Post by Cadic's Devoted on Feb 6, 2008 23:03:03 GMT -5
Player name: Nick Wassmer
Character Name: Leon Dragos Belmont
Aliases:
Race: Human
Classes: Warblade 5/Lasher 3
Alignment: C-G
Occupation: Monster Hunter
HP: 114
AC: 18
BAB: +8
Appearance:castlevania.classicgaming.gamespy.com/Images/Scans/LoI/castle13.jpg
castlevania.classicgaming.gamespy.com/Images/Scans/LoI/leon7.jpg
castlevania.classicgaming.gamespy.com/Images/Scans/LoI/leon4.jpg
History: To Come
Other notes: To Come
STR: 18+2(Item)=20
DEX: 15+1(Item)=16
CON: 15+1(level)=16
INT: 17+1(level)=18
WIS: 15
CHA: 15
Fort: 5+3=+8
Reflex: 4+3+4=+11
Will: 2+2=+4
Feats:
BackGround: Fearless
Human:EWP Whip
1: Weapon Focus Whip
3: Power Attack
WB: Quick Draw
6: Combat Reflexes
Skills:
Abilities:
Battle Clarity (Int to Reflex)
Weapon Aptitude
Uncanny Dodge
Battle Ardor (+Int to confirm Crits)
+1d6 Whip Sneak Attack
Close Combat
Wound
Whip Lash
Improved Trip
Third hand
Crack of Fate (-2 to all attacks, +1 attack)
Spells:
6 Maneuvers Known
4 Maneuvers Readied
2 Stances Known
Maneuvers Known:
Moment of Perfect Mind [Diamond 1]Counter. Make Concentration Check inplace of Will Save. 1 does not auto fail.
Steel Wind [Iron 1] Strike. Standard Action. 2 Melee attacks against different foes. Resolve seperately.
Leading the Attack [White 1] Strike. If hits, allies gain +4 to hit against that creature for 1 round.
Wall of Blades [Iron 2] Counter. Make opposed attack roll, may use in place of AC if higher.
Tactical Strike [White 2] Strike. If hits +2d6 damage, Adjacent allies can take 5 foot steps that do not provoke.
Iron Heart Surge [Iron 3] Standard action. Choose one Spell, Effect, or other condition currently affecting you with a duration of 1 or more rounds. That effect ends immediately. +2 to attack rolls till end of next turn.
Maneuvers Commonly Readied:
Moment of Perfect Mind
Wall of Blades
Iron Heart Surge
Tactical Strike
Usually in Leading the Charge unless otherwise noted.
Stances Known:
Leading The Charge [White 1] Allies gain +6 to Damage when starting charge attacks within 60 ft of me.
Punishing Stance [Iron 1] +1d6 to all my attacks. -2 to my AC.
Equipment
Body: +1 Styptic Mithral Chain Shirt
Head:
Face:
Neck:
Arms:
Hands: Gloves of Dex +1
Feet: Boots of Agile Leaping and Falling
Back:
Torso:
Waist: Belt of Giant Str +2
Rings:
300 GP worth of Adventuring Eq.
Weapon: +1 Holy Mighty (+5) Alchemical Whip W/ Least True Death Crystal attached.
Money:100 GP
Edit: Realized I couldnt have Hunter's Sense, because I didnt know any other Tiger Claw maneuvers. Didnt want to learn any, so I switched it out for the White Raven stance, Leading the Charge. Edited as such.
Also put in what each maneuver and stance did.
