I finished up the character sheet. Hope the background story suffices. My only problem is the flow, and that fact I forgot that we're supposed to be citizens of Candlekeep.
sweatdrop Crap, I'm an outsider in essence.
Name: Edward D. Knat
Race: Human, Tethyrian region
Class, and Level: Crusader, Level 1
Alignment: Chaotic Good
Diety (If any): Torm
Size: Medium
Height, and Weight lbs.: 6'5"
Age, Gender, and Description: 21, Male, Brown Hair, Blue Eyes
Languages: Common,
Current Experience: 0 Next Level: 2,000
How I imagined Edward's appearance:
http://www.asianpopcorn.com/battle_images/Whitebeard__24102009152011.jpg minus the mustache
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Strength 14 = +2
Dexterity 14 = +2
Constitution 17 = +3 (+2 racial bonus to CON)
Intelligence 10 = +0
Wisdom 12 = +1
Charisma 7 = -2
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Armor Class 15/19 (10, +3 Armor, +2 Dexterity/10, +3 Armor, +4 Shield, +2 Dexterity)
Touch 12 (10, +2 Dexterity)
Flat-Footed 13/17 (10, +3 Armor/10, +3 Armor, +4 Shield)
Speed 20 ft x4 (Base 30ft)
Initiative +2 (+2 Dexterity)
Die Type d10
Total Hitpoints 14 Hitpoints (+1 hitdice, +3 Constitution, +1 HP Favored class)
Current Hitpoints 14
Saves
Base Fortitude +2 (+3 Con) Total +5
Base Reflex +0 (+2 Dex) Total +2
Base Will +0 (+1 Wis) Total +1
Base Attack Bonus +1
Combat Maneuver Bonus +3 (Base Attack Bonus +Strength + Size)
Combat Maneuver Defense 15 (10 + Base Attack + Strength + Dexterity + Size)
Total Melee Attack Bonus +3
Total Ranged Attack Bonus +3
Offense
Melee:
One-handed
2x Gauntlet, Spiked (One for each hand):
+3, 1d4 + 2, x2, Piercing
Flail:
+3, 1d8 + 2, x2, Bludgeoning
Two-handed
Guisarme:
+3, 2d4 + 3, x3, Slashing
Ranged
Javelin:
+3, 1d6, x2, Piercing, 30 feet range
Ammunition:
3 Javelins
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Special Attacks & Qualities
Weapon Proficiency [Martial]
Armor Proficiency [Heavy]
Shield Proficiency [All]
Steely Resolve 5 (Ex):
Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of your 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 beings 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 end of 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 to maximize the benefit 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 your 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 delayed damage pool. This ability's benefits last until the end of your turn.
Delayed Damage Pool Points = Furious Counterstrike Bonus
1-9 = +1
10-14 = +2
15-19 = +3
20-24 = +4
25-29 = +5
30+ = +6
Maneuvers Known:
Devoted Spirit:
Crusader's Strike
Devoted Spirit (Strike)
Level: Crusader 1
Initiation Action: 1 standard action
Range: Melee attack
Target One creature
Divine Energy surrounds your weapon as you strike. This poewr washes over you as your weapon find its mark, mending your wounds and giving you the strength to fight on.
As part of initiating this strike, you must make a successful melee attack against an enemy whose alignment has at least one component different from yours This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you or an ally within 10 feet of you heals 1d6 points of damage + 1 point per initiator level (maximum +5)
Vanguard Strike
Devoted Spirit (Strike)
Level: Crusader 1
Initiation Action: 1 standard action
Range: Melee attack
Target One creature
You batter aside your foes defenses with a vicious, overwhelming attack, leaving him vulnerable to your allies blows.
As part of this maneuver, you make a melee attack against an opponent you threaten. If this attack hits, all your allies gain a +4 bonus on ranged and melee attacks against that target until the start of your next turn.
