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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
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Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
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Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
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Dex
Misc
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Speed
Armor Type
Light
Load
Med
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Max
Load
Over
Head
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Ground
Push/
Drag
Saving Throws
Total
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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
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Misc Mod
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MELEE
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RANGED
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+
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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
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Max Rank
Skills
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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
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2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
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Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
450 GP 33 SP 94 CP
Languages
Description
Magic Items: [Torso] Tunic of Steady Spellcasting: Grants a +5 competence bonus on all Concentration checks, even those unrelated to spellcasting. [Throat] Chronocharm of the Horizon Walker: A chronocharm occupies the throat body slot, but it can be worn simultaneously with any number of other chronocharms, which all function normally. However, you can't wear more than one of the same chronocharm. You must wear a chronocharm for 24 hours before you can access its abilities. If it is taken off, it becomes inactive until worn for an additional 24 hours. Like other chronocharms, this item slows your perception of time for a specific, singular purpose. When you activate a chronocharm of the horizon walker [Swift action], you can move up to half your speed as part of the same swift action used to activate it; this movement does not provoke attacks of opportunity. When determining the distance you can move, round down to the nearest 5-foot increment. This ability functions 1/day. [Face] Lenses of Revelation: You can activate lenses of revelation to perceive the true nature of any creature in sight. Activating the lenses creates a faint aura for 1 round around the target creature (visible only to you) of a particular color based on its nature: (Evil Outsider: Red. Undead: Bone-white. Any Other: Green). Any effect that would defeat a detect evil spell or effect also masks a creature from lenses of revelation. Heward's Handy Haversack: Appears to be a backpack with two side pouches. The side pouches are bags of holding capable of holding 2 cubic feet or 20 lbs. of material. The central compartment can hold 8 cubic feet or 80 lbs. of material. When the owner reaches in for a specific item, it is always on top. Retrieving an item is a move action, but does not provoke an attack of opportunity.
Personality
Character Traits
Traits: - Quick: You are fast, but less sturdy than average members of your race. (Benefit: Your base land speed increases by 10 feet (if you don't have a land speed, apply the benefit to whichever of your speeds is highest). (Drawback: Subtract 1 from your hit points gained at each level, including 1st (a result of 0 is possible). - Honorable Challenge: You only cross arms with foes who willingly engage you. (Benefit: You suffer a -4 penalty on attack rolls against creatures that have not explicitly challenged you or made an attack against you. For the purposes of this feat, an attack against you includes any action that would end an invisibility spell.)
Character Flaws
Flaws: - Code of Arms: You suffer a -4 penalty on attack rolls made against an enemy not armed with a melee weapon. If the enemy uses a natural attack against you, you may then attack it without penalty. - Insomniac: In order to get a full night of rest you must succeed at a DC 15 Fortitude save. If you are sleeping and a disturbance wakes you during the night, you must make an additional save (at the same DC) to return to sleep. If you fail the Fortitude save you are fatigued when you rise in the morning. If you are fatigued when you try to sleep, you gain a +2 bonus on your save. If you are exhausted, you gain a +6 bonus. Comfortable conditions, such as those found in most inns, grant you a +4 bonus on this save. Poor conditions, such as sleeping on the ground or in armor, give you a -4 penalty on this save. Even if you sleep poorly, you may prepare arcane spells as normal after 8 hours of fitful rest.
