Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Eolas Windmaster Played by Greg Payton
29 Games Played, Created 10/07/2007
Male Moon Elf Character Level 21
CG Medium Humanoid (Elf) Classes Duskblade 21
Hit Dice 21d8+84 Ability Total Mod Magic
  STR 28 17 base +0 race +0 age +2 inherent +1 level +2 luck +9 +6
252 189 126 63 DEX 24 16 base +2 race +0 age +0 inherent +0 level +7 +6
Mana Points254 duskblade spell slots CON 18 16 base -2 race +0 age +0 inherent +2 level +2 luck +4 +0
  INT 26 17 base +0 race +0 age +0 inherent +3 level +8 +6
254 190 127 63 WIS 15 15 base +0 race +0 age +0 inherent +0 level +2 +0
Speed 40 ft.30 ft. base +0 ft. fast movement -0 ft. armor +10 ft. boots of striding and springing (8 squares)
Senses Listen +4; Search +10; Spot +4; low-light vision
CHA 15 15 base +0 race +0 age +0 inherent +0 level +2 +0
LUCK 14 14 base +0 race +0 age +0 inherent +0 level +2 +0
Saves Total Ability Magic Special
Fortitude +21+12 base +4 +5  
Reflex +21+7 base +2 Lightning Reflexes +7 +5  
Will +19+12 base +2 +5 +2 racial vs. enchantment
Craft Points 23,10023,100 Earned -0 Used +0 Item Creation Feats Initiative +15+7 Dex +4 Improved Initiative +4 Balakarde spirit
BAB +21/+16/+11/+6/+1 Grapple +30BAB +9 Str
melee touch +30 Bull Rush +9
ranged touch +28 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
35 20 30 +0 +5+7 Dex -2 max Dex armor +3 +12 +0 +0 +4 +1 +0 +0 +0
Fortification25%
Immuneghoul paralysis, magic sleep; Resistacid 20
Weapon Atk Full Atk Dmg Crit Type
+2 holy icy burst bastard sword melee +34BAB +9 Str +2 enhancement bonus +1 Weapon Focus +1 noble background +34/+29/+24/+19/+14 1d10+11weapon base +9 Str +2 enhancement bonus
plus 1d6 cold
plus 2d6 vs. evil
19-20/x2
plus 1d10 cold
S
— 2-handed melee +34BAB +9 Str +2 enhancement bonus +1 Weapon Focus +1 noble background +34/+29/+24/+19/+14 1d10+16weapon base +13 1.5 x Str +2 enhancement bonus
plus 1d6 cold
plus 2d6 vs. evil
19-20/x2
plus 1d10 cold
S
unarmed strike melee +30BAB +9 Str +30/+25/+20/+15/+10 1d3+9weapon base +9 Str nonlethal 20/x2 B
Combat Options
  • Arcane Attunement (Sp) (                             ) 7/day—You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.
  • Arcane Channeling (Su) You can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
    You can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.
  • Cleave If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
  • Combat Reflexes You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
  • Maximize Spell Metamagic (+6 mp) All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
  • Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
    If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
  • Quick Cast (Ex) (                 ) 4/day—Cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.
  • +1 racial attack bonus with bastard swords and light crossbows
  • Second Wind (Ex) (     ) 1/encounter—As a move action that does not provoke an attack of opportunity, choose one of the following effects: cure self of 31equal to character level x 1.5 hit points, gain a +6+1 plus +1/four character levels bonus to a single attack roll, gain a +6+1 plus +1/four character levels bonus to a single weapon damage roll, gain a +6+1 plus +1/four character levels bonus to a single skill check, gain a +1 bonus to a single spell DC, regain 10character level/2 mana points, or reduce the mana cost of a single spell by 2 (minimum cost of 1). Bonuses must apply to a standard action taken, and completed, in the same round Second Wind is activated. Second Wind may only be utilized during combat.
  • Spell Power (Ex) You can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +5 bonus on your caster level check to overcome spell resistance for the remainder of the encounter.
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +8 (+8 Int, 0 ranks), Balance +5 (+7 Dex, 0 ranks, -2 armor), Bluff +2 (+2 Cha, 0 ranks), Climb +18 (+9 Str, 6 ranks, +5 legendary climber's kit, -2 armor), Concentration +25 (+29 casting defensively) (+4 Con, 21 ranks), Decipher Script +13 (+8 Int, 5 ranks), Diplomacy +4 (+2 Cha, 0 ranks, +2 synergy Sense Motive), Disguise +2 (+2 Cha, 0 ranks), Escape Artist +5 (+7 Dex, 0 ranks, -2 armor), Forgery +8 (+8 Int, 0 ranks), Gather Information +2 (+2 Cha, 0 ranks), Heal +2 (+2 Wis, 0 ranks), Intimidate +2 (+2 Cha, 0 ranks), Jump +18 (+9 Str, 6 ranks, +5 boots of striding and springing, -2 armor), Knowledge (arcana) +28 (+8 Int, 20 ranks), Knowledge (geography) +11 (+8 Int, 3 ranks), Knowledge (history) +15 (+8 Int, 7 ranks), Knowledge (nature) +16 (+8 Int, 6 ranks, +2 synergy Survival), Knowledge (the planes) +15 (+8 Int, 7 ranks), Knowledge (religion) +15 (+8 Int, 7 ranks), Listen +4 (+2 Wis, 0 ranks, +2 racial), Ride +13 (+7 Dex, 6 ranks), Search +10 (+8 Int, 0 ranks, +2 racial), Sense Motive +15 (+2 Wis, 13 ranks), Sneak +5 (+7 Dex, 0 ranks, -2 armor), Spellcraft +30 (+8 Int, 20 ranks, +2 synergy Knowledge [arcana]), Spot +4 (+2 Wis, 0 ranks, +2 racial), Survival +8 (+10 aboveground natural environments or other planes) (+2 Wis, 6 ranks), Swim +11 (+9 Str, 6 ranks, -4 armor), Tumble +10 (+7 Dex, 0 ranks, 3 cross-class ranks, +2 synergy Jump, -2 armor), Use Magic Device +2 (+6 involving scrolls) (+2 Cha, 0 ranks), Use Rope +12 (+7 Dex, 0 ranks, +5 legendary silk rope)

