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Профессиональный Документы
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Ranger/Scout/Swordsage
CLASS
Human
RACE
Medium
SIZE
Female
GENDER
CN
ALIGNMENT DEITY
1/5/5
LEVEL ABILITY NAME ABILITY SCORE ABILITY MODIFIER
Humanoid(human)
TYPE TEMP. SCORE TEMP. MODIFIER
16
AGE TOTAL
5'3"
HEIGHT
110 lbs
WEIGHT WOUNDS
Blue
EYES
Reddish brown
HAIR NON-LETHAL DAMAGE SPEED
STR
STRENGTH
14 20 13 16 14 10
+2 +5 +1
HP
HIT POINTS
87 23
TOTAL
45 ft/x4
=
DEX
DEXTERITY
AC
ARMOR CLASS
10
5
ARMOR BONUS
0
SHIELD BONUS
5
DEX MODIFIER
CLASS SKILLS
0
SIZE MODIFIER
1
NATURAL ARMOR
0
DEFLECT BONUS
2
MISC. BONUS ARMOR CHECK PENALTY DAMAGE REDUCTION
CON
CONSTITUTION
TOUCH
INT
INTELLIGENCE
+3 +2 +0
TOTAL BASE SAVE ABILITY MODIFIER
ARMOR CLASS
17
FLAT-FOOTED
ARMOR CLASS
23
+
SKILLS
SKILL NAME KEY ABILITY SKILL MODIFIER
MAX RANKS:
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
ABILITY MODIFIER
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
RANKS
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
MISC. BONUS
INITIATIVE WIS
WISDOM
+8
TOTAL
5
DEX MODIFIER
3
MISC. BONUS
Appraise
Balance
INT DEX* CHA STR* CON INT CHA INT CHA DEX* INT CHA WIS DEX* CHA STR* INT WIS DEX* CHA WIS DEX INT WIS WIS WIS STR** DEX* DEX
CHA
CHARISMA
Bluff
BASE ATTACK
MISC. BONUS TEMP. MODIFIER
+7/+2
CONDITIONAL MODIFIERS
SAVING THROWS
FORTITUDE
CONSTITUTION
+6 +15 +7 +8
TOTAL
= = =
4 10 5 7
BASE ATTACK
+ + +
1 5 2 2
STR MODIFIER
+ + +
1 0 0 0
SIZE MODIFIER
+ + +
Diplomacy
Disable Device
REFLEX
DEXTERITY
Disguise
Escape Artist
WILL
WISDOM
GRAPPLE
MODIFIER
-1
MISC. BONUS
SPELL RESISTANCE
TOTAL
MELEE
ATTACK BONUS
+8/+3 +11/+6
TOTAL ATTACK BONUS
= =
7 7
+ +
2 5
+ +
0 0
+ +
-1 -1
+ +
RANGED
ATTACK BONUS
ATTACK 1
Sense Motive
+2 Kukri
RANGE WEIGHT TYPE
+11/+6
SIZE
1d4+4
SPECIAL PROPERTIES
15-20/x2
Skill Tricks
Spot Survival Swim
0 ft
3 lb
ATTACK 2
Medium
AMMUNITION TOTAL ATTACK BONUS
One-handed
DAMAGE CRITICAL
Iklen
RANGE WEIGHT TYPE
+11/+6
SIZE
1d4+4
SPECIAL PROPERTIES
18-20/x2
3 14 0 9 15 3 0 17 0 5 3 0 2 19 0 19 10 21 17 0 4 5 16 2 0 16 10 2 20 5
3 5 0 2 1 3 0 3 0 5 3 0 2 5 0 2 3 2 5 0 2 5 3 2 0 2 2 2 5 5
0 7 0 7 14 0 0 14 0 0 0 0 0 14 0 11 5 14 12 0 1 0 13 0 2 14 6 0 13 0
0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 6 2 5 0 0 1 0 0 0 0 0 2 0 2 0
0 ft
3 lb
ATTACK 3
Medium
AMMUNITION TOTAL ATTACK BONUS
One-handed
DAMAGE CRITICAL
= = = = = = = = = = =
+12/+7
SIZE
1d6+2
SPECIAL PROPERTIES
20/x3
70 ft
2 lb
ATTACK 4
Medium
AMMUNITION TOTAL ATTACK BONUS
Two-handed
DAMAGE CRITICAL
Unarmed Strike
RANGE WEIGHT TYPE
+9/+4
SIZE
1d3+2
SPECIAL PROPERTIES
20/x2
0 ft
0 lb
ATTACK 5
Medium
AMMUNITION TOTAL ATTACK BONUS
One-handed
DAMAGE CRITICAL
= = = = = = = = = =
Ray
RANGE WEIGHT TYPE
+11/+6
SIZE
*
SPECIAL PROPERTIES
20/x2
0 ft
0 lb
ATTACK 6
Medium
AMMUNITION TOTAL ATTACK BONUS
Two-handed
DAMAGE CRITICAL
RANGE
WEIGHT
TYPE
SIZE
SPECIAL PROPERTIES
AMMUNITION
= = = = =
1
This skill can be used even if the character has zero skill ranks. This skill is a class skills for at least one of your classes. * Armor check penalty, if any, applies. ** Double the armor check penalty.
