Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Morak Beardfist Played by Brad Rodgers
74 Games Played, Created 11/27/2006
Male Shield Dwarf Character Level 21
NG Medium Humanoid (Dwarf) Classes Fighter 1, Rage Cleric 20
Hit Dice 20d8+60 plus 1d10+3 Ability Total Mod Magic
  STR 22 17 base +0 race +0 age +0 inherent +1 level +6 +4
233 174 116 58 DEX 14 14 base +0 race +0 age +0 inherent +0 level +2 +0
Mana Points476 from rage cleric spell slots CON 17 14 base +2 race +0 age +0 inherent +1 level +3 +0
  INT 13 13 base +0 race +0 age +0 inherent +0 level +1 +0
476 357 238 119 WIS 30 16 base +0 race +0 age +4 inherent +4 level +10 +6
Speed 30 ft.20 ft. base +0 ft. fast movement -0 ft. armor +10 ft. boots of striding & springing (6 squares)
Senses Listen +12; Search +6; Spot +12; darkvision 60 ft.
CHA 10 12 base -2 race +0 age +0 inherent +0 level +0 +0
LUCK 11 11 base +0 race +0 age +0 inherent +0 level +0 +0
Saves Total Ability Magic Special
Fortitude +22+14 base +0 misc +3 +5 +2 racial vs. poison
+2 racial vs. spells and spell-like effects
Reflex +15+6 base +2 Lightning Reflexes +2 +5 +2 racial vs. spells and spell-like effects
Will +27+12 base +0 misc +10 +5 +2 racial vs. spells and spell-like effects
Craft Points 22,30023,100 Earned -800 Used to cast commune Initiative +0+2 Dex -2 fountain of fortune's folly
BAB +16/+11/+6/+1 Grapple +22BAB +5 Str +0 Size
melee touch +22 Bull Rush +6
ranged touch +18 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
44 18 39 +0 +2 +9+5 Iron Hide feat +2 belt of priestly might +2 (overlapping with belt) amulet of natural armor +13 +0 +4 +3 +3+1 Dodge feat +2 Armor Focus feat +0 +0 +0
+4 dodge bonus moving out of a threatened area; +4 dodge bonus against giants
Damage Reduction5/evil
ImmuneKyuss worms; Continuous Effectsmind blank
Weapon Atk Full Atk Dmg Crit Type
+5 holy renowned dwarven battlehammer melee +28BAB +6 Str +5 enhancement +1 Weapon Focus +28/+23/+18/+13 1d10+11
+2d6 vs. evilweapon base +6 Str +5 enhancement bonus
20/x3 B
masterwork greataxe melee +23BAB +6 Str +1 masterwork +23/+18/+13/+8 1d12+9weapon base +9 1.5 x Str 20/x3 S
dagger melee +22BAB +6 Str +22/+17/+12/+7 1d4+6weapon base +6 Str 19-20/x2 P or S
ranged (10 ft.; 5 inc.) +18BAB +2 Dex +18 1d4+6weapon base +6 Str 19-20/x2 P
masterwork light crossbow ranged (80 ft.; 10 inc.) +19BAB +2 Dex +1 masterwork +19 1d8weapon base +0 Str 19-20/x2 P
unarmed strike melee +22BAB +6 Str +22/+17/+12/+7 1d3+6 nonlethalweapon base +6 Str 20/x2 B
Combat Options
  • Greater Mighty Tireless Rage (Ex) (                         ) 6/day—Fly into a rage, gaining +8 Strength, +8 Constitution, +4 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.
  • Lucky Spell Metamagic (+0 mp) You may make any spell that heals or inflicts one or more dice of damage into a lucky spell. You may reroll any such dice once, up to a maximum number equal to the level of the spell. For example, you may reroll up to three damage dice from a fireball spell, because it is a 3rd level spell. The new result must be taken, even if it is lower than the original roll. A lucky spell uses a spell slot of the same level as the spell's actual level.
  • 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.
  • Multispell The character may cast one additional quickened spell in a round.
  • Quicken Spell Metamagic (+6 mp) Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. Casting a quickened spell doesn't provoke an attack of opportunity.
  • +1 racial bonus on attacks rolls against humanoid (elf), humanoid (gnoll), humanoid (goblinoid) and humanoid (orc)
  • 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, choose one of the following effects: cure self of 31equal to character level x 1.5 hit points, gain a +6+1 plus +1/four character levels bonus to a single attack roll, gain a +6+1 plus +1/four character levels bonus to a single weapon damage roll, gain a +6+1 plus +1/four character levels bonus to a single skill check, gain a +1 bonus to a single spell DC, regain 10character level/2 mana points, or reduce the mana cost of a single spell by 2 (minimum cost of 1). Bonuses must apply to a standard action taken, and completed, in the same round Second Wind is activated. Second Wind may only be utilized during combat.
  • Smiting Spell Metamagic (+2 mp) You can alter a spell with a range of touch to transfer its energy from your hand to a weapon that you hold. The next time you strike an opponent with that weapon, the spell discharges. The target takes the normal damage and effects of a successful attack in addition to the spell's effect. Once you place a spell into a weapon, you must discharge it within 1 minute, or its energy dissipates harmlessly.
    You can place a smiting spell on a piece of ammunition or a projectile, such as a sling bullet, an arrow, or a crossbow bolt. In such a case, the spell dissipates if the attack misses. The spell cannot be placed on a bow, crossbow, sling, or similar weapon that uses ammunition.
  • 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).
  • Structural Weakness (Ex) A fighter can more effectively apply force to the weakest points of inanimate objects, giving the character a +1 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook).
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +1 (+3 with stone or metal items) (+1 Int, 0 ranks), Balance -1 (+2 Dex, 0 ranks, -3 armor), Bluff +3 (+0 Cha, 0 ranks, +3 diadem of Zosiel), Climb +7 (+6 Str, 2 ranks, +2 racial, -3 armor), Concentration +24 (+3 Con, 21 ranks), Craft (metalsmithing) +5 (+1 Int, 2 ranks, +2 racial), Diplomacy +3 (+0 Cha, 0 ranks, +3 diadem of Zosiel), Disguise +3 (+0 Cha, 0 ranks, +3 diadem of Zosiel), Escape Artist -1 (+2 Dex, 0 ranks, -3 armor), Forgery +1 (+1 Int, 0 ranks), Gather Information +3 (+0 Cha, 0 ranks, +3 diadem of Zosiel), Heal +22 (+10 Wis, 10 ranks, +2 racial), Intimidate +3 (+0 Cha, 0 ranks, +3 diadem of Zosiel), Jump +4 (+6 Str, 1 ranks, -3 armor), Knowledge (arcana) +5 (+1 Int, 4 ranks), Knowledge (dungeoneering) +4 (+1 Int, 3 ranks), Knowledge (history) +5 (+1 Int, 4 ranks), Knowledge (the planes) +3 (+1 Int, 1 ranks), Knowledge (religion) +6 (+1 Int, 5 ranks), Listen +12 (+10 Wis, 2 ranks), Ride +4 (+2 Dex, 2 ranks), Search +6 (+1 Int, 0 ranks, +5 lens of detection), Sense Motive +10 (+10 Wis, 0 ranks), Sneak -1 (+2 Dex, 0 ranks, -3 armor), Spellcraft +14 (+1 Int, 13 ranks), Spot +12 (+10 Wis, 2 ranks), Survival +12 (+17 following tracks with lens of detection) (+10 Wis, 0 ranks, +2 racial), Swim +1 (+6 Str, 1 ranks, -6 armor), Use Rope +4 (+2 Dex, 0 ranks, +2 silk rope)

