Leaf Windshadow

Adventure Date: October 4, 2025 - Chapter 12
Last Updated: September 23, 2025

class:		cleric/swordsage		race:		elf
level:		5/1				alignment:	chaotic good
xp:		0				deity:		Erevan Ilesere

size: medium	age: 20		gender:	female	height:	5'8"	
eyes: purple	hair: pink	skin: white	weight:	160 lbs

Campaign: 	Roland's World
Home Region: 	Silverymoon
Languages:	Common, Elven, Goblin

====================================================================================
STR:	10	+0	HP: 	20+5d8	(45 hp)		Speed:	20 ft 
DEX:	12	+1	AC:	20 (22/18 in stance) 				
CON:	14	+2	= 10   + 6     + 2      + 1   + 0    + 0   + 0       + 1 (+2/-2)
INT:	12	+1	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	19/20	+4/+5	AC touch:	12 
CHA:	10	+0	AC flat-footed: 10 		Initiative:	+1+1= +2
							Base Attack:	+3+0= +3
stance 	= +2 AC vs one opponent/-2 vs all others 
ring 	= +2 deflection AC vs one attack, 4/day
charm	= +5 dodge AC vs one ranged attack, 1/day
charm 	= +10 ft, swift action, 1/day

====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+8	= 4+0	+2		+2
Reflex:		+6	= 1+2	+1		+2
Will:		+13	= 4+2	+5		+2

- immunity to sleep spells and similar magical effects
- racial bonus on saving throw against enchantment spells or effects = +2
- luck: reroll one roll, 1/day

====================================================================================
- disciplines: Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.
Stances = 1
1. DM	Stance of Clarity	swift action	Stance	Gain +2 AC against one foe, –2 against all others
Maneuvers: known = 6, readied = 4, takes 1 full-round action to recover 1 maneuver
1. DW	Burning Blade		swift action	Boost	melee attacks do 1d6+3 dam for rest of turn			0
2. DM	Emerald Razor: 		standard action Strike	Turn melee strike into touch attack.				1 DM
3. SH	Cloak of Deception: 	swift action	Boost	Turn invisible until the end of your turn.			0
4. SH	Shadow Jaunt: 		standard action	Teleport 50 ft. through shadows, line of sight				0
5. SD	Mountain Hammer		standard action	Strike	Deal +2d6 damage, overcome DR and hardness.			0
6. Ti	Rabid Wolf Strike: 	standard action Strike	+4 bonus on attack, deal +2d6 damage, –4 AC for 1 round.

- WIS bonus to hit with simple weapons and elf weapons instead of STR = +5 to hit
- Shadow Hand weapon focus: +1 to hit with dagger, short sword, sai, siangham, unarmed strike, and spiked chain
- guantlets: reroll 1 attack roll; 1/day 
- luck: reroll one roll, 1/day


Attack		Bonus	Damage	Critical	Range	Type	Notes
------------	------	------	--------	-----	----	-----
short sword	+10	1d6+1	19-20/x2	-	P	magic, silver
"Quickstrike" 		+1d6					evil outsiders or undead

dagger		+9	1d4	19-20/x2	-	S/P	
dagger, thrown	+5	1d4	19-20/x2	10 ft	S/P	

gauntlet	+8	1d3	x2		-	B

spiritual 	+8	1d8+1	x2		150 ft	force	MV action=new target, 5 rounds
weapon-short sword						spell	ignore DR, no flanking


------------------------------------------------------------------------------------
Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
banded mail	heavy	+6	+1	-5	35%	20 ft	25 lbs	masterwork	

heavy shield	shield	+2	-	0	15%	-	10 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 

