Human Warblade/Fighter

Last Updated: April 14, 2016



[ Flaws | Character Stats | Background | Local Knowledge | Campaign Notes ]


Flaws

Addiction: Rhul "Battlewine"

  • Lords of Darkness, page 184
  • addiction level: medium
  • price per dose: 50 gp
  • initial effect: gain +4 alchemy bonus to STR and CON for 1 minute, but AC -2
  • secondary effect: user is fatigued. Taking a second dose, removes fatigue and provides initial effect, but after, user is exhausted
  • side effects: user prefers close combat, if have choice between melee or ranged, user must make DC 16 Will save or choose melee attack.
  • overdose: if more than 1 dose taken in one hour, user takes 1d4 temporary INT and WIS damage
  • satiation: must make daily fortitude saves or take 1d2 DEX and 1d3 WIS temporary damage Fortitude DC = 10 if a dose taken within past 5 days, if longer, than DC 15
  • NOTE: A fatigued character can neither run nor charge and takes a 2 penalty to Strength and Dexterity. After 8 hours of complete rest, no longer fatigued. An exhausted character moves at half speed and takes a 6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued.

    Overconfident

  • Nothing is beyond your capabilities. If you wanted, you could defeat the best swordsman in the world; you just haven't had any reason to do so yet. And surely that chasm isn't too wide for you to leap across.
  • Once per game session, the DM or another player can activate your Flaw in order to squash any doubts you may have had about your own capabilities.


    Character Stats

  • Character Stats for TBD at level 1 - Chapter 1.


    Background

    TBD


    Local Knowledge

    TBD


    Campaign Notes

    
    
    
    ==========================================================================
    
    C01	BAB=+1, FORT=+2, REF=+0, WILL=+0;
    	WB 1	= battle clarity
    		= weapon aptitude
    		- Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven
      		- effective initiator level = warblade + 1/2 other character levels = 1 + 0 = 1
      		- Maneuvers known = 3, max maneuver level = 1
      		- Maneuvers readied = 3
      		- Stances Known = 1
    		STANCES = 1
    		- S1  i1 = punishing stance = +1d6 dam, -2 AC
    		MANEUVERS = 3/3  recover all = swift action plus standard action (which can include an attack)
    		- M1  d1 counter = immediate action = moment of perfect mind - concentration check for will save
    		- M2  d1 strike  = standard action  = sapphire nightmare blade - concentration check vs AC, 
    						      target flat-foot and +1d6 dam
    		- M3  i1 strike  = standard action  = steel wind - attack 2 oppenents
            1st	= exotic weapon - spiked chain
    	Human	= weapon focus - spiked chain
    	Flaw 1	= dodge
    	Flaw 2	= rapid assault - in first round of combat, melee attack = +1d6 damage
    	skills: 4+3+1 = 8x4 = 32
    			balance = 4, climb = 4, concentration = 4, craft, diplomacy, intimidate = 4, 
                            jump = 4, know-history = 1, know-local = 3, martial lore = 4, swim, tumble = 4
    
    
    c02	BAB=+2+0=+2, FORT=+3+0=+3, REF=+0, WILL=+0;
    	WB 2	= uncanny dodge
      		- effective initiator level = warblade + 1/2 other character levels = 2 + 0 = 2
      		- Maneuvers known = 4, max maneuver level = 1
      		- Maneuvers readied = 3
      		- Stances Known = 1
    		- M4  i1 strike = standard action = steely strike - +4 to hit opponent, enemies get +4 to hit you
    	skills: 4+3+1 = 8
    			balance = 4+1 = 5, climb = 4, concentration = 4+1 = 5, craft, diplomacy, 
    			intimidate = 4, jump = 4, know-history = 1, know-local = 3+2 = 5, 
    			martial lore = 4+1 = 5, swim, tumble = 4+1 = 5
                          - skill tricks (tumble = 5 ranks) - tumbling crawl = 2
    
    
    c03	BAB=+2+1= +3, FORT =+3+2=+5, REF=+0+0=+0, WILL=+0+0=+0;
    	F1   	= mobility
    	3rd	= combat expertise
    	skills: 2+3+1 = 6
    			Climb = 4+1 = 5, Craft, Handle Animal +1 = 1, Intimidate = 4+1 = 5, 
    			Jump = 4+1 = 5, Ride, Swim
                          - skill tricks (balance = 5 ranks, tumble = 5 ranks) - twisting charge = 2
    
    
    c04	BAB=+2+2= +4, FORT =+3+3=+6, REF=+0+0=+0, WILL=+0+0=+0;
    	F2   	= spring attack
    	STR +1 	= STR 19
    	skills: 2+3+1 = 6
    			Climb = 5+2 = 7, Craft, Handle Animal, Intimidate = 5+1 = 6, 
    			Jump = 5+1 = 6, Ride, Swim 
                          - skill tricks (balance = 5 ranks) - nimble charge = 2
    
    
    c05	BAB=+3+2= +5, FORT =+3+3=+6, REF=+1+0=+1, WILL=+1+0=+1;
    	WB 3	= battle ardor (to confirm critical hits) = INT = +3 
      		- effective initiator level = warblade + 1/2 other character levels = 3 + 1 = 4
      		- Maneuvers known = 5, max maneuver level = 2
      		- Maneuvers readied = 3
      		- Stances Known = 1
    		- M5  s2 strike = standard action = mountain hammer - +2d6 dam, overcomes DR and hardness
    	skills: 4+3+1 = 8
    			balance = 5, climb = 7, concentration = 5+3 = 8, craft, diplomacy, 
    			intimidate = 6, jump = 6, know-history = 1, know-local = 5, 
    			martial lore = 5, swim, tumble = 5+3 = 8
                          - skill tricks (tumble = 8 ranks) - nimble stand = 2
    
