Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Iapetus Hasur Played by Casey Scruggs
35 Games Played, Created 05/08/2007
Male Hu-Charad Giant Character Level 19
N Medium Giant Classes Giant Race 2, Rogue 6, Scout 5, Vigilante 6
Hit Dice 6d6+18 plus 11d8+33 plus 2d10+6 Ability Total Mod Magic
  STR 22 13 base +3 race +0 age +0 inherent +0 level +6 +6
201 150 100 50 DEX 16 15 base -2 race +0 age +0 inherent +1 level +3 +2
Mana Points21 from vigilante spell slots CON 16 15 base +1 race +0 age +0 inherent +0 level +3 +0
  INT 13 10 base +0 race +0 age +2 inherent +1 level +1 +0
21 15 10 5 WIS 11 9 base +2 race +0 age +0 inherent +0 level +0 +0
Speed 40 ft.30 ft. base +10 ft. fast movement -0 ft. armor (8 squares), climb (webs) 20 ft.
Senses Listen +14; Search +17; Spot +14; darkvision 60 ft.
CHA 18 13 base +0 race +0 age +0 inherent +1 level +4 +4
LUCK 9 7 base +0 race +0 age +0 inherent +2 level -1 +0
Saves Total Ability Magic Special
Fortitude +14+8 base +1 Battle Fortitude +3 +2 +5 vs. spider poison
Reflex +19+14 base +0 misc +3 +2 evasion
trap sense +2
Will +11+9 base +0 misc +0 +2  
Craft Points 19,00019,000 Earned -0 Used +0 Item Creation Feats Initiative +4+3 Dex +1 Battle Fortitude
BAB +13/+8/+312 BAB +1 bracers of unerring precision Grapple +19BAB +6 Str +0 Size
melee touch +19 Bull Rush +5
ranged touch +16 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
31 16 31 +0 +3 +2 +7 +2 +4 +2 +1 +0 +0 +0
+4 dodge bonus moving out of a threatened area; +2 dodge bonus against traps
Immuneweb spells and webs
Weapon Atk Full Atk Dmg Crit Type
Stalker melee +23BAB +6 Str +3 enhancement +1 Weapon Focus +23/+18/+13 1d8+9weapon base +6 Str +3 enhancement 16-20/x2 S
flail melee +19BAB +6 Str +19/+14/+9 1d8+6weapon base +6 Str 20/x2 B
masterwork dagger melee +20BAB +6 Str +1 masterwork +20/+15/+10 1d4+6weapon base +6 Str 19-20/x2 S or P
ranged (10 ft.; 5 inc.) +17BAB +3 Dex +1 masterwork +17 1d4+6weapon base +6 Str 19-20/x2 P
hand crossbow ranged (30 ft.; 10 inc.) +16BAB +3 Dex +16 1d4weapon base 19-20/x2 P
unarmed strike melee +19BAB +6 Str +19/+14/+9 1d3+6 nonlethalweapon base +6 Str 20/x2 B
Combat Options
  • charging armor Add +2d6 damage on a successful charge attack.
  • 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.
  • Mobility You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
  • 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.)
  • Quick Hide (Ex): A vigilante can use Bluff to create a diversion to hide as a move action, rather than as a standard action. He gains a +4 bonus on Bluff checks made for this purpose.
  • Second Wind (Ex) (     ) 1/encounter—As a move action that does not provoke an attack of opportunity, cure self of 19equal to character level hit points.
  • Skirmish +3d6, +3 ACSwift Ambusher feats adds 6 Rogue levels and 5 Scout levels together to determine Skirmish damage and AC bonus (add another 2d6 damage, +2 AC when moving 20 feet or more)
  • Smite the Guilty (Su) (         ) 2/day—A vigilante can attempt to smite someone whom he has personally witnessed committing a crime in his home city. He adds his Charisma bonus (if any) to his melee attack roll and deals an extra 1 point of damage per vigilante level.
    The smite attack must occur within three days of the crime; otherwise, the benefits of this ability no longer apply. A vigilante can use this ability multiple times against the same miscreant and in response to the same incident, so long as all such uses occur within the time limit. Should a vigilante mistakenly try to punish someone who is not guilty of the crime witnessed, the benefits do not apply, but the attempt still counts against the number allowed per day.
  • Sneak attack +2d8 plus 1d6 (add another 2d6 when using Stalker)
  • Spring Attack When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.
    You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +1 (+1 Int, 0 ranks), Balance +7 (+3 Dex, 5 ranks, -1 armor), Bluff +4 (+4 Cha, 0 ranks), Climb +10 (+6 Str, 5 ranks, -1 armor), Concentration +3 (+3 Con, 0 ranks), Diplomacy +6 (+4 Cha, 0 ranks, +2 racial), Disable Device +9 (+1 Int, 6 ranks, +2 masterwork thieves' tools), Disguise +4 (+4 Cha, 0 ranks), Escape Artist +6 (+3 Dex, 4 ranks, -1 armor), Forgery +1 (+1 Int, 0 ranks), Gather Information +14 (+4 Cha, 8 ranks, +2 Streetwise), Heal +0 (+0 Wis, 0 ranks), Intimidate +8 (+4 Cha, 4 ranks), Jump +18 (+6 Str, 3 ranks, -1 armor, +10 ring of improved jumping), Knowledge (arcana) +3 (+1 Int, 2 ranks), Knowledge (dungeoneering) +4 (+1 Int, 3 ranks), Knowledge (geography) +3 (+1 Int, 2 ranks), Knowledge (nature) +6 (+1 Int, 5 ranks), Knowledge (local—Waterdeep) +11 (+1 Int, 8 ranks, +2 Streetwise), Listen +14 (+0 Wis, 15 ranks, -1 helm), Open Lock +9 (+3 Dex, 4 ranks, +2 masterwork thieves' tools), Ride +3 (+3 Dex, 0 ranks), Search +17 (+1 Int, 16 ranks), Sense Motive +12 (+0 Wis, 10 ranks, +2 racial), Sneak +15 (+3 Dex, 13 ranks, -1 armor), Speak Language (Abyssal, Elven), Spot +14 (+0 Wis, 15 ranks, -1 helm), Survival +10 (+12 aboveground; +12 following tracks; +14 following tracks aboveground) (+0 Wis, 10 ranks), Swim +8 (+6 Str, 4 ranks, -2 armor), Tumble +12 (+3 Dex, 10 ranks, -1 armor), Use Magic Device +8 (+4 Cha, 4 ranks), Use Rope +9 (+3 Dex, 4 ranks, +2 silk rope)

