Adventure Date: TBD, 2016
Last Updated: April 14, 2016
class: Warblade/Fighter race: human (chondathan)
level: 1 = 1/0 alignment: chaotic
xp: 0 deity:
size: medium age: 20 gender: male height: 6'0"
eyes: hair: skin: weight: 170 lbs
Campaign: TBD
Home Region: Waterdeep
Languages: Chondathan, Elven, Orc
hp:
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STR: 18 (22) +4 (+6) HP: 11 (13 Rhul) Speed: 40 ft
DEX: 16 +3 AC: 15
CON: 10 (14) +0 (+2) = 10 + 4 + 0 + 3 + 0 + 0 + 0 + 1 -2 -1
INT: 16 +3 base + armor + shield + dex + size + nat + deflect + misc
WIS: 8 -1 AC touch: 10
CHA: 8 -1 AC flat-footed: 11 Initiative: +5
Base Attack: +1
- AC -2 with Rhul = 13
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Total = base +Mod +magic +misc
Fortitude: +2 (+4) = 2 +0 +2*
Reflex: +3 (+4) = 0 +3 +1*
Will: -1 = 0 -1
* if not flat-footed, gain insight bonus to reflex saves = +1
* if using Rhul, gain +2 due to increased CON
- once/encounter + immediate action, replace will save
with concentration check +6 (+8 with Rhul)
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- rhul "battlewine": STR = +4, gives extra +2 hit and damage (+3 damage for 2-handed)
- power attack: one-handed weapons; -1 hit = +1 damage
- power attack: two-handed weapons; -1 hit = +2 damage
- punishing stance = +1d6 melee damage
- steel wind maneuver = attack 2 oppenents
- steely strike maneuver = +4 to hit opponent, enemies get +4 to hit you
Attack Bonus Damage Critical Range Type Notes
------------ ------ ------ -------- ----- ---- -----
spiked chain, +6 2d4+6 x2 - P 2-handed weapon
cold iron +1d6 (punishing stance) trip attacks, +2 disarm
reach = 5 ft & 10 ft
shortsword, +5 1d6+3 19-20/x2 - P no power attack
silver +1d6 (punishing stance)
club, oak +5 1d6+4 x2 10 ft B
+3 thrown +1d6 (punishing stance)
javalin +3 1d6+4 x2 30 ft P
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
armor
encumbrance light na na na na na na
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SKILLS: Total = 28 max = 4/2 Ability Mod Ranks Misc 4 TBD
+2 appraise INT +2
+4 w-balance DEX +2 4 -2 AC.enc
-1 bluff CHA -1
+2 (+4) wf-climb STR +4 -2 AC.enc/(+2 Rhul)
+6 (+8) w-concentration CON +2 4 (+2 Rhul)
+2 wf-craft INT +2
no decipher script INT +2
-1 w-diplomacy CHA -1
no disable device INT +2
-1 disguise CHA -1
+0 escape artist DEX +2 -2 AC.enc
+2 forgery INT +2
-1 gather information CHA -1
no f-handle animal CHA -1
-1 heal WIS -1
+0 hide DEX +2 -2 AC.enc
-1 wf-intimidate CHA -1
+2 (+4) wf-jump STR +4 -2 AC.enc/(+2 Rhul)
no knowledge, arcana INT +2
no knowledge, architect/engineer INT +2
no knowledge, dungeoneering INT +2
no knowledge, geography INT +2
+6 w-knowledge, history INT +2 4
+6 w-knowledge, local INT +2 4
no knowledge, nature INT +2
no knowledge, nobility/royalty INT +2
no knowledge, religion INT +2
no knowledge, the planes INT +2
-1 listen WIS -1
+6 martial lore INT +2 4
+0 move silently DEX +2 -2 AC.enc
no open lock DEX +2
-1 perform CHA -1
no profession WIS -1
+2 f-ride DEX +2
+2 search INT +2
-1 sense motive WIS -1
no sleight of hand DEX +2 -2 AC.enc
no spellcraft INT +2
+1 spot WIS -1 2cc
-1 survival WIS -1
+0 (+2) wf-swim STR +4 -4 AC.enc x2/(+2 Rhul)
+4 w-tumble DEX +2 4 -2 AC.enc
no use magic device CHA -1
+2 use rope DEX +2
no speak languages n/a 0cc
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SPECIAL ABILITIES / FEATS
Armor: light, medium
Shields: all (except tower)
Weapons: all simple melee, all martial melee
HUMAN
- Medium-size
- base land speed = 30 feet.
- human bonus feat and +1 skill point/level
WARBLADE
- Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven
- Maneuvers known = 3
- Maneuvers readied = 3
- Stances Known = 1
- Battle Clarity
- if not flat-footed, gain insight bonus to reflex saves = INT = +2
(but +1 max since level 1)
- Weapon Aptitude
- equivalent fighter level for feats = warblade + fighter - 2 = (1 - 2) + 0 = 0
- spend 1 hour, re-designate feats specific to a single weapon
Exotic Weapon: Spiked Chain (human bonus feat)
Weapon Focus: spiked chain (1st level bonus feat)
- gain +1 to hit with spiked chain
Dodge (flaw bonus feat 1)
- gain a +1 dodge bonus to AC
Power Attack (flaw bonus feat 2)
- melee bonus only, no light weapons (except unarmed strike or natural weapons)
- one-handed weapons; -1 hit = +1 damage
- two-handed weapons; -1 hit = +2 damage
Addiction: Rhul "Battlewine"; Lords of Darkness, page 184 (flaw 1)
- addiction level: medium
- price per dose: 50 gp
- initial effect: gain +4 alchemy bonus to STR and CON for 1 minute, but AC -2
- secondary effect: user is fatigued. Taking a second dose, removes fatigue
and provides initial effect, but after, user is exhausted
- side effects: user prefers close combat, if have choice between melee or ranged,
user must make DC 16 Will save or choose melee attack.
