Realms Beyond - Hammer of Glory Campaign
Dungeons & Dragons 3.5 Edition
Character Played by Chris Harmon; 1,891 GEMs
30 Active Game Sessions, Created on 07/24/2004
Name: Anaryn Wingstride Alignment: Lawful Good
Male Half-Celestial Human Medium Outsider (Native)
Character Level: 16 XP: 132,651
Classes: Crusader 15, Marshal 2, Paladin of Honor 4, Samurai 2, Spellthief 1
Prestige Classes: Exotic Weapon Master 1, Warpriest 1
Ability Base Race Age Inherent Level Magic Temp Total Mod Conditions
STR: 18 +4 +0 +0 +0 +2   24 / ____ +7 / ____ Fatigued Nauseated
DEX: 18 +2 +0 +0 +0 +0   20 / ____ +5 / ____ Exhausted Sickened
CON: 17 +4 +0 +0 +3 +0   24 / ____ +7 / ____ Blinded Shaken
INT: 8 +2 +0 +0 +1 +0   11 / ____ +0 / ____ Deafened Staggered
WIS: 14 +4 +0 +0 +0 +0   18 / ____ +4 / ____ Dazed Stunned
CHA: 15 +4 +0 +0 +1 +4   24 / ____ +7 / ____ Entangled Panicked
LUCK: 13 +0 +0 +0 +0 +0   13 / ____ +1 / ____
Uses        
Armor Class: 35
  touch 17     flat-footed 30
  armor check penalty -3

(+5 Dex, +1 natural, +9 rent mithril breastplate, +4 buckler, +4 amulet of natural armor, +2 ring of protection)

BAB: +13/+8/+3
Grapple: +20
Space/Reach: 5 ft./5 ft.
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Craft Points: 13,600

Languages: Common, Shaaran

Order Rank: Acolyte
Lives Remaining: 4

Saving Throws Base Ability Magic Misc Total Penalties
Fortitude +10 +7 +0 +7 +24 / ____ Attack Rolls: Damage Rolls:
Reflex +5 +5 +0 +7 +17 / ____ Ability Checks: Skill Checks:
Will +10 +4 +0 +7 +21 / ____ Saving Throws: Negative Levels:
Hit Dice: 8d8+56 plus 8d10+56 (256 hp) 192 128 64 Initiative Modifier: +9 (+5 Dex, +4 Improved Initiative)
                                       
Weapon Single Atk Secondary Full Atk Damage Critical Range Type
+3 enfeebling sizing adamantine katana +24 n/a +24/+19/+14 1d10+10 17-20/x2 plus 1d6+2 Str 0 ft. Slashing
             
+3 enfeebling sizing adamantine katana (2 hands) +23 n/a +23/+18/+13 1d10+17 17-20/x2 plus 1d6+2 Str 0 ft. Slashing
             
