Alias: | Swan ux aesthyr tibur Munthrek |
Age: | 24 |
Hair: | Black |
Eyes: | Brown |
Height: | 6ft 1 inches |
Weight: | 148 pounds |
Race: | Dragonborn |
Class: | Warblade 10, Bloodclaw Master 4 |
Alignment: | Lawful Good |
Level: | 14 |
Experience: | 92,667/105,000 |
Hit Points: | 216/216 |
Gold: | 13,283 |
Current Status: | Active |
Played by Perada |
- Description
- Abilities & Skills
- Combat Data
- Paragon Legacy Weapon
- Feats & Class Abilities
- Equipment
- Maneuvers
- Questionnaire
A tall, slim woman with dark-silver scales and long, brown hair. Swan, formerly known as Fei Yen Wong is reborn as one of Bahamut's children— a Dragonborn. Her silver eyes and stoic demeanor is reflected by her draconic countenance, yet she remains largely unchanged in personality.
Quote: "As long as you are alive, fight…even if you are alone."
Gallery
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 18 | +4 | 22 | +6 |
Dexterity | 19 | +4 | 23 | +7 |
Constitution | 18 | +4 | 0 | +0 |
Intelligence | 16 | +3 | 20 | +5 |
Wisdom | 10 | +0 | 0 | +0 |
Charisma | 8 | -1 | 0 | +0 |
Armor Class | |
Total | Base 10 + Dex (5) + Armor (13), Buckler (6), Amulet (2), Sacred (1), Deflection (2)= 39 (41 against Dragons) |
Flat-Footed | 39 |
Touch | 25 |
Saving Throws | Base | Bonus | Total |
Fortitude | +11 | +14 | +25 |
Reflex | +7 | +22 | +29 |
Will | +4 | +12 | +16 (+25) |
BAB | Mod | Total Range/Melee |
+14/+9/+4 | +6 Dex/+6 Str | +20/+15/+10, +20/+15/+10 |
Initiative |
Dex (+7) + Bracers (+2) Imp. Initiative (+4) = +13 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +4 | +0 | +0 | +4 |
C | Balance (Dex) | +10 | +7 | +0 | +0 | +17 |
X | Bluff (Cha) | +0 | -1 | +0 | +0 | -1 |
C | Climb (Str) | +5 | +6 | +0 | +0 | +11 |
C | Concentration (Con) | +16 | +4 | +0 | +5 | +25 |
C | Craft, Armorsmith (Int) | +12 | +5 | +0 | +0 | +16 |
X | Decipher Script (Int) | +0 | +4 | +0 | +0 | +4 |
C | Diplomacy (Cha) | +0 | -1 | +0 | +0 | -1 |
X | Disable Device (Int) | +0 | +4 | +0 | +0 | +4 |
X | Disguise (Cha) | +0 | -1 | +0 | +0 | -1 |
X | Escape Artist (Dex) | +0 | +7 | +0 | +0 | +7 |
X | Forgery (Int) | +0 | +4 | +0 | +0 | +4 |
X | Gather Information (Cha) | +0 | -1 | +0 | +0 | -1 |
C | Handle Animal (Cha) | +0 | -1 | +0 | +0 | +1 |
X | Heal (Wis) | +0 | -1 | +0 | +0 | -1 |
X | Hide (Dex) | +0 | +7 | +0 | +0 | +7 |
C | Intimidate (Cha) | +0 | -1 | +0 | +0 | +4 |
C | Jump (Str) | +16 | +6 | +15 | +2 | +39 |
C | Knowledge (Local, Arcana, Nature) (Int) | +12 | +5 | +0 | +0 | +17 |
X | Listen (Wis) | +0 | -1 | +0 | +0 | +0 |
C | Martial Lore (Int) | +10 | +5 | +0 | +0 | +15 |
X | Move Silently (Dex) | +0 | +7 | +0 | +0 | +7 |
X | Open Lock (Dex) | +0 | +6 | +0 | +0 | +6 |
X | Perform (Cha) | +0 | -1 | +0 | +0 | -1 |
X | Profession (Wis) | +0 | -1 | +0 | +0 | -1 |
C | Ride (Dex) | +4 | +7 | +0 | +0 | +11 |
X | Search (Int) | +0 | +5 | +0 | +0 | +6 |
X | Sense Motive (Wis) | +0 | -1 | +0 | +0 | -1 |
X | Sleight of Hand (Dex) | +0 | +7 | +0 | +0 | +7 |
X | Speak Language (n/a) | +0 | +4 | +0 | +0 | +4 |
X | Spellcraft (Int) | +0 | +5 | +0 | +0 | +5 |
X | Spot (Wis) | +0 | +0 | +0 | +0 | +2 |
X | Survival (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Swim (Str) | +10 | +6 | +0 | +0 | +16 |
C | Tumble (Dex) | +16 | +7 | +0 | +4 | +27 |
X | Use Magic Device (Cha) | +0 | -1 | +0 | +0 | -1 |
X | Use Rope (Dex) | +0 | +7 | +0 | +0 | +7 |
Where X is Cross Class and C is a Class Skill
Languages Known: (Common and Draconic +4) Sylvian, Undercommon, Carnivon, Literate
Skill Tricks:
None Yet
Skill Point Total:
Warblade:
4+int X4 at level 1 (7X4)=28
4+int Mod / level (7/level)
Level 1: 28
Level 2: 35
Level 3: 42
Level 4: 49
Level 5: 56
Level 6: 63
Level 7: 70
Level 8: 77
Level 9: 84
Level 10: 91
Blood Claw Master:
2+int mod = 5/level
Level 1: 96
Level 2: 101
Level 3: 106
Level 4: 111
This is placed for the Mun's Benefit and for anyone else to view.
