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Total Skill Points:
0
Feats & Special Abilities
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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
4 SP 4 CP 2 sets MW Studded Leather Armor
Languages
Description
Whether riding his top-of-the-line Light War Horse into battle to bolster his allies or sneaking on foot into the shadowy recesses of mysterious places, this scout/bard is fully prepared to confront a myrid of challenges that come up during times of war. Medium built with blonde hair and bright green eyes, Jon sports masterwork studded leather armor, a large darkwood shield, long sword, composite short bow, battle horn, and various other items and weapons many of which are often hidden under his dark green cloak.
Personality
Happy-go-lucky in down times, this scout/bard personality becomes deadly serious in times of war. He is extremely loyal and devoted to Pelor's cause and takes his oath to assist members of the alliance with complete seriousness. The bard also enjoys performing for the troops keeping their morale high even when not in combat.
Character Traits
None
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
Enemies
None FEAT: BATTLEFIELD INSPIRATION FEAT [General] You inspire courage in your allies. Prerequisite: Cha 13. Benefit: As a free action, you can inspire courage in your allies. Each ally within 30 feet of you (not including you) that can hear you and has an Intelligence of 3 or higher gains a +2 circumstance bonus on saving throws against fear effects.
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=341593][B][SIZE=+1]Ben and Jerry[/SIZE][/B][/URL] Male LG Human Swordsage/Bard, [B]Level[/B] 1/1, [B]Init[/B] +3, [B]HP[/B] 20/20, [B]DR[/B] DR1/-, [B]Speed[/B] 30' [B]AC[/B] 20, [B]Touch[/B] 13, [B]Flat-footed[/B] 18, [B]Fort[/B] +3, [B]Ref[/B] +6, [B]Will[/B] +4, [B]Base Attack Bonus[/B] 0, [B] Long Sword [/B] +2 (1d8+2, 19-20/x2) [B] Spear (10' reach) [/B] +2 (1d8+2, x3) [B]Short Sword [/B] (Weapon Focus (Shadow Hand) +3 (1d6+2, 19-20/x2) [B] Chain Shirt +1[/B], [B] Large Darkwood Shield[/B] (+5 Armor, +2 Shield, +2 Dex, +1 Misc) [B]Abilities[/B] Str 14, Dex 14, Con 12, Int 11, Wis 10, Cha 14 [B]Condition[/B] Healthy.
Condition and Effects
Additional Information
Healthy. I. LIGHT WAR HORSE: 25 HP, +1 Initiative, 60' per round (approx. 3 years old) AC: 14 + 2 = 16 (Touch = 14) (Flat-footed = 12) BAB/Grapple = +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 Hooves +4 melee (1d4+3) and Bite -1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Qualities: Low-Light Vision, Scent Saves: Fort +6; Ref +4; Will +2 Abilities: Str 16; Dex 13; Con 17; Int 2; Wis 13; Cha 6 Skills: Listen +4; Spot +4 Feats: Endurance; Run A Light War Horse can attack while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride Check Loads: Light: up to 230 lbs.; Medium 231 - 460 lbs.; Heavy 461 - 690 lbs. A Light Warhorse can drag 3,450 lbs. Special Training: Combat Riding (Can carry rider and load). Known tricks related to training are attack, come, defend, down, guard and heel. Equipment on Light War Horse: Leather Barding (AC +2); Military Saddle (+2 circumstance bonus to Ride Checks related to staying in the saddle. If knocked unconscious while in the saddle you have 75% chance of staying in the saddle) ; Saddle Blanket; Bit and Bridle; 4 days of Grain Rations;and Saddle Bags (weight includes contents = Bedroll, Horse Brush, 4 Extra Shoes, Nails). Total Weight Carried = 112 lbs. (Feed and misc. equipment not carried during combat). II. USING A WAR HORSE With a DC 5 Ride Check, can guide horse with knees so as to use both hands to attack or defend as a free action. When you attack a creature smaller than your mount that is on foot, you get +1 bonus on melee attacks for being on higher ground. If mount moves more than 5', you make a single melee attack. Even at full speed, no penalty on melee attacks. If your mount charges, you also take the AC penalty (-2) associated with a charge. If you make an attack at the end of the charge, you receive the bonus (+2) gained from the charge. When charging on horseback, you deal double damage with a Lance. Charging is a special full-round action that allows horse to move up to twice its speed and you to attack during the action. Horse must move before attack, not after. Must move at least 10 feet and directly toward opponent. You must have a clear path and nothing in terrain to hinder movement. Must also have a line of sight to opponent at the start of your turn or you can't charge. After charging, can only make a single melee attack with a +2 bonus on the attack roll. You also take a -2 penalty to your AC until the start of your next turn. Charging character gets a +2 bonus on Strength check to overrun an opponent. Overrun (Page 157 DMG). Charge and overrun does provoke an attack of opportunity. III. ATTACKING FROM HORSEBACK You can use ranged weapons while your mount is taking a doublemove, but at a -2 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a -4 penalty. In either case, you must make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally, so that, for instance, you can load and fire a light crossbow in a round while your mount is moving. If your mount falls in battle, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 damage. If you are unconscious or cannot guide your mount, it will avoid combat. IV. MISCELLANEOUS SUPPLIES 2 extra days of horse grain and 2 extra days of soldier rations are stored on Pack Horses. The horse grain must be used in full rations during situations where the horses are being pushed to be very active and during the winter supplemented with hay. However, during spring, summer and fall the horses will only need 1/3 the grain if they are not being used a lot and are allowed to graze each day. Usually about a cupped handsful twice a day.
BARDIC KNOWLEDGE: +1 check (Based on Bard Level) to see if know something about local notable people, legendary items, or noteworthy places. DC 10 = common; 20 = uncommon; 25 = obscure; 30 extremely obscure. BARDIC MUSIC: Singing (ballad, chant, whistling, or melody) and Wind Instruments (flute, pan pipes, recorder, shawm, trumpet, horn). Starting to play/sing is a standard action. During the playing bard cannot cast spells or use magic items. Bard can sing and fight. COUNTERSONG: Can counter magical effects that depend on sound by making a perform check each round. Any creature within 30' of the bard (including bard) affected by sonic magic or language-dependent magic attacks (such as sound burst or command spell) may use the bard's perform check result in place of its saving throw if, after the saving throw is rolled, the perform check result proves to be higher. If a creature in range is under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw each round it hears the countersong, but it must use the bard's check for the save. Bard may keep the countersong up for 10 rounds. FASCINATE: Can use music to fascinate creatures within 90', able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. Target one creature at first level. Make a perform check and this is the DC Will save for each creature against the effect. If creature's throw succeeds, bard cannot attempt to fascinate that creature for 24 hours. If saving throw fails, creature sits quietly and listens to song taking no other actions for as long as the bard plays and concentrates (up to one round per bard level). While fascinated, creature takes -4 penalty on skill checks made as reactions (such as Listen and Spot Checks). Any potential threat, such as an ally approaching the creature, requires bard to make a new perform check and allows the creature a new saving throw against the new perform check result. Any obvious threat (such as drawing a weapon, aiming a ranged weapon at the target or casting a spell) automatically breaks the effect. Fascination is a mind-affecting ability. INSPIRE COURAGE: Use song or poetics to inspire courage in allies (and self). Must be able to hear the bard sing. Effect lasts as long as ally hears bard sing and for 5 rounds thereafter. Affected ally receives +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. If use horn, +1 attack rolls, +2 damage rolls and +2 fear saves.
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.