Lesaonar Zauviir


© 2006 Commissioned Artwork by Eunice Figueroa
Permission to use not granted

NAME: Lesaonar Zauviir
RACE: Drow
SUBTYPE: --
TEMPLATE: --
GENDER: Male
AGE: 124
EYES: Crimson
HAIR: White
SKIN: Ebony
SIZE: Medium
HEIGHT: 4'9"
WEIGHT: 97 lbs
SPEED: 60 ft
CLASS LEVEL HD
1)Warblade 20 d12
2)Eternal Blade 4 d10
3) -- --
4) -- --
5) -- --
6) -- --
7) -- --
8) -- --
9) -- --
10) -- --
11) -- --
12) -- --
ALIGNMENT: LN
CHAR LEVEL: 24
ECL: 26
EXPERIENCE: 288,000
FEAT POOL: 0
SKILL POINTS: 0/289
HIT POINTS: 424
DMG REDUCT: 5/-
SPELL RESIST: 35
PSION RESIST: 25
EPIC ATTACK: 2
EPIC SAVE: 2
POWER POINTS: --


STAT VALUE MOD
STR 30 +10
DEX 18 +4
CON 22 +6
INT 30 +10
WIS 20 +5
CHA 20 +5
STR FEAT VALUE
OVER HEAD: 1600
OFF GROUND: 3200
PUSH/DRAG: 8000
LT LOAD: 532
MED LOAD: 1064
HVY LOAD: 1600
MONEY AMOUNT
COPPER 0
SILVER 0
ELECTRUM 0
GOLD 16,800
PLATINUM 0
( ) -

SAVING THROW TOTAL = BASE + STAT MOD + MAGIC MOD + MISC MOD
FORTITUDE 24 = 12 + 5 + 5 + 2
REFLEX 29 = 6 + 5 + 6 + 12
WILL 18 = 6 + 5 + 5 + 2

  • +2 racial bonus to saves against enchantment spells or effects
  • +2 Racial bonus on Will saves against spells and spell-like abilities
  • -10 to REF saves when flat-foot


    AC
    AC = Base + DEX + SIZE + ARMOR + SHIELD + NAT + MISC
    48 = 10 + 4 + 0 + 13 + 7 + 5 + 9

  • Misc includes +5 deflection bonus, +1 dodge bonus, +1 unnamed, & +2 Profane bonus
  • Armor & Shield values include enhancement bonuses
  • Gain +2 Dodge bonus to AC each time anyone misses for remainder of round

    VARIANT AC FORMULA = ADJUSTED AC
    FLAT FOOTED Subtract DEX mod and similar bonuses = 43
    TOUCH Excludes Shield, Armor, Enhancement, Natural = 28/38

    INITIATIVE = DEX MOD + MISC
    14 = 4 + 10


    MELEE BONUS = BASE ATTACK + STR MOD + SIZE MOD + MISC
    33 = 20 + 10 + 0 + 3
    RANGED BONUS = BASE ATTACK + DEX MOD + SIZE MOD + MISC
    27 = 20 + 4 + 0 + 3

    WEAPON/ATTACK FORM ATTK+ DMG+ DMG CRIT RANGE
    Greatsword +44 +30 3d6 19-20/x2 20ft

  • 1/round apply a +5 bonus to any single attack after the 1st
  • 1/round may Take 10 on a single attack roll
  • +10 attack and damage bonus during Attacks of Opportunity
  • +10 damage vs Flat-footed or Flanked foes
  • +10 on checks to confirm a Critical Hit
  • +10 Insight bonus to Attack & Damage rolls vs chosen foe type with Eternal Blade; 2 Encounters/day

    FULL ATTACK GREATSWORD: +44/+44/+39/+34/+29

    FULL ATTACK GREATSWORD w/ETERNAL TRAINING: +54/+54/+49/+44/+39

    FULL ATTACK GREATSWORD w/RAGING MONGOOSE: +44/+44/+44/+44/+39/+34/+29

    FULL ATTACK GREATSWORD w/RAGING MONGOOSE & ETERNAL TRAINING: +54/+54/+54/+54/+49/+44/+39

    GRAPPLE: +30 (with option to auto succeed at escape, or fight with full attack)


