|Played by RoseRhine|
- Stats & Combat
- Class Abilities
|Immune: Poison, Sleep Effects, Paralysis, Disease, Nausea, Fatigue, Exhaustion, Sickened, and Energy Drain|
|Healing: 1/2 effect from Cure spells and can be healed with Repair spells|
|Light Fortification: 25% to ignore a critical hit or sneak attack|
|AC||24||+5Armor +4Dex +5Wis||Fortitude||+0||+0Base +0Con|
|Touch||19||+4Dex +5Wis||Will||+8||+3Base +5Wis|
|C||U||Climb (Str)||+ 3||+ 0||+ 3||+ 0||+ 0||+ 0|
|C||U||Jump (Str)||+ 8||+ 5||+ 3||+ 0||+ 0||+ 0|
|C||U||Swim (Str)||+ 3||+ 0||+ 3||+ 0||+ 0||+ 0|
|C||U||Balance (Dex)||+ 4||+ 0||+ 4||+ 0||+ 0||+ 0|
|-||U||Escape Artist (Dex)||+ 4||+ 0||+ 4||+ 0||+ 0||+ 0|
|C||U||Hide (Dex)||+ 9||+ 5||+ 4||+ 0||+ 0||+ 0|
|C||U||Move Silently (Dex)||+ 9||+ 5||+ 4||+ 0||+ 0||+ 0|
|-||-||Open Lock (Dex)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|C||U||Ride (Dex)||+ 4||+ 0||+ 4||+ 0||+ 0||+ 0|
|-||-||Sleight of Hand (Dex)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|C||-||Tumble (Dex)||+ 9||+ 5||+ 4||+ 0||+ 0||+ 0|
|-||U||Use Rope (Dex)||+ 4||+ 0||+ 4||+ 0||+ 0||+ 0|
|C||U||Concentration (Con)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||U||Appraise (Int)||+ 2||+ 0||+ 2||+ 0||+ 0||+ 0|
|C||U||Craft (Int)||+ 2||+ 0||+ 2||+ 0||+ 0||+ 0|
|-||-||Decipher Script (Int)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||-||Disable Device (Int)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||U||Forgery (Int)||+ 2||+ 0||+ 2||+ 0||+ 0||+ 0|
|C||-||Knowledge (Int)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|C||-||Martial Lore (INT)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||U||Search (Int)||+ 2||+ 0||+ 2||+ 0||+ 0||+ 0|
|-||-||Spellcraft (Int)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|C||U||Heal (Wis)||+ 5||+ 0||+ 5||+ 0||+ 0||+ 0|
|C||U||Listen (Wis)||+ 10||+ 5||+ 5||+ 0||+ 0||+ 0|
|-||-||Profession (Wis)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|C||U||Sense Motive (Wis)||+ 10||+ 5||+ 5||+ 0||+ 0||+ 0|
|-||U||Spot (Wis)||+ 5||+ 0||+ 5||+ 0||+ 0||+ 0|
|C||U||Survival (Wis)||+ 5||+ 0||+5||+ 0||+ 0||+ 0|
|-||U||Bluff (Cha)||- 2||+ 0||- 2||+ 0||+ 0||+ 0|
|-||U||Diplomacy (Cha)||- 2||+ 0||- 2||+ 0||+ 0||+ 0|
|-||U||Disguise (Cha)||- 2||+ 0||- 2||+ 0||+ 0||+ 0|
|-||U||Gather Information (Cha)||- 2||+ 0||- 2||+ 0||+ 0||+ 0|
|-||-||Handle Animal (Cha)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|C||U||Intimidate (Cha)||- 2||+ 0||- 2||+ 0||+ 0||+ 0|
|-||U||Perform (Cha)||- 2||+ 0||- 2||+ 0||+ 0||+ 0|
|-||-||Use Magic Device (Cha)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||-||Speak Language||+ 0|
Swordsage 1 - Short Sword: +1 to attacks with shortswords
Level 1 - Mithral Body: +5 AC, +5 MD, -2 CP
Level 3 - Feat: Desciption
Level 6 - Feat: Desciption
Level 9 - Feat: Desciption
Level 12 - Feat: Desciption
Level 15 - Feat: Desciption
Level 18 - Feat: Desciption
Weapon and Armor Proficiency:
As a swordsage, you are proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons), and light armor, but not with shields.
You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by swordsages 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, to determine the highest-level maneuvers you can learn. Upon reaching 4th level, and at every even-numbered swordsage 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.
You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate 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 meditation, 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 unless you recover them. You can recover an expended maneuver by using a fullround action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th 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 currently use 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.
Quick to Act:
You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.
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.
+2 to Constitution, +2 Wisdom, -2 to Charisma
Living Construct: Immune to: poison, sleep effects, paraylsis, disease, nausea, fatigue, exhaustion, effects that cause sickened, and energy drain.
Living Construct: Subject to critical hits, nonlethal damage, dazing, stunning, ability drain, ability damage, and death effects etc as normal.
Cannot heal naturally:
A Warforged cannot heal naturally, however a 'repair' or 'cure' type spell will heal the Warforged normally, however cure spells are only half effective at healing a Warforged.
Warforged have no bonuses or penalties due to their size
Warforged have a base speed of 30ft.
+2 Armor bonus and 5% Spell Failure. Warforged cannot wear armor or robes. The Warforged may be enchanted like normal armor.
25% chance of ignoring a critical damage or Sneak Attack damage.
Natural Slam Attack:
Common. Bonus Languages: None
|Mithral Body||+5||Light||+5||-2||15%||30' (Light)|
|Head||Item Here||Description Here|
|Face||Item Here||Description Here|
|Neck||Item Here||Description Here|
|Shoulders||Item Here||Description Here|
|Torso||Item Here||Description Here|
|Arms||Item Here||Description Here|
|Hands||Item Here||Description Here|
|Right Ring||Item Here||Description Here|
|Left Ring||Item Here||Description Here|
|Waist||Item Here||Description Here|
|Feet||Item Here||Description Here|
|Pack||Item Here||Description Here|
List of Items Here:
Statistics of Items Here:
Spell - Description
Counter Charge - Counter; Immediate, Trip (dex +4), Move opponent 2 squares
Blistering Flourish - Strike; Standard, Fort DC16, All targets 30' radius dazzled 1 min
Clinging Shadow Strike - Strike; Standard, Fort DC 16, +1d6 dmg & 20% miss chance 1rd
Wolf Fang Strike - Strike; Standard, Attack with two weapons at -2 penalty
Charging Minotaur - Strike; Standard, Bullrush & deal 2d6+3 dmg.
The Grinning Goblin - Completed
enter character history here