Forgotten Realms Campaign - established August 15, 2002
Dungeons & Dragons 3.5 Edition
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Character Played by Chris Harmon
73 Active Game Sessions, Created on 08/14/2002
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Name: Malcer |
Alignment: Neutral Good |
Male reincarnated Centaur |
Large Outsider |
Character Level: 16 (ECL 18) |
XP: 126,267 (MXP: 25,900) |
Primary Class: Cleric 8 |
Prestige Classes: Divine Disciple 5, Divine Oracle 2, Sacred Exocist 1 |
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Ability |
Base |
Race |
Age |
Inherent |
Level |
Magic |
Temp |
Total |
Mod |
STR: |
11 |
+8 |
+0 |
+0 |
+0 |
+0 |
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19 / ____ |
+4 / ____ |
DEX: |
10 |
+4 |
+0 |
+0 |
+0 |
+0 |
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14 / ____ |
+2 / ____ |
CON: |
17 |
+4 |
+0 |
+0 |
+1 |
+0 |
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22 / ____ |
+6 / ____ |
INT: |
14 |
+0 |
+0 |
+0 |
+0 |
+0 |
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14 / ____ |
+2 / ____ |
WIS: |
18 |
+0 |
+0 |
+5 |
+2 |
+6 |
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31 / ____ |
+10 / ____ |
CHA: |
14 |
+0 |
+0 |
+0 |
+0 |
+0 |
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14 / ____ |
+2 / ____ |
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Armor Class: 36
touch 15 flat-footed 35
armor check penalty -5
(-1 size, +1 Dex, +2 natural, +13 moderate fortification full plate armor, +6 buckler, +5 ring of protection)
BAB: +9/+4
EAB: +0
Grapple: +17
Space/Reach: 10 ft./5 ft.
Speed: 35 ft. (50 ft. base, -15 ft. armor - 7 squares)
Languages: Common, Draconic, Illuskan, Orc
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Saving Throws |
Base |
Ability |
Magic |
Misc |
Epic |
Total |
Fortitude |
+10 |
+6 |
+5 |
+0 |
+0 |
+21 / ____ |
Reflex |
+3 |
+2 |
+5 |
+0 |
+0 |
+10 / ____ |
Will |
+15 |
+10 |
+5 |
+0 |
+0 |
+30 / ____ |
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Hit Dice: 2d6+12 plus 14d8+84 (172 hp) |
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Initiative Modifier: +2 (+2 Dex) |
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+3 holy serrated skewering shortspear
crit. 20/x2, skewering |
+15 |
+10 melee |
1d6+8 plus 2d6 against evil |
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2 hooves
crit. 20/x2 |
+7 melee |
1d6+2 |
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+3 light crossbow
crit. 19-20/x2, 80 ft. |
+14 ranged |
1d8+3 |
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With Point Blank Shot add +1 to attack and +1 damage rolls against targets within 30 ft. |
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Feats:
Armor Proficiency (all),
Brew Potion,
Devotion,
Extra Turning,
Point Blank Shot,
Precise Shot,
Quicken Spell,
Shield Proficiency,
Simple Weapon Proficiency (all),
Spell Penetration
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Magic Item Abilities: see invisibility
Special Notes: 2/day - Utilize Snatch Arrow feat (requires free hand);
critical hits do not deal critical damage 50% of the time; darkvision 60 ft.;
true seeing 30 minutes/day
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Skills:
Balance -1 (+2 Dex, 0 ranks, -3 armor check),
Climb +1 (+4 Str, 0 ranks, -3 armor check),
Concentration +23 (+6 Con, 17 ranks),
Diplomacy +9 (+2 Cha, 5 ranks, +2 circlet of persuasion),
Heal +22 (+10 Wis, 10 ranks, +2 synergy bonus from Profession (herbalist)),
Hide -1 (+2 Dex, 0 ranks, -4 size, -3 armor check, +4 racial),
Intimidate +2 (+2 Cha, 0 ranks),
Jump +1 (+4 Str, 0 ranks, -3 armor check),
Knowledge (arcana) +15 (+2 Int, 13 ranks),
Knowledge (nature) +4 (+2 Int, 2 ranks),
Knowledge (religion) +15 (+2 Int, 13 ranks),
Knowledge (the planes) +9 (+2 Int, 7 ranks),
Listen +10 (+10 Wis, 0 ranks),
Profession (herbalist) +15 (+10 Wis, 5 ranks),
Search +2 (+2 Int, 0 ranks),
Spellcraft +20 (+2 Int, 16 ranks, +2 synergy bonus from Knowledge (arcana)),
Spot +10 (+10 Wis, 0 ranks),
Survival +12 (+10 Wis, 2 ranks),
Swim +4 (+4 Str, 0 ranks)
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Special Attacks/Qualities:
Break Possession (Su): You have the supernatural ability to force
possessing spirits out of the bodies they inhabit. You make a Charisma check
(1d20 + your Charisma modifier), using your prestige class level plus your
cleric level, if any, plus your paladin level -2, if any. If the result from
the table is at least equal to the HD of the possessing creature, you force it
out of the body. If the spirit belongs to a spellcaster using magic jar,
the spirit returns to the receptacle. If it is a ghost, it becomes ethereal
and freefloating again. In any case, the spirit cannot attempt to possess the
same victim again for one day.