- overdose: if more than 1 dose taken in one hour, user takes 1d4 temporary INT
and WIS damage
- satiation: must make daily fortitude saves or take 1d2 DEX and 1d3 WIS temporary damage
Fortitude DC = 10 if a dose taken within past 5 days, if longer, than DC 15
NOTE: A fatigued character can neither run nor charge and takes a –2 penalty
to Strength and Dexterity. After 8 hours of complete rest, no longer fatigued.
An exhausted character moves at half speed and takes a –6 penalty to Strength
and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued.
Overconfident (flaw 2)
- Nothing is beyond your capabilities. If you wanted, you could defeat the best swordsman in the world;
you just haven't had any reason to do so yet. And surely that chasm isn't too wide for you to leap across.
- Once per game session, the DM or another player can activate your Flaw in order to squash any doubts
you may have had about your own capabilities.
Aggressive (trait 1)
- You are quick to initiate combat, and you tend to press the attack once battle is joined.
Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows
that a more cautious warrior would avoid.
- Benefit: You gain a +2 bonus on initiative checks.
- Drawback: You take a -1 penalty to Armor Class.
Quick (trait 2)
- You are fast, but less sturdy than average members of your race.
- Benefit: Your base land speed increases by 10 feet (if you don't have a land speed,
apply the benefit to whichever of your speeds is highest).
- Drawback: Subtract 1 from your hit points gained at each level, including 1st
(a result of 0 is possible).
- Special: You must have a Constitution of 4 or higher to select this trait.
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STANCES = 1
S1 i = punishing stance = +1d6 dam, -2 AC
MANEUVERS = 3/3
M1 i = steel wind = attack 2 oppenents
M2 i = steely strike = +4 to hit opponent, enemies get +4 to hit you
M3 d = moment of perfect mind = concentration check for will save
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GEAR Total WT= 55 + 40 = 95
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
0 ARMS: OPEN SLOT
0 HANDS: OPEN SLOT
0 RING1: OPEN SLOT
0 RING2: OPEN SLOT
0 SHIELD: OPEN SLOT
10 cold iron spiked chain (50 gp)
2 silver shortsword (30 gp)
3 club (0 gp)
0 quiver
3 - javalins (1 gp each) x3
0.5 bandoleer, masterwork = 6/12 items (5 gp)
6 - flasks of Rhul "Battlewine" (50 gp each) x6
- gain +4 alchemy bonus to STR and CON for 1 minute,
but -2 AC and fatigued afterwards.
1 potion belt = 0/6 vials (1 gp)
- retrieving a potion/vial is a free action once per round
0.5 large belt pouch (1 gp)
4 waterskin (1 gp)
2 backpack (2 gp)
5 - bedroll (1 sp)
3 - winter blanket (5 sp)
10 - trail rations, 10 days (5 gp)
20 - torches x20 (2 sp)
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TREASURE
pp =
gp =
sp = 12
cp =
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In Storage:
pp =
gp =
sp =
cp =
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SPECIAL NOTES:
Special regional starting bonus equipment = 300 gp value
- 6 doses of Rhul "Battlewine" (50 gp each)
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Get magic items
Ability Boosters
STR +1 (1,000 gp) = 19 + 1 = 20 (4th level)
STR +2 (4,000 gp) = 20 + 2 = 22 (8th level)
STR +3 (9,000 gp) = 21 + 3 = 24 (12th level)
STR +6 (36,000 gp) = 22 + 6 = 28 (16th level)
CON +2 (4,000 gp) = 14 + 2 = 16
DEX +2 (4,000 gp) = 14 + 2 = 16
INT +2 (4,000 gp) = 14 + 2 = 16 (skill = use magic device?)
WIS +2 (4,000 gp) = 8 + 2 = 10
CHA +2 (4,000 gp) = 8 + 2 = 10
Everbright Viscious Spiked Chain +1 (adamantine, mithral or dragonfang?)
- magic +1 (2,000 gp)
- everbright (+2,000 gp)
- viscious = +2d6 damage but take 1d6 (+1 bonus = +6,000 gp)
- with Lesser Fire Assault Crystal +1d6 fire (3,000 gp)
Least Rubicund Frenzy Armor Crystal (500 gp)
- if HP = 50% or less, than gain:
- a +1 morale bonus on weapon damage rolls
- a +1 morale bonus on saves vs fear
- only usable on masterwork or magic armor
Healing Belt (750 gp)
Belt of One Mighty Blow (1,500 gp)
- add ability to belt of giant strength = +2d6 damage with longsword 1/day
Brute Guantlets (500 gp)
- 3 charges/day, can get +2 to +4 melee weapon damage for 1 round
skill boost: spot, concentration, balance, climb, jump, swim, tumble
martial lore, know-history, know-local
+1 = 100 gp
+2 = 400 gp
+3 = 900 gp
+4 = 1,600 gp
+5 = 2,500 gp
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