    
    C06	BAB=+4+2= +6, FORT =+4+3=+7, REF=+1+0=+1, WILL=+1+0=+1;
    	WB 4	= NONE
     		- effective initiator level = warblade + 1/2 other character levels = 4 + 1 = 5
      		- Maneuvers known = 5, max maneuver level = 3
      		- Maneuvers readied = 4
      		- Stances Known = 2
    		S2  i3 = ???  absolute steel stance - +10 ft MV, +2 AC
            	M4  s3 strike = standard action = bonecrusher - +4d6 dam, fort save or +10 to confirm critical
    	6th	= whirlwind attack
    	skills: 4+3+1 = 8
    			balance = 5, climb = 7+1 = 8, concentration = 8+1 = 9, craft, diplomacy, 
    			intimidate = 6+2 = 8, jump = 6, know-history = 1, know-local = 5, 
    			martial lore = 5+1 = 6, swim, tumble = 8+1 = 9
                          - skill tricks (climb = 8 ranks) - corner perch = 2
    
    
    c07	BAB=+4+3= +7, FORT =+4+3=+7, REF=+1+1=+2, WILL=+1+1=+2;
    	F3	= NONE
    	skills: 2+3+1 = 6
    			Climb = = 7, Craft, Handle Animal, Intimidate = 6, 
    			Jump = = 6, Ride, Swim 
    
    
    c08	BAB=+4+4= +8, FORT =+4+4=+8, REF=+1+1=+2, WILL=+1+1=+2;
    	F4	= weapon specialization - spiked chain = +2 dam
    	STR +1	= STR 20
    
    
    c09	BAB=+4+4= +8, FORT =+4+4=+8, REF=+1+1=+2, WILL=+1+1=+2;
    	WB 5 	= bonus feat = combat reflexes
     		- effective initiator level = warblade + 1/2 other character levels = 5 + 2 = 7
      		- Maneuvers known = 6, max maneuver level = 4
      		- Maneuvers readied = 4
      		- Stances Known = 2
    		- M6 = ???? 
    	9th	= melee weapon mastery - piercing = +2 hit/+2 damage
    
    
    c10	BAB=+0, FORT=+2, REF=+0, WILL=+2;
    	WB 6	= improved uncanny dodge
    
                    = replace 1 old maneuver M? (4)
    
    
    
    c11	BAB=+0, FORT=+2, REF=+0, WILL=+2;
    	WB 7    = battle cunning (+INT bonus for damage if flanking or flatfooted)
                    M7 (5)  = ?
    
    c12	BAB=+0, FORT=+2, REF=+0, WILL=+2;
    	WB 8    = replace 1 old maneuver M? (5)
            STR +1  = STR 21
            12th    = greater weapon focus - spiked chain        
     
    
    c13	BAB=+0, FORT=+2, REF=+0, WILL=+2;
    	WB 9    = bonus feat
                    M8 (6)  = 
    
    
    
    c14	BAB=+0, FORT=+2, REF=+0, WILL=+2;
    	WB 10   = replace 1 old maneuver M? (6)
                    S3 (6)  = 
    
    
    c15	BAB=+0, FORT=+2, REF=+0, WILL=+2;
    	
    
           15th   = 
    
    c16	BAB=+0, FORT=+2, REF=+0, WILL=+2;
    	
           STR +1 = STR 22
    
    
    c17	BAB=+0, FORT=+2, REF=+0, WILL=+2;
    	
    	
    
    c18	BAB=+0, FORT=+2, REF=+0, WILL=+2;
    	
           18th   = 
    	
    
    c19	BAB=+0, FORT=+2, REF=+0, WILL=+2;
    	 
    	
    	
    c20	BAB=+0, FORT=+2, REF=+0, WILL=+2;
    	
    
    ========================================================
    
    d2 = action before thought
    d2 strike = standard action = emerald razor - melee touch attack	
    s2 strike = standard action = mountain hammer - +2d6 dam, overcomes DR and hardness
    t2 = rabid wolf srike
    i3 = iron heart surge
    Ruby nightmare blade - concentration check vs AC = double melee damage
    
    
    --------------------------------------------
    Battle Trickster (Complete Scroundel, page 28)
    Requirements = BAB +5
                 Skills = any 3, 6 ranks each
                 Skill tricks = any 2
    
    1: Bab +1; Fort +2; Ref +0; Will +0; bonus trick
    2: Bab +2; Fort +3; Ref +0; Will +0; bonus fighter feat
    3: Bab +3; Fort +3; Ref +1; Will +1; bonus trick, tricking fighting (+1 hit if use skill trick that round)
    d10; Skills = 4+INT = balance, bluff, climb, craft, handle animal;
                          jump, profession, ride, swim, tumble, use rope
    BT1: bonus trick = 
    BT2: bonus fighter feat = improved critical-longsword 17-20
    BT3: bonus trick =  
                 tricking fighting (+1 hit if use skill trick that round) 
    
    ----------------------------------------------------------
    Uncanny Trickster (Complete Scroundel, page 67)
    - requirements
    	skills 		= any 4, 8 ranks each
    	skill tricks 	= any 4
    
    UT1 = bonus trick, favourite trick
    UT2 = bonus trick, favourite trick, +1 level of existing class features (warblade)
    UT3 = bonus trick, favourite trick, tricky defense, +1 level of existing class features (warblade)
    
    Skills = 8+2+1 = 11
            appraise, *balance, *bluff, climb, craft, decipher script, diplomacy, disable device
            *disguise, escape artist, forgery, gather information, hide, *intimidate, jump, 
            listen, move silently, open lock, perform, profession, search, sense motive,
            sleight of hand, spot, swim, *tumble, use magic device, use rope
    
    
    
    
    
    


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