Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Saedd West Played by Shane Bradley
1 Games Played, Created 05/05/2008
Male Human Character Level 19
CN Medium Humanoid (Human) Classes Fighter 5, Pious Templar 9, Wormhunter 5
Hit Dice 5d8+20 plus 14d10+56 Ability Total Mod Magic
  STR 26 18 base +0 race +0 age +0 inherent +2 level +8 +6
256 192 128 64 DEX 20 14 base +0 race +0 age +0 inherent +0 level +5 +6
Mana Points59 from pious templar spells CON 18 11 base +0 race +0 age +0 inherent +1 level +4 +6
  INT 10 10 base +0 race +0 age +0 inherent +0 level +0 +0
59 44 29 14 WIS 22 16 base +0 race +0 age +0 inherent +0 level +6 +6
Speed 30 ft.30 ft. base +0 ft. fast movement -0 ft. armor (6 squares)
Senses Listen +12; Search +1; Spot +12
CHA 10 9 base +0 race +0 age +0 inherent +1 level +0 +0
LUCK 10 9 base +0 race +0 age +0 inherent +1 level +0 +0
Saves Total Ability Magic Special
Fortitude +23+14 base +4 +5 mettle
+2 vs. attack or spell from Kyuss minion
+2 vs. poison
Reflex +19+5 base +2 Astonishing Reflexes +2 Lightning Reflexes +5 +5 +2 vs. attack or spell from Kyuss minion
Will +22+11 base +6 +5 mettle
+2 vs. attack or spell from Kyuss minion
Craft Points 19,00019.000 Earned -0 Used +0 Item Creation Feats Initiative +9+5 Dex +4 Improved Initiative
BAB +18/+13/+8/+3BAB plus bracers of unerring precision Grapple +26BAB +8 Str +0 Size
melee touch +26 Bull Rush +8
ranged touch +23 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
25 16 19 +0 +5 +0 +9 +0 +0 +0 +1 +0 +0 +0
Damage Reduction2/—; Miss Chance20%
Immunedisease, fear from Kyuss minions, negative levels; Weaknessinflict spells Empowered
Weapon Atk Full Atk Dmg Crit Type
+5 aurorum holy lucky greatsword melee +32BAB +8 Str +5 enhancement +1 Weapon Focus +32/+27/+22/+17 2d6+19weapon base +12 1.5x Str +2 Weapon Specialization +5 enhancement
+2d6 vs. evil
+5 vs. Kyuss minions
17-20/x3 S
unarmed strike melee +26BAB +8 Str +26/+21/+16/+11 1d3+8 nonlethalweapon base +8 Str
+5 vs. Kyuss minions
20/x2 B
Combat Options
  • burst boots (                     ) 5/day—As a free action, once per round, make an additional move or move-equivalent action.
  • Follow Through (Ex) 1/round#&151;When you drop an opponent in melee, such as by reducing a foe to 0 or fewer hit points, you may immediately make a five-foot step to occupy your enemy's position. This movement counts as a free action, allowing you to use Cleave or Great Cleave after making this movement. You must advance directly into the area occupied by your enemy. If this is physically impossible, such as if you dropped your foe with a reach weapon, you may not take this five-foot step.
  • Great Cleave (Ex) 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 an unlimited number of times per round.
  • Kyussbane (Ex) A Wormhunter is particularly skilled at fighting against the minions of Kyuss. He gains a bonus on all weapon damage rolls and checks to overcome spell resistance made against these creatures equal to his wormhunter level.
  • 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.
  • Smite (Su) (         ) 2/day—Make a single melee attack with a +4 bonus to attack and +9equal to pious templar class level bonus to damage. You must declare the smite before you roll the attack, and if you miss the attack, the smite is used.
  • Smite Undead (Ex) You may sneak attack and confirm critical hits against undead.
  • Structural Weakness (Ex) A fighter can more effectively apply force to the weakest points of inanimate objects, giving the character a +3 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook).
  • True Believer (      ) 1/day—When you are about to make a saving throw you may declare that you are using this feat to gain a +2 insight bonus on that saving throw.
  • Weapon of Choice (greatsword) You treat this weapon as a light weapon for purposes of two-weapon fighting, and you can select it for the Weapon Finesse feat. You can even use it in a grapple or when swallowed by a creature.
  • Wormeaten (Su) A wormhunter's body carries the taint of Kyuss. This taint is detectable as a faint magic aura. It grants the wormhunter a +4 bonus on Bluff, Diplomacy, and Disguise checks made against or opposed by undead creatures, as other undead are strangely comforted and lulled by the taint. The character also gains a +2 bonus on saving throws made against attacks or spells from any minion of Kyuss. A wormeaten wormhunter need never fear infestation by Kyuss worms again-these worms interpret the taint as indication that the character is already a spawn of Kyuss, and do not attempt to infest him. Wormeaten wormhunters are immune to fear effects generated by the minions of Kyuss.
    A wormeaten wormhunter takes a -2 penalty on all Bluff and Diplomacy checks made against living creatures (save for those made against other wormhunters), since the taint is somewhat unsettling to the living.
  • +1 racial attack bonus with daggers
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +0 (+0 Int, 0 ranks), Balance +5 (+5 Dex, 0 ranks), Bluff -4 (+0 Cha, 0 ranks, -2 paranoia, -2 schizophrenia), Climb +15 (+8 Str, 7 ranks), Concentration +9 (+4 Con, 5 ranks), Decipher Script +1 (+0 Int, 1 ranks), Diplomacy -4 (+0 Cha, 0 ranks, -2 paranoia, -2 schizophrenia), Disguise -2 (+0 Cha, 0 ranks, -2 schizophrenia), Escape Artist +5 (+5 Dex, 0 ranks), Forgery +0 (+0 Int, 0 ranks), Gather Information -1 (+0 Cha, 1 ranks, -2 schizophrenia), Heal +10 (+6 Wis, 4 ranks), Intimidate -2 (+0 Cha, 0 ranks, -2 schizophrenia), Jump +15 (+8 Str, 7 ranks), Knowledge (arcana) +1 (+0 Int, 0 ranks, 1 cross-class ranks), Knowledge (architecture and engineering) +1 (+0 Int, 0 ranks, 1 cross-class ranks), Knowledge (dungeoneering) +1 (+0 Int, 0 ranks, 1 cross-class ranks), Knowledge (geography) +1 (+0 Int, 0 ranks, 1 cross-class ranks), Knowledge (history) +1 (+0 Int, 0 ranks, 1 cross-class ranks), Knowledge (nature) +1 (+0 Int, 0 ranks, 1 cross-class ranks), Knowledge (nobility and royalty) +1 (+0 Int, 0 ranks, 1 cross-class ranks), Knowledge (the planes) +1 (+0 Int, 0 ranks, 1 cross-class ranks), Knowledge (religion) +8 (+0 Int, 4 ranks, 4 cross-class ranks), Listen +12 (+6 Wis, 6 ranks), Ride +7 (+5 Dex, 2 ranks), Search +1 (+0 Int, 1 ranks), Sense Motive +7 (+6 Wis, 1 ranks), Sneak +5 (+5 Dex, 0 ranks), Spellcraft +6 (+0 Int, 6 ranks), Spot +12 (+6 Wis, 6 ranks), Survival +7 (+6 Wis, 1 ranks), Swim +10 (+8 Str, 2 ranks), Use Rope +5 (+5 Dex, 0 ranks)

