Forgotten Realms Campaign - established August 15, 2002
Dungeons & Dragons 3.5 Edition
Character Played by Chris Harmon
73 Active Game Sessions, Created on 08/14/2002
Name: Evendur Windstrider Alignment: Neutral Good
Male Reincarnated Dwarf Medium Humanoid (Dwarf)
Character Level: 21 (ECL 21) XP: 240,384 (MXP: 1,500)
Primary Class: Ranger 13
Multi-Classes: Fighter 1
Prestige Classes: Dragon Hunter 2, Wolflord 5
Ability Base Race Age Inherent Level Magic Temp Total Mod
STR: 16 +0 +0 +0 +0 +4   20 / ____ +5 / ____
DEX: 12 +0 +0 +5 +2 +0   19 / ____ +4 / ____
CON: 11 +2 +0 +0 +3 +0   16 / ____ +3 / ____
INT: 15 +0 +0 +0 +0 +0   15 / ____ +2 / ____
WIS: 16 +0 +0 +0 +0 +0   16 / ____ +3 / ____
CHA: 14 +0 +0 +0 +0 +0   14 / ____ +2 / ____
Armor Class: 34
  touch 19     flat-footed 30
 armor check penalty -2

(+4 Dex, +10 elven chainmail, +5 amulet of natural armor, +5 ring of protection)

BAB: +17/+12/+7/+2
EAB: +1
Grapple: +23
Space/Reach: 5 ft./5 ft.
Speed: 20 ft. (20 ft. base - 4 squares)

Languages: Chondathan, Common, Draconic, Dwarven, Elven, Giant, Goblin, Sylvan, Undercommon

Saving Throws Base Ability Magic Misc Epic Total
Fortitude +17 +3 +1 +0 +0 +21 / ____
Reflex +15 +4 +1 +0 +0 +20 / ____
Will +5 +3 +1 +0 +0 +9 / ____
Hit Dice: 18d8+54 plus 3d10+9 (180 hp)
                   
Initiative Modifier: +8 (+4 Dex, +4 Improved Initiative)
                   
+3 flaming frost keen wounding bastard sword (two-handed)
crit. 17-20/x2
+27 +22 +17 +12 melee 1d10+10 plus 1d6 fire plus 1d6 cold plus wounding
         
+2 axiomatic dwarven waraxe
crit. 20/x3
+25 +20 +15 +10 melee 1d10+9 plus 2d6 against chaos
         
+1 corrosive dagger
crit. 19-20/x2
+24 +19 +14 +9 melee 1d4+6 plus 1d6 acid
         
masterwork mighty (+4 Str) composite longbow
crit. 20/x3, 110 ft.
+24 +19 +14 +9 ranged 1d8+5
         
