Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Zebaum Whitefeather Pool Character
5 Games Played, Created 07/29/2006
Male Wood Elf Character Level 19
NG Medium Humanoid (Elf) Classes Druidic Avenger 14, Ranger 5
Hit Dice 19d8+38 Ability Total Mod Magic
  STR 16 13 base +2 race +0 age +0 inherent +1 level +3 +0
190 142 95 47 DEX 18 16 base +2 race +0 age +0 inherent +0 level +4 +0
Mana Points176 from druidic avenger spell slots plus 1 from ranger spell slots CON 14 16 base -2 race +0 age +0 inherent +0 level +2 +0
  INT 12 14 base -2 race +0 age +0 inherent +0 level +1 +0
177 132 88 44 WIS 19 16 base +0 race +0 age +0 inherent +3 level +4 +0
Speed 30 ft.30 ft. base +10 ft. fast movement -10 ft. armor (6 squares)
Senses Listen +19; Search +5; Spot +19; low-light vision
CHA 11 11 base +0 race +0 age +0 inherent +0 level +0 +0
LUCK 10 10 base +0 race +0 age +0 inherent +0 level +0 +0
Saves Total Ability Magic Special
Fortitude +15+13 base +0 misc +2 +0 endurance
+4 vs. fey spell-like abilities
Reflex +12+8 base +0 misc +4 +0 +4 vs. fey spell-like abilities
Will +14+10 base +0 misc +4 +0 +4 vs. fey spell-like abilities
+2 racial bonus vs. enchantment spells and effects
Craft Points 19,00019,000 Earned -0 Used +0 Item Creation Feats Initiative +8+4 Dex +4 Improved Initiative
BAB +15/+10/+5 Grapple +18BAB +3 Str +0 Size
melee touch +18 Bull Rush +3
ranged touch +19 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
20 15 16 +0 +4 +0 +5 +0 +0 +0 +1 +0 +0 +0
Immuneghoul paralysis, magic sleep effects, poison
Weapon Atk Full Atk Dmg Crit Type
+1 returning trident melee +20BAB +3 Str +1 enhancement bonus +1 Weapon Focus +20/+15/+10 1d8+4weapon base +3 Str +1 enhancement bonus 20/x2 P
ranged (20 ft.; 5 inc.) +21BAB +4 Dex +1 enhancement bonus +1 Weapon Focus +21 1d8+4weapon base +3 Str +1 enhancement bonus 20/x2 P
longsword melee +18BAB +3 Str +18/+13/+8 1d8+3weapon base +3 Str 19-20/x2 S
masterwork greatclub melee +19BAB +3 Str +1 masterwork +19/+14/+9 1d10+4weapon base +4 1.5 x Str 20/x2 B
throwing dagger melee +18BAB +3 Str +18/+13/+8 1d4+3weapon base +3 Str 19-20/x2 S or P
ranged (30 ft.; 5 inc.) +19BAB +4 Dex +19/+14 1d4+3weapon base +3 Str 19-20/x2 P
shortbow ranged (90 ft.; 10 inc.) +18BAB +4 Dex +18/+13/+8 1d6weapon base 20/x3 P
unarmed strike melee +18BAB +3 Str +18/+13/+8 1d3+3 nonlethalweapon base +3 Str 20/x2 B
Combat Options
  • 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.
  • Favored Enemy (giant) +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and +2 bonus on weapon damage rolls against giants.
  • Favored Enemy (wormspawn) +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and +4 bonus on weapon damage rolls against wormspawn.
  • Point Blank Shot +1 attack and damage with ranged weapons when within 30 ft. of target.
  • Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
  • Quicken Spell Metamagic (+8 mp) Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. Casting a quickened spell doesn't provoke an attack of opportunity.
  • Rage (Ex) (             ) 3/day—Gain a +4 bonus to Strength and Constitution, +2 morale bonus on Will saves, and reduces Armor Class by -2. A druidic avenger can fly into a rage once per encounter as a free action. The rage lasts for (3 + new Constitution modifier) rounds. After the rage, character is fatigued for duration of encounter.
  • Second Wind (Ex) (     ) 1/encounter—As a move action that does not provoke an attack of opportunity, choose one of the following effects: cure self of 28equal to character level x 1.5 hit points, gain a +5+1 plus +1/four character levels bonus to a single attack roll, gain a +5+1 plus +1/four character levels bonus to a single weapon damage roll, gain a +5+1 plus +1/four character levels bonus to a single skill check, gain a +1 bonus to a single spell DC, regain 9character level/2 mana points, or reduce the mana cost of a single spell by 2 (minimum cost of 1). Bonuses must apply to a standard action taken, and completed, in the same round Second Wind is activated. Second Wind may only be utilized during combat.
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +1 (+1 Int, 0 ranks), Balance +2 (+4 Dex, 0 ranks, -2 armor), Bluff +0 (+0 Cha, 0 ranks), Climb +7 (+3 Str, 4 ranks, +2 racial, -2 armor), Concentration +20 (+2 Con, 18 ranks), Diplomacy +0 (+0 Cha, 0 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), Handle Animal +2 (+0 Cha, 2 ranks), Heal +20 (+4 Wis, 16 ranks), Intimidate +0 (+0 Cha, 0 ranks), Jump +5 (+3 Str, 4 ranks, -2 armor), Knowledge (dungeoneering) +4 (+1 Int, 3 ranks), Knowledge (nature) +13 (+1 Int, 8 ranks, +2 nature sense, +2 synergy Survival), Listen +19 (+4 Wis, 13 ranks, +2 racial), Ride +4 (+4 Dex, 0 ranks), Search +5 (+1 Int, 2 ranks, +2 racial), Sense Motive +4 (+4 Wis, 0 ranks), Sneak +11 (+4 Dex, 9 ranks, -2 armor), Spellcraft +12 (+1 Int, 11 ranks), Spot +19 (+4 Wis, 13 ranks, +2 racial), Survival +21 (+23 aboveground natural environments) (+4 Wis, 13 ranks, +2 racial, +2 nature sense), Swim +7 (+3 Str, 8 ranks, -4 armor), Use Rope +10 (+4 Dex, 2 ranks, +2 racial, +2 silk rope)

