A quiet warrior from far-travelled lands, his original home was victim to the Blood War and he has spent his years since exacting his vengeance against any fiend or devil that he can find. With Fiendslayer and his enhanced Dagger, not to mention his unparallelled mastery of the 9-fold Way, he never yields to the Baatezu of the Tanar'ri, relying on his talents to allow him to overcome their innate prowess and drive them to the depths of the Hells they came from.
He is a quiet man, prompted to action at this point in his life only when great danger threatens, or demon and devil rise up. He will don his gleaming armor and pick up his shield and blade, shouldering a bow taken from a devil long ago and remade for a man of his strength. A hero of near-epic proportions, that has no respect for the laws of nature or man, only in the greater concept of good itself...and for those ideals he would risk life and limb, and journey to the ends of the Earth itself.
(If you need more information on the Maneuvers and Stances, I can easily type it up.)
Salimesh (CR 20)
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Human Warblade 15, Master of Nine 5
CG Medium Humanoid
Init +9;
Senses Listen +7, Spot +7, Darkvision 60’
Languages Common and Infernal
AC 43,
Touch 21,
Flat-Footed 29
hp 294 (15d12+5d8+160) (Assuming 26 Constitution)
Hit Point Verification: http://invisiblecastle.com/find.py?id=969397 (Should have added 160, not 30)
Fort +23,
Ref +15,
Will +16
Spd 40 ft. (8 squares)
Base Atk +18;
Grp +27
(*) +34, (Fiendslayer, 1d8+17, 19-20x2)
(*) +34, (As Above, Versus Evil, 1d8+17+2d6, 19-20x2)
(*) +36, (As Above, Versus Evil Outsiders, 1d8+19+4d6, 19-20x2)
(*) +31, (+2 Silver Dagger, 1d4+13, 19-20x2)
(*) +24, (Mighty (+9) Composite Longbow +1, 1d8+10+1d6 Fire, x3)
Abilities Str 28, Dex 20, Con 26, Int 16, Wis 14, Cha 14
Stat Verification: http://invisiblecastle.com/find.py?id=969326
SQ Battle Ardor, Battle Clarity, Battle Cunning, Battle Mastery, Battle Skill, Counter Stance, Dual Stance, Improved Uncanny Dodge, Mastery of Nine, Perfect Form
Feats Adaptive Style (3), Blind-Fight (WBl5), Combat Reflexes (WBl13), Dodge (1), Improved Initiative (WBl9), Improved Unarmed Strike (12), Martial Study: Shadow Hand (Cloak of Deception)(9), Melee Weapon Mastery: Slashing (18), Power Attack (1H), Weapon Focus: Longsword (6), Weapon Specialization: Longsword (15)
Skills Balance +16, Climb +13, Concentration +41, Diplomacy +22, Hide +15, Jump +40, Knowledge (History) +8, Knowledge (Local) +8, Listen +7, Martial Lore +8, Sense Motive +10, Spot +7, Swim +12, Tumble +27
Possessions (760,000) +1 Flaming Composite Mighty (+9) Longbow, +2 Silver Dagger, +5 Heavy Mithral Shield, +4 Holy Ghost Touch Cold Iron Longsword Bane vs Evil Outsiders (Fiendslayer), +5 Mithral Breastplate, Amulet of Health +6, Belt of Giant Strength +6, Boots of Striding and Springing, Cloak of Resistance +5, Efficient Quiver, Goggles of Night, Gloves of Dexterity +6, Headband of Clarity (Intelligence +2, Concentration +10), Ioun Stones (Dusty Rose and Clear: Both color-changed to appear Lavender and Green),
Manual of Bodily Health +4 - used,
Manual of Gainful Exercise +4 - used, Necklace of Adaptation, Ring of Evasion and Adaptation, Ring of Protection and Natural Armor +5, 5,000gp Diamond
Notes 4th Level to Int., 8th to Wis., 12th to Cha, 14th and 16th to Con.
-Battle Ardor: +Int Modifier to confirm Crits
-Battle Clarity: When not flat-footed, +Int Mod to Reflex saves
-Battle Cunning: +Int Modifier to damage against Flat-Footed or Flanked foes
-Battle Mastery: +Int Mod to atk and dmg when making AoO’s
-Battle Skill: +Int Mod in defense on bull rush, disarm, feint, overrun, sunder, or trip
-Counter Stance: Whenever you initiate a Counter, you may change Stance for free
-Dual Stance: May remain in 2 stances for up to 10 rounds per day
-Improved Uncanny Dodge: As Barbarian, 15th level
-Mastery of Nine: +2 to hit for all Strikes, +5 Damage
-Perfect Form: All Save DC’s for maneuvers increase by 1
-Uncanny Dodge: As Barbarian, 15th Level
-Weapon Aptitude: Qualify for feats as Fighter -2, may retrain all weapon specific feats to a different weapon.