Stone Dragon:
Charging Minotaur
Stone Dragon (Strike)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
You charge at your foe, blasting him with such power that he stumbles back.
As you roar across the battlefield, you position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.
As part of this maneuver, you make a bull rush attack (PH 154) as part of a charge. Neither the movement nor the bull rush provokes attacks of opportunities. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back more than 5 feet (as normal for a bull rush, with without having to follow).
Stone Bones
Stone Dragon (Strike)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round
You focus your energies to enhance your defenses, drawing on the power of your weapon's impact with a foe to toughen yourself against a counterattack.
The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you make a successful melee attack, you attune your body and mind to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts.
When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round.
White Raven:
Leading the Attack
White Raven (Strike)
Level, Crusader 1, Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor.
When you make an attack, your allies take heart in your examploe and fight with renewed purpose. By stoking the fire of battle in your allies' hearts, you inspire them to greater heroics.
As part of this maneuver, you make a single melee attack. If your attac is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit.
Maneuvers Readied: 5 (3)
Stances Known:
Martial Spirit
Devoted Spirit (Stance)
Level: Crusader 1
Initiation Action: 1 swift action
Ranged: Personal
Target: You
Duration: Stance
As you cleave through your foes, each ferocious attack you make lends vigor and strength to you and your allies.
While you are in this stance, you or an ally within 30 feet heals 2 points of damage each time you make a successful melee attack. This healing represents the vigor, drive, and toughness you inspire to others. Your connection to the divine causes such inspiration to have a real, tangible effect on your allies' health.
Each time you hit an opponent in melee, you can choose a different recipient within range to receive this healing.
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Skills
Ranks Per Level: 5 per level ( 4 + INT + 1 racial bonus)
Class Skills: Acrobatics, Craft, Diplomacy, Intimidate, Knowledge (History), Knowledge (Religion), Martial Lore, Ride
Total Skill Ranks
+3 o Acrobatics (+2 Dex, +1 Rank, -3 ACP, +3 trained)
+0 o Appraise (+0 Int, +0 Rank)
-2 o Bluff (-2 Cha, +0 Rank)
-1 o Climb (+2 Str, +0 Rank, -3 ACP)
+0 o Craft (+0 Int, +0 Rank)
-2 o Diplomacy (-2 Cha, +0 Rank)
+0 o Disable Device (+0 Int, +0 Rank)
-2 o Disguise (-2 Cha, +0 Rank)
-1 o Escape Artist (+2 Dex, +0 Rank, -3 ACP)
+1 o Fly (+2 Dex, +0 Rank, -1 ACP)
-2 o Handle Animal (-2 Cha, +0 Rank)
+1 o Heal (+1 Wis, +0 Rank)
+2 o Intimidate (-2 Cha, +1 Rank, +3 trained)
+4 o Knowledge (History) (+0 Int, +1 Rank, +3 trained)
+4 o Knowledge (Religion) (+0 Int, +1 Rank, +3 trained)
+0 o Linguistics (+0 Int, +0 Rank)
+0 o Martial Lore (+0 Int, +0 Rank)
+2 o Perception (+1 Wis, +1 Rank)
-2 o Perform (-2 Cha, +0 Rank)
+1 o Profession (+1 Wis, +0 Rank)
-1 o Ride (+2 Dex, +0 Rank, -3 ACP)
+1 o Sense Motive (+1 Wis, +0 Rank)
-1 o Sleight Of Hand (+2 Dex, +0 Rank, -3 ACP)
+0 o Spellcraft (+0 Int, +0 Rank)
-1 o Stealth (+2 Dex, +0 Rank, -3 ACP)
+1 o Survival (+1 Wis, +0 Rank)
-4 o Swim (+2 Str, +0 Rank, -3 ACPx2)
-2 o Use Magic Device (-2 Cha, +0 Rank)
Total skill points: 6 (4 for level, 1 for Human racial)
Misc skill: Concentration: +4 o Concentration (+3 Con, +1 Level)
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Carry Weight
Light: 58 lb. or less
Medium: 116 lb.
