Adventure Date: February 22, 2025
Last Updated: January 27, 2025
class: warblade race: half-elf level: 2 alignment: chaotic good xp: 0 deity: Oghma, Lord of Knowledge size: medium age: 20 gender: female height: 5'8" eyes: purple hair: pink skin: white weight: 160 lbs Campaign: Roland's World - Kingdom of Kern Home Region: Silverymoon Languages: Common, Elven, Draconic, Goblin, Giant, Orc 23 ==================================================================================== STR: 18 +4 HP: 23 Speed: 30 ft DEX: 10 +0 AC: 17 (15 in stance or no shield; 13 in stance + no shield) CON: 10 +0 = 10 + 4+1 + 2 + 0 + 0 + 0 + 0 + 0 (-2) INT: 18 +4 base + armor + shield + dex + size + nat + deflect + misc WIS: 10 +0 AC touch: 11 (11; 9) CHA: 10 +0 AC flat-footed: 17 (15; 13) Initiative: +0 Base Attack: +2 ==================================================================================== Total = base +Mod +magic +misc Fortitude: +2 = 3 +0 -1 Reflex: -1 (+1) = 0 +0 -1 (+2) Will: -1 (+5) = 0 +0 -1 (+5) - immunity to sleep spells and similar magical effects - racial bonus on saving throw against enchantment spells or effects = +2 - battle clarity = reflex saves if not flat-footed (INT insight bonus) = +2 - moment of perfect mind - immediate action - concentration check instead of will = +5 ==================================================================================== - recover all maneuvers = swift action + attack or standard action - stance = 1 - IH punishing stance = melee attacks +1d6 damage, but AC -2, swift=on/off - maneuver = 4 (ready = * x3) * - DM moment of perfect mind = counter = concentration check instead of will - IH steel wind = strike = strike 2 opponents * - IH steely strike = strike = +4 to hit, but enemies get +4 to hit you * - SD stone bones = strike = if strike hits, gain 5 DR/adamantine till start of next turn - power attack = up to -2 hit gives +2 dam (+4 dam if using 2 hands) - cleave = if drop opponent, attack another target within reach Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- bastard sword +6 1d10+6 19-20/x2 - S 2-hands, cold iron +1d6 punishing stance longsword +6 1d8+4 19-20/x2 - S +1d6 punishing stance heavy shield +6 1d4+4 x2 - B wood +1d6 punishing stance light pick +6 1d4+3 x4 - P silver +1d6 punishing stance javalin +2 1d6+4 x2 30 ft P melee or ranged ------------------------------------------------------------------------------------ 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 dastana light +1 - 0 5% - 5 lbs masterwork large shield shield +2 - -2 15% - 10 lbs wood - ready or loose shield = part of move action, no attack of opportunity - drop shield = free action (once loose) - retrieve or stow (sheathe) shield = move action, attack of opportunity total defense = standard action, no attack, but +4 dodge bonus to AC ==================================================================================== SKILLS: Total = 40 max = 5/2 Ability Mod Ranks Misc +4 appraise INT +4 +3 *balance DEX +0 5 (-4 armor)/+2 tumble -1 bluff CHA +0 -1 honest +4 *climb STR +4 4 (-4 armor) +5 *concentration CON +0 5 +4 *craft INT +4 no decipher script INT +4 +7 *diplomacy CHA +0 4 +1 honest/+2 half-elf no disable device INT +4 -4 flaw +0 disguise CHA +0 -4 escape artist DEX +0 (-4 armor) +4 forgery INT +4 +5 gather information CHA +0 +2 half-elf/+1 easygoing/+2 local no handle animal CHA +0 +0 heal WIS +0 -4 hide DEX +0 (-4 armor) -1 *intimidate CHA +0 -1 easygoing +7 *jump STR +4 5 (-4 armor)/+2 tumble no *knowledge, arcana INT +4 no *knowledge, architect/engineer INT +4 no *knowledge, dungeoneering INT +4 no *knowledge, geography INT +4 +10 *knowledge, history INT +4 4 +2 education +11 *knowledge, local INT +4 5 +2 education no *knowledge, nature INT +4 no *knowledge, nobility/royalty INT +4 +5 *knowledge, religion INT +4 1 no *knowledge, the planes INT +4 +1 listen WIS +0 +1 half-elf -4 move silently DEX +0 (-4 armor) no open lock DEX +0 +0 perform CHA +0 no profession WIS +0 +0 ride DEX +0 +5 search INT +4 +1 half-elf -2 sense motive WIS +0 -1 honest/-1 easygoing no sleight of hand DEX +0 (-4 armor) no spellcraft INT +4 +1 spot WIS +0 +1 half-elf +0 survival WIS +0 -4 *swim STR +4 (-8 armor x2) +3 *tumble DEX +0 5 (-4 armor)/+2 jump no use magic device CHA +0 +0 use rope DEX +0 n/a speak languages n/a 0 cc no *martial lore INT +4 skill tricks (complete scoundrel) - 2 skill points each - nimble charge (balance 5 ranks): run/charge over difficult terrain, no balance check ============================================================================= SPECIAL ABILITIES / FEATS Armor: light, medium Shields: all (except tower) Weapons: all simple and martial (melee and thrown only) HALF-ELF - Elven Blood - Immunity to sleep spells and similar magical effects and a +2 racial bonus on saving throw against enchantment spells or effects. - Low-light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Retains the ability to distinguish color and detail under these conditions. - +1 racial bonus on Listen, Search, and Spot checks - +2 racial bonus on Diplomacy and Gather Information checks WARBLADE: Initiator level = 2 + 0 = 2, Fighter equivalent = 0 + 1 = 1 - Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven - battle clarity = +2 reflex saves if not flat-footed (INT insight bonus) - weapon aptitude - can re-assign weapon specialties (e.g. weapon focus) - effective bonus fighter levels to qualify for fighter feats = +1 - uncanny dodge - retain DEX bonus to AC even if flat-footed or invisible attacker Education: regional feat (1st level feat) - all knowledge skills are class skills - get +2 bonus for two knowledge skills (history, local) Power Attack (flaw bonus feat 1) - gain up to -2 hit to get +2 dam (+4 dam if using weapon 2-handed) Cleave (flaw bonus feat 2) - if drop opponent, make attack against another target within reach Poor Saves (flaw 1) Bad things happen to you: it's rather unfortunate. Effect: You suffer a penalty to all saves equal to one-quarter your character level, to a minimum of -1. https://www.dandwiki.com/wiki/Poor_Saves_(3.5e_Flaw) Traplover (flaw 2) If you see a Trap you have the urge to set it off. Effect: You take a -4 penalty to Disable Device checks. If you are within 30' of a trap you know about, you are shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks until you personally trigger the trap or the trap can no longer be seen by you. https://www.dandwiki.com/wiki/Traplover_(3.5e_Flaw) Honest (trait 1) Benefit: You gain a +1 bonus on Diplomacy checks. Drawback: You take a -1 penalty on Bluff checks and Sense Motive checks. https://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm Easygoing (trait 2) Benefit: You gain a +1 bonus on Gather Information checks. Drawback: You take a -1 penalty on Intimidate checks and Sense Motive checks. ============================================================================== GEAR Total WT= 62 + 38 = 100 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 5 ARMS: dastana, masterwork (175 gp) 0 HANDS: OPEN SLOT 0 RING1: OPEN SLOT 0 RING2: OPEN SLOT 10 SHIELD: large wooden shield (7 gp) 6 cold iron bastard sword (70 gp) 4 longsword (15 gp) 3 silver light pick (24 gp) 4 javalin (1 gp each = 2 gp) x2 0.5 belt pouch (1 gp) 1 - coins 0.5 belt pouch (1 gp) - - flint and steel (1 gp) 2 lantern (7 gp) 1 - oil, 1 pint (1 sp) 2 backpack (2 gp) 5 - oil, 1 pint (1 sp each = 6 sp) x5 1 - sunrod (2 gp) 4 - waterskin (1 