LN Medium Humanoid
Male, Crusader-1/Duskblade 3
XP: 6000
языки: celestial, high elf, ogrim
ABILITY SCORES:
STR 18 [+4] (+1 level 4)
DEX 12 [+1]
CON 15 [+2]
INT 16 [+3]
WIS 15 [+2]
CHA 9 [-1]
SAVING THROWS:
Fort +7 = +2 con + 3 Duskblade +2 crusader
Ref +2 = +1 dex + 1 Duskblade
Will +5 = +2 wis + 3 Duskblade
DEFENSE:
HP: 30 = 8 + 3d8 + 2*4
AC: 15 = 10 base + 4 armor + 1 Dex
Touch: 11
Flatfooted: 14
COMBAT:
BAB +4/+8 grapple
Initiative: +1 (+1 Dex)
Speed: 30 ft
ATACK:
BAB +4 = +3 duskblade + 1 crusader
Base melee: +8 = +4 base + 4 Str
Base ranged: +5 = +4 base +1 Dex
Greatsword, masterwork +9 2d6+6 19-20/x2 slashing
Gauntlet, spiked +8 1d3+4 /x2 Piercing
Javelin +5 1d6+4 Piercing
Skills: 44 = 24 + 6*2 + 8
INT +3
+8 Knowledge(Dungeoneering) 5 sp
+4 Knowledge(Nobility) 1sp
+8 Knowledge(Arcana)5sp
+7 Knowledge(Local) 4sp
+9 Knowledge(Religion) 6sp
+5 Knowledge(Nature) 2sp
+12 Spellcraft 7sp + synergy(Knowledge(Arcana))
CON +2
+8 Concentration 6 sp
WIS +2
+3 Sense Motive 1 sp
+2 Survival (+4 Survival checks made in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains), +4 underground)
CHA -1
+3 Diplomacy 4sp
Armor Check Penalty -2 Skill tricksCollect or of Stories [Mental]
You’ve heard so many tales of legendary monsters that you remember all sorts of gory details.
Prerequisite: Knowledge (any) 5 ranks. Benefit: When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.
Weapon and Armor Proficiency: As a crusader, you are proficient with simple weapons, martial weapons, light, medium, and heavy armor, and all shields.
Weapon and Armor Proficiency: Duskblades are proficient with all martial weapons, as well as all armors and shields (except tower shields).
Steely Resolve (Ex): Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you.
You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the endof your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefi t of their furious counterstrike ability (see below). Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you. At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and 20th level.
Furious Counterstrike (Ex):
You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your
Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Intmodifier. These spell-like powers do not count against your total of spells known or spells per day.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however,
allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
At 4th level, you learn to use medium armor with no chance of arcane spell failure.
Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Featshuman bonus
1-level
3-level
Combat Casting (PHB) duskblade 2 level bonus
Versatile Spellcaster ( Races of the Dragon, p. 101)
You can use two lower-level spell slots to cast a spell one level higher.
Prerequisite : Ability to spontaneously cast spells,
Benefit : You can use two spell slots of the same level to cast a spell you know that is one level higher. For example, a sorcerer with this feat can expend two 2nd-level spell slots to cast any 3rd-level spell he knows.
KNOWLEDGE DEVOTION [DOMAIN]You can use your knowledge to exploit your foes' weaknesses and overcome their strengths.
Prerequisite: Knowledge (any) 5 ranks.
Benefit: Upon selecting this feat, you immediately add one Knowledge skill of your choice to your list of class skills. Thereafter, you treat that skill as a class skill, regardless of which class you are advancing in. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player's Handbook, provided that you have at least one rank in the appropriate Knowledge skill.
You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table.
Check Bonus Result Granted
15 or below +1
16-25 +2
26-30 +3
31-35 +4
36 or higher +5
Practiced Spellcaster ( Complete Arcane, p. 82)
[General]
Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
Prerequisite Spellcraft 4 ranks,
Benefit: Your caster level for the chosen spellcasting class increases by 4. This benefit can't increase your caster level to higher than your Hit Dice. However, even if you can't benefit from the full bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus. For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his sorcerer caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus and his sorcerer caster level would become 9th (since he now has 9 Hit Dice). A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect. This feat does not affect your spells per day or spells known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells.
Maneuvers Known - 5
Maneuvers Readied - 5(2)
Stances Known -1
Crusader’s Strike: Strike—Successful attack allows you to heal 1d6 + 1/initiator level.
Stone Bones: Strike—Gain DR 5/adamantine
Douse the Flames: Strike—Target cannot make attacks of opportunity for 1 round.
Leading the Attack: Strike—Allies gain +4 bonus on attacks against foe you strike.
Vanguard Strike: Strike—Allies gain +4 bonus on attacks against target.
Martial Spirit: Stance—Heal 2 hit points with each successful attack.
Spells per Day
0 level - 4
1 level - 5 (4+1(int))
spells known
0-levelSpell Name Lvl. Type Reference Comp. School Cast/Duration Range/Area Save/SR
Acid Splash
Fire 1 Acid Orb (ranged touch Att) for 1d3 acid dmg Inst. No
Duskblade PHBII:196 v,s Conjuration (Creation) [Acid] 1a Close (35') None
Ray of Frost
Ray deals 1d3 cold damage. Inst. Yes
Duskblade PHBII:269 v,s Evocation [Cold] 1a Close (35') None
Touch of Fatigue
Touch attack causes subject to be fatigued for 4 rounds. 4 rd Yes
Duskblade PHBII:294 v,s,m Necromancy 1a Touch Fort 13 neg
1-levelSpell Name Lvl. Type Reference Comp. School Cast/Duration Range/Area Save/SR
Blade of Blood
Duskblade PHBII:103 v,s Necromancy 1sw. Touch None
Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage. 4 rd No
Chill Touch
Duskblade PHBII:209 v,s Necromancy 1a Touch Fort 14 part
Up to 4 melee touch attacks; deals 1d6 damage, plus 1 STR damage if Fort save failed. Undead do not take above, but must make Will 14 save or flee for 1d4+4 rd
Inst. Yes
Expeditious Retreat, Swift
Duskblade PHBII:85 v Transmutation 1sw. Personal None
This spells functions as Expeditious Retreat (PHB, p. 228) except as noted. 1 rd No
Ray of Enfeeblement
Duskblade PHBII:269 v,s Necromancy 1a Close (35') None
1 Ray reduces Str by 1d6+2 points. 4 min Yes
Shocking Grasp
Duskblade PHBII:279 v,s Evocation [Electricity] 1a Touch None
Touch delivers 4d6 electricity damage. Inst. Yes
True Strike
Duskblade PHBII:296 v,f Divination 1a Personal
Adds +20 (insight) bonus to your next attack roll; concealment is negated. (text) No