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Total Skill Points:
0
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0
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Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
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Psionics
Manifester
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Currency
3 GP, 8 SP, 1 CP Pouch with ring that gives off magical darkness
Languages
Description
DESCRIPTION: Well traveled yet road weary, Flint Jay Pugnas III paints a picture of a fellow who might not be long for this world. Clad in a black explorer’s outfit, this small elf’s sharkskin leather armor, silver holy symbol and vestments of Good decorated in earth tones are typically concealed under the priest’s heavy dark green cloak. In times of trouble, the swordsage can bring the opposing powers of fire and ice to bear against his enemies as well as a small arsenal of weaponry and can also outrun most of them when the need arises. Flint’s face is dominated by his piercing green eyes and is typically painted with either a mischievous grin or menacing scowl outwardly evidencing his inner conflict. However, it’s the fine lines on the elf’s prematurely aged face and his dark brown hair peppered with silver which belies the relatively young age of the elf, but also which paints a roadmap of his substantial experience in the world. One other tell-tale feature of this graceful elf’s small stature is his solid muscular build which gives ample proof that Flint is very handy at the “art of war.”
Personality
PERSONALITY: Bedeviling by nature, but righteous at heart, Flint Jay Pugnas III constantly struggles between the tug of years of rigid martial training and the pull of his new-found good (earth) faith as the elf attempts to balance his internal conflicts to some semblance of neutrality. Regardless, this swordsage is not your normal "rant and rave" preaching type of cleric. In accordance with the strictures of Good, Flint furthers his faith helping others down a new path as opposed to condemning their actions in this world and by performing as many good deeds as his lifetime will allow. As such, Flint has absolutely no tolerance for pure evil and will oppose it righteously and with fervor whenever found which occasionally gets the chaotic holy man in trouble as he sometimes bites off more than he can chew.
Character Traits
QUICK - +10 feet land speed and -1 hit point per level.
Character Flaws
MURKY-EYED - In combat, every time you attack an opponent who has concealment, roll your miss chance twice. If either of the results indicate that you miss, your attack fails.
Contacts / Friends
None alive.
Enemies
None.
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=336457][B][SIZE=+1]Flint Jay Pugnas III[/SIZE][/B][/URL] Male CG High Elf Swordsage/Cleric, [B]Level[/B] 1/1, [B]Init[/B] +3, [B]HP[/B] 18/18, [B]DR[/B] 0, [B]Speed[/B] 60' [B]AC[/B] 16, [B]Touch[/B] 13, [B]Flat-footed[/B] 14, [B]Fort[/B] +4, [B]Ref[/B] +4, [B]Will[/B] +8, [B]Base Attack Bonus[/B] 0, [B]Power Points[/B] 0/0 [B]Action Points[/B] 0 [B]Weapon Focus (Shadow Hand) MW Spiked Chain (10' reach) [/B] +3 (2d4+3, x2) [B]Weapon Focus (Shadow Hand) Short Sword [/B] +3 (1d6+2, 19-20/x2) [B] Comp. Long Bow (+2 Strength) (20 Arrows) [/B] +2 (1d8+2, x3) [B]Teeth/Scales = Armor Spikes (+1d6 grapple damage)(+6 escape artist checks) MW Sharkskin Leather [/B], [B] None[/B] (+3 Armor, +2 Dex, +1 Misc) [B]Abilities[/B] Str 14, Dex 14, Con 14, Int 12, Wis 18, Cha 12 [B]Condition[/B] Healthy. Hit Points: (8+2-1) + (8+2-1) Experience: 1,000 + Shadow Hand Favored Weapons: Dagger, Short Sword, Sai, Siangham, Unarmed Strike, and Spiked Chain. BACKGROUND: Flint Jay Pugnas III is dichotomy of internal conflict between an arcane wielding atheist and a reborn holy supplicant. In his wild youth, Flint had no use for religion or the gods; the only purpose of these myths was to scare young children into being good, to control the masses, and for old men to cling to when they were dying as they hoped for a second chance at life. Thus, he viewed the church as no more than a mortal extension of man, its clergy as mere charlatans and its worshipers as total fools. Instead of being devoted to a deity, Flint was a worshiper of things more tangible such as fine steel and martial prowess. When he was young, the elf had left his family