Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms Adventure Path
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Played by Casey Scruggs
9 Games Played, Created 01/31/2007
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Name Aker Cruven |
Alignment Lawful Neutral |
Male Litorian |
Medium Humanoid (Litorian) |
Classes Litorian 3, Ritual Warrior 4 |
Character Level 9 |
Prestige Classes Exotic Weapon Master 2 |
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Hit Dice 3d8+9 plus 6d10+18 |
100% |
75% |
50% |
25% |
Senses Listen +5; Search +7; Spot +5; low-light vision; scent
Speed 40 ft. (8 squares) |
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111 |
83 |
55 |
27 |
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Size |
Dex |
Natural |
Armor |
Helm |
Shield |
Deflection |
Dodge |
Morale |
Circumstance |
Other |
AC |
Touch |
Flat-Footed |
+0 |
+4 |
+2 |
+7 |
+2 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
25 |
14 |
21 |
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Ability |
Total |
Mod |
Base |
Race |
Age |
Inherent |
Level |
Magic |
STR |
20 |
+5 |
18 |
+1 |
+0 |
+0 |
+1 |
+0 |
DEX |
18 |
+4 |
11 |
+4 |
+0 |
+0 |
+1 |
+2 |
CON |
16 |
+3 |
14 |
+1 |
+0 |
+0 |
+1 |
+0 |
INT |
12 |
+1 |
12 |
+0 |
+0 |
+0 |
+0 |
+0 |
WIS |
14 |
+2 |
15 |
-2 |
+0 |
+0 |
+1 |
+0 |
CHA |
11 |
+0 |
11 |
+0 |
+0 |
+0 |
+0 |
+0 |
LUCK |
10 |
+0 |
10 |
+0 |
+0 |
+0 |
+0 |
+0 |
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Saves |
Total |
Base |
Ability |
Magic |
Misc |
Special |
Fortitude |
+11 |
+8 |
+3 |
+0 |
+0 |
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Reflex |
+9 |
+5 |
+4 |
+0 |
+0 |
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Will |
+7 |
+5 |
+2 |
+0 |
+0 |
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4,500 |
+8 |
+8/+3 |
+13 |
+13 |
+5 |
+12 |
5 ft. |
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Weapon |
Atk |
Full Atk |
Dmg |
Crit |
Type |
balanced renowned great scimitar |
melee |
+16 |
+16/+11 |
1d8+6 |
18-20/x2 |
S |
2-handed |
melee |
+16 |
+16/+11 |
1d8+11 |
18-20/x2 |
S |
bite |
melee |
+13 |
+8 |
1d6+5 (1d6+2 secondary) |
20/x2 |
P |
throwing axe |
melee |
+14 |
+14/+9 |
1d6+5 |
20/x2 |
S |
ranged (10 ft.; 5 inc.) |
+13 |
+13 |
1d6+5 |
20/x2 |
S |
masterwork hand crossbow |
ranged (30 ft.; 10 inc.) |
+9 |
+9 |
1d4 |
19-20/x2 |
P |
unarmed strike |
melee |
+13 |
+13/+8 |
1d3+5 nonlethal |
20/x2 |
B |
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Combat Options |
- Bull Charge Whenever a character with this feat hits with a charging attack, he may immediately attempt a bull rush (as part of the charge action) on the same opponent as a free action.
- charging armor Add +2d6 damage on a successful charge attack.
- Combat Reflexes You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
- Combat Rites (Ex) Each is a free action to use, although you can never activate more than one combat rite in a round. You cannot activate a combat rite if you are flat-footed.
- Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
- If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
- +1 racial attack bonus with throwing axes
- Show Off (Ex) As a standard action, the character can display his mastery with an exotic weapon and confound his opponent. The character may make an Intimidate check against a single opponent within 30 feet that can see him, adding his base attack bonus to the result. If the result exceeds the opponent's modified level check (opponent's d20 + HD or level + Wis modifier), the opponent becomes shaken (-2 penalty on attack rolls, ability checks, and saving throws) for 1 round per class level of the exotic weapon master.
