Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Ranulph Wathbater Played by Casey Scruggs
25 Games Played, Created 03/07/2008
Male Human Character Level 21
CG Medium Humanoid (Human) Classes Berserker 4, Fighter 2, Hellreaver 10, Paladin of Freedom 3, Rogue 2
Hit Dice 2d6+10 plus 15d10+75 plus 4d12+20 Ability Total Mod Magic
  STR 24 15 base +0 race +0 age +2 inherent +1 level +7 +6
315 236 157 78 DEX 18 11 base +0 race +0 age +0 inherent +1 level +4 +6
Mana Points CON 20 13 base +0 race +0 age +0 inherent +1 level +5 +6
  INT 10 10 base +0 race +0 age +0 inherent +0 level +0 +0
0 0 0 0 WIS 19 12 base +0 race +0 age +0 inherent +1 level +4 +6
Speed 30 ft.30 ft. base +0 ft. fast movement -0 ft. armor (6 squares)
Senses Listen +19; Search +1; Spot +25; darkvision 60 ft.; low-light vision; see invisibility
CHA 22 14 base +0 race +0 age +0 inherent +2 level +6 +6
LUCK 8 8 base +0 race +0 age +0 inherent +0 level -1 +0
Saves Total Ability Magic Special
Fortitude +30+13 base +6 divine grace +1 stone of good luck +5 +5 improved divine resolve
mettle
Reflex +24+8 base +6 divine grace +1 stone of good luck +4 +5 evasion
improved divine resolve
Will +27+9 base +6 divine grace +2 Iron Will +1 stone of good luck +4 +5 improved divine resolve
mettle
Craft Points 23,10023,100 Earned -0 Used +0 Item Creation Feats Initiative +8+4 Dex +4 Improved Initiative
BAB +20/+15/+10/+5BAB 20 Grapple +27BAB +6 Str +0 Size
melee touch +27 Bull Rush +7
ranged touch +24 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
33 18 29 +0 +4 +0 +11 +4 +0 +4 +0 +0 +0 +0
Immunecompulsion, disease
Weapon Atk Full Atk Dmg Crit Type
+5 adamantine keen lucky undead bane great falchion melee +35BAB +7 Str +5 enhancement +2 competence bracers of unerring precision +1 Weapon Focus +35/+30/+25/+20 1d12+15weapon base +10 1.5 x Str +5 enhancement 15-20/x2 S
— versus undead +37BAB +7 Str +7 enhancement +2 competence bracers of unerring precision +1 Weapon Focus +37/+32/+27/+22 1d12+15 plus 2d6weapon base +10 1.5 x Str +7 enhancement 15-20/x2 S
+3 impact heavy flail melee +32BAB +7 Str +2 competence bracers of unerring precision +3 enhancement +32/+27/+22/+17 1d10+13weapon base +10 1.5 x Str +3 enhancement 17-20/x2 B
balanced masterwork silver dagger melee +30BAB +7 Str +2 competence bracers of unerring precision +1 enhancement +30/+25/+20/+15 1d4+7weapon base +7 Str +1 balanced -1 silver 19-20/x2 P
composite longbow ranged (110 ft.; 10 inc.) +27BAB +4 Dex +2 competence bracers of unerring precision +1 masterwork arrows +27/+22/+17/+12 1d8weapon base 20/x3 P
unarmed strike melee +29BAB +7 Str +2 competence bracers of unerring precision +29/+24/+19/+14 1d3+7 nonlethalweapon base +7 Str 20/x2 B
Combat Options
  • +1 attack roll bonus against monstrous humanoids
  • Aura of Resolve (Su) A paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature.
  • Call to Judgment (Su) With your foe near defeat, you cry out to the gods for justice. Gleaming white chains appear around your enemy, preventing it from using dimensional travel. As a swift action, you can spend 3 holy fury points to charge your weapon with divine power. If your next melee attack hits an evil outsider, the target suffers the effect of a dimensional anchor spell, with a caster level equal to your hellreaver level.
  • 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.
  • Dire Charge If you charge a foe during the first round of combat (or the surprise round, if you are allowed to act in it), you can make a full attack against the opponent you charge.
  • Divine Resolve (Su) As an immediate action, you can spend 1 holy fury point to gain a +2 bonus on your next saving throw. You can use this ability after attempting a save but before you learn whether it succeeded or failed.
  • Divine Retribution (Su) (     ) 1/day—As a swift action, you can spend 4 holy fury points to imbue your next attack with a mighty aura of avenging divine power. If this attack hits an outsider that has the evil subtype, the target must attempt a DC 1810 plus 1/2 hellreaver class levels plus 3 Charisma modifier Fortitude save. If it fails this save, the target explodes in a flash of light. It is slain, and all evil creatures in a 60-foot-radius burst around it are blinded for 1 round. There is no saving throw to resist this blindness.