to exclusively devote his life to intense physical exercise and weapon training as a disciple of the art of war. While he accepted and internalized the use of arcane magic, Flint attributed this ability to mortals and the natural world and not to supernatural beings. Thus, the elf became well trained as a Swordsage confident that he had found the true path to enlightenment as he traveled far and wide in search of further martial power. However, the more years that passed in the elf’s life and the more unexplained things he saw during his travels lead to a gradual change in the Swordsage. When the self-professed atheist personally witnessed miracles of faith in the world as he walked the lands of his forefathers, it was no longer possible to deny the existence of the gods, both good and evil. The reality of his existence involuntarily transformed the core of the elf’s personality down to his very soul and forever changed his approach to life. No longer would the iconoclast only pursue his militaristic ways; his walk-about had triggered a metamorphous of Flint’s entire being resulting in an awakening of the divine within the elf. Not only did he firmly believe in both martial prowess and the gods, Flint had actually become an armed apostle of Good and Earth in the world. Now Flint Jay Pugnas III was the physical embodiment of the melding of martial powers and divine faith to the extent that these originally competing philosophies merged into one; the art of war and the practice of religion, the arcane and the divine, and the heretic and the ecclesiastical become forever merged as Flint spends his life acquiring certain relics for one only known to him as the “Boss.”
Condition and Effects
Additional Information
Healthy. Hit Points: (8+2-1) + (8+2-1) + (8+2-1) + (3+2-1) Experience: 1,000 + 1,100 + 1,200 + 1,400 + 1,600 + 2,100 + 900 + Shadow Hand Favored Weapons: Dagger, Short Sword, Sai, Siangham, Unarmed Strike, and Spiked Chain.
BACKGROUND: Flint Jay Pugnas III is dichotomy of internal conflict between an arcane wielding atheist and a reborn holy supplicant. In his wild youth, Flint had no use for religion or the gods; the only purpose of these myths was to scare young children into being good, to control the masses, and for old men to cling to when they were dying as they hoped for a second chance at life. Thus, he viewed the church as no more than a mortal extension of man, its clergy as mere charlatans and its worshipers as total fools. Instead of being devoted to a deity, Flint was a worshiper of things more tangible such as fine steel and martial prowess. When he was young, the elf had left his family to exclusively devote his life to intense physical exercise and weapon training as a disciple of the art of war. While he accepted and internalized the use of arcane magic, Flint attributed this ability to mortals and the natural world and not to supernatural beings. Thus, the elf became well trained as a Swordsage confident that he had found the true path to enlightenment as he traveled far and wide in search of further martial power. However, the more years that passed in the elf’s life and the more unexplained things he saw during his travels lead to a gradual change in the Swordsage. When the self-professed atheist personally witnessed miracles of faith in the world as he walked the lands of his forefathers, it was no longer possible to deny the existence of the gods, both good and evil. The reality of his existence involuntarily transformed the core of the elf’s personality down to his very soul and forever changed his approach to life. No longer would the iconoclast only pursue his militaristic ways; his walk-about had triggered a metamorphous of Flint’s entire being resulting in an awakening of the divine within the elf. Not only did he firmly believe in both martial prowess and the gods, Flint had actually become an armed apostle of Good and Earth in the world. Now Flint Jay Pugnas III is the physical embodiment of the melding of martial powers and divine faith to the extent that these originally competing philosophies have become one; the art of war and the practice of religion, the arcane and the divine, and the heretic and the ecclesiastical have forever merged as Flint now spends his life both of his "faiths" while traveling the world acquiring certain relics for one only known to him as the “Boss.”