- Uncanny Blow When wielding a one-handed exotic melee weapon in two hands, the character can focus the power of his attack so that he deals extra damage equal to his Strength bonus x2 instead of his Strength bonus x1-1/2. If he has the Power Attack feat, he treats the weapon as two-handed for purposes of determining his bonus on damage rolls.
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Spell/Effect |
lucky break (attack) |
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Duration |
until discharged |
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Caster/Level |
8th |
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Skills
Appraise +1 (+1 Int, 0 ranks),
Balance +4 (+4 Dex, 2 ranks, -2 armor),
Bluff +0 (+0 Cha, 0 ranks),
Climb +7 (+5 Str, 4 ranks, -2 armor),
Concentration +5 (+3 Con, 2 ranks),
Craft (weaponsmithing) +10 (+1 Int, 7 ranks, +2 masterwork artisan's tools),
Diplomacy +4 (+0 Cha, 4 ranks),
Disguise +0 (+0 Cha, 0 ranks),
Escape Artist +2 (+4 Dex, 0 ranks, -2 armor),
Forgery +1 (+1 Int, 0 ranks),
Gather Information +0 (+0 Cha, 0 ranks),
Heal +6 (+2 Wis, 4 ranks),
Intimidate +6 (+0 Cha, 4 ranks, +2 racial),
Jump +5 (+5 Str, 2 ranks, -2 armor),
Knowledge (history) +6 (+1 Int, 5 ranks),
Knowledge (nature) +8 (+1 Int, 7 ranks),
Listen +5 (+2 Wis, 2 ranks, +2 racial, -1 helm),
Ride +5 (+4 Dex, 1 ranks),
Search +7 (+1 Int, 4 ranks, +2 racial),
Sense Motive +2 (+2 Wis, 0 ranks),
Sneak +4 (+4 Dex, 2 ranks, -2 armor),
Spot +5 (+2 Wis, 2 ranks, +2 racial, -1 helm),
Survival +6 (+2 Wis, 2 ranks, +2 racial),
Swim +3 (+5 Str, 2 ranks, -4 armor),
Use Rope +8 (+4 Dex, 4 ranks)
Armor Check Penalty -2; Swim Check Penalty -4; Permanent Class Skills Knowledge (nature)
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Feats
Armor Proficiency (all),
Bite,
Bull Charge,
Combat Reflexes,
Exotic Weapon Proficiency (great scimitar),
Improved Initiative,
Iron Hide,
Martial Weapon Proficiency (all),
Power Attack,
Shield Proficiency (all; including tower shields),
Simple Weapon Proficiency (all),
Weapon Focus (great scimitar)
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Special Attacks & Qualities |
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Combat Rites |
battle focus You gain a +1 combat rite bonus to your attack rolls this round. Use this rite at the beginning of your turn.
calmness of thought You make a Concentration check with a DC equal to 10 + all circumstance penalties applied against you currently. If you succeed, you ignore the penalties for 1 round. You cannot take 10 or 20 on the check. Use this rite at the beginning of your turn.
canny strike You gain a +1d6 sneak attack damage bonus to your attack if you attack an opponent who has lost his Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not) or if you flank the opponent. This ability stacks with sneak attack or First Strike damage bonuses. Use this rite at the beginning of your turn.
coils of the snake You gain a +2 bonus to a grapple check made this round. Use this rite at any time during the round.
deadly charge You gain a +2 damage bonus to the single attack you make at the end of a charge action. Use this rite at the beginning of your turn.
defensive focus You gain a +1 dodge bonus to Armor Class this round. Use this rite at the end of your turn. It lasts until the start of your next turn.
disarming strike You gain a +2 bonus to disarm attempts made this round. Use this rite at any time during the round.
mystic strike The attacks you make this round strike as though you have a +1 weapon (or a magic weapon in general) for purposes of damage reduction (not attack or damage bonuses). Use this rite at the beginning of your turn.
opportunistic assault If a foe is flanked, even if not by you, you gain a +2 combat rite bonus to your attack rolls against the opponent this round. Use this rite at the beginning of your turn.
power focus You gain a +1 combat rite bonus to your damage rolls this round. Use this rite at the beginning of your turn.