Heavy: 175 lb.
Total Weight: 113.5 lbs
Encumbrance: Medium
Medium, +3 Max Dex, -3 ACP, Speed Reduction, Run x4
Heavy, +1 Max Dex, -6 ACP, Speed Reduction, Run x3
Inventory
Equipped Weapons and Armor
Weapons:
Guisarme, 12 lbs, 9 GP
Spiked Gauntlet 2x, 2 lbs, 10 GP
Flail: 5 lbs, 8 GP
Javelins: 6 lbs, 3 GP (3x)
Armor:
Studded Leather, 20 lbs, 25 GP
Tower Shield, 45 lbs, 30 GP
Weapons + Armor gold cost: 85 gold
Weapons + Armor weight: 90 lbs
Total gold left: 32
Other Possessions
Backpack, 2 lbs, 2 GP
Waterskin, 4 lb, 1 GP
4 days rations, 4 lbs, 2 GP
Bedroll, 5 lbs, 1 SP
Crowbar, 5 lbs, 2 GP
Flint and Steel, 1 GP
Wooden Holy Symbol x 2, 2 GP
25 sheets of paper + 5 pencils, 1 GP
Tindertwig x4, 4 GP
Signal Whistle, 8 SP
Torch x3, 3 lbs, 3 CP
Book of the Nine Swords (How Edward will learn new abilities as a crusader)
Other Possessions cost: 14 GP, 9 SP, 3 CP
Total possessions weight: 23 lbs
Currency
Platinum:
Gold: 17
Silver:
Copper: 7
Weight of Coins ~0.5 lbs (0.02 lb per)
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Feats
Racial Bonus: Extra Granted Maneuver
1st: Combat Reflexes
3rd:
6th:
9th:
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Feat Descriptions
Extra Granted Maneuver
You are especially devout or insightful, and you have more control over which of your martial maneuvers are currently granted than other crusaders.
Prerequisite: Crusader level 1st
Benefit: You being each encounter with one additional readied maneuver granted. This feat also applies when you determine a new set of granted maneuvers after recovering expended maneuvers. For example, if you are a 5th-level crusader, you normally begin an encounter or finish recovering expended maneuvers with two of your five readied maneuvers granted, and the remaining three withheld. Naturally, this benefit provides you with a better array of manuever options early in a battle
Special: Yon can take this feat only once.
Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
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Character Background:
Loud. Brash. Reckless yet nice. These words describe Edward D. Knat. He grew up in Tethyr, where he lived with his entire family. While not of royalty, he knows many of the nobles that reside there because his mother and father, Katherine and Leon Knat, served as advisors to the lords that live there. He also has in Tethyr his grandparents Eliza and Mark, an aunt Florentine, uncle Jack, and older cousin Donald. His grandmother used to be a baker, while his grandfather served in the Tethyrian army. His aunt is the owner of one of the local armories, his uncle a blacksmith, and his cousin currently becoming a scholar.
Due to his parents' occupations, Edward spends a lot of his childhood wandering around the castles. He's a curious little boy, if not with a tendency to cause trouble by not being considerate of what he says. He speaks his mind, and is not afraid of the consequences. Edward's parents think that he got his nature from his grandfather, who was a high ranked soldier in the Tehyr army, known for his legendary willpower to sustain attacks that would have killed a regular soldier five times over.
As he grew older, he told his parents of his interest in becoming a warrior for Tethyr, and gave him the okay. He wanted to be in the same ranks as the knights that reside in Tethyr so he can protect people from dangerous outsiders. However, he disliked their codes of conduct. He decided to ask his grandfather for advice on becoming part of the Tethyrian army. His grandfather lets out a hearty laugh.
