Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Lady Aridarye Phylund Brokengulf Cohort of Casey Scruggs
33 Games Played, Created 05/27/2007
Female Human Character Level 18
NE Medium Humanoid (Human) Classes Aristocrat 1, Harbinger 15, Ranger 1, Sublime Chord 1
Hit Dice 16d6+16 plus 2d8+2 minus 3 Ability Total Mod Magic
  STR 10 11 base +0 race -1 age +0 inherent +0 level +0 +0
127 95 63 31 DEX 17 16 base +0 race -1 age +0 inherent +0 level +3 +2
Mana Points100 from harbinger spell slots plus 23 from sublime chord spell slots plus 9 from ring of wizardry II CON 12 13 base +0 race -1 age +0 inherent +0 level +1 +0
  INT 18 17 base +0 race +1 age +0 inherent +0 level +4 +0
132 99 66 33 WIS 17 14 base +0 race +1 age +0 inherent +0 level +3 +2
Speed 40 ft.30 ft. base +0 ft. fast movement -0 ft. armor +10 ft. boots of striding and springing (8 squares)
Senses Listen +16; Search +4; Spot +4
CHA 23 15 base +0 race +1 age +0 inherent +5 level +6 +2
LUCK 9 9 base +0 race +0 age +0 inherent +0 level -1 +0
Saves Total Ability Magic Special
Fortitude +12+7 base +2 Great Fortitude +0 misc +1 +2  
Reflex +16+11 base +0 misc +3 +2  
Will +19+13 base +1 luck from fountain of fortune's folly +3 +2  
Craft Points 17,10017,100 Earned -0 Used +0 Item Creation Feats Initiative +7+3 Dex +4 Improved Initiative
BAB +12/+7/+2 Grapple +12BAB +0 Str +0 Size
melee touch +12 Bull Rush +0
ranged touch +15 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
31 17 27 +0 +3 +0 +10 +0 +4 +3 +1 +0 +0 +0
Weapon Atk Full Atk Dmg Crit Type
Pride of Princes melee +20BAB +3 Dex +4 enhancement +1 Weapon Focus +20/+15/+10 1d6+4weapon base +4 enhancement
plus 1 Cha
15-20/x2
plus paralysis
P
- vs. humanoid (reptilian) +22BAB +3 Dex +6 enhancement +1 Weapon Focus +22/+17/+12 3d6+6weapon base +6 enhancement
plus 1 Cha
15-20/x2
plus paralysis
P
balanced legendary rapier melee +18BAB +3 Dex +2 legendary +1 Weapon Focus +18/+13/+8 1d6+1weapon base +1 balanced 15-20/x2 P
balanced masterwork silver dagger melee +16BAB +3 Dex +1 masterwork +16/+11/+6 1d4weapon base +0 Str 19-20/x2 S or P
ranged (10 ft.; 5 inc.) +16BAB size +3 Dex +1 masterwork +16 1d4weapon base 19-20/x2 P
unarmed strike melee +12BAB +0 Str +12/+7/+2 1d3 nonlethalweapon base +0 Str 20/x2 B
Combat Options
  • Earthbound Spell Metamagic (+4 mp) When you cast an earthbound spell, you place it within a square adjacent to you. You must specify all effects, options, and other relevant variables when you cast the spell. The next creature to enter the warded square triggers the spell. If the spell affects an area, that square is the center of the area or the point at which the area begins. For a cone, line, or similar area, you must designate the direction in which the cone or line extends. An earthbound spell that does not affect an area targets the creature that triggered it. You cannot apply the Earthbound Spell metamagic feat to a spell with a range of personal.
    An earthbound spell remains in place for 1 hour or until it is triggered. A Search check (DC 25 + the spell's level) reveals its presence, as does detect magic and similar abilities. A character with trapfinding can make a Disable Device check (DC 25 + the spell's level) to remove an earthbound spell (as if it is a magic trap). A dispel magic effect can also remove an earthbound spell, thus preventing it from functioning.
  • Fate Points (                         ) As an immediate action, reroll the result of a d20 roll; however, you must take the new roll, even if it is lower than the first.
  • Favored Enemy (wormspawn) +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and +2 bonus on weapon damage rolls against wormspawn.
  • Harbinger Music (                                                             ) 15/day—Standard action to activate. Some require concentration, which takes a standard action each round to maintain. Even while using harbinger music that doesn't require concentration, a harbinger cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf harbinger has a 20% chance to fail when attempting to use harbinger music. If he fails, the attempt still counts against his daily limit.
    Unless otherwise noted, the abilities have a DC 23DC 10 + 1/2 harbinger level + Cha modifier Will save to resist.

