Asta stands short for most beastfolk, though his fur is pristine white he has black and gray stripes running down his back and his arms giving many the idea he may be descendant from a mighty tiger but really he is closer related to house cat. Black hair is almost always pulled back tightly, he wears armor with markings of the Cho Lin Guard though it is well worn it shows various scars of battle. dispite the small physique he is quite strong though most would not believe so seeing as how the proof was hidden by not only clothing but a fine layer of fur.
Gallery
Ability |
Score |
Mod |
Temp Mod |
Strength |
14 |
+2 |
+0 |
Dexterity |
20 |
+5 |
+0 |
Constitution |
12 |
+1 |
+0 |
Intelligence |
12 |
+1 |
+0 |
Wisdom |
18 |
+4 |
+0 |
Charisma |
10 |
+0 |
+0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class |
Total |
Base 10 + 3 Leather Armor + 5 Dexterity + Racial Mod = 19 |
Flat-Footed |
14 |
Touch |
15 |
Saving Throws |
Base |
Bonus |
Total |
Fortitude |
+0 |
+1 |
+1 |
Reflex |
+2 |
+5 |
+7 |
Will |
+2 |
+4 |
+6 |
BAB |
Mod |
Total Range/Melee |
+0 |
+5 Dex/+2 Str |
+5/+2 |
Initiative |
5 Dex + 1 Quick Act = +6 |
Skills |
Ranks |
Stat Bonus |
Synergy |
Magical Bonuses |
Total |
C |
Appraise (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Balance (Dex) |
+0 |
+5 |
+4 |
+0 |
+9 |
C |
Bluff (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Climb (Str) |
+0 |
+2 |
+2 |
+0 |
+4 |
X |
Concentration (Con) |
+2 |
+1 |
+0 |
+0 |
+3 |
X |
Craft: Masonry (Int) |
+4 |
+1 |
+0 |
+0 |
+5 |
C |
Decipher Script (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
C |
Diplomacy (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Disable Device (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
C |
Disguise (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Escape Artist (Dex) |
+0 |
+5 |
+0 |
+0 |
+5 |
C |
Forgery (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
C |
Gather Information (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Handle Animal (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Heal (Wis) |
+0 |
+4 |
+0 |
+0 |
+4 |
X |
Hide (Dex) |
+3 |
+5 |
+4 |
+0 |
+12 |
X |
Intimidate (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Jump (Str) |
+0 |
+2 |
+0 |
+0 |
+2 |
X |
Knowledge (History) (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Knowledge (Local) (Int) |
+1 |
+1 |
+0 |
+0 |
+2 |
X |
Knowledge (Nature) (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Knowledge (Royalty and Nobility) (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Listen (Wis) |
+0 |
+4 |
+2 |
+0 |
+6 |
X |
Move Silently (Dex) |
+0 |
+5 |
+2 |
+0 |
+7 |
C |
Open Lock (Dex) |
+0 |
+5 |
+0 |
+0 |
+5 |
C |
Perform (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
X |
Profession (Wis) |
+4 |
+4 |
+0 |
+0 |
+8 |
X |
Ride (Dex) |
+0 |
+5 |
+0 |
+0 |
+5 |
C |
Search (Int) |
+3 |
+1 |
+0 |
+0 |
+4 |
X |
Sense Motive (Wis) |
+3 |
+4 |
+0 |
+0 |
+7 |
C |
Sleight of Hand (Dex) |
+0 |
+5 |
+0 |
+0 |
+5 |
C |
Speak Language (n/a) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Spellcraft (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
C |
Spot (Wis) |
+0 |
+4 |
+0 |
+0 |
+4 |
C |
Survival (Wis) |
+0 |
+4 |
+0 |
+0 |
+4 |
C |
Swim (Str) |
+0 |
+2 |
+0 |
+0 |
+2 |
X |
Tumble (Dex) |
+0 |
+5 |
+4 |
+0 |
+9 |
C |
Use Magic Device (Cha) |
+0 |
+0 |
+0 |
+0 |
+0 |
C |
Use Rope (Dex) |
+0 |
+5 |
+0 |
+0 |
+5 |
Where C is Cross Class and X is a Class Skill
Skill Tricks:
Skill Tricks go here
Skill Point Total: Total Here
1st 20
Racial Traits
+2 Dexterity, +2 Charisma, -2 Constitution
-Medium-size.
