Lady Oriana - Knight of the Shield


Last Updated: August 4, 2018



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=+0+1=+1, FORT=+2+2=+4, REF=+0+0=+0, WILL=+2+0=+2; longsword = +1 hit/+0 dam
	skills:
	

c03	F2: feat = Combat Expertise
	bonus feat3 = Iron Will = +2 Will saves
        BAB=+0+2=+2, FORT=+2+3=+5, REF=+0+0=+0, WILL=+2+0=+2; longsword = +1 hit/+0 dam
	skills:


c04	F3: none 
	a4 - STR +1 = 19/+4 (Get magic item w. STR +1 enhancement = STR 20/+5)
	BAB=+0+3+0=+3, FORT=+2+3+0=+5, REF=+0+1+0=+1, WILL=+2+1+0=+3; longsword = +1 hit/+0 dam
	skills: 2+2+1 = 5
			sense motive +2cc = 2, ride +1 = 2


C05	WB1:	= battle clarity
		= weapon aptitude
	        S1	i = punishing stance = +1d6 dam, -2 AC
      		M1	s strike = mountain hammer   = +2d6 dam, overcome DR and hardness
		M2	t strike = rabid wolf strike = +4 to hit opponent, +2d6 dam, -4 AC for 1 turn
		M3	t strike = wolf fang strike  = attack 1 target with 2 weapons, -2 to hit each
        BAB=+0+3+1=+4, 
	FORT=+2+3+2=+7, REF=+0+1+0=+1, WILL=+2+1+0=+3; 
	longsword = +1 hit/+0 dam
	skills: 4+2+1 = 7
			balance, climb = 1, concentration, craft, diplomacy, intimidate, 
                        jump = 1, know-history, know-local, martial lore, swim, tumble +5 = 5
                      - skill tricks (tumble = 5 ranks) - tumbling crawl = 2


c06	F4: feat = spring attack (note: no heavy armor = mithral plate?) 
-d10	bonus feat6 = whirlwind attack
        BAB=+0+4+1=+5, FORT=+2+4+2=+8, REF=+0+1+0=+1, WILL=+2+1+0=+3; longsword = +1 hit/+0 dam
	skills: 2+2+1 = 5
			intimidate +2 = 8, jump +1 = 2, ride +2 = 4 

 	

C07	VK1: Armor Training
-d10         Bringer of Vengeance +1 = hit & damage = intimidate, search, sense motive, spot
        BAB=+0+4+1+1= +6/+1 
	FORT=+2+4+2+2= +10, REF=+0+1+0+0= +1, WILL=+2+1+0+0= +3; 
	longsword = +1 hit/+0 dam
	skills: 2+2+1 = 5
			climb = 1, craft = 0, gather information +1 = 1, intimidate = 8, 
                        jump = 2, knowledge-local +1 = 1, ride = 4, search = 0,
                 	sense motive = 2, spot +3 = 3


c08	HP1: Adaptive Learning - 1 skill = class skill forever = sleight of hand
-d8		The human paragon can choose any ten skills as class skills.
		(Knowledge skills must be selected individually.)
	a8 - STR +1 = 20/+5 (Get magic item w. STR +2 enhancement = STR 22/+6)
        BAB=+0+4+1+1+0= +6/+1 
	FORT=+2+4+2+2+0= +10, REF=+0+1+0+0+0= +1, WILL=+2+1+0+0+2= +5; 
	longsword = +1 hit/+0 dam
	skills: 4+2+1 = 7
			                VK1         HP1              
1.       sleight of hand           	= 0          +2     = 2              
2.       disguise self                  = 4          +1     = 5     
3.       tumble                         = 5          +1     = 6     
4.       spot                           = 3          +1     = 4     
5.       gather information             = 1          +1     = 2      
6.       knowledge, architect/engineer  = 0          +0     = 0     
7.       knowledge, dungeoneering       = 0          +0     = 0      
8.       knowledge, geography           = 0          +0     = 0        
9.       knowledge, nature              = 0          +0     = 0      
10.      knowledge, nobility/royalty    = 0          +1     = 1      
 

