Adventure Date: November 7, 2025 - Chapter 13 - WOG XII
Last Updated: October 6, 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
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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
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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
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- 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
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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
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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
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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.
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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
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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
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TREASURE
pp =
gp = 4
sp =
cp =
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In Storage:
cp =
sp =
gp =
pp =
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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)?
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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.
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*****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.
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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
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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)