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<blockquote data-quote="cheshire_grin" data-source="post: 3747883" data-attributes="member: 54244"><p>Jeran Almistral</p><p>Human Warblade 13</p><p></p><p>(Alternate)</p><p></p><p>[sblock=Background]</p><p>Jeran's earliest memories are of fear and pain. His family was enslaved by a demon house for an imagined infraction; his parents were both skilled performers, but their talents for music and dance didn't extend to political savvy, and when they performed a certain piece in front of the wrong demon lord, the consequences were severe. </p><p></p><p>Jeran's father died mere weeks later, thrust into the house's gladiatorial arena with neither the training nor the temperament to defend himself.</p><p></p><p>Jeran's mother lived longer: three years that no doubt seemed an eternity to her; the less said about that the better. </p><p></p><p>Jeran's beloved younger brother Ales was trained as a house slave, his slight form only useful for small tasks such as washing dishes and folding linens, at least until his innate abilities at sorcery manifested themselves. The lord of the demon house lost no time in brainwashing the small boy and cultivating him into a valuable servant. Ales took to his training with undisguised relish; no doubt he enjoyed the sudden change from powerless and unvalued to powerful and respected.</p><p></p><p>Jeran watched his brother's corruption, unable to intervene; his place was in the house guard, training sunup to sundown with sword and body. Finally he could stand it no longer; he killed his sergeant with his bare hands, stole the man's sword, and tried to assassinate his own brother--an act of mercy, in his own mind. He failed, Ales' own magic turning aside Jeran's blade and blasting him senseless in the bargain. When he awoke he was in the gladiatorial pens, bruised and burned but alive, and unlike his father he had both the skill and temperament necessary for survival. He won, time after time, against single and multiple opponents, cold rage fueling him to spend hour after hour learning to make his sword an extension of his body and will. Finally his chance came and he escaped, leaving a trail of dead and mutilated overseers to the compound gates.</p><p></p><p>Fortunately the demon lord didn't consider Jeran an immediate priority, enmeshed as he was in politics and his own amusements, so other than the occasional bounty hunter or demon, sorceror, or other creature/person looking to curry favor with the demon lord, Jeran by and large has not been heavily pursued by his former master.</p><p></p><p>Today Jeran is a skilled swordsman and killer; he sometimes feels he is only truly alive in combat, with sharp edges all around and his blood up. Sometimes he even feels bad about that. He shows no mercy to demons and their allies, and only little to others, although he can be generous and kind when the mood strikes him. Jeran is a surprisingly skilled singer and dancer (owing to his early training with his parents), skills which he still strives to improve as his only remaining link to a happier time. Being around other performers, particularly singers and dancers, often brings out his more cheerful, friendly side.</p><p></p><p>Jeran has no true long-term goals; for the moment he drifts from place to place. He evinces a cool pragmatism about his employment (and his employers); although he much prefers employment that brings him the opportunity to slay demons, he will consider all sorts of work for which he is suitable.</p><p></p><p>Despite the calm and pragmatic personality he adopts in public, the same cold rage over the loss of his family and especially the corruption of his brother still burns in him, waiting for something or someone to give it a target and turn Jeran from a simple hired sword into something much, much more dangerous. Given the chance, Jeran would absolutely make another attempt to assassinate Ales, as long as there was a reasonable chance of success. Any other long-term plans that result in the slaying of demons (ideally) or at least the foiling of their plots is likely to pique his interest as well.