    • Dirge of Binding (Sp) Use music or poetics to create an effect that paralyzes one target. The effect lasts as long as the creature can hear the harbinger.

    • Dishearten (Su) An enemy within 30 ft. who hears the harbinger sing for a full round suffers -4 penalty to saving throws and Armor Class for as long as he can hear the harbinger sing plus 5 rounds. Dishearten is a mind-affecting ability.

    • Encourage Failure (Su) One enemy must be within 30 feet and able to see and hear the harbinger. The harbinger must also be able to see the enemy. The affected target takes a -2 penalty on all rolls for 1 round. Encourage failure is a mind-affecting ability.

    • Instill Fear (Su) The harbinger must be able to see his targets and be seen or heard by them. The effect lasts for as long as the enemy hears the harbinger sing and for 5 rounds thereafter. An affected enemy takes a -2 penalty on saving throws against charm and fear effects and a -3 penalty on attack and weapon damage rolls. Instill fear is a mind-affecting fear effect.

    • Spellbreaker Song (Su) Enemy spellcasters within 30 feet of you take a 20% spell failure chance when casting any spell that has a verbal component (as if they were deafened). You can maintain your spellbreaker song for 3 rounds.

    • Suggestion (Sp) Make a suggestion, as the spell, against a foe already Disheartened (see above). This affects a single creature. Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
  • Reach Spell Metamagic (+4 mp) You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient.
  • Second Wind (Ex) (     ) 1/encounter—As a move action that does not provoke an attack of opportunity, cure self of 18equal to character level hit points.
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +4 (+4 Int, 0 ranks), Balance +15 (+3 Dex, 12 ranks, +2 synergy Tumble, -2 armor), Bluff +17 (+6 Cha, 11 ranks), Climb +12 (+0 Str, 10 ranks, +4 renowned climber's kit, -2 armor), Concentration +13 (+1 Con, 12 ranks), Diplomacy +16 (+6 Cha, 6 ranks, +2 synergy Bluff, +2 synergy Sense Motive), Disguise +6 (+8 acting) (+6 Cha, 0 ranks), Escape Artist +1 (+3 Dex, 0 ranks, -2 armor), Forgery +9 (+4 Int, 5 ranks), Gather Information +11 (+6 Cha, 5 ranks), Heal +3 (+3 Wis, 0 ranks), Intimidate +9 (+6 Cha, 1 ranks, +2 synergy Bluff), Jump +16 (+0 Str, 10 ranks, +2 synergy Tumble, +5 boots of striding and springing, -2 armor), Knowledge (arcana) +17 (+4 Int, 13 ranks), Knowledge (dungeoneering) +7 (+4 Int, 3 ranks), Knowledge (local—Waterdeep) +8 (+4 Int, 4 ranks), Knowledge (the planes) +8 (+4 Int, 4 ranks), Knowledge (religion) +9 (+4 Int, 5 ranks), Listen +16 (+3 Wis, 13 ranks), Perform (sing) +21 (+6 Cha, 15 ranks), Profession (astrologer) +9 (+3 Wis, 6 ranks), Profession (merchant) +9 (+3 Wis, 4 ranks, +2 racial), Ride +3 (+3 Dex, 0 ranks), Search +4 (+4 Int, 0 ranks), Sense Motive +16 (+3 Wis, 13 ranks), Sleight of Hand +11 (+3 Dex, 8 ranks, +2 synergy Bluff, -2 armor), Sneak +20 (+3 Dex, 18 ranks, -1 armor), Speak Language (Giant), Spellcraft +17 (+19 decipher scrolls) (+4 Int, 11 ranks, +2 synergy Knowledge [arcana]), Spot +4 (+3 Wis, 1 ranks), Survival +8 (+3 Wis, 5 ranks), Swim -1 (+0 Str, 3 ranks, -4 armor), Tumble +18 (+3 Dex, 15 ranks, +2 synergy Jump, -2 armor), Use Magic Device +21 (+23 using scrolls) (+6 Cha, 12 ranks, +3 Skill Focus), Use Rope +8 (+3 Dex, 1 ranks, +4 renowned silk rope)

 Armor Check Penalty -2-2 armor -0 helm -0 shield; Swim Check Penalty -4; Permanent Class Skills Sense Motive