gp) 6 - rations (4 gp) x6 5 - bedroll (1 sp) 10 - rope, 50 ft (1 gp) 4 - gappling hook (1 gp) 1 - whetstone (2 cp) ============================================================================== TREASURE pp = gp = 5 sp = 10 cp = sold greatsword (+25 gp) bought cold iron bastard sword (70 gp) ============================================================================= In Storage: at Temple of Chauntea in Roccatorre pp = gp = sp = cp = 4 javalin (1 gp each = 2 gp) x2 3 oak club (0 gp) 1 dagger (2 gp) 7 - oil, 1 pint (1 sp each = 7 sp) x1 ============================================================================== SPECIAL NOTES: ------------------ 3rd level = +1 warblade = 3, 3rd level feat = exotic weapon: bastard sword maneuver (2nd) = mountain hammer +2d6 no DR; or tactical strike - +2d6, adjacent ally to target move 5ft skills 8 = climb +1 = +5, concentration +1 = +6, knowledge arcana +1 = +1, knowledge, architect/engineer +1 = +1 knowledge nature +1 = +1, knowledge nobility +1 = +1 skill trick (2) - twisted charge (balance 5 ranks, tumble 5 ranks) 4th level = +1 fighter = 1, STR +2, DEX +2 or CON +2 fighter feat = great cleave skills 6 = knowledge, the planes +1 = +1 swim +5 = +5 skill trick (2) - quick swimmer (swim 5 ranks) if swim check can mv 10 ft, actually mv 20 ft 5th level = +1 fighter = 1 fighter feat = weapon focus +1 hit greatsword skills 6 = knowledge nobility +4 = +5, knowledge dungeoneering +1 = +1, knowledge geography +1 = +1 skill trick (2) - 6th level = +1 warblade = 4, fighter eq = 4; 6th level feat = weapon specialization +2 dam greatsword initiator level = 5; stance = 4th level: change maneauver = skills 8 = concentration +1 = +7, tumble +1 = ?, diplomacy +? = ? skill trick (2) - 7th level = +1 warblade, maneuver (3rd) = ------------------------------------------------------------------ skill tricks (complete scoundrel) = 2 points each - collector of stories (knowledge 5 ranks) - extreme leap (jump 5 ranks): +10 ft to jump distance - leaping climber (climb 5 ranks, jump 5 ranks) - nimble charge (balance 5 ranks): run/charge over difficult terrain, no balance check - quick swimmer (swim 5 ranks) if swim check can mv 10 ft, actually mv 20 ft - speedy ascent (climb 5 ranks): +10 ft to climb move - tumbling crawl (tumble 5 ranks): dc 15, no attack of opportunity - twisted charge (balance 5 ranks, tumble 5 ranks) - up the hill (balance 5 ranks, jump 5 ranks), normal speed, not half up a slope - wall jumber (climb 5 ranks, jump 5 ranks) --------------------- buy - heavy darkwood shield (257 gp), +1 = +1,000 gp - chainshirt, masterwork (250 gp) or mithral (1,100 gp), +1 = +1,000 gp - bastard sword, masterwork (335 gp), adamantine or mithral = +3,000 gp, +1 = +2,000 gp; - mithral dagger (502 gp), +1 = +2,000 gp medium armor - breastplate, masterwork (350 gp) or mithral (4,200 gp), +1 = +1,000 gp; heavy armor - banded mail, masterwork (400 gp), +1 = +1,000 gp - full plate, masterwork (1,650 gp), +1 = +1,000 gp ------------------------------------------------------------------------------ charging n/a 2d6+4 n/a - B -2 AC till start of next turn minotaur +1d6 punishing stance - full-round action; bull rush + charge, no attacks of opportunity for bull rush or move - bull rush - opposed STR check = +4+2 = +6 vs opponents STR - +4/-4 for each size catagory (larger/smaller) from medium - +4 if stable (4-legged/dwarf) - win = damage + move 5 ft +5 ft/additional 5 point win of check maneuver can push more than 5 ft without having to follow target's pushed movement provokes attacks of opportunity club +6 1d6+4 x2 10 ft B wood (oak) +1d6 punishing stance dagger +6 1d4+4 19-20/x2 - S/P +1d6 punishing stance dagger, thrown +2 1d4+4 19-20/x2 10 ft S/P