+2 wakizashi +22 n/a +22/+17 1d6+9
1d6+5 (off-hand)
19-20/x2 0 ft. Slashing
             
unarmed strike +20 n/a +20/+15/+10 1d3+7 nonlethal 20/x2 0 ft. Bludgeoning
             
Spell/Effect            
Duration            
Caster            
 Feats: Armor Proficiency (all), Combat Casting, Combat Reflexes, Exotic Weapon Proficiency (katana), Extra Smiting, Fly-by Attack, Improved Critical (katana), Improved Initiative, Martial Weapon Proficiency (all), Point Blank Shot, Power Attack, Precise Shot, Quicken Spell, Shield Proficiency, Simple Weapon Proficiency (all), Skill Focus (Diplomacy), Spell Penetration, Weapon Focus (katana)
 Skills: Appraise +0 (0 ranks), Balance +2 (+5 Dex, 0 ranks, -3 armor), Bluff +10 (+7 Cha, 0 ranks, +3 circlet of persuasion), Climb +4 (+7 Str, 0 ranks, -3 armor), Concentration +14 (+7 Con, 7 ranks), Craft (weaponsmithing) +3 (3 ranks), Diplomacy +23 (+7 Cha, 8 ranks, +3 Skill Focus, +2 synergy from Sense Motive, +3 circlet of persuasion), Disguise +10 (+7 Cha, 0 ranks, +3 circlet of persuasion), Escape Artist +2 (+5 Dex, 0 ranks, -3 armor), Forgery +0 (0 ranks), Gather Information +10 (+7 Cha, 0 ranks, +3 circlet of persuasion), Handle Animal +8 (+7 Cha, 1 ranks), Heal +5 (+4 Wis, 1 ranks), Hide +2 (+5 Dex, 0 ranks, -3 armor), Intimidate +11 (+7 Cha, 1 ranks, +3 circlet of persuasion), Jump +4 (+7 Str, 0 ranks, -3 armor), Knowledge (arcana) +7 (7 ranks), Knowledge (local—T'u Lung) +4 (4 ranks), Knowledge (religion) +15 (15 ranks), Listen +5 (+4 Wis, 1 cross-class ranks), Move Silently +2 (+5 Dex, 0 ranks, -3 armor), Ride +5 (+5 Dex, 0 ranks), Search +1 (1 cross-class ranks), Sense Motive +9 (+4 Wis, 5 ranks), Spellcraft +9 (7 ranks, +2 synergy), Spot +5 (+4 Wis, 1 cross-class ranks), Survival +4 (+4 Wis, 0 ranks), Swim +7 (+7 Str, 0 ranks), Use Rope +5 (+5 Dex, 0 ranks) Damage Reduction: 10/magic
Resistances:
Acid: 10
Cold: 10
Electricity: 10
Spell Resistance: 26
Immunities: Disease
 Special Attacks/Qualities:
Celestial Smite Evil (Su): 1/day—Make a normal melee attack with +16 damage.
Crusader Abilities: +4 morale bonus to attack and damage rolls against worshippers of Bane, Cyric or Talos; 3/day—turn followers of Bane, Cyric, or Talos (+2 to checks from Knowledge [religion]).
Crusader Smite (Su): 5/day—Make a single melee attack against any creature not Lawful Good or a Tyr-worshipper at +7 attack and +15 damage.
Half-Celestial Traits: Darkvision 60 ft.; +4 racial bonus on Fortitude saves against poison.
Major Aura (Ex): Adds +1 to modifier to specified rolls.
  • Motivate Care: Add bonus to Armor Class.
    Marshal Abilities: Minor auras and major auras—Swift action, affects all allies (and himself) within 60 ft., lost if dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard.
    Minor Auras (Ex): Adds character's Charisma modifier to specified rolls.
  • Over the Top: Bonus on damage rolls when charging.
    Paladin Abilities: Aura of courage; aura of good, divine grace, divine health, lay on hands (28 hp/day); 3/day turn undead (as Clr2; +2 to checks from Knowledge [religion]; +2 to checks from Glory domain; +3 circlet of persuasion; add +1d6 to turn damage from Glory domain).
    Paladin Smite Evil (Su): 1/day—Make a normal melee attack with +7 attack and +4 damage.
    Rally (Ex): A warpriest who currently is not suffering from a fear effect can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect and who can hear the warpriest are allowed another saving throw against the fear effect, with a +1 morale bonus per warpriest level.
    Spell-like Abilities: At will—daylight, detect evil; 3/day—holy aura (DC 25), protection from evil; 1/day—aid, bless, cure serious wounds (DC 20), dispel evil (DC 21), hallow, holy smite (DC 21), holy word (DC 24), mass charm person (DC 25), neutralize poison (DC 20), remove disease. Caster level 16th.
    Spellthief Abilities: +1d6 sneak attack; trapfinding.
    Steal Spell (0, 1st) (Su): A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.
    The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available.
    After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.
    As a spellthief gains levels, he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level).
    At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level spellthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.
    A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a spellthief of 6th level or higher could steal a wizard's empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A spellthief couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.
    This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature, below).
    Two Swords As One (Ex): He is treated as having the Two-Weapon Fighting feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.
    Uncanny Blow (Ex): When wielding a katana in two hands, he deals extra damage equal to his Strength bonus x2.
  •  Cleric Domains: Glory.
     Crusader Spells Prepared (6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 14 + spell level; +2 overcome Spell Resistance; caster level 15th): 0-level—detect magic x2, detect poison, light, create water, purify food and drink. 1st—comprehend languages, disrupt undead*, divine favor, endure elements, ray of hope, resurgence, shield of faith. 2nd—aid, bear's endurance x2, bless weapon*, cure moderate wounds, divine protection, resist energy. 3rd—cure serious wounds x2, close wounds, invisibility purge, searing light* x2, empty slot. 4th—divine power, holy smite*, panacea, precognitive flashes, revenance, undead bane weapon. 5th—holy sword*, mass cure light wounds, revivify, righteous might, empty slot. 6th—bolt of glory*, heal x2, mass bear's endurance. 7th—boar shield, mass cure serious wounds, sunbeam*. 8th—crown of glory*, empty slot. * domain spell.