"Guhahaha! My boy, I did not put up with any of that nonsense that the Tethyrian knights has to go through. I learned to endure killer blows not from any Tehyrian officer, but from a different teacher, named Wendy Sader. I suggest you give her a visit. You have a lot of potential, Edward, and she will be able to bring that out on the surface. You can probably become a better fighter than me if you put your mind to it. Guhaha!"
He gives Edward what seems to be a training spear, and a map.
"Wendy lives 20 blocks from here. Just follow the directions I mapped out. Show her this spear, and tell her that you are the grandson of Mark Knat. She'll be more than glad to teach you the ways of what it means to be a crusader."
After getting to Wendy Sader's house, he was greeted with an elderly woman, who despite the ravages of time, appears 30 years younger than her actual age of 91.
"Good evening Ms. Sader? I'm Edward D. Knat, grandson of Mark Knat. I've come to learn the ways of the crusader."
Wendy adjusts her glasses, looks at the old spear, and has a sudden look at realization. "Ah yes, Mark. It's been so long since I heard that name. He was of my best students. A real tough nut he was; took forever to learn, but once he understands he can execute maneuvers at nearly my level. You know, I used to be quite a looker, only backed up by my unholy faith that empowered me into a nigh unstoppable force. It's not everyday that there is a female warrior enlisted in the Tethyrian army, leading her own squad of 50 soldiers, heeheeheehee."
She readjusts her glasses, and sighs. "Sadly, those days are over. I may not look like it, but I'm actually 91 years old. I can not teach you myself due to my age, but luck smiles upon you. I have a grandson too, who took up an interest in being a crusader. I'll call him over tomorrow so you can start your training."
Before Wendy closes the door she remarks, "Oh, and bring a suit of armor. Your grandfather should still have one stashed away, and you'll need it for your training, and for your own safety."
When Edward left, he went straight to his grandfather, and asked his grandfather about a suit of armor, saying it was Wendy's request.
"Guhahahaha! She's already getting serious. She has high expectations from you, my boy. I'll definitely let you borrow my suit of armor for this. Come with me to the basement."
When they are downstairs, he claps his hands three times, and the room lights up with the help of several magical lights from the ceiling.
"Gotta love wizards. They bruise easily, but it's amazing what they can do for society. Now where did I put that.... here it is."
He opens a chest, and reveals a full suit of light blue armor.
"This is a mithril breastplate. I never really cared for that heavier full plate stuff. What's the point of all that protection if you can't even move in it? This armor was light yet tough, the best of both worlds. You can even sleep in it! Guhahaha!"
Mark hands off the suit of armor to Edward.
"Be sure to return it to me after you have finished training, and please don't bruise it too much."
"Thank you grandpa! I won't let you down."
The next day, Edward arrives at Wendy's house, fully suited up, and looking more like a soldier.
"Come right in, and I'll introduce you to my son, Dan Nakit."
Edward sees a man similarly suited up as him, with eyes of great determination and a smile on his face.
"Hello there, Edward. I'm Dan Nakit, and I will be your teacher. My grandmother will supervise, but as far as you're concerned your opponent is me. Now, I will show you an example of what crusaders are capable of."
He take off the armor covering his hands and arms, to reveal numerous bleeding gashes.
"I purposely hurt myself so you can see just one of the few reasons we crusaders are so tough. Brace yourself, and watch carefully."
His hands glow with a golden energy, and suddenly strikes the defending Edward. He didn't feel anything, but he witnessed what seemed to be a miracle. The blood and cuts on his arms quickly disappear, as if they never happened. Edward's eyes grew wide at this act.
"This is what we crusaders can do. We learn from 3 discipline schools: Devoted Spirit, Stone Dragon, and White Raven. That was a maneuver that was from the Devoted Spirit School, which allows ones spiritual strength to physically manifest to further one's cause. Now I will show you a maneuver from the Stone Dragon school."
He strikes Edward again with a soft force, and then takes up a defensive stance, with arms crossed in front of his face.
