Josidiah Nularreth  

Details
Class: Race: Alignment: Deity:
Duskblade Sun Elf LN The Seldarine
Level: Size: Age: Gender:
7 Med 120 Male
Height: Weight: Eyes: Hair:
5'3" 125 Hazel Gold

Abilities
STR 17 3
DEX 16 3
CON 14 2
INT 18 4
WSD 12 1
CHA 10 0
 
Hit Points
TOTAL wounds subdual
54 0 0
Initiative
TOTAL dex other SPEED
3 3 0 30
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
22 10 5 2 3 2 0 15 0

Battle Scores
MELEE = base + str + magic + other
0 7/2 3 1 0
RANGED = base + dex + magic + other
0 7/2 3 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT 8 5 2 1 0
REFL 6 2 3 1 0
WILL 6 5 0 1 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
"Twilight "+1 Longsword +1 1d8 19-20X2 5 Med slashing Magebane- +2d6 vs arcane spell casters/invocation users
dagger 1d4 19-20 1 Med slashing
composite longbow 1d8 20X3 110 2 Med piercing 40 arrows

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
+1Mithral Breastplate Light +6 -1 5 30 15 lb.
Heavy Steel Shield 2 -2 15 lb.

Feats & Special Abilities
Feat / Ability Description/Notes
Aberation Bane magic +2d6 damage to Aberrations
Combat Expertise When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Combat Casting bonus duskblade feat You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
Improved Disarm You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Arcane Attunement Starting at 1st level, a duskblade learns to use dancing lights, detect magic, flare, ghost sound, and read magic as spell-like abilities. You can use these powers a combined total of times each day equal to three plus your Intelligence modifier. These powers don't count against your number of spells known or against the spells you can cast each day.
Arcane Channeling: Starting at 3rd level, a duskblade can use a standard action to deliver touch-range spells he knows through his weapon as a melee attack, provided that the spell has a casting time of one standard action or less. A successful attack delivers normal damage from the weapon and delivers the spell as well. Casting a spell this way does not provoke an attack of opportunity.
Quick Cast Starting at 5th level, a duskblade can cast one spell each day as a swift action, provided that the spell has a casting time of one standard action or less. This power is usable twice a day at 10th level, three times a day at 15th level, and four times a day at 20th level.
Spellpower Starting at 6th level, a duskblade gains a +2 bonus on caster level checks to overcome a foe's spell resistance after he strikes that foe in combat. The bonus lasts until the encounter ends. At 11th level, the bonus rises to +3. At 18th level, the bonus increases to +4.
Languages Known Elf, Draconic,common,goblin,Abyssal,infernal
+2 racial bonus on Listen, Search, and Spot checks. 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.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects
Lowlight Vision An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Armored Mage Can cast in medium armor with a heavy shield with no arcane spell failure

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Appraise int 4 4
balance dex 3 3
bluff cha 0
climb str 3 3
concentration con 12 2 10
diplomacy cha 4 4
escape Artist dex 3 3
hide dex -1 3 -4
Knowledge (arcana) int 11 4 7
Knowledge (dungeoneering) int 10 4 6
Knowledge (nature) int 6 4 2
Knowledge (history) int 10 4 6
Knowledge (nobility int 10 4 6
Knowledge (planes) int 10 4 6
listen wis 2 2
search int 4 4
Sense Motive wis 5 5
Spellcraft int 12 4 6 2
Spot 2 2

Spell List
Name Level Ready? Count Cast Time Range Save Description/Effect
Acid splash 0 no 14 reflex
disrupt undead 0 no standard You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
ray of frost 0 no standard A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
touch of fatigue 0 no standard fort 14 u channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell’s duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires. Material Component A drop of sweat.
chill touch 1 no standard touch fort 14 A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
obscuring mist 1 no standard A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.
resist energy 1 no standard This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Shocking grasp 1 no standard touch Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
True strike 1 no standard ou gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target. Focus A small wooden replica of an archery target.
Scorching ray 2 no standard You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.
Cloud of knives 2nd yes standard personal You conjure a cloud of sharp knives around you. The knives float in the air around your upper body, pointing in the direction you look. Each round as a free action at the beginning of your turn, you can release one of these knives at any target within 30 feet that you can see. This is a ranged attack that uses an attack bonus equal to your caster level + your key ability modifier. Each successful hit deals 1d6 points of damage +1 per three caster levels (maximum +5) and threatens a critical hit on a roll of 19-20. Damage reduction applies to knife attacks from this spell. The knives are treated as magic for the purpose of overcoming damage reduction. Material Component: A knife. Optional Material Component: Using a silvered dagger (22gp) in the casting of this spell allows the knives to overcome damage reduction as if they were both magic and silver, but the knives deal 1 less point of damage.
spider climb 2nd no standard The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Gear
Gear Location Weight Description/Special
cloak of resistance+!
Hat of disguise head 5 disguise self at will
ring of protection +1 Left hand

Treasure/Money
Item Location Value Weight Description/Special
Coins and small gems belt pouch 315

Experience
No Experience Assigned.

Description
Josidiah is strongly built elf with golden hair cut short and hazel eyes. He always wears his gleaming mithral breastplate and his sword Twilight on his back.

Personality
Josidiah is normally bitter and sarcastic.