 Feats Armor Proficiency (all), Dodge, Earthbound Spell, Exotic Weapon Proficiency (whip), Great Fortitude, Greater Spell Penetration, Improved Initiative, Martial Weapon Proficiency (all), Reach Spell, Shield Proficiency (all), Simple Weapon Proficiency (all), Skill Focus (Use Magic Device), Spell Penetration, Track, Weapon Finesse, Weapon Focus (rapier)
Special Qualities
  • Harbinger Knowledge Make a check at +20harbinger class level plus sublime chord class level plus Int modifier to reveal some relevant information about local notable people, legendary items, or noteworthy places.
  • Light Armor Casting Cast bardic spells in light armor with no spell failure.
  • Wild Empathy (Ex) A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
    To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
    The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Spellcasting and Spell-Like Abilities
Harbinger Spells Known (0-level 4; 1st 6; 2nd 5; 3rd 4; 4th 6; 5th 4)
DC to Resist 16 + spell level
Caster Level 16th15 levels of harbinger plus 1 levels of sublime chord; Spell Penetration d20+20d20 +16 caster level +2 Spell Penetration +2 Greater Spell Penetration; Primary Ability Charisma

0-level
- 1 mp -

detect magic (1 std action; 60 ft. cone; concentration up to 1 min./level)

light (1 std action; touch; 10 minute/level duration [D]; SR No; sheds light as a torch)

mage hand (1 std action; close range; concentration; move one unattended object up to 5 lb. as far as 15 feet)

mending (1 std action; 10 ft. range; repairs one object up to 1 lb.)

open/close (1 std action; close range; open or close a door, chest, box, window, bag, pouch, bottle, barrel, or other container weighing 30 lb. or less)

read magic (1 std action; personal; 10 min./level duration)

1st
- 1 mp -

alarm (1 std action; close range; 20-ft.-radius emanation; 2 hours/level duration [D]; set mental or audible alarm)

armor lock (1 std action; close range; 1 creature wearing armor; 1 round/level duration [D]; SR yes; Fort negates; reduce speed to 10 ft. and lose Dex bonus to AC)

cure light wounds (1 std action; range touch; SR yes; Will half; cures 1d8+5 hit points)

private conversation (1 std action; range touch; 2 creatures plus 1/three caster levels; 10 min./level duration [D]; subjects can converse without anyone else overhearing)

2nd
- 3 mp -

bladeweave (1 swift action; personal; SR yes; Will negates; make an additional melee touch as a free action for no damage, on failed save target hit dazed for 1 round)

cure moderate wounds (1 std action; range touch; SR yes; Will half; cures 2d8+10 hit points)

dimension hop (1 std action; close range; you and 100 lb. of items; instantly hop from current spot to another in range; without line of sight, suffer 25% mishap)

invisibility (1 std action; touch; 1 minute/level duration [D])

3rd
- 5 mp -

dispel magic (1 std action; medium range; one creature or object or 20-ft.-radius burst; no save; SR no; dispel check 1d20+10; on targeted dispel against one creature make dispel check against every ongoing spell effect; on area dispel make dispel check against every ongoing spell effect on each creature in area until one is successfully dispelled on each creature or all spells withstand dispelling)

displacement (1 std action; touch; 1 round/level duration; grants 50% miss chance)

good hope (1 std action; medium range; 1 minute/level duration; one living creature/level no more than 30 ft. apart; +2 morale bonus saving throws, attack rolls, ability checks, skill checks and weapon damage rolls)

haste (1 std action; medium range; 1 round/level duration; one living creature/level no more than 30 ft. apart; +1 bonus attack rolls, +1 dodge bonus AC and Reflex, +30 ft. speed [max double normal speed], make one extra attack on full-attack action)

4th
- 7 mp -

break enchantment (1 minute casting time; close range; 1 creature/level within 30 ft. of one another; SR no; no save; make d20 + caster level check [max +15] vs. DC 11 + caster level of effect against enchantments, transmutations, and curses)

coldscream (1 std action; close range; cone; Reflex half; SR yes; 10d6 damage, half is cold, half is sonic; can designate a single object in the area to make another Reflex save, if failed, the object shatters; objects held by other creatures use the creature's Reflex save)

cure critical wounds (1 std action; touch; SR yes; Will half; cures 4d8+16 hit points)

gird the warrior (1 std action; touch; 1 creature; 1 minute/level duration [D]; +10 armor bonus to Armor Class and +4 enhancement attack and damage with melee weapons)

magic missile spray (1 std action; medium range; targets 1 creature; no Save; SR yes; 2d4+2 magic missiles strike target for 1d4+1 damage/missile; target must resist a trip attack against a d20+10 roll)

resonating bolt (1 std action; 60-ft. line; Reflex half; SR yes; 10d4 sonic damage)

secure shelter (10 minute casting time; close range; 20-ft.-square structure; 2 hours/level duration [D]; creates cabin from surrounding materials with a chimney, door, and two shuttered windows protected with arcane lock and alarm; an unseen servant is conjured to assist for the duration; includes 8 bunks, a table, a writing desk, and 8 stools)

