Realms Beyond - Hammer of Glory Campaign
Dungeons & Dragons 3.5 Edition
Contingent Character
12 Active Game Sessions, Created on 10/12/2004
Name: Artus Alignment: Lawful Neutral
Male Human Medium Humanoid
Character Level: 16 XP: 124,251
Classes: Wild Defender 15, Wilderness Rogue 6
Prestige Classes: Giant-Killer 1, Pious Templar 10
Ability Base Race Age Inherent Level Magic Temp Total Mod Conditions
STR: 16 +0 +0 +0 +0 +2   18 / ____ +4 / ____ Fatigued Nauseated
DEX: 17 +0 +0 +0 +1 +0   18 / ____ +4 / ____ Exhausted Sickened
CON: 14 +0 +0 +0 +1 +0   15 / ____ +2 / ____ Blinded Shaken
INT: 15 +0 +0 +0 +0 +0   15 / ____ +2 / ____ Deafened Staggered
WIS: 15 +0 +0 +0 +3 +0   18 / ____ +4 / ____ Dazed Stunned
CHA: 16 +0 +0 +0 +0 +0   16 / ____ +3 / ____ Entangled Panicked
LUCK: 12 +0 +0 +0 +0 +0   12 / ____ +1 / ____
Uses        
Armor Class: 36
  touch 19     flat-footed 30
  armor check penalty -1

(+4 Dex, +9 chain shirt, +5 buckler, +3 amulet of natural armor, +3 ring of protection, +2 Armor Focus)

BAB: +16/+11/+6/+1
Grapple: +19 (+23 vs. Large+)
Space/Reach: 5 ft./5 ft.
Speed: 40 ft. (8 squares)
Craft Points: 13,600

Languages: Chondathan, Common, Goblin, Sylvan

Order Rank: Initiate
Lives Remaining: 6

Saving Throws Base Ability Magic Misc Total Penalties
Fortitude +10 +2 +0 +0 +12 / ____ Attack Rolls: Damage Rolls:
Reflex +10 +5 +0 +0 +15 / ____ Ability Checks: Skill Checks:
Will +5 +4 +0 +0 +9 / ____ Saving Throws: Negative Levels:
Hit Dice: 5d8+10 plus 10d10+20 plus 1d12+2 (184 hp) 138 92 46 Initiative Modifier: +4 (+4 Dex)
                                       
Weapon Single Atk Secondary Full Atk Damage Critical Range Type
+4 acidic longsword +25 n/a +25/+20/+15/+10 1d8+11 plus 1d6 acid 17-20/x2 0 ft. Slashing
             
composite longbow +20 n/a +20/+15/+10/+5 1d8 20/x3 110 ft. Piercing
             
unarmed strike +20 n/a +20/+15/+10/+5 1d3+4 nonlethal 20/x2 0 ft. Bludgeoning
             
Spell/Effect            
Duration            
Caster            
 Feats: Armor Focus (chain shirt), Armor Proficiency (light), Combat Reflexes, Dodge, Improved Critical (longsword), Martial Weapon Proficiency (all), Mobility, Natural Swordsman, Power Attack, Sacred Strike, Shield Proficiency, Simple Weapon Proficiency (all), Track, True Believer, Weapon Focus (longsword), Weapon Specialization (longsword)
 Skills: Balance +5 (+4 Dex, 0 ranks, +2 synergy from Tumble, -1 armor), Climb +8 (+3 Str, 6 ranks, -1 armor), Concentration +6 (+2 Con, 4 ranks), Disable Device +10 (+2 Int, 8 ranks), Handle Animal +8 (+3 Cha, 5 ranks), Hide +18 (+4 Dex, 15 ranks, -1 armor), Jump +15 (+3 Str, 6 ranks, +2 synergy from Tumble, +5 boots, -1 armor), Knowledge (dungeoneering) +7 (+2 Int, 5 ranks), Knowledge (geography) +8 (+2 Int, 6 ranks), Knowledge (nature) +14 (+2 Int, 10 ranks, +2 wild defender), Knowledge (religion) +6 (+2 Int, 4 ranks [cross-class]), Listen +22 (+4 Wis, 18 ranks), Move Silently +18 (+4 Dex, 15 ranks, -1 armor), Ride +12 (+4 Dex, 6 ranks, +2 synergy from Handle Animal), Search +21 (+2 Int, 19 ranks), Spot +23 (+4 Wis, 19 ranks), Survival +25 (+4 Wis, 19 ranks, +2 wild defender), Swim +8 (+3 Str, 5 ranks), Tumble +14 (+4 Dex, 11 ranks, -1 armor), Use Rope +8 (+4 Dex, 4 ranks) Damage Reduction: 2/—
Resistances:
Acid: 10
 Special Attacks/Qualities:
Duck and Cover (Ex): The giant-killer receives a +4 dodge bonus to AC against all thrown missile weapons (usually rocks) thrown by giants.
Looks Small Fights Big (Ex): A giant-killer adds +4 to any grapple checks made against a size Large or larger foe.
Mettle (Su): A pious templar's special blessing allows her to shrug oft magical effects that would otherwise harm her. If a pious templar makes a successful Will or Fortitude saving throw that would normally reduce the spells effect, she suffers 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.
Natural Swordsman (Ex): The character gains a +1 competence bonus to damage rolls made from attacks with swords. Further, if a foe attacks him with a sword, the character gains a +1 dodge bonus to Armor Class.
A condition that makes the character lose his Dexterity bonus to Armor Class (if any) also makes him lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Rebuke Nature (animals, fey, plants and vermin) (Su): A wild defender can rebuke (but not commmand) creatures of nature, just as an evil cleric can rebuke undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He rebukes nature as a cleric of three levels lower would turn undead.
Resist Nature's Lure (Ex): A wild defender gains a +4 bonus on saving throws against the spell-like abilities of fey.
Smite (Su): 3/day—Make a normal melee attack with a +4 bonus to hit and +10 damage (pious templar level).
Smite Evil (Su): 4/day—Make a normal melee attack with a +3 bonus to hit (Cha modifier) and +15 damage (wild defender level).
Trackless Step (Ex): A wild defender leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
True Believer Feat: Once per day when you are about to make a saving throw you may declare that you are using this feat to gain a +2 insight bonus on that saving throw.
This feat also allows you to use a relic of the deity you worship.
Wild Empathy (Ex): A wild defender can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The wild defender rolls 1d20 and adds his wild defender level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the wild defender and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The wild defender can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Wilderness Rogue Abilities: +3d6 sneak attack (+3d8 against evil; weapon is considered good-aligned); improved evasion; trap sense +2; trapfinding; uncanny dodge.
Woodland Stride (Ex): A wild defender may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
 Pious Templar Spells Prepared (3/3/3/2; DC 14 + spell level; paladin spell list; caster level 10th): 1st—bless, detect undead, divine favor. 2nd—bull's strength, divine protection, resist energy. 3rd—angelskin, prayer, undead bane weapon. 4th—draconic might, holy sword.