Other Notes
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STANCES & MANEUVERS STANCES: CHILD OF SHADOW Shadow Hand (Stance) Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance As an initiate of the Shadow Hand school, you learn to channel and control dark, shadowy energies. This energy flows around you like a concealing robe, hiding you from your opponents as they attempt to strike you. If you move at least 10' during your turn, you gain concealment against all melee and ranged attacks until the start of your next turn. You also gain the standard benefits of concealment, but you cannot hide in plain sight; you must still use some other terrain feature that normally allows you to use the Hide skill. The fluttering shadows make it difficult to specifically target you, but your enemies are aware of your position. This maneuver is a supernatural ability. MANEUVERS: BLISTERING FLOURISH Desert Wind (Strike) Level: Swordsage 1 Initiation Action: 1 standard action Range: 30' Area: 30' radius burst centered on you Duration: 1 minute Saving Throw: Fortitude negates When you use this strike, you generate a burst of brillant light. Any creature other than you caught in this maneuver's area must make a Fortitude save (DC11+your Wisdom modifier) or be dazzled for 1 minute. This maneuver is a supernatural ability. BURNING BLADE Desert Wind (Boost) [Fire] Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn A subtle yet precise twisting of your blade unlocks the power of flame. When you initiate this maneuver, fire trails from your melee weapon. For the rest of your turn, your melee attacks deal an extra 1d6 points of fire damage +1 point per initiator level. This maneuver is a supernatural ability. COUNTER CHARGE Setting Sun (Counter) Level: Swordsage 1 Initiation Action: 1 immediate action Range: Melee attack Target: One creature With this counter you can attempt to redirect a creature that intends to make a charge attack against you. Immediately before the creature makes its charge attack, make your choice of an opposed Strength or Dexterity check against it. The target makes its check using the same ability you chose for your check. If you are of a larger size category than the attacking creature, you use your superior bulk to redirect your foe and gain a +4 bonus on your Strength check (if you opt for a Strength check). If you are of a smaller size category, you use leverage, misdirection, and trickery to gain a +4 bonus to your Dexterity check (if you use that option). If you succeed on the Strength or Dexterity check, the creature does not get to attack you. You can then move it up 2 squares in a direction of your choice away from you. If you fail the Strength or Dexterity check, the creature gains a +2 bonus on its charge attack, in addition to the normal +2 bonus from taking the charge attack action. CLINGING SHADOW STRIKE Shadow Hand (Strike) Level: Swordsage 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Saving Throw: Fortitude Partial As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 1d6 points of damage, and your opponent must make a successful Fortitude save (DC 11 + your Wis modifier) or suffer a 20% miss chance on all melee and ranged attacks for 1 round. A successful save negates the miss chance, but not the extra damage. This maneuver is a supernatural ability. SHADOW BLADE TECHNIQUE Shadow Hand (Strike) Level: Swordsage 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature This maneuver allows you to create a mystical double of your weapon. As you attack, your foe must decide which weapon to defend against. In most cases, the illusory weapon distracts your foe and allows your true attack to hit. In some cases, both attacks strike home. In this case, the shadow blade discharges its magic and imbues your attack with cold energy. As part of this maneuver, you make a single melee attack against an opponent. Unlkie on a normal attack, you roll 2d20 and select which of the two die results to use. If you use the higher die result, resolve your attack as normal. (Your mystic double misses, but your true attack might hit.) If you use the lower die result, or if both die results are the same, your attack deals an extra 1d6 points of cold damage as both the mystic double's attack and your true weapon strike home. This maneuver is a supernatural ability. STONE BONES Stone Dragon (Strike) Level: Crusader 1, Swordsage 1, Warblade 1 Initiation Action: 1 standard action Range: Personal Target: You Duration: 1 round The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you mae a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lessor armaments cause mere bruises and minor cuts. When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round. FLAME'S BLESSING Desert Wind (Stance) [Fire] Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You gain some resistance to fire as long as you remain in this stance. The amount of resistance is determined by your ranks in Tumble. If you have 19 or more ranks in Tumble, you gain immunity to fire while you are in this stance. This stance is a supernatural ability. (Tumble Ranks/Fire Resistance: 4-8 ranks/FR5; 9-13 ranks/FR10; 14-18 ranks/FR20; 19+ ranks/Immunity). WIND STRIDE Desert Wind (Boost) Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn The desert wind envelopes you and carries you across the battlefield, giving you a burst of speed to move around and through your enemies. Until the end of your turn, you gain a +10-foot enhancement bonus to your land speed.