Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Grot Bloodtunneler Played by Shane Bradley
13 Games Played, Created 12/30/2006
Male Shield Dwarf Character Level 9
CN Medium Humanoid (Dwarf) Classes Barbarian 1, Warmain 8
Hit Dice 9d12+54 plus 6 Ability Total Mod Magic
  STR 18 18 base +0 race +0 age +0 inherent +0 level +4 +0
168 126 84 42 DEX 16 16 base +0 race +0 age +0 inherent +0 level +3 +0
Speed 30 ft.20 ft. base +10 ft. fast movement -0 ft. armor (6 squares)
Senses Listen +3; Search +2; Spot +2; darkvision 60 ft.
CON 22 18 base +2 race +0 age +0 inherent +2 level +6 +0
INT 12 12 base +0 race +0 age +0 inherent +0 level +1 +0
WIS 16 15 base +0 race +0 age +0 inherent +1 level +3 +0
CHA 11 13 base -2 race +0 age +0 inherent +0 level +0 +0
LUCK 12 12 base +0 race +0 age +0 inherent +0 level +1 +0
Saves Total Ability Magic Special
Fortitude +15+8 base +0 misc +6 +1 +2 racial vs. poison
+2 racial vs. spells and spell-like effects
Reflex +6+2 base +0 misc +3 +1 +2 racial vs. spells and spell-like effects
Will +7+3 base +0 misc +3 +1 +4 vs. fear effects
+2 racial vs. spells and spell-like effects
Craft Points 4,5004,500 Earned -0 Used +0 Item Creation Feats Initiative +5+3 Dex +0 Improved Initiative +2 Battle Hardened
BAB +9/+4 Grapple +13BAB +4 Str +0 Size
melee touch +13 Bull Rush +4
ranged touch +12 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
28 13 22 +0 +3 +3 +7 +2 +3 +0 +0 +0 +0 +0
+4 dodge bonus against giants  
Fortification10%
Immunerust
Weapon Atk Full Atk Dmg Crit Type
balanced renowned dwarven battlehammer melee +16BAB +0 size +4 Str +2 renowned +1 Weapon Focus +16/+11 1d10+7weapon base +4 Str +1 balanced +2 Weapon Specialization 19-20/x3 B
+1 ranged attacking spiked heavy steel shield melee +8 1d6+2weapon base +2 1/2 x Str 20/x2 P
(             ) ranged (120 ft.; 0 inc.) +13BAB +0 size +3 Dex +1 enhancement bonus +13 1d10+1weapon base +1 enhancement bonus 19-20/x2 P
masterwork darksteel short sword melee +14BAB +0 size +4 Str +1 masterwork +14/+9 1d6+4 plus 1 electricityweapon base +4 Str +1 electricity from darksteel 19-20/x2 P
mighty (+2 Str) composite longbow ranged (100 ft.; 10 inc.) +12BAB +0 size +3 Dex +12/+7 1d8+2weapon base +2 Str 20/x3 P
unarmed strike melee +13BAB +0 size +4 Str +13/+8 1d3+4 nonlethalweapon base +4 Str 20/x2 B
Combat Options
  • charging armor Add +2d6 damage on a successful charge attack.
  • Cleave If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
  • Combat Reflexes You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
  • Crushing Blow (Ex) (     ) 1/day—A warmain can choose to channel great physical power into a single blow in melee combat (which can be a part of either a full attack or a single attack action). The attack, if successful, inflicts damage as if the weapon inflicted a critical hit—even if striking a foe normally immune to critical hits. If the crushing blow attack inflicts an actual critical hit, increase the critical's multiplier by +1; thus, a longsword inflicts a x 3 critical hit, while a greataxe inflicts a x 4 critical hit. If the crushing blow attack misses, the ability is still considered used for that day. A crushing blow does not trigger special effects that occur only when critical hits occur, such as the decapitating power of a vorpal weapon.
  • belt of one mighty blow (     ) 1/day—As a swift action, add damage to next successful melee attack. A light weapon deals an extra 1d8 points of damage, a one-handed weapon deals an extra 2d6 points of damage, and a two-handed weapon deals an extra 3d6 points of damage.
  • bracers of quick strike (     ) 1/day—As a swift action as part of a full attack action, make one additional melee attack as if hastened.
  • gauntlet of rust (     ) 1/day—Affect one object with rusting grasp (CL 7th).
  • Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
    If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
  • +1 racial bonus to attack with throwing dagger
  • +1 racial bonus to attack against humanoid (goblinoid), humanoid (orc), and humanoid (reptilian)
  • Rage (Ex) (     ) 1/day—Fly into a rage, gaining +4 Strength, +4 Constitution, +2 morale bonus on Will saves, and -2 penalty to Armor Class for (new Constitution modifier plus 3) rounds. Afterwards become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, cannot charge or run) for the duration of the encounter. A barbarian can fly into a rage only once per encounter.
  • Stability (Ex) A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +1 (+3 with stone or metal items) (+1 Int, 0 ranks), Balance -1 (+3 Dex, 0 ranks, -4 armor), Bluff +0 (+0 Cha, 0 ranks), Climb +11 (+4 Str, 11 ranks, -4 armor), Concentration +6 (+6 Con, 0 ranks), Diplomacy +0 (+0 Cha, 0 ranks), Disguise +0 (+0 Cha, 0 ranks), Escape Artist -1 (+3 Dex, 0 ranks, -4 armor), Forgery +1 (+1 Int, 0 ranks), Gather Information +0 (+0 Cha, 0 ranks), Handle Animal +2 (+0 Cha, 2 ranks), Heal +3 (+3 Wis, 0 ranks), Intimidate +7 (+0 Cha, 7 ranks), Jump +6 (+4 Str, 6 ranks, -4 armor), Knowledge (architecture and engineering) +3 (+1 Int, 2 ranks), Knowledge (history) +3 (+1 Int, 2 ranks), Knowledge (local—Daggerford) +3 (+1 Int, 2 ranks), Knowledge (nobility and royalty) +2 (+1 Int, 1 ranks), Listen +3 (+3 Wis, 1 ranks, +1 racial, -2 helm), Ride +9 (+3 Dex, 5 ranks, +1 racial), Search +2 (+1 Int, 0 ranks, +1 racial), Sense Motive +3 (+3 Wis, 0 ranks), Sneak -1 (+3 Dex, 0 ranks, -4 armor), Spot +2 (+3 Wis, 0 ranks, +1 racial, -2 helm), Survival +4 (+3 Wis, 1 ranks), Swim -2 (+4 Str, 2 ranks, -8 armor), Use Rope +3 (+3 Dex, 0 ranks)

