Forgotten Realms - Ultimate Showdown
Dungeons & Dragons 3.5 Edition
Played by Greg Payton
4 Games Played, Imported 07/05/2006
Name Malark "the Damned" Swordwhisper Alignment Neutral Good
Male Human Medium Humanoid (Human)
Character Level 26 Last Played November 2, 2006
Classes Fighter 12, Rogue 14, Sorcerer 12 Craft Points 35,100
Prestige Classes Eldritch Knight 4, Spellsword 10 XP 331,500; Next Level 351,000; 6,500/game
Hit Dice 5d6+20 plus 9d8+36 plus 12d10+48 plus 30 100% 75% 50% 25% Initiative Modifier +10 (+6 Dex, +4 Improved Initiative)
  356 267 178 89  
Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Insight AC Touch Flat-Footed
+0 +6 +5 +5 +0 +0 +5 +1 +0 +0 +1 33 23 33
Ability Base Race Age Inherent Level Magic Total Mod
STR 16 +0 +0 +0 +1 +6 23 +6
DEX 15 +0 +0 +0 +1 +6 22 +6
CON 15 +0 +0 +0 +1 +2 18 +4
INT 13 +0 +0 +0 +1 +4 18 +4
WIS 13 +0 +0 +0 +0 +2 15 +2
CHA 16 +0 +0 +1 +3 +6 26 +8
LUCK 15 +0 +0 +0 +0 +0 15 +2

BAB +25/+20/+15/+10/+5
Epic BAB +1
    melee touch +32
    ranged touch +32
Grapple +32 ; Bull Rush +6
Space/Reach 5 ft./5 ft.
Speed 30 ft. (6 squares)

Senses Listen +18; Spot +19; all-around vision; true seeing 120 ft.

Lives Remaining 3

Saves Base Ability Magic Misc Total Special
Fortitude +15 +4 +4 +1 +24  
Reflex +15 +6 +4 +1 +26 improved evasion
trap sense
Will +8 +2 +4 +1 +15  
Immune mind-affecting (charms, compulsions, phantasms, patterns, and morale effects)
Resist 20/fire
Spell Resistance 18
Weapon Atk Full Atk Dmg Crit Type
+3 flaming keen shock longsword melee +39 +39/+34/+29/+24/+19 1d8+13 plus 1d6 fire plus 1d6 electricity 17-20/x2 S
dagger of venom melee +33 +33/+28/+23/+18/+13 1d4+7 19-20/x2 P or S
ranged (10 ft.; 5 inc.) +33 +33 1d4+7 19-20/x2 P
masterwork mighty (+3 Str) composite longbow ranged (110 ft.; 10 inc.) +33 +33/+28/+23/+18/+13 1d8+3 19-20/x3 P
unarmed strike melee +32 +32/+27/+22/+17/+12 1d3+6 nonlethal 20/x2 B
Spell/Effect            
Duration            
Caster/Level            
 Languages Chondathan, Common, Draconic
 Feats Armor Proficiency (all), Avoidance, Cleave, Combat Casting, Combat Reflexes, Dire Charge, Dodge, Epic Toughness, Epic Weapon Focus (longsword), Great Cleave, Greater Spell Focus (Evocation), Greater Spell Penetration, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Initiative, Luck of Heroes, Martial Weapon Proficiency (all), Maximize Spell, Mobility, Power Attack, Quicken Spell, Shield Proficiency (all; including tower shields), Simple Weapon Proficiency (all), Spell Focus (Evocation), Spell Penetration, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
 Skills Appraise +8 (+4 Int, 4 ranks), Balance +20 (+6 Dex, 12 ranks, +2 synergy Tumble), Bluff +8 (+8 Cha, 0 ranks), Climb +7 (+6 Str, 1 ranks), Concentration +20 (+24 casting defensively) (+4 Con, 16 ranks), Decipher Script +8 (+4 Int, 4 ranks), Diplomacy +12 (+8 Cha, 4 ranks), Disable Device +17 (+4 Int, 13 ranks), Disguise +12 (+8 Cha, 4 ranks), Escape Artist +18 (+6 Dex, 12 ranks), Forgery +8 (+4 Int, 4 ranks), Gather Information +12 (+8 Cha, 4 ranks), Handle Animal +9 (+8 Cha, 1 ranks), Heal +4 (+2 Wis, 0 ranks, +2 racial), Intimidate +10 (+8 Cha, 2 ranks), Jump +9 (+6 Str, 1 ranks, +2 synergy Tumble), Knowledge (arcana) +18 (+4 Int, 14 ranks), Knowledge (nature) +7 (+4 Int, 1 ranks, +2 racial), Knowledge (the planes) +8 (+4 Int, 4 ranks), Listen +18 (+2 Wis, 16 ranks), Open Lock +19 (+6 Dex, 13 ranks), Ride +7 (+6 Dex, 1 ranks), Search +21 (+4 Int, 13 ranks, +4 eyes of the spider), Sense Motive +6 (+2 Wis, 4 ranks), Sleight of Hand +10 (+6 Dex, 4 ranks), Sneak +25 (+6 Dex, 14 ranks, +5 boots of elvenkind), Spellcraft +25 (+4 Int, 19 ranks, +2 synergy Knowledge [arcana]), Spot +19 (+2 Wis, 13 ranks, +4 eyes of the spider), Survival +4 (+2 Wis, 0 ranks, +2 racial), Swim +7 (+6 Str, 1 ranks), Tumble +25 (+6 Dex, 19 ranks), Use Rope +17 (+6 Dex, 11 ranks)