reaction of the viper You can make an additional attack of opportunity this round if a foe provokes the attack. You still cannot make more than one attack of opportunity per provocation. Use this rite at any time during the round.
resistant focus You gain a +1 combat rite bonus to one saving throw during this round. You must be aware of the attack or effect forcing you to make a save. Use this rite at any time.
rhino charge You gain a +2 bonus to bull rush attempts made this round. Use this rite at any time during the round.
speed of the wind You gain a bonus of +10 feet to your ground speed (or flying speed, if you have wings) this round. Use this rite at the beginning of your turn.
stealth focus You gain a +4 bonus to a single Sneak skill check made this round. Use this rite at the beginning of your turn.
take down You gain a +2 bonus to trip attempts made this round. Use this rite at any time during the round.
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battle focus, greater You gain a +2 combat rite bonus to your attack rolls this round. Use this rite at the beginning of your turn.
canny strike, greater You gain a +2d6 sneak attack damage bonus to your attack if you attack an opponent who has lost his Dexterity bonus to Armor Class (whether he actually has a Dexterity bonus or not) or if you flank the opponent. This ability stacks with sneak attack or First Strike damage bonuses, but not with the 1st-rank combat rite Canny Strike. Use this rite at the beginning of your turn.
critical hit If you make an attack roll within the threat range of your weapon this round, you can automatically make it a critical hit (as if you confirmed the critical). You decide to use this rite before you attempt the confirmation roll, but after you have determined that one attack is a potential critical.
defensive focus, greater You gain a +2 dodge bonus to Armor Class this round. Use this rite at the end of your turn. It lasts until the beginning of your next turn.
distracting shove You punch, kick, elbow, or otherwise shove an opponent, knocking him off balance. You make a touch attack against one foe who is no more than one size category larger than you. If you succeed, he suffers a -2 circumstance penalty to Armor Class for 1 round. Use this rite at the beginning of your turn.
great charge You gain a +4 damage bonus to the single attack you make at the end of a charge action. Use this rite at the start of your turn.
ignore condition You make a Concentration check to ignore one unwanted, noncurse condition (such as blindness, fatigue, paralysis, or even vitrification). If your Concentration check beats the effect's original save DC, you ignore the condition for 1 round. If the effect has no save DC attached to it, the DC is 25. You can make only one attempt per condition, and you cannot take 10 or 20 on the check. Use this rite at any time during the round.
missile deflection When you normally would be hit with a ranged weapon, you deflect it so that you take no damage from it. You must be aware of the attack to use this combat rite, and you must have at least one hand free (holding nothing) as well.
Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects can't be deflected. Use this rite at any time.
power focus, greater You gain a +2 combat rite bonus to your damage rolls this round. Use this rite at the beginning of your turn.
precision You ignore the penalty for firing into a melee this round. If you already have the Precise Shot feat, you gain a +2 attack and damage bonus with ranged attacks this round. Use this rite at the beginning of your turn.
quick retrieval You can produce anything from your pack or anything you have stowed (unless the DM rules it is too inaccessible), including a weapon, as a free action. Use this rite at any time during your turn.
reflexes of the cat You gain a +10 bonus to a single Tumble, Jump, or Balance check made this round. Use this rite at any time during the round.
resistant focus, greater You gain a +2 combat rite bonus to one saving throw this round. You must be aware of the attack or effect that is forcing you to make a save. Use this rite at any time.
speed of the wind, sustained You gain a bonus of +10 feet to your ground speed (or flying speed, if you have wings) this round and the next 2 rounds afterward. Use this rite at the beginning of your turn.