Dual Kukri's Dual Wielding Specifics
- Base Melee: +14/+9/+4
- +6 Strength = +20/+15/+10
- Weapon Focus, Kukri = +21/+16/+11
- Melee Weapon Mastery, Slashing = +23/+18/+13, and +2 to damage rolls
- Weapons are +3 Magical Weapons = +26/+21/+16
- Greater Weapon Focus with Kukris = +27/+22/+17
- Blade Meditation +1 to Damage
- Weapon Specialization +2 to damage
- Two Weapon Fighting Dual-wielding the weapons at a -2 Penalty.
- Improved Two Weapon Fighting Adds another attack to the off hand at a -5 Penalty
- Greater Two Weapon Fighting Adds a third off hand attack at a -10 penalty.
- Superior Two Weapon Fighting Removes the -2 penalty for Two weapon fighting!
- Weapons impose a -2 Penalty to wield
Final Results:
To Attack:
- +25/+20/+15 for the main hand.
- +25/+20/+15 for the off hand via improved and greater T.W.F.
- +27/+25/+20/+15 with Dancing Mongoose, Bracers of Blinding Strike or haste, Main Hand
- +27/+25/+20/+15 with Dancing Mongoose, Bracers of Blinding Strike or haste, Off hand.
- +27/+25/+25/+20/+15 with Dancing Mongoose and Bracers of Blinding Strike or Haste.
- +27/+25/+25/+20/+15 with Dancing Mongoose, and Bracers of Blinding strike or haste, Off hand.
Main Hand AND off hand damage: 1d4+15 Due to "Claws of the Beast" Class Ability which allows her to use her full strength mod for damage for both weapons.
Crit Range: 15-20, Cirtical increased by weapon ability: Viscious Attack. 3X
Ranged Weapon Specifics:
- Composite Longbow Draw is +5 to damage. Thus allowing the user to apply their strength mod.
- Longbow is a +1 magical Weapon
- Longbow has the Maiming Property
Final Results:
+20/+15/+10 To hit
Damage: 1d8+6 or (Specific Arrow if used) + 3D6 Additional Damage on a critical Hit
Weapon Details:
(Based on the T.O.B Weapon "Tiger's Fang" on page 144-145 with the following Staff Approved modifications.)
- It is a pair of Kukri, instead of a singular weapon, and;
- Its special abilities will not work unless both blades are present, in which case it becomes nothing more than a +1 kukri. The Special Abilities listed below are as if wielding one weapon and are not doubled.
- A DM must oversee the unlocking of all three ritual abilities.
- Both Weapons can not be enchanted beyond one another, that is, if one weapon has an enhancement, the other must have the same or alike enhancement bonus. For example, If both weapons have a +1 Magic enhancement bonus, and you attempt to place the Thundering enhancement (Which is a +1 Enhancement, thus raising the weapon to +2) on one of them, you must select the same enchant for the opposite weapon or one of the same enhancement bonus which keeps both weapons at +2.
-— | Personal Costs | -— | ||
---|---|---|---|---|
Wielder Level | Attack Penalty | Fort. Saves Penalty | Max HP Loss | Special Ability |
5th | - | - | - | Frenzied Charge |
6th | -1 | - | - | Claw of the Tiger |
7th | - | -1 | 2 | Tiger Leap |
8th | - | - | 2 | - |
9th | - | -2 | - | +1 Keen Kukris |
10th | - | - | 2 | Battle Fever 1d8 |
11th | - | - | - | Sharp Claw |
12th | - | - | - | Haste |
13th | -2 | - | - | - |
14th | - | - | 2 | Viscous Attack |
15th | - | -3 | - | - |
16th | - | - | 2 | Battle Fever 2d8 |
17th | - | - | - | Power Critical |
18th | - | - | - | - |
19th | - | - | - | - |
20th | - | -4 | 2 | Devastating Attack |
Total Penalties | -2 | -4 | 12HP |
Least Ritual
Greater Numbers: You must act first in a combat against greater numbers and immediately charge the strongest opponent. You must accept no healing during the fight, though your allies can assist you. After the battle, you must focus and meditate for 1 hour. Cost: 1,500 gp. Feat Granted: Least Legacy (Tiger Fang)CONDITION MET!
