Forgotten Realms Campaign - established August 15, 2002
Dungeons & Dragons 3.5 Edition
Character Played by Chris Harmon
73 Active Game Sessions, Created on 08/14/2002
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
Ability Base Race Age Inherent Level Magic Temp Total Mod
STR: 11 +8 +0 +0 +0 +0   19 / ____ +4 / ____
DEX: 10 +4 +0 +0 +0 +0   14 / ____ +2 / ____
CON: 17 +4 +0 +0 +1 +0   22 / ____ +6 / ____
INT: 14 +0 +0 +0 +0 +0   14 / ____ +2 / ____
WIS: 18 +0 +0 +5 +2 +6   31 / ____ +10 / ____
CHA: 14 +0 +0 +0 +0 +0   14 / ____ +2 / ____
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

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 / ____
Hit Dice: 2d6+12 plus 14d8+84 (172 hp)
                   
Initiative Modifier: +2 (+2 Dex)
                   
+3 holy serrated skewering shortspear
crit. 20/x2, skewering
+15 +10 melee 1d6+8 plus 2d6 against evil
     
2 hooves
crit. 20/x2
+7 melee 1d6+2
   
+3 light crossbow
crit. 19-20/x2, 80 ft.
+14 ranged 1d8+3
   
With Point Blank Shot add +1 to attack and +1 damage rolls against targets within 30 ft.
Spell/Effect            
Duration            
 Feats: Armor Proficiency (all), Brew Potion, Devotion, Extra Turning, Point Blank Shot, Precise Shot, Quicken Spell, Shield Proficiency, Simple Weapon Proficiency (all), Spell Penetration 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
 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)
 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).
 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:  

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
Biographical Information
 Height: 8 ft. 7 in.
 Weight: 2,149 lb.
 Age: 24
 Hair: Brown
 Eyes: Brown
 Patron Deity: Lurue
 Company: Brotherhood of the Badger
 Homeland: Silverymoon
 Bloodline: 100% reincarnated Centaur
 Picture:

 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.
 Arena Kills: 1 Brakus, 1 Darvin, 1 Evendur Windstrider
 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