Dalinar Umbrant

Build Headline: Human - Fighter [Gloomblade] (20th)

[NAME] - Alignment, Worships, etc
AC HP Fort Reflex Will SR CMD Initiative BAB
?? (?) +? +? +? (-) (-) +? +?
Strength: 10 (-)
Dexterity: 10 (-)
Constitution: 10 (-)
Intelligence: 10 (-)
Wisdom: 10 (-)
Charisma: 10 (-)

Traits

  • [Trait]

Feats

  • ?? [Human Bonus]
  • ?? [General, 1st]
  • ?? [Fighter Bonus, 1st]
  • ?? [Fighter Bonus, 2nd]
  • ?? [General, 3rd]
  • Barroom Brawler: Once per day as a move action, you can gain the benefit of a combat feat that you do not possess for 1 minute. You must otherwise meet the feat’s requirements. [Fighter Bonus, 4th]
  • Advanced Weapon Training - [Abundant Tactics]: Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature. Special: This feat can be taken more than once, but at most once per 5 fighter levels. [General, 5th]
  • ?? [Fighter Bonus, 6th]
  • ?? [General, 7th]
  • ?? [Fighter Bonus, 8th]
  • ?? [General, 9th]
  • Advanced Weapon Training - [Weapon Sacrifice]: Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature. Special: This feat can be taken more than once, but at most once per 5 fighter levels. [Fighter Bonus, 10th]
  • ?? [General, 11th]
  • ?? [Fighter Bonus, 12th]
  • ?? [General, 13th]
  • ?? [Fighter Bonus, 14th]
  • Advanced Weapon Training: Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature. Special: This feat can be taken more than once, but at most once per 5 fighter levels. [General, 15th]
  • ?? [Fighter Bonus, 16th]
  • ?? [General, 17th]
  • ?? [Fighter Bonus, 18th]
  • ?? [General, 19th]
  • Advanced Weapon Training: Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature. Special: This feat can be taken more than once, but at most once per 5 fighter levels. [Fighter Bonus, 20th]

Class Options


Skills:

?? +? []
  • Common

Race

Racial Features Human
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size
Normal Speed: Humans have a base speed of 30 feet
Bonus Feat: Humans select one extra feat at 1st level
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level
Favoured Class Bonus - [Fighter]:

Class and Archetype

Class Features Fighter
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd
Weapon Training: Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter gains an additional +1 bonus on attack and damage rolls when using a weapon from this group. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Armor Mastery: At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield
Weapon Mastery - [??]: At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type
Archetype Features Gloomblade
Student of Darkness: A gloomblade gains Acrobatics, Knowledge (planes), Perception, and Stealth as class skills, but does not gain Climb, Handle Animal, Ride, or Swim as class skills
Shadow Weapon: A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish. At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level. At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.) At 11th level, a gloomblade’s shadow weapons each gain their full enhancement bonus if he creates two weapons. If a gloomblade creates only one shadow weapon, it gains additional weapon special abilities; the total effective bonus of these abilities cannot exceed +3. The gloomblade can now choose from the of anarchic, axiomatic, flaming burst, icy burst, holy, shocking burst, unholy, and wounding weapon special abilities as well as those from the list above. At 15th level, a gloomblade’s shadow weapons each gain magic weapon special abilities with a total effective bonus of +2 per weapon. If a gloomblade creates only one shadow weapon, its magic weapon special abilities cannot exceed a total effective bonus of +5. The gloomblade adds brilliant energy, dancing, and speed to the options he can choose as weapon special abilities for his shadow weapon. This replaces the fighter’s armor training and proficiency with heavy armor and shields (he retains proficiency in light and medium armor)
Shadow Weapon Training: At 5th level, a gloomblade gains weapon training, except that he does not select a weapon group; instead, the bonus applies to the shadow weapons he creates. A gloomblade does not select additional weapon groups as he gains levels. At 9th level, whenever a gloomblade creates one or more shadow weapons, he can apply any one of the following shadow effects (chosen upon creation) to one of them (1) - During the gloomblade’s turn, he can increase his reach with that weapon by 5 feet. (2) - The gloomblade can increase a thrown shadow weapon’s range increment (if any) by 20 feet, (3) - When he hits a foe with a melee attack with the weapon, he can use it to perform a reposition combat maneuver against the creature hit as a swift action. This does not provoke attacks of opportunity, (4) - Attacks made with the weapon ignore hardness equal to or less than the gloomblade’s fighter level. For every 4 levels he has beyond 9th, a gloomblade can apply an additional effect to his shadow weapons, to a maximum of three effects at 17th level; these effects can be split between multiple shadow weapons as a gloomblade desires, but they don’t stack with themselves. This alters weapon training.

Items, gear and equipment:

Weapons:
Enhancements
Wondrous Items:
Ioun Stones:
Spellbooks
Scrolls
Potions
Mundane Equipment:
Other Items:
Head
Headband
Eyes
Shoulders
Neck
Body
Chest
Armour
Belt
Wrist
Hands
Ring 1
Ring 2
Feet
GP Pouch
gp

Familiars, Cohorts, Followers, Intelligent items, and Common Summons


Combat Cheat Sheet


Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License