 Armor Check Penalty -1-1 armor -0 helm -0 shield; Swim Check Penalty -2; Permanent Class Skills Knowledge (geography), Knowledge (nature), Sneak, Speak Language, Survival

 Feats Armor Proficiency (light), Combat Reflexes, Dodge, Exotic Weapon Proficiency (hand crossbow), Exotic Weapon Proficiency (net), Improved Critical (longsword), Improved Skirmish, Leadership (leadership score 19-1 recruits different alignment, -1 moves around a lot, plus character level plus permanent Charisma modifier), Martial Weapon Proficiency (all), Mobility, Power Attack, Shield Proficiency (light), Simple Weapon Proficiency (all), Slashing Strike, Spring Attack, Swift Ambusher, Weapon Focus (longsword)
Special Qualities
  • Divine Curse The fountain of fortune's folly left Iapetus unable to heal wounds naturally, and all attempts to heal magically require a DC 15 caster level check.
  • Improved Evasion (Ex) A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. On a failed saving throw, the rogue only takes half damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
  • Improved Uncanny Dodge (Ex) A rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. You can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
  • Quick Search (Ex) A vigilante can search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side as a move action, rather than as a full-round action.
  • Rogue Abilities trapfinding.
  • Trackless Step (Ex) A scout cannot be tracked in natural surroundings.
Spellcasting and Spell-Like Abilities
Spell-Like Abilities At will—detect evil; 1/day—speak with dead (     ; DC 15 Will negates).
Caster Level 5th5 levels of vigilante; Spell Penetration d20+5d20 +5 caster level; Primary Ability Charisma