Wielder Level 5th: (Available)
Frenzied Charge (Ex): Strike fast, strike hard, and tear your enemies to pieces. The first legacy ability of Tiger Fang, which you gain at 5th level, grants you the power to take one additional attack with Tiger Fangs at the end of a charge. This extra attack is made at your highest attack bonus and must be made against the target of your charge. Frenzied charge is usable once per day.
Wielder Level 6th (Available)
Claw of the Tiger (Su): When you attain 6th level, Tiger Fangs becomes an extension of your
own hand when you wield it. So long as you are conscious, you cannot be disarmed of Tiger Fangs unless you will it. You automatically succeed on checks made to resist disarm attempts, and you do not drop Tiger Fangs if you become panicked or stunned.
Wielder Level 7th (Available)
Tiger Leap (Ex): At 7th level, you find more spring in your step, gaining a +5 bonus on Jump checks whenever you wield Tiger Fang.
Wielder Level 10th
Battle Fever (Su): At 10th level, you are invigorated whenever you use Tiger Fang in melee. Three times per day, you can use a swift action to heal yourself of 1d8 points of damage, so
long as you have used Tiger Fang to make an attack against a living foe during that same round. Using this ability does not provoke attacks of opportunity. At 16th level, you can use battle
fever five times per day, and it heals 2d8 damage each time.
Lesser Ritual
One on One: You must defeat an opponent with a Challenge Rating equal to or greater than your character level –1 in single combat, using only the abilities of Tiger Fang, Tiger Claw maneuvers, or melee attacks. You can use an off-hand weapon so long as Tiger Fang remains your primary weapon. After the battle you must spend one night in meditation. Cost: 13,000 gp. Feat Granted: Lesser Legacy (Tiger Fang). *CONDITION MET*
Wielder Level 11th
Sharp Claw (Ex): Once you have performed the lesser legacy ritual at 11th level, you find that Tiger Fang is perfectly balanced for use with Tiger Claw maneuvers. As long as you have a Tiger Claw stance active, you deal an extra 1 point of damage with all your melee attacks, including strikes, made with Tiger Fangs.
Wielder Level 12th
Haste (Sp): When you attain 12th level, Tiger Fang speeds up your perception of time, granting you a flurry of motion. While you are holding, wearing, or wielding the blade, you
can use haste for 1 round as a swift action, as though you were wearing boots of speed. This ability is usable up to five times per day.
Wielder Level 14th
Vicious Attack (Ex): The kukri’s keen edge finds the softest places to cut, and Tiger Fang can cut even deeper. When you attain 14th level, the critical multiplier of Tiger Fang
increases to ×3.
Greater Ritual
Battle Frenzy: In a single encounter, you must successfully land a critical hit on four different opponents, each of which must have a Challenge Rating equal to or greater than
your character level –3. After the battle, you must spend a day in meditation with Tiger Fang. Cost: 39,000 gp. Feat Granted: Greater Legacy (Tiger Fang).
Power Critical (Ex): When you unlock Tiger Fang’s greater legacy at 17th level, you gain a +4 bonus on attack rolls made to confirm critical hits with Tiger Fang.
Devastating Attack (Ex): Tiger Fang ultimately becomes a devastating weapon, capable of dropping a foe with a single, well-placed slice. When you attain 20th level, the critical multiplier of Tiger Fang's increases to ×4.
Feats
Human: Combat Expertise
Level 1: Weapon Focus (Kukri)
Level 3: Armor Proficiency Heavy
Level 5: Improved Initiative
Level 6: Weapon Specialization (Kukri)
Level 9: Improved Two Weapon Fighting
Level 9: Iron Will
Level 12: Blade Meditation: Tiger Claw Discipline
Rep Feat (1st): Two Weapon Fighting
Rep Feat (3rd): Greater Two Weapon Fighting
Rep Feat (5th): Improved Buckler Defense
Rep Feat (7th): Melee Weapon Mastery (Slashing)
Rep Feat (9th): Greater Weapon Focus (Kukri)
Rep Feat(11th): Reaping Talons
Class Abilities:
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 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.
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.
Battle Cunning (Ex): Your instinct for seizing the moment gives you a significant 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.
Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Tiger Claw discipline. You must meet a maneuver's prerequisite to learn it. You add your full bloodclaw master levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd level, you gain an additional maneuver readied per day.