</p><p>[/sblock]</p><p></p><p>[sblock=Appearance]In appearance, Jeran is a large, well-muscled man, clearly a trained warrior. His body and face are scarred from his training as a demonic guard and his further time as a gladiator; half of his right ear is missing, and a livid scar traces from there down the line of his jaw, leaving a hairless streak through his customary short reddish beard. At some point his nose was broken; the net effect is that although he was once handsome, his current appearance is somewhat less than beautiful. He does have a certain intensity of personality which some people find attractive, although he tends neither to make friends easily nor keep them very long. </p><p></p><p>When prepared for combat, Jeran wears unadorned mithral full plate and carries a similarly unblazoned mithral heavy shield. In other circumstances he wears simple traveler's clothing: tunic, trousers, sturdy boots and a warm cloak. While his clothes, armor, and shield are simple, unadorned, and sturdy, his longsword (which he has named Chainbreaker) is elegant and clearly valued: its blade is inlaid with platinum and silver, scabbarded in fine jewel-worked leather, polished to a mirrorlike sheen, and honed to a razor's edge. When he wears it--as he nearly always does--inevitably the sword is the first thing anyone notices about him.</p><p></p><p>Chainbreaker is Jaren's most prized possession. It originated as a relatively simple (unenchanted) adamantine longsword--it was, in fact, the sword he took from his sergeant and used to try to assassinate Ales. Later, as he escaped the gladiatorial pits, he managed to overpower a guard who had "inherited" the weapon and reclaim it. Over the years, as Jaren has acquired wealth, he has spent much of it on magical enhancements as well as nonmagical improvements (the metal inlays and jewelled scabbard). Of all the things he owns, only Chainbreaker is irreplaceable in his mind; he equates the blade with his freedom from fear, pain, and slavery, and as such its value to him far outstrips the mere metal and magic from which it is constructed. (Woe betide him if Chainbreaker is ever broken, and any thief would be pursued to the ends of Jaren's power and endurance.)</p><p></p><p>Despite his generally workmanlike appearance (sword and scabbard aside), Jeran does have a fair appreciation for the finer things in life. He is fond of a cup of strong coffee in the morning (sometimes sweetened by honey) and, although not an accomplished cook himself, he is appreciative of good food and good drink.</p><p>[/sblock]</p><p></p><p>[sblock=StatBlock]</p><p>AL: NE HT: 6' WT: 210 Hair: Brown Eyes: Blue Age: 23</p><p></p><p>STR: 22 (+6) [10 points + 2 lvl + 4 enhancement]</p><p>DEX: 12 (+1) [4 points]</p><p>CON: 14 (+2) [6 points]</p><p>INT: 15 (+2) [6 points + 1 lvl]</p><p>WIS: 10 (+0) [2 points]</p><p>CHA: 12 (+1) [4 points]</p><p></p><p>HP: 131 (rolls for L2-13: <a href="http://invisiblecastle.com/find.py?id=1216117" target="_blank">http://invisiblecastle.com/find.py?id=1216117</a>)</p><p>AC: 23 (10 base + 1 dex + 9 armour + 3 shield)</p><p>(Touch: 11 Flat-footed: 22)</p><p>Movement: 30 (20 w/ armor)</p><p></p><p>Saves:</p><p>FORT: + 10 (8 base +2 con)</p><p>REF: + 7 (4 base +1 dex +2 Battle Clarity)</p><p>WILL: + 6 (4 base +0 wis +2 Iron Will)</p><p>Init: +5 (0 base +1 dex +4 Improved Init)</p><p></p><p>Bab: 13/8/3 Melee: +19/+14/+9 Ranged: +14/+9/+4 Grapple: + 19</p><p>Attacks:</p><p>Longsword: +24/19/14 (+26/21/16 vs. evil outsiders), 1d8+11 damage (1d8+2d6+13 vs evil outsiders) crit 19-20/x2</p><p>- options -</p><p>POWER ATTACK: -1 attack/+2 damage(longsword)</p><p></p><p>Skills(Total/Ranks):[112 Points (4 +1 human +2 int per level, 4x at 1st), max rank 16]</p><p>Balance(+13/12)*, Climb(+10/4)*, Concentration(+14/12), Gather Information(+5/4), Intimidate(+13/13),</p><p>Jump(+10/4)*, Knowledge(History)(+4/2), Knowledge(Local)(+4/2), Listen(+7/7), Perform(Sing)(+7/6),</p><p>Perform(Dance)(+7/6), Sense