Resources Used; Tomb of Battle, PHB 1, Dragon #313, Unearthed Arcana, Races of the Dragon,
Pointbuy: Str: 10 Dex: 16 Con: 14 Int: 12 Wis: 8 Cha: 16 (32 Pts) +2 Dex/-2 Con Elf, +2 Dex/Wis/Int, +4 Cha, Half-Nymph.
Totals: Str: 10 Dex: 20 Con: 12 Int: 14 Wis: 10 Cha: 20
Current concept; Female Elf - Half Nymph Dex-Gish.
Breakdown of levels
1: Battle Sorcerer 1/Half-Nymph LA
2: Battle Sorcerer 2/Half Nymph LA
3: Battle Sorcerer 3/Warblade 1
4: Battle Sorcerer 4/Fighter 1
5: Warblade 2/Spellsword 1
6: Battle Sorcerer 5/Spellsword 2
7: Warblade 3/Spellsword 3
8: Battle Sorcerer 6/Spellsword 4
9: Warblade 4/Spellsword 5
10: Battle Sorcerer 7/Spellsword 6
11: Warblade 5/Spellsword 7
12: Battle Sorcerer 8/Spellsword 8
13: Warblade 6/Spellsword 9
14: Battle Sorcerer 9/Spellsword 10
15: Battle Sorcerer X/Warblade X
Purchase History
Masterwork Elven thinblade 400 Gp
Mithral Chainshirt 1100 Gp
Mithral Buckler 1015 Gp
Backpack x1 2 Gp
Rations x4 2 Gp
Waterflask x2 2 Gp
Soap x1 5 Sp
Small Steel Mirror x1 10 Gp
Spell Component Pouch x1 5 Gp
pouch x1 1 Gp
Silk Rope 50ft x1 10 Gp
Bedroll x1 1 Sp
Flint & Steel x1 1 Gp
Antitoxin x1 50 Gp
Hooded Lantern x1 7 Gp
Oil x3 3 Sp
Potion of Swimming x1 150gp
Traveler’s outfit x1 1 Gp
---Total---
233 Gp Remaining & 1 Sp.
Spontaneous Spells
Zero
(Divination) Read Magic: Read magical scrolls and writing.
(Divination) Detect Magic: Detect magic within 60ft.
(Necromancy) Touch of Fatigue: Fort Negates, Fatigue target for 1 round per level.
(Transmutation) Mage Hand: 5 pound telekinesis.
One
(Evocation) Kelgore's Fire Bolt: This spell deals 1d6 points of fire damage per caster level (maximum 5d6). If you fail to overcome the target’s spell resistance, the spell still deals 1d6 points of fire damage from the heat and force of the conjured orb’s impact.
(Necromancy) Rot of Ages: The target is sickened for 2 rounds. Furthermore, all other creatures are treated as having concealment against the target. A successful Fortitude save negates the sickness, but not the concealment.
Nonliving creatures are unaffected by the sickness effect. A living creature already under the effect of rot of ages that fails a save against a second casting of the spell is nauseated (rather than SickenedThe character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. ) for as long as both effects last (and then sickened for the remainder of the second spell’s duration).
Two
Feat Breakdown
1: Versatile Spellcaster: You can use two lower-level spell slots to cast a spell one level higher.
1 Sorcerer: Weapon Proficiency, Sword, elven thinblade (Races of the wild pg 165)
3: Weapon Finesse: Use Dex instead of Str to attack with light weapons.
4 Fighter: Improved Toughness
6: Arcane Strike: Free Action, Expend a spell slot to gain +1 Att & 1d4 dmg x1/per SL on all attacks for the round.
6 Spellblade: Quicken Spell (Metamagic)
9: Extend Spell
10 Warblade: Improved Initiative
12:
15:
17 Warblade: Great Fortitude
18:
Class Abilities
Battle Sorcerer (Unearthed Arcana, p. 56)
Summon Familiar
Weapon Proficiency with any one light/martial weapon of choice
May cast Sorcerer spells without penalty while in light armour.
Remove Bluff from the battle sorcerer's class skill list. Add Intimidate to the battle sorcerer's class skill list.
Loses one spell slot known per spell level to a minimum of zero.
Subtract one spell known from each spell level to a minimum of one.
This class gains BaB as a cleric.
Warblade (Tomb of Battle pg 20)
You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven.
You begin play with knowledge of one 1st level stance from any discipline open to warblades.
You gain your Intelligence bonus to Reflex saves in addition to Dexterity.
Levels in this class stack for the purposes of feats dependent on fighter levels such as Weapon Specialization.
Chosen Maneuvers
MOMENT OF PERFECT MIND
Diamond Mind (Counter)
Level: Swordsage 1, warblade 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
You can use this maneuver any time you would be required to make a Will save. Make a Concentration check instead of the Will save and use the result of that check to determine the save’s success. You must use this maneuver before you attempt the Will save. A result of a natural 1 on your Concentration check is not an automatic failure.
SUDDEN LEAP
Tiger Claw (Boost)
Level: Swordsage 1, warblade 1
Prerequisite: One Tiger Claw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
You leap to a new position in the blink of an eye, leaving your opponents baffled.
You can make a Jump check as a swift action and move the distance determined by your check result. You provoke attacks of opportunity with this movement, and you must move in a straight line. As with any movement, you can attempt a Tumble check to avoid any attacks you provoke with this sudden leap. You can’t move through enemies, unless you succeed on the appropriate Tumble check.
BLOOD IN THE WATER
Tiger Claw (Stance)
Level: Swordsage 1, warblade 1
Prerequisite: One Tiger Claw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you whip yourself into a terrible rage. When you score a critical hit against an opponent, you enter a near frenzied state from the sight and smell of blood. You gain a +1 bonus on attack rolls and damage rolls. Because this is an untyped bonus, it stacks with each successful critical hit you score.
If you go more than 1 minute without achieving a critical hit, you no longer gain the benefit of the stance.
DOUSE THE FLAMES
White Raven (Strike)
Level: Crusader 1, warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
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.
Skill Points
Skill Points; 2+2=4x4=12 // +4 for 1 level // 4+2 at level 3 and up.
Total: 22 Skill points
Concentration: 5
Craft (Clothing): 0
Intimidate: 0
Knowledge (Arcana): 5
Profession (Tailor): 0
Spellcraft: 5
Balance: 0
Climb: 0
Diplomacy: 0
Jump: 5
Knowledge History: 0
Knowledge Local: 0
Martial Lore: 0
Swim: 0
Tumble: 2