Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Chuck Ahammer Played by Chris Roberts
10 Games Played, Created 11/12/2007
Male Shield Dwarf Character Level 19
CN Medium Humanoid (Dwarf) Classes Master Thrower 5, Rogue 10, Thunderthrower 4
Hit Dice 10d6+40 plus 9d8+36 Ability Total Mod Magic
  STR 15 15 base +0 race +0 age +0 inherent +0 level +2 +0
208 156 104 52 DEX 28 17 base +0 race +0 age +0 inherent +5 level +9 +6
Mana Points CON 18 15 base +3 race +0 age +0 inherent +0 level +4 +0
  INT 14 14 base +0 race +0 age +0 inherent +0 level +2 +0
0 0 0 0 WIS 12 12 base +0 race +0 age +0 inherent +0 level +1 +0
Speed 20 ft.20 ft. base +0 ft. fast movement -0 ft. armor (4 squares)
Senses Listen +3; Search +4; Spot +8; darkvision 60 ft.
CHA 13 15 base -2 race +0 age +0 inherent +0 level +1 +0
LUCK 14 14 base +0 race +0 age +0 inherent +0 level +2 +0
Saves Total Ability Magic Special
Fortitude +14+5 base +1 stone of good luck +4 +4 +2 racial vs. poison
+2 racial vs. spells and spell-like effects
Reflex +31+15 base +1 stone of good luck +2 Lightning Reflexes feat +9 +4 improved evasion
+2 racial vs. spells and spell-like effects
trap sense +3
Will +11+5 base +1 stone of good luck +1 +4 +2 racial vs. spells and spell-like effects
Craft Points 19,00019,000 Earned -0 Used +0 Item Creation Feats Initiative +9+9 Dex
BAB +16/+11/+6/+1 Grapple +18BAB +2 Str +0 Size
melee touch +18 Bull Rush +2
ranged touch +25 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
34 23 34 +0 +9 +4 +7 +0 +0 +4 +0 +0 +0 +0
+4 dodge bonus against giants; +3 dodge bonus against traps  
Weapon Atk Full Atk Dmg Crit Type
+5 thundering undead bane throwing hammer melee +25BAB +2 Str +5 enhancement bonus +1 racial bonus +1 Weapon Focus feat +25/+20/+15/+10 1d6+7weapon base +2 Str +5 enhancement bonus 19-20/x2
+1d8 sonic
plus deafness
+4 to confirm
B
ranged (30 ft.; 5 inc.) +32BAB +9 Dex +5 enhancement bonus +1 racial bonus +1 Weapon Focus feat +32/+27/+22/+17 1d6+7weapon base +2 Str +5 enhancement bonus 19-20/x3
+2d8 sonic
plus deafness
+4 to confirm
B
+5 thundering undead bane throwing hammer (vs. undead) melee +27BAB +2 Str +5 enhancement bonus +2 undead bane +1 racial bonus +1 Weapon Focus feat +27/+22/+17/+12 3d6+9weapon base +2 Str +5 enhancement bonus +2 undead bane n/a B
ranged (30 ft.; 5 inc.) +34BAB +9 Dex +5 enhancement bonus +2 undead bane +1 racial bonus +1 Weapon Focus feat +34/+29/+24/+19 3d6+9weapon base +2 Str +5 enhancement bonus +2 undead bane n/a B
unarmed strike melee +18BAB +2 Str +18/+13/+8/+3 1d3+2 nonlethalweapon base +2 Str 20/x2 B
Combat Options
  • boots of speed (                                         ) 10 rounds/day—As a free action, gain the use of haste for 1 round. This grants +1 bonus on attack rolls, +1 dodge bonus to AC and Reflex saves, adds +30 ft. speed, and grants an extra attack on a full attack action.
  • Catch Thrown Weapon (Ex) The thunderthrower can attempt to catch weapons that are thrown at her. The thunderthrower must have one hand free to use this ability. Whenever she is the target of a thrown weapon, she may make a Reflex saving throw (DC 20). If the save is successful, she catches the weapon and takes no damage from the attack. Attempting to catch a thrown weapon doesn't count as an action. The thunderthrower must be aware of the attack and cannot be flat-footed. She cannot catch weapons that she could not normally wield in one hand.
  • Combat Expertise When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
  • Combat Throw (Ex) The thunderthrower does not provoke an attack of opportunity when making a ranged attack with a thrown weapon while in an enemy's threatened area.
  • Deadeye Shot (throwing hammer) (Ex) The critical multiplier for throwing hammers increases by one. This does not stack with any other effect that increases critical multipliers.
  • Distance Throw (Ex) The thunderthrower can throw ranged weapons with greater accuracy at a distance. When she throws a ranged weapon the range increment is doubled. This stacks with the increased range granted by the Far Shot feat (a requirement tor the class), tripling the range increment for a thunderthrower's thrown weapon attack. This ability does not apply to attacks with projectile weapons such as bows.