 Armor Check Penalty -3-3 armor -0 helm -0 shield; Swim Check Penalty -6; Permanent Class Skills Knowledge (dungeoneering)

 Feats Armor Focus (chainmail), Armor Proficiency (all), Dodge, Easy Metamagic (Quicken Spell), Iron Hide, Lightning Reflexes, Lucky Spell, Martial Weapon Proficiency (all), Mobility, Multispell, Quicken Spell, Reach Spell, Shield Proficiency (all), Simple Weapon Proficiency (all), Smiting Spell, Weapon Focus (dwarven battlehammer)
Special Qualities
  • Rage Cleric Abilities Aura.
  • Spontaneous Casting A rage cleric can channel stored spell energy into healing spells that the rage cleric did not prepare ahead of time. The rage cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
  • 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.
Spellcasting and Spell-Like Abilities
Rage Cleric Spells Per Day (0-level 6; 1st 8; 2nd 8; 3rd 7; 4th 7; 5th 7; 6th 6; 7th 5; 8th 5; 9th 5)
DC to Resist 20 + spell level
Caster Level 20th20 levels of rage cleric; Spell Penetration d20+20d20 +20 caster level; Primary Ability Wisdom

0-level
- 1 mp -
  detect magic, detect poison, light, light as a feather, mending, monkey climb, read magic
1st
- 1 mp -
  astute fighting, bless, divine favor, ray of resurgence, resurgence, shield of faith, spider hand
2nd
- 3 mp -
  calm emotions, divine protection, healing lorecall, lesser restoration, make whole, spawn screen, zone of truth
3rd
- 5 mp -
  close wounds, dispel magic, hesitate, lucky break, mass resist energy, prayer, searing light
4th
- 7 mp -
  anti-dragon aura, freedom of movement, legion's shield of faith, lower spell resistance, mass resurgence, recitation, repel vermin
5th
- 9 mp -
  aura of evasion, break enchantment, commune, flame strike, frostbite, furious assault, raise dead
6th
- 11 mp -
  banishment, energy immunity, find the path, heal, mass frostburn, wind walk
7th
- 13 mp -
  destruction, fortune's armor, greater bestow curse, greater harm, greater restoration
8th
- 15 mp -
  discern location, fire storm, holy aura, mass restoration, wall of greater dispel magic
9th
- 17 mp -
  cloak of the phoenix, end to strife, greater visage of the deity, mass heal, phoenix shield

