Realms Beyond - Hammer of Glory Campaign
Dungeons & Dragons 3.5 Edition
Character Played by Brian Blum; 200 GEMs
15 Active Game Sessions, Created on 07/24/2004
Name: Amarh Alignment: Neutral Good
Male Human Medium Humanoid
Character Level: 12 XP: 72,819
Classes: Arcane Disciple 12, Fighter 1, Rogue 5, Wind Walker 3
Bloodline: Major Djinni 3
Ability Base Race Age Inherent Level Magic Temp Total Mod
STR: 16 +0 +0 +0 +0 +0   16 / ____ +3 / ____
DEX: 14 +1 +0 +0 +1 +2   18 / ____ +4 / ____
CON: 18 +0 +0 +0 +0 +0   18 / ____ +4 / ____
INT: 10 +0 +0 +0 +0 +0   10 / ____ +0 / ____
WIS: 17 +1 +0 +0 +2 +4   24 / ____ +7 / ____
CHA: 12 +0 +0 +0 +0 +0   12 / ____ +1 / ____
Armor Class: 22
  touch 16     flat-footed 22

(+4 Dex, +1 natural, +5 shadow studded leather, +2 ring of protection)

BAB: +10/+5
Grapple: +13
Space/Reach: 5 ft./5 ft.
Speed: 30 ft. (6 squares)
Craft Points: 7,800

Languages: Alzhedo, Auran, Common, High Shou

Order Rank: Acolyte
Lives Remaining: 7

Saving Throws Base Ability Magic Misc Total
Fortitude +8 +4 +1 +0 +13 / ____
Reflex +8 +4 +1 +0 +13 / ____
Will +4 +7 +1 +0 +12 / ____
Hit Dice: 11d8+44 plus 1d10+4 (114 hp) Initiative Modifier: +8 (+4 Dex, +4 Improved Initiative)
                                       
+2 katana (one hand)
Single Attack: +15
Full Attack: +15/+10
Critical: 19-20/x2
Damage: 1d10+5
 
+2 katana (two hands)
Single Attack: +15
Full Attack: +15/+10
Critical: 19-20/x2
Damage: 1d10+6
 
+1 greataxe
Single Attack: +14
Full Attack: +14/+9
Critical: 20/x3
Damage: 1d12+5
 
+1 composite longbow
Single Attack: +15
Full Attack: +15/+10
Critical: 20/x3
Damage: 1d8+1
Range: 110 ft.
Spell/Effect            
Duration            
Caster            
 Feats: Armor Proficiency (all), Combat Reflexes, Dodge, Empower Spell, Enlarge Spell, Exotic Weapon Proficiency (katana), Improved Initiative, Kip Up, Martial Weapon Proficiency (all), Maximize Spell, Mobility, Practiced Spellcaster (Wind Walker), Quicken Spell, Shield Proficiency, Simple Weapon Proficiency (all), Spell Penetration, Spring Attack
 Skills: Appraise +0 (0 ranks), Balance +8 (+4 Dex, 2 ranks, +2 synergy), Bluff +1 (+1 Cha, 0 ranks), Climb +6 (+3 Str, 3 ranks), Concentration +21 (+4 Con, 15 ranks, +2 racial), Diplomacy +6 (+1 Cha, 5 ranks), Disable Device +5 (5 ranks), Disguise +1 (+1 Cha, 0 ranks), Escape Artist +6 (+3 Dex, 3 ranks), Forgery +0 (0 ranks), Gather Information +1 (+1 Cha, 0 ranks), Heal +9 (+7 Wis, 2 ranks), Hide +11 (+4 Dex, 2 ranks, +5 shadow studded leather), Intimidate +1 (+1 Cha, 0 ranks), Jump +8 (+3 Str, 3 ranks, +2 synergy), Knowledge (arcana) +5 (5 ranks), Knowledge (the planes) +6 (4 ranks, +2 racial), Knowledge (religion) +2 (2 ranks), Listen +12 (+7 Wis, 5 ranks), Open Lock +9 (+4 Dex, 5 ranks), Ride +11 (+4 Dex, 7 ranks), Search +7 (7 ranks), Sense Motive +7 (+7 Wis, 0 ranks), Speak Language (High Shou), Spellcraft +8 (6 ranks, +2 synergy from Knowledge [arcana]), Spot +12 (+7 Wis, 5 ranks), Survival +7 (+7 Wis, 0 ranks), Swim +6 (+3 Str, 3 ranks), Tumble +12 (+4 Dex, 8 ranks), Use Magic Device +6 (+1 Cha, 5 ranks), Use Rope +7 (+4 Dex, 3 ranks) Resistances:
Acid: 10
 Special Attacks/Qualities:
Aerial Empathy (Ex): A wind walker can use body language, vocalizations, and demeanor to improve the attitude of a magical beast or animal with the air subtype or ability to fly. This ability functions just like a Diplomacy check made to improve the attitude of a person. The wind walker rolls 1d20 and adds his wind walker level and Charisma modifier to the roll to determine the aerial empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals and magical beasts are usually unfriendly.
To use aerial empathy, the wind walker and target creature must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a creature in this way takes 1 minute but, as with influencing people, it might take more or less time.
Djinni Bloodline Traits: +4 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with djinni.
Rogue Abilities: Evasion; +3d6 sneak attack; trapfinding; trap sense +1; uncanny dodge.
Spell-like Abilities: 1/day—invisibility. Caster level 12th. 1/day—feather fall, whispering wind. Caster level 3rd.
Spontaneous Casting: A wind walker can channel stored spell energy into summoning spells that he hasn't prepared ahead of time. He can "lose" a prepared spell in order to cast any summon nature's ally or druid spell with the [Air] descriptor, but the must be of the same level or lower. If used to cast a summon nature's ally spell, the summoned ally must have the ability to fly.
Wind Walker Abilities: Aerial companion; zephyr casting.
 Arcane Disciple Arcane Spells Known: 0-level—electric jolt, ray of frost. 1st—magic missile, ray of enfeeblement. 2nd—acid arrow, scorching ray. 3rd—boiling blood, fireball. 4th—gird the warrior, greater invisibility. 5th—arc of lightning, quintelemental blast.
 Arcane Disciple Spells Prepared (6/7/6/6/4/4/3; DC 17 + spell level; +2 overcome Spell Resistance; caster level 12th): 0-level—create water, detect magic, electric jolt, inflict minor wounds, light, ray of frost. 1st—comprehend languages, doom, magic missile, ray of enfeeblement, empty slot, empty slot, empty slot. 2nd—acid arrow, bear's endurance, scorching ray, empty slot, empty slot, empty slot. 3rd—boiling blood, cure serious wounds, fireball, empty slot, empty slot, empty slot. 4th—cure critical wounds, gird the warrior, inflict critical wounds, empty slot. 5th—flame strike, empty slot, empty slot, empty slot. 6th—empty slot, empty slot, empty slot.