 Armor Check Penalty -0; Swim Check Penalty -0
 Permanent Class Skills None

Spellcasting and Spell-Like Abilities
 Sorcerer Spells Per Day (0-level 6; 1st 8; 2nd 8; 3rd 8; 4th 8; 5th 7; 6th 7; 7th 7; 8th 7; 9th 6)
DC to Resist 18 + spell level
DC to Resist (Evocation) 20 + spell level
Recovers Spells Dawn; Requires 8 Hours Rest Yes
Caster Level 20th; Overcome Spell Resistance d20+26; Primary Ability Score Charisma

0-level—dancing lights, daze, detect magic, detect poison, flare, light, mage hand, read magic, resistance. 1st—feather fall, lesser acid orb, lesser sonic orb, magic missile, shocking grasp. 2nd—cat's grace, levitate, mirror image, scorching ray, spider climb. 3rd—fireball, haste, heroism, protection from energy. 4th—acid orb, dimension door, greater invisibility, magic missile spray. 5th—arc of lightning, arcing death, cone of cold, quintelemental blast. 6th—chain lightning, disintegrate, greater heroism. 7th—delayed blast fireball, fire & ice, prismatic spray. 8th—Halaster's blacksphere, maximum missile, wyrm's strength. 9th—elemental ray, time stop, reaving dispel.

Maximize Spell (+3)
Quicken Spell (+4)

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

Special Attacks & Qualities
Background Traits: +1 racial attack bonus against humanoid (elf) and members of the Zhentarim.
Channel Spell (Sp): ( ) 5/day—A spellsword can channel any spell he can cast into his melee weapon. Using this ability requires a move action, and the spellsword uses up the prepared spell or spell slot just as if he had cast the spell. The channeled spell affects the next target that the spellsword successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell. A spellsword can channel his spells into only one weapon at a time. Spells channeled into a weapon are lost if not used in 8 hours.
Corrupting Gaze (Su): ( ) 3/day—Gaze at a single target up to 30 ft. away; DC 19 Fortitude negates; 2d10 points of damage and 1d4 points of Charisma drain.
Ignore Spell Failure (Ex): A spellsword's hard work and practice at merging spellcraft with weaponplay starts to pay oft. As an extraordinary ability, he ignores 30% of the arcane spell failure chance associated with using armor.
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.
Multiple Channel Spell (Sp): A spellsword can channel two spells into his melee weapon, using a move action to channel each one. Both channeled spells affect the next target the spellsword successfully attacks with his weapon, in the order the spells were placed into the weapon. As with the channel spell class feature, saving throws and spell resistance apply normally. Each time a spellsword uses multiple channel spell, two of his five channel spell uses per day are expended.
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.
Rogue Abilities: improved uncanny dodge (lvl 18 to flank); +7d6 sneak attack; trapfinding; uncanny dodge.
Structural Weakness (Ex): A fighter can more effectively apply force to the weakest points of inanimate objects, giving the character a +6 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook).
Trap Sense (Ex): A rogue gains an intuitive sense that alerts her to danger from traps, giving her a +4 bonus on Reflex saves made to avoid traps and a +4 dodge bonus to AC against attacks made by traps.
Equipment & Possessions
 Magical Items +5 amulet of natural armor (50,000 gp), bag of holding (type III) (hold 150 cu. ft.; 1,000 lbs.) (7,400 gp), +6 belt of giant strength (36,000 gp), boots of elvenkind (2,500 gp), +6 cloak of charisma (36,000 gp), dagger of venom (8,302 gp), dusty rose prism ioun stone (+1 insight AC) (5,000 gp), eyes of the spider (212,000 gp), 2 +3 flaming keen shock longswords (72,315 gp each), +6 gloves of dexterity (36,000 gp), handy haversack (2,000 gp), incandescent blue sphere ioun stone (+2 enhancement Wisdom) (8,000 gp), pink rhomboid ioun stone (+2 enhancement Constitution) (8,000 gp), ring of major fire resistance (28,000 gp), +5 ring of protection (50,000 gp), scarlet and blue rhomboid ioun stone (+4 enhancement Intelligence) (32,000 gp), white robe of the archmagi (75,000 gp)