 Armor Check Penalty -2-2 armor -0 helm -0 shield; Swim Check Penalty -4; Permanent Class Skills Knowledge (nature)

 Feats Armor Proficiency (light), Combat Reflexes, Dodge, Endurance, Far Shot, Greater Spell Penetration, Improved Initiative, Martial Weapon Proficiency (all), Point Blank Shot, Precise Shot, Quick Draw, Quicken Spell, Shield Proficiency (all; except tower shields), Simple Weapon Proficiency (all), Spell Penetration, Track, Weapon Focus (trident)
Special Qualities
  • A Thousand Faces (Su) A druidic avenger gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
  • Background Traits Druidic avenger is favored class; +4 dodge bonus to AC against giants.
  • Druidic Avenger Abilities Fast movement (+10 ft.); nature sense; trackless step; woodland stride.
  • Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
  • Ranger Abilities Combat style—throwing; wild empathy.
  • Wild Shape (                     ) 5/day—Standard action which does not provoke. Take the form of one Tiny, Small, Medium or Large animal or plant for up to one hour per druidic avenger level.
  • Wood Elf Traits Ranger is favored class; an elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it; immune to ghoul paralysis.
Spellcasting and Spell-Like Abilities
Druidic Avenger Spells Per Day (0-level 6; 1st 6; 2nd 6; 3rd 5; 4th 5; 5th 3; 6th 3; 7th 2)
DC to Resist 14 + spell level
Caster Level 14th14 levels of druidic avenger; Spell Penetration d20+18d20 +14 caster level +4 Spell Penetration; Primary Ability Wisdom