  • Eldritch Erosion (Ex) Your successful sneak attack reduces the target's spell resistance and power resistance by 5 (minimum 0) for 10 rounds. If you use this feat a second time on a target before 10 rounds have elapsed, the effect of the first use expires. Using this feat reduces your sneak attack damage by 4d6.
  • Hide in Plain Sight (Ex) A rogue can use the Sneak skill even while being observed. As long as a rogue is within 10 feet of some sort of cover or concealment, a rogue can hide themselves from view in the open without anything to actually hide behind.
  • Improved Feint Feinting is a move action that does not provoke an attack of opportunity. To feint, make a Bluff check opposed by a Sense Motive check by your target. The target may add his base attack bonus to this Sense Motive check. If your Bluff check result exceeds your target's Sense Motive check result, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
    When feinting in this way against a nonhumanoid you take a -4 penalty. Against a creature of animal Intelligence (1 or 2), you take a -8 penalty. Against a nonintelligent creature, it's impossible.
  • Point Blank Shot +1 attack and damage with ranged weapons when within 30 ft. of target.
  • Power Throw (Ex) A thunderthrower can make a throw that relies on power rather than finesse for accuracy. She may elect to add her Strength modifier to her attack roll in place of her Dexterity modifier. Making such an attack is a standard action.
  • +1 racial bonus on attack rolls against humanoid (goblinoid) and humanoid (orc)
  • +1 racial bonus on attack rolls with throwing hammers
  • Second Wind (Ex) (     ) 1/encounter—As a move action that does not provoke an attack of opportunity, cure self of 19equal to character level hit points.
  • Snatch Arrows 1/round—When you would normally be hit by a ranged weapon, you may catch it and take no damage. You must be aware of the attack and not flat-footed. Catching a ranged attack does not count as an action. Massive weapons and spells cannot be snatched. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.
  • Sneak Attack +5d6 damage
  • Stability (Ex) 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).
  • Two with One Blow (Ex) If a master thrower with this ability uses a thrown weapon to attack two opponents adjacent to each other, she may take a -4 penalty on the attack roll and attempt to hit both opponents at once. The attack may hit either, both, or neither opponent depending on the roll and the Armor Class of each opponent. Damage for each opponent is resolved separately. If the attack roll results in the threat of a critical hit, roll to confirm each critical hit separately.
  • Weak Spot (Ex) When using a thrown weapon against a target of her size or larger, the character can make a ranged touch attack instead of a normal attack. If the attack hits, the master thrower does not apply her Strength bonus to the damage.
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +3 (+5 with stone or metal items) (+2 Int, 0 ranks, +1 luckstone), Balance +12 (+9 Dex, 0 ranks, +2 synergy Tumble, +1 luckstone), Bluff +18 (+1 Cha, 16 ranks, +1 luckstone), Climb +26 (+28 involving ropes) (+2 Str, 18 ranks, +5 legendary climber's kit, +1 luckstone), Concentration +5 (+4 Con, 0 ranks, +1 luckstone), Diplomacy +4 (+1 Cha, 0 ranks, +2 synergy Bluff, +1 luckstone), Disable Device +20 (+2 Int, 17 ranks, +1 luckstone), Disguise +2 (+4 acting) (+1 Cha, 0 ranks, +1 luckstone), Escape Artist +17 (+19 involving ropes) (+9 Dex, 7 ranks, +1 luckstone), Forgery +3 (+2 Int, 0 ranks, +1 luckstone), Gather Information +2 (+1 Cha, 0 ranks, +1 luckstone), Heal +2 (+1 Wis, 0 ranks, +1 luckstone), Intimidate +4 (+1 Cha, 0 ranks, +2 synergy Bluff, +1 luckstone), Jump +9 (+2 Str, 4 ranks, +2 synergy Tumble, +1 luckstone), Knowledge (arcana) +4 (+2 Int, 0 ranks, 1 cross-class ranks, +1 luckstone), Listen +4 (+1 Wis, 2 ranks, +1 luckstone), Open Lock +20 (+9 Dex, 10 ranks, +1 luckstone), Ride +14 (+9 Dex, 4 ranks, +1 luckstone), Search +5 (+2 Int, 2 ranks, +1 luckstone), Sense Motive +2 (+1 Wis, 0 ranks, +1 luckstone), Sleight of Hand +33 (+9 Dex, 21 ranks, +2 synergy Bluff, +1 luckstone), Sneak +32 (+9 Dex, 22 ranks, +1 luckstone), Spot +9 (+1 Wis, 7 ranks, +1 luckstone), Survival +2 (+1 Wis, 0 ranks, +1 luckstone), Swim +7 (+2 Str, 4 ranks, +1 luckstone), Tumble +32 (+9 Dex, 22 ranks, +1 luckstone), Use Magic Device +10 (+1 Cha, 8 ranks, +1 luckstone), Use Rope +25 (+27 bindings) (+9 Dex, 10 ranks, +5 legendary silk rope, +1 luckstone)

