Lady Oriana - Knight of the Shield
Last Updated: December 12, 2015
Character Progression Plan
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C01
C1: spontaneous cast Trickery Domain spells, rebuke undead
Domain = Charm; CHA +4 for 10 rounds
Domain = Trickery; class skills = bluff, disguise, hide
human feat = Mercantile Background
1st feat = Block Arrow
flaw1 feat = Dodge
flaw2 feat = Mobility
BAB=+0, FORT=+2, REF=+0, WILL=+2; longsword = -4 hit/+0 dam
skills:
c02
F1: feat = Weapon Focus, longsword = +1 hit
BAB=+1, FORT=+4, REF=+0, WILL=+2; longsword = +1 hit/+0 dam
skills:
c03 F2: feat = Combat Expertise
bonus feat3 = Iron Will = +2 Will saves
BAB=+2, FORT=+5, REF=+0, WILL=+2; longsword = +1 hit/+0 dam
skills:
C04 WB 1 = battle clarity
= weapon aptitude
S1 i = punishing stance +1d6 dam, -2 AC
M1 i = steely strike - strike - +4 to hit opponent, enemies get +4 to hit you
M2 w = douse the flames - strike - target no get attacks of opportunity for 1 round
M3 w = lead the attack - strike - allies get +4 to hit same creature
a4 - STR +1 = 19/+4 (Get magic item w. STR +1 enhancement = STR 20/+5)
BAB=+3, FORT=+7, REF=+0, WILL=+2; longsword = +1 hit/+0 dam
skills: 4+2+1 = 7
balance, climb, concentration, craft, diplomacy, intimidate, jump,
know-history, know-local +1 = 1, martial lore +1 = 1, swim, tumble +5 = 5
c05 F3: none
BAB=+4, FORT=+7, REF=+1, WILL=+3; longsword = +1 hit/+0 dam
skills: intimidate +1 = 6, jump +1 = 8, ride +3 = 7
c06 F4: feat = spring attack (note: no heavy armor = mithral plate?)
bonus feat6 = whirlwind attack
BAB=+5, FORT=+8, REF=+1, WILL=+3; longsword = +1 hit/+0 dam
skills: intimidate +2 = 8, jump +3 = 11 (tumble = 9)
C07 HP1: Adaptive Learning - 1 skill = class skill forever
The human paragon can choose any ten skills as class skills.
(Knowledge skills must be selected individually.)
BAB=+5, FORT=+8, REF=+1, WILL=+5; longsword = +1 hit/+0 dam
skills: 4+2+1 =7
class skill forever = disguise
class skills|: appraise, sense motive +2 = 3, spot +4 = 5
knowledge (architect, dungeoneering, geography, nature, nobility, religion +1 = 5)
c08 HP2: +1 level of existing class = Cleric 2
bonus feat = weapon specialization-longsword +2 dam
a8 - STR +1 = 20/+5 (Get magic item w. STR +2 enhancement = STR 22/+6)
BAB=+6, FORT=+8, REF=+1, WILL=+6; longsword = +1 hit/+2 dam
skills:
class skill forever = disguise
class skills|: appraise +1 = 5, sense motive, spot +4 = 9
knowledge (architect+1 = 1, dungeoneering+1 = 1, geography, nature, nobility, religion)
c09 HP3: +1 level of existing class = cleric 3
Ability Boost = STR +2 = 22/+6 (Get magic item w. STR +2 enhancement = STR 24/+7)
bonus feat9 = Law Devotion
BAB=+7, FORT=+9, REF=+2, WILL=+6; longsword = +1 hit/+2 dam
skills:
class skill forever = disguise
class skills|: appraise +1 = 6, sense motive, spot +3 = 12
knowledge (architect , dungeoneering, geography+1 = 1, nature+1 = 1, nobility+1 = 1, religion)
c10 VK1: Armor Training
Bringer of Vengeance +1
BAB=+8, FORT=+11, REF=+2, WILL=+6; longsword = +1 hit/+2 dam
skills: 2+2+1 = 5
disguise, climb, craft, gather information, intimidate, jump,
knowledge-local, ride, search, sense motive, spot +1 = 13
- skill tricks (spot = 12 ranks) - clarity of vision (see invisible 1 round) +2
- skill tricks (spot = 12 ranks) - spot the weak point (next attack = touch attack) +2