Miscellaneous Information
 HistoryMorak grew up in a small dwarven mining outpost just outside of Mithral Hall. At a young age, his obvious strength made him a candidate to apprentice under the clan smith. To most dwarfs this would have been an ideal life, but not Morak. Forge work bored him to no end and he would often sneak off to watch the militia train or go to the temple of Moradin to learn or read one of the clans records of heroes, which annoyed the Smith to no end.

Within a year Morak's apprenticeship was at an end, and with prejudice he was banned from ever setting foot in the smithery.

It was time for Morak to move on the the next stage of his life. With no real job in the clan, and no one wanting to work with him, Morak decided to follow in the footsteps of the heroes he had read so much about. Armed with only an axe and his smithy hammer, Morak began traveling south in search of adventure in hopes to one day become a hero.

After several years of unsuccessful attempts to find action and adventure, Morak found his way to Daggerford and joined up with a ragged group of adventurers.; AdventuresAoW-002: The Three Faces of Evil (by Mike Mearls), AoW-003: Encounter at Cromm's Hold (by Sean K Reynolds), AoW-004: The Hall of Harsh Reflections (by Jason Bulmahn), AoW-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), AoW-011: Into the Wormcrawl Fissure (by James Jacobs), AoW-012: Dawn of a New Age (by Tito Leati); Lives Remaining 63 Deaths; 05/06/2008 - death from wormdrake breath weapon; 07/01/2008 - death from horned devil coup de grace; 08/05/2008 - death from lich archmage of Kyuss; Last Played October 30, 2008

 Languages Auran (gained from diadem of Zosiel), Chondathan, Common, Dwarven, Sylvan
 Patron Deity Moradin; Homeland Mithral Hall; Heritage 100% Shield Dwarf; Background Dwarf of the Halls
 Height 4 ft. 1 in.; Weight 137 lb.; Age 76; Hair Salty (black and white); Eyes Blue

Character Level Record
Fighter Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric
Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric
Rage Cleric                  

 Defeated Enemy Record 1 Advanced Carrion Crawler, 1 Advanced Colossal Overworm, 1 Advanced Spellweaver Lich, 1 Angel of the Worm, 1 Avolakia Ghostpriest, 2 Blessed Angel Elites, 1 Chimera, 1 Displacer Beast Pack Lord, 1 Doppelganger, 1 Drow Thrall, 1 Fire Giant Fighter, 1 Frost Worm, 6 Hill Giants, 3 Horned Devils, 1 Human Fighter, 1 Kyuss Archer, 5 Kyuss High-Knights, 1 Kyuss Knight, 1 Lizardfolk, 1 Marilith Demon, 1 Medium Viper Animal Companion, 1 Nightshade Nightcrawler, 1 Ochre Jelly, 1 Octopin, 2 Overworms, 1 Worm Naga, 1 Wormcaller, 1 Wormswarm
Equipment & Possessions
 Artifacts diadem of Zosiel (functions as +6 circlet of wisdom; adds +3 competence to all Charisma-based skill checks; continuous mind blank on wearer; wearer can speak Auran; all wielded weapons are Epic for overcoming DR; as standard action grant Epic DR penetration to a weapon, which can then be handed off, for 1 minute; weaerer immune to Kyuss worm infestation; +10 luck bonus against all spells and effects originating from Kyuss),

 Magical Items +4 amulet of natural armor (32,000 gp), armband of maximized healing (     1/day—Maximize the effect of one 6th-level or lower Conjuration [healing] spell you cast) (7,200 gp), belt of one mighty blow (1,500 gp) (not worn), belt of priestly might (+2 natural armor, +4 enhancement Strength) (40,000 gp),        —blocks of incense of meditation (divine caster meditates in presence for 8 hours and all spells are Maximized) (4,900 gp), boots of striding & springing (5,500 gp), cloak of the bat (+5 competence Sneak; hang upside down; fly as spell or transform into a bat for up to 7 minutes) (26,000 gp) (not worn),        egg of renewal (CL 11th; restore 110 hp or 110 mana, imbiber's choice) (3,300 gp), everlasting trail rations (350 gp), +5 holy renowned dwarven battlehammer (99,240 gp), lens of detection (+5 Search checks; +5 Survival checks following tracks) (3,500 gp), mantle of faith (Damage Reduction 5/evil) (76,000 gp), +3 mithral buckler (+4 shield; 0% spell failure) (10,165 gp), +5 mithral half-plate armor (+13 armor; +2 max Dex; -3 armor check penalty; 30% spell failure; medium armor) (34,600 gp), perpetual talisman of cure light wounds (CL 1st; cures 1d8+1 hp; usable 2/day        ) (800 gp), ring of counterspells (dispel magic) (4,000 gp), ring of improved jumping (+10 competence bonus Jump) (10,000 gp) (not worn), +3 ring of protection (18,000 gp), rod of thunder and lightning (33,000 gp), spell-lens—maximizing (attach or remove from wand as standard action provoking AoO; adds Maximize Spell at cost of triple normal charges) (13,500 gp), strand of lesser prayer beads (   —1/day cast bless at CL 1;    —1/day cast either cure serious wounds, remove blindness/deafness or remove disease at CL 5th) (9,600 gp), +5 vest of resistance (25,000 gp)

