NAME

Adventure Date: TBD, 2016
Last Updated: April 14, 2016


class:		Warblade/Fighter                        race:       human (chondathan)
level:		1 = 1/0                                 alignment:  chaotic 	
xp:		0				        deity:      		

size: medium    age:   20          gender: male       height:   6'0"	
eyes:           hair:              skin:              weight:   170 lbs

Campaign: 	TBD
Home Region: 	Waterdeep 
Languages:	Chondathan, Elven, Orc

                        hp:
====================================================================================
STR:	18 (22)	+4 (+6)	HP: 	11 (13 Rhul)		Speed:	40 ft 
DEX:	16	+3	AC:	15  				
CON:	10 (14)	+0 (+2)	= 10   + 4     + 0      + 3   + 0    + 0   + 0       + 1 -2 -1
INT:	16	+3	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	 8	-1	AC touch:	10
CHA:	 8	-1	AC flat-footed: 11		Initiative:	+5
							Base Attack:	+1

                      - AC -2 with Rhul = 13


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+2 (+4)	= 2	+0		+2*
Reflex:		+3 (+4)	= 0	+3		+1*
Will:		-1	= 0	-1		

* if not flat-footed, gain insight bonus to reflex saves = +1
* if using Rhul, gain +2 due to increased CON
- once/encounter + immediate action, replace will save 
  with concentration check +6 (+8 with Rhul)


====================================================================================
- rhul "battlewine": STR = +4, gives extra +2 hit and damage (+3 damage for 2-handed)
- power attack: one-handed weapons; -1 hit = +1 damage
- power attack: two-handed weapons; -1 hit = +2 damage
- punishing stance = +1d6 melee damage
- steel wind maneuver = attack 2 oppenents
- steely strike maneuver = +4 to hit opponent, enemies get +4 to hit you


Attack		  Bonus	     Damage    Critical  Range	 Type	Notes
------------	  ------     ------    --------  -----	 ----	-----
spiked chain,	  +6         2d4+6     x2        -	 P	2-handed weapon
cold iron                    +1d6 (punishing stance)             trip attacks, +2 disarm
			                                        reach = 5 ft & 10 ft

shortsword,       +5         1d6+3     19-20/x2  -       P      no power attack
silver                       +1d6 (punishing stance)

club, oak         +5         1d6+4     x2        10 ft   B       
                  +3 thrown  +1d6 (punishing stance)

javalin           +3         1d6+4     x2        30 ft   P



Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
chain shirt	light	+4	+4	-2	20%	30 ft	25 lbs	
                armor

encumbrance     light   na	na     	na	na	na	na  


====================================================================================
SKILLS: Total = 28	max = 4/2	Ability	Mod	Ranks	Misc	4 TBD
+2	appraise                        INT	+2		
+4	w-balance		        DEX	+2	4	-2 AC.enc
-1	bluff				CHA	-1		
+2 (+4)	wf-climb			STR	+4		-2 AC.enc/(+2 Rhul)		
+6 (+8)	w-concentration			CON	+2	4       (+2 Rhul)
+2	wf-craft		        INT	+2	
no	decipher script                 INT	+2		
-1	w-diplomacy			CHA	-1	
no	disable device		        INT	+2		
-1	disguise			CHA	-1		
+0	escape artist			DEX	+2		-2 AC.enc	
+2	forgery                         INT	+2		
-1	gather information		CHA	-1		
no	f-handle animal			CHA	-1		
-1	heal				WIS	-1	
+0	hide				DEX	+2		-2 AC.enc	
-1	wf-intimidate			CHA	-1			
+2 (+4)	wf-jump				STR	+4		-2 AC.enc/(+2 Rhul)			
no	knowledge, arcana		INT	+2		
no	knowledge, architect/engineer	INT	+2	
no	knowledge, dungeoneering        INT	+2	
no	knowledge, geography		INT	+2	
+6	w-knowledge, history		INT	+2	4
+6	w-knowledge, local              INT	+2	4
no	knowledge, nature		INT	+2	
no	knowledge, nobility/royalty	INT	+2	
no	knowledge, religion		INT	+2	
no	knowledge, the planes		INT	+2	
-1	listen                          WIS	-1	
+6      martial lore                    INT     +2      4
+0	move silently			DEX	+2		-2 AC.enc	
no	open lock			DEX	+2		
-1	perform                         CHA	-1		
no	profession			WIS	-1		
+2	f-ride				DEX	+2		
+2	search                          INT	+2		
-1	sense motive			WIS	-1		
no	sleight of hand                 DEX	+2		-2 AC.enc			
no	spellcraft			INT	+2		
+1	spot				WIS	-1	2cc	
-1	survival                        WIS	-1		
+0 (+2)	wf-swim				STR	+4		-4 AC.enc x2/(+2 Rhul)			
+4	w-tumble                        DEX	+2	4	-2 AC.enc		
no	use magic device		CHA	-1		
+2	use rope                        DEX	+2		
no	speak languages			n/a		0cc		


=============================================================================
SPECIAL ABILITIES / FEATS
Armor:          light, medium
Shields:        all (except tower)
Weapons:        all simple melee, all martial melee   


HUMAN
- Medium-size 
- base land speed = 30 feet. 
- human bonus feat and +1 skill point/level


WARBLADE
- Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven
  - Maneuvers known = 3
  - Maneuvers readied = 3
  - Stances Known = 1
- Battle Clarity
  - if not flat-footed, gain insight bonus to reflex saves = INT = +2 
    (but +1 max since level 1)
- Weapon Aptitude
  - equivalent fighter level for feats = warblade + fighter - 2 = (1 - 2) + 0 = 0
  - spend 1 hour, re-designate feats specific to a single weapon


Exotic Weapon: Spiked Chain (human bonus feat)


Weapon Focus: spiked chain (1st level bonus feat)
- gain +1 to hit with spiked chain


Dodge (flaw bonus feat 1)
- gain a +1 dodge bonus to AC


Power Attack (flaw bonus feat 2)
- melee bonus only, no light weapons (except unarmed strike or natural weapons) 
- one-handed weapons; -1 hit = +1 damage
- two-handed weapons; -1 hit = +2 damage


Addiction: Rhul "Battlewine"; Lords of Darkness, page 184 (flaw 1)
- 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 (flaw 2)
- 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.


