Adventure Date: July 19, 2025 - Chapter 9
Last Updated: June 19, 2025
class: warblade/fighter race: half-elf
level: 5 = 3/2 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
44
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STR: 18 +4 HP: 44 Speed: 20 ft
DEX: 11 +0 AC: 21 (19 in stance or no shield; 17 in stance + no shield)
CON: 10 +0 = 10 + 9 + 2 + 0 + 0 + 0 + 0 + 0 (-2)
INT: 18/20 +4/+5 base + armor + shield + dex + size + nat + deflect + misc
WIS: 10 +0 AC touch: 10 (8/10; 8)
CHA: 10 +0 AC flat-footed: 21 (19; 17) Initiative: +0
Base Attack: +5
- Uncanny Dodge: retain DEX bonus to AC even if flat-footed or invisible attacker
- total defense = standard action, no attack, but +4 dodge bonus to AC, +6 due to tumble
- fighting defensively = full-round, -4 penalty to attack, gain +2 dodge bonus to AC, +3 due to tumble
- Potion of Barkskin (+3 natural armor AC) x1 = 600 gp = 1 hour = minutes left 55 50 45 40
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Total = base +Mod +magic +misc
Fortitude: +5 = 6 +0 -1
Reflex: +2 (+5) = 1 +0 -1 (+3) +2(racial)
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
- moment of perfect mind - immediate action - concentration check instead of will = +6
- battle clarity = reflex saves if not flat-footed (INT insight bonus) = +3
- Ring of Evasion = +2 Reflex half-elf racial bonus
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- 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 mountain 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 -5 hit gives +5 dam (+10 dam if using 2 hands)
Attack Bonus Damage Critical Range Type Notes
------------ ------ ------ -------- ----- ---- -----
"Noir" +11 1d8+6 19-20/x2 (+5 confirm) - S magic longsword +1, 1 handed
+11 1d8+8 19-20/x2 (+5 confirm) - S magic longsword +1, 2 handed
+1 acid dragonfang + adamantine equivalent
+1d6 punishing stance
"Ice Wind" +10 1d10+8 17-20/x2 (+5 confirm) - S magic bastard sword +1, 2 handed
+1d6 cold keen and frost ability
+1d6 punishing stance
heavy shield +9 1d4+4 x2 (+5 confirm) - B wood
+1d6 punishing stance
club +9 1d6+4 x2 (+5 confirm) 10 ft B wood (oak)
+1d6 punishing stance
gauntlet +9 1d3+4 x2 (+5 confirm) - B from Full Plate +1
+1d6 punishing stance
dagger +9 1d4+4 19-20/x2 (+5 confirm) - S/P
+1d6 punishing stance
dagger, thrown +5 1d4+4 19-20/x2 (+5 confirm) 10 ft S/P
longbow +5 1d8+4 x3 (+5 confirm) 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
------------- ---- ----- ---- ------- ------- ----- --- ------
Full Plate +1 heavy +9 +1 -5 35% 20 ft 50 lbs
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
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SKILLS: Total = 60 max = 8/4 Ability Mod Ranks Misc
+5(+7) appraise INT +5 (+2 magnify)
+4 *balance DEX +0 5 (-5 armor)/+2 tumble/+2 feat
-1 bluff CHA +0 -1 honest
+4 *+climb STR +4 5 (-5 armor)
+6 *concentration CON +0 6
+5 *+craft INT +5
no decipher script INT +5
+8 *diplomacy CHA +0 5 +1 honest/+2 half-elf
no disable device INT +5 -4 flaw
+0 disguise CHA +0
-5 escape artist DEX +0 (-5 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
-5 hide DEX +0 (-5 armor)
-1 *+intimidate CHA +0 -1 easygoing
+6 *+jump STR +4 5 (-5 armor)/+2 tumble
+6 *+knowledge, arcana INT +5 1
+6 *+knowledge, architect/engineer INT +5 1
+6 *+knowledge, dungeoneering INT +5 1
+6 *+knowledge, geography INT +5 1
+12 *+knowledge, history INT +5 5 +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
-5 move silently DEX +0 (-5 armor)
no open lock DEX +0
+0 perform CHA +0
no profession WIS +0
+0 +ride DEX +0
+6 search INT +5 +1 half-elf
-2 sense motive WIS +0 -1 honest/-1 easygoing
no sleight of hand DEX +0 (-5 armor)
no spellcraft INT +5
+1 spot WIS +0 +1 half-elf
+0 survival WIS +0
-5 *+swim STR +4 1 (-10 armor x2)
+2 *tumble DEX +0 5 (-5 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 +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
- up the hill (balance 5 ranks, jump 5 ranks), normal speed, not half up a slope
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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 + 1 = 4, Fighter equivalent = 1 + 2 = 3
- 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 = +2
- 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/+5
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
blade meditation: iron heart (fighter 2nd level feat) - 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
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.