 Potions    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 delay poison (CL 3rd; 3 hour duration) (300 gp),    potion of light mana (CL 1st; restores 1d8+1 mana) (50 gp),    potion of misdirection (CL 3rd; 3 hour duration) (300 gp),        potion of moderate mana (CL 3rd; restores 2d8+3 mana) (300 gp),        potions of remove curse (CL 5th) (750 gp),                potions of remove disease (CL 5th) (750 gp),    potion of remove fatigue (CL 1st; reduces fatigue one step and cures 1d8+1 nonlethal damage) (50 gp),    potion of suspend disease (CL 1st; 24 hour duration) (50 gp),    snort of water walk (CL 5th; 50 minute duration) (750 gp)

  • Masterwork Potion Belt    —extended potion of bull's strength (CL 5th; 10 minute duration) (750 gp),    potion of blessing of might (+3 insight weapon damage, 5 minute duration) (400 gp),                    potions of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp),        potions of haste (CL 5th; 5 round duration) (750 gp)

 Scrolls    —scroll of death ward (CL 7th; 7 minute duration) (700 gp),        —scrolls of ethereal jaunt (CL 13th; 13 round duration) (2,275 gp),    —scroll of lesser restoration (CL 3rd) (150 gp),                    —scrolls of owl's wisdom (CL 3rd) (150 gp each),        —scrolls of prayer (CL 5th) (375 gp each),    —scroll of restoration (CL 7th) (800 gp),    —scroll of sound burst (CL 3rd) (150 gp),    —scroll of spiritual weapon (CL 3rd) (150 gp)

 Wands medic scepter (CL 11th; 2 charges—maximized close wounds [cures 8 hp as immediate action, DC 16 Will half], heal [cures 110 hp, DC 19 Will half]; 6 charges) (8,910 gp [1,485 gp/charge]), wand of cure moderate wounds (CL 3rd; cures 2d8+3 hp; 20 charges) (1,800 gp [90 gp/charge]), wand of detect magic (CL 1st; 48 charges) (360 gp [7.5 gp/charge]), wand of eagle's splendor (CL 3rd; 15 charges) (1,350 gp [90 gp/charge]), wand of halt undead (CL 5th; 20 charges) (4,500 gp [225 gp/charge]), wand of inflict moderate wounds (CL 3rd; inflicts 2d8+3 hp damage; 32 charges) (2,880 gp [90 gp/charge]), wand of lesser vigor (CL 1st; fast healing 1; 11 round duration; 5 charges) (75 gp [15 gp/charge]), wand of protection from energy (CL 5th; 50 minute duration; absorbs 60 points of specified energy damage; 16 charges) (3,600 gp [225 gp/charge]), wand of restoration (CL 7th; 10 charges) (5,200 gp [520 gp/charge]), wand of shatter (CL 3rd; 7 charges) (630 gp [90 gp/charge])

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

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), 100 bolts (1 sp each), 2 candles (1 cp each), dagger (2 gp), empty flask (3 cp), explorer's outfit (10 gp), fine gala clothing (1,500 gp),    —flask of alchemist's fire (20 gp), flask of strong dwarven ale (3 sp), flint and steel (1 gp), grappling hook (Use Rope DC 10, +2 per 10 ft. of distance thrown) (1 gp), hooded lantern (7 gp), masterwork greataxe (320 gp), masterwork potion belt (60 gp), peasant's outfit (1 sp), 2 sacks (1 sp each), 2 silk ropes (50 ft.; +2 circumstance Use Rope checks) (10 gp), small steel mirror (10 gp), 6 sunrods (2 gp each), tent (10 gp), 3 torches (1 cp each), waterskin (1 gp), whetstone (2 cp)

 pp 0, gp 101,486, sp 18, cp 15
 Other Wealth 7 rubies (spell component for cloak of the phoenix) (1,000 gp), 10 tiny reliquaries containing sacred relics (spell component for holy aura) (500 gp)