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Steel Warrior

Steel Warrior

Kassítira

e166d24b1eee08fcd8345787734580d1.png.10b17ddf2e2aa9fe01d5544fa6ee21b4.pngKassítira HP: 56/56 Saves: Fort 7, Ref 4, Will 2  AC: 16, 10 (touch), 16 (flat-footed) DR 3/Adamantine, SR: 11
Initiative: 0, Speed: 30 | Swim 30', Concentration: +19, Search: +2, Spot: +0, Listen: +0, Hide: -1, MS: -1, Swim +16


Kassítira was prepared to fight, but understood her companions are taxed. "If we work carefully, I am sure we will manage." she says, "I will take point, I don't have the knack to avoid being struck, but I can deal a healthy blow to our opponents."
She grips her trident and holds it at ready with shield in off-hand.

As she stood before the cave, she was reminded of a similar trial she had faced when she first left her underwater homeland.

OOC: Hunter's Stance (Scent)

Statblock

[URL=/sheets/?id=2845229][B][SIZE=+1]Kassítira[/SIZE][/B][/URL] Female LN Human (Atlantean) Warblade, [B]Level[/B] 6, [B]Init[/B] 0, [B]HP[/B] 56/56, [B]Speed[/B] 30 [B]AC[/B] 16, [B]Touch[/B] 10, [B]Flat-footed[/B] 16, [B]Fort[/B] 7, [B]Ref[/B] 4, [B]Will[/B] 2, [B]Base Attack Bonus[/B] +6/+1 [B]+1 Returning Trident [/B] +11/+6 (1d8+7, x2) [B] Mithral Breastplate[/B], [B] Buckler[/B] (+5 Armor, +1 Shield) [B]Abilities[/B] Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14 [B]Condition[/B] . [B]Skills:[/B] Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6 [B]Languages:[/B] Common, Aquan [B]Traits:[/B] [ooc="Focused"][B]Benefit:[/B] You gain a +1 bonus on Concentration checks. [B]Drawback: [/B]You take a -1 penalty on Spot checks and Listen checks. [/ooc] [B]Flaws:[/B] [ooc="Code of Arms"][B]Effect:[/B] 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. [B]Added:[/B] If you knowingly attack a defenseless enemy, you also suffer a -2 morale penalty to attack rolls for 24 hours.[/ooc], [ooc="Pride of Arms"][B]Effect:[/B] You suffer a -4 penalty on all attack rolls made with any exotic, martial, simple weapons, unarmed attacks, and touch attacks that you do not have proficiency with. For Atlanteans, Spears and Lances Weapon Group + Harpoons & Nets would specific to an aquatic people and fishermen. Weapon Group (Spears and Lances), Harpoons, & Nets [B]Benefit:[/B] You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident. [B]Bonus:[/B] Harpoons & Nets[/ooc] [B]Feats: 1st:[/B] Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) [B]3rd:[/B] Brutal Throw [B]5th:[/B] Blade Meditation (Concentration) [B]6th:[/B] Weapon Spec: Trident [B]Class Abilities[/B]: [ooc="Battle Clarity (Ex)"]You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.[/ooc], [ooc="Weapon Aptitude (Ex)"]Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level -2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you're treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.[/ooc], Improved Uncanny Dodge (Ex), [ooc="Battle Ardor (Ex)"]The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.[/ooc] [spoiler=Blade Magic][B]Disciplines:[/B] Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven [B]Manuevers Known:[/B] [B]1st:[/B] [ooc="Moment of Perfect Mind"]Diamond Mind (Counter) Level: Warblade 1, Initiation Action: 1 immediate action Range: Personal, Target: You Your mental focus and martial study have rendered your will into an unbreakable iron wall. When someone targets you with a spell that seeks to erode your willpower, you steel yourself against the attack. Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your willpower. When you feel such an effect try to cloud your mind, you can draw on untapped reserves of energy to counter the attempt. 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.[/ooc], [ooc="Sapphire Nightmare Blade"]Diamond Mind (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Melee attack, Target: One creature Your study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance. The sapphire nightmare blade is one of the most basic, but important, maneuvers that a Diamond Mind adept studies. It illustrates that a keen mind can pierce even the toughest defenses. You attempt a Concentration check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a –2 penalty and deals normal damage.[/ooc], [ooc="Steel Wind"]Iron Heart (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Melee attack, Target: Two creatures You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow. Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.[/ooc], [ooc="Stone Bones"]Stone Dragon (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Personal, Target: You, Duration: 1 round You focus your energy to enhance your defenses, drawing on the power of your weapon’s impact with a foe to toughen yourself against a counterattack. The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser 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.