Forgotten Realms - Ultimate Showdown
Dungeons & Dragons 3.5 Edition
Played by Chris Harmon
3 Games Played, Imported 06/09/2006
Name Evendur Windstrider Alignment Neutral Good
Male Reincarnated Shield Dwarf Medium Humanoid (Dwarf)
Character Level 22 Last Played August 24, 2006
Classes Fighter 10, Ranger 22 Craft Points 25,300
Prestige Classes Beast Reaver 5, Dragon Hunter 2, Wolflord 5 XP 247,500; Next Level 253,000; 5,500/game
Hit Dice 5d8+30 plus 17d10+102 100% 75% 50% 25% Initiative Modifier +8 (+4 Dex, +4 Improved Initiative)
  342 256 171 85  
Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other AC Touch Flat-Footed
+0 +4 +5 +10 +2 +0 +5 +2 +0 +0 +0 38 21 32
Ability Base Race Age Inherent Level Magic Total Mod
STR 16 +0 +0 +0 +0 +4 20 +5
DEX 12 +0 +0 +5 +2 +0 19 +4
CON 16 +2 +0 +1 +4 +0 23 +6
INT 15 +0 +0 +0 +0 +0 15 +2
WIS 16 +0 +0 +0 +0 +0 16 +3
CHA 14 -2 +0 +0 +0 +0 12 +1
LUCK 13 +0 +0 +0 +0 +0 13 +1

BAB +22/+17/+12/+7/+2
    melee touch +27
    ranged touch +26
Grapple +27 ; Bull Rush +5
Space/Reach 5 ft./5 ft.
Speed 20 ft. (4 squares)

Senses Listen +6; Spot +21; darkvision 60 ft.; scent

Lives Remaining 3

Saves Base Ability Magic Misc Total Special
Fortitude +13 +6 +4 +0 +23 +2 racial bonus against poison
+2 racial bonus against spells and spell-like abilities
Reflex +7 +4 +4 +0 +15 evasion
+2 racial bonus against spells and spell-like abilities
Will +13 +3 +4 +0 +20 +2 racial bonus against spells and spell-like abilities
Damage Reduction 5/magic
Damage Reduction (dragon attacks only) 3/—
Fortification 10%
Resist 10/cold
Weapon Atk Full Atk Dmg Crit Type
+3 flaming frost keen wounding bastard sword melee +32 +30/+25/+20/+15/+10 1d10+10 plus 1d6 cold plus 1d6 fire plus 1 Con 17-20/x2 S
+3 shock short sword melee +30 +28/+23/+18 1d6+5 plus 1d6 electricity 19-20/x2 P or S
unarmed strike melee +27 +27/+22/+17/+12/+7 1d3+5 nonlethal 20/x2 B
masterwork mighty (+4 Str) composite longbow (+1 arrows) ranged (110 ft.; 10 inc.) +27 +27/+22/+17/+12/+7 1d8+5 20/x3 P
 Languages Auran, Chondathan, Common, Draconic, Dwarven, Elven, Giant, Goblin, Sylvan, Undercommon
 Feats Animal Control, Animal Defiance, Armor Focus (chainmail), Armor Proficiency (all), Combat Expertise, Combat Reflexes, Counter Charge, EnduranceB, Exotic Weapon Proficiency (bastard sword), Extra Favored Enemy (Humanoid [goblinoid]), Greater Two-Weapon FightingB, Greater Weapon Focus (bastard sword), Improved Critical (bastard sword), Improved Initiative, Improved Two-Weapon FightingB, Leadership, Martial Weapon Proficiency (all), Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency (all; including tower shields), Simple Weapon Proficiency (all), TrackB, Two-Weapon FightingB, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
 Skills Appraise +2 (+2 Int, 0 ranks), Balance +3 (+4 Dex, 0 ranks, -1 armor), Bluff +1 (+1 Cha, 0 ranks), Climb +4 (+5 Str, 0 ranks, -1 armor), Concentration +6 (+6 Con, 0 ranks), Diplomacy +1 (+1 Cha, 0 ranks), Disguise +1 (+1 Cha, 0 ranks), Escape Artist +15 (+4 Dex, 12 ranks, -1 armor), Forgery +2 (+2 Int, 0 ranks), Gather Information +1 (+1 Cha, 0 ranks), Handle Animal +16 (+1 Cha, 13 ranks, +2 racial), Heal +9 (+3 Wis, 6 ranks), Intimidate +11 (+1 Cha, 0 ranks, +10 improved fearsome heavy helm), Jump +4 (+5 Str, 0 ranks, -1 armor), Knowledge (dungeoneering) +5 (+2 Int, 3 ranks), Knowledge (geography) +5 (+2 Int, 3 ranks), Knowledge (nature) +25 (+2 Int, 23 ranks), Listen +6 (+3 Wis, 5 ranks, -2 heavy helm), Ride +17 (+4 Dex, 11 ranks, +2 racial), Search +7 (+2 Int, 5 ranks), Sense Motive +3 (+3 Wis, 0 ranks), Sneak +9 (+4 Dex, 6 ranks, -1 armor), Speak Language (Draconic, Dwarven, Elven, and Undercommon) (4 cross-class ranks), Spot +21 (+3 Wis, 20 ranks, -2 heavy helm), Survival +29 (+33 tracking) (+3 Wis, 24 ranks, +2 racial), Swim +3 (+5 Str, 0 ranks, -2 armor), Use Rope +15 (+4 Dex, 11 ranks)

