Forgotten Realms - Ultimate Showdown
Dungeons & Dragons 3.5 Edition
Played by Colby Westerfield
5 Games Played, Imported 06/02/2006
Name Seagretor Alignment Chaotic Neutral
Male Gloaming Small Outsider (Native)
Character Level 24 Last Played November 2, 2006
Classes Favored Soul 21, Rogue 2, Sorcerer 14 Craft Points 36,000
Prestige Classes Archmage 5, Ring Sage 4 XP 282,000; Next Level 300,000; 6,000/game
Hit Dice 1d4+7 plus 2d6+14 plus 21d8+147 plus 30 100% 75% 50% 25% Initiative Modifier +4 (+4 Dex)
  382 286 191 95  
Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other AC Touch Flat-Footed
+1 +4 +3 +8 +0 +0 +5 +0 +0 +0 +0 31 20 27
Ability Base Race Age Inherent Level Magic Total Mod
STR 10 -2 +0 +0 +0 +0 8 -1
DEX 16 +2 +0 +0 +0 +0 18 +4
CON 15 +0 +0 +1 +2 +6 24 +7
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 +22/+17/+12/+7/+2
    melee touch +22
    ranged touch +27
Grapple +17 ; Bull Rush -5
Space/Reach 5 ft./5 ft.
Speed 20 ft. (4 squares), fly 60 ft. (good)

Senses Listen +0; Spot +0; low-light vision

Lives Remaining 2

Saves Base Ability Magic Misc Total Special
Fortitude +14 +7 +5 +0 +26  
Reflex +14 +4 +5 +0 +23 evasion
Will +8 +0 +5 +0 +13 gloaming traits
+4 bonus against charm, compulsion, or glamer spells
Damage Reduction 10/cold iron or 5/bludgeoning or piercing
Resist 10/acid; 10/electricity
Spell Resistance 24
Weakness light blindness
Weapon Atk Full Atk Dmg Crit Type
unarmed strike melee +23 +23/+18/+13/+8/+3 1d2+1 nonlethal 20/x2 B
 Languages Chondathan, Common, Draconic, Elven, Undercommon
 Feats Armor Proficiency (light), Armor Proficiency (medium), Easy Metamagic (Maximize Spell), Easy Metamagic (Quicken Spell), Empower Spell, Epic ToughnessB, Explosive Spell, Forge Ring, Lucky Spell, Maximize Spell, Penumbra Bloodline, Portal Sensitive, Quicken Spell x2, 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 +32 (+7 Con, 25 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) +16 (+3 Int, 13 ranks), Knowledge (religion) +18 (+3 Int, 15 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

Spellcasting and Spell-Like Abilities
 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 Per Day (0-level Unlimited; 1st 10; 2nd 9; 3rd 10; 4th 9; 5th 9; 6th 71; 7th 52; 8th 63; 9th 7; 10th 3)

DC to Resist 21 + spell level
DC to Resist (Conjuration & Evocation) 22 + spell level
Recovers Spells Dawn; Requires 8 Hours Rest Yes
Caster Level 24th* (23rd* for Illusion (shadow) spells); Overcome Spell Resistance d20+28; Primary Ability Score Charisma
* Caster level includes ring of arcane might.

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, fire bolt, fly, haste, lightning bolt, nondetection*. 4th—battle spikes, black tentacles*, bloodstar, 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, forcecage, greater teleport, plane shift*, prismatic spray, Simbul's spell sequencer. 8th—blackburst, elemental pillar of clouting, 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.

 Favored Soul Spells Per Day (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) 22 + spell level
Domains Healing
Recovers Spells Dawn; Requires 8 Hours Rest No
Caster Level 21st (22nd for Illusion (shadow) and Healing domain spells); Overcome Spell Resistance d20+25; Primary Ability Score Charisma

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.

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

Archmage Spells Per Day Checklist

Favored Soul Spells Per Day Checklist

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

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.
Imbue Ring I (Ex): By mastering the skills needed to charge a ring with magic, the ring sage also learns how to temporarily charge a non-magical ring with a single spell-like ability. Beginning at 3rd level, the ring sage can imbue a non-magical ring with a spell that he has prepared that day. The ring sage can only use 1st through 3rd-level spells with this ability, and by doing so the ring sage uses that prepared spell for the day. After that, the ring can be given to a non-spell caster, who can discharge (he spell as normal for magic rings.
It requires a full round action to imbue a ring with a single spell and any XP or special materials needed to cast the spell are used up in the casting, Also at this time the ring sage must set the parameters of the spell as if he were casting it; these cannot be changed by the person that discharges the spell. Any level-dependent rolls (such as saving throws or dispel checks) arc resolved as if the ring sage were the target, not the wearer. The ring sage temporarily loses the used spell slot while the ring is so empowered. If the ring's spell has not been discharged the next time the ring sage prepares spells, then the ring sage can prepare one less spell of that level.
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.
Rogue Abilities: +1d6 sneak attack; trapfinding.
Shadow Spells: Gloamings have a racial predilection for shadow-based spells. They cast illusion (shadow) spells at +1 caster level.
Skilled Creator: Skilled in the art of forging magical rings, the ring sage's knowledge allows him to create magic rings with less chance of error and at a lower cost than normal. The ring sage must pay only one third of the market price cost to create a magic ring.
Equipment & Possessions
 Magical Items +6 amulet of health (36,000 gp), +8 axeblock bracers of armor (100,000 gp), +4 belt of spell warding (60,000 gp), boots of speed (12,000 gp), cloak of the yugoloth generals (functions as +6 cloak of charisma and +5 cloak of resistance) (97,000 gp), gray robe of the archmagi (75,000 gp), lenses of clarity (12,000 gp), lesser gloves of deft casting (5,000 gp), ring of arcane might (20,000 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), staff of abjuration (3 charges) (3,900 gp [1,300 gp/charge]), staff of transmutation (16 charges) (20,800 gp [1,300 gp/charge])

 Potions None

 Nonmagical Items None

 Platinum (pp) 0, Gold (gp) 28,707, Silver (sp) 20, Copper (cp) 6
 Other Wealth None

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

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 Rogue Rogue            
Ring Sage Ring Sage Ring Sage Ring Sage            

 Slain Enemy Record 1 Goblin Tail-Gunner, 1 Heinous Flame Snake