 Armor Check Penalty -2-2 armor -0 helm -0 shield; Swim Check Penalty -4; Permanent Class Skills Diplomacy, Survival

 Feats Armor Proficiency (all), Cleave, Combat Casting, Combat Reflexes, Dodge, Epic Spell Penetration, Exotic Weapon Proficiency (bastard sword), Greater Spell Penetration, Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency (all), Maximize Spell, Power Attack, Shield Proficiency (all; except tower shield), Simple Weapon Proficiency (all), Spell Penetration, Weapon Focus (bastard sword)
Special Qualities
  • Armored Mage (Ex) No spell failure penalties from up to medium armor or heavy shields.
  • Elven Traits 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.
Spellcasting and Spell-Like Abilities
Duskblade Spells Known (0-level 6; 1st 12; 2nd 12; 3rd 12; 4th 11; 5th 7)
DC to Resist 18 + spell level
Caster Level 21st21 levels of duskblade; Spell Penetration d20+27d20 +21 caster level +2 Spell Penetration +2 Greater Spell Penetration +2 Epic Spell Penetration; Primary Ability Intelligence

0-level
- 1 mp -

acid splash (1 std action; close ranged touch; no save; SR no; 1d3 acid damage)

disrupt undead (1 std action; close ranged touch; no save; SR no; 1d6 damage to undead)

ray of frost (1 std action; close ranged touch; no save; SR no; 1d3 cold damage)

touch of fatigue (1 std action; touch; Fort negates; SR yes; 1 round/level duration; target fatigued for duration)

1st
- 1 mp -

blade of blood (1 swift action; weapon touched; no save; SR no; 1 round/level or until discharged; weapon deals +1d6 damage; if you sacrifice 5 hp, it deals an additional +2d6 damage [+3d6 total])

Kelgore's fire bolt (1 std action; medium range; 1 creature; Reflex half; SR yes; 5d6 fire damage; if negated by SR, the bolt still does 1d6 fire damage)

ray of enfeeblement (1 std action; close ranged touch; no save; SR yes; 1 min./level duration; 1d6+5 Str damage)

resist energy (1 std action; touch; 10 min./level duration; resist 30 against acid, cold, electricity, fire or sonic)

shocking grasp (1 std action; touch; no save; SR yes; 5d6 electricity damage; +3 attack roll against opponent is in metal armor)

swift expeditious retreat (1 swift action; personal; 1 round duration; increase land speed by 30 ft.)

