Dungeons & Dragons 3.5 Edition
Oriental Adventures
Kara-Tur Campaign
Masako Toyota
The Zoo Crew
Played by Colby Westerfield
8 Games Played
Created 08/22/2009
Female Human Character Level 12
Lawful Neutral Medium Humanoid (Human) Classes Warblade 5, Bloodstorm Blade 7
Hit Dice 12d12+48 Ability Total Mod Magic
  ↓surge↓ STR 18 18 base +0 race +0 age +0 inherent +0 level +4 +0
192 144 96 48 DEX 18 14 base +0 race +0 age +0 inherent +2 level +4 +2
Surges □□□□□□□□□□ CON 18 18 base +0 race +0 age +0 inherent +0 level +4 +0
Speed 30 ft.30 ft. base +0 ft. fast movement -0 ft. armor (6 squares)
Senses Listen +4; Search +1; Spot +5
INT 13 11 base +0 race +0 age +0 inherent +2 level +1 +0
WIS 10 10 base +0 race +0 age +0 inherent +0 level +0 +0
CHA 9 9 base +0 race +0 age +0 inherent +0 level -1 +0
Saves Total Ability Magic Special
Fortitude +16+9 base +0 misc +4 +3  
Reflex +10+3 base +0 misc +4 +3  
Will +6+3 base +0 misc +0 +3  
BAB +12/+7/+2 Initiative +4+4 Dex +0 Improved Initiative
melee touch +16 Grapple +16BAB +4 Str +0 Size
ranged touch +16 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
25 15 25 +0 +4 +2 +7 +1 +0 +1 +0 +0 +0 +0
Damage Reductionn/a; Fortification0%; Miss Chance0%; Spell Resistance0%
Immunen/a; Resistn/a; Weaknessn/a
Weapon Atk Full Atk Dmg Crit Speed Type
+2 crystal-laced serrated wave-based katana melee +20BAB +4 Str +2 enhancement +1 crystalline +1 Weapon Focus +20/+15/+10 1d10+71d10 +4 Str +2 enhancement +1 crystalline plus 1d6 water 18-20/x2 -4 S
— two-handed +20BAB +4 Str +2 enhancement +1 crystalline +1 Weapon Focus +20/+15/+10 1d10+91d10 +6 1.5 Str +2 enhancement +1 crystalline plus 1d6 water 18-20/x2 -6 S
ranged (20 ft.; 5 inc.) +20BAB +4 Dex +3 enhancement +1 Weapon Focus +18/+18/+13/+8 1d10+71d10 +4 Str +3 enhancement plus 1d6 water 18-20/x2 -3 S
+1 shock light crossbow ranged (120 ft.; 10 inc.) +13BAB +1 enhancement +4 Dex -4 non-proficiency +13 1d8+1weapon base +1 enhancement plus 1d6 electricity 18-20/x2 -3 P
Combat Options
  • Battle Ardor (Ex) Add Intelligence modifier as insight bonus to confirm critical hits.
  • Blood Wind Ricochet (Ex) As a full-round action, you can hurl a weapon at a foe and compel it to ricochet to other enemies before hurtling back to your waiting hand. The weapon you throw behaves as though it has the returning special ability (DMG 225), except that you determine the point during your turn when the weapon returns to you.
    When using this ability, you make a full attack with a thrown weapon, but each ranged attack must be resolved against a separate target. You can choose the order in which you attack your foes. Range and cover penalties are resolved for each attack after the first as though that attack originated from the space of the creature you last attacked. If a creature has total cover relative to you, you cannot attack it.
    When you use blood wind ricochet, you lose the use of one Iron Heart strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike's normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.
  • Eye of the Storm (Ex) While you are in an Iron Heart stance, you can forgo its normal benefit as a swift action to gain the effect of eye of the storm. This ability lasts as long as you would maintain the Iron Heart stance, or as described below. You can also stop using eye of the storm and resume gaining the normal benefit of the stance as a swift action. When you use this ability, you gain a +4 dodge bonus to Armor Class against ranged attacks and a +2 competence bonus on Reflex saves. In addition, when a foe makes an attack of opportunity against you when you make a ranged attack while threatened, you can make a single melee attack against that foe as a swift action (assuming you're not unarmed and you threaten the foe). Such an attack does not count as an attack of opportunity. To retain this defensive posture, you can move no more than 10 feet on your turn.
