Cherry Blossum

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

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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