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Wumble Kinj

Page history last edited by PBworks 4 years ago

 

 

 

Wumble Kinj Character Sheet (for the details)

Level Progression:

 

Level Class BAB Features
1 Rogue 0 Trapfinding, +1d6 SA, FEAT: Two Weapon Fighting, FLAW/FEAT: Murky-eyed, Exotic Weapon Proficiency: Broad Blade Shortsword, FLAW/FEAT: Poor Reflexes, Combat Expertise
2 Rogue 1 Evasion
3 Rogue 2 Penetrating Strike (ACF, Dungeonscape), +2d6 SA, FEAT: Deadly Defense
4 Rogue 3 Uncanny Dodge
5 Rogue 3 +3d6 SA
6 Swordsage 3 FEAT: Shadow Blade FEAT:Weapon Focus: Shadow Hand (swordsage), Quick to Act +1, 6 maneuvers known, 4 readied, 1 stance, IL: 3
7 Swashbuckler 4 FEAT: Weapon Finesse (swashbuckler)
8 Swordsage 5 AC Bonus, +1 Maneuver known, +1 stance IL:5
9 Rogue 6 FEAT: Adaptive Style
10 Rogue 7 +4d6 SA
11 Bloodclaw Master 7 Shifting 1/day, Claws of the Beast +1 Swordsage Manuever Known IL 7
12 Bloodclaw Master 8 Superior Two-Weapon Fighting, Tiger Claw Synergy (Stance), FEAT: Open
13 Warblade 9 IL 8, 3 Maneuvers Known/Readied, Battle Clarity (Reflex Saves)
14 Bloodclaw Master 10 +1 Warblade Maneuver Known/Readied, IL 9, Shifting 2/day, Pouncing Strike
15 Warblade  11 IL10 Improved Uncanny Dodge, +1 Maneuver Known FEAT: Open
16 Warblade 12 IL11 Battle Ardor (Critical Confirmation), +1 Maneuver Known
17 Warblade 13 IL12 +1 Maneuver Readied, +1 Stance Known
18 Warblade 14 IL13 Bonus Feat: Ironheart Aura, Feat: Stormguard Warrior, +1 Maneuver Known
19 Warblade 15 IL14
20 Warblade 16 IL15 Battle Cunning (damage) +1 Maneuver Known

 

Wumble wields Slicer and Dicer

 

 

Combat Shtick:

Wumble fights more or less like a classic rogue. He fights with both weapons, and typically attempts to team up with an ally in order to gain a flanking bonus (and thus sneak attack) the foes. Island of Blades stance (his only stance until level 8) allows him to "flank" from any direction: any enemy who is adjacent to Wumble and an ally of Wumble is treated as flanked (for both Wumble and the allies). When attacking, he gets 3d6 sneak attack damage against normal foes, and 1d6 against any foe who is normally immune to sneak attack damage (constructs, undead, etc) due to the Penetrating Strike ACF. Additionally, each of his shortswords sports an elemental assault crystal, his Burning Blade boost gives another 1d6+4 fire to each attack (once per combat), and whenever he takes at least a -2 penalty with combat expertise, he gains an additional 1d6 damage (Deadly Defense) and 2 AC (broadblade short swords).

 

He has a number of skills that are associated with manueverability: tumble, jump, climb, etc. Hide and Move Silently, especially when coupled with racial abilities (silence) and maneuvers (cloak of deception) means he can disappear from combat and stay disappeared if needs be.

 

Maneuvers Known/Readied:

Stance: Island of Blades

Readied: Sudden Leap

Readied: Flame Blade

Readied: Shadow Jaunt

Readied: Cloak of Deception

Known: Mountain Hammer

 

History

 

Born in the poorest district of Marsember to somewhat ignoble parentage, his first years were on the streets. It wasn't long before his innate intelligence made him realize that he had a very important choice to make. He could either join a gang, get stabbed in an alley, or get the hell out of the slums. He chose the latter, opting instead to join the town guard.

 

When he joined, he came armed with a few tidbits of information about criminal activity in town, enough to make the guard realize that he did indeed have potential. He, of course, thought he had cracked several Crimes of the Century, but as we all know, nobody cares what happens in the slums of Marsember.

 

His nearly supernatural ability to sneak about and sit still for hours at a time earned him a berth in the guard's night watch. Since he was so unobtrusive, he was assigned to the Noble District, where he spent the last 30 years ((since Gnomes age so slowly)). During that time, he put his training opportunities to good use, taking classes at the Academy when not on duty.

 

A few years ago, there were a string of brazen thefts from the nobles of the District. Shops and homes alike had their good burgled, all in the dark of night. The guard seemed helpless against the unknown thieves. After a few robberies, the thieves even took to leaving notes behind, taunting the guard.

 

It was Wumble who spotted the pattern to the notes the thieves were leaving behind, and it was he who was able to predict the next victim of a robbery. Rather than tell his superiors, of course, he staked out the likely spot, observed the thieves coming and going, and tailed the thieves to their hideout. Only after finding their hideout did he report back in. By the time the city guard raided the hideout, the thieves had fenced their ill-gotten goods. Of course, the thieves were all captured, but the stolen treasures were gone. If Wumble had told his superiors immediately, this might not have happened, and both he and his superiors knew it. He was dismissed from the Guard and had to leave town in disgrace.

 

He has spent the past few years traveling with the Midwinter's Mark Mercenary Company, proving his worth to his companions in battle and out of battle.

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