[/ooc] [B]2nd:[/B] [ooc="Mountain Hammer"]Stone Dragon (Strike) Level: Warblade 2m Initiation Action: 1 standard action Range: Melee attack, Target: One creature or unattended object Like a falling avalanche, you strike with the weight and fury of the mountain. As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.[/ooc], [ooc="Battle Leader's Charge"]White Raven (Strike) Level: Warblade 2, Prerequisite: One White Raven maneuver Initiation Action: 1 full-round action, Range: Melee attack, Target: One creature You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle. As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.[/ooc] [B]3rd:[/B] [ooc="Insightful Strike"]Diamond Mind (Strike), Level: Warblade 3 Initiation Action: 1 standard action, Range: Melee attack, Target: One creature You study your opponent and spot a weak point in her armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack. Your mind rather than your physical power allows you to deal grievous injuries to your foes. When you attack, your training and mental focus allow you to score a telling blow. As part of this maneuver, make a melee attack. If this attack hits, you do not deal normal damage. Instead, you make a Concentration check and deal damage equal to the check result. Your Strength modifier, your weapon’s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells).[/ooc] [B]Stances Known:[/B] 1st: [ooc="Stonefoot Stance"]Stone Dragon (Stance), Level: Warblade 1 Initiation Action: 1 swift action, Range: Personal Target: You, Duration: Stance You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. The students of the Stone Dragon discipline model their defenses after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults. While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures of a size category larger than yours. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.[/ooc], 4th: [ooc="Hunter's Sense"]Tiger Claw (Stance), Level: Warblade 1 Prerequisite: One Tiger Claw maneuver, Initiation Action: 1 swift action Range: Personal, Target: You, Duration: Stance You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness become clear to you. Your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. On a fundamental level, you begin to think more like a wild beast and less like a civilized creature. Your enemies are prey to be hunted down and slain. Your allies are packmates. This shift in view spreads to your physical senses. As long as you are in this stance, you gain the scent special ability (MM 314).[/ooc] [B]Readied:[/B] Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones[/spoiler] [spoiler=Divine Domain]Blackwater Domain Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths. 1st - Cause Fear 2nd - Pressure Sphere 3rd - Evard's Black Tentacles 4th - Transformation of the Deeps 5th: - Blackwater Tentacle 6th - Blackwater Taint 7th - Dark Tide 8th - Maelstrom 9th - Doom of the Seas[/spoiler] [spoiler=Inventory] Atlantean Mithral Breastplate 4350 Gp +1 [ooc="Pearl Trident"]This +1 returning pearlsteel trident has a shaft decorated with coral and mother-of-pearl. In addition, the wielder of the trident gains the Aquatic Shot feat for any ranged attacks he makes with the trident, allowing him to throw the trident at underwater targets without penalty (range increment 5 feet). If he already knows Aquatic Shot or Far Shot, the pearl trident’s range increment underwater is 10 feet instead of 5 feet.[/ooc] 12,815 Gp Alchemical Silver Trident 105 gp Backpack (2 GP) 2lbs Everlasting Rations (350 gp) Replenishing Skin (1,000 Gp) Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace 10 Pieces of Chalk (0.1GP) Piton x5 (0.5 GP) 2.5lbs Bell (1 GP) Map/Scrollcase (1 GP) Flint and Steel (1 GP) Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing Inkpens x8 (0.8 GP) Ink (8 GP) Silk Rope 50' (10 GP) 5lb Sealing Wax (1 GP) 1lb Grappling hook (1 GP) 4lbs Balance: 396 Gp, 1sp[/spoiler]
Kassítira
Female LN Human (Atlantean) Warblade, Level 6, Init 0, HP 56/56, Speed 30
AC 16, Touch 10, Flat-footed 16, Fort 7, Ref 4, Will 2, Base Attack Bonus +6/+1
+1 Returning Trident +11/+6 (1d8+7, x2)
Mithral Breastplate , Buckler (+5 Armor, +1 Shield)
Abilities Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14
Condition .
Skills: Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6
Languages: Common, Aquan
Traits: Focused
Flaws: Code of Arms , Pride of Arms
Feats: 1st: Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) 3rd: Brutal Throw 5th: Blade Meditation (Concentration) 6th: Weapon Spec: Trident
Class Abilities : Battle Clarity (Ex) , Weapon Aptitude (Ex) , Improved Uncanny Dodge (Ex), Battle Ardor (Ex)

