Nazirel 4 (1)
Nazirel 4 (1)
Action
Swordsage 4 Ability Skill check Class 1 Class 2 Misc
Mod.
TOTAL
Score (! – untrained, 🔻– armor penalty) Ranks Ranks bonuses
STR 12 +1 M 🔻 Climb 5 4
Athletics
STR M 🔻 Jump 4
DEX 20 +5 1 1 +2 syn
M 🔻 Swim 1
CON 12 +1 M 🔻 Balance 10 3 +2 syn
Acrobatics
2
M Ride
Fortitude +2 (1 class +1 CON)
S 🔻 Sleight of Hand
Reflexes +9 (4 class +5 DEX)
M 🔻 Tumble 12 7
Health
AC 19 (10+5 DEX + 4 WIS), Touch 19, Flat-Footed 15 CON F Concentration 1 1
O Endurance 1
HD 3d6+10 (22 hp) F Apprise
BBA +4, Attacks +5 (melee), +9 (ranged) S Craft (Tattoo) 5 3
F Dechipher Script
Speed 30’, Space/reach 5’, Initiative +6 S Disable Device
Languages: Common, Elf, Halfling, Celestial S Forgery
F Kn. Arcana
F Kn. Architecture/Engineering
^Class features: F Kn. Dungeoneering
[Swordsage 1] Maneuvers: Know 9 arcane spells used as
Erudition and Expertise
F Kn. Geography
maneuvers (replaces standard maneuvers). Don’t provoke AoO, ignore SR. F Kn. History 8 6
5th, 9th, 14th, 20th. Not expended or readied. Switch as swift action. Can’t F Kn. Nobility/Royalty 7 5
unencumbered, no shield. Applies to touch AC and when flat-footed. Lost if F Spellcraft / Scry
immobilized or helpless. S Use Tech-cal Device
[Swordsage 4] Insightful Strikes: Add Wis to damage with S True Speaking
F Autohypnosis / Lucid Dreaming
strikes from chosen discipline.
Sanity and Common Sense
.
S Control Shape
S Heal 9 5
^Traits: F Listen 7 1 +2 race
spells. Any abjuration spell you cast that provides a bonus to Armor Class F Sense motive/innuendo 9 5
adds a bonus +1 higher than normal. F Spot / Scent 7 1 +2 race
Drawback: You are banned from the schools of Transmutation S Survival 4
and Enchantment.
R Bluff 0
R Diplomacy 4
Appearance and Demeanor
+4 syn
^Feats: R Disguise 0
[level 1] Adaptive Style: You can change your readied maneuvers as R Gather Information 2 +2 syn
a full-round action instead of taking 5 minutes. Handle Animal
CHA R 0
[Velenari] Spell Focus (Abjuration): +1 to save DCs of your R Handle Creature
abjuration spells. R Intimidate 0
[Velenari] Weapon Focus (Rapier): +1 to attack rolls with a R Perform (_______) 0
rapier. S Use magical device: scrolls/wands 0
[Swordsage] Spell Focus (Evocation): +1 to save DCs of your S Use psi device: dorge/crystalls
evocation spells. ^Combat Gear:
[level 3] Energy Abjuration: When you cast an abjuration spell, Healing Belt (+2 competence bonus on Heal checks, 3 charges/day; heal
gain energy resistance equal to (1 + spell level) × 5 vs. first energy hit. 2d8 HP for 1 charge, 3d8 HP for 2 charges, 4d8 HP for 3 charges)
Lasts until hit or next abjuration. Ring of Mystic Fire (+1 competence bonus on fire-based spell caster level,
3 charges/day; +2d6 fire damage for 1 charge, +3d6 fire damage for 2
charges, +4d6 fire damage for 3 charges)
^Racial:
Elven Blood: +2 DEX, –2 CON.
Low-light vision (see twice as far in starlight, moonlight, etc.). ^Other possessions:
Weapon Proficiency: Longsword, rapier, longbow, shortbow. Rapier (1d6 damage, 18-20/x2, one-handed, finesse)
Weapon Focus: Gain Weapon Focus in one melee and one ranged weapon Monk clothing
from the above list. Bag of Holding I
Keen Senses: +2 racial bonus on Listen, Search, and Spot. Pouch (BOH): 100 g
Door Sense: Pass within 5 ft of hidden doors → Search check as if actively
searching.
Aging Curse: Age as half-elves. Must sleep 8h/day (no trance).
^Fist Magic: 10 maneuvers known, 6 readied, 2 stances known
Flame’s Blessing (Stance) [Desert Wind] – Magic Missile (Strike) [Evocation] – Medium
Gain fire resistance based on Tumble ranks: 4– range (100 ft. + 10 ft./level). Fire 1 missile
8: 5, 9–13: 10, 14–18: 20, 19+: immunity. Ends (1d4+1 force dmg, auto-hit). +1 missile every 2
if stance is changed. caster lvls (max 5 at lvl 9). + WIS Missiles
can strike single or multiple targets within 15 ft.
Child of Shadow (Stance) [Shadow Hand] – of each other. Does not target objects. Ignores
If you move ≥10 ft during your turn, gain concealment, cover, and does not require attack
concealment (20% miss chance vs. melee and roll.
ranged attacks) until next turn. Doesn’t allow
hiding in plain sight.
Ray of Enfeeblement (Strike) [Necromancy] –
Mage Armor (Boost) [Abjuration] – As a Ranged touch ray. Target takes –(1d6 + ½ caster
standard action, touch yourself or ally to grant level) Str (max –1d6+5). Cannot reduce Str
+4 armor bonus to AC for 1 hour/level. No below 1. Duration: 1 min/level.
ACP, ASF, or speed reduction. Works against
incorporeal creatures.
False Life (Stance) [Necromancy] —
Shield (Boost) [Abjuration] – Gain +4 shield Personal, 1 hour/level or until discharged. Gain
bonus to AC for 1 min/level. Blocks magic temporary hit points equal to 1d10 + 1 per
missile, affects incorporeal touch attacks. No caster level (max +10). These represent a buffer
ACP or ASF. against death, drawn from necromantic
energies.
Seeking Ray (Strike) [Evocation] – Ranged
touch ray (ignores concealment & cover, not
total). Deals 4d6 electricity dmg + Wis mod.
On hit, gain +4 to ray attacks vs. target for 1
round/level.