Cleric Abilities: Good aura; spontaneous casting; turn undead 9/day (as Clr9; +2 turning checks from Knowledge [religion]).
Divine Disciple Abilities: Telepathically communicate
with any outsider within 60 ft. as long as that outsider serves
the disciple's deity or has the same alignment; +2 to all saving
throws against divine spells and spell-like and supernatural
abilities of outsiders; imbue with spell ability (1st- and 2nd- level
spells); protection from evil on self at will as a free action.
Divine Oracle Abilities: Evasion.
Sacred Exorcist: Chosen Foe--Outsiders (+1 competence bonus on Bluff, Intimidate
Listen, Sense Motive, and Spot skill checks and to overcome Spell Resistance).
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Cleric Domains: Chaos, Good and Healing.
Prestige Domains: Divination and Exorcism.
Cleric Spells Prepared (6/8+1/8+1/7+1/6+1/6+1/5+1/4+1/3+1; DC 20 + spell level; +2 overcome Spell Resistance; cast
Chaos, Good and Healing spells as Clr17; cast Divination spells as Clr18; caster level 16th):
0-level: detect magic x3, guidance, light, resistance.
1st: bless, command, divine favor x4, protection from evil*, wieldskill x2.
2nd: aura against flame, calm emotions, eagle's splendor, hold person, lesser restoration, magic circle against evil*, shield other, silence, sound burst, spiritual weapon.
3rd: dispel magic, divination*, prayer, protection from energy, searing light x4.
4th: death ward, holy smite*, revenance x2, undead bane weapon x2.
5th: dispel evil*, flame strike x3, raise dead, spell resistance, true seeing.
6th: find the path, heal*, heal x2, mass bear's endurance, mass inflict moderate wounds.
7th: destruction x2, greater scrying*, resurrection x2.
8th: fire storm, holy aura*, mass inflict critical wounds x2.
* domain spell.
Spellcasting Record |
0-level: |
5 |
1st: |
19 |
2nd: |
2 |
3rd: |
21 |
4th: |
10 |
5th: |
9 |
6th: |
11 |
7th: |
8 |
8th: |
7 |
9th: |
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Magical Items: armband of maximized healing, +5 buckler, circlet of persuasion, +5 cloak of resistance, gem of seeing, gloves of arrow snaring, goggles of the night, +3 holy serrated skewering shortspear, +3 light crossbow, +5 moderate fortification full plate armor, +6 periapt of wisdom, ring of see invisibility, +5 ring of protection,
wand of hold person (40 charges), wand of neutralize poison (3 charges), wand of searing light (6th-level caster) (12 charges), wand of searing light (20 charges).
Potions: 2 potions of bull's strength, potion of cure moderate wounds, potion of cure serious wounds, potion of fly, potion of haste
Nonmagical Items: Doomblight's fur, 5 flasks of healing salve, 1 flask of oil, flint and steel, grappling hook, hooded lantern, 12 masterwork bolts, masterwork potion belt, silk rope (50 ft.), silver holy symbol, 4 torches, trail rations (2 days), waterskin.
Platinum (pp): 0, Gold (gp): 74,772, Silver (sp): 8, Copper (cp): 5
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Biographical Information |
Height: 8 ft. 7 in.
Weight: 2,149 lb.
Age: 24
Hair: Brown
Eyes: Brown
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Patron Deity: Lurue
Company: Brotherhood of the Badger
Homeland: Silverymoon
Bloodline: 100% reincarnated Centaur
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Picture:
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Character Background:
Raised in the city of Silverymoon, Malcer grew up around a myriad of different
races and cultures. His parents instilled in him a love of nature, and he eventually
felt the calling of the clergy of Lurue. As Malcer grew in ability, he was
tasked by the Unicorn Queen to be the protector of Evendur Windstrider, a great
ranger in the service of Mielikki. He dutifully obeyed and sought out the
charismatic ranger. The two have become fast friends, with Malcer's healing ability
saving Evendur from certain death on more than one occassion.
Malcer is not a violent man, and he prefers to avoid combat. If forced to fight,
he carries a magic light crossbow to deal with enemies. While not physically
imposing, his command of divine magic is substantial. His companions have learned
to rely on his magical gifts to enhance their ability and heal their wounds.
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Arena Kills:
1 Brakus, 1 Darvin, 1 Evendur Windstrider
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Slain Enemy Record:
2 Abyssal Ghouls, 1 Advanced Anarchic Four-Armed Chuul Barbarian, 1 Advanced Bulette, 1 Advanced Morhg, 1 Blood Fiend Demon, 1 Celestial Dire Lion, 1 Death Tyrant, 1 Drow Fighter, 3 Drow Zombies, 1 Frost Giant, 1 Ghast, 4 Goblins, 2 Half-Black Dragon Orc Fighters, 2 Locust Swarms, 2 Ogres, 1 Quth-Maren, 1 Scarab Beetle Swarm, 1 Spellstitched Ghast
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