  • Lightning Ricochet (Ex) Any time you make a ranged attack with a thrown weapon on your turn, the weapon immediately returns to you, and you can catch it as a free action. This ability allows you to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.
  • Martial Throw (Ex) You can initiate a strike from the Iron Heart discipline with a thrown weapon. The strike must be one that has a target of one creature. A strike that targets multiple creatures or objects cannot be used with martial throw.
  • Point Blank Shot (Ex) You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
  • Precise Shot (Ex) You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
  • Returning Attacks (Ex) You can hurl your weapon at a foe and command it to ricochet back to you. Any weapon you throw behaves as though it has the returning special ability (DMG 225). When you use returning attacks, you lose the use of one Iron Heart strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike's normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.
  • Stand Still (Ex) When a foe's movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round. Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).
  • Thunderous Throw (Ex) As a swift action, you can choose to treat your ranged attack rolls with thrown weapons as melee attacks for the rest of your turn. You use your melee attack bonus, including Strength bonus, feats, and so forth, to determine your attack bonus for each attack as normal, but you apply the standard modifiers for range penalties. Attacking into melee, through cover, and so forth incurs the standard penalties. In addition, you can apply 1-1/2 times your Strength bonus to damage if you wield the thrown weapon with two hands, and you can use Power Attack with your thrown weapon attacks (adding two times the number subtracted from attack rolls as a bonus on damage rolls when throwing a two-handed weapon).
Spell/Effect            
Duration            
Caster/Level            
 Languages High Shou, Tabotan, Turmic, Wa
 Skills Appraise +1 (+1 Int, 0 ranks), Balance +18 (+4 Dex, 15 ranks, -1 armor), Bluff -1 (-1 Cha, 0 ranks), Climb +9 (+4 Str, 4 ranks, -1 armor, +2 armbands of might), Concentration +16 (+4 Con, 12 ranks), Diplomacy +3 (-1 Cha, 4 ranks), Disguise -1 (-1 Cha, 0 ranks), Escape Artist +3 (+4 Dex, 0 ranks, -1 armor), Forgery +1 (+1 Int, 0 ranks), Gather Information +3 (-1 Cha, 4 ranks), Heal +0 (+0 Wis, 0 ranks), Iajutsu Focus +4 (-1 Cha, 5 ranks), Intimidate +0 (-1 Cha, 1 ranks), Jump +7 (+4 Str, 2 ranks, -1 armor, +2 armbands of might), Knowledge (nature) +4 (+1 Int, 0 ranks, 1 cross-class ranks, +2 synergy Survival), Listen +4 (+0 Wis, 4 ranks, 0.5 cross-class ranks), Martial Lore +4 (+1 Int, 3 ranks), Profession (merchant) +7 (+0 Wis, 5 ranks, +2 racial), Ride +4 (+4 Dex, 0 ranks), Search +1 (+1 Int, 0 ranks), Sense Motive +0 (+0 Wis, 0 ranks), Sneak +4 (+4 Dex, 0 ranks, 1 cross-class ranks, -1 armor), Spot +5 (+0 Wis, 5 ranks), Survival +8 (+0 Wis, 8 ranks), Swim +4 (+4 Str, 0 ranks, -2 armor, +2 armbands of might), Use Rope +4 (+4 Dex, 0 ranks)

