Lady Oriana - Knight of the Shield
Last Updated: August 4, 2018
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=+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)
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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
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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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UT1 = 11
future skill tricks
- conceal spellcasting
- skill tricks (disguise = 5 ranks) - Assume Quirk = 2