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Autumn Crow (Swashbuckler 3/Brawler 2//Swordsage 5)

Started by VySaika, March 19, 2014, 01:43:42 PM

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VySaika

Autumn Crow
Talstedi Dream Princess Swashbuckler 3/Brawler 2//Swordsage 5
Vain Good
Deity: Faith in the strength of the human spirit

"Female", age 25
5'5", 117 lb
Fair skin, light blue eyes, extremely long red hair

Stats:
HP: 37
AC: 21/18FF/17T (10+4 armor +3 dex +4 Wis)
Hero Points: 4

Str: 12 (+1)
Dex: 17 (+3)
Con: 15 (+2)
Int: 16 (+3)
Wis: 18 (+4)
Cha: 16 (+3)
App: 15 (+2)

Init: +5
Speed: 30 ft

Fort: 8
Refl: 10
Will: 10


Combat:
BAB: +5

Melee
Unarmed - +9, 1d6+4 damage. 20/x2. (Bludgeoning)
Spring's Step - +9, 1d6+5 damage. 20/x2. 10ft reach. (Bludgeoning)
Paired Fans - +7 and +7, 1d4+4 damage. 18-20/x2. (Slashing)

Ranged
*ahahahahahahaha*

Magic, Maneuvers, or Powers

Swordsage Maneuvers (Known 10, Readied 6)
Sapphire Nightmare Blade - Roll Concentration vs target's AC. If successful, enemy is flat footed and attack deals +1d6 damage.
Emerald Razor - Standard Strike. Make a single attack against Touch AC. Normal damage.
Insightful Strike - Standard Strike. Make a single attack, using Concentration check as damage.
Mighty Throw - Standard Strike. Move 15ft, then touch. Make a trip attack(+5 bonus) to throw opponent up to 10ft away.
Stone Bones - Standard Strike. Gain DR 5/Adamantine for 1 round after attacking.
Shadow Blade Technique - Standard Strike. Roll attack twice. If only one hits, the attack lands as normal. If both hit, +1d6 damage.
Wolf Fang Strike - Standard Strike. Attack with both weapons after moving.

Sudden Leap - Swift Boost. Make a jump check as a swift action.
Burning Blade - Swift Boost. Add +1d6+4 fire damage to all melee attacks for 1 round.

Baffling Defense - Immediate Counter. Use Sense Motive check as AC against a single attack.

Readied(Outside) - Sudden Leap, Burning Blade, Baffling Defense, Insightful Strike, Wolf Fang Strike, Emerald Razor
Readied(City) - Sudden Leap, Baffling Defense, Insightful Strike, Mighty Throw, Wolf Fang Strike, Saph. Nightmare Blade

Swordsage Stances
Step of the Wind - Ignore movement penalties for difficult terrain. +2 on attack rolls if opponent is on difficult terrain.
Blood in the Water - Gain cumulative +1 bonus to attack and damage rolls after making a critical hit. Bonus resets to 0 if 10 round pass without a crit.
Soaring Swallow Stance - Gain a +10 bonus on Jump checks, always count as running for making jumps.

Skills:
*Balance - +11(8r)
Bluff - +4(2r)
*Climb - +3(2r)
Concentration - +10(8r)
Diplomacy - +9(6r)
Disguise - +8(6r)
*Escape Artist - +11(8r)
Intimidate - +11(8r)
*Jump - +10(8r)
Knowledge(Martial Arts) - +11(8r)
Perception - +0 (0r, flaw)
*Perform(Dance) - +14(8r, Skill Focus)
Profession(Cook) - +12(8r)
Search - -1(0r, flaw)
Sense Motive - +12(8r)
*Tumble - +11(8r)

Equipment:
Battle Fan - Light Slashing weapon, 1d4 damage, 18-20/x2 crit. Gives +2 bonus on disarm checks.
Battle Fan - Light Slashing weapon, 1d4 damage, 18-20/x2 crit. Gives +2 bonus on disarm checks.
Dancing Scarf - Two Handed Bludgeoning weapon, 1d6 damage, 20/x2 crit. 10ft reach, gives +2 bonus on trip attacks. May be used with Weapon Finesse.
Scarf of Spring's Step - +1 Dancing Scarf. 1/day: +4 Ref or +10ft move speed for 1rd.
Chain Shirt - Light Armor, +4 AC, -1 ACP*

Feats:
Regional - Autumn Temple Weaponry(Grants proficiency and weapon focus in Battle Fan and Dancing Scarf)
Flaw - Inattentive(-4 on Perception and Search checks)
Flaw Bonus Feat - Quick Draw
1st-Combat Expertise
Human - Skill Focus(Perform: Dance)
Swash1 - Weapon Finesse
3rd - Two Weapon Fighting
Brw1 - Stunning Fist (3/day. Fort DC 16)
Brw2 - Fiery Fist(+1d6 fire damage on all attacks for 1rd. uses 1 SF use)

Weapon Proficiencies
Basic, Claw Weapons, Slings and Thrown Weapons, Monk Weapons (+Autumn Temple Weaponry)

