Lady Oriana - Knight of the Shield


Last Updated: December 12, 2015



Character Progression Plan
===========================================

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:


============================================
Other character ideas
------------------------------------------
Regional Feat: Mercantile Background
Region: Waterdeep, equipment = masterwork longsword

------------------------------------------
- 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

--------------------------------------------
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


--------------------------------------------
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) 


------------------------------------------------
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.)


-----------------------------------------------
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 


==========================================
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. 




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

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