shilsen
Adventurer
MITHRAL SIX OF SIX AT 19TH:
Ftr4/Scout9/Swordsage3/Warblade3; medium living construct; 4d10+12d8+3d12+57; 229 hp; Init +12; 40 ft, fly 40 ft (perfect); AC 42 (+6 Dex, +4 Wis, +9 armor, +6 deflection, +6 natural, +1 dodge) or 44 (+2 skirmish), touch 27/29, flat-footed 42/44; BAB/Grapple +15/+23; +1 aberration-bane Scorpion Chain +29 melee (1d6+17/19-20) [+31/1d6+19/19-20 +2d6 vs. aberrations] or Slam +29 melee (1d4+17); N; F +21, R +26, W+18; Str 20 (+5), Dex 16 (+3), Con 10 (+0), Int 14 (+2), Wis 12 (+1), Cha 10 (+0) [Str 26 (+8), Dex 22 (+6), Con 16 (+3), Int 20 (+5), Wis 18 (+4), Cha 16 (+3)]
Languages: Common, Giant
Skills (233 skill pts): Balance +21 (14 ranks +5 Dex +2 synergy), Climb +13 (5 ranks +8 Str), Concentration +22 (19 ranks +3 Con), Craft – Sculpture +18 (12 ranks +4 Int +2 tools), Diplomacy +14 (12 ranks +2 Cha), Disable Device +24 (18 ranks +4 Int +2 tools), Hide +22 (12 ranks +5 Dex +5 competence) or +23 at night (+1 darkweave), Jump +17 (5 ranks +8 Str +4 speed), Knowledge – Dungeoneering +9 (5 ranks +4 Int), Knowledge – Local +10 (6 ranks +4 Int), Listen +17 (14 ranks +3 Wis), Move Silently +22 (12 ranks +5 Dex +5 competence), Search +31 (20 ranks +4 Int +2 tools +5 competence), Sense Motive +8 (5 ranks +3 Wis), Speak Languages (1 rank/2 skill pts), Spot +28 (20 ranks +3 Wis +5 competence), Survival +12 (9 ranks +3 Wis), Swim +12 (5 ranks +7 Str), Tumble +22 (15 ranks +5 Dex +2 synergy), Use Magic Device +23 (22 ranks +2 Cha)
Feats (7 Normal, 3 Fighter, 2 Scout, 1 Swordsage): Acrobatic Strike, Combat Acrobat, Combat Expertise, Combat Reflexes, Dodge, Exotic WP (Spiked Chain), Improved Initiative, Improved Trip, Mobility, Power Attack, Spring Attack, Track, W. Focus (shadow hand weapons)
Special abilities: Warforged racial abilities, skirmish (+3d6+2, +2 AC), trapfinding, fast movement +10, battle fortitude +1, improved uncanny dodge, trackless step, evasion, flawless stride, camouflage, quick to act +1, AC bonus, battle clarity (Ref saves), weapon aptitude, battle ardor (+Int to confirm critical)
Swordsage maneuvers known – 8 (readied 5): 1st – Moment of Perfect Mind (DM); 2nd – Action Before Thought (DM), Cloak of Deception (SH), Emerald Razor (DM), Shadow Jaunt (SH); 3rd – Mind over Body (DM), Shadow Garrote (SH); 5th – Shadow Stride (SH) [has 9, so drop 1]
Swordsage stances (2): 1st – Child of Shadow (SH); 3rd – Dance of the Spider (SH)
Warblade maneuvers known – 5 (readied 3): 2nd – Wall of Blades (IH); 3rd – Iron Heart Surge (IH); 5th – Dazing Strike (IH), Disrupting Blow (DM), Iron Heart Focus (IH)
Warblade stances (1): 5th – Dancing Blade Form (IH)
Free maneuvers:
Diamond Defense – Immediate action. Before you roll a save, you gain a bonus to it equal to your level.
Finishing Move – Do +4d6 damage on attack. Do +6d6 instead if target is injured. Do +14d6 if it is at less than half hp.
Lightning Recovery – Immediate. Reroll an attack that misses with a +2 bonus to hit.
Searing Charge – Fly at base land speed with perfect maneuverability on a charge and do +5d6 fire damage if you hit
Elder Mountain Hammer – Attack deals +6d6 damage and ignores DR and hardness.