====================================================================================
SKILLS: Total = 24+7	max = 9/4.5	Ability	Mod	Ranks	Misc
+1	appraise			INT	+1		
-4	+balance			DEX	+1		(-5 armor)
+6	*bluff				CHA	+0	5	+1 dishonest
-5	+climb				STR	+0		(-5 armor)		
+11	*+concentration			CON	+2	7+2	
+1	*+craft				INT	+1		
no	decipher script			INT	+1		
+0	*diplomacy			CHA	+0		+2 bluff/-2 dishonest
no	disable device			INT	+1		
+9/+19	*disguise			CHA	+0	7	+2 bluff (+10 spell)
-4	escape artist			DEX	+1		(-5 armor)	
+1	forgery				INT	+1		
+0	gather information		CHA	+0		
no	handle animal			CHA	+0		
+5	*+heal				WIS	+5
-3	*+hide				DEX	+1	+1	(-5 armor)	
+2	+intimidate			CHA	+0		+2 bluff	
-5	+jump				STR	+0		(-5 armor)			
no	*knowledge, arcana		INT	+1	
no	knowledge, architect/engineer	INT	+1
no	knowledge, dungeoneering	INT	+1
no	knowledge, geography		INT	+1
no	*+knowledge, history		INT	+1	
no	+knowledge, local		INT	+1	
no	+knowledge, nature		INT	+1
no	+knowledge, nobility/royalty	INT	+1
+6	*knowledge, religion		INT	+1	5
no	*knowledge, the planes		INT	+1	
+7	+listen				WIS	+5		+2 elf
+0	+move silently			DEX	+1	+4	(-5 armor)	
no	open lock			DEX	+1		
+0	perform				CHA	+0		
no	*+profession			WIS	+5		
+1	+ride				DEX	+1		
+3	search				INT	+1		+2 elf
+5	+sense motive			WIS	+5		
no	sleight of hand			DEX	+1		(-5 armor)/+2 bluff			
no	*spellcraft			INT	+1	
+7	spot				WIS	+5		+2 elf
+5	survival			WIS	+5		
+0	+swim				STR	+0		(-0 armor x2 - armor crystal)			
-4	+tumble				DEX	+1		(-5 armor)		
no	use magic device		CHA	+0		
+0	use rope			DEX	+1
n/a	speak languages			n/a		0 cc	
no	+martial lore			INT	+1


=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		light, medium, heavy
Shields:	all (except tower)
Weapons:	all simple, all melee martial (including thrown)
		shortbow, composite shortbow, longbow, composite longbow

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.
- listen+2, search+2, spot+2
- elf weapons: 	longsword, rapier, shortsword, shortbow, composite shortbow, 
		longbow, composite longbow


CLERIC: Erevan Ilesere
- favoured weapon: “Quickstrike” (short sword)
- Spontaneous Cast: "cure" spells 
- Turn Undead (as cleric = 5 = 5th level
	- undead flee for 10 rounds, if not, then cower (+2 hit)
	- range = 60 ft, standard action
	- times/Day = 3 + CHA = 3 + 0 = 3/day
	- turning Checks = 1d20 + CHA + Knowledge religion synergy
			 = 1d20 + 0 + 2 
			 = 1d20 + 2 (see table in PHB pg 159 for highest HD turned)
	- turning Damage = 2d6 + cleric level + CHA
			 = 2d6 + 5 + 0
			 = 2d6 + 5 (total HD turned)
- Destroy Undead
	- Total No. of undead HD being destroyed = cleric level/2 = 5/2 = 2
- Luck Domain
	- You gain the power of good fortune, which is usable once per day. 
	  This extraordinary ability allows you to reroll one roll that you have just made 
	  before the DM declares whether the roll results in success or failure. 
	- You must take the result of the reroll, even if it’s worse than the original roll.
- Trickery Domain
	- Add Bluff, Disguise, and Hide to your list of cleric class skills.


SWORDSAGE
- disciplines: Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.
- Initiator level: cleric level/2 + swordsage level = 5/2 +1 = 2 + 1 = 3 (can select levels 1-2)
	- stances = 1
	- maneuvers: known = 6, readied = 4
- Quick to act: +1 initiative bonus
- discipline focus (Shadow Hand: Weapon Focus) 
	+1 to hit with dagger, short sword, sai, siangham, unarmed strike, and spiked chain


Great Fortitude (flaw bonus feat 1)
- You get a +2 bonus on all Fortitude saving throws.

Iron Will(flaw bonus feat 2)
- You get a +2 bonus on all Will saving throws.

Lightning Reflexes (1st level feat)
- You get a +2 bonus on all Reflex saving throws.

Dodge (3rd level feat)
- gain +1 dodge AC bonus

Intuitive Attack (6th level feat)
- with simple weapons or elf of your size, use WIS instead of STR for attack rolls = +5


Meritophobia (flaw 1)
Effect: Whenever you roll a natural 20, for any reason, you become shaken for 1d6 rounds 
	(got good luck, so now afraid of when will the bad luck hit).
	A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
	https://www.dandwiki.com/wiki/

Self-Centered (flaw 2)
Only you can help yourself (i.e. only you can make your own luck)
Effect: You never grant nor benefit from flanking. 
	Additionally you cannot take the aid other action, and others can not aid you

Dishonest (trait 1)
You are naturally deceitful and insincere with others. 
You have a talent for lying, but have difficulty convincing others when you do speak truthfully.
Benefit: You gain a +1 bonus on Bluff checks.
Drawback: You take a -2 penalty on Diplomacy checks.