Background

Named after the great eleven hero Josidiah Starym this gold elf has done his best to emulate his namesake. Josidiah's father was a gold elf bladesinger of great skill and valor. While his mother was a half-star elf mage (and also a Harper) from the Yuirwood in Algarond.

His parents met while adventuring in the ruins of Myth Drannor. Dhomal (his father)led a small band of kinsman to recover the Nularreth Family blade. Which was lost in the desperate flight from Myth Drannor during the Fall. After battling devils,orcs and other beasts for weeks in the ruin they finally found the blade in a beholder's lair. After a horrific battle in which half the band was killed they finally reclaimed their heritage. After burying their dead kinsman the depleted party set out to return home to Evermeet.

Nearly halfway through the ruins Dhomal and his comapanions were attacked by a green dragon. The wyrm quickly tore into the party killing two of the remaining 4 elves within the first few minutes of the attack. Dhomal and his cousin the bard known as Katha were the only two left.

They succeeded in fighting the dragon to a standstill. with the bard's songs bolstering the young bladesinger to new heights of fighting prowess. As he danced and weaved keepingt he dragon from getting in any direct hits on either of them. But Dhomal was quickly tiring as the small wounds from previous encounters and of course the struggle with dragon was taking it's toll. The dragon tiring of the weaving and sword dancing the elf was performing decided it was tinme to end this battle. He took a deep breath meaning to end the fight with a blast of chlorine gas.

Before he could exhale he was struck by a bolt of arcane force which knocked him to the ground. When the green turned to see what had just knocked him sensless he saw a small elven lass in green robes chanting again. Instead of another attack a wall of force was raised between the elves and the dragon. The wyrm frustrated threw himself against the wall both physically and magically to no avail. The young woman called out to Dhomal "My spell won't hold him for long so I am getting us out of here" She quickly chanted the words to a teleport spell. The Ruins of Myth Drannor soon faded from their sight and they were transported to a small cottage in the middle of the Yuirwood.

After this fateful meeting the young half-elf mage known as Morrighan Andraste and the gold elf bladesinger Dhomal Nularreth became steadfast friends and adventuring companions. Soon after they became lovers and eventually married. After about a decade of adventuring across Faerun. Dhomal wanted to return with his bride to Evermeet and settle down and start a family. Morrighan had already experienced the cold way his clan had treated her and wanted no part of them. Eventually this disagreemnet led to the couple parting ways but not before the couple had begotten a child.

After Josidiah was born it was agreed upon that the elfling was to be fostered in Evermeet for half his years and in the Yuirwood with his mother the other. Showing promise at a young age with both blades and magic the boy was seen by the elders of Clan Nularreth as another in a long line of powerful bladesingers thet represented the clan.

Dhomal and Morrighan could both see though the boy was talented with blades his true love was The Art. Dhomal not wishing to see his son forced to abandon his true calling sent him to his mother full time. Morrighan tried her best to teach her son magic but while an accomplished battle mage she was lacking as a teacher. She arranged to have the boy train with Star elf relative who wa a noted bladesinger. The boy was however was too aggresive for the ways of bladesinger hecouldn't find the "music." The star elf instead taught him the ancient lore of the duskblades which trace their origins to the Crown Wars.

Upon nearing his majority Dhomal and Morrighan encourged Josidiah to see the rest of what the world had to offer. The young elf soon hooked up with a group of young Algarondians and formed an adventuring group known as the Bladestorm Company. After a few years of trekking across the Unapproachable East in which among the exploits of the youngsters included stopping a plot by a a mid level Red Wizard of Thay and renegade Shadowlord of Teleflamm that would start a war between Algorand and Thesk, the slaying of Prirmianth the Forest Dragon (a young adult green dragon) and the sundering of the Nine Tails slaving ring.

Taking a break from adventuring the son of Dhomal began to study magic with his mother's kinsman in the otherworldly land of Sildeyuir. After a few short months disaster struck. His mother gave him the terrible tidings of rebellion in Evermeet. She went onto tell him of Kymil Nymesin and other traitors were responsible for the rebellion and attack on Evermeet in which his father was killed defending his homeland.

Soon after the invasion was turned back Josidiah returned to Evermeet to bury his father and reconnect with his father's clan. He was welcomed with open arms by his kinsman and was given the family's blade which was recovered and wielded by his father. He quickly established himself as a powerful young scion of the house.

A few short years later the call from Evereska for help against the phaerrim onslaught was given. With his clan's blessing the young mage/warrior was with one the first groups sent to help the beleagured colony. Josidiah proved to be a capable leader in the fight against the abominations his squad succeded in killing a beholder, a mindflayer, countless goblins and a young phaerrim.

After the danger to Evereska was over he again returned to Evermeet. After a few short months in his father's homeland he was contacted by his mother's star elf kin asking for his aid in turning back the nilshai that had invaded Sildeyuir. He quickly contacted some of his more capable fellows from the Bladestorm Company and some the other young elves he had served with in the defence od Evereska and formed a new company.

For 3 long months the star elves and Josidiah's company fought against the Nilshai eventually cornering them off to isolated pockets of Sildeyuir. Much to his sorrow his mother was killed in one of the last battles against the Nilshai.

Josidiah is now obsessed with destroying all abberations that have threatened his people. He has begun seeking old magical lore and power that will help him in this cause. Traveling the planes to gain this knowlege has brought him to Curst