to combine this ability with other forms of speed increase).
Momentum (Ex): On a successful charge attack, a runner of 1st-level or higher adds one-half his class levels (minimum +1, maximum +5) to his weapon damage roll.
Quick Defense (Ex): The runner is so fast he can dodge blows before they hit him. Runners gain a +1 dodge bonus to their AC. In addition, in any round in which the runner moves twice his base land speed or more (such as a charge, overrun, or run action for example), he also gains a +2 bonus to his Reflex save. This last bonus lasts until the runner's next turn.
Scout Abilities: Blindsense 30 ft.; camouflage; flawless stride; trackless step; trapfinding; uncanny dodge.
Sharp Senses (Ex): A pathfinder remains keenly aware of his surroundings and can pick up clues from his environment other characters might miss, gaining a +1 bonus to all Listen, Search, and Spot checks. If the pathfinder has the Track feat, this bonus also applies to Survival checks made to follow tracks.
Skilled Charge (Ex): A runner no longer takes a penalty to his Armor Class when making a normal charge attack. He still takes the normal -4 penalty when making an Extended Attack.
Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. he gains a +6 competence bonus to AC and deals an extra 6d6 points of damage on all attacks she 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.
Steady (Ex): A runner can speak normally while making a run action.
Wood Elf Traits: Automatically attempt a Search check when within 5 feet of a secret or concealed door; immunity to magic sleep effects; low-light vision; +2 racial saving throw bonus against enchantment spells or effects.
Equipment & Possessions
 Magical Items +5 adamantine vorpal longsword (203,015 gp), +6 amulet of health (36,000 gp), +6 belt of giant strength (36,000 gp), carpet of flying, 6 ft. x 9 ft. (53,000 gp), dusty rose rhomboid ioun stone (+5 insight AC) (125,000 gp), gloves of swimming and climbing (6,250 gp), +5 javelin (50,301 gp), +3 light helm (22,665 gp), +5 light steel shield (25,159 gp), mantle of cold, electricity and fire resistance (90,000 gp), +5 mithral light fortification breastplate (light armor; +11 armor; +4 max Dex; -2 armor check penalty; 25% spell failure; 25% fortification) (40,200 gp), ring of acid immunity (240,000 gp), +5 ring of protection (50,000 gp), shirt of the fey (76,000 gp)

 Potions elixir of healing (CL 11th; cures 110 hp) (3,300 gp), potion of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp), potion of vigor (CL 5th; 5 round duration; fast healing 2) (750 gp)

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), 2 candles (1 cp each), crowbar (2 gp), empty flask (3 cp), explorer's outfit (10 gp), 5 flasks of oil (1 sp each), flint and steel (1 gp), grappling hook (1 gp), hammer (5 sp), hooded lantern (7 gp), masterwork potion belt (60 gp), peasant's outfit (1 sp), 2 sacks (1 sp each), silk rope (50 ft.) (10 gp), small steel mirror (10 gp), tent (10 gp), 3 torches (1 cp each), trail rations (6 days) (5 sp/day), waterskin (1 gp), whetstone (2 cp), winter blanket (5 sp)

 Platinum (pp) 649, Gold (gp) 0, Silver (sp) 0, Copper (cp) 0
 Other Wealth None

Biographical Information
 Height 5 ft. 0 in.; Weight 106 lb.; Age 131; Hair Brown; Eyes Green
 Patron Deity Rillifane; Homeland The High Forest; Heritage 100% Wood Elf; Background Rover

Character Level Record
Scout Scout Scout Scout Scout Scout Scout Scout Scout Scout
Fighter Pathfinder Fighter Fighter Fighter Pathfinder Runner Runner Runner Runner
Scout Scout Scout Pathfinder Scout Scout Scout Scout Scout Scout
Runner Runner Runner Runner Runner Runner Fighter Fighter Fighter Fighter
Scout Scout Scout Scout            
Fighter Master Thrower Fighter Master Thrower            

 Slain Enemy Record