Cherry Blossum

Adventure Date: April 26, 2025 - Chapter 6
Last Updated: April 26, 2025

class:		warblade/fighter		race:		half-elf
level:		4 = 3/1				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

				38	
====================================================================================
STR:	18	+4	HP: 	38				Speed:	20 ft 
DEX:	12	+1	AC:	19 (17 in stance or no shield; 15 in stance + no shield)				
CON:	10	+0	= 10   + 6     + 2      + 1   + 0    + 0   + 0       + 0 (-2)
INT:	18/20	+4/+5   base + armor + shield + dex + size + nat + deflect + misc
WIS:	10	+0	AC touch:	11 (9/11; 9)
CHA:	10	+0	AC flat-footed: 18 (16; 14)		Initiative:	+1
								Base Attack:	+4

- Uncanny Dodge: retain DEX bonus to AC even if flat-footed or invisible attacker

====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+4	= 5	+0		-1
Reflex:		+1 (+4)	= 1	+1		-1 (+3)
Will:		+0 (+6)	= 1	+0		-1 (+6)

- 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) = +3
- moment of perfect mind - immediate action - concentration check instead of will = +6


====================================================================================
- recover all maneuvers = swift action + attack or standard action
- stance = 1
	- IH punishing stance 	= melee attacks +1d6 damage, but AC -2, swift=on/off
	- TC: Hunter's Sense 	= gain scent ability
- maneuver = 5 (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 mounain hammer		= strike  = +2d6 damage, auto overcome DR and hardness
	- SD stone bones		= strike  = if strike hits, gain 5 DR/adamantine till start of next turn
- battle ardor = gain insight bonus to confirm critical hits = INT = +5
- great cleave = if drop opponent, attack another target within reach, any number of times in a round
- power attack = up to -4 hit gives +4 dam (+8 dam if using 2 hands)


Attack		Bonus	Damage	Critical	Range	Type	Notes
------------	------	------	--------	-----	----	-----
"Noir"		+10	1d8+5	19-20/x2	-	S	magic longsword +1, 1 handed
		+10	1d8+7	19-20/x2	-	S	magic longsword +1, 2 handed
			+1 				acid	dragonfang + adamantine equivalent
			+1d6					punishing stance

heavy shield	+8	1d4+4	x2		-	B	wood	
			+1d6					punishing stance

club		+8	1d6+4	x2		10 ft	B	wood (oak)	
			+1d6					punishing stance

dagger		+8	1d4+4	19-20/x2	-	S/P	
			+1d6					punishing stance
dagger, thrown	+5	1d4+4	19-20/x2	10 ft	S/P


longbow		+5	1d8+4	x3		110 ft	P	composite STR 18/+4
- normal arrows x58			56
- cold iron arrows x20			
- silver arrows x6			

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Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
Chainmail +1	medium	+6	+2	-4	30%	20 ft	40 lbs	blueshine

large shield	shield	+2	-	0	15%	-	5 lbs	darkwood

- 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
fighting defensively = full-round, -4 penalty to attack, gain +2 dodge bonus to AC

====================================================================================
SKILLS: Total = 54	max = 7/3	Ability	Mod	Ranks	Misc
+5	appraise			INT	+5		
+3	*balance			DEX	+0	5	(-4 armor)/+2 tumble
-1	bluff				CHA	+0		-1 honest
+5	*climb				STR	+4	5	(-4 armor)		
+6	*concentration			CON	+0	6
+5	*craft				INT	+5		
no	decipher script			INT	+5		
+7	*diplomacy			CHA	+0	4	+1 honest/+2 half-elf
no	disable device			INT	+5		-4 flaw
+0	disguise			CHA	+0		
-3	escape artist			DEX	+1		(-4 armor)	
+5	forgery				INT	+5		
+5	gather information		CHA	+0		+2 half-elf/+1 easygoing/+2 local
no	handle animal			CHA	+0		
+0	heal				WIS	+0
-1	hide				DEX	+1		(-4 armor)/+2 armor	
-1	*intimidate			CHA	+0		-1 easygoing	
+7	*jump				STR	+4	5	(-4 armor)/+2 tumble			
+6	*knowledge, arcana		INT	+5	1
+6	*knowledge, architect/engineer	INT	+5	1
+6	*knowledge, dungeoneering	INT	+5	1
no	*knowledge, geography		INT	+5	
+11	*knowledge, history		INT	+5	4	+2 education
+12	*knowledge, local		INT	+5	5	+2 education
+6	*knowledge, nature		INT	+5	1
+6	*knowledge, nobility/royalty	INT	+5	1
+6	*knowledge, religion		INT	+5	1
+6	*knowledge, the planes		INT	+5	1
+1	listen				WIS	+0		+1 half-elf
-3	move silently			DEX	+1		(-4 armor)	
no	open lock			DEX	+1		
+0	perform				CHA	+0		
no	profession			WIS	+0		
+1	ride				DEX	+1		
+6	search				INT	+5		+1 half-elf
-2	sense motive			WIS	+0		-1 honest/-1 easygoing
no	sleight of hand			DEX	+1		(-4 armor)			
no	spellcraft			INT	+5	
+1	spot				WIS	+0		+1 half-elf
+0	survival			WIS	+0		
-4	*swim				STR	+4		(-8 armor x2)			
+4	*tumble				DEX	+1	5	(-4 armor)/+2 jump		
no	use magic device		CHA	+0		
+1	use rope			DEX	+1
n/a	speak languages			n/a		0 cc	
no	*martial lore			INT	+5
skill tricks (complete scoundrel) - 2 skill points each
- nimble charge (balance 5 ranks): run/charge over difficult terrain, no balance check
- twisted charge (balance 5 ranks, tumble 5 ranks): make up to a 90 degree turn in a charge
- extreme leap (jump 5 ranks): +10 ft to jump distance
- speedy ascent (climb 5 ranks): +10 ft to climb move