Vigilante Spells Per Day (1st 4; 2nd 4; 3rd 1)
DC to Resist 14 + spell level
Caster Level 6th6 levels of vigilante; Spell Penetration d20+6d20 +6 caster level; Primary Ability Charisma
Spell Failure 20%10% armor plus 10% helm

1st
- 1 mp -

comprehend languages (1 std action; personal; 10 minutes/level duration; understand spoken and written languages; does not give ability to speak or write those languages)

expeditious retreat (1 std action; personal; 1 minute/level duration [D]; add 30 ft. to base land speed)

feather fall (1 instant action; 1 Medium freefalling object or creature/level no more than 20 ft. apart; close range; 1/level duration or until landing; fall safely 60 ft./round)

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)

2nd
- 3 mp -

detect thoughts (1 std action; 60 ft. range cone; concentration +1 minute/level duration [D]; Will negates; 1st round—presence of thoughts [Int 1 or higher], 2nd round—number of minds and Int score of each [26 or higher or 10 higher than your score, you are stunned for 1 round], 3rd round—surface thoughts of any mind in area)

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

locate object (1 std action; long range; circle around you 400 ft. + 40 ft./level radius; 1 minute/level duration)

silence (1 std action; long range; 20-ft.-radius emanation; 1 minute/level duration [D]; SR yes; Will negates)

3rd
- 5 mp -

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

see invisibility (1 std action; personal; 10 minutes/level duration [D]; see invisible and ethereal creatures to your range of vision)

Miscellaneous Information
 HistoryIapetus Hasur is a young, relatively small, giant. He is the smallest giant of the smallest family of the smallest clan. He stands at only 6'7". Iapetus has not led the life of a normal giant. At a young age he noticed he was smaller than his siblings and peers. He never completed the giant rituals. Feeling like he could not fit in with his own kind, Iapetus left with a wandering group of Litorians. He quickly adapted to their lifestyle and became well respected by them. He befriended a young Litorian named Aker and taught him many of the giant ways.

Eventually, Iapetus and Aker were given the role of scouting out new lands. Once, however, while out canvassing an area, the two were ambushed. Aker was wounded quite severely. Iapetus, taking on the normal Giant role, fought the attackers fiercely, allowing for Aker to retreat for help. However, when Aker brought reinforcements, Iapetus and the assailants were gone.

Iapetus had struck up a deal with the bandits still left conscious. He agreed to join their group, if they did not attack the Litorians he had been with. The group saw the potential addition as a great benefit. They were made up of Elves, so a giant in their group would allow for a rather large distraction while they plunder unsuspecting travelers.

For the next 5 years, Iapetus traveled with the thieving Rovers, learning their abilities as Rogues. One of the Elves in the group hailed from Waterdeep. During this time, he told Iapetus everything he could remember about the place.

Eventually, Iapetus, knowing it was against his giant ways, grew tired of the thieving lifestyle. He broke from the group and vowed that he would, from then on, bring criminals to justice as atonement for his own dark past.

Discovering Aker had been banned from his clan because of his failure in the fight with the bandits, Iapetus has been traveling for the last 3 years, hoping to help Aker redeem his name. ; AdventuresAoW-005: The Champion's Belt (by Tito Leati), AoW-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 81 Deaths; 03/04/2008 - death from Filge's wail of the banshee; Last Played March 4, 2008

 Languages Abyssal, Common, Elven, Giant
 Patron Deity None; Homeland Savage Frontier; Heritage 100% Hu-Charad Giant; Background Rover
 Height 6 ft. 7 in.; Weight 302 lb.; Age 27; Hair Brown; Eyes Brown

