*SNAP!*
That was the sound that came from my outlet the moment my system went dark. The problem was in the wall and my surge suppressor worked as advertised, but still...exciting couple of minutes!
In the down-time I statted up my Ghariali (BTW, how do you pronounce that? Hard or soft 'G'?) Swordsage. I've grown rather fond of him; I think he has potential.
Even as a youth Dawari Nayeffi was known as a lazy ne'er-do-well, spending all his time with old Master Nejalli, practicing sword-thrusts and learning bawdy songs. The Master's death by natural causes stunned his young student, who had just begun his formal training. Determined now to show his people that he can be more than just a shiftless lay-about, Dawari embarks on a journey to find his destiny...
Dawari Nayeffi
Male Ghariali Swordsage 1
CN Medium humanoid (reptilian)
Init: +5; Senses: Listen +5, Search -1, Spot +3
Languages: Aquan, Draconic
AC: 17 (+1 natural, +4 dexterity, +2 armor), touch 14, flat-footed 13
HP: 9 (d8 HD+1)
Fort: +1, Ref: +6, Will: +5
Speed: 20 ft./swim 40 ft.
Melee: Talwar +3 (1d6+2/18-20 x2/slash) or Talwar +1 and Katar +0 (1d4+1/x3/pierce)
Ranged: Dart +4 (1d4+1/x2/pierce/20-ft range increment)
BAB: +0; Grp: +2
Combat Gear: 1 bag of caltrops, 1 Smokestick, 1 Potion of Cure Light Wounds
Abilities: Str 14, Dex 18, Con 13, Int 9, Wis 16, Cha 9
Feats: Murky-eyed (Flaw*), Combat Relfexes, Two-Weapon Fighting
Skills: Balance +8, Hide +8, Jump +4, Knowledge (local) +0, Knowledge (nature) +0, Listen +5, Perform (song) +0, Survival +4, Swim +12, Tumble +8
*Murky-eyed (Flaw): If an opponent has concealment, roll miss chance twice. If either or both result in a miss, attack fails.
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Possessions: Traveler's outfit, 10-foot pole, leather armor, talwar and katar, 6 darts (in belt pouch), silk rope (50'), 2 torches, waterskin, belt pouch containing: CLW potion, bag of caltrops, Smokestick, 2 Tindertwigs, 3 gp, 7 sp, 8 cp.
Maneuvers: (6 known, 4 readied, 1 stance)
Blistering Flourish (DW): 30-ft. radius burst, Fort DC 14 or Dazzled for 1 minute.
Child Of Shadow / Stance (SH): Move 10+ feet and gain concealment.
Clinging Shadow Strike (SH): +1d6 damage, and Fort 14 or 20% miss chance 1 minute.
Mighty Throw (SS): Trip attempt +8, throw opponent up to 10-ft. (lands prone).
Shadow Blade Technique (SH): Roll 2d20, +1d6 cold damage if lower roll hits.
Wind Stride (DW): +10-ft. bonus to land speed.
Wolf Fang Strike (TC): Attack single foe with 2 weapons as standard action.
I hope you like him. I know I do.