Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Thoril Songsteel Played by Greg Payton
29 Games Played, Created 05/25/2006
Male Human Character Level 14
N Medium Humanoid (Human) Classes Thug 14
Hit Dice 14d10+42 Ability Total Mod Magic
  STR 20 16 base +0 race +0 age +1 inherent +3 level +5 +0
182 136 91 45 DEX 16 13 base +0 race +0 age +0 inherent +1 level +3 +2
Speed 30 ft.30 ft. base +0 ft. fast movement -0 ft. armor (6 squares)
Senses Listen +6; Search +3; Spot +7
CON 16 16 base +0 race +0 age +0 inherent +0 level +3 +0
INT 14 14 base +0 race +0 age +0 inherent +0 level +2 +0
WIS 12 12 base +0 race +0 age +0 inherent +0 level +1 +0
CHA 13 13 base +0 race +0 age +0 inherent +0 level +1 +0
LUCK 9 9 base +0 race +0 age +0 inherent +0 level -1 +0
Saves Total Ability Magic Special
Fortitude +12+9 base +0 misc +3 +0  
Reflex +8+4 base +0 misc +3 +0  
Will +5+4 base +0 misc +1 +0  
Craft Points 10,50010,500 Earned -0 Used +0 Item Creation Feats Initiative +1+3 Dex -2 fountain of fortune's folly
BAB +14/+9/+4 Grapple +19BAB +5 Str +0 Size
melee touch +19 Bull Rush +5
ranged touch +17 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
28 17 24 +0 +3 +1 +9 +1 +0 +3 +1 +0 +0 +0
Damage Reduction5/bludgeoning or piercing; Fortification25%
Weapon Atk Full Atk Dmg Crit Type
sword of Teshyllal melee +23BAB +5 Str +2 enhancement +1 racial bonus +1 Weapon Focus +23/+18/+13 1d8+9weapon base +5 Str +2 enhancement +2 Weapon Specialization
(plus 2d6 vs. law)
19-20/x2
plus windstorm
S
two-weapon fighting +21/+16/+11 1d8+9weapon base +5 Str +2 enhancement +2 Weapon Specialization
(plus 2d6 vs. law)
19-20/x2
plus windstorm
S
lightning sword melee +21BAB +5 Str +2 enhancement bonus +21/+16/+11 1d6+7weapon base +5 Str +2 enhancement bonus
plus 1d6 electricity
19-20/x2
plus 1d10 electricity
S
two-weapon fighting +19 1d6+4weapon base plus one half of +5 Str +2 enhancement bonus
plus 1d6 electricity
19-20/x2
plus 1d10 electricity
S
masterwork mighty (+2 Str) composite longbow ranged (110 ft.; 10 inc.) +18BAB +3 Dex +1 masterwork +18/+13/+8 1d8+2weapon base +2 Str 20/x3 P
masterwork dagger melee +20BAB +5 Str +1 masterwork +20/+15/+10 1d4+5weapon base +5 Str 19-20/x2 S or P
unarmed strike melee +19BAB +5 Str +19/+14/+9 1d3+5 nonlethalweapon base +5 Str 20/x2 B
Combat Options
  • Cleave If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
  • cloak of elemental protection (     ) 1/day—Swift action, gain energy resistance 10 of choice (acid, cold, electricity, fire or sonic) until end of your next turn. The wearer can activate the cloak when it is not his turn. The wearer therefore can respond to an energy attack by immediately activating the cloak and choosing the attack's energy type.