c11 VK2: Counterstrike +1
Improved Shield Bash
BAB=+9, FORT=+12, REF=+2, WILL=+6; longsword = +1 hit/+2 dam
skills: 2+2+1 = 5
disguise +1 = 4, climb, craft, gather information, intimidate +1 = 9, jump,
knowledge-local +2 = 3, ride, search, sense motive, spot +1 = 14
c12 VK3: Bonus Fighter Feat = melee weapon mastery-slashing (PHB2) +2 hit/+2 dam
(prereq = weapon specialization & BAB +8)
bonus feat12 = improved critical-longsword 17-20
a12 - STR +1 = 23/+6 (get magic item w. STR +3 = 26/+8)
BAB=+10, FORT=+12, REF=+3, WILL=+7; longsword = +3 hit/+4 dam
skills: 2+2+1 = 5
disguise +1 = 5, climb, craft, gather information (= 1), intimidate +1 = 10, jump,
knowledge-local +2 = 5, ride, search, sense motive, spot +1 = 15
c13 VK4: Arcane Backlash 1d6
BAB=+11, FORT=+13, REF=+3, WILL=+7; longsword = +3 hit/+4 dam
skills:
skills: 2+2+1 = 5
disguise +1 = 6, climb, craft, gather information +1 = 2, intimidate +1 = 11, jump,
knowledge-local, ride, search, sense motive +1 = 4, spot +1 = 16
c14 VK5: Bringer of Vengeance +2
BAB=+12, FORT=+13, REF=+3, WILL=+7; longsword = +3 hit/+4 dam
skills:
c15 VK6: Improved Armor Training
bonus feat15 = bounding assault (PHB2, page 75)
BAB=+13, FORT=+14, REF=+4, WILL=+8; longsword = +3 hit/+4 dam
skills:
c16 VK7: Arcane Backlash 2d6
a16 - STR +1 = 24/+7 (get magic item w. STR +6 = 30/+10)
BAB=+14, FORT=+14, REF=+4, WILL=+8; longsword = +3 hit/+4 dam
skills:
c17 VK8: Counterstrike +2
BAB=+15, FORT=+15, REF=+4, WILL=+8; longsword = +3 hit/+4 dam
skills:
c18 VK9: Bonus Fighter Feat = ???????????????
Bringer of Vengeance +3
bonus feat18 = ?????????????
BAB=+16, FORT=+15, REF=+5, WILL=+9; longsword = +3 hit/+4 dam
skills:
c19 VK10: Arcane Backlash 3d6
Superior Armor Training
BAB=+17, FORT=+16, REF=+5, WILL=+9; longsword = +3 hit/+4 dam
skills:
c20
a20 = CON +1 = 11 (get magic item w. CON +1 = 12)
BAB=+0, FORT=+0, REF=+0, WILL=+0; longsword = +4 hit/+6 dam
skills:
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Other character ideas
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Regional Feat: Mercantile Background
Region: Waterdeep, equipment = masterwork longsword
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- Gargauth (DemiGod) LE
- "The Tenth Lord of Nine, the Lost Lord of the Pit, the Hidden Lord"
- Allies = None; enemies = Cyric, Shar, Dark Dieties, Nine Hells
- Portfolio = betrayal, cruelty, political corruption, powerbrokers
- Domains = Charm, Evil, Law, Trickery
- favoured weapon = "Corruptor" (dagger)
- unholy symbol = broken animal horn
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Fighter
skills = 2+INT = Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha),
Jump (Str), Ride (Dex), and Swim (Str).
Weapon Focus: longsword (fighter 1 feat)
- when using longsword = +1 to hit
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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)
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Human Paragon (Unearthed Arcana, page )
1: Bab +0; Fort +0; Ref +0; Will +2; Adaptive Learning - 1 skill = class skill forever
2: Bab +1; Fort +0; Ref +0; Will +3; bonus feat; +1 level of existing class
3: Bab +2; Fort +1; Ref +1; Will +3; Ability Boost (+2); +1 level of existing class
d8; Class Skills = 4+INT = The human paragon can choose any ten skills as class skills.