Blade Magic

Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven
Manuevers Known: 1st: Moment of Perfect Mind , Sapphire Nightmare Blade , Steel Wind , Stone Bones 2nd: Mountain Hammer , Battle Leader's Charge 3rd: Insightful Strike
Stances Known: 1st: Stonefoot Stance , 4th: Hunter's Sense
Readied: Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones

Divine Domain

Blackwater Domain
Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths.
1st - Cause Fear
2nd - Pressure Sphere
3rd - Evard's Black Tentacles
4th - Transformation of the Deeps
5th: - Blackwater Tentacle
6th - Blackwater Taint
7th - Dark Tide
8th - Maelstrom
9th - Doom of the Seas

Inventory


Atlantean Mithral Breastplate 4350 Gp
+1 Pearl Trident 12,815 Gp
Alchemical Silver Trident 105 gp

Backpack (2 GP) 2lbs
Everlasting Rations (350 gp)
Replenishing Skin (1,000 Gp)
Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace
10 Pieces of Chalk (0.1GP)
Piton x5 (0.5 GP) 2.5lbs
Bell (1 GP)
Map/Scrollcase (1 GP)
Flint and Steel (1 GP)
Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing
Inkpens x8 (0.8 GP)
Ink (8 GP)
Silk Rope 50' (10 GP) 5lb
Sealing Wax (1 GP) 1lb
Grappling hook (1 GP) 4lbs

Balance: 396 Gp, 1sp

 

Steel Warrior

Steel Warrior

Kassítira

e166d24b1eee08fcd8345787734580d1.png.10b17ddf2e2aa9fe01d5544fa6ee21b4.pngKassítira HP: 56/56 Saves: Fort 7, Ref 4, Will 2  AC: 16, 10 (touch), 16 (flat-footed) DR 3/Adamantine, SR: 11
Initiative: 0, Speed: 30 | Swim 30', Concentration: +19, Search: +2, Spot: +0, Listen: +0, Hide: -1, MS: -1, Swim +16


Kassítira was prepared to fight, but understood her companions are taxed. "If we work carefully, I am sure we will manage." she says, "I will take point, I don't have the knack to avoid being struck, but I can deal a healthy blow to our opponents."
She grips her trident and holds it at ready with shield in off-hand.

As she stood before the cave, she was reminded of a similar trial she had faced when she first left her underwater homeland.