"Now Edward, strike me with all your force. Do it quick!"
Edward yells at the top of his lungs, and lands a clear stab at Dan's arms. However, despite being a clear hit, the spear bounced off Dan's skin and the only visible damage that Dan took was a small scratch.
"That was the power of Stone Bones. The Stone Dragon school focuses on having the strength and endurance of a mountain. By keeping your feet one the ground, you can use the energies of the earth to not only take hits but deal it back in spades. Now Edward, are you ready to learn the ways of the crusader?"
Edward, with a glint in his eyes, exclaims, "Yes, Master Dan! By the time we're done here, I'll surpass even you! Gurarararara!"
After several months, Edward finished up his basic training and is now a crusader. He has learned that the land of Candlekeep requires help, and he wants to go investigate. He couldn't learn everything that Dan Nakit knows, but Dan understood. As a gift, he gives Edward a copy of the "Book of Nine Swords".
"Take this book with you Edward. When you are more mentally prepared, you can learn more advanced maneuvers without my help. Just remember that you need to make sure to never lose faith in your purpose, for the way of the crusader is not to uphold the law, but to uphold your cause. I see in your eyes that your cause is to help people, so never let your will to help people waver. I hope I can see you again soon. Take care Edward."
Edward then leaves for Candlekeep, unknown of what he will get himself into.
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Notes
Human Sub-race:
Tethyrians: The Tethyrian culture is a melting pot of Calishite, Chondathan, Illuskan, and Low Netherese elements. This unique background makes Tethyrians among the most tolerant, though fiercely independent, ethnic groups in Faerûn. They inhabit a vast territory stretching from Calimshan to Silverymoon, and from the Sea of Swords to the Sea of Fallen Stars. Tethyrians are of medium build and height, with dusky skin that grows fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians are proud of their diverse heritage and protective of their freedom, so they tend to distrust powerful kingdoms and empires.
Region:
Tethyr: This large kingdom of noble knights and great lords was recently reunited under the rule of a king and queen after a terrible civil war.
Automatic Language: Chondathan
Deity:
Torm (3.5 Pelor)
Power: Lesser deity
Title: The True, the True Deity, the Loyal Fury
Alignment: LG
Worshipers: LG, NG, CG, LN
Clerics: LG, NG, CG
Symbol: Right-hand gauntlet held upright with palm forward
Domains: Good, Healing, Law, Protection, Strength, Pride, Zeal
Psionic Mantles: Good, Guardian, Law, Physical Power
Portfolio: duty, loyalty, obedience, paladins
Favored weapon: Duty's Bond (greatsword)
Specifically Opposed Deities: Bane, Cyric, Mask
Festivals:
Oath Making (Shieldmeet)
Divine Death (13 Eleasias)
True Resurrection (15 Marpenoth)
Popular Regions
Golden Water (Human)
Tethyr (Human)
Vast, The (Human)
Realms Helps Home
Generated Birthday Information (debating to keep or not):
Birthday Information for
Edward D. Knat
Age 21 in
Born 10 Mirtul, -21 DR.
Year of Sorrow and Pain
Born under the Sign of the Star
and with 3rd Qtr Selûne under the sign of the Butterfly
Those born under the sign of the Star are courageous, energetic, impetuous and determinded to make their own way in the world. Self-reliant and adventurous, they love taking risks and are tenacious workers. Affectionate and charming, they inspire great loyalty in others.
Those born with Selûne under the sign of the Butterfly are restless, sociable and good natured. Cheerful, expansive and magnetic, they win friends easily and dislike offending others. Although often indecisive, they are not weak willed and tackle difficult tasks with infectious optimism.
Festivals:
Great Clang (Gaerdal Ironhand)
Ippensheir (Gond)
Natal Horoscope from the Almagest of Handreth
"Even the gods watch the stars." Turmish Astrologer's saying.
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