    On a successful save, the target instead takes 10d6 points of damage as holy energy burns through its body, and the blinding effect does not trigger. This damage is in addition to your attack's normal damage.
  • Divine Shield (Su) As an immediate action, you can spend 1 holy fury point to gain a +2 bonus to your AC against the next attack you face. You can use this ability after a foe attacks you but before you learn whether this attack hit or missed.
  • Divine Succor (Su) As a swift action, you can spend 1 holy fury point to heal 30 points of damage. You can apply this healing to yourself or any good-aligned creature within 20 feet.
  • Frenetic Reflexes (Ex) A berserker can react to the slightest change in combat and make an attack of opportunity against an opponent using the withdraw action to leave their threatened area. This benefit only applies when wearing no armor, light armor, or medium armor, and not carrying a heavy load.
  • Furious Strike (Su) As a swift action, you can spend 1 holy fury point to pour divine energy into your weapon. Your blade crackles with a divine aura that is baneful to your foes. You gain a +8 bonus and deal an extra 4d6 points of damage on your next attack. These bonuses apply only to an attack that targets an evil creature. If you accidentally use furious strike against a creature that is not evil, or your attack misses, the furious strike has no effect, but the holy fury point is still spent.
  • Hammering Strike (Ex) You may make a trip attack with the following changes. Your opponent never has a chance to trip you, but you must make a regular melee attack rather than a touch attack to trip him. In place of an opposed Strength check, your target must make a Strength check to remain standing, with a Difficulty Class equal to your weapon's damage roll. Your target does not take any damage from this attack.
  • Heroic Sacrifice (Su) As a swift action, you can voluntarily take 2 points of Constitution damage to fully replenish your holy fury points.
  • Holy Fury (Ex) (     ) 1/encounter—Avenging, divine power surges through you, allowing you to generate magical effects. Entering this state is a fee action. While in a holy fury, your melee attacks are good-aligned. You also gain immunity to fear effects. You can use holy fury once per encounter. It lasts until the end of the encounter.
  • Holy Fury Points (                                                                 ) 1610 hellreaver class levels plus 6 Charisma modifier/day—Use holy fury point to activate an ability.
  • Improved Divine Resolve (Su) This ability functions like the divine resolve class feature, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus on a saving throw.
  • Improved Divine Shield (Su) This ability functions like divine shield, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus to AC.
  • Lay on Hands (Su) As a standard action, cure 183 paladin of freedom levels times Cha modifier hit points on self or others by touch per day spread over any number of uses to maximum total.
    Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
  • Mettle (Ex) If you make a successful Fortitude or Will save that would normally reduce (rather than negate) a spell's effect, you suffer no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.
  • 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.)
  • Pressing Attack This feat allows you to follow an opponent who tries to step back from an area you threaten. The opponent must be in an area you threaten at the beginning of his action. If the opponent takes a 5-foot step to an area you do not threaten, you may immediately take a 5-foot step of your own to any unoccupied space where you again threaten the opponent. If no such space is available, you cannot use this feat. You may only use this feat once per round.
  • Rage (Ex) (         ) 2/day—As a free action, 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.