c09	HP2: +1 level of existing class = Cleric 2 - 0=4,1=2+D+b,
-d8          bonus feat = weapon specialization-longsword +2 dam
	bonus feat9 = melee weapon mastery-slashing (PHB2) +2 hit/+2 dam 
                                  (prereq = weapon specialization & BAB +8)
        BAB=+0+4+1+1+1= +7/+2 
	FORT=+2+4+2+2+0= +10, REF=+0+1+0+0+0= +1, WILL=+2+1+0+0+3= +6; 
	longsword = +3 hit/+4 dam
	skills: 4+2+1 = 7
			                HP1  HP2               
1.       sleight of hand           	= 2  +2   = 4          
2.       disguise self                  = 5  +0   = 5 
3.       tumble                         = 6  +1   = 7 
4.       spot                           = 4  +1   = 5 
5.       gather information             = 2  +1   = 3 
6.       knowledge, architect/engineer  = 0  +0   = 0
7.       knowledge, dungeoneering       = 0  +1   = 1
8.       knowledge, geography           = 0  +0   = 0 
9.       knowledge, nature              = 0  +1   = 1 
10.      knowledge, nobility/royalty    = 1  +0   = 1


c10	HP3: +1 level of existing class = cleric 3 - 0=4,1=2+D+b,2=1+D+b
-d8          Ability Boost = STR +2 = 22/+6 (Get magic item w. STR +4 enhancement = STR 26/+8)
        BAB=+0+4+1+1+2= +8/+3 
	FORT=+2+4+2+2+1= +11, REF=+0+1+0+0+1= +2, WILL=+2+1+0+0+3= +6; 
	longsword = +3 hit/+4 dam
	skills: 4+2+1 = 7
			                HP2        HP3 
1.       sleight of hand           	= 4        +2           = 6          
2.       disguise self                  = 5        +0           = 5 
3.       tumble                         = 7        +1           = 8 
4.       spot                           = 5        +1           = 6 
5.       gather information             = 3        +1           = 4 
6.       knowledge, architect/engineer  = 0        +1           = 1
7.       knowledge, dungeoneering       = 1        +0           = 1
8.       knowledge, geography           = 0        +1           = 1 
9.       knowledge, nature              = 1        +0           = 1 
10.      knowledge, nobility/royalty    = 1        +0           = 1


c11	VK2: Counterstrike +1 (melee attack/damage vs opponent who damaged previously)
-d10         Improved Shield Bash
        BAB=+0+4+1+2+2= +9/+4 
	FORT=+2+4+2+3+1= +12, REF=+0+1+0+0+1= +2, WILL=+2+1+0+0+3= +6; 
	longsword = +3 hit/+4 dam
	skills: 2+2+1 = 5
			climb = 1, craft = 0, disguise = 5, gather information = 4, intimidate = 8, 
                        jump = 2, knowledge-local = 1, ride = 4, search = 0,
                 	sense motive = 2, sleight of hand +2 = 8, spot +3 = 9


c12	VK3: Bonus Fighter Feat = improved critical-longsword 17-20 (prereq = BAB +8)
	bonus feat12 = "law devotion" or "power attack"

	a12 - STR +1 = 23/+6 (get magic item w. STR +5 = 28/+9)
        BAB=+0+4+1+3+2= +10/+5 
	FORT=+2+4+2+3+1= +12, REF=+0+1+0+1+1= +3, WILL=+2+1+0+1+3= +7; 
	longsword = +3 hit/+4 dam
	skills: 2+2+1 = 5
			climb = 1, craft = 0, disguise = 5, gather information = 4, intimidate = 8, 
                        jump = 2, knowledge-local = 1, ride = 4, search = 0,
                 	sense motive = 2, sleight of hand = 8, spot +3 = 12
                      	- skill tricks (spot = 12 ranks) - clarity of vision (see invisible 1 round) = 2


c13	WB2	= uncanny dodge
-d12		  - effective initiator level = warblade + 1/2 other character levels = 2 + 5 = 7
		  - Maneuvers known = 4, max maneuver level = 4
		  - Maneuvers readied = 3
		  - Stances Known = 1
	        S1	i1 = punishing stance = +1d6 dam, -2 AC
      		M1	s2 strike = mountain hammer   = +2d6 dam, overcome DR and hardness
		M2	t2 strike = rabid wolf strike = +4 to hit opponent, +2d6 dam, -4 AC for 1 turn
		M3	t1 strike = wolf fang strike  = attack 1 target with 2 weapons, -2 to hit each
		M4	i3 	  = iron heart surge = remove effect, gain +2 morale bonus on attacks
        BAB=+0+4+2+6= +12/+7/+2 
	FORT=+2+4+3+5= +14, REF=+0+1+0+2= +3, WILL=+2+1+0+2= +5; 
	skills: 4+2+1 = 7
			balance +1 = 1, climb = 1, concentration +1 = 1, craft = 0, diplomacy = 0, 
			intimidate = 8, jump = 2, know-history = 1, know-local = 1, 
			martial lore = 0, sleight of hand +1 = 9, swim = 1, tumble = 8
                      	- skill tricks (concentration=1,sleight of hand = 5, spellcraft=1) - conceal spellcasting = 2
                      	- skill tricks (spot = 12 ranks) - spot the weak point (next attack = touch attack) = 2


