Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Carn Fodelfex Pool Character
6 Games Played, Created 03/14/2007
Male Whisper Gnome Character Level 21
NG Small Humanoid (Gnome) Classes Cleric 21
Hit Dice 21d8+84 Ability Total Mod Magic
  STR 10 12 base -2 race +0 age +0 inherent +0 level +0 +0
252 189 126 63 DEX 15 13 base +2 race +0 age +0 inherent +0 level +2 +0
Mana Points488 from cleric spell slots CON 18 16 base +2 race +0 age +0 inherent +0 level +4 +0
  INT 15 15 base +0 race +0 age +0 inherent +0 level +2 +0
488 366 244 122 WIS 22 16 base +0 race +0 age +0 inherent +6 level +6 +0
Speed 30 ft.30 ft. base +0 ft. fast movement -0 ft. armor (6 squares)
Senses Listen +7; Search +2; Spot +7; low-light vision; darkvision 60 ft.
CHA 12 14 base -2 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 +16+12 base +0 misc +4 +0  
Reflex +9+7 base +0 misc +2 +0  
Will +18+12 base +0 misc +6 +0  
Craft Points 23,10023,100 Earned -0 Used +0 Item Creation Feats Initiative +6+2 Dex +4 Improved Initiative
BAB +15/+10/+5 Grapple +11BAB +0 Str -4 Size
melee touch +16 Bull Rush -4
ranged touch +18 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
17 13 15 +1 +2 +0 +3 +1 +0 +0 +0 +0 +0 +0
+4 dodge bonus against giants  
Weapon Atk Full Atk Dmg Crit Type
Small morningstar melee +16BAB +1 size +0 Str +16/+11/+6 1d6weapon base +0 Str 20/x2 B and P
Small prodd ranged (80 ft.; 10 inc.) +18BAB +1 size +2 Dex +18 1d3weapon base +0 Str 20/x2 B
unarmed strike melee +16BAB +1 size +0 Str +16/+11/+6 1d2 nonlethalweapon base +0 Str 20/x2 B
Combat Options
  • +1 attack bonus against kobolds and goblinoids
  • Freedom (Su) (                                                                                                          ) 21 rounds/day—You can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
  • Glorious Weapons (Su) You can spend a turn or rebuke attempt as standard action to align the melee weapons (including natural weapons) of all allies within a 60-ft. burst as good (if you channel positive energy) or evil (if you channel negative energy). Such weapons can overcome damage reduction as it they had the appropriate alignment. The effect lasts until the end of your next turn.
  • Inspired Turning (Su) Any time successfully turned creatures normally flee, they cower instead.
  • Maximize Spell Metamagic (+6 mp) All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables.
  • Mighty Turning (Su) The cleric now rolls 3d6 + their cleric level + their Charisma modifier for turning damage.
  • Point Blank Shot +1 attack and damage with ranged weapons when within 30 ft. of target.
  • Precise Turning (Su) After rolling turning damage, a cleric can choose which creatures to affect within the 60 feet range of their ability (instead of the closest target first).
  • 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.
  • Reach Spell Metamagic (+2 mp) You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient.
  • 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 31equal to character level x 1.5 hit points, gain a +6+1 plus +1/four character levels bonus to a single attack roll, gain a +6+1 plus +1/four character levels bonus to a single weapon damage roll, gain a +6+1 plus +1/four character levels bonus to a single skill check, gain a +1 bonus to a single spell DC, regain 10character 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.
  • Spirited Turning (Su) A cleric becomes more effectual at repelling undead or applicable turnable creatures granted by a domain using the power of their faith. The cleric now rolls 3d6 + their cleric level + their Charisma modifier for turning damage and discards the lowest die each time.
  • Turn Undead (Su) (                     ) 4/day—Standard action, 60 ft. range, roll d20 plus 2 (from Knowledge [religion]) plus Cha modifier to determine strongest HD affected; roll 2d6 plus cleric level plus Cha modifier to determine how many HD are turned.
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +2 (+2 Int, 0 ranks), Balance +0 (+2 Dex, 0 ranks, -2 armor), Bluff +1 (+1 Cha, 0 ranks), Climb -2 (+0 Str, 0 ranks, -2 armor), Concentration +24 (+4 Con, 20 ranks), Diplomacy +1 (+1 Cha, 0 ranks), Disguise +1 (+1 Cha, 0 ranks), Escape Artist +0 (+2 Dex, 0 ranks, -2 armor), Forgery +2 (+2 Int, 0 ranks), Gather Information +1 (+1 Cha, 0 ranks), Heal +26 (+6 Wis, 20 ranks), Intimidate +1 (+1 Cha, 0 ranks), Jump -2 (+0 Str, 0 ranks, -2 armor), Knowledge (arcana) +12 (+2 Int, 10 ranks), Knowledge (dungeoneering) +9 (+2 Int, 7 ranks), Knowledge (nature) +9 (+2 Int, 5 ranks, +2 synergy Survival), Knowledge (the planes) +10 (+2 Int, 8 ranks), Knowledge (religion) +18 (+2 Int, 16 ranks), Listen +8 (+6 Wis, 0 ranks, +2 racial), Ride +2 (+2 Dex, 0 ranks), Search +2 (+2 Int, 0 ranks), Sense Motive +6 (+6 Wis, 0 ranks), Sneak +8 (+2 Dex, 0 ranks, +4 size, +4 racial, -2 armor), Spellcraft +27 (+2 Int, 23 ranks, +2 synergy Knowledge [arcana]), Spot +8 (+6 Wis, 0 ranks, +2 racial), Survival +12 (+14 underground or other planes) (+6 Wis, 6 ranks), Swim -4 (+0 Str, 0 ranks, -4 armor), Use Rope +4 (+2 Dex, 0 ranks, +2 silk rope)