 Armor Check Penalty -1-1 armor -0 helm -0 shield; Swim Check Penalty -2; Permanent Class Skills Sense Motive

 Feats Armor Proficiency (light), Armor Proficiency (medium), Cleave, Combat Reflexes, Exotic Weapon Proficiency (see Weapon Aptitude), Far Shot, Martial Weapon Proficiency (all melee), Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Stand Still, Throw Anything, Shield Proficiency (all except tower shields), Simple Weapon Proficiency (all melee), Weapon Focus (see Weapon Aptitude)
Special Qualities
  • Battle Clarity (Ex) As long as you are not flat-footed, add Intelligence modifier to Reflex saves (max bonus equal Warblade level).
  • Second Wind (Ex) Once per encounter, as a standard action that does not provoke, the character activates a healing surge and gains a +2 bonus to his Armor Class until his next turn.
  • Uncanny Dodge (Ex) Retain Dex bonus to AC if caught flat-footed or struck by invisible attack.
  • Weapon Aptitude (Ex) Treated as Fighter level (Warblade plus Bloodstorm Blade -2) for feat qualification. Spend 1 hour each morning in weapon practice and designate single weapon feats (such as Weapon Focus) to apply to any weapon you choose.
Spellcasting and Spell-Like Abilities
Maneuvers
Ready Used Level Discipline Maneuver Effect
1 White Leading the Attack Action 1 std ♦ Range Melee ♦ Target 1 creature ♦ Duration 1 round ♦ Make a normal attack roll. If successful, allies gain a +4 morale bonus on all attack rolls for 1 round.
1 Diam Moment of Perfect Mind Action 1 immediate action ♦ Range Personal ♦ Target You ♦ Roll Concentration check instead of a Will Save. A natural 1 on the check is not an automatic failure.
1 Iron Steel Wind Action 1 std ♦ Range Melee ♦ Target Two creatures ♦ Make two single melee attacks against two opponents you threaten at your highest attack modifier.
2 Diam Action Before Thought Action 1 immediate action ♦ Range Personal ♦ Target You ♦ Roll Concentration check instead of a Reflex Save. A natural 1 on the check is not an automatic failure.
3 Iron Exorcism of Steel Action 1 std ♦ Range Melee ♦ Target 1 creature ♦ Duration 1 minute ♦ Save Will half ♦ Make a standard melee attack against opponent's weapon, if successful suffers -4 penalty to melee damage (DC 13 + Str modifier for half). Only works against manufactured weapons.
4 Iron Mithral Tornado Action 1 std action ♦ Range Melee ♦ Target All adjacent opponents ♦ Make +2 melee attack roll against each adjacent opponent.

Ready Maneuvers (Ex) You may have 44 level 5 Warblade maneuvers ready at one time. It takes 5 minutes of practice to ready or change readied maneuvers.

Recovering Maneuvers (Ex) A warblade can recover all of his expended maneuvers as a swift action, followed by making a melee attack or using a standard action to do nothing else in the round. If he initiates a maneuver or changes his stance during a round, he can't recover his expended maneuvers. Also, after an encounter, a warblade you can spend a full minute without being attacked recovers all maneuvers.

Stances
Active Level Discipline Stance Effect
1 Iron Punishing Stance Action 1 swift action ♦ Range Personal ♦ Target You ♦ Duration Stance ♦ Add 1d6 to all melee attack damage but suffer -2 penalty to AC.
3 Iron Absolute Steel Stance Action 1 swift action ♦ Range Personal ♦ Target You ♦ Duration Stance ♦ Add 10 ft. (2 squares) to speed. If you move at least 10 feet during your turn, gain +2 dodge bonus to AC until beginning of next turn.

Biographical Information
 History
Why did you become an adventurer? Too much natural ability to always be a merchant.
Where did you learn your class skills? From wandering heroes that traded with me.
How did you acquire your equipment, and does any of it have special meaning? By trading, no special meaning.
What's the worst event in your life? This character focuses too much on the present to reminisce.
What's the best event in your life? This character focuses too much on the present to reminisce.
Do you have surviving family? Mother? Father? Siblings? Spouse? Do you stay in touch? All Living, all have washed their hands of me.
What is your biggest fear? Dying without Honor.
What makes you laugh out loud? So very little in this world.
What makes you angry? Losing a fight.
Do you have a secret? I'll never tell.
What talent would you most like to have? Fight faster with more grace.
What are your sentiments toward magic? Interested.
What are your sentiments toward samurai? Interested.
What would be your theme music? Samurai - Kaoru Wada

 Religion Eight Million Immortals; Homeland Petan; Heritage 100% Human; Background Merchant
 Height 5 ft. 0 in.; Weight 105 lb.; Age 20; Hair Black; Eyes Brown
 Mannerisms Talks too quiet to hear clearly.
 Appearance Small framed, well-toned, always wears long sleeves and long pants.
 Last Played November 5, 2009