Shifting (Su): You can become more like a tiger by focusing your feral nature. Once per day, you can enter a state that is superficially similar to a barbarian's rage. While you are shifting, your appearance takes on tigerlike aspects: your fingernails become more pointed and clawlike, the irises of your eyes become narrow, catlike slits, your ears grow more pointed, and so on. While shifting, you gain a +2 bonus to your Strength and you grow claws that can be used as natural weapons. These claws deal 1d4 points of damage with each successful attack. You can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). You cannot attack more than once per round with a single claw, even if your base attack bonus is high enough to give you multiple attacks. You can attack with a claw as a light off-hand weapon while wielding a weapon in your primary hand, but doing so incurs the normal penalties for fighting with two weapons.
Shifting is a free action and lasts for a number of rounds equal to your Con modifier + your blooclaw master class level. At 3rd level and again at 5th level, you gain an additional daily use of your shifting ability.
Claws of the Beast (Ex): When attacking with two daggers or Tiger Claw weapons (kukri, kama, handaxe, unarmed strike, or claws), you add your full Strength bonus to damage rolls made for your off-hand weapon.
Superior Two-Weapon Fighting (Ex): Starting at 2nd level, when you attack with two daggers or Tiger Claw weapons, you do not take the -2 penalty on attack rolls for fighting with two weapons.
Tiger Claw Synergy (Ex): Beginning at 2nd level, while you are in a Tiger Claw stance, you can choose to gain either a +1 dodge bonus to your Armor Class or a +10-foot bonus to your base speed. You make this choice when you enter the stance.
At 4th level, you become more accurate at dealing Tiger Claw strikes. You gain a +1 bonus on any attack rolls made as part of a strike from the Tiger Claw discipline.
Pouncing Strike (Ex): From 3rd level on, when wielding two weapons, you can take a standard action to make a single melee attack with each weapon. Each attack is made at your highest attack bonus. You can also make an attack with each weapon against an opponent at the end of a charge.
When you use pouncing strike, you lose the use of one Tiger Claw 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.
Low-Light Vision (Ex): At 3rd level, your eyes function better in dim light, as you adopt the senses of the tiger. You gain low-light vision.
A dragonborn combines some of the racial traits of her original race and her new form. Only those traits gained from transformation are given here; see also the Mechanics of Rebirth Section.
• +2 Constitution, –2 Dexterity. Dragonborn are hearty and healthy, but they are awkward in their newly adopted bodies.
• Humanoid (dragonblood): Dragonborn are humanoids with the dragonblood subtype and any other subtypes they had before undergoing the Rite of Rebirth. For all effects related to race, a dragonborn is considered a dragon and a member of her original race.
• Age: After a dragonborn underoes the Rite of Rebirth, she emerges as an adult creature regardless of her previous age. If she lives for 200 years she enters middle age, 300 for old, and 400 for venerable. For older age, roll 2d100 for years beyond venerable.
• +2 dodge bonus to Armor Class against creatures of the dragon type. The dragonborn have an innate sense of how best to defend themselves against their potential enemies.
• Immunity to Frightful Presence: Dragonborn are immune to the frightful presence ability of dragons, just as if they were dragons.
• Draconic Aspect: Bahamut has blessed the dragonborn with aspects combining some of the best attributes of good dragons. Upon completing the Rite of Rebirth, a dragonborn chooses which of the following three aspects to manifest. Once the choice is made, it cannot be changed.
Flight Selected: When a dragonborn who selected the wings aspect reaches 6 HD, she gains a fly speed of 30 feet with average maneuverability. A dragonborn can’t fly while carrying a medium or heavy load or while fatigued or exhausted. A dragonborn can safely fly for a number of consecutive rounds equal to her Constitution modifier (minimum 1 round). She can double this length of flight but is fatigued by such exertion. The dragonborn is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a dragonborn can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even
if she can only use flight for 1 round at a time without becoming fatigued.
When she reaches 12 HD, a dragonborn has enough stamina and prowess to fly without tiring. She can fly at a speed of 30 feet (average maneuverability) with no more exertion than walking or running. A dragonborn with flight can make a dive attack. A dive attack works like a charge, but the dragonborn must move a minimum of 30 feet and descend at least 10 feet. A dragonborn can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage. A dragonborn with flight can use the run action while flying, provided she flies in a straight line.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
+3 Keen Kukri (Tiger's Fury) | +27 | 1d4+15 | 15/20 2X | S |
+3 Keen Kukri (Dragon's Wrath) | +27 | 1d4+15 | 15/20 2X | S |
+1 Composite Longbow of Maiming | +18 | 1d8+6 (+5 Strength Draw) | 20 x3 | P |
Ammo | |
Normal | 40 Arrows |
Ironshod (1d10, Range reduced by 60ft) | 25 |
(Current Melee Weapon Options: Lesser Crystal of Life Drinking on both swords.)
