Ghevo | |
![]() |
|
Aliases: | Death Lizard |
Age: | Unknown |
Hair: | None |
Eyes: | Yellow |
Height: | 6'7" |
Weight: | 241 lbs |
Race: | Beastfolk Reptile |
Class: | Warblade 1 |
Alignment: | Chaotic Evil |
Deity: | Apophis |
Level: | 1 |
Experience: | 876/1000 |
Hit Points: | 12/12 |
Gold: | 457 |
Current Status: | Active |
Played by Iratus |
- Description
- Abilities & Skills
- Feats & Class Abilities
- Racial Abilities
- Maneuvers
- Equipment
- Background

Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 20 | +5 | +0 | +0 |
Dexterity | 20 | +5 | +0 | +0 |
Constitution | 14 | +2 | +0 | +0 |
Intelligence | 12 | +1 | +0 | +0 |
Wisdom | 12 | +1 | +0 | +0 |
Charisma | 8 | -1 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Armor 3 + Dexterity 5 + Natural 2 + = 20 |
Flat-Footed | 15 |
Touch | 15 |
Saving Throws | Base | Bonus | Total |
Fortitude | +2 | +2 | +4 |
Reflex | +0 | +5 | +5 |
Will | +0 | +1 | +1 |
BAB | Mod | Total Range/Melee |
+1 | +5/+5 | +6/+6 |
Initiative |
Dex = +5 |
Skills | Ranks | Stat Bonus | Synergy | Misc Bonuses | Total | |
X | Appraise (Int) | +0 | +1 | +0 | +0 | +1 |
C | Balance (Dex) | +4 | +5 | +0 | +0 | +9 |
C | Bluff (Cha) | +0 | -1 | +0 | +0 | -1 |
C | Climb (Str) | +4 | +5 | +0 | +0 | +9 |
C | Concentration (Con) | +0 | +2 | +0 | +0 | +2 |
C | Craft (Int) | +0 | +1 | +0 | +0 | +1 |
C | Diplomacy (Cha) | +0 | -1 | +0 | +0 | -1 |
X | Disguise (Cha) | +0 | -1 | +0 | +0 | -1 |
X | Escape Artist (Dex) | +0 | +5 | +0 | +0 | +5 |
X | Forgery (Int) | +0 | +1 | +0 | +0 | +1 |
X | Gather Information (Cha) | +0 | -1 | +0 | +0 | -1 |
X | Heal (Wis) | +0 | +1 | +0 | +0 | +1 |
X | Hide (Dex) | +0 | +5 | +0 | +0 | +5 |
C | Intimidate (Cha) | +0 | -1 | +0 | +0 | -1 |
C | Jump (Str) | +4 | +5 | +0 | +2 | +11 |
C | Knowledge (Local) (Int) | +0 | +1 | +0 | +0 | +1 |
X | Listen (Wis) | +0 | +1 | +0 | +0 | +2 |
X | Move Silently (Dex) | +0 | +5 | +0 | +0 | +5 |
X | Perform (Cha) | +0 | -1 | +0 | +0 | -1 |
X | Profession (Wis) | +0 | +1 | +0 | +0 | +1 |
X | Ride (Dex) | +0 | +5 | +0 | +0 | +5 |
X | Search (Int) | +0 | +1 | +0 | +0 | +1 |
X | Sense Motive (Wis) | +0 | +1 | +0 | +0 | +1 |
X | Speak Language (n/a) | +0 | - | - | - | - |
X | Spot (Wis) | +0 | +1 | +0 | +0 | +2 |
X | Survival (Wis) | +0 | +1 | +0 | +0 | +1 |
C | Swim (Str) | +4 | +5 | +0 | +2 | +11 |
C | Tumble (Dex) | +4 | +5 | +0 | +0 | +9 |
X | Use Rope (Dex) | +0 | +5 | +0 | +0 | +5 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Parselmouth
Skill Tricks:
Skill Tricks go here
Skill Point Total: 20
1st: 20
Feats:
1st: Power Attack - You can make exceptionally powerful melee attacks.
1st Rep: Cleave - You can follow through with powerful blows.
Class Abilities:
- Weapon and Armor Proficiency:
You are proficient with simple and martial melee weapons (including those that can be used as thrown weapons), light and medium armor, and all shields except tower shields.
- Maneuvers:
You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw,and White Raven.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by warblades 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 the above table. You must meet a maneuver’s prerequisite to learn it. See details on Blade Magic or the bottom of this page.
Upon reaching 4th level, and at every even-numbered warblade 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 all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise 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 practice, 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 (until you recover them, as described below).
You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
- Stances Known:
You begin play with knowledge of one 1stlevel stance from any discipline open to warblades. At 4th, 10th, and 16th 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 are currently using 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.
- 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.
Reptile Beastfolk
- +2 Strength, +2 Dexterity, -2 Intelligence
- Medium-size.
- 30' Movement.
- Unusual Build: 150% costs for armor (but not shields), after all other cost modifiers have been added up.
- Natural Armor: Thanks to their thick scales, reptile beastfolk gain a +2 natural armor bonus to Armor Class.
- Aquatic: Reptile beastfolk can hold their breaths for 4 times longer than normal.
- Strong Tails: Reptilian beastfolk gain a +2 to all Jump and Swim checks.
Maneuvers Known | Maneuvers Readied | Stances Known |
---|---|---|
3 | 3 | 1 |
Level 1
Strike
Iron Heart
- Steel Wind - Attack two opponents.
White Raven
- Douse the Flames - Target cannot make attacks of opportunity for 1 round.
- Leading the Attack - Allies gain +4 bonus on attacks against foe you strike.
Stance
Iron Heart
- Punishing Stance - Attacks deal +1d6 damage, but you have –2 to AC.
Weapon | Attack Bonus | Damage | Crit | Damage Type | Weight |
MW Scythe | +7 | 2d4+7 | 20 x4 | Piercing or Slashing | 10 lbs |
Weapon | Attack Bonus | Damage | Crit | Damage Type | Weight |
Bushknife | +6 | 1d6+5 | 19-20 x2 | Slashing | 4 lbs |
Weapon | Attack Bonus | Damage | Crit | Damage Type | Weight |
Trident | +6 | 1d8+5 | x2 | Piercing | 4 lbs |
Armour | Armour Bonus | Max Dex | Armour Check | Movement Speed | Weight |
MW Studded Leather | +3 | +5 | 0 | 30ft | 20lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Backpack | 2lbs |
Grappling Hook | 4lbs |
Rope, Silk(50ft) | 5lbs |
Everburning Torch | 1lb |
Statistics of Items Here:
Light Load | 133lbs or less |
Medium Load | 134lbs - 266lbs |
Heavy Load | 267lbs - 400lbs |
* | * |
Current Load** | 55 lbs |
Character History:
This being has come skulking from far away lands. Once, he was a nightmare only known to the people of Remia City. Now, the Death Lizard has made his way into the city known as Avalon. All efforts to try and save this wretched creature that once was human has utterly failed, and now having been completely shunned by society, his dark desires have grown even more.