Realms Beyond - Hammer of Glory Campaign
Dungeons & Dragons 3.5 Edition
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Character Played by Brian Blum; 200 GEMs
15 Active Game Sessions, Created on 07/24/2004
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Name: Amarh |
Alignment: Neutral Good |
Male Human |
Medium Humanoid |
Character Level: 12 |
XP: 72,819 |
Classes: Arcane Disciple 12, Fighter 1, Rogue 5, Wind Walker 3 |
Bloodline: Major Djinni 3 |
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Ability |
Base |
Race |
Age |
Inherent |
Level |
Magic |
Temp |
Total |
Mod |
STR: |
16 |
+0 |
+0 |
+0 |
+0 |
+0 |
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16 / ____ |
+3 / ____ |
DEX: |
14 |
+1 |
+0 |
+0 |
+1 |
+2 |
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18 / ____ |
+4 / ____ |
CON: |
18 |
+0 |
+0 |
+0 |
+0 |
+0 |
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18 / ____ |
+4 / ____ |
INT: |
10 |
+0 |
+0 |
+0 |
+0 |
+0 |
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10 / ____ |
+0 / ____ |
WIS: |
17 |
+1 |
+0 |
+0 |
+2 |
+4 |
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24 / ____ |
+7 / ____ |
CHA: |
12 |
+0 |
+0 |
+0 |
+0 |
+0 |
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12 / ____ |
+1 / ____ |
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Armor Class: 22
touch 16 flat-footed 22
(+4 Dex, +1 natural, +5 shadow studded leather, +2 ring of protection)
BAB: +10/+5
Grapple: +13
Space/Reach: 5 ft./5 ft.
Speed: 30 ft. (6 squares)
Craft Points: 7,800
Languages: Alzhedo, Auran, Common, High Shou
Order Rank: Acolyte
Lives Remaining: 7
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Saving Throws |
Base |
Ability |
Magic |
Misc |
Total |
Fortitude |
+8 |
+4 |
+1 |
+0 |
+13 / ____ |
Reflex |
+8 |
+4 |
+1 |
+0 |
+13 / ____ |
Will |
+4 |
+7 |
+1 |
+0 |
+12 / ____ |
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Hit Dice: 11d8+44 plus 1d10+4 (114 hp) |
Initiative Modifier: +8 (+4 Dex, +4 Improved Initiative) |
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+2 katana (one hand) |
Single Attack: +15
Full Attack: +15/+10
Critical: 19-20/x2
Damage: 1d10+5
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+2 katana (two hands) |
Single Attack: +15
Full Attack: +15/+10
Critical: 19-20/x2
Damage: 1d10+6
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+1 greataxe |
Single Attack: +14
Full Attack: +14/+9
Critical: 20/x3
Damage: 1d12+5
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+1 composite longbow |
Single Attack: +15
Full Attack: +15/+10
Critical: 20/x3
Damage: 1d8+1
Range: 110 ft.