(Current Longbow data: 3d6 Extra damage on a critical hit)
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
+3 Mithral Dwarven Plate of Nimble Fortification | +13 | +5 | -1 | 35% | 20ft | 27.5 lbs |
+5 Empyreal Mithril Buckler of Ghost Ward | +5 | - | 0 | 0% | - | 2.5lbs |
Slot | Item | Description |
Head | Headband of Intellect | +4 Intellect |
Face | Blindfold of True Darkness | Blindsight 30ft. |
Neck | Amulet of Natural Armor | +2 to Natural armor |
Shoulders | Cloak of Comfort +4 | +4 to all saves, Constant Endure Elements 30ft radius. |
Torso | Vest of Concentrated Movement | See Below |
Arms | Bracers of Blinding Strike | One additional attack when making a full attack 3/day. |
Hands | Gloves of Dex | +4 Dex |
Right Ring | Ring of Protection +2 | +2 Deflection Bonus to AC |
Left Ring | Ring of Evasion | Grants the Evasion Feat |
Waist | Belt of Giant Strength | +4 Strength |
Feet | Sandals of Light Step | +10 move rate, run on water |
Unslotted | Scared Scabbards | Casts Bless Weapon on both Kukris |
Pack | Starter Kit | List of needful things. |
List of Items Here:
Potions of Cure Light Wounds X3
Potions of Protection from Evil X3
Potions of Shield of Faith (+5) X3
Potion of Fly X3
Oil of Keen Edge
Armor Specifics:
+3 Mithral Dwarven Plate of Nimble Fortification.
This armor is a suit of Mithral Dwarven Plate with the following options.
- Made of Mithral, and is considered Medium Armor because of such. The ACP is reduced by 3 and max dex increased by 2.
- Nimbleness Enhancement: (MiC Page 13). A suit of armor that has this property has a maximum Dexterity bonus 1 higher than normal, and its armor check penalty is reduced by 2.
- Moderate Fortification: (SRD) This armor grants a 75% chance to negate a critical hit.
- The armor has a +3 Enhancement Bonus to AC.
Final Results:
+13 AC, +5 max dex, -1 ACP, 35% ASF, Weighs 27.5 pounds. Valued at: 69,050 gold
Armor Crystal Attached: Greater Ironward Crystal: DR5/- for 50 damage total a day.
A mithral buckler (the Improved Buckler Defense feat is on the character, see feats) with the following options:
- Empyreal: (BoED, Page 112) Allows the bearer of the shield to apply its enhancement bonus to saves.
- Ghost Ward: (MiC, Page 11) Allows the bearer to apply the enhancement bonus against touch attacks, including those of an incorporeal nature.
Valued at: 65,150 gold.
Vest of Concentrated Movement
Price (Item Level): 12,000 +2,500 gp
Body Slot: Torso
Caster Level: 7th
Aura: Moderate; (DC 18) abjuration
Activation: Swift (command)
Weight: —
This forest green vest is set with fine mithral studs. Whorls of silver thread create vinelike designs that crawl over its surface. When activated, a vest of freedom grants you freedom of movement (as the spell) for
3 rounds. This ability functions three times per day. (The effect of a Tunic of Steady Spellcasting has also been added. +5 to concentration checks)
Bracers of Blinding Strike
Price (Item Level): 5,000 gp (9th)
Body Slot: Arms
Caster Level: 12th
Aura: Strong; (DC 21) transmutation
Activation: — and swift (command)
Weight: 1 lb.
These bracers grant you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation.
When you activate bracers of blinding strike, you can make one additional attack with any weapon you are holding, as long as you have already used the full attack action during the turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation.
This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
This ability can be used three times per day.
Sandals of Light Stepping
Price (Item Level): 9,000 gp (12th)
Body Slot: Feet
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: — and swift (mental)
Weight: 1 lb.
These exquisite sandals are made of mithral and green leather, and they bear intricate overlapping pieces of leather crafted to look like leaves.
Wearing a pair of sandals of the light step provides you with a +10-foot enhancement bonus to your base land speed, and you can ignore any extra movement costs for difficult terrain (PH 148). You also leave no
tracks, as if affected by pass without trace. When you activate these sandals, you gain the benefit of a water walk spell for 60 minutes. You can share this effect with up to five allies adjacent to you when you
activate the sandals, though doing this reduces the overall duration accordingly. For example, if you share the effect with one other person, the duration is 30 minutes apiece; if you share it with 5 other
people, the duration is 10 minutes apiece.
This ability functions once per day.