Abilities:
Swordsage 1 - Discipline Focus(Setting Sun)
Swordsage 5 - Quick To Act+2
Swordsage 2 - AC Bonus(Add Wis to AC while in Light or no armor)
Swordsage 4 - Discipline Strike(Diamond Mind) (+Wis to damage on Diamond Mind techniques)

Swashbuckler 2 - Grace+1
Swashbuckler 3 - Insightful Strike (+Int to damage when using finessable weapons. Does not apply vs. crit immune enemies)

Brawler 1 - Unarmed Strike
Brawler 1 - Flurry of Blows
Brawler 2 - Evasion

Goals
Short Term: Find out where her two missing brothers got off to, and catch up with them if they're still alive.
Short Term: Master her Dream Princess powers.
Long Term: Prove herself worthy of being fully named the High Lady's Heir and learn the secret Autumn Temple techniques.
Long Term: Find the long lost Four Seasons Fan and return it to the Autumn Temple.
Ongoing: Gain renown on her own as a warrior, a dancer and even a cook, rather then simply being the daughter of Autumn Dragon and Wild Goose.
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

Post reserved for notes about Crow's family/any other notes I feel the need to take
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

Taishyr

#2
Crow family notes:

Autumn Dragon: Current High Lady of the Autumn Temple. Strongwilled, direct, brutal, powerful, scornful.

Autumn Sparrow: Former High Lady, is dead. She isn't talked about much by her family.

Autumn Storm: The founding lady of the Autumn Temple. Little is known about her life, though in stories she towers as a near-mythic figure.

Summer Ash: One of Dragon's three brothers, Crow only knows of him from an offhanded comment from Dragon before Crow left about being sure to step on him if Crow finds him in a ditch.

Summer Fang: Dragon's second brother, just a few years younger. Constantly training and looking to improve. Has a small reputation in Verxais amongst the Guild, apparently. Visits on occasion.

Winter Tree: Dragon's youngest brother from a different father. Zero fighting aptitude. Is the resident priest of Ratokyst, Very talkative, and very warm-natured in contrast to his siblings.

Wild Goose: Crow's father, and a well-renowned adventurer and warrior that has traveled across the land, making quite a name for himself before settling at the Temple. Loud, good natured, and has yet to lose to Fang in a fight, much to Fang's vexation.



Summer Dusk: Crow's eldest brother. Has Goose's laissez-faire ability to just pick up skills, faster than basically anyone else, but seems to have plateau'd and is working to break through it. Is probably still the best amongst the brothers, and has given Fang runs for his money on occasion.  Swordsage//Brawler.

Summer Eagle: Crow's second brother. Cares little for anything not him and TRAINING MUST TRAIN HARDER FASTER MUST ALWAYS BE BETTER. Despite having Dragon's work ethic and only being a few years younger than Dusk, is only as good as Crow is; the two trained together often, and Eagle was responsible for a lot of Crow's training. Isn't bitter about being worse than Dusk, but is determined to some day remedy that.  Swordsage//???.

Wild Pigeon: Crow's third brother. Disappeared when he turned 16.

Spring Boar: Crow's fifth brother. The plague that killed the fourth and sixth crippled his leg; he works as a farmer and handyman, learning from Tree in downtime.

Summer Oak: Crow's seventh brother. Is really damn bad at this fighting thing, but barely managed to become accredited as a Summer.

Wild Thunder: Crow's eighth brother. Left the temple when he turned eighteen; got along with Crow but couldn't stand Dragon.

Taishyr

Path of the Seasons
Seasons' Grace (Metastance)
Level: Swordsage 3
Prerequisite: Be trained in the teachings of, and be of the bloodline of the Autumn Temple.
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance (see text)

The Path of the Seasons is the core teaching of the Autumn Temple. With it and through it, the practitioner may demonstrate the full mastery of the teaching of the Autumn Temple; in specific, the flexibility, grace, and inevitable force that accompanies the changing of the seasons.

This metastance exists as a combination of motions, mindsets, and transitions that allow the practicioner to meld the teachings of the Temple directly and fully into the stances the Temple uses. When preparing maneuvers, the initiator may also choose a stance that Path of the Seasons will apply to for the day. (This can be changed by taking a minute to adjust mindsets, or as part of the five minutes taken to recover and change maneuvers.)

This metastance grants one of four bonuses, which may be shifted between as a swift action (as if one was changing stances):

Winter: +2 dodge AC.
Spring: +1 AoO/round. This stacks with Combat Reflexes.
Summer: +1 competence bonus to attack rolls.
Autumn: +2 to damage. This may be multiplied by critical hits. In addition, crit confirm rolls are made at a +4 modifier.

Shifting to a different stance loses this bonus until the initiator shifts back to the stance chosen to gain this bonus.

In addition, this stance amplifies the stance the user is currently in. However, Crow's mastery is not currently at the point where she is capable of applying this change productively, and the book implies that this metastance can be utilized still further for other, greater changes.