Owain Build Page
Owain Corvalis
Ranger 2 / Warblade 6 / Crusader 1 / Ruby Knight Vindicator 1 // Cleric 1 / Spirit Shaman 7 / Cobra Strike Monk 1 / Generic Expert 1
Human (Extraplanar), Male
Chaotic Good
Region: Thrane / The Eldeen Reaches
Deity: The Spirits of Nature (Animist view of the spirits of the land, distant deities don't really chime with Owain)
Ability |
Normal |
Temporary |
Str |
14 |
+2 |
|
|
Dex |
18 |
+4 |
|
|
Con |
16 |
+3 |
|
|
Int |
14 |
+2 |
|
|
Wis |
8 |
-1 |
|
|
Cha |
16 |
+3 |
|
|
Combat Stats
Senses:
Listen +18
Spot +8
Darkvision 60 ft.
Superior low-light vision (x4 distance)
Blindsense 30 ft.
Blindsight 15 ft.
Speed: 70 ft. [30 base +10 Dark Creature +30 enhancement Haste]
Heart of Water: Swim 70 ft. (can breathe underwater) [30 base +10 Dark Creature +30 enhancement Haste]
Master Air: Fly 130 ft. (perfect) [90 base +10 Dark Creature +30 enhancement Haste]
AC: 20 [10 +4 Dex +5 Armour Chain Shirt +1 Dodge Haste]
Flat-footed AC: 20 [10 +4 Dex Uncanny Dodge +5 Armour Chain Shirt +1 Dodge Haste]
Touch AC: 15 [10 +4 Dex+1 Dodge Haste]
Flat-footed Touch AC: 15 [10 +4 Dex Uncanny Dodge+1 Dodge Haste]
vs Incorporeal Touch: 20 [10 +4 Dex +5 Armour Chain Shirt+1 Dodge Haste]
Note: the Ghost Warrior Spirit Shaman ability allows Owain to use his normal AC against the touch attacks of incorporeal creatures
+1 Dodge vs Minotaur
+2 Deflection vs Spirits
Saves:
Fort +9 [+6 base +3 Con]
Ref +13 [+6 base +4 Dex +2 Int +1 Dodge Haste]
Will +6 [+7 base -1 Wis]
+2 Resistance vs Spirits
HP (Current/Max): 40/136
Lesser Iron Ward Diamond Armour Crystal: DR 3/- (30/30 prevented so far today)
Steely Resolve 5 (Current: 0)
Cold Resistance 10
Immunities:
Enchantment (charm) and Enchantment (compulsion) effects that grant ongoing control
Blocks Possession
Action Points: 10 (Chapter 3: 9 remaining)
Attacks:
Standard Action: Ghost Touch Greataxe +14 [+10 BAB +2 Str +1 Enhancement +1 Dodge Haste] melee (d12+4/x3)
Furious Counterstrike +1 to attack and damage
+2 to confirm criticals
Sneak Attack +2d6
Full Attack:
Ghost Touch Greataxe +12/+12 [Haste]/+7 [+10 BAB +2 Str +1 Enhancement -2 TWF +1 Dodge Haste] melee (d12+4/x3)
Ghost Touch Unarmed Strike +11/+6 [+10 BAB +2 Str -2 TWF +1 Dodge Haste] melee (d6+1)
Furious Counterstrike +1 to attack and damage
+2 to confirm criticals
Sneak Attack +2d6
Class Features
Proficiencies: All simple and martial weapons, monk weapons, all armours and shields.
Battle ardor (critical confirmation): Add Int to rolls to confirm critical threats.
Battle clarity (reflex saves): Add Int to Reflex saves.
Blessing of the Spirits: Spend 10 minutes carrying out rite, grants Protection from Evil (except it protects against spirits) with indefinite duration (although it can be dispelled/dismissed). Always active unless dispelled (in which case will re-activate at first opportunity).
Celerity Domain: Domain Power traded in for Travel Devotion feat as per Complete Champion.
Chastise Spirits: 6/day (6 remaining), Standard action, deal 7d6 damage to all spirits within 30 ft., DC 20 Will save for half damage (full effect vs incorporeal opponents).
Darkness Domain: Gain Blind-Fight as a bonus feat.
Detect Spirits: Detect Spirits at will spell-like ability (functions as Detect Undead but for spirits)
Favored Enemy (evil outsiders): +2 bonus to Bluff, Listen, Sense Motive, Spot, Survival and Damage against evil outsiders.
Flurry of Blows: can make an extra attack at highest BAB, -2 penalty on all attacks in that round, can only be used when unarmoured
Follow the Guide: If affected by an enchantment spell or effect and fails his saving throw may attempt a second saving throw 1 round later.
Furious Counterstrike +1: Whenever there is any damage stored in delayed damage pool gains a +1 bonus on attack and damage rolls.
Ghost Warrior: Any weapon Owain wields acquires the Ghost Touch special ability, uses normal AC against touch attacks made by incorporeal creatures.
Improved Uncanny Dodge: Can no longer be flanked, opponents must have at least 10 levels of rogue to gain sneak attack against him by virtue of flanking.
Sneak Attack: As the rogue class ability, +2d6 precision damage against flanked or flat-footed opponents.
Spiritual Connection: 3/day use either Speak with Animals or Speak with Plants as SLA (CL 2).