Fleet Warrior's Array Special Ability, all Pieces:
- +2 to AC against Attacks of opportunity
- Dimension Door 1/day as a swift action
Kai's Heartscale, functions like an armor crystal to grant +1 sacred AC bonus and +1 sacred bonus to resistances. (Quest Reward)
Weapons have the following option:
Lesser Crystal of Life Drinking-3hp Drained from living targets, recovering Fei Yen on each hit up to a max of 30hp a day 1,500 GP each (MIC, Page 64)
Sacred Scabbards
Price (Item Level): 4,400 gp (9th)
Body Slot: —
Caster Level: 4th
Aura: Faint; (DC 17) transmutation
Activation: Swift (command)
Weight: 1 lb.
This hardened leather scabbard is inscribed with pictograms depicting many different kinds of weapons.
A sacred scabbard can change shape to fit any dagger, sword,or axe touched to it, even making allowances for double weapons. The scabbard keeps any weapon carried in it clean and sharp. Furthermore, three
times per day, you can command it to produce a bless weapon effect on the weapon it holds as you draw
it. This effect lasts for 10 rounds. A sacred scabbard functions only for good-aligned characters.
Chronocharm of the Horizon Walker
Body Slot: Throat
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: Swift (command)
Weight: —
This charm shows a rising sun half-obscured by the horizon.
Like other chronocharms, this item slows your perception of time for a specific, singular purpose. When you activate a chronocharm of the horizon walker, you can move up to half your speed as part of the same swift action used to activate it; this movement does not provoke attacks of opportunity. When determining the distance you can move, round down to the nearest 5-foot increment. This ability functions once per day.
Feather Token: Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once.
Swan Boat:A token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day.
- Initiator Level: 14th
- Maneuver level limit: 7th
- Per Encounter: 6
- Total known:
- 8 from Warblade
- 2 from Bloodclaw master
- 3 Stances
Maneuvers
Tiger Claw (Strike)
Level: Swordsage 1, Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You tap into the speed and strength embodied within your feral spirit. You must fight with two weapons to use this maneuver. If you carry only one weapon, you can choose to make an unarmed strike with your off hand (as an unarmed attack) if you so wish. As part of this maneuver, you can make an attack with both weapons you wield against one opponent. Both attacks must target the same creature, and you take a -2 penalty on each attack roll. If your first attack drops your foe to -1 hit points or fewer, you can not make a second attack.
Diamond mind (Counter)
Level: Swordsage 1, Warblade 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your will-power. When you feel such an effect try to cloud your mind, you can draw on untapped reserves of energy to counter the attempt.
You can use this maneuver anytime you would be required to make a will save. Use a concentration check instead of the will save and use the result of that check to determine the save's success. You must use this maneuver before you attempt the Will save. A result of 1 on your concentration check is not an automatic failure.
Tiger Claw (Boost)
Level: Swordsage 1, warblade 1
Prerequisite: One Tiger Claw
maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
You leap to a new position in the blink of an eye, leaving your opponents baffled.
You can make a Jump check as a swift action and move the distance determined by your check result. You provoke attacks of opportunity with this movement, and you must move in a straight line. As with any movement, you can attempt a Tumble check to avoid any attacks you provoke with this sudden leap. You can’t move through enemies, unless you succeed on the appropriate Tumble check.
Stone Dragon (Strike)
Level: Crusader 1, swordsage 1, warblade1
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round
You focus your energy to enhance your defenses, drawing on the power of your weapon’s impact with a foe to toughen yourself against a counterattack.
The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts.
When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round.
Deflect a single attack with your weapon.
Iron Heart (Counter)
Level: Warblade 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Your weapon sways back and forth in your hand, ready to block incoming blows. With the speed of a thunderbolt, you clash your weapon against your foe’s blade as he attempts to attack.
Your weapon mastery transforms your blade into an extension of your arm, allowing you to wield it with the speed and timing needed to make a precise block.
When an enemy makes a melee or ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding.
Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You can’t use this maneuver if you are denied your Dexterity bonus to AC against your attacker. You can decide to use this ability after you learn the result of your opponent’s attack.
Iron Heart
Level: Warblade 3
Prerequisite: One Iron Heart maneuver
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: See text
By drawing on your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you.
Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. When you use this maneuver, select one spell, effect, or other condition currently affecting you and with a duration of 1 or more rounds. That effect ends immediately.
You also surge with confidence and vengeance against your enemies, gaining a +2 morale bonus on attack rolls until the end of your next turn.
Deal damage, +10 to confirm Crits.
Stone Dragon (Strike)
Level: Crusader 3, swordsage 3, warblade 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Save: Fortitude partial; see text
You deliver your attack, and your enemy’s eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places.