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Spell/Effect |
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Duration |
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Caster |
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Feats:
Armor Proficiency (all),
Combat Reflexes,
Dodge,
Empower Spell,
Enlarge Spell,
Exotic Weapon Proficiency (katana),
Improved Initiative,
Kip Up,
Martial Weapon Proficiency (all),
Maximize Spell,
Mobility,
Practiced Spellcaster (Wind Walker),
Quicken Spell,
Shield Proficiency,
Simple Weapon Proficiency (all),
Spell Penetration,
Spring Attack
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Skills:
Appraise +0 (0 ranks),
Balance +8 (+4 Dex, 2 ranks, +2 synergy),
Bluff +1 (+1 Cha, 0 ranks),
Climb +6 (+3 Str, 3 ranks),
Concentration +21 (+4 Con, 15 ranks, +2 racial),
Diplomacy +6 (+1 Cha, 5 ranks),
Disable Device +5 (5 ranks),
Disguise +1 (+1 Cha, 0 ranks),
Escape Artist +6 (+3 Dex, 3 ranks),
Forgery +0 (0 ranks),
Gather Information +1 (+1 Cha, 0 ranks),
Heal +9 (+7 Wis, 2 ranks),
Hide +11 (+4 Dex, 2 ranks, +5 shadow studded leather),
Intimidate +1 (+1 Cha, 0 ranks),
Jump +8 (+3 Str, 3 ranks, +2 synergy),
Knowledge (arcana) +5 (5 ranks),
Knowledge (the planes) +6 (4 ranks, +2 racial),
Knowledge (religion) +2 (2 ranks),
Listen +12 (+7 Wis, 5 ranks),
Open Lock +9 (+4 Dex, 5 ranks),
Ride +11 (+4 Dex, 7 ranks),
Search +7 (7 ranks),
Sense Motive +7 (+7 Wis, 0 ranks),
Speak Language (High Shou),
Spellcraft +8 (6 ranks, +2 synergy from Knowledge [arcana]),
Spot +12 (+7 Wis, 5 ranks),
Survival +7 (+7 Wis, 0 ranks),
Swim +6 (+3 Str, 3 ranks),
Tumble +12 (+4 Dex, 8 ranks),
Use Magic Device +6 (+1 Cha, 5 ranks),
Use Rope +7 (+4 Dex, 3 ranks)
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Resistances:
Acid: 10
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Special Attacks/Qualities:
Aerial Empathy (Ex): A wind walker can use body language, vocalizations, and demeanor to improve the attitude of a magical beast or animal with the air subtype or ability to fly. This ability functions just like a Diplomacy check made to improve the attitude of a person. The wind walker rolls 1d20 and adds his wind walker level and Charisma modifier to the roll to determine the aerial empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals and magical beasts are usually unfriendly.
To use aerial empathy, the wind walker and target creature must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a creature in this way takes 1 minute but, as with influencing people, it might take more or less time.
Djinni Bloodline Traits: +4 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with djinni.
Rogue Abilities: Evasion; +3d6 sneak attack; trapfinding; trap sense +1; uncanny dodge.
Spell-like Abilities: 1/dayinvisibility. Caster level 12th. 1/dayfeather fall, whispering wind. Caster level 3rd.
Spontaneous Casting: A wind walker can channel stored spell energy into summoning spells that he hasn't prepared ahead of time. He can "lose" a prepared spell in order to cast any summon nature's ally or druid spell with the [Air] descriptor, but the must be of the same level or lower. If used to cast a summon nature's ally spell, the summoned ally must have the ability to fly.
Wind Walker Abilities: Aerial companion; zephyr casting.
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Arcane Disciple Arcane Spells Known:
0-levelelectric jolt, ray of frost.
1stmagic missile, ray of enfeeblement.
2ndacid arrow, scorching ray.
3rdboiling blood, fireball.
4thgird the warrior, greater invisibility.
5tharc of lightning, quintelemental blast.
Arcane Disciple Spells Prepared (6/7/6/6/4/4/3; DC 17 + spell level; +2 overcome Spell Resistance; caster level 12th):
0-levelcreate water, detect magic, electric jolt, inflict minor wounds, light, ray of frost.
1stcomprehend languages, doom, magic missile, ray of enfeeblement, empty slot, empty slot, empty slot.
2ndacid arrow, bear's endurance, scorching ray, empty slot, empty slot, empty slot.
3rdboiling blood, cure serious wounds, fireball, empty slot, empty slot, empty slot.
4thcure critical wounds, gird the warrior, inflict critical wounds, empty slot.
5thflame strike, empty slot, empty slot, empty slot.
6thempty slot, empty slot, empty slot.
Wind Walker Spells Prepared (4/4/3; DC 17 + spell level; DC 18 + spell level for [Air] spells; +2 overcome Spell Resistance; effective caster level 7th [3rd actual]; 8th for [Air] spells):
0-levelempty slot, empty slot, empty slot, empty slot.
1stempty slot, empty slot, empty slot, empty slot.
2ndempty slot, empty slot, empty slot.