+2 Studded Leather
ACP SPELL FAILURE SPEED
Light
WEIGHT
+5
SPECIAL PROPERTIES
+5
+0
15%
45
20
SHIELD/PROTECTIVE ITEM
ARMOR BONUS
SPECIAL PROPERTIES
OTHER POSSESSIONS
ITEM
Wgt
ITEM
Wgt
100 GP
antigrav
arrows
RACIAL ABILITIES Base land speed of 30 feet. Bonus Feat: 1st level bonus feat Favored Class: Any CLASS ABILITIES Proficient in light armor, and all shields (except tower shields) Proficient with all simple and martial weapons. Uncanny Dodge(Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker. Trackless Step(Ex): You leave no trail in natural surroundings; and cannot be tracked unless you choose to. Evasion(Ex): On a successful Reflex save against a magical attack; you take no damage. Fast Movement(Ex): Your speed increases (limited by armor and encumbrance) Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures; you gain the listed bonus to Bluff; Listen; Sense Motive; Spot; and Survival checks; as well as weapon damage rolls. > Undead (+4 bonus) > Construct (+2 bonus) Trapfinding(Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps. Skirmish(Ex): For any round in which you move at least 10', you gain 2d6 damage and a +1 competence bonus to AC. Battle Fortitude(Ex): You gain a +1 competence on Fortitude saves and initiative checks. Spiritual Connection : You can use speak with animals and speak with plants, as the spells (caster level 1). You can use any combination of these effects up to three times per day. Quick to act(Ex): Initiative bonus +2. Discipline Focus: (Tiger Claw; Tiger Claw) > Weapon Focus(Ex): Pick a discipline you have at least one maneuver in. Each time you have Discipline focus, gain weapon focus for discipline related weapons, +2 Martial Lore checks for discipline that has discipline focus (does not stack). > Insightful Strike(Ex): Pick a discipline you have at least one maneuver in each time you have Discipline focus, add wisdom mod to damage whenever you execute a discipline strike, +2 Martial Lore checks for discipline that has discipline focus (does not stack) FEATS Mobility(PH 98) : +4 dodge bonus to AC against some attacks of opportunity. Spring Attack(PH 100) : Move before and after melee attack. Track(PH 101) : Use Survival skill to track. Weapon Focus(PH 102) (Kukri; Kama; Handaxe; Greataxe; Unarmed Strike) : +1 bonus on attack rolls with selected weapon. Improved Skirmish(CS 78) : Move 20ft to gain +2d6 points of damage and +2 to AC. Swift Hunter(CS 81) : Ranger and Scout levels stack for skirmish bonuses and favored enemies. Expeditious Dodge(RW 150) : Move >=40 ft and gain +2 dodge to AC until next turn. Adaptive Style(ToB 28) : Change readied maneuvers in 1 round instead of 5 minutes. SKILL TRICKS Point it Out (Mental)(Pg 88) : Grant ally a free Spot check to see something you've spotted. Extreme Leap (Movement)(Pg 86) : Horizontal jump of at least 10 feet allows 10 extra feet of movement that round. MANEUVERS Swordsage - Initiator Level: 8 Known: 10 Readied: 6 Stances: 3 > Moment of Perfect Mind (Diamond Mind) (Counter Level 1) (Pg 64) : Use Concentration check in place of Will save. > Counter Charge (Setting Sun) (Counter Level 1) (Pg 71) : Ruin charge attack, force charging foe to move away from you. > Feigned Opening (R) (Setting Sun) (Counter Level 3) (Pg 72) : As an immediate action, provoke an attack, then counter. > Shadow Blade Technique (R) (Shadow Hand) (Strike Level 1) (Pg 78) :
20
Has consumed a longevity potion, halving her aging rate. Move 10ft get +2d6 +1ac Move 20ft get +4d6 +3ac Move 40ft get +4d6 +5ac
1 2 3 4 5 6 7 8 9 # # LIFT OVER HEAD # # # # # # # # # LIFT OFF GROUND PUSH DRAG LIGHT LOAD MED LOAD HEAVY LOAD buking Check Most Powerful Undead Affected(Max HD) # of HD Turned/Rebuked Times/Day Used
CARRYING INFO
TURN/REBUKE ATTEMPTS
58
116
175
175
350
875
2d6 If your cleric level is double the HD of the undead or more, the undead are destroyed/commanded rather than turned/rebuked. Dispelling rebuking/turning works like turning/rebuking, but you must equal or exceed the check result of the cleric who rebuked/turned.