 Armor Check Penalty -1; Swim Check Penalty -2
 Permanent Class Skills None

Spellcasting and Spell-Like Abilities
 Ranger Spells Per Day (1st 5; 2nd 4; 3rd 4; 4th 3)
DC to Resist 13 + spell level
Recovers Spells Dawn; Requires 8 Hours Rest No
Caster Level 11th; Overcome Spell Resistance d20+11; Primary Ability Score Wisdom

1st—backstab, entangle, light as a feather, longstrider, speak with animals. 2nd—bear's endurance, cat's grace, protection from energy, wind wall. 3rd—cure moderate wounds, find the gap, greater poison weapon, neutralize poison. 4th—bane bow, freedom of movement, tree stride.

 Wolflord Spells Per Day (1st 2; 2nd 2; 3rd 1)

DC to Resist 13 + spell level
Recovers Spells Dawn; Requires 8 Hours Rest No
Caster Level 5th; Overcome Spell Resistance d20+5; Primary Ability Score Wisdom

1st—cure light wounds, speak with animals. 2nd—cure moderate wounds x2. 3rd—lesser restoration.

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

Special Attacks & Qualities
Animal Control (Ex): () 5/day—Command or rebuke animals as an evil cleric rebukes undead (as Clr5); 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 Clr5).
Background Traits: +4 dodge bonus to AC against dragons; elven blood.
Beast Reaver Abilities: Tame greater beast.
Camouflage (Ex): A ranger can use the Sneak skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Evasion (Ex): A ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Favored Enemies (Ex): +2 favored enemy—humanoid (goblinoid), humanoid (orc) magical beast, and outsider (evil) (bonus applies to Bluff, Listen, Sense Motive, Spot, Survival, and Weapon Damage rolls); +6 favored enemy—dragon and giant (bonus applies to Bluff, Listen, Sense Motive, Spot, Survival, and Weapon Damage rolls).
Feral Bond (Ex): The beast reaver and his creature companion(s) gain a +1 morale bonus to attack rolls, saving throws, and Armor Class whenever they are within 5 feet of each other.
Greater Savage Rage (Ex): () 4/day—When he desires, the beast reaver can fly into a savage frenzy. In a rage, a beast reaver gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +6 bonus to Strength and Constitution and a +2 morale bonus to Will saves, but suffers a -2 penalty to Armor Class.
While raging, a beast reaver cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells. He can use any feat he might have except for Combat Expertise, item creation feats, and any spell-like ability. A fit of savage rage lasts for 6 rounds + the character's (newly improved) Constitution modifier. The beast reaver may voluntarily end the rage prematurely. At the end of the rage, the beast reaver is fatigued (-2 penalties to Strength and Dexterity, can't charge or run) for 1d4+2 rounds. Entering a rage takes no time itself, but the beast reaver can do it only during his action and not while fatigued.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger can use the Sneak skill even while being observed.
Lesser Wild Shape (Sp): As druid wild shape, but normal wolf form only. Usable at will.
Rancor Attack (Su): 1/round—Designate one attack (free action) as a rancor attack against dragons, dealing an additional 1d6 points of damage. This damage is not multiplied on a critical hit. If dealing nonlethal damage, this damage can be nonlethal as well.
Share Lesser Form (Sp): Share normal wolf form with number of willing creatures equal to wolflord class level. As polymorph, with a duration of 1 hour per wolflord class level.
Shield Dwarf Traits: +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, a dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground); weapon familiarity (dwarven waraxe and dwarven urgrosh).
Stonecunning (Ex): This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Structural Weakness (Ex): A fighter can more effectively apply force to the weakest points of inanimate objects, giving the character a +5 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook).
Summon Wolf (Sp): () 1/day—Summon 1d3 normal wolves for 1 round per wolflord level.
Swift Tracker (Ex): A ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger 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 ranger 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 ranger 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.
Wolf Farspeech (Sp): Speak with canines at will (as speak with animals) and communicate telepathically with any wolf sensed with Wolf Sense ability.
Wolf Sense (Su): Sense any wolf within 25 miles.
Woodland Stride (Ex): A ranger 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.
Equipment & Possessions
 Magical Items +5 amulet of natural armor (50,000 gp), 23 +1 arrows (47 gp each), +2 axiomatic dwarven waraxe (32,330 gp), +4 belt of giant strength (16,000 gp), boots of speed (12,000 gp), +3 chainmail barding (dire wolf) (9,750 gp), +3 cloak of resistance (9,000 gp), +1 corrosive dagger (4,302 gp), +5 elven chainmail of invulnerability (+10 armor; spell failure 20%; max Dex +5; armor check penalty -1; light armor; grants DR 5/magic) (68,150 gp), +3 flaming frost keen wounding bastard sword (128,335 gp), gauntlet of the dwarven forge (not worn) (24,000 gp), gloves of arrow snaring (4,000 gp), greater horn of the rider (60,000 gp), handy haversack (2,000 gp), horn of goodness (6,500 gp), improved fearsome heavy helm (10,200 gp), ring of minor cold resistance (12,000 gp), +5 ring of protection (50,000 gp), +3 shock short sword (32,310 gp), staff of healing (41 charges) (22,755 gp [55 gp/charge]), stone salve (4,000 gp), +4 vest of resistance (16,000 gp)