 Wild Defender Spells Prepared (5/4/3/2; DC 14 + spell level; ranger spell list; caster level 7th): 1st—backstab, camouflage, entangle, longstrider, speak with animals. 2nd—barkskin, bear's endurance, cure light wounds, protection from energy. 3rd—cure moderate wounds, greater poison weapon, plant growth. 4th—bane bow, tree stride.

Magical Items: +4 acidic longsword (50,315 gp), +3 amulet of natural armor (18,000 gp), boots of striding and springing (5,500 gp), +4 buckler (16,165 gp), +5 chain shirt (25,250 gp), gauntlets of ogre power (4,000 gp), ring of minor acid resistance (12,000 gp), +3 ring or protection (18,000 gp)

Potions: fighter's cocktail (CL 3; bull's strength and bear's endurance; 3 min. duration) (900 gp), potion of cure moderate wounds (CL 3; cures 2d8+3 hp) (300 gp)

Nonmagical Items: 20 arrows, backpack, bedroll, composite longbow, flint and steel, silver holy symbol of Tyr, tent, waterskin, whetstone

Biographical Information
 Height: 6 ft. 0 in.; Weight: 195 lb.; Age: 23; Hair: Brown; Eyes: Green
 Patron Deity: Tyr; Homeland: Suzail, Cormyr; Heritage: 100% Human
 Carrying Capacity: light load— up to 100 lbs.; medium load— 101-200 lbs.; heavy load— 201-300 lbs.; drag— 1,500 lbs.

 Platinum (pp): 42, Gold (gp): 1, Silver (sp): 8, Copper (cp): 8

Character Level Record
Wild Defender Wild Defender Wild Defender Wild Defender Wild Defender Wild Defender Wild Defender Wild Defender Wild Defender Wild Defender
Wilderness Rogue Wilderness Rogue Wilderness Rogue Wilderness Rogue Wilderness Rogue Pious Templar Pious Templar Pious Templar Pious Templar Pious Templar
 
Wild Defender Wild Defender Wild Defender Wild Defender Wild Defender Wilderness Rogue        
Pious Templar Pious Templar Pious Templar Pious Templar Pious Templar Giant-Killer        

Spellcasting Record
0-level:   1st:   2nd: 2 3rd: 1 4th: 5
5th:   6th:   7th:   8th:   9th:  

 Picture:

 Character Background: Artus was born in a small home in Suzail. His father, a member of the city watch, taught him discipline at an early age, as well as respect for the god of justice, Tyr. When the time came that Cormyr needed soldiers to fend off the increasing goblin and orc raids, Artus answered the call. He joined the Purple Dragons and was trained as a scout. He learned how to fight his foe toe-to-toe or from an ambush, depending on the situation. After a two-year tour of duty, Artus left the Cormyrean military and began working for the temple of Tyr. He found a new purpose in life and dedicated himself to serving justice. In that role, Artus goes from temple to temple serving as he is needed. This often results in him acting as a guide or bodyguard to powerful members of the church. His no nonsense attitude and attention to detail makes him a favorite in such positions.
 Slain Enemy Record: 1 Advanced Elite Mummy, 1 Clan Rendflesh Two-Headed Mage Troll, 1 Feral Spined Lizardfolk Skirmisher, 1 Large 7-Headed Hydran Viper, 1 Steel-Clad Legionnaire Archer

Stat Blocks for Power Up Suites
Power Up Suite—draconic might.

Size Medium; HD 5d8+20 plus 10d10+40 (200 hp); AC 37 (+4 Dex, +9 chain shirt, +5 buckler, +3 amulet of natural armor, +3 ring of protection, +2 Armor Focus, +1 draconic might; touch 19, flat-footed 31); Grapple +19; Atk +25 melee (1d8+12 plus 1d6 acid, 17-20/x2, +4 acidic longsword); Full Atk +25/+20/+15 melee (1d8+12 plus 1d6 acid, 17-20/x2, +4 acidic longsword); Space/Reach 5 ft./5 ft.; SQ ; Fort +13, Ref +14, Will +9; Str 21, Dex 18, Con 19, Int 15, Wis 18, Cha 21, Luck 12.