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GEAR Total WT= 95 + 46 +15.5 = 156.5
load: light = 100 medium = 200 heavy = 300
WT Item
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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
50 BODY: Full Plate +1 (2,650 gp)
0 TORSO: OPEN SLOT
0 WAIST: OPEN SLOT
0 FEET: OPEN SLOT
5 ARMS: OPEN SLOT
0 HANDS: gauntlets
0 RING1: Erevan's Ring of Evasion (25,000 gp to elves; 1,500 gp to half elves)
- Elven blood: Whenever you make a Reflex saving throw to determine whether you take half damage,
a successful save results in no damage.
- Half Elven blood: gives a racial +2 bonus to Reflex saves instead. No Evasion.
- Cursed: drow and non-elves get a -5 penalty to hit, damage, saving throws,
ability checks and skill checks if worn. No Evasion.
- found in a wooden box decorated with starburst rays, the symbol of Erevan Ilesere,
the trickster god of the Seldarine. Inside was a gold ring lying in a blue velvet cloth.
0 RING2: OPEN SLOT
5 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)
6 "Ice Wind" (18,335 gp)
- magic Bastard Sword +1 (+1 bonus = +2,335 gp)
- Frost = +1d6 cold damage (+1 bonus = +6,000 gp)
- Keen = critical threat range 17-20 (+1 bonus = +10,000 gp)
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 - silver unholy symbol, Bane (25 gp) - to be used as a disguise
0.5 belt pouch (1 gp)
- magnifying glass (+2 to appraise gems/jewellry) = 100 gp
- Potion's of Cat Grace
- Potion of Barkskin (+3 natural armor AC) x1 = 600 gp = 1 hour - used
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)
0.5 sack (0.1 gp)
15 - heavy steel shield - Zhentarim heraldry, keep as potential disguise (20 gp)
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TREASURE
pp =
gp = 1
sp = 9
cp =
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In Storage: at Temple of Chauntea in Roccatorre
pp =
gp =
sp =
cp =
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SPECIAL NOTES:
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- 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 = diplomacy = +1 = +1, knowledge geography +1 = +1, knowledge history +1 = 5, swim +1 = 1
skill trick (2) - up the hill (balance 5 ranks, jump 5 ranks), normal speed, not half up a slope
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 +3 = 9, tumble +3 = 8
skill trick (2) - nimble stand (tumble 8 ranks); stand up safely from prone
7th level = +1 warblade = 5, fighter eq = 4;
bonus warblade feat = Improved Initiative or Stone Power (-1 hit=+2 temp hp, max -5/+10, last until beginnng of your next turn)
initiator level = 6; maneuver (3rd) = IH ironheart surge
skills 8 =
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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
- wall jumber (climb 5 ranks, jump 5 ranks)
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- nimble stand (tumble 8 ranks); stand up safely from prone
- corner perch (climb 8 ranks); brace to have both hand free
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- back on your feet (tumble 12); immediate 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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