0-level
- 1 mp -
  assess creature, cure minor wounds, detect magic, guidance, light, light as a feather
1st
- 1 mp -
  beastland ferocity, camouflage, cure light wounds, endure elements, entangle, heat lightning
2nd
- 3 mp -
  animalistic power, barkskin, creeping cold, heat metal, legion's snake's swiftness, splinterbolt
3rd
- 5 mp -
  bite of the werewolf, call lightning, cure moderate wounds, vigor, water breathing
4th
- 7 mp -
  cure serious wounds, dispel magic, flame strike, freedom of movement, greater elemental weapon sheathe
5th
- 9 mp -
  inferno, panacea, poison thorns
6th
- 11 mp -
  chasing perfection, move earth, wall of stone
7th
- 13 mp -
  mass cure moderate wounds, summon nature's ally VII

Ranger Spells Per Day (1st 1)
DC to Resist 14 + spell level
Caster Level 2nd1/2 of 5 levels of ranger; Spell Penetration d20+4d20 +2 caster level +2 Spell Penetration; Primary Ability Wisdom

1st
- 1 mp -
  alarm

Miscellaneous Information
 HistoryZebaum is the middle child of Zoraen and Alareene Whitefeather of the Swiftfoot tribe of wood elves in the High Forest. Zebaum has an older brother named Hiliar and a younger sister named Silene. When Zebaum was 77, he watched in horror as Silene was brutal beaten and slain by marauding ogres led by a wicked ettin. Although the elves killed several of the giants and drove off the rest, many lives were lost that day. Zebaum dedicated himself to learning the ways of the forest and blade to become the scourge of giants everywhere.

Knowing his elven lifespan, Zebaum has decided to learn more of the world while he is young and hone his elven-trained skills with talents of the lesser races, such as humans and dwarves. He has left the High Forest and works as a caravan guard, tracker and guide for those with sufficient coin. Zebaum has proven himself a proficient scout and level-headed thinker, until blades are drawn. Once blood begins to flow, a cold rage and tenacious fury often overwhelms the young elf, making him a deadly, if unpredictable ally.; AdventuresAoW-003: Encounter at Cromm's Hold (by Sean K Reynolds); Lives Remaining 90 Deaths; Last Played September 6, 2007

 Languages Chondathan, Common, Elven, Giant, Sylvan
 Patron Deity Rillifane Rallathil; Homeland The High Forest; Heritage 100% Wood Elf; Background Forester
 Height 4 ft. 11 in.; Weight 121 lb.; Age 130; Hair Black; Eyes Green

Character Level Record
Ranger Druidic Avenger Ranger Druidic Avenger Druidic Avenger Druidic Avenger Ranger Druidic Avenger Druidic Avenger Druidic Avenger
Druidic Avenger Druidic Avenger Druidic Avenger Druidic Avenger Ranger Ranger Druidic Avenger Druidic Avenger Druidic Avenger  

 Defeated Enemy Record 2 Ghouls, 2 Ilthane Kobolds
Equipment & Possessions
 Magical Items +1 hide armor (+5 armor; +4 max Dex; -2 armor check penalty; 20% spell failure; medium armor) (1,165 gp), +1 returning trident (8,315 gp)

 Potions    —extended potion of haste (CL 7th; 14 round duration) (1,400 gp),    potion of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (750 gp)

 Wands wand of produce flame (CL 1st; 31 charges) (465 gp [15 gp/charge])

 Nonmagical Items 16 arrows (5 cp each), backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), 2 candles (1 cp each), empty flask (3 cp), explorer's outfit (10 gp), flint and steel (1 gp), grappling hook (1 gp), longsword (15 gp), masterwork greatclub (305 gp), peasant's outfit (1 sp), 2 sacks (1 sp each), shortbow (30 gp), silk rope (50 ft.) (10 gp), small steel mirror (10 gp),        —throwing daggers (6 gp each), 3 torches (1 cp each), trail rations (6 days) (5 sp/day), waterskin (1 gp), whetstone (2 cp), winter blanket (5 sp)

 pp 0, gp 8, sp 0, cp 0
 Other Wealth None