Name: Lissadar d'Phiarlan
(http://www.wizards.com/dnd/images/pc_portraits/Swashbucklers_008.jpg)
Klassen: Rogue 3/Swordsage 3 CR 6
Rassen: Elf
Gesinnung: CG
Gottheit: Sovereign Host
Größenkat.: M
Init: +6
Senses: Listen +5, Spot +5
Sprachen: Common, Elven, Gnome, Draconic
AC: 21 (5 Dex, 5 Mithral Chain Shirt +1, 3 Wisdom) Touch 18, Flat-footed 17
hp: 29:(6HD): 6+2d6+3d8
Immunitäten: Sleep spells and effects (elf)
Resist:
SR:
PR:Fort+ 2 ,
Ref+ 11,
Will+7
Speed ft. 30 (6 squares)
Melee: +11 Shortsword +1, 1d6+6
Ranged: +9 Longbow 1d8
Base Attack: +4 Grap +3
Attack Options: Strikes, Stances, Sneak Attack
Erfahrungspunkte: 16.000/21.000 (Stand: 26.07.07)
Actions-Point: 6
Action Dice: 1d6
Special Attacks: Strikes, Sneak Attack 2d6
Combat Gear: Shortsword, Leather armor
Maneuvers prepared (IL 4):
Spoiler (Anzeigen)
Desert Wind (Boost)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: 30 ft.
Effect: One summoned fire elemental
Duration: End of turn
A wave of heat sweeps over the area, forms a small dust funnel, and ignites into flame next to your foe.
This boost allows you to conjure a Small fire elemental (MM 99) to threaten your enemy, providing you or an ally with the benefit of a flanking position. You can use this ability to place the elemental in any space within range. The elemental remains until the end of your current turn. It threatens all creatures within its reach. It takes no actions or attacks of opportunity during your turn.
This maneuver is a supernatural ability.
Spoiler (Anzeigen)
Setting Sun (Counter)
Level: Swordsage 1
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
With a quick sidestep, you send a charging opponent sprawling.
With this counter, you can attempt to redirect a creature that intends to make a charge attack against you. Immediately before the creature makes its charge attack, make your choice of an opposed Strength or Dexterity check against it. The target makes its check using the same ability you chose for your check.
If you are of a larger size category than the attacking creature, you use your superior bulk to redirect your foe and gain a +4 bonus on your Strength check (if you opt for a Strength check). If you are of a smaller size category, you use leverage, misdirection, and trickery to gain a +4 bonus on your Dexterity check (if you use that option).
If you succeed on the Strength or Dexterity check, the creature does not get to attack you. You can then move it up to 2 squares in a direction of your choice away from you.
If you fail the Strength or Dexterity check, the creature gains a +2 bonus on its charge attack, in addition to the normal +2 bonus from taking the charge attack action.
Spoiler (Anzeigen)
Shadow Hand (Teleportation)
Level: Swordsage 2
Initiation Action: 1 standard action
Range: 50 ft.
Target: You
A cloud of shadow energy engulfs you, spins into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the battlefield and expels you f
As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect.
Spoiler (Anzeigen)
Shadow Hand (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy. As you make your attack, both your true weapon and the illusion slash at your foe.
This maneuver allows you to create a mystical double of your weapon. As you attack, your foe must decide which weapon to defend against. In most cases, the illusory weapon distracts your foe and allows your true attack to hit. In some cases, both attacks strike home. In this case, the shadow blade discharges its magic and imbues your attack with cold energy.
As part of this maneuver, you make a single melee attack against an opponent. Unlike on a normal attack, you roll 2d20 and select which of the two die results to use. If you use the higher die result, resolve your attack as normal. (Your mystic double misses, but your true attack might hit.) If you use the lower die result, or if both die results are the same, your attack deals an extra 1d6 points of cold damage as both the mystic double’s attack and your true weapon strike home.
This maneuver is a supernatural ability.
Spoiler (Anzeigen)
Cloak of Deception
Dance of the Spider
Shadow Hand (Boost)
Level: Swordsage 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible.
When you initiate this maneuver, you turn invisible, as the greater invisibility spell (PHB pg. 245). You remain invisible until the end of your current turn.
This maneuver is a supernatural ability.
Spoiler (Anzeigen)Abilites Str 8, Dex 21, Con 10, Int 14, Wis 16 Cha 12
SQ:
Feats: Weapon Finesse, Shadow Blade (TB, Dex auf Schaden mit Shadow Hand Waffen), Least Dragonmark: Mark of Shadows (Darkness 1/day), Weapon Focus (Shadow Hand weapons)
Skills:
Bluff +7, Climb +14, Concentration +3, Disguise +7, Hide +14, Knowledge (Nobility and royalty) +5, Move Silently +16, Open Lock +11, Perform +7, Sense Motive +6, Sleight of Hand +11, Swim +2, Tumble +14
Skill Tricks:
Second Impression (Bluff to reestablish disguise), Corner Perch (hands free for one turn while climbing corner or chimney), Nimble Stand (No AoO when standing up from prone)
Spoiler (Anzeigen)Possessions:
Backpack (2GP)
Glass Wine Bottle (2 GP)
Caltrops (1 GP)
Grappling Hook (1 GP)
Lantern, Hooded (7 GP)
Manacles, Masterwork (50 GP)
Oil, pint (0.1 GP)
Paper, 5 sheets (2 GP)
Rope, Silk (10 GP)
Signet Ring (5 GP)
Vial, Ink (1 GP)
Longbow (75 GP)
40 arrows (2GP)
Acid Flask (10 GP)
Alchemists Fire (20 GP)
Antitoxin (50 GP)
Holy Water (25 GP)
Smokestick (20 GP)
5 Tindertwigs (5 GP)
Magische Gegenstände:
Shortsword +1 (2310 GP)
Mithral Chainshirt +1 (2100 GP)
Boots of Elvenkind (2500 GP)
Potions:
Cure Light Wounds 4x (250 GP)
Darkvision (300 GP)
Restgeld:
101 Galifar
Bekannte Manöver:1:
Desert Wind: Spoiler (Anzeigen)
Desert Wind (Boost)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: 30 ft.