true strike (1 std action; personal; +20 insight attack if attack is made before end of next round)

2nd
- 3 mp -

acid arrow (1 std action; long ranged touch; no save; SR no; deals 2d4 acid when hits and another 2d4 acid per round for 7equal to character level/3 rounds)

animalistic power (1 std action; touch; 1 min./level duration; +2 enhancement Strength, Dexterity & Constitution)

scorching ray (1 std action; close ranged touch; no save; SR yes; three rays; 4d6 fire damage per ray)

seeking ray (1 std action; medium ranged touch which ignores concealment, cover and firing into melee penalties; no save; SR yes; 4d6 electricity damage and +4 attack rolls with ray spells for 1 round/level)

3rd
- 5 mp -

crown of might (1 std action; touch; 1 hour/level or until discharged; +2 enhancement Strength, wearer can use an immediate action to discharge the spell and gain +8 enhancement Strength for 1 round; crown takes a "head" body slot to wear)

dispelling touch (1 std action; touch; no save; SR no; dispel check 1d20+10 starting against spell with highest level caster, moving down until a spell is dispelled or there is no effect)

keen edge (1 std action; close range; 1 weapon or 50 projectile ammo; 10 min./level; doubles threat range of weapon)

vampiric touch (1 std action; melee touch; no save; SR yes; touch deals 10d61d6/2 caster levels damage; gain half this number in temporary hit points for 1 hour)

4th
- 7 mp -

channeled pyroburst (medium range; Reflex half; SR yes; as swift action deals 1d4 fire/2 levels [max 10d4] to one target; as standard action deals 1d6 fire/level [max 10d6] in 10-ft.-radius; as full round action deals 1d8 fire/level [max 10d8] in 15-ft.-radius; as 2 round casting deals 1d10 fire/level [max 10d10] in 20-ft.-radius)

dimension door (1 std action; long range; you and up to 1 willing Medium creature/3 levels)

dispel magic (1 std action; medium range; one creature or object or 20-ft.-radius burst; no save; SR no; dispel check 1d20+10; on targeted dispel against one creature make dispel check against every ongoing spell effect; on area dispel make dispel check against every ongoing spell effect on each creature in area until one is successfully dispelled on each creature or all spells withstand dispelling)

fire shield (1 std action; personal; 1 round/level (D); protects from cold or fire; 1d6+15equal to character level (max 15) fire or cold damage; sheds light as a torch)

5th
- 9 mp -

chain lightning (1 std action; long range; 1 primary target plus 1 secondary/level [within 30 ft. of primary]; Reflex half; SR yes; 20d61d6/level (max 20d6) electricity damage to primary, half damage to secondaries)

disintegrate (1 std action; medium range; ranged touch; Fort partial; SR yes; 40d62d6/level (max 40d6) damage or 5d6 if Fort successful)

polar ray (1 std action; close range; ranged touch; no save; SR yes; 21d61d6/level (max 25d6) cold damage)

hold monster (1 std action; medium range; one living creature; 1 round/level [D] duration; Will negates; SR yes; creature paralyzed and freezes in place; a new save is allowed every round)

Miscellaneous Information
 HistoryCharacter history details.; AdventuresAoW-008: The Tyrant of Mintarn (by Richard Pett), AoW-009: The Library of Last Resort (by Nicolas Logue), AoW-010: Kings of the Rift (by Greg A. Vaughan), AoW-011: Into the Wormcrawl Fissure (by James Jacobs), AoW-012: Dawn of a New Age (by Tito Leati); Lives Remaining 81 Deaths; 11/06/2008 - killed by Kyuss; Last Played November 6, 2008

 Languages Auran, Chondathan, Common, Draconic, Elven, Orc, Sylvan
 Patron Deity Corellon Larethian; Homeland Silverymoon; Heritage 100% Moon Elf; Background Noble
 Height 5 ft. 2 1/2 in.; Weight 130 lb.; Age 124; Hair Blonde; Eyes Blue

Character Level Record
Duskblade Duskblade Duskblade Duskblade Duskblade Duskblade Duskblade Duskblade Duskblade Duskblade
Duskblade Duskblade Duskblade Duskblade Duskblade Duskblade Duskblade Duskblade Duskblade Duskblade
Duskblade                  

