Vesuvio, Old
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BASICS
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CharacterVesuvio MonteverdiCurrent HP55Initiative6Age19Languages
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PlayerMikeMax HP (d12)55Dexterity2GenderMaleCommon
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Improved Initiative4Height6'3"Dwarven
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RaceHumanWeight225Elven
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ClassWarbladeCurrent Speed30HairBrownHalfling
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Level5Temporary HP0Arcane Failure25%EyesBrown
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Nonlethal Damage0Damage Reduction0SkinWhiteReligion
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AlignmentChaotic GoodInspire CourageOffHandRightAtheist
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AbilityScoreModifierBaseLevelTemp.--SavesBonusStatBaseInsight-Courage
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STR173161Fortitude624
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DEX14214Reflex6213
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CON14214Will0-11
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INT16316
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WIS8-18Notes
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CHA8-18Battle Clarity - no insight bonus when flat-footed
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COMBAT
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DefenseACBaseDEXDodgeArmorShield--CoverGearNameACMax DEXACPSpell FailSpeedTypeMaterialHardHP
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Armor1610240ArmorMW Chain Shirt44-120%30LightMetal1020
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Flat1610240ShieldDarkwood Buckler0005%-LightWood57
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Touch12102NotesUncanny Dodge - keep DEX if flat-footed
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WeaponsAttackDamageQuality
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NameAttackDamageBABStatEnhanceExpertManeuverMoraleBaseStatManeuver-MoraleCrit.RangeTypeAmmoCategory
Hard
HP
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Rapier, Masterwork91d6+45311d63118/x2-P-Martial 1H105
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Darkwood Buckler81d3+4531d331x2-B-Simple 1H57
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Dagger (Melee)81d4+4531d43119/x2-P/S-Simple Light102
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Dagger (Thrown)71d4+4521d43119/x210 ft.P/S1Simple Light102
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Light Crossbow31d8+152-41d8-119/x210 ft.P10Simple Ranged105
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Notesconfirm crit +3 from battle ardor
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BLADE MAGIC
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ManeuversLevelTypeSchoolInitiatorDescription
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Momento d'Animo Perfetto1CounterDiamond1You 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.Moment of Perfect Mind
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Lama Incubo Zaffiro1StrikeDiamond1You 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.Sapphire Nightmare Blade
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Balzo Improvviso2BoostTiger1You 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.Sudden Leap
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Muro di Lame3CounterIron2When an enemy makes a melee or ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding. Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You can’t use this maneuver if you are denied your Dexterity bonus to AC against your attacker. You can decide to use this ability after you learn the result of your opponent’s attack.Wall of Blades
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Artiglio alla Luna4StrikeTiger2As part of this maneuver, you attempt a Jump check to leap into the air and make a melee attack that targets your foe’s upper body, face, and neck. The Jump check’s DC is equal to your target’s AC. If this check succeeds, your attack deals an extra 2d6 points of damage. If this attack threatens a critical hit, you gain a +4 bonus on your roll to confirm the critical hit. If your check fails, you can still attack, but you do not deal extra damage or gain a bonus on a roll to confirm a critical hit. The maneuver is still considered expended.Claw at the Moon
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Aumento Cuore di Ferro5OtherIron3When you use this maneuver, select one spell, effect, or other condition currently affecting you and with a duration of 1 or more rounds. That effect ends immediately. You also surge with confidence and vengeance against your enemies, gaining a +2 morale bonus on attack rolls until the end of your next turn.Iron Heart Surge
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StancesLevelTypeSchoolInitiatorDescription
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Posizione Punire1StanceIron1While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.Punishing Stance
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Sangue nell'Acqua4StanceTiger1When 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 one minute without achieving a critical hit, the stance ends and the bonus disappears.Blood in the Water
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ReplacedLevelTypeSchoolInitiatorDescription
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Wolf Fang Strike1StrikeTiger1Replaced at level 4 by Claw at the Moon
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ABILITIES
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FeatsLevelDescriptionSource
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Adaptive StyleHumanYou can change your readied maneuvers at any time by taking a full-round action. ToB
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Combat ExpertiseFlawWhen you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.PHB
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Sudden Recovery1Once per day as a swift action, you can instantly recover an expended maneuver. It is now ready again.Tob
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Deadly Defense3When fighting defensively, you deal an extra 1d6 points of damage with any light weapon or with any weapon to which the Weapon Finesse feat applies (such as a rapier, spiked chain, or whip).
This feat’s benefit applies only when you are unarmored or wearing light armor and not using a shield. If you have the Combat Expertise feat, you also gain the benefit of Deadly Defense when taking a penalty of at least –2 on your attack roll from that feat.
CS
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Improved Initiative5You get a +4 bonus on initiative checks.PHB
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Traits/FlawsLevelDescription
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Focused1You gain a +1 bonus on Concentration checks. You take a -1 penalty on Spot checks and Listen checks.
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Inattentive1You take a -4 penalty on Listen checks and Spot checks.
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Skill TricksLevelDescription
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Extreme Leap2If you make a horizontal jump of at least 10 feet during your turn, you can spend a swift action to move an additional 10 feet on that turn.
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Nimble Charge3You can run or charge across a difficult surface without needing to make a Balance check (PH 67).
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Twisted Charge5When you charge, you can make one turn of up to 90 degrees during your movement. You can’t move more than your speed as part of this charge. All other restrictions on charges still apply, and you must have line of sight to the opponent at the start of your turn.
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Warblade FeaturesDescription
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ProficiencyYou are proficient with simple and martial melee weapons (including those that can be used as thrown weapons), light and medium armor, and all shields except tower shields.
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ManeuversYou 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. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by warblades is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels, as shown on Table 1–3. You must meet a maneuver’s prerequisite to learn it. See Table 3–1, page 39, to determine the highest-level maneuvers you can learn. Upon reaching 4th level, and at every even-numbered warblade level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You can swap only a single maneuver at any given level.
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Maneuvers ReadiedYou can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below). You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
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Stances KnownYou begin play with knowledge of one 1st level stance from any discipline open to warblades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
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Battle Clarity (Ex)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.
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Weapon Aptitude (Ex)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. 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. 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.
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Uncanny Dodge (Ex)At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized.
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Battle Ardor (Ex)Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.
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Bonus FeatAt 5th level, you gain a bonus feat from the list given below. You must meet the prerequisite for the feat you select. Every four levels thereafter (at 9th, 13th, and 17th level), you choose another bonus feat from the list. Acrobatic, Agile, Athletic, Blade Meditation, Blind-Fight, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Ironheart, Lightning Reflexes, Quick Draw, Run, Stone Power, Tiger Blooded, Unnerving Calm, White Raven Defense.
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