Effect: One summoned fire elemental
Duration: End of turn
A wave of heat sweeps over the area, forms a small dust funnel, and ignites into flame next to your foe.
This boost allows you to conjure a Small fire elemental (MM 99) to threaten your enemy, providing you or an ally with the benefit of a flanking position. You can use this ability to place the elemental in any space within range. The elemental remains until the end of your current turn. It threatens all creatures within its reach. It takes no actions or attacks of opportunity during your turn.
This maneuver is a supernatural ability.
Spoiler (Anzeigen)
Desert Wind (Boost)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
A warm breeze swirls about you as you move speedily away.
The desert wind envelops you and carries you across the battlefield, giving you a burst of speed to move around and through your enemies. Until the end of your turn, you gain a +10-foot enhancement bonus to your land speed.
Diamond MInd: Spoiler (Anzeigen)
Diamond Mind (Strike)
Level: Swordsage 1, 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, maneu-vers 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.
Setting Sun: Spoiler (Anzeigen)
Setting Sun (Counter)
Level: Swordsage 1
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
With a quick sidestep, you send a charging opponent sprawling.
With this counter, you can attempt to redirect a creature that intends to make a charge attack against you. Immediately before the creature makes its charge attack, make your choice of an opposed Strength or Dexterity check against it. The target makes its check using the same ability you chose for your check.
If you are of a larger size category than the attacking creature, you use your superior bulk to redirect your foe and gain a +4 bonus on your Strength check (if you opt for a Strength check). If you are of a smaller size category, you use leverage, misdirection, and trickery to gain a +4 bonus on your Dexterity check (if you use that option).
If you succeed on the Strength or Dexterity check, the creature does not get to attack you. You can then move it up to 2 squares in a direction of your choice away from you.
If you fail the Strength or Dexterity check, the creature gains a +2 bonus on its charge attack, in addition to the normal +2 bonus from taking the charge attack action.
Shadow Hand: Spoiler (Anzeigen)
Shadow Hand (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial
Your weapon transforms into solid darkness. When it strikes home, it discharges in a swirling orb of shadow that engulfs your foe’s eyes.
As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 1d6 points of damage, and your opponent must make a successful Fortitude save (DC 11 + your Wis modifier) or suffer a 20% miss chance on all melee and ranged attacks for 1 round. A successful save negates the miss chance, but not the extra damage.
This maneuver is a supernatural ability.
Spoiler (Anzeigen)
Shadow Hand (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy. As you make your attack, both your true weapon and the illusion slash at your foe.
This maneuver allows you to create a mystical double of your weapon. As you attack, your foe must decide which weapon to defend against. In most cases, the illusory weapon distracts your foe and allows your true attack to hit. In some cases, both attacks strike home. In this case, the shadow blade discharges its magic and imbues your attack with cold energy.
As part of this maneuver, you make a single melee attack against an opponent. Unlike on a normal attack, you roll 2d20 and select which of the two die results to use. If you use the higher die result, resolve your attack as normal. (Your mystic double misses, but your true attack might hit.) If you use the lower die result, or if both die results are the same, your attack deals an extra 1d6 points of cold damage as both the mystic double’s attack and your true weapon strike home.
This maneuver is a supernatural ability.
2:
Shadow Hand:Spoiler (Anzeigen)
Cloak of Deception
Dance of the Spider
Shadow Hand (Boost)
Level: Swordsage 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible.
When you initiate this maneuver, you turn invisible, as the greater invisibility spell (PHB pg. 245). You remain invisible until the end of your current turn.
This maneuver is a supernatural ability.
Spoiler (Anzeigen)
Shadow Hand (Teleportation)
Level: Swordsage 2
Initiation Action: 1 standard action
Range: 50 ft.
Target: You
A cloud of shadow energy engulfs you, spins into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the battlefield and expels you f
As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect.
Stances:
Spoiler (Anzeigen)
Shadow Hand (Stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As you move, shadows flutter and swarm around you. Even under the bright desert sun, you are difficult to spot as long as you remain in motion.
As an initiate of the Shadow Hand school, you learn to channel and control dark, shadowy energies. This energy flows around you like a concealing robe, hiding you from your opponents as they attempt to strike you.
If you move at least 10 feet during your turn, you gain concealment against all melee and ranged attacks until the start of your next turn. You also gain the standard benefits of concealment, but you cannot use this stance to hide in plain sight; you must still use some other terrain feature that normally allows you to use the Hide skill. The fluttering shadows make it difficult to specifically target you, but your enemies are aware of your position.
This maneuver is a supernatural ability.
Spoiler (Anzeigen)
Shadow Hand (Stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You cloak yourself in a swirling nimbus of shadow energy. These shadows spin and flow around you, preventing any creature near you from being able to anticipate your attacks.
Your turn your enemies’ strengths against them, improving your combat ability as well as that of an ally. When you and a comrade move to attack an opponent, you time your attacks and position yourself to frustrate your opponent’s defenses.
If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You can gain this benefit against mul-tiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures.
Spoiler (Anzeigen)
Fähigkeiten:
Evasion, Sneak Attack 2d6, Trap Sense +1, AC bonus, Quick to act +1
Volksmerkmale:
* +2 Dexterity, -2 Constitution.
* Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
* Elf base land speed is 30 feet.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
* +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
* Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
* Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.