Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Jimiath "Jimmy" Firespark Character Pool
3 Games Played, Created 07/31/2006
Male Strongheart Halfling Character Level 19
CG Small Humanoid (Halfling) Classes Arcane Trickster 3, Rogue 3, Spellwarp Sniper 5, Wizard 8
Hit Dice 11d4+33 plus 8d6+24 Ability Total Mod Magic
  STR 14 16 base -2 race +0 age +0 inherent +0 level +2 +0
149 111 74 37 DEX 20 17 base +2 race +0 age +0 inherent +1 level +5 +0
Mana Points297 from wizard spell slots CON 16 16 base +0 race +0 age +0 inherent +0 level +3 +0
  INT 20 17 base +0 race +0 age +0 inherent +3 level +5 +0
297 222 148 74 WIS 16 15 base +0 race +0 age +0 inherent +1 level +3 +0
Speed 20 ft.20 ft. base +0 ft. fast movement -0 ft. armor (4 squares)
Senses Listen +6; Search +16; Spot +14
CHA 15 15 base +0 race +0 age +0 inherent +0 level +2 +0
LUCK 13 13 base +0 race +0 age +0 inherent +0 level +1 +0
Saves Total Ability Magic Special
Fortitude +10+5 base +2 Great Fortitude feat +3 +0  
Reflex +14+9 base +0 misc +5 +0 evasion
trap sense +1
Will +17+14 base +0 misc +3 +0 +2 morale bonus vs. fear
Craft Points 19,50019,000 Earned -0 Used +500 Scribe Scroll Feat Initiative +9+5 Dex +4 Improved Initiative
BAB +10/+5 Grapple +8BAB +2 Str -4 Size
melee touch +13 Bull Rush -2
ranged touch +16 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
17 17 11 +1 +5 +0 +0 +0 +0 +0 +1 +0 +0 +0
+1 dodge bonus against traps  
Weapon Atk Full Atk Dmg Crit Type
Small quarterstaff melee +13BAB +1 size +2 Str +13/+8 1d4+3weapon base +3 1.5 x Str 20/x2 B
unarmed strike melee +13BAB +1 size +2 Str +13/+8 1d2+2 nonlethalweapon base +2 Str 20/x2 B
Combat Options
  • Empower Spell Metamagic (+4 mp) All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables.
  • Extend Spell Metamagic (+2 mp) An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.
  • Heighten Spell Metamagic (+2 mp/level) A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.
  • Impromptu Sneak Attack (Ex) (     ) 1/day—An arcane trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
  • 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.
  • Point Blank Shot +1 attack and damage with ranged weapons when within 30 ft. of target.
  • Quicken Spell Metamagic (+8 mp) Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. Casting a quickened spell doesn't provoke an attack of opportunity.
  • +1 racial bonus on attack rolls with thrown weapons and slings
  • 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 28equal to character level x 1.5 hit points, gain a +5+1 plus +1/four character levels bonus to a single attack roll, gain a +5+1 plus +1/four character levels bonus to a single weapon damage roll, gain a +5+1 plus +1/four character levels bonus to a single skill check, gain a +1 bonus to a single spell DC, regain 9character 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.
  • Sneak Attack +3d6+2d6 rogue levels plus +1d6 arcane trickster levels (see also Sudden Raystrike)
  • Spell Coup de Grace (Ex) You can deliver a coup de grace with a ray spell that deals hit point damage. You must be adjacent to your target to deliver the coup de grace.
  • Spellwarp (Ex) You can alter the form of certain area spells into rays as you cast them. As a free action, you can warp up to a 5th-level area spell with instantaneous duration and a range greater than touch. The spell's level, components, range, and damage (if any) remain unchanged. However, the spell's area entry is replaced by an effect entry of "ray."
    The spell acts in all ways as a ray, and is considered a ray for the purpose of effects that modify or depend on rays (such as the other abilities of this prestige class).You must succeed on a ranged touch attack to affect an opponent with the spell. Even if the original spell allowed a Reflex save to reduce or negate its effect, the ray does not. However, if the original spell allowed a Fortitude or Will save to reduce or negate the spell's effect, the save still applies.
    You must decide to warp the spell as you cast it. You do not need to prepare it as a warped spell. You can apply metamagic feats as normal to the spell, as long as they can affect ray spells.
  • Sudden Empower (Ex) (      ) 1/day—You can empower a single ray spell, as though with the Empower Spell feat, without any adjustment to the spell's level or casting time. This effect applies equally to spells that are already rays and those you warp into rays.
  • Sudden Raystrike +2d6; applies only to sneak attacks with ray spells within 60 ft.; stacks with Sneak Attack
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +5 (+5 Int, 0 ranks), Balance +8 (+5 Dex, 1 ranks, +2 synergy Tumble), Bluff +2 (+2 Cha, 0 ranks), Climb +6 (+2 Str, 2 ranks, +2 racial), Concentration +22 (+3 Con, 19 ranks), Decipher Script +12 (+5 Int, 7 ranks), Diplomacy +2 (+2 Cha, 0 ranks), Disable Device +20 (+5 Int, 15 ranks), Disguise +2 (+2 Cha, 0 ranks), Escape Artist +13 (+5 Dex, 8 ranks), Forgery +5 (+5 Int, 0 ranks), Gather Information +2 (+2 Cha, 0 ranks), Heal +3 (+3 Wis, 0 ranks), Intimidate +2 (+2 Cha, 0 ranks), Jump +8 (+2 Str, 2 ranks, +2 racial, +2 synergy Tumble), Knowledge (arcana) +23 (+5 Int, 16 ranks, +2 synergy Spellcraft), Knowledge (dungeoneering) +11 (+5 Int, 6 ranks), Knowledge (history) +9 (+5 Int, 4 ranks), Knowledge (geography) +9 (+5 Int, 4 ranks), Knowledge (nature) +9 (+5 Int, 4 ranks), Knowledge (the planes) +11 (+5 Int, 6 ranks), Knowledge (religion) +8 (+5 Int, 3 ranks), Knowledge (sea) +7 (+5 Int, 2 ranks), Listen +6 (+3 Wis, 1 ranks, +2 racial), Open Lock +10 (+5 Dex, 5 ranks), Profession (sailor) +4 (+3 Wis, 1 ranks), Ride +5 (+5 Dex, 0 ranks), Search +16 (+5 Int, 11 ranks), Sense Motive +3 (+3 Wis, 0 ranks), Sleight of Hand +8 (+5 Dex, 3 ranks), Sneak +25 (+5 Dex, 14 ranks, +4 size, +2 racial), Spellcraft +26 (+5 Int, 19 ranks, +2 synergy Knowledge [arcana]), Spot +14 (+3 Wis, 11 ranks), Survival +3 (+5 underground) (+3 Wis, 0 ranks), Swim +2 (+2 Str, 0 ranks), Tumble +13 (+5 Dex, 8 ranks), Use Magic Device +3 (+7 with scrolls) (+2 Cha, 1 ranks), Use Rope +10 (+12 involving bindings) (+5 Dex, 3 ranks, +2 silk rope)