  • 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.
  • Slaughtering Sweep (Ex) As a full-round action, you twirl your two-handed weapon over your head, duck down, and deliver a sweeping attack that chops through your opponents. This reckless attack leaves you off balance, but it can potentially devastate your foes. Make an attack as normal and roll your damage. You can decide to distribute your damage among as many foes in your threatened area as you wish, but the total damage you inflict cannot exceed your damage result. Use your attack roll result to determine if you hit each foe you try to injure. You suffer a -2 penalty to Armor Class until your next action.
  • Smite Evil (Su) (             ) 3/day—Make a normal melee attack against a creature adding +6 (Charisma modifier) to attack and +33 paladin of freedom class levels damage. If the strike misses or hits a non-evil creature, the smite has no effect, but the usage for the day is still expended.
  • Sneak Attack (Ex) +1d6.
  • Step-Back (Ex) When taking a full-round round action, you gain an additional 5-foot step at the end of your turn. This is in addition to the standard 5-foot step characters normally have. Movement granted by this additional 5-foot step does not provoke an attack of opportunity.
  • 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).
  • Thunderous Slam (Ex) As a full-round action, you make an attack against your foe with a two-handed weapon at your best base attack bonus. If you hit, your opponent suffers damage equal to your Strength bonus. In addition, roll your damage die (or dice) opposed by the target's Strength check as if he had been targeted by a bull rush. If the target fails his check, you move your target 5 feet (1 square) directly away from you.
  • Whirling Uppercut (Ex) As a full-round action, make an attack with a two-handed weapon at your highest base attack bonus. This attack provokes an attack of opportunity. If you hit, your opponent must make a Strength check opposed by your total damage result. He suffers a -4 penalty for every size category he is smaller or a +4 bonus for every size category he is larger than your own. If he fails this check, he flies through the air a number of 5-foot squares equal to your damage divided by 5, rounded down. He suffers no additional injuries from the fall.
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +1 (+0 Int, 0 ranks, +1 stone of good luck), Balance +8 (+4 Dex, 4 ranks, -1 armor, +1 stone of good luck), Bluff +9 (+6 Cha, 2 ranks, +1 stone of good luck), Climb +11 (+7 Str, 4 ranks, -1 armor, +1 stone of good luck), Concentration +8 (+5 Con, 2 ranks, +1 stone of good luck), Diplomacy +11 (+6 Cha, 4 ranks, +1 stone of good luck), Disable Device +5 (+0 Int, 4 ranks, +1 stone of good luck), Disguise +7 (+6 Cha, 0 ranks, +1 stone of good luck), Escape Artist +8 (+4 Dex, 4 ranks, -1 armor, +1 stone of good luck), Forgery +1 (+0 Int, 0 ranks, +1 stone of good luck), Gather Information +11 (+6 Cha, 4 ranks, +1 stone of good luck), Heal +12 (+4 Wis, 7 ranks, +1 stone of good luck), Intimidate +16 (+6 Cha, 9 ranks, +1 stone of good luck), Jump +11 (+7 Str, 4 ranks, -1 armor, +1 stone of good luck), Knowledge (nobility and royalty) +4 (+0 Int, 3 ranks, +1 stone of good luck), Knowledge (the planes) +8 (+0 Int, 3 ranks, 4 cross-class ranks, +1 stone of good luck), Knowledge (religion) +7 (+0 Int, 6 ranks, +1 stone of good luck), Listen +19 (+4 Wis, 13 ranks, +2 Alertness, -1 helm, +1 stone of good luck), Ride +5 (+4 Dex, 0 ranks, +1 stone of good luck), Search +1 (+0 Int, 0 ranks, +1 stone of good luck), Sense Motive +9 (+4 Wis, 4 ranks, +1 stone of good luck), Sleight of Hand +7 (+4 Dex, 3 ranks, -1 armor, +1 stone of good luck), Sneak +7 (+4 Dex, 3 ranks, -1 armor, +1 stone of good luck), Spot +25 (+4 Wis, 9 ranks, +2 Alertness, -1 helm, +1 stone of good luck, +10 goggles of draconic vision), Survival +5 (+4 Wis, 0 ranks, +1 stone of good luck), Swim +16 (+7 Str, 10 ranks, -2 armor, +1 stone of good luck), Use Rope +7 (+4 Dex, 0 ranks, +2 silk rope, +1 stone of good luck)