    SKILL NAME KEY SKILL MOD = KEY MOD + RANKS + MISC MOD
    Appraise INT 10 = 10 + 0 + 0
    Balance DEX 24 = 4 + 16 + 4
    Bluff CHA 18 = 5 + 13 + 0
    Climb STR 20 = 10 + 10 + 0
    Concentration CON 63 = 6 + 27 + 30
    Diplomacy CHA 30 = 5 + 25 + 0
    Disguise CHA 5 = 5 + 0 + 0
    Escape Artist DEX 8 = 4 + 0 + 4
    Forgery INT 10 = 10 + 0 + 0
    Gather Information CHA 5 = 5 + 0 + 0
    Heal WIS 5 = 5 + 0 + 0
    Intimidate CHA 32 = 5 + 27 + 0
    Jump STR 67 = 10 + 27 + 30
    Knowledge(Local [Underdark]) INT 15 = 10 + 5 + 0
    Knowledge(History) INT 15 = 10 + 5 + 0
    Listen WIS 10 = 5 + 0 + 5
    Martial Lore INT 17 = 10 + 7 + 0
    Move Silently DEX 4 = 4 + 0 + 0
    Perform([Untrained]) CHA 5 = 5 + 0 + 0
    Ride DEX 17 = 4 + 13 + 0
    Search INT 10 = 10 + 0 + 0
    Sense Motive WIS 18 = 5 + 13 + 0
    Spot WIS 34 = 5 + 27 + 2
    Survival WIS 5 = 5 + 0 + 0
    Swim STR 15 = 10 + 5 + 0
    Tumble DEX 28 = 4 + 20 + 4
    Use Rope DEX 4 = 4 + 0 + 0


    FEAT
    Simple Weapon Proficiency
    Martial Weapon Proficiency (Melee Weapons)
    Armor Proficiency (Light)
    Armor Proficiency (Medium)
    Shield Proficiency (Except Tower)
    Weapon Focus (Greatsword)
    Greater Weapon Focus (Greatsword)
    Epic Weapon Focus (Greatsword)
    Weapon Specialization (Greatsword)
    Greater Weapon Specialization (Greatsword)
    Epic Weapon Specialization (Greatsword)
    Weapon Supremacy (Greatsword)
    Melee Weapon Mastery (Slashing)
    Combat Reflexes
    Throw Anything
    Improved Initiative
    Quick Draw
    Blind Fight
    Adaptive Style


    ADDITIONAL NOTES/ERRATA
    Quick & Dirty Summary

    Uncanny Dodge
    Improved Uncanny Dodge (Full Levels stacked)
    Evasion

    +20 on checks vs. Bull Rush, Overrun, & Trip
    +14 on checks vs Disarm
    +10 on checks vs Feint, Sunder

    Fast Healing 2

    Immune to Disease
    Immune to Poison
    Immune to Sleep spells & Effects
    Immune to Mind-affecting powers, spells, & effects
    Immune to Information-gathering powers, spells, & effects (except Metafaculty)
    Immune to Critical Hits & Sneak Attacks
    Immune to Impeded Movement (Web, Slow, Paralysis, etc)
    Immune to Grappling (auto-success on checks)

    Active Stances

  • Pearl of Black Doubt
  • Supreme Blade Parry

    Readied Manuevers (8)

  • Time Stands Still
  • Iron Heart Surge
  • Raging Mongoose
  • Girallon Windmill Flesh Rip
  • Diamond Defense
  • Swooping Dragon Strike
  • Adamantine Hurricane
  • Pouncing Charge

    Skill Tricks

  • Never Outnumbered: Demoralize multiple foes at once
  • Acrobatic Backstab: Move through foe's space to render it flat-foot
  • Nimble Charge: No need for Balance check on difficult terrain
  • Spot the Weak Point: Make next attack a Touch Attack
  • Back on Your Feet: Stand from prone immediately with no AoO

  • Drow Traits
    Darkvision 120'
    SR 11 +1/Character Level
    +2 racial bonus to saves against enchantment spells or effects
    +2 Racial bonus on Will saves against spells and spell-like abilities
    Immunity to Sleep spells and effects
    +2 Racial bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for the door.
    Spell-like abilities (Caster Level = Character level)
    • Dancing Lights 1/day
    • Darkness 1/day
    • Faerie Fire 1/day