 Armor Check Penalty -2-1 armor -1 helm -0 shield; Swim Check Penalty -4; Permanent Class Skills Knowledge (all)

 Feats Armor Proficiency (all), Augment Healing, Easy Metamagic (Reach Spell), Glorious Weapons, Improved Initiative, Maximize Spell, Point Blank Shot, Precise Shot, Quicken Spell, Reach Spell, Shield Proficiency (all; except tower shields), Simple Weapon Proficiency (all), Spell Penetration
Special Qualities
  • Augment Healing Add +2 points per spell level to the amount of damage healed by any Conjuration (healing) spell that you cast.
  • Scholar Traits +1 skill point per class level.
  • Spontaneous Casting The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
  • Whisper Gnome Traits weapon familiartiy (gnome hooked hammer).
Spellcasting and Spell-Like Abilities
Spell-Like Abilities 1/day—ghost sound (DC 12;      ), mage hand (      ), message (      ), silence (centered on self;      ).
Caster Level 1st1 levels of race; Spell Penetration d20+1d20 +1 caster level; Primary Ability Charisma

Cleric Spells Per Day (0-level 6; 1st 8+1; 2nd 6+1; 3rd 6+1; 4th 6+1; 5th 6+1; 6th 5+1; 7th 4+1; 8th 4+1; 9th 4+1)
DC to Resist 16 + spell level
Domains Good (G) and Travel (T)
Caster Level 21st21 levels of cleric (22nd for Good spells); Spell Penetration d20+23d20 +21 caster level +2 Spell Penetration; Primary Ability Wisdom

0-level
- 1 mp -
  create water, detect magic, light, long-range weapon, mending, monkey climb
1st
- 1 mp -
  airbubble, astute fighting, bless, command, detect undead, divine favor, magic weapon, ray of hope
   —protection from evil* G
2nd
- 3 mp -
  bear's endurance, divine insight, divine protection, hold person, lesser restoration, spiritual weapon
   —aid* G
3rd
- 5 mp -
  close wounds, godspeed, invisibility purge, magic circle against evil, searing light, prayer
   —fly* T
4th
- 7 mp -
  legion's shield of faith, neutralize poison, omniboost, recitation, restoration, revenance
   —dimension door* T
5th
- 9 mp -
  flame strike, furious assault, revivify, righteous might, scrying, true seeing
   —teleport* T
6th
- 11 mp -
  energy immunity, greater dispel magic, heal, reciprocal wound healing, word of recall
   —blade barrier* G
7th
- 13 mp -
  fortune's armor, radiant assault, righteous burst, summon monster VII
   —greater teleport* T
8th
- 15 mp -
  brilliant blade, heat drain, mass restoration, wyrm's strength
   —phase door* T
9th
- 17 mp -
  greater reciprocal wound healing, mass heal, true resurrection, wyrm shield
   —summon monster IX* (good only) T

Miscellaneous Information
 HistoryAlthough a native of Waterdeep, Carn Fodelfex spent most of his early years in the lands surrounding the City of Splendors. His father, a druid of moderate influence, brought him up in the ways of Baervan Wildwanderer, but his mother's love of the city was installed into the lad as well. Thus, as he grew up, Carn became a cleric of the Masked Leaf instead of a cleric. Still, his father is very proud that his son is such a devout and good young gnome. Carn spent several seasons roaming with a pack of rangers seeking out creatures that threaten the Waterdeep trade routes. He spent the time honing his abilities and learning all he could about the wild lands and the monsters he hunted. Not a heavy hitter, Carn learned to utilize his size to an advantage. He makes a good, alert scout and is tremendously skilled in the art of healing. He uses his speed and mobility-granting spells to move about the battlefield to try and draw enemies into disadvantageous positions, all the while using his reach spell metamagic to continuosly heal and enhance his allies' abilities. When his magic gets low, he casts divine favor and/or magic weapon and begins firing away with his crossbow-like prodd.; AdventuresAoW-009: The Library of Last Resort (by Nicolas Logue); Lives Remaining 90 Deaths; Last Played February 26, 2008

 Languages Common, Draconic, Gnome, Illuskan, Infernal
 Patron Deity Baervan Wildwanderer; Homeland Waterdeep; Heritage 100% Whisper Gnome; Background Scholar
 Height 3 ft. 5 in.; Weight 45 lb.; Age 80; Hair Brown; Eyes Brown

Character Level Record
Cleric Cleric Cleric Cleric Cleric Cleric Cleric Cleric Cleric Cleric
Cleric Cleric Cleric Cleric Cleric Cleric Cleric Cleric Cleric Cleric
Cleric                  

 Defeated Enemy Record 1 Displacer Beast Pack Lord, 1 Doppelganger
Equipment & Possessions
 Magical Items None

 Potions     spellring of water breathing (CL 5th; 10 hour duration) (395 gp)

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), 19 bullets (1 cp each), 2 candles (1 cp each), empty flask (3 cp), explorer's outfit (10 gp), flint and steel (1 gp), grappling hook (1 gp), peasant's outfit (1 sp), 2 sacks (1 sp each), silk rope (50 ft.) (10 gp), Small light helm (+1 helm; -1 armor check penalty; 5% spell failure) (15 gp), Small morningstar (8 gp), Small prodd (20 gp), small steel mirror (10 gp), Small studded leather armor (+3 armor; +5 max Dex; -1 armor check penalty; 15% spell failure) (25 gp), spell component pouch (5 gp), 3 torches (1 cp each), trail rations (6 days) (5 sp/day), waterskin (1 gp), whetstone (2 cp), winter blanket (5 sp), wooden holy symbol of Baervan Wildwanderer (1 gp)

 pp 0, gp 15, sp 8, cp 0
 Other Wealth None