  • 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.
  • Feint Feinting is a standard 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.
  • Mobility You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
  • 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 longswords
  • Second Wind (Ex) (     ) 1/encounter—As a move action that does not provoke an attack of opportunity, cure self of 14equal to character level hit points.
  • Sneak Attack +7d6
  • Sonic Blast (Su) (             ) 3/day—As a standard action that does not provoke AoO, generate 30-ft. line of sonic energy dealing 6d6 sonic damage (DC 18 Reflex half). This effect comes from clanging the sword of Teshyllal and the lightning sword together.
  • Structural Weakness (Ex) A thug can more effectively apply force to the weakest points of inanimate objects, giving the character a +7 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook).
  • Windstorm On a successful critical hit with the sword of Teshyllal, a windstorm-force wind hits the target (DC 18 Fort negates). Small or smaller ground creature or flying Medium creatures are blown away. Ground creatures are knocked prone and roll 1d4x10 feet, suffering 1d4 nonlethal per 10 feet. Flying creatures are blown back 2d6x10 feet and take 2d6 nonlethal. Medium ground creatures or flying Large creatures are knocked prone. Large ground and any Huge or larger creatures are unaffected.
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +2 (+2 Int, 0 ranks), Balance +0 (+3 Dex, 0 ranks, -3 armor), Bluff +18 (+1 Cha, 17 ranks), Climb +11 (+5 Str, 9 ranks, -3 armor), Concentration +3 (+3 Con, 0 ranks), Diplomacy +1 (+1 Cha, 0 ranks), Disguise +1 (+1 Cha, 0 ranks), Escape Artist +0 (+3 Dex, 0 ranks, -3 armor), Forgery +2 (+2 Int, 0 ranks), Gather Information +4 (+1 Cha, 3 ranks), Handle Animal +5 (+1 Cha, 4 ranks), Heal +1 (+1 Wis, 0 ranks), Intimidate +10 (+1 Cha, 9 ranks), Jump +9 (+5 Str, 7 ranks, -3 armor), Knowledge (local—Daggerford) +6 (+2 Int, 4 ranks), Knowledge (local—Sword Coast North) +5 (+2 Int, 3 ranks), Knowledge (local—Waterdeep) +11 (+2 Int, 9 ranks), Listen +6 (+1 Wis, 0 ranks, 5 cross-class rank), Ride +6 (+3 Dex, 3 ranks), Search +3 (+2 Int, 0 ranks, 1 cross-class ranks), Sense Motive +1 (+1 Wis, 0 ranks), Sleight of Hand +17 (+3 Dex, 17 ranks, -3 armor), Sneak +0 (+3 Dex, 0 ranks, -3 armor), Spot +7 (+1 Wis, 0 ranks, 6 cross-class rank), Survival +1 (+1 Wis, 0 ranks), Swim +9 (+5 Str, 10 ranks, -6 armor), Use Rope +5 (+3 Dex, 0 ranks, +2 silk rope)