-30' Movement.
-Padfoot: +2 racial bonus on Listen and Move Silently checks.
-Unerring Balance: +4 bonus to Balance checks, +4 to Tumble checks.
-Light Build: Thanks to their slighter builds and more agile bodies, beastfolk with light build receive a +1 size modifier to AC, as well as a +4 to Hide checks. In addition, those with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
-Low-light Vision.
Feats:
Level 1 - Weapon Finesse
Class Abilities:
Quick to Act +1,
Discipline Focus (weapon Focus: Unarmed Strike)
Weapon |
Attack Bonus |
Damage |
Crit |
Damage Type |
GutBlade |
+5 |
1d4+2 |
18-20x2 |
Slashing |
Armour / Shield |
Armour/Shield Bonus |
Max Dex |
Armour Check |
Arcane Spell Failure |
Movement Speed |
Weight |
Studded Leather Armor |
+3 |
+5 |
-1 |
15% |
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 |
Leather Armor |
covered by a black shirt that fastens from neck to belt. |
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 |
Magical, always 5lbs. |
List of Items Here:
Studded Leather Armor (15gp)
Gutblades x2
Statistics of Items Here:
Studded Leather Armor (15gp); +3 Ac max dex mod 5 -1 armor check
Gutblade
Maneuvers Known: 6
Readied Maneuvers: 4
Stances Known:1
Maneuvers:
Level 1:
BLOOD IN THE WATER
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 infl ict 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.
Burning Blade
Desert Wind (Boost)[Fire]
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your blade bursts into flames as it sweeps toward your foe in an elegant arc.
A subtle yet precise twisting of your blade unlocks the power of flame. When you initiate this maneuver, fire trails from your melee weapon. For the rest of your turn your melee attacks deal an extra 1d6 points of fire damage +1 per initiator level.
This maneuver is a supernatural ability.
CHARGING MINOTAUR
Stone Dragon (Strike)
Level: Crusader 1, swordsage 1, warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
You charge at your foe, blasting him with such power that he stumbles back. As you roar across the battlefi eld, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward. As part of this maneuver, you make a bull rush attack (PH 154) as part of a charge. Neither the movement nor the bull rush attack provokes attacks of opportunity. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent’s result, you deal bludgeoning damage equal to 2d6 + your Str modifi er in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).
STONE BONES
Stone Dragon (Strike)
Level: Crusader 1, swordsage 1, warblade 1
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.
STANCE OF CLARITY
Diamond Mind (Stance)
Level: Swordsage 1, warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You focus your efforts on a single opponent, studying his moves and preparing an attack. Your other opponents fade from sight as your mind locks onto your target. This stance allows you to focus on a single opponent to the exclusion of all others. You read your foe’s fi ghting
stance, his favored attacks, and the methods he used to train. By combining these factors into a single analysis of his abilities, you see how to foil his attacks. While you are in this stance, you must choose a single opponent as your target at the start of your turn. You gain a +2 insight bonus to AC against that foe until you change the target of this stance. You take a –2 penalty to AC against all other opponents while using stance of clarity.
Wind Stride
Desert Wind (Boost)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
A warm breeze swirls about you as you move speedily away.
The desert wind envelops you and carries you across the battlefield, giving you a burst of speed to move around and through your enemies. Until the end of your turn, you gain a +10-foot enhancement bonus to your land speed.
WOLF FANG STRIKE
Tiger Claw (Strike)
Level: Swordsage 1, warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You lash out in a blur of movement with two weapons, hacking into your foe with a combination of feral strength and speed. 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 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 cannot make a second attack.