Spell/Effect            
Duration            
 Feats: Animal Control, Animal Defiance, Armor Proficiency (all), Combat Expertise, Combat Reflexes, Endurance, Exotic Weapon Proficiency (bastard sword), Extra Favored Enemy (goblinoids), Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Leadership, Martial Weapon Proficiency (all), Scent, Shield Proficiency, Simple Weapon Proficiency (all), Track, Two-Weapon Fighting, Weapon Focus (bastard sword) Cold Resistance: 10
Damage Reduction: 5/magic
Magic Item Abilities: 10/day--haste; 1/day--magic circle against evil
Special Notes: 2/day - Utilize Snatch Arrow feat (requires free hand)
 Skills: Appraise +2 (+4 with stone or metal items) ((+2 Int, 0 ranks), Balance +2 (+4 Dex, 0 ranks, -2 armor check), Climb +5 (+5 Str, 2 ranks, -2 armor check), Concentration +6 (+3 Con, 3 ranks), Craft (weaponsmithing) +4 (+6 with stone or metal items) (+2 Int, 2 ranks), Diplomacy +2 (+2 Cha, 0 ranks), Gather Information +2 (+2 Cha, 0 ranks), Handle Animal +12 (+2 Cha, 10 ranks), Heal +11 (+3 Wis, 8 ranks), Hide +19 (+4 Dex, 17 ranks, -2 armor check), Intimidate +7 (+2 Cha, 5 ranks), Jump +7 (+5 Str, 4 ranks, -2 armor check), Knowledge (dungeoneering) +7 (+2 Int, 5 ranks), Knowledge (geography) +10 (+2 Int, 8 ranks), Knowledge (nature) +11 (+2 Int, 9 ranks), Listen +12 (+3 Wis, 9 ranks), Move Silently +19 (+4 Dex, 17 ranks, -2 armor check), Ride +13 (+4 Dex, 7 ranks, +2 synergy bonus from Handle Animal), Search +7 (+2 Int, 5 ranks), Speak Language (Draconic, Dwarven, Elven, Goblin, Undercommon) (9 ranks [cross-class]), Spellcraft +9 (+2 Int, 7 ranks), Spot +22 (+3 Wis, 19 ranks), Survival +27 (+29 natural environments above and underground; plus 2 avoiding getting lost or natural hazards; plus 4 circumstance bonus to track) (+3 Wis, 24 ranks), Swim +8 (+5 Str, 3 ranks), Use Rope +7 (+4 Dex, 3 rank)
 Special Attacks/Qualities:
Animal Control (Ex): 5/day--Command or rebuke animals as an evil cleric rebukes undead (as Clr6); to command an animal, you must be able to communicate with it through language or speak with animals; you may issue commands mentally.
Animal Defiance (Ex): 5/day--Turn animals as a good cleric turns undead (as Clr6).
Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Dragon Hunter Abilities: Hated enemy--dragons; Rancor Attack 1/round--designate one attack per round as a rancor attack against hated enemy for +1d6 damage; damage reduction 3/-- against dragons.
Dwarf Traits: Darkvision 60 ft.; +4 dodge bonus to AC against creatures with the Giant type; +2 racial bonus on Appraise and Craft checks involved stone or metal items; +1 racial bonus on attack rolls against orcs and goblinoids; +2 racial bonus on saves against poison, spells, and spell-like abilities; stability (+4 bonus on ability checks to resist being bull rushed or tripped while standing on the ground); stonecunning; weapon familiarity (dwarven waraxe and dwarven urgrosh).
Ranger Abilities: Evasion; +2 favored enemy--goblinoids and magical beasts (bonus applies to Bluff, Listen, Sense Motive, Spot, Survival, and Weapon Damage rolls); +4 favored enemy--dragons and giants (bonus applies to Bluff, Listen, Sense Motive, Spot, Survival, and Weapon Damage rolls); swift tracker; wild empathy; woodland stride.
Scent (Ex): This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent's source, the creature can pinpoint that source.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Share Lesser Form (Sp): As polymorph, shares lesser wild shape with up to 5 allies for up to 5 hours.
Summon Animal (Sp): 1/day--summon 1d3 normal canines (as 5th level summon nature's ally) for 5 rounds.
Wolflord: Wolf Bond - as animal friendship up to 10 HD of wolves; Wolf Sense - sense presence of wolves and communicate with wolf speech within 5 miles; Wolf Speech - speak with canines at will; lesser wild shape-wolf.
 Ranger Spells Prepared (2/2/2; DC 13 + spell level; caster level 6th): 1st: speed swim x2. 2nd: cat's grace, protection from energy. 3rd: cure moderate wounds, neutralize poison.

 Wolflord Spells Prepared (2/2/1; DC 13 + spell level; caster level 5th): 1st: cure light wounds, speak with animals. 2nd: cure moderate wounds x2. 3rd: lesser restoration.

Spellcasting Record
0-level:   1st: 1 2nd: 4 3rd: 4 4th:  

Magical Items: +5 amulet of natural armor, 23 +1 arrows, +2 axiomatic dwarven waraxe, +4 belt of giant strength, boots of speed, +3 chainmail barding, +1 cloak of resistance, +1 corrosive dagger, +5 elven chainmail of invulnerability, +3 flaming frost keen wounding bastard sword, gloves of arrow snaring, Heward's handy haversack, horn of goodness, ring of minor cold resistance, +5 ring of protection, staff of healing (41 charges), stone salve.

Potions: 2 potions of cure light wounds, 2 potions of cure serious wounds, potion of cure moderate wounds, potion of haste

Nonmagical Items: 12 arrows, 5 bags of caltrops, bedroll, 5 flasks of healing salve, 2 flasks of oil, flint and steel, grappling hook, hammer, hooded lantern, masterwork mighty (+4 Str) composite longbow, 10 pitons, 2 silk ropes (25 ft. each), silver holy symbol, small metal mirror, waterskin, whetstone.