 Armor Check Penalty -0-0 armor -0 helm -0 shield; Swim Check Penalty -0; Permanent Class Skills None

 Feats Dodge, Empower Spell, Extend Spell, Great Fortitude, Greater Spell Focus (Evocation), Heighten Spell, Improved Initiative, Maximize Spell, Point Blank Shot, Precise Shot, Quicken Spell, Scribe Scroll, Simple Weapon Proficiency (club, dagger, heavy crossbow, light crossbow, quarterstaff), Spell Focus (Evocation), Spell Penetration
Special Qualities
  • Evasion (Ex) A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
  • Halruaan Traits Wizard is favored class.
  • Ranged Legerdemain (      ) 1/day—Use Disable Device, Open Lock, or Sleight of Hand from a distance of 30 feet. Increase the normal DC by 5, and the arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.
  • Rogue Abilities trapfinding.
Spellcasting and Spell-Like Abilities
Spell-Like Abilities 1/day—bouncing fall (      ), detect magic (      ), read magic (      ).
Caster Level 1st1 level from Background; Spell Penetration d20+3d20 +1 caster level +2 Spell Penetration feat; Primary Ability Charisma

Wizard Spells Per Day (0-level 4+1; 1st 6+1; 2nd 5+1; 3rd 5+1; 4th 5+1; 5th 5+1; 6th 3+1; 7th 3+1; 8th 2+1)
DC to Resist 15 + spell level
DC to Resist (Evocation) 17 + spell level
Domains Fire
Caster Level 16th8 levels of wizard + 5 levels of spellwarp sniper + 3 levels of arcane trickster (17th for Domain spells); Spell Penetration d20+18d20 +16 caster level +2 Spell Penetration feat; Primary Ability Intelligence

