Hit Points:|128/128
Current Status:|Active
Played by error42||

!Abilities & Skills

Intelligence|13|+1|+0| +0

Total|Base 10 + 7 Elven Chain + 3 Dexterity + 5 Wisdom + 1 Dodge + 1 Ring = 27
Flat Footed|21


+8/+3|+3 Dex/+5 Str|+11/+6|+13/+8||

3 Dex + 4 Improved Initiative + 3 Quick to Act = +10||

C|Appraise (Int)|+0|+0|+0|+0|+0
C|Balance (Dex)|+5|+3| +2|+0|+10
C|Bluff (Cha)|+0|+0|+0|+0|+0
C|Climb (Str)|+5|+5|+0|+0|+10
C|Concentration (Con)|+3|+3|+0|+0|+6
X|Decipher Script (Int)|+0|+0|+0|+0|+0
X|Diplomacy (Cha)|+0|+0|+0|+0|+0
X|Disable Device (Int)|+0|+0|+0|+0|+0
C|Disguise (Cha)|+0|+0|+0|+0|+0
C|Escape Artist (Dex)|+0|+0|+0|+0|+0
X|Forgery (Int)|+0|+0|+0|+0|+0
X|Gather Information (Cha)|+0|+0|+0|+0|+0
X|Handle Animal (Cha)|+0|+0|+0|+0|+0
C|Heal (Wis)|+3|+5|+2|+0|+10
C|Hide (Dex)|+16|+3|+0|+0|+19
C|Intimidate (Cha)|+0|+0|+0|+0|+0
C|Jump (Str)|+6|+5|+4|+0|+15
C|Knowledge (Arcana) (Int)|+0|+0|+0|+0|+0
C|Listen (Wis)|+3|+5|+0|+0|+8
C|Martial Lore (Int)|+0|+0|+0|+0|+0
C|Move Silently (Dex)|+16|+3|+0|+0|+19
C|Open Lock (Dex)|+0|+0|+0|+0|+0
X|Perform (Cha)|+0|+0|+0|+0|+0
C|Profession (Wis)|+0|+0|+0|+0|+0
C|Ride (Dex)|+0|+0|+0|+0|+0
C|Search (Int)|+8|+2|+0|+0|+10
C|Sense Motive (Wis)|+0|+0|+0|+0|+0
X|Sleight of Hand (Dex)|+0|+0|+0|+0|+0
X|Speak Language (n/a)|+0|+0|+0|+0|+0
X|Spellcraft (Int)|+0|+0|+0|+0|+0
C|Spot (Wis)|+3|+5|+0|+0|+8
X|Survival (Wis)|+0|+0|+0|+0|+0
C|Swim (Str)|+0|+0|+0|+0|+0
C|Tumble (Dex)|+15|+3|+4|+0|+22
C|Use Magic Device (Cha)|+0|+0|+0|+0|+0
C|Use Rope (Dex)|+0|+0|+0|+0|+0||

Languages: Common, Sylvan

!Skill Tricks

Acrobatic Backstab Movement
You dart past your opponent’s attacks, ending up perfectly positioned for a devastating counterattack.
Prerequisite: Tumble 12 ranks.
Benefit: If you succeed on a Tumble check to move through an enemy’s space, you can treat that enemy as flat-footed against the next melee attack you make against it on your current turn. Your enemy must be standing on the ground or floor in order for you to use this trick.

Back on Your Feet Movement
You can hop back to your feet instantly if you fall.
Prerequisite: Tumble 12 ranks.
Benefit: If you fall prone for any reason, you can stand up as an immediate action without provoking attacks of opportunity.