=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		light, medium, heavy
Shields:	all (including tower)
Weapons:	all simple and martial


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 = 3 + 0 = 3, Fighter equivalent = 1 + 1 = 2
- Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven 
- battle clarity = +3 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
- battle ardor
	- gain insight bonus to confirm critical hits = INT = +4


Blessing of Ogma: bonus stance
- Tiger Claw: Hunter's Sense - gain scent ability
	- detect opponents by smell; range = 30 ft, 60 ft upwind, 15 ft downwind
	- move action to determine direction of opponent within range
	- if within 5 ft, can pinpoint the source


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


Weapon Focus (3rd level feat)
- +1 bonus to hit with longsword


Great Cleave (fighter 1st level feat)
- like cleave, but unlimited uses per turn


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= 84 + 46 = 130
	load: light = 100	medium = 200	heavy = 300
WT	Item
---	---------------------
0	traveler's outfit
0	HEAD:	  Headband of Intellect +2 (4,000 gp)
0	FACE:	  OPEN SLOT
0	THROAT:	  OPEN SLOT
0	SHOULDER: OPEN SLOT
40	BODY: 	  Blueshine Chainmail +1 (2,800 gp), +2 hide
0	TORSO:	  OPEN SLOT
0	WAIST:	  OPEN SLOT
0	FEET:	  OPEN SLOT
5	ARMS:	  OPEN SLOT
0	HANDS:	  OPEN SLOT
0	RING1:	  OPEN SLOT
0	RING2:	  OPEN SLOT
10	SHIELD:	  heavy darkwood shield (257 gp)

4	Noir (5,315 gp)
		- magic longsword +1 (+2,015 gp) 
		- made from black dragon bone = +1 acid damage stacks (+300 gp)
		- equivalent to adamantine in hardness and overcoming hardness (+3,000 gp, includes masterwork price)
			- Weapons fashioned from adamantine have a natural ability to bypass hardness 
			  when sundering weapons or attacking objects, ignoring hardness less than 20
		- black scabbard with black bladed longsword with a black dragon handle, its hilt carved into black handle wings
         	  blade inscribved with elven script in golden script says "Noir" 
		- Lore: middle part of last empire war, elven nation joined with humans, elven leader had sword named "Noir", 
		  leader killed, sword (note the female elf ghast defending the sword) 

3	oak club (0 gp)

1	dagger (2 gp)

3	composite longbow, STR 18/+4 damage (500 gp)
	4 quivers
9		- normal arrows x58
3		- cold iron arrows x20
1		- silver arrows x6


0.5	belt pouch (1 gp)
1	- coins
0	- flint and steel (1 gp)

0.5	belt pouch (1 gp)
-	- Potion's of Cat Grace
	- Potion's of Cure Light Wounds 

2	lantern (7 gp)
1	- oil, 1 pint (1 sp)

2	backpack (2 gp)
10	- oil, 1 pint (1 sp each = 1 gp) x10
4	- waterskin (1 gp)
10	- rations (5 gp) x10
5	- bedroll (1 sp)
10	- rope, 50 ft (1 gp)
4	- gappling hook (1 gp)
1	- whetstone (2 cp)



==============================================================================
TREASURE	
pp = 			
gp = 1          
sp = 9			
cp = 			
			


=============================================================================
In Storage: at Temple of Chauntea in Roccatorre
pp = 		
gp = 	
sp = 		
cp = 		




==============================================================================
SPECIAL NOTES:
------------------
4th level = +1 fighter = 1, DEX +2 
fighter feat = great cleave
skills 6 = 	 knowledge dungeoneering +1 = +1, knowledge, the planes +1, 
- extreme leap (jump 5 ranks): +10 ft to jump distance
- speedy ascent (climb 5 ranks): +10 ft to climb move


- Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven 
5th level = +1 fighter = 2
fighter feat = blade meditation: iron heart (TOB p28) = +1 DC of IH maneuvers, +2 balance,
			+1 dam when using a strike for bastard sword, dwarven war axe, longsword, two-bladed sword 
skills 6 = 	knowledge geography +1 = +1,  jump +2, climb +2, 


6th level = +1 warblade = 4, fighter eq = 4; 6th level feat = weapon specialization +2 dam longsword
initiator level = 5; stance = IH absolute steel stance +10 ft MV, MV 10 ft get +2 dodge AC till begin of next turn
4th level: change maneauver =  remove = IH steel wind; add = SD bonecrusher = +4d6, DC 17 Fort or +10 to confirm critical
skills 8 = 	concentration +1 = +7, tumble +1 = ?, diplomacy +? = ? 
skill trick (2) - 


7th level = +1 warblade, maneuver (3rd) = 


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skill tricks (complete scoundrel) = 2 points each
- collector of stories (knowledge 5 ranks)
- leaping climber (climb 5 ranks, jump 5 ranks)
- quick swimmer (swim 5 ranks) if swim check can mv 10 ft, actually mv 20 ft
- tumbling crawl (tumble 5 ranks): dc 15, no attack of opportunity
- up the hill (balance 5 ranks, jump 5 ranks), normal speed, not half up a slope
- wall jumber (climb 5 ranks, jump 5 ranks)
-----------------------
- nimble stand (tumble 8 ranks); stand up safely from prone
- corner perch (climb 8 ranks); brace to have both hand free
-----------------------
- back on your feet (tumble 12); immeiate action to stand up from prone
- walk the walls (climb 12, tumble 5); run up wall for one round


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buy 






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