Contacts / Friends
Feats: LVL 1, Roll With It: You gain damage reduction 2/-. This applies in addition to any damage reduction you have from other sources. Damage reduction cannot reduce damage you take to less than 0. [Bonus, Human] Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. [Bonus, Code of Arms] Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your DEX modifier instead of your STR modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. [Bonus, Insomniac] Martial Study (Devoted Spirit): When you gain this feat, you must choose a discipline of martial maneuvers, such as Desert wind. The key skill for the chosen discipline becomes a class skill for all of your classes (current and future). Select any maneuver from the chosen discipline for which you meet the prerequisite. If you have martial adept levels, this maneuver beocmes one of your maneuvers known. If you do not have martial adept levels, you can use this maneuver once per encounter as a martial adept with an initiator level equal to 1/2 your character level. If you do not have martial adept levels when you take this feat, and you later gain a level in a class that grants maneuvers known, these new maneuvers can only be used once per encounter and have no recovery method. If you later gain levels in a martial adept class (crusader, swordsage, or warblade), you use the recovery method for maneuvers learned a a result of those class levels, but your previous maneuvers (gained through this feat or through prestige class levels) do not gain a recovery method. A maneuver learned through this feat cannot be exchanged for a different maneuver if you are a crusader, swordsage, or warblade. Once you choose a maneuver with this feat, you cannot change it. [Bonus, Regional] Education: All Knowledge skills are class skills for your current and all your future classes. You may also select two Knowledge skills to develop more fully. You get a +2 bonus on all checks you make with those skills. If you select a Knowledge skill in which you do not yet have ranks, you gain no immediate benefit, since Knowledge skills can be used only with training. But the selection still represents your improved potential for that skill. LVL 6, Adaptive Style: You can change your readied maneuvers at any time by taking a full-round action. If you're a crusader, your current granted maneuvers are lost and you gain new granted maneuvers as if you had just readied your maneuvers for the day.
Enemies
Ability score Increases: LVL 4: +1 STR
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=359629][B][SIZE=+1]Margaret [/SIZE][/B][/URL] Female Lawful Neutral Human Swordsage 2/Cleric 3, [B]Level[/B] 5, [B]Init[/B] +4, [B]HP[/B] 40/40, [B]DR[/B] 2/-, [B]Speed[/B] 50 ft. [B]AC[/B] 17, [B]Touch[/B] 15, [B]Flat-footed[/B] 14, [B]Fort[/B] +4, [B]Ref[/B] +7, [B]Will[/B] +8, [B]Base Attack Bonus[/B] 3, [B]Action Points[/B] 7 [B] Rapier +1 [/B] +5/+3(Two-weapon) (1d6, 18-20x2) [B] Short Sword [/B] +4/+2(Two-weapon) (1d6, 19-20x2) [B] Leather[/B] (+2 Armor, +3 Dex, +2 Misc) [B]Abilities[/B] Str 12, Dex 16, Con 12, Int 15, Wis 14, Cha 12 [B]Condition[/B] Perception: + 2 Special Senses: Lenses of Revelation - You can activate lenses of revelation to perceive the true nature of any creature in sight. Activating the lenses creates a faint aura for 1 round around the target creature (visible only to you) of a particular color based on its nature: (Evil Outsider: Red. Undead: Bone-white. Any Other: Green). Any effect that would defeat a detect evil spell or effect also masks a creature from lenses of revelation. Habits: Maggie always scans the area for any obvious threats in a non-combat settings. If not threatened, she'll find an unobtrusive corner of the room and listen to any interesting conversations in the area. In threatening situations, she'll attempt to reach a non-violent solution (Diplomacy or Intimidate) before drawing her blade. In Dungeons, she'll stick to the shadows and attempt to ambush any threats to the party if possible. If not, she'll engage them directly, using maneuvers to attempt to give the party an advantage. Spells: 0 - Detect Magic (Player's Handbook) 0 - Read Magic (Player's Handbook) 0 - Purify Food and Drink (Player's Handbook) 0 - Create Water (Player's Handbook) Domain (Celerity) [Complete Divine]: Expeditious Retreat (Player's Handbook) Domain (Trickery)[Player's Handbook]: Disguise Self (Player's Handbook) 1 - Shield of Faith (Player's Handbook) 1 - Ebon Eyes (Spell Compendium) 1 - Omen of Peril (Spell Compendium) Domain (Celerity) [Complete Divine]: Cat's Grace (Player's Handbook) Domain (Trickery) [Player's Handbook]: Invisibility (Player's Handbook) 2 - Divine Insight (Spell Compendium) 2 - Darkbolt (Lords of Madness)
Condition and Effects
Additional Information
Sickened (The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.) Fatigued (A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. ) Perception: + 2 Special Senses: Lenses of Revelation - You can activate lenses of revelation to perceive the true nature of any creature in sight. Activating the lenses creates a faint aura for 1 round around the target creature (visible only to you) of a particular color based on its nature: (Evil Outsider: Red. Undead: Bone-white. Any Other: Green). Any effect that would defeat a detect evil spell or effect also masks a creature from lenses of revelation. Habits: Maggie always scans the area for any obvious threats in a non-combat settings. If not threatened, she'll find an unobtrusive corner of the room and listen to any interesting conversations in the area. In threatening situations, she'll attempt to reach a non-violent solution (Diplomacy or Intimidate) before drawing her blade. In Dungeons, she'll stick to the shadows and attempt to ambush any threats to the party if possible. If not, she'll engage them directly, using maneuvers to attempt to give the party an advantage.
