The Silver Empire
The main character of a different game.
Medium Humanoid (Human, Elf)
ALI: CG (??)
Height: 5’ 9"
Str 19 ( +4 )
Dex 14 ( +2 )
Con 18 ( +4 )
Int 13 ( +1 )
Wis 12 ( +1 )
Cha 9 ( -1 )
Base move 30ft (land)
AC 17 (touch 12, flat-footed 15)
Initiative + 2
BAB + 4
Fort +7, Ref +3, Will +2
( +2 versus enchantments )
( +1 insight on Ref while not flat-footed )
+ 4 BAB
+ 8 on grapple checks.
+ 8 on trip attacks.
+ 4 on bull rush attempts.
+ 9 attack with +1 greatsword (2d6 + 7)
+ 9 attack with mwk silver greatsword (2d6 + 6)
+ 7 attack with mwk compbow +4 (1d8 + 4; range 110) ( +7 inspired )
(5 per warblade level, 2 per warrior level)
Climb 1 + 4 + 0 ( +5 total ) ( -3 ACP )
Concentration 7 + 4 + 0 ( +11 total )
Diplomacy 0 – 1 + 2 ( +1 total )
Gather Information 0 – 1 + 2 ( +1 total)
Jump 7 + 4 + 0 ( +11 total ) ( -3 ACP )
Perform (Guitar) (CC) 1 – 1 + 0 ( +0 total )
Swim 1 + 4 + 0 ( +6 total ) ( -3 ACP )
Ride 7 + 2 + 0 ( +9 total) ( -3 ACP )
Tumble 3 + 2 + 2 ( +7 total ) ( -3 ACP )
Knowledge (Warfare) 5 + 1 + 0 ( +6 total )
Knowledge (Arcana) (CC) 1 + 1 + 0 ( +2 total )
Feats & Features
Himoor is immune to sleep effects.
Himoor can see twice as far as a human in low-light conditions.
Himoor can take up to a -5 penalty on his melee attack rolls in order to gain a corresponding dodge bonus to his Armor Class. He can only do this if he takes some form of melee attack action.
Himoor does not provoke attacks of opportunity when making trip attempts. +4 on Strength checks made to trip an opponent. When making a successful trip attempt, Himoor gets a free attack (not an opportunity attack).
Himoor gets a +1 insight bonus on Reflex saves as long as he is not flat-footed.
Himoor gets a +1 insight bonus to confirm critical hits.
Himoor may swap any weapon-specific feats by training for 1 hour with the new weapon.
Himoor keeps his Dexterity bonus to AC when flat-footed or unaware of his attacker.
Can ready 4 maneuvers (not including stances)
Can recover maneuvers by making a swift action to do so after any melee attack, in a round in which Himoor does not use any maneuvers or change stances. If desired, he may do a weapon flourish as a standard action to qualify as an “attack.” He may continue to benefit from any stance he is currently in while regaining his maneuvers.
*Stance: Leading the Charge
While in this stance, all of Himoor’s allies within 60ft that can see or hear him gain +IL bonus damage on all charge attacks (currently +4)
*Boost: Sudden Leap
When activating this maneuver, Himoor makes a Jump check. He can move up to his check result in a straight line. This movement provokes attacks of opportunity normally. Himoor may make Tumble checks in order to prevent provoking attacks or to enter enemy squares, as normal for the Tumble skill.
*Counter: Moment of Perfect Mind
When making a Will save, Himoor may make a Concentration check and use his check result as the save result. He must make the decision on whether to use this ability before rolling the save (this replaces the save, not rerolls it).
*Strike: Steel Wind
When executing this maneuver, Himoor may make two attacks, each against a different creature that he threatens. He may use the same weapon or a different one. Each attack is rolled separately.
*Strike: Stone Bones
Himoor makes a standard attack. If it hits, he gains DR 5/adamantine for 1 round.
*Strike: Mountain Hammer
Himoor makes a standard attack. It deals +2d6 damage and ignores DR.
Mwk Breastplate ( + 3 MaxDex )
Mwk Compbow + 4 (110 ft.)
Cold weather adventuring gear, camping gear, first aid kit
1x CLW potion CL1 (heals d8 + 1)
Amulet of Tears (neck/throat)
3 daily charges, gain 12/18/24 temporary HP, swift, 1 minute.