0-level
- 1 mp -
  create equipment, flare*, light, mage hand, ray of frost
1st
- 1 mp -
  burning hands*, expeditious retreat, lesser cold orb, mage armor, magic missile, shield
2nd
- 3 mp -
  acid arrow, bear's endurance, invisibility, scorching ray*, see invisibility
3rd
- 5 mp -
  deep slumber, dispel magic, fireball*, haste, heroism
4th
- 7 mp -
  concussion explosion, electricity orb, enervation, mass resist energy, wall of fire*
5th
- 9 mp -
  arrow storm, break enchantment, cone of fire*, draconic might
6th
- 11 mp -
  energy quadray, greater dispel magic, summon monster VI (fire creatures only)*, true seeing
7th
- 13 mp -
  delayed blast fireball*, ethereal jaunt, greater teleport, spell turning
8th
- 15 mp -
  energy pillar of clouting, incendiary cloud*, polar ray

 Spellbook 0-level—acid splash, arcane mark, assess creature, create equipment, detect magic, detect poison, dirtwall, disrupt undead, flare*, ghost sound, instant cook, light, mage hand, mending, monkey climb, open/close, prestidigitation, ray of frost, read magic, stick. 1st—burning hands*, expeditious retreat, lesser cold orb, mage armor, magic missile, shield. 2nd—acid arrow, bear's endurance, invisibility, scorching ray*, see invisibility. 3rd—deep slumber, dispel magic, fireball*, haste, heroism. 4th—concussion explosion, electricity orb, enervation, mass resist energy, wall of fire*. 5th—arrow storm, break enchantment, cone of fire* (as cone of cold but fire damage), draconic might. 6th—energy quadray, greater dispel magic, summon monster VI (fire creatures only)*, transfix, true seeing. 7th—delayed blast fireball, ethereal jaunt, greater scrying, greater teleport, spell turning 8th—discern location, energy pillar of clouting, incendiary cloud*, polar ray, wyrm's strength * domain spell

Miscellaneous Information
 HistoryJimiath Firespark was raised in the fabulous, magical land of Halruaa in the southern Realms. Skyships and magic is a part of daily life in this land, and most citizens have some capabilities with magic. Jimiath (Jimmy to his friends) is the youngest son of a family of halfling wizards. His family specializes in illusion magic, but Jimmy's aptitudes are much more dangerous and dynamic. At an early age, Jimmy displayed a tremendous affinity for fire magic, much to his family's chagrin. Perhaps due to the talent for fire magic running in his veins, Jimmy exhibits a carefree, adventerous spirit.

Refusing to "settle down" and become a family man himself, Jimmy decided to see the rest of the world. One day, he simply packed his bags, grabbed his spellbook and took a vessel to Calimshan. He spent several months in Camlimport before booking passage to the City of Splendors. Unfortunately, a pirate attack derailed his efforts to see the great Waterdeep, and he ended up hundreds of miles to the south in Baldur's Gate. A bit spooked by his pirate encounter, Jimmy opted to travel overland. Unfortunately, he found his funds running short, and now Jimmy works as a caravan guard to earn extra coin. He has worked his way as far north as Daggerford but is still yet to make it to the fabled City of Splendors.

Jimmy is a bit wild and unpredictable, but he possesses a truly good heart. He cannot stand tyranny and evil and eagerly fights against it. For months he has honed his combat skills, blasting goblins and bandits with fire and magic missiles. He seeks to increase his knowledge of the world and of magic and make his way to Waterdeep.; AdventuresNone; Lives Remaining 81 Deaths; 08/23/2007 - death from sword of Kyuss; Last Played August 23, 2007

 Languages Common, Draconic, Elven, Halfling, Halruaan, Tashalan
 Patron Deity Mystra; Homeland Halruaa; Heritage 100% Strongheart Halfling; Background Halruaan
 Height 2 ft. 11 in.; Weight 33 lb.; Age 34; Hair Brown; Eyes Brown

Character Level Record
Wizard Wizard Wizard Wizard Wizard Wizard Wizard Rogue Spellwarp Sniper Spellwarp Sniper
Spellwarp Sniper Spellwarp Sniper Spellwarp Sniper Wizard Rogue Rogue Arcane Trickster Arcane Trickster Arcane Trickster  

 Defeated Enemy Record 2 Grimlocks, Grimlock Chieftain
Equipment & Possessions
 Magical Items None

 Potions None

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), 2 candles (1 cp each), empty flask (3 cp), explorer's outfit (10 gp), flint and steel (1 gp), grappling hook (1 gp), peasant's outfit (1 sp), 2 sacks (1 sp each), silk rope (50 ft.) (10 gp), Small quarterstaff, small steel mirror (10 gp), spell component pouch (5 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)

 pp 0, gp 15, sp 0, cp 0
 Other Wealth None