 Armor Check Penalty -1-1 armor -0 helm -0 shield; Swim Check Penalty -2; Permanent Class Skills None

 Feats Additional Chakra (neck), Alertness, Armor Proficiency (all), Combat Reflexes, Dire Charge, Endurance, Exotic Weapon Proficiency (great falchion), Extra Smiting, Faster Healing, Heavy Weapon Fighting, Improved Initiative, Iron Will, Martial Weapon Proficiency (all), Power Attack, Pressing Attack, Quick Draw, Shield Proficiency (all), Simple Weapon Proficiency (all), Step-Back, Weapon Focus (great falchion)
Special Qualities
  • Divine Grace (Su) A paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
  • Divine Health (Ex) A paladin gains immunity to all diseases, including supernatural and magical diseases.
  • Endurance (Ex) You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
  • 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. 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.
  • Faster Healing (Ex) Recover 2 hp/level for a night of rest.
  • Rogue Abilities trapfinding.
  • Uncanny Dodge (Ex) A berserker retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Spellcasting and Spell-Like Abilities
Spell-Like Abilities At Will—detect evil.
Caster Level 3rd3 levels of paladin of freedom; Spell Penetration d20+3d20 +3 caster level; Primary Ability Charisma
Miscellaneous Information
 HistoryRanulph grew up in Baldur's Gate. Early in life, he fell into a group of rogues claiming they brought justice to the upper class, stealing from the rich and giving to the poor. Only the poor they helped were themselves. He soon saw their true colors. Finding them to be hypocritical, Ranulph, looking for something more in life, moved on and joined the militia, where he trained to be a fighter. Passionate about true justice and an "any means necessary" attitude to serve that justice, Ranulph found a religion and a god that suited him. While serving in the militia, he heard of the attack on Waterdeep and pursued discovering the cause. Traversing the land, Ranulph soon made it to the former City of Splendors and helped destroy the Apostle of Kyuss. Only a few living creatures remained in the city, but after enough investigating, Ranulph discovered the culprit responsible for resurrecting the ulgurstasta was none other than the well-respected Prendergast Brokengulf. Enraged by his findings - that one of the most renowned Waterdhavians was in fact a follower of Kyuss - Ranulph swore to his god that he would not rest until Prendergast and more importantly Kyuss himself are destroyed. It was during this time Ranulph ran into the cleric Mael. Finding common ground in a desire to rid the world of the evil Prendergast, Ranulph and Mael agreed to work together to track him down. Not sure where to begin their pursuit, the duo returned to Daggerford and sought the guidance of Yellowknife. While there Ranulph had Derval Ironeater forge a Great Falchion for him. Yellowknife pointed them in the direction of Dagsumn and the Harpells, mentioning a band of others, led by the great warmage Lyrin Sinbal, have been attempting to prevent the Age of Worms. Foreseeing the great trouble lying ahead, Ranulph had Yellowknife enhance his sword, aimed to be all the more powerful against undead. Arriving at Longsaddle, Ranulph and Mael procured a meeting with Malchor Harpell, were informed of all the Mercenaries had told Harpell and then teleported to the same area they had headed for.; AdventuresAoW-011: Into the Wormcrawl Fissure (by James Jacobs), AoW-012: Dawn of a New Age (by Tito Leati); Lives Remaining 44 Deaths; 03/25/2008 - death from green ray of Thessalar's prismatic spray; 05/27/2008 - death from coup de grace from Dragotha; 06/10/2008 - death from broodfiend drain attack; 06/17/2008 - death from broodfiend drain attack; 09/18/2008 - death from decapitation by blessed angel elite; Last Played November 6, 2008