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

 Feats Able Learner, Armor Proficiency (all), Astonishing Reflexes, Cleave, Dodge, Follow Through, Great Cleave, Improved Critical (greatsword), Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency (all), Power Attack, Power Critical (greatsword), Shield Proficiency (all), Simple Weapon Proficiency (all), Superior Critical (greatsword), True Believer, Weapon of Choice (greatsword), Weapon Focus (greatsword), Weapon Specialization (greatsword)
Special Qualities
  • Detect Minion (Sp) At Will—As a standard action, which provokes AoO, if the wormhunter concentrates, he can sense the proximity of minions of Kyuss via a subtle tingling in his scars. This functions as the spell detect undead, but it only detects minions of Kyuss (be they undead or living).
  • Increased Spellcasting (Ex) Gifts of the Worm provide new spells per day three levels higher than normal, making pious templar spells per day equal to a 12thpious templar levels plus 3 Gifts of the Worm level caster. This does not grant any other abilities (increased caster level, spell penetration, and so on).
  • Insomnia (Ex): You have extreme difficulty falling asleep. Each time you try to rest, you must make a DC 20 Will save. Failure indicates that your sleep wasn't restful and you awaken fatigued.
  • Mettle (Su) A pious templar's special blessing allows her to shrug oft magical effects that would otherwise harm her. If a pious templar makes a successful Will or Fortitude saving throw that would normally reduce the spells effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.
  • Paranoia (Ex): You are convinced that the world and all that dwells within are out to do you harm. You cannot take the aid another action, nor can you ever receive bonuses on your own checks from an aid another action. You also take a -2 penalty on Bluff and Diplomacy checks.
  • Schizophrenia (Ex): You periodically lose your grip on reality and have difficulty at times telling the difference between what is real and what is hallucination. These constant hallucinations can cause you to appear erratic, chaotic, and unpredictable. You take a -2 penalty on all Charisma-based skill checks. If you ever roll a natural 1 when making any Charisma-based check, you must make a DC 15 Will save to avoid becoming confused for 1d4 rounds.
  • Secret Door Detection (Ex) Automatically attempt a Search check when within 5 ft. of a secret door.
  • Spiritual Conduit (Ex) All cure spells are Empowered and Maximized upon you. All inflict spells are Empowered upon you.
  • Wormscarred (Su) The wormhunter's body begins to develop patches of scarring. These scars are as much physical scars left from being infested by Kyuss worms as they are manifestations of the wormhunter's growing taint and lurking madness. The wormscarred wormhunter is immune to disease and gains a +2 bonus on all saving throws against poison.
Spellcasting and Spell-Like Abilities
Pious Templar Spells Per Day (1st 4; 2nd 4; 3rd 3; 4th 2)
DC to Resist 16 + spell level
Caster Level 9th9 levels of pious templar; Spell Penetration d20+9d20 +9 caster level (d20+14 against minions of Kyuss); Primary Ability Wisdom