Motive (+2/2), Spot(+7/7), Perform(Dance)(+7/6)</p><p>* = Subject to -3ACP in armor</p><p></p><p>Feats[1 human bonus, 5 level, 3 bonus]: </p><p>Power Attack, Cleave, Weapon Focus (Longsword), Weapon Specialization (Longsword), Improved Initiative, Iron Will, Combat Reflexes, Greater Weapon Focus (Longsword)</p><p>Combat Intuition (CAdv 106): +1 insight to hit any opponent I attacked in previous round; +4 to Sense Motive to discern opponent combat challenge level</p><p></p><p>Class Features:</p><p>Battle Clarity (Bo9S 22): +2 to reflex saves as insight bonus when not flat-footed</p><p>Weapon Aptitude (Bo9S 22): Can gain weapon focus et al as fighter of 2 levels lower, can retrain weapon focus feats for different weapon given 1 hour/feat practice time</p><p>Battle Ardor (Bo9S 22): Add int bonus as insight bonus to critical confirm rolls</p><p>Battle Cunning (Bo9S 22): Add int bonus as insight bonus to damage vs. flat-footed and flanked opponents</p><p>Battle Skill (Bo9S 22): Add int bonus to opposed rolls to resist bullrush, disarm, feint, overrun, sunder, trip</p><p>Uncanny Dodge, Improved Uncanny Dodge</p><p></p><p>Stances Known (Activate stance as swift action, one stance active at a time):</p><p>Punishing Stance (Melee attacks deal an additional 1d6 damage at a cost of -2 to my AC)</p><p>Stance of Clarity (+2 insight bonus to AC vs. one opponent, -2 to AC vs all other opponents, choose at start of each turn)</p><p>Hearing the Air (grants blindsense 30' and +5 to listen checks)</p><p></p><p>Maneuvers Known:</p><p>Wall of Blades (Immediate action, replace AC with an attack roll if higher)</p><p>Disarming Strike (Successful attack allows disarm check with no AoO or chance of being disarmed)</p><p>Moment of Perfect Mind (Immediate action, can use concentration check in place of will save)</p><p>Iron Heart Surge (Standard action, immediately end one spell, effect, or condition that has a remaining duration of at least one round; +2 morale bonus to attack rolls until end of next turn)</p><p>Lightning Recovery (Immediately reroll missed attack with +2 bonus)</p><p>Mithral Tornado (1 attack vs. each adjacent opponent with +2 bonus)</p><p>Dazing Strike (Successful melee attack dazes opponent, DC15+Str mod Fort check or dazed 1 round)</p><p>Rapid Counter (Immediate additional attack when an opponent provokes an AoO, can be additional to (uses up) or in place of (does not use up) AoO)</p><p>Manticore Parry (Deflect one attack against an adjacent opponent)</p><p>Finishing Move (Successful attack deals +4d6 damage; +6d6 if opponent is at less than full HP, +14d6 if at less than or equal to 1/2 full HP)</p><p></p><p>Maneuvers Readied (5, can use each 1x/encounter, can recover as a swift action followed either by a single melee attack or a full-round "do nothing" action, need 5 minutes of exercise time to change readied maneuvers):</p><p>Moment of Perfect Mind</p><p>Iron Heart Surge</p><p>Mithral Tornado</p><p>Manticore Parry</p><p>Finishing Move</p><p></p><p>Languages: Common, Abyssal, Orc</p><p></p><p>Equipment: 110,000 GP</p><p>Mithral Heavy Shield +1 of Light Fortification (5,020gp) (+3AC, Max Dex -, ACP 0, Weight 7.5lb, 25% chance to avoid crit)</p><p>Mithral Full Plate +1 of Spell Resistance SR19 (46,500gp) (+9AC, +3 Max Dex, ACP -3, Move 20, Weight 25lb)</p><p>Adamantine Longsword +3 of Bane vs. Evil Outsiders (36,515gp) (+5, +2d6dmg vs. Evil Outsiders) (Added 1500gp for platinum/silver inlay and jeweled scabbard.)