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