Shen | |
Aliases: | N/A |
Age: | 24 |
Hair: | Black and White |
Eyes: | Black |
Height: | 7'2 |
Weight: | 279 lbs |
Race: | Beastfolk Large Omnivore(Panda) |
Class: | Warblade 1 |
Alignment: | Neutral Good |
Birthplace: | Matrakal |
Level: | 1 |
Experience: | 0/1000 |
Hit Points: | 17/17 |
Gold: | 203 |
Current Status: | Active |
Played by Blackshade |
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 20 | +5 | +0 | +0 |
Dexterity | 14 | +2 | +0 | +0 |
Constitution | 20 | +5 | +0 | +0 |
Intelligence | 14 | +2 | +0 | +0 |
Wisdom | 8 | -1 | +0 | +0 |
Charisma | 10 | +0 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | Saving Throws | Base | Bonus | Total | ||
Total | Base 10 + 2(Dex) + 2(Shield) +3(Studded Leather) = 17 | Fortitude | +2 | +5 | +7 | |
Flat-Footed | 10 | Reflex | +0 | +2 | +2 | |
Touch | 10 | Will | +5 | +0 | +5 |
BAB | Mod | Total Range/Melee | Initiative |
+1 | +2/+5 | +3/+6 | Dex = +2 |
C | U | Skills | Rank | Ability | Synergy | Magic Bonuses | Total | |
X | U | Climb (Str) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
X | U | Jump (Str) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
X | U | Swim (Str) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
X | U | Balance (Dex) | + 4 | + 2 | + 0 | + 0 | + 0 | + 6 |
- | U | Escape Artist (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Hide (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Move Silently (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Open Lock (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Ride (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Sleight of Hand (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
X | - | Tumble (Dex) | + 4 | + 2 | + 0 | + 0 | + 0 | + 6 |
- | U | Use Rope (Dex) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
X | U | Concentration (Con) | + 4 | + 5 | + 0 | + 0 | + 0 | + 9 |
- | U | Appraise (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
X | U | Craft (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Decipher Script (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Disable Device (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Forgery (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
X | - | Knowledge(Local) (Int) | + 4 | + 2 | + 0 | + 0 | + 0 | + 6 |
X | - | Knowledge(Geography) (Int) | + 4 | + 2 | + 0 | + 0 | + 0 | + 6 |
- | U | Search (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
X | - | Martial Lore (Int) | +0 | +0 | +0 | +0 | +0 | +0 |
- | - | Spellcraft (Int) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Heal (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Listen (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Profession (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Sense Motive (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Spot (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Survival (Wis) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Bluff (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
X | U | Diplomacy (Cha) | + 4 | + 0 | + 0 | + 0 | + 2 | + 6 |
- | U | Disguise (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | U | Gather Information (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Handle Animal (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
X | U | Intimidate (Cha) | + 4 | + 0 | + 0 | + 0 | + 2 | + 6 |
- | U | Perform (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Use Magic Device (Cha) | + 0 | + 0 | + 0 | + 0 | + 0 | + 0 |
- | - | Speak Language | + 0 |
Skill Points | Total Skill Points Here |
-U = usable untrained
-C = class skill
Languages Known: List them here
Skill Tricks:
Skill Tricks go here
Skill Point Total: Total Here
1st 36, 2nd-7th 54, 8th-9th 20 <—Breakdown of skills generated per level, helps you keep track.
Feats:
Steadfast Determination Level 1
Endurance Racial
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 can use it (see Maneuvers per Encounter, 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 Per Encounter: You can use 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 use. You begin an encounter with all your maneuvers unexpended, regardless of how many times you might have already used them before. When you initiate a maneuver, you expend it for the current encounter, so each of your 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 fl at-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 fi ghter 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 (Ex): At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized. If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead.
Battle Ardor (Ex): The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.
Bonus Feat: At 5th level, you gain a bonus feat from the list given below. You must meet the prerequisite for the feat you select. Every four levels thereafter (at 9th, 13th, and 17th level), you choose another bonus feat from the list.
Feat Options: Acrobatic, Agile, Athletic, Blind-Fight, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Quick Draw, Run.
Battle Cunning (Ex): Your instinct for seizing the moment gives you a signifi cant advantage over foes unprepared for your attack. At 7th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.
Battle Skill (Ex): You anticipate your enemies’ ploys and tactics. At 11th level, you gain an insight bonus equal to your Intelligence bonus on any check made to oppose an enemy’s bull rush, disarm, feint, overrun, sunder, or trip attempt.
Battle Mastery (Ex): You notice the most subtle openings and cues offered by your opponents. At 15th level, you gain an insight bonus equal to your Intelligence bonus on melee attack rolls and melee damage rolls made whenever you make an attack of opportunity.
Improved Uncanny Dodge (Ex): At 6th level and higher, you can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. See the barbarian class feature (PH 26) for more information.
Stance Mastery (Ex): At 20th level, you can have two stances active simultaneously. When you use a swift action to initiate or change your stance, you can initiate or change one or both stances.
Racial Abilities:
Racial Traits:
+2 Strength, +2 Constitution, -2 Dexterity
-Medium-size
-30 Movement.
-Shaman Spirit: +2 to all Heal and Survival checks.
-Massive: Due to their mighty size and commanding presences, large carnivores gain +2 on Diplomacy and Intimidation checks.
-Fat Reserves: Large carnivores get Endurance as a bonus racial feat, and also get a +4 racial bonus on Fortitude saves against the effects of cold weather (but not cold-based attacks).
-Powerful Build: Whenever anyone with this trait is subjected to an opposed check based on size modifiers (such as bull rushes, grapple checks, and trip attempts), they count as one size larger if doing so is advantageous. In addition, characters with this trait count as one size larger to determine how different special abilities affect them (such as improved grab or swallow whole). However, characters with this Feat count as their normal racial size for determining space and reach. The abilities of this Feat stack with powers, abilities, and spells that affect size category.
-Low-light Vision.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Heavy Spear(Trident) | +6 | 2d6+5 | x2 | Piercing |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Heavy Wooden Shield(Barrel of Ale!) | +2 | +0 | - | - | 30ft | 0lb |
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:
Statistics of Items Here:
Maneuvers per Encounter: 3
Spells Known:
Maneuvers: 3
Stances: 1
Level 1 Maneuvers:
Moment of Perfect Mind
Charging Minotaur
Steel Wind
Level 1 Stances:
Character History:
Shen of Matrakal is an unusual beastfolk. Born in the tribes of the Matrakal continent, he grew up with nature, working with druids and tribal warriors. He lived his life studying under his master Ling Sho, a Warblade of exceptional strength and skill.
Shen never expected to ever leave Matrakal, but one day when he was visiting the shore of the island, a strange barrel washed up on shore. Inside the barrel, Shen found the most unusual beverage. Something he’d never tasted before. To this day, he does not know what beverage was inside the barrel, and it was this delicious beverage that prompted him to go searching for it, if only to discover what it was.
Along the way and as he left, he met good friends who he formed an adventuring company with, seeking to learn of the world to have wonderful stories to tell his tribe. Over a nice drink, of course!