Spells: 0 - Detect Magic (Player's Handbook) 0 - Read Magic (Player's Handbook) 0 - Purify Food and Drink (Player's Handbook) 0 - Create Water (Player's Handbook) Domain (Celerity) [Complete Divine]: Expeditious Retreat (Player's Handbook) Domain (Trickery)[Player's Handbook]: Disguise Self (Player's Handbook) 1 - Shield of Faith (Player's Handbook) 1 - Ebon Eyes (Spell Compendium) 1 - Divine Favor (Player's Handbook) Domain (Celerity) [Complete Divine]: Cat's Grace (Player's Handbook) Domain (Trickery) [Player's Handbook]: Invisibility (Player's Handbook) 2 - Deific Vengeance (Spell Compendium) 2 - Darkbolt (Lords of Madness)
Other Notes
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Human Racial Features: - Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. - Human base land speed is 30 feet. - 1 extra feat at 1st level. - 4 extra skill points at 1st level and 1 extra skill point at each additional level. - Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). - Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count. Swordsage Class Features: - Proficiencies: As a swordsage, you are proficient with simple weapons, martial weapons (including those that can be used as thrown weapons), and light armor, but not with shields. - Quick to Act +1: You gain a +1 bonus on Initiative Checks. This increases by 1 at 5th, 10th, 15th, and 20th level. - Discipline Focus: As a Swordsage, you can focus your training to take advantage of each discipline's fighting style. Each time you gain the discipline focus ability, select one of the six Swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one maneuver from the chosen discipline. Even if you select a different discipline focus at higher level, the discipline focuses you took at lower levels do not change. - Weapon Focus (Diamond Mind): You gain the Benefit of the Weapon Focus feat for weapons associated with that Discipline. - AC Bonus: Starting a 2nd level, you can add your WIS modifier as a bonus to AC, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are helpless. Cleric Class Features: - Proficiencies: Clerics are proficient are all simple weapons, with all types of armor (Light, Medium, Heavy), and with shields (except for Tower Shields). - Turn Undead: - A Cleric may attempt to use the power of their deity to destroy undead around them. They may attempt to turn any undead within a 60 ft. radius, starting with the closest undead. A Cleric then rolls a turning check (1d20+CHA mod) to see how successful they were at turning the undead. Undead with HD higher than the roll are unaffected, if the Cleric has twice as many levels as the undead has HD, they explode instead of being turned. Other undead takes 2d6 + Cleric's Level + Cleric's CHA mod damage and flee from the Cleric for 10 rounds (1 minute) or cower (Granting +2 to attack rolls against them). If you come within 10 ft. of a turned undead while it has been turned it overcomes the turning and acts normally. A Cleric may turn undead 3 + CHA mod times per day (4+ CHA mod with Extra Turning feat). A cleric with 5 or more ranks in Knowledge (Religion) gains a +2 bonus on turn attempts. - Aura of Neutrality: - A cleric of a good, chaotic, lawful or evil deity possesses a strong aura corresponding to the deity's alignment.. This aura shows up when a Detect Evil spell is used. - Spontaneous Caster (Curing): - A Neutral Cleric may choose to lose a prepared spell that is NOT a domain spell to cast a Cure or Inflict spell of that spell level or lower. However, once they choose Spontaneous Curing or Inflicting, they cannot change it. Domains: - Celerity: Your land speed is faster than the normal for your race by 10'. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load. - Trickery: Add Bluff, Disguise, and Hide to your list of cleric class skills.