 Armor Check Penalty -4-2 armor -1 helm -1 shield; Swim Check Penalty -8; Permanent Class Skills Knowledge (local—Daggerford), Ride

 Feats Armor Proficiency (all), Battle Hardened, Cleave, Combat Reflexes, Improved Critical (dwarven battlehammer), Iron Hide, Martial Weapon Proficiency (all), Power Attack, Shield Proficiency (all; including tower shields), Simple Weapon Proficiency (all), Sturdy, Weapon Focus (dwarven battlehammer), Weapon Specialization (dwarven battlehammer)
Special Qualities
  • Fast Movement (Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.
  • Stonecunning (Ex): This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity (Ex): Dwarves may treat dwarven battlehammers, dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Miscellaneous Information
 HistoryGrot grew up in Daggerford and was trained to be a milita man. After several combat sessions, the Duke saw how resilient Grot was and setup a sort of trade deal with Waterdeep where Grot was sent to serve. Grot helped on several more adventures, the last one being a battle with a lich. Based on his experience in this fight, Waterdeep sent Grot to head out to the keep in search of Redeye. Grot joins the party with a strong sense of adventure and some tough skin, ready to do battle.; AdventuresAoW-003: Encounter at Cromm's Hold (by Sean K Reynolds), AoW-004: The Hall of Harsh Reflections (by Jason Bulmahn); Lives Remaining 81 Deaths; 05/10/2007 - devoured by Kyuss trunk trap; Last Played May 10, 2007

 Languages Chondathan, Common, Dwarven, Orc
 Patron Deity Dumathoin; Homeland Daggerford; Heritage 100% Shield Dwarf; Background Daggerford Militia
 Height 4 ft. 5 in.; Weight 145 lb.; Age 79; Hair Brown; Eyes Brown

Character Level Record
Warmain Warmain Warmain Warmain Warmain Warmain Warmain Warmain Barbarian  

 Defeated Enemy Record 1 Advanced Dire Rat, 1 Drider, 2 Drow Thralls, 1 Human Fighter, 2 Ilthane Kobolds, 3 Kyuss Spawnlings, 3 Lizardfolk, 1 Lizardfolk Barbarian, 1 Mohrg, 2 Octopins, 2 Spawn of Kyuss
Equipment & Possessions
 Magical Items bag of holding (type I) (holds 250 lbs; 30 cu. ft.; weighs 15 lbs) (2,500 gp), belt of one mighty blow (1,500 gp), bracers of quick strike (1,200 gp), +1 charging mithral breastplate armor (+7 armor; +4 max Dex; -2 armor check penalty; 25% spell failure; +2d6 damage on charges; light armor) (8,200 gp), everlasting rations (350 gp), gauntlet of rust (11,500 gp),    moonsilver shard (150 ft. range; 1d4+1 force damage; automatically hits) (50 gp), necklace of fireballs type III (             — 3d6 fireballs) (DC 14 Reflex half; SR d20+5) (1,350 gp [150 gp/die]), +1 ranged attacking spiked heavy steel shield (+3 shield; -1 armor check; 15% spell failure) (4,180 gp), +1 vest of resistance (1,000 gp)

 Potions    potion of shield of faith +2 (CL 1st; 10 round duration) (50 gp)

  • Masterwork Potion Belt    elixir of vision (+10 competence Search; 1 hour duration) (250 gp)    —empowered potion of cure serious wounds (CL 9th; cures 4d8+9 hp) (2,250 gp),    potion of astute fighting (CL 5th; 5 round duration) (250 gp),    potion of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp),        potions of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp),            potion of invisibility (CL 3rd; 3 minute duration) (300 gp),    potion of shield of faith +2 (CL 1st; 10 round duration) (50 gp)

 Mounts light warhorse (150 gp), bit and bridle (2 gp), military saddle (20 gp)

 Nonmagical Items 47 arrows (5 cp each), backpack (2 gp), balanced renowned dwarven battlehammer (1,540 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), masterwork darksteel short sword (1,810 gp), masterwork heavy helm (+2 helm; -1 armor check; 15% spell failure; -2 Listen and Spot checks; 10% fortification) (200 gp), masterwork potion belt (60 gp), mighty (+2 Str) composite longbow (300 gp), peasant's outfit (1 sp), 2 sacks (1 sp each), silk rope (50 ft.) (10 gp), small steel mirror (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 1,275, sp 0, cp 0
 Other Wealth None