Spirit Guide: Grants Alertness as a bonus feat.
Steely Resolve 5: First 5 points of damage taken in any round goes into delayed damage pool, take damage at the end of next turn.
Turn Undead: as 1st level Cleric, 6/day (3 remaining), d20+3 turning check, 2d6+4 turning damage
Uncanny Dodge: Retain Dex modifier to AC when flat-footed or when struck by an invisible attacker (still loses it if immobilized).
Warding of the Spirits: 1/day perform special rite taking 1 minute to grant Magic Circle Against Evil (except it functions against spirits), duration = 70 minutes.
Wild Empathy: Can improve an animal's attitude towards himself in the same way as with a Diplomacy check (1d20+10). Suffers a -2 penalty to the check when not in forest terrain.
Flaws
Beastly: Vulnerable to animal trance, calm animals, charm animal, dominate animal, hide from animals and hold animal. Suffers a -2 penalty on all Charisma-based skill checks except Disguise, Handle Animal and Use Magic Device. Anyone with the wild empathy class feature who observes Owain's mannerisms is aware of this vulnerability.
Terrain Specialist (Forests): -2 penalty on wild empathy, Search and Survival checks to track when in any environment other than forests.
Feats
Adaptive Style: Refresh/change maneuvers readied as full-round action
Alertness: +2 Listen & Spot
Blind-Fight: Re-roll miss chance
Combat Reflexes: 5 [1+Dex] AoO per round
Darkstalker: Foes with special sense must still roll to detect, can flank creatures with all-around vision
Dodge: +1 Dodge vs single opponent, free action to designate/change
Dynamic Priest: Spirit Shaman casting parameters all based on Cha
Improved Initiative: +4 Initiative
Improved Two-Weapon Fighting: Make second off-hand attack at -5 penalty
Improved Unarmed Strike: Avoid provoking AoO for unarmed strikes, deal increased damage
Ironheart Aura: While in Iron Heart stance adjacent allies get +2 Morale bonus on saves
Stormguard Warrior:
- Channel the Storm: Refrain from taking AoO - each attack refrained from grants +4 attack and damage against that opponent in next round
- Combat Rhythm: Make touch attacks in place of normal attacks, each hit grants +5 damage against that opponent in next round
- Fight the Horde: Strike two or more opponents with melee attacks or Iron Heart strikes, if fight defensively next turn gain +2 on attack rolls against previously struck foes
Track: Use Survival skill to follow tracks.
Travel Devotion: Move as swift action.
Maneuvers
Stances Known: Absolute Steel, Hunter's Sense, Martial Spirit, Thicket of Blades
Current Stance: Martial Spirit
Warblade
Maneuvers Readied: 4
- Death From Above
- Iron Heart Surge
- Moment of Perfect Mind
- Wall of Blades
Crusader
Maneuvers Readied (Granted) : 5 (2)
- Defensive Rebuke
- Foehammer
- Leading the Attack
- Revitalizing Strike
- White Raven Tactics
Granted: Defensive Rebuke, Foehammer, Revitalizing Strike, White Raven Tactics
Skills
Balance +6
Concentration +11
Hide +34 (Hide in Plain Sight in shadowy areas, includes +10 circumstance from Camouflage)
Intimidate +5
Jump +21
Knowledge (nature) +9
Knowledge (religion) +10
Listen +18 (inc +4 insight from Listening Lorecall)
Move Silently +22
Spot +8
Survival +14 (+2 in aboveground natural environments, -2 when not in forests)
Tumble +16
Swim +10 (can take 10 and breathe underwater)
Languages
Common, Sylvan, Celestial
Spirit Shaman Spells
Current Spells Active:
- Heart of Water (CL 7, 7 hours)
- Expended for: Freedom of Movement (from Heart of Earth, CL 7, 3 rounds)
- Listening Lorecall (CL 7, 70 mins)
- Camouflage [forests] (CL 7, 70 mins)
- Master Air (CL 7, 2 rounds)
- Travel Devotion (9 rounds)
Base Spells per day: 6/7/7/5/2
Spells remaining: 6/6/5/3/1
Recalled Spells
0-level (3)
- Cure Minor Wounds
- Dawn
- Know Direction
1-level (3)
- Camouflage (SC)
- Goodberry
- Pass Without Trace
2-level (2)
- Listening Lorecall (SC)
- Master Air (SC)
3-level (1)
- Heart of Water (CM)
4-level (1)
- Bite of the Wereboar (SC)
Equipment
Gloves of Dexterity +2 (4,000)
Greataxe +1 (2,320)
- Lesser Revelation Crystal (1,000) - invisible creatures struck illuminated for 1 round (still have 50% miss chance), invisibility suppressed for 1 round
Mithril Chain Shirt +1 (2,250)
- Lesser Iron Ward Diamond (2,000) - DR 3/-, prevents up to 30 damage each day (tracked in hp section of sheet above)
Short Bow (75)
Lesser Rod of Extend (3,000) - 3 uses remaining
Healing Belt (750) (MIC p. 110) - 3/day (0 uses remaining)
Padded Boots (Masterwork Tool: Move Silently) (50)
Camouflage Cloak (Masterwork Tool: Hide) (50)
Wilderness Kit (Masterwork Tool: Survival) (50)
Bird Feather Token (300 - paid for out of Gwyn's funds)
Total = 15,545 gp
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