Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
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Jimiath "Jimmy" Firespark
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Character Pool
3 Games Played, Created 07/31/2006
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Male Strongheart Halfling |
Character Level 19 |
CG Small Humanoid (Halfling) |
Classes Arcane Trickster 3, Rogue 3, Spellwarp Sniper 5, Wizard 8 |
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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 |
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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/dayAn 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/encounterAs 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/dayYou 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
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Spell/Effect |
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Duration |
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Caster/Level |
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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
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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
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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/dayUse 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.
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Spellcasting and Spell-Like Abilities |
- Spell-Like Abilities 1/daybouncing 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
create equipment,
flare*,
light,
mage hand,
ray of frost
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burning hands*,
expeditious retreat,
lesser cold orb,
mage armor,
magic missile,
shield
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acid arrow,
bear's endurance,
invisibility,
scorching ray*,
see invisibility
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deep slumber,
dispel magic,
fireball*,
haste,
heroism
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concussion explosion,
electricity orb,
enervation,
mass resist energy,
wall of fire*
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arrow storm,
break enchantment,
cone of fire*,
draconic might
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energy quadray,
greater dispel magic,
summon monster VI (fire creatures only)*,
true seeing
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delayed blast fireball*,
ethereal jaunt,
greater teleport,
spell turning
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energy pillar of clouting,
incendiary cloud*,
polar ray
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Spellbook
0-levelacid 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.
1stburning hands*, expeditious retreat, lesser cold orb, mage armor, magic missile, shield.
2ndacid arrow, bear's endurance, invisibility, scorching ray*, see invisibility.
3rddeep slumber, dispel magic, fireball*, haste, heroism.
4thconcussion explosion, electricity orb, enervation, mass resist energy, wall of fire*.
5tharrow storm, break enchantment, cone of fire* (as cone of cold but fire damage), draconic might.
6thenergy quadray, greater dispel magic, summon monster VI (fire creatures only)*, transfix, true seeing.
7thdelayed blast fireball, ethereal jaunt, greater scrying, greater teleport, spell turning
8thdiscern location, energy pillar of clouting, incendiary cloud*, polar ray, wyrm's strength
* domain spell
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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 |
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Defeated Enemy Record
2 Grimlocks, Grimlock Chieftain
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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
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