 Defeated Enemy Record 1 Adult Green Dragon, 1 Advanced Kyuss High-Knight, 1 Ancient Night Twist, 1 Ancient Red Dragon, 1 Augmented Thessalhydra, 1 Avolakia Ghostpriest, 1 Boneyard of Kyuss, 1 Earthcancer Centipede, 1 Hill Giant, 5 Kyuss Chimeras, 5 Kyuss High-Knights, 1 Old Blue Dragon, 1 Overworm, 1 Purple Worm, 1 Sword of Kyuss, 1 Tiamikal Nul-Shada Sergeant, 1 Titan, 1 Vampire Kyuss Monk, 2 Warlock Liches of Kyuss
Equipment & Possessions
 Artifacts +2 holy icy burst bastard sword with Balakarde's bound spirit (+4 insight Initiative; +2 luck bonus Strength and Constitution) (minor artifact; 72,335 gp)

 Magical Items +3 amulet of natural armor (18,000 gp), +6 belt of giant strength (36,000 gp), boots of striding and springing (5,500 gp), diamondskin decanter (pour up to 3 draughts/day onto self or other creature, each as standard action; 1 draught—DR 2/adamantine for 1 hour or until 20 points of damage negated; 2 draughts—DR 3/adamantine for 1 hour or until 30 points of damage negated; 3 draughts—DR 4/adamantine for 1 hour or until 40 points of damage negated) (5,000 gp), everlasting trail rations (350 gp), folding boat (7,200 gp), +6 gloves of dexterity (36,000 gp), hat of teleportation (                3/day—teleport for wearer and three other willing Medium creatures; 900 mile range limit) (73,500 gp) (not worn), +6 headband of intellect (36,000 gp), +5 mithral reinforced segmented caster armor breastplate (+12 armor; +5 max Dex; -2 armor check penalty; 20% spell failure; light armor) (31,200 gp), ring of feather falling (2,200 gp) (not worn), +4 ring of light armor (+4 deflection AC; 25% fortification) (50,000 gp), ring of major acid resistance (resist acid 20) (28,000 gp), scabbard of keen edges (             3/day—keen edge for 50 minutes) (16,000 gp), +1 tome of understanding (read for 48 hours and gain +1 inherent bonus to Wisdom) (27,500 gp), +5 vest of resistance (25,000 gp)

 Potions     Kyussbane oil (weapon gains undead bane for 1 hour; wormspawn and Kyuss suffer additional 1d6 damage) (750 gp),        oils of magic weapon (1 minute duration) (50 gp),        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),    potion of delay poison (CL 3rd; 3 hour duration) (300 gp),    potion of haste (5 round duration) (750 gp),    potion of shield of faith +2 (CL 1st; 10 round duration) (50 gp),     potion of water walk (CL 5th; 50 minute duration) (750 gp),     spellring of water breathing (CL 5th; 10 hour duration) (395 gp)

  • Masterwork Potion Belt                                        potion of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp),

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp),        —candles (5-ft. radius illumination; 1 hour) (1 cp each), empty flask (3 cp), explorer's outfit (10 gp),                    —flasks of oil (1 sp each), flint and steel (full-round action) (1 gp), grappling hook (Use Rope DC 10, +2 per 10 ft. of distance thrown) (1 gp), hammer (5 sp), legendary climber's kit (+5 circumstance Climb checks) (580 gp), legendary silk rope (50 ft.; +5 circumstance Use Rope checks) (510 gp), masterwork hooded lantern (40-ft. illumination, 80-ft. shadowy; 7 hours/pint of oil) (57 gp), masterwork potion belt (free action to retrieve; holds 10 potions) (60 gp), peasant's outfit (1 sp),                                    —pitons (1 sp each), renowned crowbar (+4 circumstance bonus Strength checks to break or open objects) (202 gp), 2 sacks (1 sp each), small steel mirror (10 gp), tent (10 gp),            —torches (1 cp each), trail rations (6 days) (5 sp/day),        —vials of legendary antitoxin (+8 alchemical bonus on Fort saves against poison for 1 hour) (550 gp each), waterskin (1 gp), whetstone (2 cp), winter blanket (5 sp)

 pp 0, gp 169,464, sp 0, cp 0
 Other Wealth None