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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
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TOTAL
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Shield
Dex
Size
Natural
Deflect
Misc
Touch
Flat-footed
Total
Dex
Misc
INIT
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Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
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REFLEX
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WILL
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Total Attack Bonus
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Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
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RANGED
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+
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Total Attack Bonus
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Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
/
Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
1351 gp 4 sp 1 cp
Languages
Description
Vael is a slender 5'11, with wiry muscles and a sturdier frame than usual for a race that is usually so delicate. The short feathers that cover his head and neck are dark red, the wings folded at his back a shade darker yet, standing out in stark contrast to his pale skin. His golden eyes sit under dark, upswept eyebrows, and he regards his surroundings with a calm, neutral expression. A small mote of light hovers at his shoulder. He wears a sleeveless tunic spun from golden thread over ghostly-looking bandages, cut open at the back to suit his wings and dark brown pants which end mid-calf, comfortably above his taloned feet. A shining, silvered chain shirt sits over all of it, connected to a pair of arms-length leather bracers and studded gloves. A white cape is draped across his back, tucked between his large wings and emblazoned with an azure shield behind crossed black swords. Across his back is a halberd, from which drifts the faint smell of ozone and the occasional crack of electricity while a seemingly plain short sword sits at his left hip.
Personality
Trip: 5 Str +4 Imp Trip +3 Art of War
Character Traits
Farsighted (+1 Spot/-2 Search) Honest (+1 Diplo/-1 Bluff & Sense Motive)
Character Flaws
Frail (-1 HP/lvl) Vulnerable (-1 AC)
Contacts / Friends
Martial Schools: Devoted Spirit, Stone Dragon, White Raven
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=318067][B][SIZE=+1]Vaellayafeirn Thainar Swiftwind[/SIZE][/B][/URL] Male CG Raptoran Crusader//Marshal, [B]Level[/B] 6, [B]Init[/B] +3, [B]HP[/B] 72/72, [B]Speed[/B] 30/70 fly (good) [B]AC[/B] 18, [B]Touch[/B] 13, [B]Flat-footed[/B] 15, [B]Fort[/B] +10, [B]Ref[/B] +7, [B]Will[/B] +11, [B]Base Attack Bonus[/B] 6/1 [B]Unactivated Stormfather's Wrath [/B] +10/6 (1d10+4, x3) [B] Trip (touch attack) (+11 Str check) [/B] +10 ( , ) [B] Short Sword [/B] +10/6 (1d6+3, 19-20/x2) [B]Armor's enhancement bonus counts against touch attacks +1 Ghost Ward Chain Shirt[/B] (+5 Armor, +3 Dex, +1 Deflect, -1 Misc) [B]Abilities[/B] Str 19, Dex 16, Con 16, Int 14, Wis 12, Cha 16 [B]Condition[/B] None
Condition and Effects
Additional Information
Electricity Resistance 10 Energy Vortex: Caster level = character level; Save DC = 10 + 5 (or cha modifier, whichever is higher) + 1/2 level
Other Notes
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Furious Counterstrike: Gain bonus to atk & dmg rolls equal to damage in delayed pool divided by 5, minimum +1. Eternal Training: Your blade guide offers you intense martial training based on its years of combat experience in mortal life. Each night when you enter trance, your blade guide enters your mind. In your dreams, the two of you spar and practice across a hundred different battlefields. With each night that passes, you become more and more skilled in the fighting arts. Once per day, you can draw upon this nightly training to aid you in a single battle. ZYou can choose one of two benefits. Each of these benefits lasts for one encounter. You gain an insight bonus equal to your intelligence bonus on attack rolls and damage rolls against creatures of a single type. If you select humanoid or outsider as the type, you must also choose a subtype. Alternatively, you can gain the use of one maneuver from the Diamond Mind or Devoted Spirit discipline. You must meet the prerequisite for this maneuver as normal. A crusader/eternal guardian who selects this option is immediately granted this maneuver. A maneuver gained with eternal training can only be recovered with your normal recovery method during the encounter, but knowledge of the maneuver fades immediately after the encounter ends. Guided Strike: As a swift action, you can confer with your blade guide concerning a single foe that you face. For the rest of your turn, you automatically overcome your foe's damage reduction, if any. You can only use this ability while you have access to your blade guide. MANEUVERS: Revitalizing Strike (Strike) Initiation Action: 1 standard action Range: Melee attack Target: One creature As part of initiating this strike, you must make a successful melee attack against an enemy whose alignment has at least one component different from yours. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you or an ally within 10 feet of you heals 3d6 points of damage + 1 point per initiator level (maximum +10). Vanguard Strike (Strike) Initiation Action: 1 standard action Range: Melee attack Target: One creature As part of this maneuver, you make a melee attack against an opponent you threaten. If this attack hits, all your allies gain a +4 bonus on ranged and melee attacks against that target until the start of your next turn. Battle Leader's Charge (Strike) Initiation Action: 1 full-round action Range: Melee Attack Target: One creature As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving during as part of this charge. If your charge attack hits, it deals an extra 10 points of damage. White Raven Strike (Strike) Initiation Action: 1 standard action Range: Melee attack Target: One creature The White Raven discipline focuses on tactics, teamwork, and the ability to make an attack that improves your allies’ abilities. This strike ruins a foe’s defenses. As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 4d6 points of damage, and the target is considered flat-footed until the start of his next turn. Leading the Attack (Strike) Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit. Foehammer (Strike) Initiation Action: 1 standard action Range: Melee Attack Target: One creature When you use this maneuver, you make a melee attack against a single foe. This attack automatically overcomes the opponent's damage reduction and deals an extra 2d6 points of damage. White Raven Tactics (Boost) Initiation Action: 1 swift action Range: 10 ft. Target: One ally When you use this maneuver, select an ally within range. Her initiative count immediately equals your initiative count –1. She then acts on her new initiative count as normal. If she has already acted in the current round, she can act again. If this maneuver would not change your ally’s initiative count, it has no effect. If she has not yet acted during this round, her initiative count changes, and she acts on that count as normal. She does not act again on her original initiative count. Divine Surge (Strike) Initiation Action: 1 standard action Range: Melee attack Target: One creature As part of this maneuver, you make a single melee attack that deals an extra 8d8 points of damage. Flanking Maneuver (Strike) Initiation Action: 1 standard action Range: Melee attack Target: One creature You can use this strike when you and any number of allies flank an opponent you designate. As part of this maneuver, you make a melee attack against the flanked opponent. If your attack hits, any ally flanking your for can immediately make a melee attack against that creature. These extra attacks are not attacks of opportunity. Your allies must be able to see you to gain this benefit. The coordination needed between you and your companions demands that you watch each other's attacks, though you do not need to hear each other. War Leader's Charge (Strike) Initiation Action: 1 full-round action Range: Melee attack Target: One creature As a student of the White Raven, you learn to focus the energy within you into an overwhelming charge. In battle, you must lead from the front. As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 35 points of damage. STANCES: Iron Guard's Glare Initiation Action: 1 swift action Range: Personal Duration: Stance While you are in this stance, any opponent that you threaten takes a -4 penalty on attack rolls against your allies. This penalty does not apply to attacks made against you. Enemies you threaten become aware of the consequences of the stance. Martial Spirit Initiation Action 1 swift action Range: Personal Duration: Stance While you are in this stance, you or an ally within 30 feet heals 2 points of damage each time you make a successful melee attack. This healing represents the vigor, drive, and toughness you inspire in others. Your connection to the divine causes such inspiration to have a real, tangible effect on your allies’ health. Each time you hit an opponent in melee, you can choose a different recipient within range to receive this healing. Thicket of Blades Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance While you are in this stance, any opponent you threaten that takes any sort of movement, including a 5-foot step, provokes an attack of opportunity from you. Your foes provoke this attack before leaving the area you threaten. Your opponents also cannot use the withdraw action (PH 143) to treat the square they start in as no longer threatened by you. --------------------------------------------------------------- MINOR AURAS - 60 feet Art of War - Bonus to trip checks Watchful Eye - Bonus to Reflex saves Force of Will - Bonus to Will Saves MAJOR AURAS - 60 feet Hardy Soldiers - Gives DR Motivate Attack - Bonus to attack rolls DRACONIC AURAS - 30 feet Sense - Bonus to Spot, Listen & Initiative Swiftness - Bonus to Climb, Jump & Swim, bonus to burrow, land, fly speed = (bonus*5')