</p><p>Belt of Giant Strength +4 (16,000 gp)</p><p>2 potions of Neutralize Poison (1500 gp)</p><p>2 potions of Haste (1500 gp)</p><p>2 potions of Cure Serious Wounds (1500 gp)</p><p>Masterwork Cold Iron Dagger (304gp) (1d4, 19-20/x2, 10ft, 1lb, P/S)</p><p>2x Masterwork Throwing Axe (616gp) (1d6, x2, 10ft, 4lb, S)</p><p>Backpack (2gp) 2lb</p><p>Belt Pouch (1gp) 0.5lb</p><p>1 piece chalk (1cp)</p><p>Flask (firewine) (3cp+5gp) 1.5lb</p><p>Flint and Steel (1gp)</p><p>1lb. Soap (5sp) 1lb</p><p>2 torches (1cp) 2lb</p><p>Waterskin (1gp) 4lb</p><p>Whetstone (2cp) 1lb</p><p>2 Traveler's outfits (2gp) 10lb</p><p>Loaf of bread (2cp) 0.5lb</p><p>Hunk of cheese (1sp) 0.5lb</p><p>5 days' trail rations (25sp) 5lb</p><p>Mess Kit (6sp) 1lb</p><p>Percolator (1gp) 1lb</p><p>1lb. Coffee (50gp) 1lb</p><p>1pt. Honey (1sp)</p><p>Pouch of Salt (1cp)</p><p>Pouch of Pepper (30gp)</p><p>Wrist Sheath (20gp)</p><p></p><p>left: 429 GP, 9 CP</p><p></p><p>Full sheet <a href="http://www.thetangledweb.net/addon.php?addon=Profiler&page=view_char&cid=314" target="_blank">here</a></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="cheshire_grin, post: 3747883, member: 54244"] Jeran Almistral Human Warblade 13 (Alternate) [sblock=Background] Jeran's earliest memories are of fear and pain. His family was enslaved by a demon house for an imagined infraction; his parents were both skilled performers, but their talents for music and dance didn't extend to political savvy, and when they performed a certain piece in front of the wrong demon lord, the consequences were severe. Jeran's father died mere weeks later, thrust into the house's gladiatorial arena with neither the training nor the temperament to defend himself. Jeran's mother lived longer: three years that no doubt seemed an eternity to her; the less said about that the better. Jeran's beloved younger brother Ales was trained as a house slave, his slight form only useful for small tasks such as washing dishes and folding linens, at least until his innate abilities at sorcery manifested themselves. The lord of the demon house lost no time in brainwashing the small boy and cultivating him into a valuable servant. Ales took to his training with undisguised relish; no doubt he enjoyed the sudden change from powerless and unvalued to powerful and respected. Jeran watched his brother's corruption, unable to intervene; his place was in the house guard, training sunup to sundown with sword and body. Finally he could stand it no longer; he killed his sergeant with his bare hands, stole the man's sword, and tried to assassinate his own brother--an act of mercy, in his own mind. He failed, Ales' own magic turning aside Jeran's blade and blasting him senseless in the bargain. When he awoke he was in the gladiatorial pens, bruised and burned but alive, and unlike his father he had both the skill and temperament necessary for survival. He won, time after time, against single and multiple opponents, cold rage fueling him to spend hour after hour learning to make his sword an extension of his body and will. Finally his chance came and he escaped, leaving a trail of dead and mutilated overseers to the compound gates. Fortunately the demon lord didn't consider Jeran an immediate priority, enmeshed as he was in politics and his own amusements, so other than the occasional bounty hunter or demon, sorceror, or other creature/person looking to curry favor with the demon lord, Jeran by and large has not been heavily pursued by his former master. Today Jeran is a skilled swordsman and killer; he sometimes feels he is only truly alive in combat, with sharp edges all around and his blood up. Sometimes he even feels bad about that. He shows no mercy to demons and their allies, and only little to others, although he can be generous and kind when the mood strikes him. Jeran is a surprisingly skilled singer and dancer (owing to his early training with his parents), skills which he still strives to improve as his only remaining link to a happier time. Being around other performers, particularly singers and dancers, often brings out his more cheerful, friendly side. Jeran has no true long-term goals; for the moment he drifts from place to place. He evinces a cool pragmatism about his employment (and his employers); although he much prefers employment that brings him the opportunity to slay demons, he will consider all sorts of work for which he is suitable. Despite the calm and pragmatic personality he adopts in public, the same cold rage over the loss of his family and especially the corruption of his brother still burns in him, waiting for something or someone to give it a target and turn Jeran