=============================================================================
SPELLS  0: 5     1: 3+2b+D  2: 2+1b+D  3: 1+1b+D  4: 0+1b  
        5: 0+1b  6: 0       7: 0       8: 0       9: 0
Caster level = 5
DC = 10 + WIS + spell level
0: 14	create water, guidance, guidance, resistance, resistance
1: 15	bless, bless, bless, disguise self (D), divine favor, shield of faith 
2: 16	close wounds, invisibility (D), silence, spiritual weapon
3: 17   magic circle against evil, protection from energy (D), prayer
       
- close wounds (2nd level spell) - cure 1d4+5 hp, even on other's turn, 35 ft, immediate

Luck Domain Spells:
(1) Entropic Shield; (2) Aid; (3) Protection from Energy;
(4) Freedom of Movement; (5) Break Enchantment; (6) Mislead; 
(7) Spell Turning; (8) Moment of Prescience; (9) Miracle

Trickery Domain Spells:
(1) Disguise Self; (2) Invisibility; (3) Nondetection; 
(4) Confusion; (5) False Vision; (6) Mislead; 
(7) Screen; (8) polymorph any object; (9) Time Stop


==============================================================================
GEAR	Total WT= 41 + 10 + 31 = 51+31 = 82 lbs
	load: light = 33	medium = 66	heavy = 100
WT	Item
---	---------------------
0	traveler's outfit
0	HEAD:	  Circlet of Wisdom +1 (1,000 gp)
0	FACE:	  OPEN SLOT
0	THROAT:	  Chronocharm
			- Chronocharm of the Grand Master (500 gp)
				+5 dodge bonus to AC against one ranged attack,	1/day 
			- Chronocharm of the Horizon Walker (500 gp)
				move up to half your speed as a swift action, 1/day 		
1	SHOULDER: Cloak of Elemental Protection (1,000 gp)
			- resistance 10 against energy type of your choice for 1 round; 1/day
35	BODY: 	  Banded Mail, Masterwork (400 gp)
			- least armor crystal: aquatic action - no AC check for swim (250 gp)
			- least armor crystal: restful - can sleep in armor (500 gp)
0	TORSO:	  OPEN SLOT
0	WAIST:	  OPEN SLOT
0	FEET:	  OPEN SLOT
0	ARMS:	  OPEN SLOT
0	HANDS:	  Gauntlets of Fortunate Striking (2,000 gp)
			- reroll 1 attack roll; 1/day 
0	RING1:	  Ring of four winds (2,000 gp)
			= Deflection AC bonus +2 against a single attack or gain feather fall, 4/day
0	RING2:	  OPEN SLOT
5	SHIELD:	  Heavy Darkwood Shield (257 gp)


2	"Quickstrike" Silvered Short Sword +1 (2,400 gp) 
		least weapon crystal: fiendslayer +1d6 vs evil outsiders (1,000 gp)
		least weapon crystal: truedeath +1d6 vs undead (1,000 gp)
	
4	dagger (2 gp) x4	

1	silver holy symbol: Erevan Ilesere (25 gp)
0	signet ring: Windshadow (5 gp)

0 	Wand of Lesser Vigor - 7 charges (95 gp)
		- heals 1 hp/round for 11 rounds per charge

1	potion belt (1 gp)
	- vial of blue ink (8 gp)

1	belt pouch (1 gp) x2
	- coins = 4 gp
	- inkpen (1 sp)

1	scroll case (1 gp) x2
	- parchment sheet (2 sp) x14


2	backpack (2 gp)	
4	- waterskin (1 gp)
10	- rations (5 sp) x10 = 5 gp
5	- bedroll (1 sp)
10	- sunrod (2 gp) x10 = 20 gp


==============================================================================
TREASURE	
pp = 			
gp = 4	 			
sp = 			
cp = 			


=============================================================================
In Storage:
cp = 		
sp = 	
gp = 		
pp = 		




==============================================================================
SPECIAL NOTES:
Level 1-5 = cleric 5
level 6 = swordsage 1 - intiator level 3
level 7 = cleric 6 - initiator level 4
level 8 = swordsage 2 - initiator level 5
level 9 = Auspician (prestige class)

new feats
- clap of thunder (reserve feat)?
- face-changer (reserve feat)?