Equipment (free): Byeshk Aberration-Bane Scorpion Chain, Adamantine Undead-Bane Spiked Chain, Ring of Mindshielding, Skirmisher Boots, Wand Sheath, Essence of the Scout, Amulet of Tears, Cli Lyre, Rod of Viscid Globs, Handy Haversack, MW spiked chain, MW silvered spiked chain, MW cold iron spiked chain, Hat of Disguise, Golembane Scarab, MW comp. longbow [+8 Str], Wand of Haste (50 charges), Wand of Repair Critical (50 charges), Word of Recall scroll
Equipment (group): Truelight Lantern
Equipment (150k): Ring of Telekinesis (75k), Phoenix Cloak (50k), Golem immunity scroll (3k) + 22k
SPECIAL:
Permanent Enhancements: +6 enhancement bonuses to all stats, +6 resistance bonus to saves, +6 deflection bonus to AC, +6 enhancement bonus to natural AC, fast healing 5 (activates immediately when injured), +5 enhancement bonus to all attacks, +5 enhancement bonus to all worn armor, resistance 15 to all energy types, maximum hit points on all hit dice
Warforged Harness: The harness cannot be removed. His swordsage abilities are accessed through the harness. It increases the composite plating’s armor bonus to +4. It provides immunity to criticals and nonlethal damage. It also makes Six immune to ability damage, ability drain, death effects, necromancy effects and stunning. Six also has a number of abilities he can access at choice through the harness:
(1) Mask of Flesh – 1/day (full-round); Six can grow a covering of flesh for a disguise, which functions as a disguise self spell, except that his height does not change. It lasts one hour and then falls off in rotting lumps. The effect is dismissible.
(2) Enlarge Construct – 1/day (standard); Six can enlarge himself, with the same effects as the enlarge person spell, for 5 minutes. The effect is dismissible.
(3) Shroud of Shadows – 1/day (standard); The streams of shadow which generally emerge from the harness thicken, blanketing Six’s form and making him difficult to target with precision. It provides a 50% miss chance against attacks. The effect lasts for 2 minutes or until dismissed.
(4) Perfect Construct Form – 1/day (standard); Six loses the living construct subtype for the duration of the effect. He becomes immune to mind-affecting spells and abilities and to any effect that requires a Fortitude save. Six is also no longer affected by spells that affect living creatures and spells from the healing subschool provide him no benefit. He has no Constitution score for the duration of the spell but his hit points remain the same. If dropped to 0 hit points or lower, the effect ends. The effect lasts for 2 minutes or until dismissed. Once, while the Perfect Construct Form is in effect, as a standard action, Six can heal his wounds (to a maximum of 150 hit pts). Using this ability ends the Perfect Construct Form immediately.
Implanted Eye: Symbiont. Provides darkvision 60’ and a +5 competence bonus to Spot & Search.
Ftr4/Scout9/Swordsage3/Warblade3; medium living construct; 4d10+12d8+3d12+57; 229 hp; Init +12; 40 ft, fly 40 ft (perfect); AC 42 (+6 Dex, +4 Wis, +9 armor, +6 deflection, +6 natural, +1 dodge) or 44 (+2 skirmish), touch 27/29, flat-footed 42/44; BAB/Grapple +15/+23; +1 aberration-bane Scorpion Chain +29 melee (1d6+17/19-20) [+31/1d6+19/19-20 +2d6 vs. aberrations] or Slam +29 melee (1d4+17); N; F +21, R +26, W+18; Str 20 (+5), Dex 16 (+3), Con 10 (+0), Int 14 (+2), Wis 12 (+1), Cha 10 (+0) [Str 26 (+8), Dex 22 (+6), Con 16 (+3), Int 20 (+5), Wis 18 (+4), Cha 16 (+3)]
Languages: Common, Giant
Skills (233 skill pts): Balance +21 (14 ranks +5 Dex +2 synergy), Climb +13 (5 ranks +8 Str), Concentration +22 (19 ranks +3 Con), Craft – Sculpture +18 (12 ranks +4 Int +2 tools), Diplomacy +14 (12 ranks +2 Cha), Disable Device +24 (18 ranks +4 Int +2 tools), Hide +22 (12 ranks +5 Dex +5 competence) or +23 at night (+1 darkweave), Jump +17 (5 ranks +8 Str +4 speed), Knowledge – Dungeoneering +9 (5 ranks +4 Int), Knowledge – Local +10 (6 ranks +4 Int), Listen +17 (14 ranks +3 Wis), Move Silently +22 (12 ranks +5 Dex +5 competence), Search +31 (20 ranks +4 Int +2 tools +5 competence), Sense Motive +8 (5 ranks +3 Wis), Speak Languages (1 rank/2 skill pts), Spot +28 (20 ranks +3 Wis +5 competence), Survival +12 (9 ranks +3 Wis), Swim +12 (5 ranks +7 Str), Tumble +22 (15 ranks +5 Dex +2 synergy), Use Magic Device +23 (22 ranks +2 Cha)