Platinum (pp): 0, Gold (gp): 64,809, Silver (sp): 8, Copper (cp): 5
Biographical Information
 Height: 4 ft. 2 in.
 Weight: 160 lb.
 Age: 26
 Hair: Red
 Eyes: Gray
 Patron Deity: Mielikki
 Company: Brotherhood of the Badger
 Homeland: Cormyr
 Bloodline: 100% Human
 Picture:

 Character Background: Evendur Windstrider hails from green forests of Cormyr. Evendur has appreciated the powers of the natural world since his childhood, when he often played under spring leaves of the forest canopy. As he matured, he was drawn to the natural studies of the ranger. He was trained as a ranger by his father, who was talented ranger in his own right. He generally prefers to combat his enemy with his trusty sword, but he often calls on the wilds for their assistance. His favorite animal companion is the wolf. He can not explain how he can communicate with the wolf, but is almost as if they can share thoughts. It is sometimes hard to tell where the wolf ends, and where Evendur begins. He has gained a thorough knowledge of plants and animals, and has mastered the skill of hunting silently in the woods. Evendur's versatility can be seen his ability to fight effectively in various circumstances. He can travel alone in the woods, but he is also a mighty addition to a party. He can cast the spells of the ranger, but he can also zealously swing his mighty bastard sword.
Evendur saw his father lose his life while trying to save a unicorn under attack from an angry party of ogres. Evendur survived, and was able to save the wounded unicorn. Lurue the Unicorn Queen rewarded his bravery by sending Malcer the cleric to protect him. Evendur and the cleric have learned to work well together, and come to enjoy their comradery.
Advanced Dire Wolf
CR 4; Large Animal; HD 10d8+40 (85 hp); Init +2 (+2 Dex); Spd 50 ft. (10 squares); AC 15 (-1 size, +2 Dex, +4 natural; touch 11, flat-footed 13); BAB +7/+2; Grapple +18; Atk +14 melee (1d8+10, crit. 20/x2, bite); Full Atk +14 melee (1d8+10, crit. 20/x2, bite); Space/Reach 10 ft./5 ft.; SA Trip; SQ Low-light vision, scent; AL N; SV Fort +10, Ref +9, Will +8; Str 25, Dex 15, Con 18, Int 2, Wis 12, Cha 10.
Skills and Feats: Hide +0, Listen +8, Move Silently +4, Spot +8, Survival +4*; Alertness, Improved Natural Armor, Run, Track, Weapon Focus (bite).
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+14 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.
Tricks: Attack, Defend, Down, Heel, Stay, Work.
 Slain Enemy Record: 3 Abyssal Deinonychus, 1 Abyssal Ghoul, 1 Abyssal Tyrannosaurus, 1 Advanced Gelatinous Dire Bear, 1 Advanced Ghast, 1 Advanced Spitting Greater Flame Snake, 1 Demon - Glabrezu, 1 Devil - Cornugon, 1 Devil - Hamatula, 1 Dragon - Mature Adult Shadow, 2 Drow Clerics, 6 Drow Fighters, 1 Drow Fighter/Cleric, 1 Drow Revenant Evoker, 3 Drow Revenant Fighter/Wizards, 1 Drow Revenant Monk/Assassin, 1 Drow Silveraith Archmage, 1 Drow Vampire Fighter, 3 Drow Warriors, 2 Drow Zombies, 1 Ettin Fighter, 1 Fire Giant, 1 Frost Giant, 1 Ghoul, 1 Goblin, 2 Grimlock Barbarians, 1 Grimlock Rogue, 1 Half-Black Dragon Orc Fighter, 1 Half-Blue Dragon Elf Ranger, 1 Half-Orc Cleric of Bane, 2 Half-Troll Minotaur Barbarians, 1 Huge Monstrous Spider, 1 Large Animate Statue, 2 Lizardfolk, 1 Medium Wraith Spider, 1 Mohrg, 3 Ogres, 3 Ogre Barbarians, 1 Ogre Zombie, 1 Orog Fighter, 2 Quth-Maren, 1 Raging Arachnoid Feral Ogre, 1 Tanarukk Sorcerer/Eldritch Knight, 1 Troll, 2 Troll Barbarians, 1 Winter Wolf, 3 Zhentarim Soldiers