     Paladin Spells Prepared (1; DC 14 + spell level; +2 overcome Spell Resistance; caster level 2nd): 1st—divine sacrifice.

    Magical Items: +4 amulet of natural armor (32,000 gp), bag of holding (type I) (2,500 gp), +3 buckler (9,165 ch'ao), circlet of persuasion (4,500 gp), +4 cloak of charisma (16,000 gp), +3 enfeebling sizing adamantine katana (53,335 ch'ao), gauntlets of ogre power (4,000 gp), rent +5 mithril breastplate (29,350 gp), +2 ring of protection (8,000 gp), +2 wakizashi (8,310 gp)

    Potions: elixir of lesser replenishment (CL 7; heals 1d8+7 hit points and recovers 2 spell levels) (1,450 gp), 2 fighter's cocktails (CL 3; bear's endurance and bull's strength; 3 min. duration) (900 gp), 2 potions of lesser vigor (CL 1; fast healing 1; 11 rounds) (50 gp), potion of protection from cold (CL 5; 50 min. duration; absorbs 60 points; 750 gp), silversheen (1 hr. duration) (250 gp)

    Nonmagical Items: 80 arrows, backpack, bedroll, belt pouch, 5 candles, flint and steel, grappling hook, hammer, iron pot, map/scroll case, masterwork potion belt, peasant's outfit, 5 pitons, 2 sacks, silk rope (50 feet), silver holy symbol of Tyr, 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 Ilmater (1 gp), wooden holy symbol of Torm (1 gp).

    Biographical Information
     Height: 6 ft. 4 in.; Weight: 232 lb.; Age: 26; Hair: Brown; Eyes: Blue
     Patron Deity: Tyr; Homeland: Saelmur, Lake of Steam; Heritage: 50% Human, 50% Celestial
     Carrying Capacity: light load— up to 173 lbs.; medium load— 174-346 lbs.; heavy load— 347-520 lbs.; drag— 2,600 lbs.

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

    Character Level Record
    Half-Celestial Half-Celestial Half-Celestial Half-Celestial Half-Celestial Half-Celestial Paladin Paladin Paladin Marshal
    Paladin Crusader Crusader Crusader Crusader Crusader Crusader Crusader Crusader Crusader
     
    Samurai Marshal Warpriest Samurai Spellthief          
    Crusader Crusader Crusader Crusader Crusader          

    Spellcasting Record
    0-level: 13 1st: 22 2nd: 11 3rd: 35 4th: 28
    5th: 13 6th: 5 7th: 3 8th:   9th:  

    Quicken Spell:      

     Picture:

     House of Persevering Order

    • Classification: Clergy
    • Tithe: 4% (3,738 gp, 1 sp tithed)
    • Emergency Equipment Fund: 5,000 gp (0 gp used)
    • Completed Successful Missions: 2
    • Donations: 326 gp coins; 0 gp potions and scrolls; 0 gp other
     Character Background: Anaryn Wingstride comes to the House of Preserving Order from Saelmur of the Lake of Steam region. There he made a name for himself as a loyal follower of Tyr, and by fighting off the Banites from nearby Mintar, and followers of the evil Cyric at Innarlith. He was given the gift of celestial bloodlines by his mother who was a celestial cleric who served Tyr at the Fortress of the Faithful near Zazespur. She was later reassigned to duties at The Hall of High Justice, where she met a human Paladin who would become her husband and Anaryn's father. Anaryn believes in righting the wrongs of those who have suffered, and upholding justice. He is more comfortable with a sword than with magic writings, but calls on Tyr often to enhance his natural abilities with divine magic. While serving in Saelmur, he has come to know the disciples of Bane and Cyric as enemies, and has found strength in Tyr's teachings of the unwairvering pursuit of justice He has also seen the suffering of those who would not submit to the evil powers in the neighboring cities. Their pain fueled him to destroy the forces of evil everywhere. He hopes that if he proves himself worthy of Tyr's attention, that he might someday serve his God in a more significant way.
     Slain Enemy Record: 1 Advanced Wraith, 1 Common Oni Berserker, 1 Elite Harpy War Priestess, 1 Feral Spined Lizardfolk Skirmisher, 2 Feral Spined Lizardfolk Slayers, 2 Feral Spined Lizardfolk Warders, 1 Half-Elf Favored Soul of Talos, 1 Human Aspirant/Warmage, 1 Human Hexblade/Sorcerer, 1 Kaiju Monitor Lizard, 1 Ki Corrupted Cobra Monk, 1 Kishin Hitokage Samurai, 1 Lizardfolk Destroyer, 3 Merrow Brawlers, 1 Narashi Hitokage Sohei, 1 Xin Nang War Monk, 1 Yuan-Ti Pureblood Enforcer

    Stat Blocks for Power Up Suites
    Power Up Suite—divine favor, righteous might, and fighting two-handed.

    Size Large (12 ft. 8 in., 1,856 lb.); HD 8d8+72 plus 8d10+72 (288 hp); AC 30* (-1 size, +5 Dex, +1 natural, +9 rent mithril breastplate, +4 amulet of natural armor, +2 ring of protection; touch 16, flat-footed 25); Grapple +27; Atk +31 melee (2d8+29, 17-20/x2 plus 1d6+2 enfeebling, +3 enfeebling sizing adamantine katana); Full Atk +31/+26/+21 melee (2d8+29, 17-20/x2 plus 1d6+2 enfeebling, +3 enfeebling sizing adamantine katana); Space/Reach 10 ft./10 ft.; SQ Damage reduction 10/evil; Fort +26, Ref +17, Will +21; Str 32, Dex 20, Con 28, Int 11, Wis 18, Cha 24, Luck 13.

    * Shield bonus from +3 buckler not included due to two-handed swing. Natural armor enhancement bonus from righteous might does not stack with enhancement bonus from amulet of natural armor.

    Power Up Suite—divine favor, righteous might, and fighting one-handed.

    Size Large (12 ft. 8 in., 1,856 lb.); HD 8d8+72 plus 8d10+72 (288 hp); AC 34* (-1 size, +5 Dex, +1 natural, +9 rent mithril breastplate, +4 buckler, +4 amulet of natural armor, +2 ring of protection; touch 16, flat-footed 29); Grapple +27; Atk +32 melee (2d8+18, 17-20/x2 plus 1d6+2 enfeebling, +3 enfeebling sizing adamantine katana); Full Atk +32/+27/+22 melee (2d8+18, 17-20/x2 plus 1d6+2 enfeebling, +3 enfeebling sizing adamantine katana); Space/Reach 10 ft./10 ft.; SQ Damage reduction 10/evil; Fort +26, Ref +17, Will +21; Str 32, Dex 20, Con 28, Int 11, Wis 18, Cha 24, Luck 13.

    * Natural armor enhancement bonus from righteous might does not stack with enhancement bonus from amulet of natural armor.