Feats (7 Normal, 3 Fighter, 2 Scout, 1 Swordsage): Acrobatic Strike, Combat Acrobat, Combat Expertise, Combat Reflexes, Dodge, Exotic WP (Spiked Chain), Improved Initiative, Improved Trip, Mobility, Power Attack, Spring Attack, Track, W. Focus (shadow hand weapons)
Special abilities: Warforged racial abilities, skirmish (+3d6+2, +2 AC), trapfinding, fast movement +10, battle fortitude +1, improved uncanny dodge, trackless step, evasion, flawless stride, camouflage, quick to act +1, AC bonus, battle clarity (Ref saves), weapon aptitude, battle ardor (+Int to confirm critical)
Swordsage maneuvers known – 8 (readied 5): 1st – Moment of Perfect Mind (DM); 2nd – Action Before Thought (DM), Cloak of Deception (SH), Emerald Razor (DM), Shadow Jaunt (SH); 3rd – Mind over Body (DM), Shadow Garrote (SH); 5th – Shadow Stride (SH) [has 9, so drop 1]
Swordsage stances (2): 1st – Child of Shadow (SH); 3rd – Dance of the Spider (SH)
Warblade maneuvers known – 5 (readied 3): 2nd – Wall of Blades (IH); 3rd – Iron Heart Surge (IH); 5th – Dazing Strike (IH), Disrupting Blow (DM), Iron Heart Focus (IH)
Warblade stances (1): 5th – Dancing Blade Form (IH)
Free maneuvers:
Diamond Defense – Immediate action. Before you roll a save, you gain a bonus to it equal to your level.
Finishing Move – Do +4d6 damage on attack. Do +6d6 instead if target is injured. Do +14d6 if it is at less than half hp.
Lightning Recovery – Immediate. Reroll an attack that misses with a +2 bonus to hit.
Searing Charge – Fly at base land speed with perfect maneuverability on a charge and do +5d6 fire damage if you hit
Elder Mountain Hammer – Attack deals +6d6 damage and ignores DR and hardness.
Equipment (free): Byeshk Aberration-Bane Scorpion Chain, Adamantine Undead-Bane Spiked Chain, Ring of Mindshielding, Skirmisher Boots, Wand Sheath, Essence of the Scout, Amulet of Tears, Cli Lyre, Rod of Viscid Globs, Handy Haversack, MW spiked chain, MW silvered spiked chain, MW cold iron spiked chain, Hat of Disguise, Golembane Scarab, MW comp. longbow [+8 Str], Wand of Haste (50 charges), Wand of Repair Critical (50 charges), Word of Recall scroll
Equipment (group): Truelight Lantern
Equipment (150k): Ring of Telekinesis (75k), Phoenix Cloak (50k), Golem immunity scroll (3k) + 22k
SPECIAL:
Permanent Enhancements: +6 enhancement bonuses to all stats, +6 resistance bonus to saves, +6 deflection bonus to AC, +6 enhancement bonus to natural AC, fast healing 5 (activates immediately when injured), +5 enhancement bonus to all attacks, +5 enhancement bonus to all worn armor, resistance 15 to all energy types, maximum hit points on all hit dice
Warforged Harness: The harness cannot be removed. His swordsage abilities are accessed through the harness. It increases the composite plating’s armor bonus to +4. It provides immunity to criticals and nonlethal damage. It also makes Six immune to ability damage, ability drain, death effects, necromancy effects and stunning. Six also has a number of abilities he can access at choice through the harness:
(1) Mask of Flesh – 1/day (full-round); Six can grow a covering of flesh for a disguise, which functions as a disguise self spell, except that his height does not change. It lasts one hour and then falls off in rotting lumps. The effect is dismissible.
(2) Enlarge Construct – 1/day (standard); Six can enlarge himself, with the same effects as the enlarge person spell, for 5 minutes. The effect is dismissible.
(3) Shroud of Shadows – 1/day (standard); The streams of shadow which generally emerge from the harness thicken, blanketing Six’s form and making him difficult to target with precision. It provides a 50% miss chance against attacks. The effect lasts for 2 minutes or until dismissed.
(4) Perfect Construct Form – 1/day (standard); Six loses the living construct subtype for the duration of the effect. He becomes immune to mind-affecting spells and abilities and to any effect that requires a Fortitude save. Six is also no longer affected by spells that affect living creatures and spells from the healing subschool provide him no benefit. He has no Constitution score for the duration of the spell but his hit points remain the same. If dropped to 0 hit points or lower, the effect ends. The effect lasts for 2 minutes or until dismissed. Once, while the Perfect Construct Form is in effect, as a standard action, Six can heal his wounds (to a maximum of 150 hit pts). Using this ability ends the Perfect Construct Form immediately.
Implanted Eye: Symbiont. Provides darkvision 60’ and a +5 competence bonus to Spot & Search.