As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a Fortitude save (DC 13 + your Str modifier) or its skeletal structure becomes massively weakened, and all rolls made to confirm a critical hit against the target gain a +10 bonus. A successful save does not negate the extra damage.
This effect lasts until the target’s hit points are restored to their full normal total, whether by magical or normal healing.
Creatures without a discernible anatomy or that are immune to critical hits are immune to this maneuver’s special effect. The extra damage still applies against such targets.
Whirlwind attack all adjacent foes.
Iron Heart (Strike)
Level: Warblade 4
Prerequisite: Two Iron Heart maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: All adjacent opponents
Your weapon becomes a blur of motion as you swing it in a tight arc over your head. Once you build up enough speed, you explode into a sweeping attack that chops into the enemies around you.
When you initiate this strike, you make a melee attack against every opponent adjacent to you. Resolve each attack separately. You gain a +2 bonus on each of these attacks, which are otherwise made at your highest attack bonus.
Bloodclaw Master 1
Tiger Claw (Boost)
Level: Swordsage 5, warblade 5
Prerequisite: Two Tiger Claw maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You swing your weapons about you in a blur of speed, making a series of devastating attacks in the space of a single breath.
You make a flurry of deadly attacks. After initiating this boost, you can make one additional attack with each weapon you wield (to a maximum of two extra attacks if you wield two or more weapons). These extra attacks are made at your highest attack bonus for each of your respective weapons. All of these attacks must be directed against the same opponent.
Bloodclaw Master 3
Tiger Claw (Strike)
Level: Swordsage 7, warblade 7
Prerequisite: Three Tiger Claw maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial
Like a dragon, you swoop down upon your foe and let loose with a devastating attack. You leap over her and, as you soar through the air, unleash a devastating volley of attacks.
You leap over an opponent and chop down at her, ruining her defenses and striking with a critical blow.
As part of this maneuver, you attempt a Jump check to leap over your target. The result of this Jump check must be sufficient to allow you to move through an opponent’s space and over her. If you fail the Jump check needed to jump over your foe, you provoke attacks of opportunity for the distance you jump, if applicable. If your jump was too short to clear your opponent but far enough that you would land in a space she occupies, you land adjacent to your opponent in the square closest to your starting square. If your check is insufficient to jump over your target, you can also make a single attack against your foe with no special benefits or penalties, as long as your target is within reach. If the check succeeds, you do not provoke attacks of opportunity for leaving threatened squares during your jump. Your foe loses her Dexterity bonus to AC against your melee attack. This attack deals an extra 10d6 points of damage, and the target must succeed on a Fortitude save (DC equal to your Jump check result) or be stunned for 1 round.
Stances
Tiger Claw (Stance)
Level: Swordsage 1, warblade 1
Prerequisite: One Tiger Claw
maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The smell of blood drives you into a fury. As you slash into your foe, each fresh wound you inflict spurs you onward.
While you are in this stance, you whip yourself into a terrible rage. When you score a critical hit against an opponent, you enter a near frenzied state from the sight and smell of blood.
You gain a +1 bonus on attack rolls and damage rolls. Because this is an untyped bonus, it stacks with each successful critical hit you score.
If you go more than 1 minute without achieving a critical hit, you no longer gain the benefit of the stance.
Tiger Claw (Stance)
Level: Swordsage 3, warblade 3
Prerequisite: One Tiger Claw
maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Even when you are trapped in tight quarters and seemingly unable to move, a leap can send you flying gracefully through the air.
The Tiger Claw discipline teaches you to assume a stance that allows you to sail through the air when jumping. You spring from the ground with an unmatched burst of speed and strength.
While you are in this stance, you gain a +10-foot enhancement bonus on Jump checks. In addition, any jumps you make while in this stance are considered running jumps.
Diamond Mind (Stance)
Level: Swordsage 3, warblade 3
Prerequisite: One Diamond Mind maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
With every miss, your opponents become more uncertain, their doubt growing like an irritating pearl in the mouth of a helpless oyster.
You prey on your opponents’ fear and lack of confidence. Each failed attack against you reminds them that their skill cannot hope to match yours.
When you enter this stance, you become more difficult to hit with each successive attack that misses you. Each time an opponent misses you with a melee attack, you gain a +2 dodge bonus to AC. This bonus lasts until the start of your next turn and is cumulative for the round. The bonus applies to any attacks made by all opponents until the beginning of your next turn.