Character Level Record
Rogue Rogue Rogue Rogue Giant Giant Rogue Vigilante Vigilante Vigilante
Vigilante Vigilante Vigilante Scout Scout Scout Scout Rogue Scout  

 Defeated Enemy Record 1 Kolyarut Inevitable, 1 Tilagos Bulette
Equipment & Possessions
 Magical Items +2 amulet of natural armor (8,000 gp), +6 belt of giant strength (36,000 gp), +1 bracers of unerring precision (+1 enhancement Base Attack Bonus) (5,000 gp), +2 charging mithral chain hauberk (+6 armor; +6 max Dex; -1 armor check penalty; 10% spell failure; +2d6 damage on charges; light armor) (13,250 gp), +4 cloak of charisma (16,000 gp),    —dose of dust of tracelessness (250 gp), everburning torch (110 gp), everlasting rations (350 gp), +2 gloves of dexterity (4,000 gp), +3 mithral buckler (+4 shield) (10,165 gp), ring of improved jumping (+10 competence bonus Jump) (10,000 gp), +2 ring of protection (8,000 gp), secret door detection medium helm (+2 helm; 10% spell failure; use detect secret doors at will; -1 penalty Listen and Spot) (2,185 gp), spider mask (darkvision 60 ft.; +5 Fort saves against spider poison; immune to web spells and webs; move half speed through webs) (16,000 gp), Stalker (+3 adamantine basket hilt deadly precision serrated longsword [+2d6 sneak attack; +1 critical threat range; +4 against disarm]) (53,865 gp), +2 vest of resistance (4,000 gp)

 Potions        oils of magic weapon (1 minute duration) (50 gp),    potion of astute fighting (CL 5th; 5 round duration) (250 gp),            potions of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp),    potion of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp),    potion of delay poison (CL 3rd; 3 hour duration) (300 gp),    potion of haste (5 round duration) (750 gp),    potion of invisibility (CL 3rd; 3 minute duration) (300 gp),    potion of shield of faith +2 (CL 1st; 10 round duration) (50 gp),    potion of suspend disease (CL 1st; 24 hour duration) (50 gp),    snort of spiderskin +4 (CL 12th; +4 enhancement Natural armor, +4 racial on saves against poison, +4 racial Sneak checks; 120 minute duration) (1,800 gp),          spellring of water breathing (CL 5th; 10 hour duration) (395 gp)

  • Masterwork Potion Belt    elixir of sneaking (+10 competence bonus to Sneak checks; 1 hour duration) (250 gp),    potion of cat's grace (CL 3rd; 3 minute duration) (300 gp),    potion of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp),    potion of darkvision (CL 3rd; 3 hour duration) (300 gp),    potion of invisibility (CL 3rd; 3 minute duration) (300 gp),    potion of lesser restoration (CL 3rd) (300 gp),    potion of misdirection (CL 3rd; 3 hour duration) (300 gp),    potion of remove fear (CL 1st; 10 minute duration) (50 gp),    potion of silent combat (CL 3rd; 3 round duration) (300 gp),    potion of spider climb (CL 3rd; 30 minute duration) (300 gp)

 Mounts light warhorse (150 gp), bit and bridle (2 gp), feed (4 days) (5 cp/day) military saddle (20 gp)

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), 2 candles (1 cp each), explorer's outfit (10 gp), fine gala clothing (500 gp), flail (8 gp), flint and steel (1 gp), grappling hook (1 gp), hand crossbow (100 gp), 47 hand crossbow bolts (1 sp/bolt), masterwork dagger (302 gp), masterwork potion belt (60 gp), masterwork thieves' tools (+2 circumstance Disable Device and Open Lock checks) (100 gp), net (20 gp), peasant's outfit (1 sp), 2 sacks (1 sp each), small steel mirror (10 gp),    —tanglefoot bag (50 gp), 3 torches (1 cp each), waterskin (1 gp), whetstone (2 cp), winter blanket (5 sp)

 pp 0, gp 6,128, sp 11, cp 1
 Other Wealth None