 Armor Check Penalty -3-2 armor -1 helm -0 shield; Swim Check Penalty -6; Permanent Class Skills None

 Feats Armor Proficiency (light), Cleave, Combat Expertise, Dodge, Martial Weapon Proficiency (all), Mobility, Power Attack, Simple Weapon Proficiency (all), Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities
  • Background Traits Make a Search check to find a secret door just for passing within 5 feet.
Miscellaneous Information
 HistoryThoril Songsteel was born in the city of Waterdeep. Orphaned at age 6, Thoril found himself alone in a huge city and had to fight for his very survival. Forced into a hard life, Thoril used any means necessary to survive, including stealing if necessary. By age 10, Thoril was in trouble with the local authorities and soon fell into the wrong crowd. By age 15, Thoril had grown tired of the life he had been living and decided to better his life. The gang he had been running with for the last 5 years didn't like the idea of Thoril turning over a new leaf and sought to put and end to Thoril once and for all. With his life at stake, Thoril fled Waterdeep for the small town of Daggerford.

Determined to turn his life around, Thoril took any odd job that came along to make money and earn an honest living. Intrigued with the idea of adventure, Thoril has thrown his hand in with a new group of adventurers and is determined to continue his efforts to make a better life for himself if possible.; AdventuresAoW-001: The Whispering Cairn (by Erik Mona), AoW-002: The Three Faces of Evil (by Mike Mearls), AoW-003: Encounter at Cromm's Hold (by Sean K Reynolds), AoW-004: The Hall of Harsh Reflections (by Jason Bulmahn), AoW-005: The Champion's Belt (by Tito Leati), AoW-006: A Gathering of Winds (by Wolfgang Baur); Lives Remaining 71 Deaths; 06/29/2006 - death from acid beetle swarm; 09/27/2007 - shifted to Plane of Negative Energy by prismatic spray; Last Played September 27, 2007

 Languages Chondathan, Common, Goblin, Luskan, Sylvan
 Patron Deity Tempus; Homeland Waterdeep; Heritage 100% Human; Background Waterdhavian
 Height 6 ft. 1/2 in.; Weight 176 lb.; Age 19; Hair Blonde; Eyes Blue

Character Level Record
Thug Thug Thug Thug Thug Thug Thug Thug Thug Thug
Thug Thug Thug Thug            

 Defeated Enemy Record 1 Assassin Vine, 1 Cultist Fanatic, 1 Dire Boar, 1 Doppelganger Fighter, 4 Drow Thralls, 1 Greater Doppelganger, 3 Grimlocks, 1 Lizardfolk, 1 Skeleton, 1 Small Water Elemental, 1 Summoned Fiendish Ape, 1 Summoned Giant Praying Mantis, 1 True Ghoul, 1 Wolf, 3 Zombies
Equipment & Possessions
 Magical Items +1 amulet of natural armor (2,000 gp), Bladeguard (+3 axeblock light fortification mithral breastplate armor (+9 armor; +4 max Dex; -2 armor check penalty; 25% spell failure; light armor; 25% fortification; DR 5/piercing or bludgeoning]) (40,350 gp), cloak of elemental protection (1,000 gp), everburning torch (110 gp), everlasting trail rations (350 gp), +2 gloves of dexterity (4,000 gp), handy haversack (2,000 gp), +1 leather coat (+5 armor; +6 max Dex; -1 armor check penalty; 10% spell failure) (1,350 gp) (not worn), lightning sword (+2 shocking burst mithral short sword; 3/day—drawing the sword automatically activates a fly spell at CL 9; can generate sonic blast with sword of Teshyllal companion blade) (35,310 gp),    moonsilver shard (150 ft. range; 1d4+1 force damage; automatically hits) (50 gp), +3 ring of protection (18,000 gp), sword of Teshyllal (+2 anarchic mithril longsword; on critical hit, windstorm-force wind on target, DC 18 Fort to resist; can generate sonic blast with lightning sword companion blade) (35,315 gp)

 Potions    —extended potion of bull's strength (CL 5th; 10 minute duration) (750 gp),    oil of bless weapon (CL 1st; 1 minute duration) (100 gp),    potion of endure elements (CL 1st; 24 hour duration) (50 gp),        potions of protection from arrows (10/magic) (3 hour duration) (300 gp),        potions of shield of faith +2 (CL 1st; 10 round duration) (50 gp),

  • Masterwork Potion Belt                                        potions of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp)

 Mount light warhorse (150 gp), bit and bridle (2 gp), military saddle (20 gp)

 Nonmagical Items 57 arrows (5 cp each), backpack (2 gp), bedroll (1 sp), buckler (not worn) (15 gp),        —candles (1 cp each), crowbar (2 gp), empty flask (3 cp), explorer's outfit (10 gp),        —flasks of alchemist's fire (20 gp), flint and steel (1 gp), grappling hook (Use Rope DC 10, +2 per 10 ft. of distance thrown) (1 gp), light helm (15 gp), masterwork dagger (302 gp), masterwork mighty (+2 Str) composite longbow (600 gp), masterwork potion belt (free action to retrieve; holds 10 potions) (60 gp), peasant's outfit (1 sp), 2 sacks (1 sp each), silk rope (50 ft.; +2 circumstance Use Rope checks) (10 gp), small steel mirror (10 gp), 10 sunrods (2 gp),            —tanglefoot bags (50 gp), tent (10 gp),            —torches (1 cp each), waterskin (1 gp), whetstone (2 cp), winter blanket (5 sp)

 pp 250, gp 9,229, sp 18, cp 14
 Other Wealth None