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Skills
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Total Skill Points:
0
Feats & Special Abilities
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Total Weight:
0
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Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
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/Mem
Spell/Power Name
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/Mem
Psionics
Manifester
Level
Key
Ability
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Bonus
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Current
Currency
GP: 1 SP: 2 CP: 9
Languages
Description
Warkang has well-polished adamant body. He keeps various tools in a compartment in the abdominal part and a large longsword that fits into a natural scabbard down his spine. His interior is composed mostly of ebony, and he has two dark eyes set deep into his head.
Personality
Warkang is first and foremost loyal. He will follow blindly the commands of the one he feels is in charge of a party, and support him/her in every decision. And he does as he is told. In his missions with a larger team, he also learned that the survival of the group was important to completing the mission, so he will go to great lengths to ensure the well-being of his teammates. He is very disciplined and will do as he is told until he is "unleashed". Warkang is a brute, but not a mindless one. During his participation in covert operations, he saw that the headless attack was inferior to surprise and stealth. His favorite tactic is still thrashing his opponents into walls.
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=41013][B][SIZE=+1]Warkang[/SIZE][/B][/URL] Male Lawful Neutral Warforged (dragonblooded) Crusader2/Fighter2, [B]Level[/B] 4, [B]Init[/B] +1, [B]HP[/B] 34/56, [B]DR[/B] 2/Adamantine, [B]Speed[/B] 20 [B]AC[/B] 21, [B]Touch[/B] 11, [B]Flat-footed[/B] 20, [B]Fort[/B] +11, [B]Ref[/B] +3, [B]Will[/B] +3, [B]Base Attack Bonus[/B] 4 [B]+1 Silver Longsword [/B] +8 (1d8+4, 19-20/x2) [B] Heavy crossbow (30 bolts) [/B] +4 (1d10, 19-20/x2) [B] Warhammer [/B] +5 (1d8+2, x2) [B] Adamantine Body [/B], [B] Heavy steel shield[/B] (+8 Armor, +2 Shield, +1 Dex) [B]Abilities[/B] Str 16, Dex 12, Con 22, Int 13, Wis 12, Cha 8 [B]Condition[/B] Immunity to: sleep, nausea, poison, paralysis, disease, fatigue, energy drain. 2 maneuvers granted randomly at beginning of combat. 1 maneuver granted every round. 1=Crusader's strike 2=Charging minotaur 3=Vanguard|s strike 4=Douse the flames 5=Leading the attack [SPOILER="stances"] [SPOILER="Martial spirit"] [B]Martial spirit[/B] Devoted Spirit (Stance) Level: Crusader 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance As you cleave through your foes, each ferocious attack you make lends vigor and strength to you and your allies. 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.[/SPOILER] [SPOILER="Bolstering voice"] [B]Bolstering Voice[/B] White Raven (Stance) Level: Crusader 1, warblade 1 Initiation Action: 1 swift action Range: 60 ft. Area: 60-ft.-radius emanation centered on you Duration: Stance Your clarion voice strengthens the will of your comrades. So long as you remain on the field of battle, your allies are strengthened against attacks and effects that seek to subvert their willpower. The discipline of the White Raven stresses that an army is effective only when its members are motivated to fight. In the face of a daunting enemy or unexpected hardship, the most skilled warrior is worthless if he lacks strength of will. When you adopt the bolstering voice stance, you shout encouragement to your allies, disparage your foes, and lend much-needed support to raise your allies’ spirits. By drawing on the example you set, your allies harden their will to fight and battle on despite your enemies’ attempts to turn them aside. While you are in this stance, all allies within range who can hear you gain a +2 morale bonus on Will saves, or a +4 morale bonus on Will saves against fear effects.[/SPOILER] [/SPOILER] [SPOILER="maneuvers"] [SPOILER="Charging minotaur"] [B]Charging minotaur[/B] Stone Dragon (Strike) Level: Crusader 1, swordsage 1, warblade 1 Initiation Action: 1 full-round action Range: Melee attack Target: One creature You charge at your foe, blasting him with such power that he stumbles back. As you roar across the battlefield, your position yourself to deliver a devastat-ing charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward. As part of this maneuver, you make a bull rush attack (PHB pg. 154) as part of a charge. Neither the movement nor the bull rush attack provokes attacks of opportunity. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent’s result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).[/SPOILER] [SPOILER="Crusaders strike"] [B]Crusader's strike[/B] Devoted Spirit (Strike) Level: Crusader 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Divine energy surrounds your weapon as you strike. This power washes over you as your weapon finds its mark, mending your wounds and giving you the strength to fight on. 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 1d6 points of damage + 1 point per initiator level (maximum +5).[/SPOILER] [SPOILER="Vanguard strike"] [B]Vanguard strike[/B] Devoted Spirit (Strike) Level: Crusader 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature You batter aside your foes defenses with a vicious, overwhelming attack, leaving him vulnerable to your allies’ blows. 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.[/SPOILER] [SPOILER="Leading the attack"] [B]Leading the attack[/B] White Raven (Strike) Level: Crusader 1, warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor. When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies’ hearts, you inspire them to greater heroics. 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.[/SPOILER] [SPOILER="Douse the flames"] [B]Douse the flames[/B] White Raven (Strike) Level: Crusader 1, warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round You strike your enemy with a resounding blow, capturing his attention. As he turns to look, you let loose with a string of oaths, challenges, and taunts that force him to focus his attention on you. As a White Raven adept, you are as much a tactician as you are a war leader. You learn to create openings for your allies to maximize the teamwork and esprit de corps that you foster. You know that for a group to succeed, it must work together, and that individual glory must be set aside so that the group can achieve victory. As part of this maneuver, you make a melee attack against a single target you threaten. If your attack hits, you deal normal melee damage, and the target creature can’t make attacks of opportunity for 1 round. The opponent still threatens its normal area; it simply cannot make attacks of opportunity.[/SPOILER][/SPOILER]
Condition and Effects
Additional Information
Immunity to: sleep, nausea, poison, paralysis, disease, fatigue, energy drain.