 Potions potion of conviction +5 (CL 18th; 18 minute duration) (900 gp), 2 potions of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp each), potion of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp), 7 potions of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp each), potion of haste (CL 5th; 5 round duration) (750 gp), potion of protection from negative energy (CL 5th; 50 min. duration) (750 gp)

 Nonmagical Items 12 arrows, 5 bags of caltrops (1 gp each), bedroll (1 sp), 2 flasks of oil (1 sp each), flint and steel (1 gp), grappling hook (1 gp), hammer (5 sp), hooded lantern (7 gp), masterwork mighty (+4 Str) composite longbow (800 gp), 10 pitons (1 sp each), 2 silk ropes (25 ft. each), silver holy symbol of Mielikki (25 gp), small metal mirror (10 gp), waterskin (1 gp), whetstone (2 cp).

 Platinum (pp) 0, Gold (gp) 251,413, Silver (sp) 19, Copper (cp) 8
 Other Wealth None

Biographical Information
 Height 4 ft. 2 in.; Weight 160 lb.; Age 26; Hair Red; Eyes Gray
 Patron Deity Mielikki; Homeland Cormyr; Heritage 100% Reincarnated Shield Dwarf; Background Forester

Character Level Record
Ranger Ranger Ranger Ranger Ranger Ranger Ranger Ranger Ranger Ranger
Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Beast Reaver
Ranger Ranger Ranger Ranger Ranger Ranger Ranger Ranger Ranger Ranger
Beast Reaver Beast Reaver Beast Reaver Wolflord Wolflord Wolflord Wolflord Wolflord Fighter Dragon Hunter
Ranger Ranger                
Dragon Hunter Beast Reaver                

 Slain Enemy Record 1 Goblin Tail-Gunner, 1 Minoclops Barbarian, 2 Minotrolls

Animal Companion (as Druid 11 plus Wolflord 5)
Dire Wolf
Large Animal; HD 12d8+48 plus 12; hp 156; Init +4 (+4 Dex); Spd 40 ft. (8 squares); AC 29 (-1 size, +3 Dex, +9 natural, +8 chainmail barding; touch 12, flat-footed 26); BAB +9/+4; Grapple +22; Atk +18 melee (2d6+13, crit. 20/x2, bite); Full Atk +18/+13 melee (2d6+13, crit. 20/x2, bite); Space/Reach 10 ft./5 ft.; SA Multiattack, trip; SQ Devotion, evasion, link, low-light vision, scent, share spells; AL N; SV Fort +, Ref +, Will +; Str 28, Dex 18, Con 18, Int 3, Wis 12, Cha 10.
Skills and Feats (armor check penalty -3): Listen +9, Sneak +5 (+1 hiding), Spot +9, Survival +2*; Alertness, Combat Reflexes, Improved Hit Dice, Improved Natural Attack (bite), Run, Track, Weapon Focus (bite).
Tricks: Assist Track, Attack x2, Down, Fetch, Guard, Heel, Stay, Warn, Wear Armor.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Link (Ex): A ranger can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+13 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 Listen, Sneak, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.

Tamed Beast
Advanced male wyvern: CR 8; Huge Dragon; HD 9d12+45; hp 153; Init +0; Spd 20 ft. (4 squares), fly 60 ft. (poor); AC 19 (-2 size, +11 natural; touch 8, flat-footed 19); BAB +9/+4; Grapple +25; Atk +16 melee (1d8+8 plus poison, crit. 20/x2, sting) or +15 melee (3d6+8, crit. 20/x2, talon) or +15 melee (3d8+8, crit. 20/x2, bite); Full Atk +16 melee (1d8+8 plus poison, crit. 20/x2, sting) and +13 melee (3d6+4, crit. 20/x2, 2 talons) and +13 melee (3d8+4, crit. 20/x2, bite) and +13 melee (2d6+4, crit. 20/x2, 2 wings); Space/Reach 10 ft./5 ft.; SA Improved grab, poison; SQ Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent; AL N; SV Fort +11, Ref +3, Will +7; Str 27, Dex 10, Con 20, Int 6, Wis 12, Cha 9.
Languages: Draconic.
Skills and Feats: Listen +15, Sneak +12 (+4 hiding), Spot +15; Ability Focus (poison), Alertness, Flyby Attack, Multiattack, Weapon Focus (string).
Improved Grab (Ex): To use this ability, a wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.
Poison (Ex): Injury, Fortitude DC 21, initial and secondary damage 2d6 Con. The save DC is Constitution-based.
Skills: Wyverns have a +3 racial bonus on Spot checks.