 Wind Walker Spells Prepared (4/4/3; DC 17 + spell level; DC 18 + spell level for [Air] spells; +2 overcome Spell Resistance; effective caster level 7th [3rd actual]; 8th for [Air] spells): 0-level—empty slot, empty slot, empty slot, empty slot. 1st—empty slot, empty slot, empty slot, empty slot. 2nd—empty slot, empty slot, empty slot.

Magical Items: bag of holding (type 1) (2,500 gp), +1 cloak of resistance (1,000 gp), +1 composite longbow (2,400 gp), +2 gloves of dexterity (4,000 gp), +1 greataxe (2,320 gp), +2 katana (8,335 gp), maximize metamagic focus stone (700 gp), +4 periapt of wisdom (16,000 gp), ring of feather falling (2,200 gp), ring of jumping (2,500 gp), +2 ring of protection (8,000 gp), +2 shadow studded leather armor (7,925 gp), skull necklace spell key (spontaneously cast magic missile; damage increased by 50%) (1,100 gp)

Potions: 2 potions of barkskin +2 (CL 3; duration 30 min), 2 potions of cure light wounds (CL 1; cures 1d8+1 hp), 2 potions of cure moderate wounds (CL 3; cures 2d8+3 hp), potion of haste (CL 5; duration 5 rnds)

Nonmagical Items: 200 arrows, backpack, bedroll, belt pouch, bit and bridle, 5 candles, flint and steel, grappling hook, hammer, iron pot, map/scroll case, masterwork potion belt, peasant's outfit, 5 pitons, riding saddle, 2 sacks, saddlebags, silk rope (50 feet), silver holy symbol of Ilmater, small steel mirror, sunrod, 3 tindertwigs, 5 torches, trail rations (4 days), vial of antitoxin, waterskin, whetstone, wooden holy symbol of Helm (1 gp), wooden holy symbol of Torm (1 gp), wooden holy symbol of Tyr (1 gp).

Biographical Information
 Height: 5 ft. 10 in.; Weight: 180 lb.; Age: 24; Hair: Black; Eyes: Brown
 Patron Deity: Ilmater; Homeland: Calimshan; Heritage: 75% Human, 25% Djinni
 Carrying Capacity: light load— up to 76 lbs.; medium load— 77-153 lbs.; heavy load— 154-230 lbs.; drag— 1,150 lbs.

 Platinum (pp): 102, Gold (gp): 5, Silver (sp): 14, Copper (cp): 0
 Ch'ao (1 gp): 999, Ch'ien (10 gp): 0, Tael (1 gp): 0, Yuan (5 cp): 0, Fen (1 cp): 0

Character Level Record
Arcane Disciple Arcane Disciple Arcane Disciple Arcane Disciple Arcane Disciple Arcane Disciple Arcane Disciple Arcane Disciple Arcane Disciple Arcane Disciple
Rogue Rogue Djinni Bloodline Rogue Rogue Djinni Bloodline Rogue Fighter Wind Walker Wind Walker
 
Arcane Disciple Arcane Disciple                
Wind Walker Djinni Bloodline                

Spellcasting Record
0-level: 1 1st: 30 2nd: 6 3rd: 8 4th: 11
5th: 3 6th:   7th:   8th:   9th:  

Empower Spell:      
Enlarge Spell:      
Maximize Spell:      
Quicken Spell:      

 Picture:

 House of Persevering Order

  • Classification: Clergy
  • Tithe: 4% (447 gp, 1 sp tithed)
  • Emergency Equipment Fund: 5,000 gp (0 gp used)
  • Completed Successful Missions: 2
  • Donations: 163 gp coins; 0 gp potions and scrolls; 0 gp other
 Animals: Heavy Warhorse—Large animal; CR 2; HD 4d8+12 (30 hp); Init +1 (+1 Dex); Spd 50 ft. (10 squares); AC 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13; BAB +3; Grapple +11; Atk +6 melee (1d6+4, 20/x2, hoof); Full Atk +6 melee (1d6+4, 20/x2, 2 hooves) and +1 melee (1d4+2, 20/x2, bite); Space/Reach 10 ft./5 ft.; SQ Low-light vision, scent; SV Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Listen +5, Spot +4; Endurance, Run.
Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.
 Character Background:
 Slain Enemy Record: 1 Advanced Threatening Displacer Beast, 1 Devil Scrag, 1 Elite Harpy War Priestess, 1 Harpy Scoundrel, 1 Merrow Brawler, 1 Narashi Hitokage Sohei