2 maneuvers granted randomly at beginning of combat. 1 maneuver granted every round. 1=Crusader's strike 2=Charging minotaur 3=Vanguard|s strike 4=Douse the flames 5=Leading the attack [SPOILER="stances"] [SPOILER="Martial spirit"] [B]Martial spirit[/B] Devoted Spirit (Stance) Level: Crusader 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance As you cleave through your foes, each ferocious attack you make lends vigor and strength to you and your allies. 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.[/SPOILER] [SPOILER="Bolstering voice"] [B]Bolstering Voice[/B] White Raven (Stance) Level: Crusader 1, warblade 1 Initiation Action: 1 swift action Range: 60 ft. Area: 60-ft.-radius emanation centered on you Duration: Stance Your clarion voice strengthens the will of your comrades. So long as you remain on the field of battle, your allies are strengthened against attacks and effects that seek to subvert their willpower. The discipline of the White Raven stresses that an army is effective only when its members are motivated to fight. In the face of a daunting enemy or unexpected hardship, the most skilled warrior is worthless if he lacks strength of will. When you adopt the bolstering voice stance, you shout encouragement to your allies, disparage your foes, and lend much-needed support to raise your allies’ spirits. By drawing on the example you set, your allies harden their will to fight and battle on despite your enemies’ attempts to turn them aside. While you are in this stance, all allies within range who can hear you gain a +2 morale bonus on Will saves, or a +4 morale bonus on Will saves against fear effects.[/SPOILER] [/SPOILER] [SPOILER="maneuvers"] [SPOILER="Charging minotaur"] [B]Charging minotaur[/B] Stone Dragon (Strike) Level: Crusader 1, swordsage 1, warblade 1 Initiation Action: 1 full-round action Range: Melee attack Target: One creature You charge at your foe, blasting him with such power that he stumbles back. As you roar across the battlefield, your position yourself to deliver a devastat-ing charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward. As part of this maneuver, you make a bull rush attack (PHB pg. 154) as part of a charge. Neither the movement nor the bull rush attack provokes attacks of opportunity. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent’s result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).[/SPOILER] [SPOILER="Crusaders strike"] [B]Crusader's strike[/B] Devoted Spirit (Strike) Level: Crusader 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Divine energy surrounds your weapon as you strike. This power washes over you as your weapon finds its mark, mending your wounds and giving you the strength to fight on. 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 1d6 points of damage + 1 point per initiator level (maximum +5).[/SPOILER] [SPOILER="Vanguard strike"] [B]Vanguard strike[/B] Devoted Spirit (Strike) Level: Crusader 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature You batter aside your foes defenses with a vicious, overwhelming attack, leaving him vulnerable to your allies’ blows. 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.[/SPOILER] [SPOILER="Leading the attack"] [B]Leading the attack[/B] White Raven (Strike) Level: Crusader 1, warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor. When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies’ hearts, you inspire them to greater heroics. 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.[/SPOILER] [SPOILER="Douse the flames"] [B]Douse the flames[/B] White Raven (Strike) Level: Crusader 1, warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round You strike your enemy with a resounding blow, capturing his attention. As he turns to look, you let loose with a string of oaths, challenges, and taunts that force him to focus his attention on you. As a White Raven adept, you are as much a tactician as you are a war leader. You learn to create openings for your allies to maximize the teamwork and esprit de corps that you foster. You know that for a group to succeed, it must work together, and that individual glory must be set aside so that the group can achieve victory. As part of this maneuver, you make a melee attack against a single target you threaten. If your attack hits, you deal normal melee damage, and the target creature can’t make attacks of opportunity for 1 round. The opponent still threatens its normal area; it simply cannot make attacks of opportunity.[/SPOILER][/SPOILER]
Other Notes
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Warkang was created during a long and terrible war for one purpose only: to go on missions on his own and cause havoc, using nothing but brute force. Usually to destroy enemy machines or strongholds. In the beginning this was all he did. They later tried to team him up with a more stealthy crew, but this was no success as he ruined every opportunity of surprise. After several years of training, he was taught to wait for the signal before smashing things up. He often acted as bodyguard to high ranking members of the military as he was almost impossible to get past, and more important, he was loyal to whoever he served. When the war ended, the Breland army found no use for the warforged and Warkang lost his job as well as his purpose in life. He sought out various armies to enlist, but none would have him due to the Treaty of Thronehold and the freeing of warforged slaves. Himself he did not feel liberated, he felt rejected and discarded. Fighting was all he knew and all he cared for, and so it was he found himself a mercenary. His abilities were sought as he was loyal to the end to whoever employer he was currently serving and utterly incorruptable. The only exception to this was on one occasion where a local brigand had enlisted his aid and ordered him to break an arm on a shop keeper who had neglected to pay his monthly "protection fee". Warkang refused, turning on his heel never to return. It was after this incident he made another attempt to re-enlist the Breland army. The situation had now changed and warforged were once more welcomed among the ranks. Warkang thrived as he was once more allowed to engage in combat and use his brute force. He has since been on numerous missions for Breland.