!Feats and Class Abilities

((Weapon Focus)) (Bastard Sword)
((Blind-Fight)) Rep
((Spring Attack))
((Improved Initiative))
((Acrobatic)) Rep

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.
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
You gain a +2 bonus on Martial Lore checks made regarding a maneuver in a discipline in which you have discipline focus.
Defensive Stance:
At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline.
Quick to Act (Ex):
You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.
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.
Sense Magic :
Beginning at 7th level, you can spend 10 minutes focusing upon a weapon or suit of armor. If you succeed on a level check (DC 10 + the caster level of the weapon or armor), you can identify the properties of that item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are significantly powerful.
Evasion (Ex):
At 9th level, you can avoid even magical and unusual attacks with great agility. If you make a successful Refl ex saving throw against an attack that normally deals damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefi t of evasion.
At each Shadowlord level, the character gains the ability to cast a small number of arcane spells. He gains arcane spells per day according to the above table and must choose his spells from the Shadowlord spell list. The shadowlords caster level is equal to his shadowlord level. To cast a spell, the shadowlord must have an Int score of at least 10+ the spell's level. Bonus spells are based on Int, and saving throws against these spells have a DC 10 + spell level + the shadowlord Int modifier. When the shadowlord gets 0 spells of a given level, such as 0 1st level spells at 1st level the Shadowlord gets only bonus spells.
Shadowsight (Ex):
Gifted with a mystical connection to shadow and darkness, the shadowlord gains a superior form of darkvision with a 60 foot range. He can see through any form of normal or magical darkness without hindrance
Hide in Plain Sight (Su):
A shadowlord can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowlord can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
One with Shadow (Su):
At will the shadowlord's body becomes blured as he seems to enter in and out of darkness on a constant basis. Granting a 20% miss chance to attacks made against the shadowlord as well as a +10 bonus to Hide and Move Silently. Direct sunlight will dispell this effect.


+1 Hideaway Bastard Sword (Returning)(Keen)|+16/+10|1d10+8|17/20 x2|Slashing
Dagger x4|+15/+9 (+13/+7 thrown)|1d4+4|19/20 x2|Slashing or Piercing||

Elven Chain +2 (Black)|+7|+4|0|0%|30|20lb||

Head|Item name goes here|Brief item description
Face|Blindfold of Blindsight|Provides Blindsight
Neck|Gem at his neck and base of skull|+2 Wisdom
Shoulders|Vanishing Cloak|Invisibility as listed bellow
Torso|Item name goes here|Brief item description
Arms|Deathstrike Bracers|crit, sneak, undead, plants, constructs
Hands|Gloves of Ogre Strength|+2 to Str
Right Ring|Ring of Protection +1|+1 to AC
Left Ring|Ring with faded crest|Brief item description
Left Ring|Silver band with Onyx gem|+2 Intel
Waist|Healing Belt|+2 on Heal; 3 charges, heal damage with a touch
Feet|Boots of Safe Passage|20ft teleport 5x a day
Satchel|Item name goes here|Magical, always 5lbs.||

List of Items Here:

Elven Chainmail
Adventurers Starting Pack
Dagger x2
Masterwork Hideaway Bastard Sword
Vanisher Cloak
Blindfold of Blindsight
Ring of Protection +1
Ring +2 Intelligence
Amulet +2 Wisdom (Gem crafted to his skin at the base of his skull)
Boots of Safe Passage
Gloves of Ogre Strength

Vanisher Cloak
Caster Level: 3rd
Activation: Standard (mental)
Aura: Faint; (DC 16) illusion
A vanisher cloak allows you and nearby allies to briefly disappear from sight. A cloak has 3 charges, which are renewed each day at dawn. Spending 1 or more charges turns you (and perhaps one or more allies) invisible, as the invisibility spell, for 1 or more rounds.
1 charge: You become invisible for 4 rounds.
2 charges: You and one adjacent ally become invisible for 3 rounds.
3 charges: You and up to three adjacent allies become invisible for 2 rounds.

Blindfold of Blindsight
Caster Level: 3rd
Activation: Swift
Aura: Minor; (DC 13) Transmutation
A strip of black cloth, made of the finest silk.
Once per day, when word, this blindfold grants the wearer the blindsight ability. This effect lasts until the blindfold is removed and the blindfold is recharged each day at dawn.