 Languages Chondathan, Common
 Patron Deity Garagos; Homeland The Western Heartlands, Baldur's Gate; Heritage 100% Human; Background Militia
 Height 5 ft. 11 in.; Weight 225 lb.; Age 23; Hair Blonde; Eyes Brown

Character Level Record
Rogue Rogue Fighter Fighter Berserker Berserker Hellreaver Hellreaver Hellreaver Hellreaver
Hellreaver Hellreaver Hellreaver Hellreaver Hellreaver Hellreaver Paladin of Freedom Paladin of Freedom Paladin of Freedom Berserker
Berserker                  

 Defeated Enemy Record 2 Advanced Overworms, 1 Advanced Sword of Kyuss, 1 Avolakia Priest, 1 Dark Lady of Kyuss, 1 Divine Rank 0 Deity (Kyuss), 1 Evolved Crimson Death, 1 Favored Spawn of Kyuss Cleric, 2 Frost Worms, 1 Human Lich Loremaster/Transmuter, 2 Kyuss Chimeras, 6 Kyuss High-Knights, 1 Lich Archmage of Kyuss, 1 Overworm, 1 Thessalnaga, 1 Wormdrake
Equipment & Possessions
 Magical Items +5 adamantine keen lucky undead bane great falchion (roll 1d6 and add to attack and damage for the day; +2 enhancement attack and damage plus 2d6 damage against undead; hardness 20) (203,100 gp), +6 amulet of health (36,000 gp), +6 belt of giant strength (36,000 gp), +1 bracers of unerring precision (+1 enhancement Base Attack Bonus) (5,000 gp), +6 cloak of charisma (36,000 gp), everburning torch (110 gp), everlasting trail rations (350 gp), +6 gloves of dexterity (36,000 gp), goggles of draconic vision (+10 Spot checks; darkvision 60 ft.; low-light vision;     1/day—blindsense for 1 minute; immune to blindness from hovering dragon's debris cloud) (46,000 gp), greater skeleton key (           2/day—activate greater teleport for user and up to 4 other willing Medium creatures; has no range limit and cannot arrive off target) (65,520 gp), +3 impact heavy flail (32,315 gp), +2 medium invisibility seeing helm (+4 helm; 10% spell failure; -1 Listen and Spot checks) (42,185 gp), 2 +5 mithral breastplate armor (+11 armor; +4 max Dex; -1 armor check penalty; 25% spell failure; light armor) (29,200 gp), +6 periapt of wisdom (36,000 gp), portable hole (6-ft.-diameter, 10-ft.-deep) (20,000 gp), quiver of endless arrows (create endless supply of masterwork arrows that last 1 round) (900 gp), ring of arming (as standard action, store or retrieve armor and weapon in ring, if armor and weapon worn, swap with what is in the ring) (5,000 gp), +4 ring of protection (32,000 gp), stone of good luck (+1 luck bonus on saving throws, ability checks, and skill checks) (20,000 gp), +5 vest of resistance (25,000 gp), winged boots (             3/day—fly as the spell for 5 minutes) (16,000 gp)

 Potions        oil of daylight (CL 5th; 50 minute duration) (750 gp),        potion of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp each),    potion of lesser restoration (CL 3rd; cures 1d4 temporary damage to one ability; downgrades fatigue one step) (300 gp),        potion of protection from evil (CL 1st; 1 minute duration) (50 gp),    potion of remove fatigue (CL 1st; downgrades fatigue one step, cures 1d8+1 nonlethal) (50 gp),    potion of sheltered vitality (CL 5th; immune fatigue, exhaustion, ability damage and drain; 5 minute duration) (750 gp),        potion of shield of faith +2 (CL 1st; 1 minute duration) (50 gp),    potion of spawn screen (CL 3rd; 3 hour duration) (300 gp),     spellring of water breathing (CL 5th; 10 hour duration) (395 gp)

  • Masterwork Potion Belt    oil of daylight (CL 5th; 50 minute duration) (750 gp),    potion of darkvision (CL 3rd; 3 hour duration) (300 gp),        potion of hide from undead (CL 1st; 10 minute duration) (50 gp),    potion of lesser restoration (CL 3rd; cures 1d4 temporary damage to one ability; downgrades fatigue one step) (300 gp),    potion of protection from evil (CL 1st; 1 minute duration) (50 gp),    potion of remove paralysis (CL 3rd) (300 gp),    potion of sheltered vitality (CL 5th; immune fatigue, exhaustion, ability damage and drain; 5 minute duration) (750 gp),    potion of spawn screen (CL 3rd; 3 hour duration) (300 gp)

 Nonmagical Items backpack (2 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), composite longbow (100 gp), empty flask (3 cp), explorer's outfit (10 gp), flint and steel (full-round action) (1 gp), grappling hook (Use Rope DC 10, +2 per 10 ft. of distance thrown) (1 gp), masterwork potion belt (60 gp), peasant's outfit (1 sp), 2 sacks (1 sp each), silk rope (50 ft.; +2 circumstance Use Rope checks) (10 gp), small steel mirror (10 gp),            —torches (1 cp each), trail rations (6 days) (5 sp/day), waterskin (1 gp), whetstone (2 cp), winter blanket (5 sp)

 pp 0, gp 51,900, sp 0, cp 0
 Other Wealth None