Character Name: Leon Dragos Belmont
Aliases:
Race: Human
Classes: Warblade 5/Lasher 3
Alignment: C-G
Occupation: Monster Hunter
HP: 114
AC: 18
BAB: +8
Appearance:castlevania.classicgaming.gamespy.com/Images/Scans/LoI/castle13.jpg
castlevania.classicgaming.gamespy.com/Images/Scans/LoI/leon7.jpg
castlevania.classicgaming.gamespy.com/Images/Scans/LoI/leon4.jpg
History: To Come
Other notes: To Come
STR: 18+2(Item)=20
DEX: 15+1(Item)=16
CON: 15+1(level)=16
INT: 17+1(level)=18
WIS: 15
CHA: 15
Fort: 5+3=+8
Reflex: 4+3+4=+11
Will: 2+2=+4
Feats:
BackGround: Fearless
Human:EWP Whip
1: Weapon Focus Whip
3: Power Attack
WB: Quick Draw
6: Combat Reflexes
Skills:
Skill | Modifier |
Appraise | +4 |
Balance | +9 |
Bluff | +2 |
Climb | +11 |
Concentration | +9 |
Craft ( Leather Working ) | +8 |
Craft ( ) | +4 |
Craft ( ) | +4 |
Decipher Script | +4 |
Diplomacy | +2 |
Disable Device | +4 |
Disguise | +2 |
Escape Artist | +9 |
Forgery | +4 |
Gather Information | +2 |
Handle Animal | +2 |
Heal | +2 |
Hide | +4 |
Intimidate | +13 |
Jump | +11 |
Knowledge (History) | +12 |
Knowledge (Local) | +6 |
+4 | |
Listen | +2 |
Move Silently | +4 |
Open Lock | +3 |
Ride | +3 |
Search | +4 |
Sense Motive | +2 |
Sleight of Hand | +3 |
Spot | +2 |
Survival | +2 |
Swim | +5 |
Tumble | +14 |
Use Rope | +5 |
Martial Lore | +10 |
Abilities:
Battle Clarity (Int to Reflex)
Weapon Aptitude
Uncanny Dodge
Battle Ardor (+Int to confirm Crits)
+1d6 Whip Sneak Attack
Close Combat
Wound
Whip Lash
Improved Trip
Third hand
Crack of Fate (-2 to all attacks, +1 attack)
Spells:
6 Maneuvers Known
4 Maneuvers Readied
2 Stances Known
Maneuvers Known:
Moment of Perfect Mind [Diamond 1]Counter. Make Concentration Check inplace of Will Save. 1 does not auto fail.
Steel Wind [Iron 1] Strike. Standard Action. 2 Melee attacks against different foes. Resolve seperately.
Leading the Attack [White 1] Strike. If hits, allies gain +4 to hit against that creature for 1 round.
Wall of Blades [Iron 2] Counter. Make opposed attack roll, may use in place of AC if higher.
Tactical Strike [White 2] Strike. If hits +2d6 damage, Adjacent allies can take 5 foot steps that do not provoke.
Iron Heart Surge [Iron 3] Standard action. Choose one Spell, Effect, or other condition currently affecting you with a duration of 1 or more rounds. That effect ends immediately. +2 to attack rolls till end of next turn.
Maneuvers Commonly Readied:
Moment of Perfect Mind
Wall of Blades
Iron Heart Surge
Tactical Strike
Usually in Leading the Charge unless otherwise noted.
Stances Known:
Leading The Charge [White 1] Allies gain +6 to Damage when starting charge attacks within 60 ft of me.
Punishing Stance [Iron 1] +1d6 to all my attacks. -2 to my AC.
Equipment
Body: +1 Styptic Mithral Chain Shirt
Head:
Face:
Neck:
Arms:
Hands: Gloves of Dex +1
Feet: Boots of Agile Leaping and Falling
Back:
Torso:
Waist: Belt of Giant Str +2
Rings:
300 GP worth of Adventuring Eq.
Weapon: +1 Holy Mighty (+5) Alchemical Whip W/ Least True Death Crystal attached.
Money:100 GP
Edit: Realized I couldnt have Hunter's Sense, because I didnt know any other Tiger Claw maneuvers. Didnt want to learn any, so I switched it out for the White Raven stance, Leading the Charge. Edited as such.
Also put in what each maneuver and stance did.