Character Level Record
Warblade Warblade Warblade Warblade Warblade Bloodstorm Blade Bloodstorm Blade Bloodstorm Blade Bloodstorm Blade Bloodstorm Blade
Bloodstorm Blade Bloodstorm Blade                

 Defeated Enemy Record Bakemono Tong Shu, Bakemono Zhanshi (3), Kamu no Oni (2), Pang Zhazong [Boss], Xuejian Shi Assassin (2), Xuejian Shi Bian (3), Xuejian Shi Che Nu (3), Xuejian Shi Flaming Lion (2), Yokai Baotu [Boss], Yokai Baotu (2), Yokai Samurai [Boss], Yokai Samurai (2), Yokai Shinobi (4), Yokai Shugenja
Equipment & Possessions
 Magic Items Equipped WEAPON—+2 crystal-laced serrated wave-based katana (+1 crystalline bonus to attack and damage; +1 threat range; +1d6 water damage) (21,835 gp), ARMOR/BACK—+3 leather coat (+7 armor bonus; +6 max Dex; -1 armor check penalty; 10% spell failure; light armor) (9,350 gp), HEAD—None, FACE—None, NECK—+2 amulet of natural armor (8,000 gp), CHEST—mantle of second chances (1/day—reroll any one d20 before it is declared a success or failure) (6,000 gp), SHOULDERS—+3 cloak of resistance (9,000 gp), WAIST—belt of stone dragon—bonecrusher (1/day—as part of normal melee attack, add 4d6 damage plus DC 13 + Str modifier Fort save or suffer +10 to confirm critical hits until all damage healed) (3,000 gp), HANDS—+2 gloves of dexterity (4,000 gp), FEET—shin wraps of penetrating destruction (2/day—use Penetrating Attack feat) (10,000 gp), RING (left)—+1 ring of protection (2,000 gp), RING (right)—None, WRISTS—armbands of might (+2 bonus on Strength checks and Strength-based skill checks; +2 bonus damage when using Power Attack with at least -2 penalty) (4,100 gp)

 Magical Items +1 shock light crossbow (8,335 gp)

 Yiyaos health cocktail admixture (cure light wounds and cure moderate wounds; cures 3d8+4 hp) (525 gp), liquid life admixture (cure serious wounds and cure light wounds; cures 4d8+6 hp) (1,200 gp), □□ yiyao of barkskin +2 (CL 3; 30 minute duration) (300 gp), □□ yiyaos of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp)

  • Masterwork Yiyao Belt □□ vials of masterwork antitoxin (+6 alchemical bonus on Fort saves against poison for 1 hour) (100 gp each), yiyao of barkskin +2 (CL 3; 30 minute duration) (300 gp), yiyao of cure light wounds (CL 1; cures 1d8+1 hp) (50 gp), □□□□□□ yiyaos of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp)

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), □□ candles (5-ft. radius illumination; 1 hour) (1 cp each), crowbar (+2 circumstance bonus Strength checks to break or open objects) (2 gp), empty flask (3 cp), explorer's outfit (10 gp), □□□□ flasks of oil (1 sp each), flint and steel (full-round action) (1 gp), grappling hook (Use Rope DC 10, +2 per 10 ft. of distance thrown) (1 gp), hammer (5 sp), masterwork hooded lantern (40-ft. illumination, 80-ft. shadowy; 7 hours/pint of oil) (57 gp), masterwork light helm (+1 helm; 5% spell failure) (185 gp), masterwork yiyao belt (free action to retrieve; holds 10 potions) (60 gp), peasant's outfit (1 sp), □□□□□□□□□□ pitons (1 sp each), renowned climber's kit (+4 circumstance Climb checks) (280 gp), renowned silk rope (50 ft.; +4 circumstance Use Rope checks) (210 gp), 2 sacks (1 sp each), □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□□ serrated bolts (50 gp and 1 sp each), small steel mirror (10 gp), tent (10 gp), □□□ torches (1 cp each), trail rations (13 days) (5 sp/day), waterskin (1 gp), whetstone (2 cp), winter blanket (5 sp)

 Ch'ien 0, Ch'ao 0, Tael 2,664, Yuan 0, Fen 0
 Other Wealth None