Statblock

[URL=/sheets/?id=2845229][B][SIZE=+1]Kassítira[/SIZE][/B][/URL] Female LN Human (Atlantean) Warblade, [B]Level[/B] 6, [B]Init[/B] 0, [B]HP[/B] 56/56, [B]Speed[/B] 30 [B]AC[/B] 16, [B]Touch[/B] 10, [B]Flat-footed[/B] 16, [B]Fort[/B] 7, [B]Ref[/B] 4, [B]Will[/B] 2, [B]Base Attack Bonus[/B] +6/+1 [B]+1 Returning Trident [/B] +11/+6 (1d8+7, x2) [B] Mithral Breastplate[/B], [B] Buckler[/B] (+5 Armor, +1 Shield) [B]Abilities[/B] Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14 [B]Condition[/B] . [B]Skills:[/B] Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6 [B]Languages:[/B] Common, Aquan [B]Traits:[/B] [ooc="Focused"][B]Benefit:[/B] You gain a +1 bonus on Concentration checks. [B]Drawback: [/B]You take a -1 penalty on Spot checks and Listen checks. [/ooc] [B]Flaws:[/B] [ooc="Code of Arms"][B]Effect:[/B] 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. [B]Added:[/B] If you knowingly attack a defenseless enemy, you also suffer a -2 morale penalty to attack rolls for 24 hours.[/ooc], [ooc="Pride of Arms"][B]Effect:[/B] You suffer a -4 penalty on all attack rolls made with any exotic, martial, simple weapons, unarmed attacks, and touch attacks that you do not have proficiency with. For Atlanteans, Spears and Lances Weapon Group + Harpoons & Nets would specific to an aquatic people and fishermen. Weapon Group (Spears and Lances), Harpoons, & Nets [B]Benefit:[/B] You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident. [B]Bonus:[/B] Harpoons & Nets[/ooc] [B]Feats: 1st:[/B] Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) [B]3rd:[/B] Brutal Throw [B]5th:[/B] Blade Meditation (Concentration) [B]6th:[/B] Weapon Spec: Trident [B]Class Abilities[/B]: [ooc="Battle Clarity (Ex)"]You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.[/ooc], [ooc="Weapon Aptitude (Ex)"]Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level -2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you're treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.[/ooc], Improved Uncanny Dodge (Ex), [ooc="Battle Ardor (Ex)"]The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.[/ooc] [spoiler=Blade Magic][B]Disciplines:[/B] Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven [B]Manuevers Known:[/B] [B]1st:[/B] [ooc="Moment of Perfect Mind"]Diamond Mind (Counter) Level: Warblade 1, Initiation Action: 1 immediate action Range: Personal, Target: You Your mental focus and martial study have rendered your will into an unbreakable iron wall. When someone targets you with a spell that seeks to erode your willpower, you steel yourself against the attack. Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your willpower. When you feel such an effect try to cloud your mind, you can draw on untapped reserves of energy to counter the attempt. 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.[/ooc], [ooc="Sapphire Nightmare Blade"]Diamond Mind (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Melee attack, Target: One creature Your study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance. The sapphire nightmare blade is one of the most basic, but important, maneuvers that a Diamond Mind adept studies. It illustrates that a keen mind can pierce even the toughest defenses. You attempt a Concentration check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a –2 penalty and deals normal damage.[/ooc], [ooc="Steel Wind"]Iron Heart (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Melee attack, Target: Two creatures You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow. Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.[/ooc], [ooc="Stone Bones"]Stone Dragon (Strike) Level: Warblade 1, Initiation Action: 1 standard action Range: Personal, Target: You, Duration: 1 round You focus your energy to enhance your defenses, drawing on the power of your weapon’s impact with a foe to toughen yourself against a counterattack. The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser 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.[/ooc] [B]2nd:[/B] [ooc="Mountain Hammer"]Stone Dragon (Strike) Level: Warblade 2m Initiation Action: 1 standard action Range: Melee attack, Target: One creature or unattended object Like a falling avalanche, you strike with the weight and fury of the mountain. As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.[/ooc], [ooc="Battle Leader's Charge"]White Raven (Strike) Level: Warblade 2, Prerequisite: One White Raven maneuver Initiation Action: 1 full-round action, Range: Melee attack, Target: One creature You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle. As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.[/ooc] [B]3rd:[/B] [ooc="Insightful Strike"]Diamond Mind (Strike), Level: Warblade 3 Initiation Action: 1 standard action, Range: Melee attack, Target: One creature You study your opponent and spot a weak point in her armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack. Your mind rather than your physical power allows you to deal grievous injuries to your foes. When you attack, your training and mental focus allow you to score a telling blow. As part of this maneuver, make a melee attack. If this attack hits, you do not deal normal damage. Instead, you make a Concentration check and deal damage equal to the check result. Your Strength modifier, your weapon’s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells).[/ooc] [B]Stances Known:[/B] 1st: [ooc="Stonefoot Stance"]Stone Dragon (Stance), Level: Warblade 1 Initiation Action: 1 swift action, Range: Personal Target: You, Duration: Stance You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. The students of the Stone Dragon discipline model their defenses after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults. While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures of a size category larger than yours. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.[/ooc], 4th: [ooc="Hunter's Sense"]Tiger Claw (Stance), Level: Warblade 1 Prerequisite: One Tiger Claw maneuver, Initiation Action: 1 swift action Range: Personal, Target: You, Duration: Stance You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness become clear to you. Your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. On a fundamental level, you begin to think more like a wild beast and less like a civilized creature. Your enemies are prey to be hunted down and slain. Your allies are packmates. This shift in view spreads to your physical senses. As long as you are in this stance, you gain the scent special ability (MM 314).[/ooc] [B]Readied:[/B] Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones[/spoiler] [spoiler=Divine Domain]Blackwater Domain Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths. 1st - Cause Fear 2nd - Pressure Sphere 3rd - Evard's Black Tentacles 4th - Transformation of the Deeps 5th: - Blackwater Tentacle 6th - Blackwater Taint 7th - Dark Tide 8th - Maelstrom 9th - Doom of the Seas[/spoiler] [spoiler=Inventory] Atlantean Mithral Breastplate 4350 Gp +1 [ooc="Pearl Trident"]This +1 returning pearlsteel trident has a shaft decorated with coral and mother-of-pearl. In addition, the wielder of the trident gains the Aquatic Shot feat for any ranged attacks he makes with the trident, allowing him to throw the trident at underwater targets without penalty (range increment 5 feet). If he already knows Aquatic Shot or Far Shot, the pearl trident’s range increment underwater is 10 feet instead of 5 feet.[/ooc] 12,815 Gp Alchemical Silver Trident 105 gp Backpack (2 GP) 2lbs Everlasting Rations (350 gp) Replenishing Skin (1,000 Gp) Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace 10 Pieces of Chalk (0.1GP) Piton x5 (0.5 GP) 2.5lbs Bell (1 GP) Map/Scrollcase (1 GP) Flint and Steel (1 GP) Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing Inkpens x8 (0.8 GP) Ink (8 GP) Silk Rope 50' (10 GP) 5lb Sealing Wax (1 GP) 1lb Grappling hook (1 GP) 4lbs Balance: 396 Gp, 1sp[/spoiler]
Kassítira
Female LN Human (Atlantean) Warblade, Level 6, Init 0, HP 56/56, Speed 30
AC 16, Touch 10, Flat-footed 16, Fort 7, Ref 4, Will 2, Base Attack Bonus +6/+1
+1 Returning Trident +11/+6 (1d8+7, x2)
Mithral Breastplate , Buckler (+5 Armor, +1 Shield)
Abilities Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14
Condition .
Skills: Climb 7, Concentration 19, Diplomacy 11, Intimidate 11, Jump 7, Swim 16, Martial Lore 6
Languages: Common, Aquan
Traits: Focused
Flaws: Code of Arms , Pride of Arms
Feats: 1st: Discipline, Weapon Focus (Trident), Skill Focus (Concentration) (Flaw), Sudden Recovery (flaw) 3rd: Brutal Throw 5th: Blade Meditation (Concentration) 6th: Weapon Spec: Trident
Class Abilities : Battle Clarity (Ex) , Weapon Aptitude (Ex) , Improved Uncanny Dodge (Ex), Battle Ardor (Ex)