 Potions 2 potions of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp each), potion of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp), potion of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp), 2 potions of haste (CL 5th; 5 rnd duration) (750 gp each), 2 potions of water breathing (CL 5th; 10 hour duration) (750 gp each)

 Wands wand of acid arrow (CL 3rd; 41 charges) (3,690 gp [90 gp/charge]), wand of dispel magic (CL 5th; 13 charges) (2,925 gp [225 gp/charge]), wand of fireball (CL 8th; 5 charges) (1,800 gp [360 gp/charge]), wand of lightning bolt (CL 6th; 23 charges) (6,210 gp [270 gp/charge]), wand of magic missile (CL 5th; 38 charges) (2,850 gp [75 gp/charge])

 Nonmagical Items 2 bags of caltrops (1 gp each), bedroll (1 sp), belt pouch (1 gp), bullseye lantern (12 gp), chain (50 ft.) (150 gp), 5 flasks of alchemist's fire (20 gp each), flint and steel (1 gp), grappling hook (1 gp), 20 masterwork arrows (15 gp and 5 cp each), masterwork flail (308 gp), masterwork mighty (+3 Str) composite longbow (700 gp), 5 pieces of chalk (1 cp each), signal whistle (8 sp), small steel mirror (10 gp), 5 smokesticks (20 gp), spell component pouch (5 gp), tent (10 gp), 5 thunderstones (30 gp each), 2 torches (1 cp each), trail rations (10 days) (5 sp/day), 2 waterskins (1 gp each)

 Platinum (pp) 0, Gold (gp) 193,098, Silver (sp) 19, Copper (cp) 8
 Other Wealth None

Biographical Information
 Height 5 ft. 9 in.; Weight 176 lb.; Age 28; Hair Brown; Eyes Brown
 Patron Deity Mystra; Homeland Dalelands; Heritage 100% Human; Background Dalesman

Character Level Record
Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter
Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer Sorcerer
 
Fighter Fighter Rogue Rogue Rogue Rogue Rogue Rogue Rogue Rogue
Sorcerer Spellsword Spellsword Spellsword Spellsword Spellsword Spellsword Spellsword Eldritch Knight Eldritch Knight
 
Rogue Rogue Rogue Rogue Rogue Rogue        
Eldritch Knight Eldritch Knight Spellsword Spellsword Spellsword Sorcerer        

 Slain Enemy Record 1 Efreeti Flame Caller, 1 Gargantuan Black Crocodile, 1 Goblin Tail-Gunner, 2 Ogre Bullies, 1 Paragon Thoqqua

Created Minion
Advanced Iron Golem
CR 13; Large Construct; HD 20d10+30 (140 hp); Init -1 (-1 Dex); Spd 20 ft. (4 squares); AC 30 (-1 size, -1 Dex, +22 natural; touch 8, flat-footed 30); BAB +15; Grapple +31; Atk +26 melee (2d10+11, crit. 20/x2, slam); Full Atk +26 melee (2d10+11, crit. 20/x2, 2 slams); Space/Reach 10 ft./10 ft.; SA Breath weapon; SQ Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision; AL N; SV Fort +6, Ref +5, Will +6; Str 33, Dex 9, Con —, Int —, Wis 11, Cha 1.
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 20 negates. The save DC is Constitution-based.
Immunity to Magic (Ex): An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.