|Played by Hopey|
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10 + Dexterity +4 + Armour/Shield +3 = 17|
|+1||+Dex (4)/+Str (0)(Weapon Finesse, half of the sword staff +4)||+5/+0(+5)|
|Dex = +4|
|Skills||Ranks||Stat Bonus||Synergy||Magical Bonuses||Total|
|X||Decipher Script (Int)||+1||+3||+0||+0||+4|
|C||Disable Device (Int)||+0||+3||+0||+0||+3|
|C||Escape Artist (Dex)||+0||+4||+0||+0||+4|
|C||Gather Information (Cha)||+0||+0||+0||+0||+0|
|C||Handle Animal (Cha)||+0||+0||+0||+0||+0|
|X||Knowledge (Arcane) (Int)||+1||+3||+0||+0||+4|
|X||Knowledge (Stuff) (Int)||+0||+0||+0||+0||+0|
|C||Martial Lore (Int)||+0||+3||+0||+0||+3|
|C||Move Silently (Dex)||+1||+4||+0||+0||+5|
|C||Open Lock (Dex)||+0||+4||+0||+0||+4|
|X||Sense Motive (Wis)||+2||+4||+0||+0||+6|
|C||Sleight of Hand (Dex)||+0||+3||+0||+0||+3|
|C||Speak Language (n/a)||+0||+0||+0||+0||+0|
|C||Use Magic Device (Cha)||+0||+0||+0||+0||+0|
|C||Use Rope (Dex)||+0||+4||+0||+0||+4|
Where C is Cross Class and X is a Class Skill
Languages Known: Common
Bonus Languages: Literacy; Trade tongue; Terran
Skill Point Total: 24
Exotic Weapon Proficiency: Choose any type of exotic weapon, such as dire flail or shuriken. You understand how to use that type of exotic weapon in combat.
Weapon Finesse: You are especially skilled at using a certain weapon, one that can benefit as much from Dexterity as from Strength. Choose one light weapon. Alternatively, you can choose a rapier, provided you can use it in one hand, or a spiked chain, provided you're at least Medium-size.
Weapon and Armor Proficiency: Weapon and Armor Proficiency: Duskblades are proficient with all martial weapons, as well as all armors and shields (except tower shields).
Spells: You cast arcane spells, which are drawn from the duskblade spell list. You can cast any spell you know without preparing it ahead of time. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier. You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskblade spell list. You also know one additional 0-level spell for each point of Intelligence bonus. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the Duskblade Spells list. Duskblades also get bonus spells for high spellcasting attribute as normal, see: Bonus Spells
Arcane Attunement: You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.
Armored Mage: Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields.
Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Sword Staff (Two bladed sword)||+0||1d8/1d8||19/20 x2||Slashing|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|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:
Two bladed Sword - 100gp
Studded Leather Armour - 25gp
Backpack - 2gp
Clothing (assorted) - 20gp
Jewelery (assorted) - 53gp
Statistics of Items Here:
Spells per Day:
Level 0 = 4
Level 1 = 3
Spell-Like powers: DC: 10 + Int Modifier (3) + Spell Level (0) = 13
Can be used 3 + Int Modifier (+3) = 6 times a day
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Read Magic: Read scrolls and spellbooks.
Level 0: DC 10 + Int Modifier (3) + Spell Level (0) = 13
Acid Splash: Orb deals 1d3 acid damage.
Ray of Frost: Ray deals 1d3 cold damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Kiran's a foreigner, obviously. Her dark skin and dark hair show that she's likely from some part of the Crescent, but where exactly? You'll have to ask her to find out. She's trained from a young age, though she's not that old herself, in the art of using two blades separately or as one.