SPECIAL ABILITIES/FEATS
RACIAL ABILITIES Base land speed of 30 feet. Bonus Feat: 1st level bonus feat Favored Class: Any CLASS ABILITIES Proficient in light armor, and all shields (except tower shields) Proficient with all simple and martial weapons. Uncanny Dodge(Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker. Trackless Step(Ex): You leave no trail in natural surroundings; and cannot be tracked unless you choose to. Evasion(Ex): On a successful Reflex save against a magical attack; you take no damage. Fast Movement(Ex): Your speed increases (limited by armor and encumbrance) Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures; you gain the listed bonus to Bluff; Listen; Sense Motive; Spot; and Survival checks; as well as weapon damage rolls. Undead (+4 bonus) Construct (+2 bonus) Trapfinding(Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps. Skirmish(Ex): For any round in which you move at least 10', you gain 2d6 damage and a +1 competence bonus to AC. Battle Fortitude(Ex): You gain a +1 competence on Fortitude saves and initiative checks. Spiritual Connection : You can use speak with animals and speak with plants, as the spells (caster level 1). You can use any combination of these effects up to three times per day. Quick to act(Ex): Initiative bonus +2. Discipline Focus: (Tiger Claw; Tiger Claw) Weapon Focus(Ex): Pick a discipline you have at least one maneuver in. Each time you have Discipline focus, gain weapon focus for discipline related weapons, +2 Martial Lore checks for discipline that has discipline focus (does not stack). Insightful Strike(Ex): Pick a discipline you have at least one maneuver in each time you have Discipline focus, add wisdom mod to damage whenever you execute a discipline strike, +2 Martial Lore checks for discipline that has discipline focus (does not stack) FEATS Mobility(PH 98) : +4 dodge bonus to AC against some attacks of opportunity. Spring Attack(PH 100) : Move before and after melee attack. Track(PH 101) : Use Survival skill to track. Weapon Focus(PH 102) (Kukri; Kama; Handaxe; Greataxe; Unarmed Strike) : +1 bonus on attack rolls with selected weapon. Improved Skirmish(CS 78) : Move 20ft to gain +2d6 points of damage and +2 to AC. Swift Hunter(CS 81) : Ranger and Scout levels stack for skirmish bonuses and favored enemies. Expeditious Dodge(RW 150) : Move >=40 ft and gain +2 dodge to AC until next turn. Adaptive Style(ToB 28) : Change readied maneuvers in 1 round instead of 5 minutes. SKILL TRICKS Point it Out (Mental)(Pg 88) : Grant ally a free Spot check to see something you've spotted. Extreme Leap (Movement)(Pg 86) : Horizontal jump of at least 10 feet allows 10 extra feet of movement that round. MANEUVERS Swordsage - Initiator Level: 8 Known: 10 Readied: 6 Stances: 3 Moment of Perfect Mind (Diamond Mind) (Counter Level 1) (Pg 64) : Use Concentration check in place of Will save. Counter Charge (Setting Sun) (Counter Level 1) (Pg 71) : Ruin charge attack, force charging foe to move away from you. Feigned Opening (R) (Setting Sun) (Counter Level 3) (Pg 72) : As an immediate action, provoke an attack, then counter. Shadow Blade Technique (R) (Shadow Hand) (Strike Level 1) (Pg 78) : Roll two attacks, use lower result to deal bonus cold damage. Shadow Jaunt (Shadow Hand) (Level 2) (Pg 79) : Teleport 50 ft. through shadows as standard action Shadow Garrote (R) (Shadow Hand) (Strike Level 3) (Pg 78) : Ranged touch attack deals 5d6 points of damage. Mountain Hammer (Stone Dragon) (Strike Level 2) (Pg 84) : Deal +2d6 damage, overcome DR and hardness. Sudden Leap (R) (Tiger Claw) (Boost Level 1) (Pg 89) : Jump as a swift action. Wolf Fang Strike (R) (Tiger Claw) (Strike Level 1) (Pg 90) : Attack with two weapons. Death From Above (R) (Tiger Claw) (Strike Level 4) (Pg 86) : Leap into air, attack foe from above, deal +4d6 damage. Child of Shadow (Shadow Hand) (Stance Level 1) (Pg 76) : You gain concealment as long as you move. Dance of the Spider (Shadow Hand) (Stance Level 3) (Pg 76) : You climb walls like a spider. Hunter's Sense (Tiger Claw) (Stance Level 1) (Pg 88) : Gain scent.