from a simple hired sword into something much, much more dangerous. Given the chance, Jeran would absolutely make another attempt to assassinate Ales, as long as there was a reasonable chance of success. Any other long-term plans that result in the slaying of demons (ideally) or at least the foiling of their plots is likely to pique his interest as well. [/sblock] [sblock=Appearance]In appearance, Jeran is a large, well-muscled man, clearly a trained warrior. His body and face are scarred from his training as a demonic guard and his further time as a gladiator; half of his right ear is missing, and a livid scar traces from there down the line of his jaw, leaving a hairless streak through his customary short reddish beard. At some point his nose was broken; the net effect is that although he was once handsome, his current appearance is somewhat less than beautiful. He does have a certain intensity of personality which some people find attractive, although he tends neither to make friends easily nor keep them very long. When prepared for combat, Jeran wears unadorned mithral full plate and carries a similarly unblazoned mithral heavy shield. In other circumstances he wears simple traveler's clothing: tunic, trousers, sturdy boots and a warm cloak. While his clothes, armor, and shield are simple, unadorned, and sturdy, his longsword (which he has named Chainbreaker) is elegant and clearly valued: its blade is inlaid with platinum and silver, scabbarded in fine jewel-worked leather, polished to a mirrorlike sheen, and honed to a razor's edge. When he wears it--as he nearly always does--inevitably the sword is the first thing anyone notices about him. Chainbreaker is Jaren's most prized possession. It originated as a relatively simple (unenchanted) adamantine longsword--it was, in fact, the sword he took from his sergeant and used to try to assassinate Ales. Later, as he escaped the gladiatorial pits, he managed to overpower a guard who had "inherited" the weapon and reclaim it. Over the years, as Jaren has acquired wealth, he has spent much of it on magical enhancements as well as nonmagical improvements (the metal inlays and jewelled scabbard). Of all the things he owns, only Chainbreaker is irreplaceable in his mind; he equates the blade with his freedom from fear, pain, and slavery, and as such its value to him far outstrips the mere metal and magic from which it is constructed. (Woe betide him if Chainbreaker is ever broken, and any thief would be pursued to the ends of Jaren's power and endurance.) Despite his generally workmanlike appearance (sword and scabbard aside), Jeran does have a fair appreciation for the finer things in life. He is fond of a cup of strong coffee in the morning (sometimes sweetened by honey) and, although not an accomplished cook himself, he is appreciative of good food and good drink. [/sblock] [sblock=StatBlock] AL: NE HT: 6' WT: 210 Hair: Brown Eyes: Blue Age: 23 STR: 22 (+6) [10 points + 2 lvl + 4 enhancement] DEX: 12 (+1) [4 points] CON: 14 (+2) [6 points] INT: 15 (+2) [6 points + 1 lvl] WIS: 10 (+0) [2 points] CHA: 12 (+1) [4 points] HP: 131 (rolls for L2-13: [url]http://invisiblecastle.com/find.py?id=1216117[/url]) AC: 23 (10 base + 1 dex + 9 armour + 3 shield) (Touch: 11 Flat-footed: 22) Movement: 30 (20 w/ armor) Saves: FORT: + 10 (8 base +2 con) REF: + 7 (4 base +1 dex +2 Battle Clarity) WILL: + 6 (4 base +0 wis +2 Iron Will) Init: +5 (0 base +1 dex +4 Improved Init) Bab: 13/8/3 Melee: +19/+14/+9 Ranged: +14/+9/+4 Grapple: + 19 Attacks: Longsword: +24/19/14 (+26/21/16 vs. evil outsiders), 1d8+11 damage (1d8+2d6+13 vs evil outsiders) crit 19-20/x2 - options - POWER ATTACK: -1 attack/+2 damage(longsword) Skills(Total/Ranks):[112 Points (4 +1 human +2 int per level, 4x at 1st), max rank 16] Balance(+13/12)*, Climb(+10/4)*, Concentration(+14/12), Gather Information(+5/4), Intimidate(+13/13), Jump(+10/4)*, Knowledge(History)(+4/2), Knowledge(Local)(+4/2), Listen(+7/7), Perform(Sing)(+7/6), Perform(Dance)(+7/6), Sense Motive (+2/2), Spot(+7/7), Perform(Dance)(+7/6) * = Subject