5th
- 9 mp -

improvisation (1 std action; personal; 1 round/level [D]; gain 2 luck points/caster level and use them on any attack rolls, skill checks, or ability checks during the duration, with no more than half your caster level in bonuses on any one check)

magic convalescence (1 std action; 20-ft.-radius centered on you; 1 rnd/level duration; anyone within the area, including you, who casts a spell heals you of 1 hp/spell level cast; the effect of the cast spell is resolved before the healing is applied)

summon monster V (1 round casting time; close range; 1 round/level duration [D]; summon one creature from 5th-level list or mulitple from lower-level to serve; acts immediately on your turn; NE caster can summon a fiendish dire boar, a Huge fiendish shark, a Large fiendish monstrous scorpion, a shadow mastiff, or any Medium elemental)

teleport (1 std action; personal and touch; bring 1 additional willing Medium creature/3 caster levels; range 100 miles/caster level)

Miscellaneous Information
 HistoryLady Aridarye Phylund Brokengulf is a gorgeous woman with a brilliant mind and utter lack of morals. For the past 15 years, she has been embroiled in ongoing intrigue in the Waterdhavian noble families Phylund and Brokengulf. She has never been charged with murder or conspiracy, but it is rumored she has either created or known of the plans to kill a number of men with whom she has been involved. Aridarye is an expert merchant and negotiator who plays people against their weaknesses easily. The result is she became a very rich and somewhat powerful woman.

All of this came crashing down in 1372 DR. At the time, Lady Aridarye was married to the director of the Field of Triumph, Prendergast Brokengulf. Never known for her monogamy, Aridarye was caught having an affair with the arena champion, Auric. When confronted, she dangled her wealth and power before Prendergast and reminded him he needed her to retain his position. She then spurned her husband and claimed he was too old to satisfy her. Unbeknownst to her, this resulted in Prendergast's embrace of the religion of Kyuss and involvement with the insidious Bozal Zahol. The wicked priest of Kyuss tempted Prendergast to conduct a horrific ritual to summon forth an Apostle of Kyuss and unleash it upon the City of Splendors.

Although Bozal was slain by a group known as the Mercenaries, Prendergast completed the ritual and brought about the rise of a terrible ulgurstasta. The monster succeeded in anointing itself with the death of Auric (another victory for Prendergast) and caused the death of thousands of arena spectators. Those slain almost immediately arose from death as wights and tore through the city causing horrendous death and destruction. For his deeds, Kyuss rewarded Prendergast with the gift of undeath.

Aridarye's eight-year-old son, Urtos Phylund III, was slain and turned into a wight in the cataclysm. Although a wicked, deplorable woman, Aridarye truly loved her son. His horrific death (and presumed continued existence as undead) has shaken Aridarye to the core of her being. She is driven now by a burning lust for vengeance against Kyuss and her now undead husband, Prendergast. She has sworn her allegiance to the Mercenaries for as long as they seek to oppose Kyuss.

Within a few days of taking up with the Mercenaries, Aridarye's lustful nature took root. She found her way into the graces, and bed, of the hu-charad giant, Iapetus Hasur. Ever attracted to the largest, strongest men around, Aridarye is quite pleased with her new companion. Only time will tell if Aridarye has truly changed any of her ways, or if she'll leave Iapetus a broken, defeated man as she has proven so capable of doing.

Life away from the city proved good for Aridarye as she began picking up the rudimentaries of tracking and survival as well as increasing her physical skills. A delve into the depths of the Whispering Cairn provided ample opportunity to become a better climber and swimmer. The burning hatred in her soul for all things Kyuss continues to rage. She continues to fulfill her vow of destroying everything related to the dark deity.; AdventuresAoW-006: A Gathering of Winds (by Wolfgang Baur), AoW-007: The Spire of Long Shadows (by Jesse Decker), AoW-008: The Tyrant of Mintarn (by Richard Pett), AoW-009: The Library of Last Resort (by Nicolas Logue), AoW-010: Kings of the Rift (by Greg A. Vaughan); Lives Remaining 54 Deaths; 08/23/2007 - death from sword of Kyuss; 09/27/2007 - death from prismatic spray; 01/03/2008 - death from fang dragon; 03/04/2008 - decapitated by ex-husband; Last Played March 4, 2008

