Aldyri (Vindicar)

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Aldyri (Vindicar)

Mensaje por Nex189 el Vie Mar 24, 2017 10:28 pm

Name: Aldyri White
A.K.A:  PROJECT Vindicar.
Age: 17
Class: Rogue 2, Fighter 1, Warblade 1, Bloodstorm Blade 4, Swordsage 1, Master Thrower 1
Language: Common/Draconic/Infernal/Abbysal

Abilites:
Str: 10/ 0
Dex: 30/ +10
Con: 20/ +5
Int: 16/ +3
Wis: 12/ +1
Cha: 12/ +1

HP: 119
BAB: 8/3
Attack: 20 (8 Bab/ 10 Dex/ 1 Masterwork/ 1 Weapon Focus)
Full Attack: 18/18/13/13 /13 (Slam Attack)
AC: 20 (10 AC/ 10 Dex/ 1 Ring of Protection/-1 Vulnerable)
Damage: 1d4 +0 + 10
Sneak Attack: 1d6 + 10 (3d6 + 10)
Slam Attack: 1d4 as Adamantine
DR: 3/Adamantine
Saves against Energy Drain, Necromancy effects,  Death Effects + 4
Initiative: 15

Saves:
Fort: 5/0/2/2/0/4/0/2: 15
Will: 1/ 2/0/0/0/1/0/2: 6
Ref: 10/ 2/0/0/3/1/2/2/-3: 17

Special:
Rogue:
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. (See Table 8—5: Attack Roll Modifiers and Table 8—6: Armor Class Modifiers, page 151, for combat situations in which the rogue flanks an opponent or the opponent loses his Dexterity bonus to AC.) Ranged attacks can count as sneak attacks only if the target is within 30 feet. A rogue can't strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual —4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack. (See Nonlethal Damage, page 146.)
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment (see page 152) or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Fighter:
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats
At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Swordsage:
Weapon and Armor Proficiency: As a swordsage, you are proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons), and light armor, but not with shields.

Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by swordsages is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on Table 1—2. You must meet a maneuver's prerequisite to learn it. See Table 3—1, page 39, to determine the highest-level maneuvers you can learn.
Upon reaching 4th level, and at every even-numbered swordsage level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest- level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
You can recover an expended maneuver by using a fullround action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Discipline Focus (Ex): As a swordsage, you can focus your training to take advantage of each discipline's fighting style. Each time you gain the discipline focus ability, select one of the six swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.
This focus manifests in the following ways.

Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline. See the discipline descriptions in Chapter 4.
Quick to Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.

Bloodstorm Blade:
Returning Attacks (Ex): You can hurl your weapon at a foe and command it to ricochet back to you. Any weapon you throw behaves as though it has the returning special ability (DMG 225). When you use returning attacks, you lose the use of one Iron Heart strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike's normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.
Throw Anything: As an initiate of the mysteries of the bloodstorm technique, you learn to throw swords as easily as others hurl daggers. You gain Throw Anything (see the sidebar) as a bonus feat.
Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics allows you the opportunity to gain great skill with particular weapons. You can qualify for feats requiring a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your combined warblade and bloodstorm blade levels —2. Furthermore, you have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour practicing and change the weapons selected for any feat you have that applies only to a single chosen weapon. For example, you could change your Weapon Focus (greataxe) feat so its benefit applies to longswords instead. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. You can't change the weapon choices in such a way that you no longer meet a feat's prerequisite. For instance, you must be proficient with a weapon chosen for Weapon Focus; and if you have both Weapon Focus and Weapon Specialization with the longsword, you couldn't change Weapon Focus without also changing Weapon Specialization to the same weapon. You must also have that weapon available during practice; if you don't have a longsword handy, you can't assign your feats to affect longswords.

Martial Throw (Ex): Starting at 2nd level, you can initiate a strike from the Iron Heart discipline with a thrown weapon. The strike must be one that has a target of one creature. A strike that targets multiple creatures or objects cannot be used with martial throw.

Thunderous Throw (Ex): Beginning at 2nd level, you build up incredible tension as you ready yourself to throw your weapon, which becomes visible around you like heat waves. When you release your weapon, that power rushes out with your weapon. As a swift action, you can choose to treat your ranged attack rolls with thrown weapons as melee attacks for the rest of your turn. You use your melee attack bonus, including Strength bonus, feats, and so forth, to determine your attack bonus for each attack as normal, but you apply the standard modifiers for range penalties. Attacking into melee, through cover, and so forth incurs the standard penalties. In addition, you can apply 1-1/2 times your Strength bonus to damage if you wield the thrown weapon with two hands, and you can use Power Attack with your thrown weapon attacks (adding two times the number subtracted from attack rolls as a bonus on damage rolls when throwing a twohanded weapon).