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Magical Items: bag of holding (type 1) (2,500 gp), +1 cloak of resistance (1,000 gp), +1 composite longbow (2,400 gp), +2 gloves of dexterity (4,000 gp), +1 greataxe (2,320 gp), +2 katana (8,335 gp), maximize metamagic focus stone (700 gp), +4 periapt of wisdom (16,000 gp), ring of feather falling (2,200 gp), ring of jumping (2,500 gp), +2 ring of protection (8,000 gp), +2 shadow studded leather armor (7,925 gp), skull necklace spell key (spontaneously cast magic missile; damage increased by 50%) (1,100 gp)
Potions: 2 potions of barkskin +2 (CL 3; duration 30 min), 2 potions of cure light wounds (CL 1; cures 1d8+1 hp), 2 potions of cure moderate wounds (CL 3; cures 2d8+3 hp), potion of haste (CL 5; duration 5 rnds)
Nonmagical Items: 200 arrows, backpack, bedroll, belt pouch, bit and bridle, 5 candles, flint and steel,
grappling hook, hammer, iron pot, map/scroll case, masterwork potion belt,
peasant's outfit, 5 pitons, riding saddle, 2 sacks, saddlebags, silk rope (50 feet), silver holy symbol of Ilmater, small steel mirror, sunrod,
3 tindertwigs, 5 torches, trail rations (4 days), vial of antitoxin, waterskin, whetstone, wooden holy symbol of Helm (1 gp), wooden holy symbol of Torm (1 gp), wooden holy symbol of Tyr (1 gp).
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Biographical Information |
Height: 5 ft. 10 in.; Weight: 180 lb.; Age: 24; Hair: Black; Eyes: Brown
Patron Deity: Ilmater; Homeland: Calimshan; Heritage: 75% Human, 25% Djinni
Carrying Capacity: light load up to 76 lbs.; medium load 77-153 lbs.; heavy load 154-230 lbs.; drag 1,150 lbs.
Platinum (pp): 102, Gold (gp): 5, Silver (sp): 14, Copper (cp): 0
Ch'ao (1 gp): 999, Ch'ien (10 gp): 0, Tael (1 gp): 0, Yuan (5 cp): 0, Fen (1 cp): 0
Character Level Record |
Arcane Disciple |
Arcane Disciple |
Arcane Disciple |
Arcane Disciple |
Arcane Disciple |
Arcane Disciple |
Arcane Disciple |
Arcane Disciple |
Arcane Disciple |
Arcane Disciple |
Rogue |
Rogue |
Djinni Bloodline |
Rogue |
Rogue |
Djinni Bloodline |
Rogue |
Fighter |
Wind Walker |
Wind Walker |
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Arcane Disciple |
Arcane Disciple |
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Wind Walker |
Djinni Bloodline |
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Spellcasting Record |
0-level: |
1 |
1st: |
30 |
2nd: |
6 |
3rd: |
8 |
4th: |
11 |
5th: |
3 |
6th: |
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7th: |
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8th: |
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9th: |
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Picture:
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House of Persevering Order
- Classification: Clergy
- Tithe: 4% (447 gp, 1 sp tithed)
- Emergency Equipment Fund: 5,000 gp (0 gp used)
- Completed Successful Missions: 2
- Donations: 163 gp coins; 0 gp potions and scrolls; 0 gp other
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Animals:
Heavy WarhorseLarge animal; CR 2; HD 4d8+12 (30 hp);
Init +1 (+1 Dex); Spd 50 ft. (10 squares); AC 14 (-1 size, +1 Dex,
+4 natural), touch 10, flat-footed 13; BAB +3; Grapple +11; Atk
+6 melee (1d6+4, 20/x2, hoof); Full Atk +6 melee (1d6+4, 20/x2, 2 hooves) and +1
melee (1d4+2, 20/x2, bite); Space/Reach 10 ft./5 ft.; SQ Low-light vision,
scent; SV Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Listen +5, Spot +4; Endurance, Run.
Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.
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Character Background:
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Slain Enemy Record:
1 Advanced Threatening Displacer Beast, 1 Devil Scrag, 1 Elite Harpy War Priestess, 1 Harpy Scoundrel, 1 Merrow Brawler, 1 Narashi Hitokage Sohei
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