Aria Blaze

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Aria Blaze

Mensaje por Nex189 el Vie Feb 03, 2017 12:51 pm

Name: Aria White
Race: Human
Level: Warblade 1, Bard 3, Harmonious Knight Paladin of Freedom 3, warblade 3
Language: Common, Draconic
Alignment: Chaotic Good
HP: 142

Str: 22/6
Dex: 14/2
Con: 20/5
Int: 15/2
Wis: 10/0
Cha: 20/5

Fort: 5/4/1/3/5/1: 19
Ref: 2/1/3/1/5/1: 13
Will: 0/1/3/1/5/1: 11

Inspire Courage: +5 (+7)/ 5d6 (7d6)
BAB: 9/4
Attack: 18 (9 BAB +6 Str + 3 Sickle)
Full Attack: 18/13
AC: 22 (9 + 1 natural armor + 2 Dex + 9 Armor + 1 Bracers)
Initiative: 12 (2 Dex + 5 Weapon + 5 Weapon )
Darkvision: 60Ft

Class Features:

Battle Clarity (Ex): You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves
Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level –2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you’re treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

Uncanny Dodge

Battle Ardor

Bardic Knowledge: A bard picks up a lot of stray knowledge while wondering the land and learning stories from other bards. He may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component (see Components, page 174), a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack (such as sound burst or command spell) may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.

Healing Hymn (Variant): If you have 3 or more ranks in a Perform skill, you can use your music or poetics to create an area conducive to healing.
To be affected, an ally must be able to see and hear you perform. The effect lasts as long as you continue performing and for 5 rounds thereafter. An affected ally who casts any conjuration (healing) spell gains a +1 sacred (if you're good or neutral) or profane (if you're evil) bonus on the roll for each rank you have in the Perform skill. This ability has no effect on spells cast from wands, scrolls, or other magic items. This bonus is limited by the maximum caster level bonus of a curing spell. For example, if a level 10 cleric cast cure serious while under the effect of healing hymn used by a bard with 10 ranks in perform, the cure serious spell would only cure 3d8+15 instead of 3d8+20.
In addition, if you use this ability for at least 1 minute before you and your allies retire for the night, everyone in the group heals naturally at the end of the rest as if he had completed 24 hours of best rest (thus recovering twice his character level in hit points). If the music is interrupted, the magic of the song is lost.
Either use of healing hymn counts as one daily use of your bardic music ability. This is a spell-like ability. Healing hymn lasts as long as you concentrate up to a maximum of 2 minutes.
Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Variant): Changed for a Feat. (Song of the Heart)

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Inspire Courage (Su): A Harmonious Knight can use songs to inspire courage in his allies and himself. As a standard action, he can sing rallying or inspiring war songs that grant all allies that
hear him a +1 morale bonus on attack and damage rolls. This effect lasts as long as the Harmonious Knight sings, and for 5 rounds afterward. This ability is usable once per day per paladin level, and Harmonious Knight substitution levels count as paladin levels for this purpose.
This benefit replaces the standard paladin's detect evil ability.

Divine Grace: Cha to saves

Lay on Hands. (15)

Aura of Freedom: Immunity to Mind Affecting

Divine Health.

Smite Evil 1/d

Equipment: (600gp)

+3 Adamantine Ornate Screaming Sure Striking Valorous Heavy Sickle (21.712)
-Damage: 1d8
-Critical: 20/x2
-1d6 Sonic Damage
-Good, Chaotic, Lawful or Evil for DR
-2X Damage on Charge
-Ignores Hardness 20
-Least Crystal of Return (Quick Draw)
-+2 Diplomacy

Twilight Mithral Full Plate Armor +1 (12.000gp)
-AC +9
-Dex to AC: +3
-Armor Check Penalty: -2
-Restful Crystal: Sleep in it = No fatigue

Vest of Legends: (16.000)
Performs +5
Diplomacy +5
+5 bard levels for songs

Gauntlets of Warning +1 (4.000)
Initiative +5 each one.

Badge of Valor: (1.400)
Inspire Courage +1 3/d

Bracers of Armor: (1.000)
AC +1

Cloak of Resistance: (1.000)
Saves +1

Level 0: (3)
-Detect Magic
-Ghost Sound
-Know Direction
-Read Magic

Level 1: (1+1)
-Inspirational Boost
-Swift Invisibility
-Unseen Servant

Maneuvers: (5/ 4 readied)
-White Raven Strike*
-White raven tactics*
-Sudden leap
-Iron Heart Surge*
-Lion's Roar*

Stance: (2)
-Bolstering Voice
-Punishing Stance

Frivolous Performer

Level 1: Combat Expertise
Human: Improved Trip
Flaw: Dragontouched
Flaw: Dragonfire Inspiration (Force)
Level 3: Song of the White Raven
Level 4 Bonus Feat: Song of the Heart
Flaw: Knock Down
Level 6: Snowflake Wardance
Level 9: Words of Creation

Skills: (44)
Jump: 8/6/-2: 12
Knowledge (Religion): 1/2: 3
Sense Motive: 8/0: 8
Listen: 8/1/0: 9
Concentration: 8/5: 13
Perform (Vocal): 13/5: 18 (23)
Perform (Dance): 10/5: 15 (20)
Spot: 12/1/0: 13
Diplomacy: 1/2/5: 8

Mensajes : 4412
Fecha de inscripción : 14/01/2016

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