Chosen Maneuvers (Bold Maneuvers are Readied)
Diamond Mind
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Sapphire Nighttime Blade (pg 65): Strike: Make a Concentration check with a DC of your target’s AC. If successful, you may make an attack against your opponent, he is considered Flat-Footed, and you do an additional 1d6 damage. If the Concentration check fails, your attack is made with a -2 penalty and deals normal damage.
Emerald Razor (pg 63): Strike: Make a single melee attack against an opponent, as a Touch Attack. If you hit, you deal normal damage.
Diamond Defense (pg 62): Counter: You may add your initiator level as a bonus to one saving throw as an immediate action.
Diamond Nightmare Blade (pg 62): Strike: Make a Concentration check with a DC of your target’s AC. You may then make a melee attack against your target. If successful, your attack deals 4 times your normal melee damage. If your check fails, your attack is made with a -2 penalty and you do not deal any damage. If the successful attack is a critical hit, you stack multipliers like normal.
Time Stands Still (pg 66): Strike: You may make a full attack two times in succession.
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Iron Heart
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Disarming Strike (pg 67): Strike: Make a single melee attack. If this attack hits and deals damage, you can also attempt to disarm your opponent. This disarm does not provoke an attack of opportunity, nor is there any risk that your foe can disarm you.
Iron Heart Surge (pg 68): Misc: Take a Standard Action and select one spell, effect, or condition currently affecting you with a duration of 1 or more rounds. That effect ends immediately. You also gain a +2 morale bonus to attack rolls until the end of next turn.
Lightning Throw (pg 68): Strike: Make a single Melee attack. You deal damage to each creature in the maneuver’s area (30’ line) equal to your normal Melee damage, plus an extra 12d6 points of damage. Each creature in the line can make a Reflex Save with a DC of your To-Hit roll to halve the damage dealt. Your weapon automatically returns to your hand at the end of the round.
Adamantine Hurricane (pg 66): Strike: You make 2 melee attacks against each opponent you threaten when you initiate this maneuver. You receive a +4 bonus on each of these attacks, which are made with your highest attack bonus.
Strike of Perfect Clarity (pg 70): Strike: If you hit your opponent, you do +100 damage
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Shadow Hand
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Clock of Deception (pg 76): Boost: When you initiate this Boost, you become Invisible (As per Greater Invisibility). You remain Invisible until the end of your current turn.
Shadow Stride (pg 80): Misc.: You may spend 1 move action to teleport up to 50 feet. You must have both line of sight, and effect.
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Stone Dragon
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Crushing Vice (pg 82): Strike: As part of this maneuver, make a melee attack. This attack deals an additional 4d6 damage. If the creature you hit is standing on the ground, your attack also reduces the targets speed to 0 feet (For all movement types) for 1 round. The secondary aspect of this maneuver only functions on opponents on the ground, flying opponents are not immune to the additional damage, however.
Mountain Tombstone Strike (pg 84): Strike: As part of this maneuver, make a melee attack. If the attack hits, you deal 2d6 points of Constitution damage in addition to your normal damage.
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Tiger Claw
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Rabid Wolf Strike (pg 88): Strike: Make a single melee attack, you gain a +4 bonus on this attack roll and deal an extra 2d6 points of damage. You take a -4 penalty to your AC until the start of your next turn.
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White Raven
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Leading the Attack (pg 91): As part of this maneuver, make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls against the creature you hit, for one round.
White Raven Tactics (pg 94): Boost: Select an Ally within 10 feet. His initiative count immediately equals your own -1. He then acts on his new initiative count as normal. If he had already acted in the current round, he can act again.
War Leader’s Charge (pg 93): Strike: Charge an opponent, you do not provoke attacks of opportunity from movement. If you hit, you deal an extra 35 points of damage.
White Raven Hammer (pg 94): Strike: Make a single attack against an opponent. Your attack deals an extra 6d6 points of damage, and stuns your opponent for 1 full round.
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Chosen Stances
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Stance of Clarity (pg 66)
You gain +2 Dodge bonus to AC against one enemy, and -2 to AC to all other enemies.
Punishing Stance (pg 69)
You take a 2 point penalty to AC, but deal +1d6 damage with all strikes.
Supreme Blade Parry (pg 70)
While in this stance, you gain Damage Reduction 5/- against any opponent that doesn’t catch you flat-footed.
Press the Advantage (pg 93)
When you take a 5’ step, you may immediately take another. This allows you to take one 5’ step into difficult terrain.
Swarm Tactics (pg 93)
If you threaten an enemy, all of your allies gain +5 to hit that enemy.
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Skill Ranks Assigned, Before Modifications:
24+6+6+7+7+7+7+7+7+7+7+7+7+7+7+9+9+9+9+9
Balance +12, Climb +5, Concentration +23, Diplomacy +20, Hide +10, Jump +23, Knowledge (History) +5, Knowledge (Local) +5, Listen +5, Martial Lore +5, Sense Motive +8, Spot +5, Swim +5, Tumble +23
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