Deathstrike Bracers
Caster Level: 5th
Activation: Swift (Mental)
Aura: Faint; (DC 17) Transmutation
When activated, deathstrike bracers allow you to use melee weapons to deal extra damage from critical hits and sneak attacks to constructs, elementals, oozes, plants, and undead as if they were not immune to such extra damage. You must still roll a critical threat and confi rm it as a critical hit or qualify to deliver sneak attack damage to gain any benefi t from the bracers. This effect does not allow you to overcome any other immunity or resistance to extra damage from sneak attacks or critical hits (such as the fortifi cation armor property).

Healing Belt
Caster Level: 3rd
Activation: Swift
Aura: Faint; (DC 16) conjuration
Broad leather belt studded with three moonstones
+2 to heal checks
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

This effect lasts for 1 round.

This ability functions three times per day.

Boots of Safe Passage
Caster Level: 7th
Activation: Move (command)
Aura: Moderate; (DC 18) Conjuration
Teleport 20 feet, fives times a day.



Spell List:
1st: blindness/deafness, chill touch, darkness, darkvision, invisibility, knock, levitate, shadow mask, shadow spray.
2nd: air walk, blacklight, displacement, haste, improves invisibility, nondetection, vampiric touch
3rd: confusion, darkbolt, detect scrying, dimension door, mass invisibility, mislead

!Maneuvers and Stances

Maneuvers, 8 per encounter.

Level 1
((Clinging Shadow Strike)): Strike— +1d6, DC 16 or foe suffers 20% miss chance on attacks.
((Shadow Blade Technique)): Strike—Roll two attacks, use lower result to deal bonus cold damage.
((Wind Stride)): Boost—+10-ft. bonus to speed.
((Blistering Flourish)): Strike—DC 14 for all creatures in area of become dazzled for 1 minute.

Level 2
((Flashing Sun)): Strike— gain one extra attack. All attacks made at -2
((Shadow Jaunt)): Teleport 50ft through shadows as a standard action

Level 3
((Shadow Garrote)): Strike— RTA deals 5d6 points of damage DC 18 or flat footed till next round
((Fan The Flames)): Strike — RTA Deals 6d6 fire damage

Level 4
((Searing Blade)): Boost — Attack deals 2d6+1/initiator level
((Obscuring Shadow Veil)): Strike — Strike deals 5d6 shadow dmg DC 19 or 50% miss chance for one round
((Searing Charge)): Strike — Fly while charging, deal +5d6 fire damage.
((Hand of Death)): Strike—Touch renders foe paralyzed for 1d3 rounds. DC 19 to Negate

Level 5
((Bloodletting Strike)): Boost — Deal 4 points con dmg along with regular weapon dmg, DC 20 to reduce from 4 to 2
((Dragons Flame)): Strike— Cone Deals +6d6 fire damage, reflex for half.
((Leaping Flame)): Teleport up to 100ft next to someone that attacks you by melee/range (Immediate Action)

Level 6
((Shadow Noose)): Strike — 8d6 RTA against flat footed. DC 21 or stunned for 1 round.

Stances (4)
((Dance of the Spider)): Stance—You climb walls like a spider.
((Island of Blades)): Stance—You and allies flank all adjacent foes.
((Assassin's Stance)): Stance— Gain sneak attack +2d6
((Step of the Dancing Moth)): Stance—Ignore terrain, walk over liquid. 5ft above ground, ignore penalty for Hide/Move Silent for moving quickly.


Raised since infancy within an order of Elven Wizards and Clerics, Villan spent his entire life around magic. Showing a proficiency for both magic and the martial arts from a young age he was trained in both in order to protect the Order and serve as its hand when needed. Reaching a point in his training where the elders believed it best that he hone his skills outside the walls they have sent him out to find his way.