Bonus Fighter Feat: Bloodstorm blades study all aspects of combat as they learn to rain blows down upon distant foes and enemies close at hand. At 3rd, 6th, and 9th level, you gain a bonus feat chosen from the list of fighter bonus feats. You must meet the prerequisite of the feat to take it.
Lightning Ricochet (Ex): From 4th level on, you can throw your weapon at a nearby foe and command it to immediately bounce back to your grasp. Any time you make a ranged attack with a thrown weapon on your turn, the weapon immediately returns to you, and you can catch it as a free action. This ability allows you to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.

Master Thrower:
Quick Draw: At 1st level, a master thrower gains the Quick Draw feat.
Thrown Weapon Trick (Ex): At 1st level and every two levels thereafter, a master thrower chooses one of the following thrown weapon tricks. Once chosen, the trick is a permanent part of the master thrower's repertoire and may not be exchanged. A master thrower cannot choose the same trick more than once. Each trick may only be used with a thrown weapon for which the character has taken Weapon Focus.

Palm Throw: When using little thrown weapons (darts, shuriken, and daggers; the DM may allow other weapons), a master thrower with this ability may throw two of each weapon with a single attack roll. Damage for each weapon is resolved separately, but the master thrower does not apply her Strength bonus to either damage roll. This ability counts as a volley attack, and only one instance of precision-based damage applies to the attack roll.

Equipment: 8
2 Throwing Adamantine Daggers +1:  10.004
-Bypass hardness 20
-Ranged +10
-1d4
-Crit: 19-20/x2 (Thrown 20)

8 Liquid Smoke (20gp Each)

3 Common Steel Daggers.

Gauntlets of Extended Range: 2.000gp
-Range x2

Cloak of Resistance +2 4.000gp

Bracers of Armor +1 1.000gp

Hat of Disguise: 1.800gp

Construct Grafts 4: 30.000gp
Heart of Steel:  9.000gp
-Immunity to diseases, paralysis, poison
- Healing Magic ½

Heavy Legs: 6.000 gp
-No penalties when fatigued
-Exhausted treated as fatigued
- -2 swim

Mighty Arms: 1.000 gp
-Slam Attack 1d4

Wakeful Mind: 14.000 gp
-Immunity to sleep and Stunning.
- -2 Knowledges

Warblade Maneuvers (3):
-Sudden Leap (Tiger Claw)*
-Steel Wind (Iron Heart)*
-Moment of Perfect Mind (Diamond Mind)*

Warblade Stance: (1)
-Punishing Stance (Iron Heart)

Swordsage Maneuvers:
-Distracting Ember (Desert Wind)
-Iron Heart Surge (Iron Heart)*
-Counter Charge (Setting Sun)*
-Shadow Jaunt (Shadow Hand)*
-Burning Blade (Desert Wind)
-Cloak of Deception (Shadow Hand)*
-Emerald Razor (Diamond Mind)

Swordsage Stances:
-Assassin’s Stance (Shadow Hand)

Skills: 124
Spot: 13/+1/-4: 10
Listen: 13/+1/-4: 10
Hide: 13/10: 23
Move Silently: 13/10: 23
Sense Motive: 13/1: 14
Sleight of Hand: 12/10: 22
Balance: 8/10/2: 20
Jump: 13/0/2: 15
Diplomacy: 5/1/2: 8
Tumble: 5/10/2: 17
Concentration: 12/5: 17

Skill Trick:
Mosquito’s Bite
Sudden Draw

Flaw:
Vulnerable: -1 AC
Inattentive: -4 Spot and Listen
Poor Reflexes: -3 Reflex

Feats:
Human Feat: Point Blank Shot
Level 1 Feat: Darkstalker
Flaw (Vulnerable): Precise Shot
Flaw (Inattentive): Improved Initiative
Flaw (Poor Reflexes): Craven
Level 3: Weapon Finesse
Fighter 1: Vital Aim
Discipline Focus: Weapon Focus (Dagger)
Level 6: Two Weapon Fighting
Bloodstorm Blade 3: Improved Two Weapon Fighting
Level 9: Shadow Blade
Master thrower 1: Quick Draw
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