================================
FATE DOMAIN
Granted Powers: You gain the uncanny dodge ability, allowing you to retain your Dexterity bonus to AC (if any) 
even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC 
if immobilized. If you have another class that gives you uncanny dodge, your cleric levels add to that class’s level 
for determining when you gain the improved uncanny dodge class feature.

Domain Spells
1 True Strike:	+20 on your next attack roll.
2 Augury:	Learns whether an action will be good or bad.
3 Bestow Curse:	–6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
4 Status:	Monitors condition, position of allies.
5 Mark of Justice:	Designates action that will trigger curse on subject.
6 Geas/Quest:	As lesser geas, plus it affects any creature.
7 Vision:	As legend lore, but quicker and strenuous.
8 Mind Blank:	Subject is immune to mental/emotional magic and scrying.
9 Foresight:	“Sixth sense”warns of impending danger.

==================================================
*****martial melee weapons (including those that can be used as thrown weapons)
Table: The Swordsage
		
	Base	Fort	Ref	Will								Maneuvers	Maneuvers	Stances
Level	Attack	Save	Save	Save	Special							Known		Readied		Known
1st	+0	+0	+2	+2	Quick to act +1, discipline focus (Weapon Focus)	6		4		1
2nd	+1	+0	+3	+3	AC bonus						7		4		2
3rd	+2	+1	+3	+3								8		5		2
4th	+3	+1	+4	+4	Discipline focus (insightful strike)			9		5		2
5th	+3	+1	+4	+4	Quick to act +2						10		6		3

AC Bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, 
so long as you wear light armor, are unencumbered, and do not use a shield. 
This bonus to AC applies even against touch attacks or when you are flat-footed. 
However, you lose this bonus when you are immobilized or helpless.

Insightful Strikes: At 4th level, you can add your Wisdom modifier as a bonus on damage rolls 
whenever you execute a strike from the chosen discipline. 
At 12th level, you can choose a second discipline to which this ability applies.

Quick to Act (Ex): You gain a +1 bonus on initiative checks. 
This bonus increases by 1 at 5th, 10th, 15th, and 20th level.


==========================================
buy 
- Mithral Chainshirt +1 (2,100 gp), 10 lbs (at level 8 - since can add WIS AC bonus = +5 AC)
	- Blueshine: no rust, +2 hide (+1,500 gp)
	- Easy Travel: carry medium load as light load (+1,500 gp)
- masterwork dastana (175 gp) +1 armor AC


Eternal wand, 1st-level spell	2/day use particular 1st-level spell	820	bless?
Eternal wand, 2nd-level spell	2/day use particular 2nd-level spell	4,420
Rod of silence (up to 3rd level spells)	+4 on saves against sonic effects;1/day silence (centered on you), shout  4,000
Staff of healing	Create various healing effects	27,750

M94	Dimension stride boots	+2 on Jump; 5 charges/day, teleport up to 60 ft.	2,000


M85	Chronocharm of the celestial wanderer	1/day reroll one Listen or Spot check	500
M85	Chronocharm of the fateweaver		1/day reroll one Balance, Climb, or Tumble check	500
M86	Chronocharm of the laughing rogue	1/day reroll one Disable Device check	500
M86	Chronocharm of the uncaring archmage	1/day cast one spell of 3rd level or lower 
						with casting time of 1 full round as a standard action	500

M69	Amulet of retributive healing	3/day healed for as much damage as you heal others	2,000
M110	Heartseeking amulet	3/day treat next melee attack as melee touch attack	3,000

Upgrade
-----------
Cloak
D253	Cloak of Resistance +1	 = +1 resistance bonus on all saving throws	1,000 (+50%)
	or Vest of Resistance +1 = +1 resistance bonus on all saving throws	1,000

Gauntlets
M144	True strike gauntlets	1/day +20 on next attack made before end of next turn	3,500 (+50%)

Short Sword
	lesser weapon crystal: energy +1d6  (3,000 gp)

Heavy Darkwood Shield 
	- AC bonus +1 (1,000 gp)
	- shield crystal: bent sight (500 gp)
	- shield crystal: energy protection 5 (25 max/day) (500 gp)
	- shield crystal: energy protection 10 (50 max/day) (1,500 gp)