Character Theme: Calling to the Night by Natasha Farrow
Combat theme: Crosswise by T.M.Revolution
A: Appearance
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
An exotic woman with silvery-colored scales, dark brown hair and silver eyes. Swan has the facial features of an asian woman, but the powerful body of a dragonborn, which is a rarity in Avalon. She speaks common rather fluently, knowing few other languages save for Chinese, which she rarely uses save for when angry or speaking with another offworlder who might know it. Fei Yen is usually quiet and reserved; a loner even in a crowd of people, usually is easy to speak to but rarely says much unless she has something to say. The social differences between her world and Therafim's is a barrier she has yet to cross over, which causes the occasional bouts of confusion in others and sometimes herself. Though she is lovely to look at, Fei Yen wears clothing that leaves a lot to the imagination and for freedom of movement: she doesn't flaunt her body.
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
5) How did you get along with your family?
Born on July 18th, 1987 to loving parents in Hong Kong's Wan Chai district, which is the richer of the locales in the land and time, Fei Yen was always told by her mother when she was older that it was a full moon that night, and you could see the ocean from her hospital bed. Her father was a buisnessman that was shrewd in his dealings but very strong will and determined. He never let anything go, and usually won out every time. He loved her mother dearly, who was a simple homemaker that was once a professional photographer and still did her work from home while she raised her daughter. Her parents were well to do, and she didn't want for anything. When she was about fifteen, her mother had a second child, a little boy: Fei Yen had a younger brother. Originally from a large family, Fei Yen got along well with most of them, minus the usual teenage annoyances.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
Before being forcibly indoctrinated into the Chinese Mafia as an assassin, eight years prior to the events that lead to her being moved to Therafim, Fei yen was a normal high-school student. This is how she is able to read, write, and so on. She has a good high school grade education with some college classes. She found little point in cheer-leading and preferred sports like track and field, softball and volleyball. Fei Yen participated in school sports and was a good student as well. Though not amongst the popular students, she tended to “hang out” with her own ethnic group and sometimes the geeks (if for nothing, because they actually had something intelligent to say.
Her combat skills would come over a period of years after being trained, manipulated, and mentally dominated by her captors.
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
2) How many of these people are still alive? How many are you still friends with?
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
4) What do you look for in a friend?
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
She has no idea if her friends of the past live or die now, but through out her past life she had numerous friends. One in particular stands out: an old flame from high school, however, they broke up on good terms because he wished to go into the clergy after graduation and become a priest. Before her capture, the two were still best friends. Occasionally she'll wonder what came of him, but she knows she'll never see the man again.
Fei Yen is a quiet and reserved woman, but doesn't like her men weak willed nor pushy. If he is a doormat, she'll lose interest. If they are womanizers, she'll make them sorry they approached her. Raised on traditional values, Fei Yen prefers to date for awhile before settling on one person. Sex is not an option until marriage and the only way she'd abandon that belief is through a lot of persuasion.
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
3) What gods, religions, or priesthoods will you have nothing to do with?
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
Though she abhors violence herself, Fei Yen is not beyond using it to defend herself and others or to get the point across to enemies. Dealing with evil beings should be done “at arms length” in her opinion and when it comes to a task, she will do he very best to get the job done. Her attitude towards magic, the afterlife, religions and so on in Therafim is very novice, but she has found faith in Bahamut, and hopes that through him she may find her way. Fear of the unknown is a common thing for any mortal to have, but her fear of monsters is not so great as it was now that she realizes that the skills she was indoctrinated in can be applied here to fight back instead of just plain murder. In fact, aside from the monsters, she finds wonder in the new world around her, as well as fear.
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
3) Do you have any enemies? How much trouble do those conflicts cause you?
Fei Yen has a knack for athletic competition and activity despite having a physically weak heart. She loves sports and prefers staying active, though what sets her apart from the rest of the world is his appearance and mannerisms. Indeed, she doesn't quite fit into a fantasy world like Therafim very well as she is now. She can be hot tempered, but not without good reason, and has no problem getting nose to nose with someone in an argument. This works in her benefit and is her Achilles Heel at the same time.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
2) What do you hate? How do you typically react to these hated things?
3) What do you fear? What is your worst nightmare?
Fei Yen loves quiet settings, (preferably outdoors), as a soft spot for cats, and loves herbal teas and a good hot meal while conversing with friends. If you stimulate her need for intelligent conversation, you might cause her to come out of her shell a bit more.
Amongst some things she dislikes, her hatred is for bullies, loud an obnoxious characters, and boorish types well…bore her to bits. She also hates vermin and rats and is a big time claustrophobic.
Her worst nightmare is being locked away again, trapped somewhere with no way out, though she usually keeps her fear in check, staying inside of a very closed area will have her clawing at the walls or trying her best to get out.
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered.
Her first encounters with monsters took place awhile ago in Therafim. Ogres no less almost killed her, but she survived it. Monsters are a relative term in her vocabulary…for she has seen human and beast monsters now. She has no real unusual possessions, just a taste in oriental clothing and the crystal blades that replaced her steel kukri that she put away.
Her background is already posted, if you wish more information, simply read on.