to -3ACP in armor Feats[1 human bonus, 5 level, 3 bonus]: Power Attack, Cleave, Weapon Focus (Longsword), Weapon Specialization (Longsword), Improved Initiative, Iron Will, Combat Reflexes, Greater Weapon Focus (Longsword) Combat Intuition (CAdv 106): +1 insight to hit any opponent I attacked in previous round; +4 to Sense Motive to discern opponent combat challenge level Class Features: Battle Clarity (Bo9S 22): +2 to reflex saves as insight bonus when not flat-footed Weapon Aptitude (Bo9S 22): Can gain weapon focus et al as fighter of 2 levels lower, can retrain weapon focus feats for different weapon given 1 hour/feat practice time Battle Ardor (Bo9S 22): Add int bonus as insight bonus to critical confirm rolls Battle Cunning (Bo9S 22): Add int bonus as insight bonus to damage vs. flat-footed and flanked opponents Battle Skill (Bo9S 22): Add int bonus to opposed rolls to resist bullrush, disarm, feint, overrun, sunder, trip Uncanny Dodge, Improved Uncanny Dodge Stances Known (Activate stance as swift action, one stance active at a time): Punishing Stance (Melee attacks deal an additional 1d6 damage at a cost of -2 to my AC) Stance of Clarity (+2 insight bonus to AC vs. one opponent, -2 to AC vs all other opponents, choose at start of each turn) Hearing the Air (grants blindsense 30' and +5 to listen checks) Maneuvers Known: Wall of Blades (Immediate action, replace AC with an attack roll if higher) Disarming Strike (Successful attack allows disarm check with no AoO or chance of being disarmed) Moment of Perfect Mind (Immediate action, can use concentration check in place of will save) Iron Heart Surge (Standard action, immediately end one spell, effect, or condition that has a remaining duration of at least one round; +2 morale bonus to attack rolls until end of next turn) Lightning Recovery (Immediately reroll missed attack with +2 bonus) Mithral Tornado (1 attack vs. each adjacent opponent with +2 bonus) Dazing Strike (Successful melee attack dazes opponent, DC15+Str mod Fort check or dazed 1 round) Rapid Counter (Immediate additional attack when an opponent provokes an AoO, can be additional to (uses up) or in place of (does not use up) AoO) Manticore Parry (Deflect one attack against an adjacent opponent) Finishing Move (Successful attack deals +4d6 damage; +6d6 if opponent is at less than full HP, +14d6 if at less than or equal to 1/2 full HP) Maneuvers Readied (5, can use each 1x/encounter, can recover as a swift action followed either by a single melee attack or a full-round "do nothing" action, need 5 minutes of exercise time to change readied maneuvers): Moment of Perfect Mind Iron Heart Surge Mithral Tornado Manticore Parry Finishing Move Languages: Common, Abyssal, Orc Equipment: 110,000 GP Mithral Heavy Shield +1 of Light Fortification (5,020gp) (+3AC, Max Dex -, ACP 0, Weight 7.5lb, 25% chance to avoid crit) Mithral Full Plate +1 of Spell Resistance SR19 (46,500gp) (+9AC, +3 Max Dex, ACP -3, Move 20, Weight 25lb) Adamantine Longsword +3 of Bane vs. Evil Outsiders (36,515gp) (+5, +2d6dmg vs. Evil Outsiders) (Added 1500gp for platinum/silver inlay and jeweled scabbard.) Belt of Giant Strength +4 (16,000 gp) 2 potions of Neutralize Poison (1500 gp) 2 potions of Haste (1500 gp) 2 potions of Cure Serious Wounds (1500 gp) Masterwork Cold Iron Dagger (304gp) (1d4, 19-20/x2, 10ft, 1lb, P/S) 2x Masterwork Throwing Axe (616gp) (1d6, x2, 10ft, 4lb, S) Backpack (2gp) 2lb Belt Pouch (1gp) 0.5lb 1 piece chalk (1cp) Flask (firewine) (3cp+5gp) 1.5lb Flint and Steel (1gp) 1lb. Soap (5sp) 1lb 2 torches (1cp) 2lb Waterskin (1gp) 4lb Whetstone (2cp) 1lb 2 Traveler's outfits (2gp) 10lb Loaf of bread (2cp) 0.5lb Hunk of cheese (1sp) 0.5lb 5 days' trail rations (25sp) 5lb Mess Kit (6sp) 1lb Percolator (1gp) 1lb 1lb. Coffee (50gp) 1lb 1pt. Honey (1sp) Pouch of Salt (1cp) Pouch of Pepper (30gp) Wrist Sheath (20gp) left: 429 GP, 9 CP Full sheet [URL=http://www.thetangledweb.net/addon.php?addon=Profiler&page=view_char&cid=314]here[/URL] [/sblock] [/QUOTE]
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