(Knowledge skills must be selected individually.)
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Vengeance Knight (Champions of Ruin, page 67)
Requirements
- Bab +5; LE, LN or NE
- skills: intimidate 6, ride 4, sense motive 2
- feats: iron will, weapon focus-any sword
- special: proficiency with heavy armor and heavy shields
1: Bab +1; Fort +2; Ref +0; Will +0; Armor Training, Bringer of Vengeance +1
2: Bab +2; Fort +3; Ref +0; Will +0; Counterstrike +1, Improved Shield Bash
3: Bab +3; Fort +3; Ref +1; Will +1; Bonus Fighter Feat
4: Bab +4; Fort +4; Ref +1; Will +1; Arcane Backlash 1d6
5: Bab +5; Fort +4; Ref +1; Will +1; Bringer of Vengeance +2
6: Bab +6; Fort +5; Ref +1; Will +1; Improved Armor Training
7: Bab +7; Fort +5; Ref +2; Will +2; Arcane Backlash 2d6
8: Bab +8; Fort +6; Ref +2; Will +2; Counterstrike +2
9: Bab +9; Fort +6; Ref +2; Will +2; Bonus Fighter Feat, Bringer of Vengeance +3
10: Bab +10; Fort +7; Ref +3; Will +3; Arcane Backlash 3d6, Superior Armor Training
d10; skills = 2+INT = climb, craft, gather information, intimidate, jump,
knowledge-local, ride, search, sense motive, spot
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Possible Traits
Plucky
You have a strength of will not reflected in your limited physical gifts.
You gain a +1 bonus on Will saves.
You take a -1 penalty on Fortitude saves
Detached
You maintain a distance from events that keeps you grounded but limits your reaction speed.
You gain a +1 bonus on Will saves
You take a -1 penalty on Reflex saves.
Aggressive
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.
You gain a +2 bonus on initiative checks.
You take a -1 penalty to Armor Class.
Reckless
You naturally sacrifice accuracy to put more power behind your blows.
You gain a +1 bonus on damage rolls after successful melee attacks.
You take a -1 penalty on melee attack rolls.
Honest
You are naturally straightforward and sincere. This quality helps you persuade people
to your viewpoint, but you have difficulty telling lies and seeing deception in others.
You gain a +1 bonus on Diplomacy checks.
You take a -1 penalty on Bluff checks and Sense Motive checks.
(flaw 2)
Glory-Hound
You have an insatiable desire for glorious combat, fighting recklessly to prove yourself.
PRE: Base Attack 1+
You suffer a -2 penalty to AC during combat until you drop an opponent.
This penalty does not apply if the combat is against a single opponent.
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.
You gain a +2 bonus on initiative checks.
You take a -1 penalty to Armor Class.
Reckless (trait 2)
You naturally sacrifice accuracy to put more power behind your blows.
You gain a +1 bonus on damage rolls after successful melee attacks.
You take a -1 penalty on melee attack rolls.
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ITEMS to Purchase
"Mithral Full-Plate"
normal: value = 1500 gp, AC = +8, max dex = +1, AC check = -6, spell failure = 35%, MV = 20 ft (heavy), wt = 50 lbs
mithral: value = 10,500 gp, AC = +8, max dex = +3, AC check = -3, spell failure = 25%, MV = 20 ft (med), wt = 25 lbs
"Helm of the Knight Watch"
- INT +6 (ranks in Spot, Listen, Sense Motive) = 36,000 gp
- with competence bonus to Spot, Listen, Sense Motive = +10 each = +15,000 gp x3
"Boots of Striding and Springing"
Upgrade silver holy symbol
- Special unholy symbol: broken animal horn (+250 gp) complete champion page 134
- When used to cast spells listed in the Charm or Trickery domain, a broken animal horn
increases your effective caster level by 1.
- make magic with +1 enhancement bonus
enchant longsword with viscious ability (+1 bonus).
= upgrade to brass or bronze dragonfang???
Dragonfang
black = acid
blue = electricity
green = acid
red = fire
white = cold
brass = fire
bronze = electricity
copper = acid
gold = fire
silver = cold