Blade Magic

Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven
Manuevers Known: 1st: Moment of Perfect Mind , Sapphire Nightmare Blade , Steel Wind , Stone Bones 2nd: Mountain Hammer , Battle Leader's Charge 3rd: Insightful Strike
Stances Known: 1st: Stonefoot Stance , 4th: Hunter's Sense
Readied: Insightful Strike, Mountain Hammer, Battle Leader's Charge, Stone Bones

Divine Domain

Blackwater Domain
Granted Powers: You are immune to pressure damage from descending into even the greatest oceanic depths.
1st - Cause Fear
2nd - Pressure Sphere
3rd - Evard's Black Tentacles
4th - Transformation of the Deeps
5th: - Blackwater Tentacle
6th - Blackwater Taint
7th - Dark Tide
8th - Maelstrom
9th - Doom of the Seas

Inventory


Atlantean Mithral Breastplate 4350 Gp
+1 Pearl Trident 12,815 Gp
Alchemical Silver Trident 105 gp

Backpack (2 GP) 2lbs
Everlasting Rations (350 gp)
Replenishing Skin (1,000 Gp)
Angel Radiance (20 GP) {BoED}: Torchlight in a vial, worn as necklace
10 Pieces of Chalk (0.1GP)
Piton x5 (0.5 GP) 2.5lbs
Bell (1 GP)
Map/Scrollcase (1 GP)
Flint and Steel (1 GP)
Fishing Tackle (20 GP) {AEG} 5lbs: Fishing gear, +1 Fishing
Inkpens x8 (0.8 GP)
Ink (8 GP)
Silk Rope 50' (10 GP) 5lb
Sealing Wax (1 GP) 1lb
Grappling hook (1 GP) 4lbs

Balance: 396 Gp, 1sp

 

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