1st
- 1 mp -
armor contigency, divine favor, endure elements, protection from evil
2nd
- 3 mp -
conjure weapon, mark of doom, remove paralysis, unseen guardian
3rd
- 5 mp -
find the gap, godspeed, remove blindness/deafness
4th
- 7 mp -
armor of faith, draconic might

Miscellaneous Information
 HistorySaedd is a follower of the nomadic Shaundakul. While a Waterdhavian by birth Saedd often traveled far from Waterdeep in search of adventure, but always returned to watch the Champion's Tournament. Having no luck in every putting a team together Saedd always enjoyed betting on the tournament and reaping the rewards of his good fortunes. This all came to an abrupt end one day, as the last tournament of Waterdeep became a horrific display of Kyuss' power. Many man around Saedd turn to ghast and if it wasn't for some quick thinking, and transportation magic, Saedd would not never have seen the light of day again. Ever since the day Saedd witness the horrific death in his home town of Waterdeep he has vowed to Shaundakul to bring down the evil of Kyuss. Through his travels Saedd came upon a truly horrible battle between many knights of Kyuss, a wormcaller, a Urgelasta, and a small adventuring group. While taking much damage from the worms Saedd was finally able to assist in slaying the minions of Kyuss, but only after the adventuring party had been murdered. With no means to bring them back to live, and no ability to transport all of them to safety Saedd searched the area and found a truly evil book, The Apostolic Scrolls. Having read through the book Saedd learned of the true evil that surrounds Kyuss. As he learned more about how to defeat Kyuss Saedd also lost some of his sanity and is no longer the same man that traveled the land in search of adventure. Research was completed to find Kyuss' whereabouts. Through many places, people, and gruely fights Saedd has made his way to the evil temple of Kyuss alone. Having never joined forces with others before only time will tell if Saedd is able to resist the evil effects of the worm and avenge his brethren.; AdventuresNone; Lives Remaining 90 Deaths; Last Played May 6, 2008

 Languages Chondothan, Common, Elven
 Patron Deity Shaundakul; Homeland Waterdeep; Heritage 100% Human; Background Waterdhavian
 Height 6 ft. 2 in.; Weight 275 lb.; Age 32; Hair Brown; Eyes Blue

Character Level Record
Fighter Fighter Fighter Fighter Fighter Pious Templar Pious Templar Pious Templar Pious Templar Pious Templar
Pious Templar Pious Templar Pious Templar Pious Templar Wormhunter Wormhunter Wormhunter Wormhunter Wormhunter  

 Defeated Enemy Record 1 Frost Worm
Equipment & Possessions
 Magical Items +6 amulet of health (36,000 gp), +5 aurorum holy lucky greatsword (reform when sundered as full-round action by bringing together all pieces) (204,350 gp), +6 belt of giant strength (36,000 gp), +1 bracers of unerring precision (+1 enhancement Base Attack Bonus) (5,000 gp), burst boots (12,000 gp), cloak of minor displacement (20% miss chance) (24,000 gp), +6 gloves of dexterity (36,000 gp), +5 mithral mirror image chain shirt (+9 armor; +6 max Dex; -0 armor check penalty; 10% spell failure; light armor;             3/day—create 6 mirror images that last up to 6 minutes) (46,100 gp), +6 periapt of wisdom (36,000 gp), ring of freedom of movement (40,000 gp), ring of negative protection (immune negative levels; ignore 1d6 damage/round from negative dominant planes) (72,000 gp), +5 vest of resistance (25,000 gp)

 Potions

  • Masterwork Potion Belt            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 499, sp 0, cp 0
 Other Wealth None