c14	UT1 	= 	bonus trick, favourite trick = clarity of vision
-d6        BAB=+0+4+2+6+0= +12/+7/+2 
	FORT=+2+4+3+5+0= +14, REF=+0+1+0+2+2= +5, WILL=+2+1+0+2+0= +5; 
	skills: 8+2+1 = 11
			appraise = 2, balance = 0, bluff = 0, climb = 1, craft = 0
			decipher script = 0, diplomacy = 0, disable device = 0,   
			escape artist = 0, forgery = 0, gather information = 6, hide = 0, 
			intimidate = 8, jump = 5, listen = 0, move silently = 0, open lock = 0
			perform = 0, profession = 4, search = 0, sense motive = 2, 
			sleight of hand = 0, spot = 12, swim = 1,  
			use magic device = 0, use rope = 0

			profession +1 = 5, sleight of hand +1 = 10, tumble +4 = 12,
                      	- skill tricks (disguise = 5 ranks) - Assume Quirk = 0
			- skill tricks (tumble = 8 ranks) - Nimble Stand = 2 
                      	- skill tricks (tumble = 12 ranks) - back on your feet = 2
 

c15	UT2 	= 	bonus trick, favourite trick = back on your feet 
-d6			+1 level of existing class features (WB3)
	WB3	= battle ardor = insight bonus to confirm critical hits = INT
		  - effective initiator level = warblade + 1/2 other character levels = 3 + 6 = 9
		  - Maneuvers known = 5, max maneuver level = 5
		  - Maneuvers readied = 3
		  - Stances Known = 1
	        S1	i1 = punishing stance = +1d6 dam, -2 AC
      		M1	s2 strike = mountain hammer   = +2d6 dam, overcome DR and hardness
		M2	t2 strike = rabid wolf strike = +4 to hit opponent, +2d6 dam, -4 AC for 1 turn
		M3	t1 strike = wolf fang strike  = attack 1 target with 2 weapons, -2 to hit each
		M4	i3 	  = iron heart surge  = remove effect, gain +2 morale bonus on attacks
		M5	s3 strike = bonecrusher       = +4d6, +10 to confirm critical hits

	bonus feat15 =  ?????

        BAB=+0+4+2+6+1= +13/+8/+3 
	FORT=+2+4+3+5+0= +14, REF=+0+1+0+2+3= +6, WILL=+2+1+0+2+0= +5; 
	skills: 8+2+1 = 11
			bluff = 0, climb = 5, craft = 0
			decipher script = 0, diplomacy = 0, disable device = 0,  disguise = 5, 
			escape artist = 0, forgery = 0, gather information = 6, hide = 0, 
			intimidate = 8, jump = 5, listen = 0, move silently = 0, open lock = 0
			perform = 0, search = 0, sense motive = 2, 
			sleight of hand = 0, spot = 12, swim = 1, tumble = 12, 
			use magic device = 0, use rope = 0
			balance +4 = 5, bluff +5 = 5
                      - skill tricks (balance = 5 ranks) - nimble charge = 0
                      - skill tricks (balance & tumble = 5 ranks) - twisted charge = 2
?

c16	UT3 	= 	bonus trick, favourite trick = , 
-d6			tricky defense (+1 competence bonus to saves if did skill trick), 
			+1 level of existing class features (WB4)
	WB4	= NONE
		  - effective initiator level = warblade + 1/2 other character levels = 4 + 6 = 10
		  - Maneuvers known = 5, max maneuver level = 5, swap = 1 (M2 = t2 with s5)
		  - Maneuvers readied = 4
		  - Stances Known = 2, max stance level = 5
	        S1	i1 = punishing stance = +1d6 dam, -2 AC
		s2	i5 = dancing blade form = +5 ft reach
      		M1	s2 strike = mountain hammer   	  = +2d6 dam, overcome DR and hardness
		M2	s5 strike = elder mountain hammer = +6d6, overcome DR/hardness
		M3	t1 strike = wolf fang strike  	  = attack 1 target with 2 weapons, -2 to hit each
		M4	i3 	  = iron heart surge  	  = remove effect, gain +2 morale bonus on attacks
		M5	s3 strike = bonecrusher      	  = +4d6, fort save or +10 to confirm critical hits
	a16 - STR +1 = 24/+7 (get magic item w. STR +6 = 30/+10)
        BAB=+0+4+2+6+2= +14/+9/+4 
	FORT=+2+4+3+5+1= +14, REF=+0+1+0+2+3= +6, WILL=+2+1+0+2+1= +6; 
	skills: 8+2+1 = 11
			appraise = 5, balance = 5, climb = 5, craft = 0
			decipher script = 0, diplomacy = 0, disable device = 0,  disguise = 5, 
			escape artist = 0, forgery = 0, gather information = 6, hide = 0, 
			intimidate = 8, jump = 5, listen = 0, move silently = 0, open lock = 0
			perform = 0, profession = 5, search = 0, sense motive = 2, 
			sleight of hand = 0, spot = 12, swim = 1, tumble = 12, 
			use magic device = 0, use rope = 0
			appraise +3 = 5, disguise +5 = 10, decipher script +1 = 1
                      - skill tricks (bluff = 5, disguise = 5) - Second Impression = 0
 