 Armor Check Penalty -0-0 armor -0 helm -0 shield; Swim Check Penalty -0; Permanent Class Skills None

 Feats Armor Proficiency (light), Combat Expertise, Eldritch Erosion, Exotic Weapon Proficiency (hand crossbow), Far Shot, Improved Critical (throwing hammer), Improved Feint, Lightning Reflexes, Martial Weapon Proficiency (rapier), Martial Weapon Proficiency (shortbow), Martial Weapon Proficiency (short sword), Martial Weapon Proficiency (throwing hammer), Point Blank Shot, Power Critical (throwing hammer), Precise Shot, Quick Draw, Simple Weapon Proficiency (all), Snatch Arrows, Weapon Focus (throwing hammer)
Special Qualities
  • Improved Evasion (Ex) A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Even if the save is failed, the rogue takes half damage on a failed save. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
  • Improved Uncanny Dodge (Ex) A rogue can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. You cannot be flanked unless the target has four or more rogue levels than you.
  • Rogue Abilities trapfinding.
  • 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.
  • Weapon Familiarity (Ex) Dwarves may treat dwarven battlehammers, dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Miscellaneous Information
write history  HistoryCharacter history details.; AdventuresAoW-009: The Library of Last Resort (by Nicolas Logue), AoW-010: Kings of the Rift (by Greg A. Vaughan); Lives Remaining 81 Deaths; 03/04/2008 - death from Filge's wail of the banshee; Last Played March 4, 2008

 Languages Auran, Chondathan, Common, Dwarven, Giant, Sylvan
 Patron Deity None; Homeland Waterdeep; Heritage 100% Shield Dwarf; Background Mountain Man
 Height 4 ft. 0 in.; Weight 140 lb.; Age 73; Hair White; Eyes Black

Character Level Record
Rogue Rogue Rogue Rogue Rogue Rogue Rogue Master Thrower Master Thrower Master Thrower
Master Thrower Master Thrower Thunderthrower Thunderthrower Thunderthrower Thunderthrower Rogue Rogue Rogue  

 Defeated Enemy Record 1 Gargoyle Minion, 1 Tiamikal Nul-Shada Spellguard
Equipment & Possessions
 Magical Items +4 amulet of natural armor (32,000 gp), +5 baldric of endless thundering undead bane throwing hammers (+2 enhancement and +2d6 damage against undead; add +2d8 sonic damage on a critical hit; DC 14 Fort save or permanent deafness upon critical hit) (99,125 gp), boots of speed (12,000 gp), everlasting trail rations (350 gp), +6 gloves of dexterity (36,000 gp), +5 nightscale armor (+7 armor; +10 max Dex; 0 armor check penalty; 5% spell failure; light armor) (26,150 gp), ring of feather falling (2,200 gp) (not worn), ring of freedom of movement (40,000 gp), +4 ring of protection (32,000 gp), stone of good luck (+1 luck bonus on saving throws, ability checks, and skill checks) (20,000 gp), +4 vest of resistance (16,000 gp)

 Potions

  • Masterwork Potion Belt    potion of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp),        potion of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp),    potion of fly (CL 5th; 5 minute duration) (750 gp),    potion of haste (5 round duration) (750 gp)

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp),        —candles (5-ft. radius illumination; 1 hour) (1 cp each), empty flask (3 cp), explorer's outfit (10 gp),                    —flasks of oil (1 sp each), flint and steel (full-round action) (1 gp), grappling hook (Use Rope DC 10, +2 per 10 ft. of distance thrown) (1 gp), hammer (5 sp), legendary climber's kit (+5 circumstance Climb checks) (580 gp), legendary silk rope (50 ft.; +5 circumstance Use Rope checks) (510 gp), masterwork hooded lantern (40-ft. illumination, 80-ft. shadowy; 7 hours/pint of oil) (57 gp), masterwork potion belt (free action to retrieve; holds 10 potions) (60 gp), peasant's outfit (1 sp),                                        —pitons (1 sp each), renowned crowbar (+4 circumstance bonus Strength checks to break or open objects) (202 gp), 2 sacks (1 sp each), small steel mirror (10 gp), tent (10 gp),            —torches (1 cp each), trail rations (6 days) (5 sp/day),        —vials of legendary antitoxin (+8 alchemical bonus on Fort saves against poison for 1 hour) (550 gp each), waterskin (1 gp), whetstone (2 cp), winter blanket (5 sp)

 pp 0, gp 7,624, sp 0, cp 0
 Other Wealth None