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Equipment & Possessions |
Magical Items
+1 charging mithral breastplate armor (+7 armor; +4 max Dex; -2 armor check penalty; 25% spell failure; +2d6 damage on charges; light armor) (8,200 gp),
everburning torch (110 gp),
everlasting rations (350 gp),
+2 gloves of dexterity (4,000 gp),
moonsilver shard (150 ft. range; 1d4+1 force damage; automatically hits) (50 gp),
secret door detection medium helm (+2 helm; 10% spell failure; use detect secret doors at will; -1 penalty Listen and Spot) (2,185 gp)
Potions
- Masterwork Potion Belt
elixir of vision (+10 competence Search; 1 hour duration) (250 gp),
potion of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp),
potion of delay poison (CL 3rd; 3 hour duration) (300 gp),
potion of remove fear (CL 1st; 10 minute duration) (50 gp),
potions of shield of faith +2 (CL 1st; 10 round duration) (50 gp),
potion of suspend disease (CL 1st; 24 hour duration) (50 gp)
Mounts
light horse (75 gp),
bit and bridle (2 gp),
feed (2 days) (5 cp/day),
riding saddle (10 gp),
saddlebags (4 gp)
Nonmagical Items
backpack (2 gp),
balanced renowned great scimitar (1,700 gp),
bedroll (1 sp),
belt pouch (1 gp),
2 candles (1 cp each),
empty flask (3 cp),
explorer's outfit (10 gp),
flask of alchemist's fire (20 gp),
flask of strong dwarven ale (3 sp),
flint and steel (1 gp),
grappling hook (1 gp),
79 hand crossbow bolts (1 sp each),
masterwork artisan's tools (55 gp),
masterwork hand crossbow (400 gp),
masterwork potion belt (60 gp),
peasant's outfit (1 sp),
2 sacks (1 sp each),
silk rope (50 ft.) (10 gp),
small steel mirror (10 gp),
throwing axe (8 gp),
3 torches (1 cp each),
trail rations (6 days) (5 sp/day),
waterskin (1 gp),
whetstone (2 cp),
winter blanket (5 sp)
Platinum (pp) 0, Gold (gp) 147, Silver (sp) 9, Copper (cp) 0
Other Wealth None
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Miscellaneous Information |
Languages Common, Giant, Litorian, Orc
Patron Deity None; Homeland Savage Frontier; Heritage 100% Litorian; Background Mountain Man
Height 6 ft. 5 in.; Weight 235 lb.; Age 25; Hair Light Brown; Eyes Dark Brown
Lives Remaining 8; Last Played May 1, 2007
Character History
Aker Cruven is a young Litorian on a mission. Growing up, his clan stayed far from civilization, often finding refuge in the mountains. During this time, Aker spent much of his youth learning to be a great weapon maker, as well as studying his Race's history. During his teenage years, as the clan wandered through new territory, they came upon a Half-Giant, Iapetus Hasur. Iapetus was the smallest giant of the smallest family of the smallest clan. Only a few years older than Aker, he stood only a little bit taller, at 6'7". Litorians often respect Giants because of their stature but rarely encounter them enough to understand them. Aker took advantage of this unusual meeting and befriended Iapetus. Through this friendship, Aker learned the Giant language and the ancient tradition of being a Ritual Warrior.
However, not long after coming to Iapetus' land, Aker's clan was ready to move on. Iapetus, seen as an outsider for his comparitavely short height, left with them. After a few months, the clan began to accept Iapetus almost as one of their own, finding many similarities between their two races. Eventually, Iapetus and Aker were given the role of scouting out new lands. Once, however, while out canvassing an area, the two were ambushed. Aker was wounded quite severely. Iapetus, taking on the normal Giant role, fought the attackers fiercely, allowing for Aker to retreat for help. However, when Aker brought reinforcements, Iapetus and the assailants were gone.
Aker soon became an outcast. His clan was of the more extreme of Litorians, seeing him as a coward for running away from the fight. His parents felt he had brought shame to their name, to the clan, and to the Litorian race itself. Determined to restore his standing with his family and clan, Aker set out to find Iapetus, or his murderers, and repay his lifedebt, whatever that may mean.
Character Level Record |
Litorian |
Litorian |
Litorian |
Ritual Warrior |
Ritual Warrior |
Ritual Warrior |
Ritual Warrior |
Exotic Weapon Master |
Exotic Weapon Master |
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Defeated Enemy Record
2 Advanced Carrion Crawlers, 1 Heavy War Horse, 1 Invisible Stalker, 1 Mimic
Adventures
AoW-004: The Hall of Harsh Reflections (by Jason Bulmahn)
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