Aggressive (trait 1)
- You are quick to initiate combat, and you tend to press the attack once battle is joined. 
  Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows 
  that a more cautious warrior would avoid. 
- Benefit:  You gain a +2 bonus on initiative checks. 
- Drawback: You take a -1 penalty to Armor Class. 


Quick (trait 2)
- You are fast, but less sturdy than average members of your race. 
- Benefit:  Your base land speed increases by 10 feet (if you don't have a land speed, 
            apply the benefit to whichever of your speeds is highest). 
- Drawback: Subtract 1 from your hit points gained at each level, including 1st 
            (a result of 0 is possible). 
- Special:  You must have a Constitution of 4 or higher to select this trait. 


=============================================================================
STANCES = 1
	        S1	i = punishing stance = +1d6 dam, -2 AC


MANEUVERS = 3/3
      		M1	i = steel wind = attack 2 oppenents
		M2	i = steely strike = +4 to hit opponent, enemies get +4 to hit you
		M3	d = moment of perfect mind = concentration check for will save


==============================================================================
GEAR	Total WT= 55 + 40 = 95
	load: light = 100	medium = 200	heavy = 300

WT	Item
---	---------------------
0	traveler's outfit
0	HEAD:	  OPEN SLOT
0	FACE:	  OPEN SLOT
0	THROAT:	  OPEN SLOT
0	SHOULDER: OPEN SLOT
25	BODY: 	  chain shirt (100 gp)
0	TORSO:	  OPEN SLOT
0	WAIST:	  OPEN SLOT
0	FEET:	  OPEN SLOT
0	ARMS:	  OPEN SLOT
0	HANDS:	  OPEN SLOT
0	RING1:	  OPEN SLOT
0	RING2:	  OPEN SLOT
0	SHIELD:	  OPEN SLOT

10      cold iron spiked chain (50 gp)

2       silver shortsword (30 gp)

3       club (0 gp)

0       quiver
3            	- javalins (1 gp each) x3

0.5     bandoleer, masterwork = 6/12 items (5 gp)
6               - flasks of Rhul "Battlewine" (50 gp each) x6
                  - gain +4 alchemy bonus to STR and CON for 1 minute, 
                    but -2 AC and fatigued afterwards.


1	potion belt = 0/6 vials (1 gp)
	- retrieving a potion/vial is a free action once per round

0.5     large belt pouch (1 gp)

4       waterskin (1 gp)

2       backpack (2 gp)
5       - bedroll (1 sp)
3       - winter blanket (5 sp)
10      - trail rations, 10 days (5 gp)
20      - torches x20 (2 sp)


==============================================================================
TREASURE			
pp = 			
gp =   
sp = 12
cp = 			


=============================================================================
In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



==============================================================================
SPECIAL NOTES:

Special regional starting bonus equipment = 300 gp value
- 6 doses of Rhul "Battlewine" (50 gp each)

-----------------------------------------------------------------
Get magic items

Ability Boosters

STR +1 (1,000 gp) = 19 + 1 = 20 (4th level)
STR +2 (4,000 gp) = 20 + 2 = 22 (8th level)
STR +3 (9,000 gp) = 21 + 3 = 24 (12th level)
STR +6 (36,000 gp) = 22 + 6 = 28 (16th level)

CON +2 (4,000 gp) = 14 + 2 = 16
DEX +2 (4,000 gp) = 14 + 2 = 16
INT +2 (4,000 gp) = 14 + 2 = 16 (skill = use magic device?)
WIS +2 (4,000 gp) =  8 + 2 = 10
CHA +2 (4,000 gp) =  8 + 2 = 10


Everbright Viscious Spiked Chain +1 (adamantine, mithral or dragonfang?)
- magic +1 (2,000 gp)
- everbright (+2,000 gp)
- viscious = +2d6 damage but take 1d6 (+1 bonus = +6,000 gp)
- with Lesser Fire Assault Crystal +1d6 fire (3,000 gp)

Least Rubicund Frenzy Armor Crystal (500 gp)
                  - if HP = 50% or less, than gain:
                    - a +1 morale bonus on weapon damage rolls
                    - a +1 morale bonus on saves vs fear 
                  - only usable on masterwork or magic armor 

Healing Belt (750 gp)

Belt of One Mighty Blow (1,500 gp)
- add ability to belt of giant strength = +2d6 damage with longsword 1/day

Brute Guantlets (500 gp)
- 3 charges/day, can get +2 to +4 melee weapon damage for 1 round

skill boost: spot, concentration, balance, climb, jump, swim, tumble
             martial lore, know-history, know-local
+1 = 100 gp
+2 = 400 gp
+3 = 900 gp
+4 = 1,600 gp
+5 = 2,500 gp

==========================================================================