 Languages Alzhedo, Chondathan, Common, Draconic, Dwarven, Elven, Giant, Illuskan, Infernal, Shaaran
 Patron Deity Mask; Homeland Tethyr; Heritage 100% Human; Background Merchant
 Height 5 ft. 4 in.; Weight 119 lb.; Age 41; Hair Blonde; Eyes Brown

Character Level Record
Harbinger Aristocrat Harbinger Harbinger Harbinger Harbinger Harbinger Harbinger Ranger Harbinger
Harbinger Harbinger Harbinger Harbinger Harbinger Harbinger Harbinger Sublime Chord    

 Defeated Enemy Record
Equipment & Possessions
 Magical Items armband of maximized healing (     1/day—Maximize the effect of one 6th-level or lower Conjuration [healing] spell you cast) (7,200 gp), boots of striding and springing (5,500 gp), +2 cloak of charisma (4,000 gp), everlasting rations (350 gp),    glitterglobe (10-ft. radius glitterdust; DC 13 Will negates blinding; 3 round duration; 70 ft. range) (300 gp), +2 gloves of dexterity (4,000 gp), minor circlet of blasting (     1/day—searing light for 3d8 damage) (6,480 gp), +4 mithral breastplate (+10 armor; +4 max Dex; -2 armor check penalty; 25% spell failure; light armor) (20,200 gp), +3 mithral buckler (+4 shield; 0% spell failure) (10,165 gp), +2 periapt of wisdom (4,000 gp), Pride of Princes (+4 adamantine keen paralyzing reptilian humanoid bane scarring rapier with a platinum hilt studded with large rubies and emeralds; 1 Cha damage per hit; +2 enhancement attack and damage plus 2d6 damage against reptilian humanoids; on a successful critical hit, DC 17 Will or 10 round paralysis with a new save each round) (213,200 gp), +3 ring of protection (18,000 gp), ring of telekinesis (CL 9th; telekinesis as spell on command) (75,000 gp) (not worn), ring of wizardry II (doubles number of 2nd-level arcane spells for one class) (40,000 gp), rod of thunder and lightning (33,000 gp), +2 vest of resistance (4,000 gp)

 Potions        oils of magic weapon (1 minute duration) (50 gp),    potion of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp),    potion of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp),    potion of ray of hope (CL 5th; +2 morale saves, attacks, ability and skill checks; 5 round duration) (250 gp),     spellring of water breathing (CL 5th; 10 hour duration) (395 gp)

  • Masterwork Potion Belt                    potions of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp each),                    potions of lesser vigor (CL 1st; fast healing 1; 11 round duration) (50 gp each)

 Wands Wands with non-class spells can be activated with DC 20 Use Magic Device check.

wand of fireballs (CL 10th; 10d6 fireball; DC 14 Reflex half; 2 charges) (900 gp [450 gp/charge])

 Nonmagical Items backpack (2 gp), balanced legendary rapier (+2 enhancement attack rolls; +1 enhancement damage; keen) (3,320 gp), balanced masterwork silver dagger (+1 enhancement attack; 1d4 damage) (622 gp), bedroll (1 sp), belt pouch (1 gp),        —candles (5-ft. radius illumination; 1 hour) (1 cp each), crowbar (+2 circumstance bonus Strength checks to break or open objects) (2 gp), explorer's outfit (10 gp), fine gala clothing (500 gp),                    —flasks of oil (1 sp each), flint and steel (full-round action) (1 gp), grappling hook (Use Rope DC 10, +2 per 10 ft. of distance thrown) (1 gp), hammer (5 sp), masterwork hooded lantern (40-ft. illumination, 80-ft. shadowy; 7 hours/pint of oil) (57 gp), masterwork potion belt (free action to retrieve; holds 10 potions) (60 gp), peasant's outfit (1 sp), 10 pitons (1 sp each), renowned climber's kit (+4 circumstance Climb checks) (280 gp), renowned silk rope (50 ft.; +4 circumstance Use Rope checks) (210 gp), 2 sacks (1 sp each), small steel mirror (10 gp), spell component pouch (5 gp), tent (10 gp),            —torches (1 cp each), trail rations (6 days) (5 sp/day),        —vials of masterwork antitoxin (+6 alchemical bonus on Fort saves against poison for 1 hour) (100 gp each), waterskin (1 gp), whetstone (2 cp), winter blanket (5 sp)

 pp 43, gp 1,967, sp 7, cp 5
 Other Wealth None