                      - skill tricks (swim = 5 ranks) - Quick Swimmer = 2
                      - skill tricks (climb = 5 ranks) - Speedy Ascent = 2


c17	VK4: Arcane Backlash 1d6
-d10


c18	VK5: Bringer of Vengeance +2
-d10


c19	VK6: Improved Armor Training
-d10


c20 

Persistent Refusal (Fiendish Codex II - Tyrants of the Nine Hells page 85)
- swift action, spend one rebuke undead attempts to make another save against
  any effect that targets you and has a continueing duration.


Pious Defiance (Fiendish Codex II - Tyrants of the Nine Hells page 85)
- immediate action, spend one rebuke attempt to a gain bonus on Will Saves
  = 1/2 your character level for 1 round





stance 5 
diamond mind 	- hearing the air - blindsense
			prereq = 2 diamond mind maneuvers 
iron 		- dancing blade form - +5 ft reach
			prereq = 2 iron heart maneuvers

stance 3
white rave 	- tactics of the wolf, you and allies deal +1 dam/2 initiator levels vs flanked
			prereq = 1 white raven maneuvers
tiger		- wolverine stance, use any weapon while grappled (1-handed weapon, no -4 for grapple
								   if foe +1 size larger, gain +4 damage)
			prereq = 1 tiger claw maneuvers

M4
stone 		- bonecrusher = +4d6, +10 to confirm critical hits
			no prereq

M5
white		- white raven strike = +4d6, target is flat-footed
			prereq = 1 white raven maneuvers
tiger		- dancing mongoose boost, extra attack with each weapon
			prereq = 2 tiger claw maneuvers

swap
stone		- elder mountain hammer = +6d6, overcome DR/hardness
			prereq = 2 stone dragon maneuvers






                      - skill tricks (intimidate = 8 ranks) - Never Outnumbered = 2






	VK7: Arcane Backlash 2d6
        BAB=+0+4+1+7= +12, 
	FORT=+2+4+2+5= +13, REF=+0+1+0+2= +3, WILL=+2+1+0+2= +5; 
	skills: 2+2+1 = 5
			climb +2 = 8, craft = 0, gather information = 8, intimidate = 8, 
                        jump = 1, knowledge-local = 0, ride = 4, search = 0,
                 	sense motive = 2, spot +3 = 15


	VK8: Counterstrike +2


	VK9: Bonus Fighter Feat = bounding assault (PHB2, page 75)
             Bringer of Vengeance +3



c17	VK10: Arcane Backlash 3d6
              Superior Armor Training
        BAB=+0+4+1+8+2= +15, 
	FORT=+2+4+2+6+1= +15, REF=+0+1+0+2+3= +6, WILL=+2+1+0+2+1= +6; 
	skills: 2+2+1 = 5
			climb = 8, craft = 0, gather information = 10, intimidate = 10, 
                        jump = 5, knowledge-local +5 = 5, ride = 4, search = 0,
                 	sense motive = 2, spot = 16


c18	BT1
	bonus feat18 = ?????????????



c19	BT2




c20	BT3
	a20 = CON +1 = 11 (get magic item w. CON +1 = 12)












balance = 5, climb = 5 (8/12), jump = 5, tumble = 5 (8/12)

============================================
Other character ideas

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 (cleric)
UT3 = bonus trick, favourite trick, tricky defense, +1 level of existing class features (cleric)

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

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




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

 
UT1 = 11

future skill tricks
-          conceal spellcasting

                      - skill tricks (disguise = 5 ranks) - Assume Quirk = 2