    Light Blindness
    Warblade Abilities
    Uncanny Dodge
    Improved Uncanny Dodge
    Weapon Aptitude: Each day can change weapon type for applicable feats
    Battle Clarity: INT mod to REF saves when not flat-footed
    Battle Ardor: Bonus on confirming criticals equal to INT mod
    Battle Cunning: INT mod to damage vs flat-footed or flanked opponents
    Battle Skill: INT mod as Insight bonus vs Bull Rush, Disarm, Feint, Overrun, Sunder, Trip
    Battle Mastery: INT mod to attack and damage during AoO
    Bonus Feats (4 total)
    Stance Mastery: Have two active stances simultaneously

    Stances

  • Punishing Stance: +1d6 damage melee; -2 AC
  • Hunter's Sense: Gain Scent
  • Pearl of Black Doubt: Gain +2 Dodge bonus to AC each time anyone misses for remainder of round
  • Supreme Blade Parry: DR 5/- (negated for someone who makes you flat-footed)

    Strikes

  • Greater Insightful Strike
  • Time Stands Still
  • Adamantine Hurricane
  • Avalanche of Blades
  • Strike of Perfect Clarity
  • Pouncing Charge
  • Swooping Dragon Strike

    Counters

  • Diamond Defense
  • Iron Heart Focus
  • Moment of Perfect Mind
  • Mind Over Body

    Boosts

  • Raging Mongoose
  • Girallon Windmill Flesh Rip
  • White Raven Tactics

    Misc Maneuvers

  • Iron Heart Surge

  • Eternal Blade Abilities
    Gain Blade Guide
    Eternal Training 2/day: Gain Insight bonus=INT mod on Attack & Damage vs chosen foe type; or maneuver
    Guided Strike: Overcome DR of one opponent for 1 round as Swift Action (unlimited) Uncanny Dodge (Full levels stack with Warblade)
    Eternal Knowledge: Guide grants 3 Knowledges at Level+INT mod (+14): Nobility & Royalty; Religion; Arcana
    Languages Known
    Elven
    Undercommmon
    Common
    Drow Sign Language
    Goblin
    Orc


    GEAR/ITEM
    Magic Items By Body Slot
    • HEAD: Scout's Headband
    • FACE: Third Eye Conceal
    • THROAT: Retributive Amulet
    • TORSO: Tunic of Steady Spellcasting, Greater
    • BODY: Mithral Full Plate
    • WAIST: Belt of Battle
    • SHOULDERS: Cloak of Greater Displacement
    • ARMS: Strongarm Bracers
    • HANDS: Empty
    • RING (R): Ring of Nine Lives
    • RING (L): Ring of Jumping
    • FEET: Boots of Temporal Acceleration

    Slotless Worn Magic Items
    • Ring of Evasion
    • Ring of Heavy Armor
    • Ring of Proof vs Poison
    • Earring of Feather Fall
    • Earring of Sustenance
    • Armband of Adaptation

    "Single Use" Magic Items & Grafts

    • Manual of Quickness of Action +5
    • Manual of Gainful Exercise +5
    • Tome of Clear Thought +5
    • Tome of Leadership & Influence +4
    • Tome of Understanding +4
    • Silthilar Graft - Healing Blood
    • Silthilar Graft - Flexible Spine

    Other Magic Items

    • Rod of Bodily Restoration
    • Orb of Mental Renewal
    • Greatsword
    • Shield


    Scout's Headband
    [ 3400 gp ]
    Grants +2 Competence bonus on Spot checks continuously.
    In addition, the circlet has 3 charges that renew each day at dawn. You can spend 1 or more charges as a Standard Action to do one of the following:

  • 1 Charge: You gain Darkvision out to 60' for 1 round
  • 2 Charges: You can see invisible creatures and objects (as See Invisibility) for 10 mins
  • 3 Charges: You gain True Seeing for 1 minute

    Third Eye Conceal
    [ 120,000 gp ]
    While worn, this small, faintly glowing white crystal protects the wearer from view by all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers and effects (except for Metafaculty).

    Earring of Feather Fall
    [ 4,400 gp ]
    Can use Feather Fall at will.

    Earring of Sustenance
    [ 5,000 gp ]
    No need to eat or drink; only need 2 hrs sleep.

    Retributive Amulet
    [ 56,000 gp ]
    This inch-wide disk bears a large red crystal in it's center. Tiny carvings around the crystal show an endless march of angels and demons at war.
    When worn, this amulet provides a +2 Profane bonus to AC. In addition, when the wearer takes damage from a melee attack made with a natural or hand-held weapon, the damage is divided equally between the attacker and the target. If the damage is an odd number, the extra point of damage goes to the attacker.
    The amulet delivers the same types of wounds upon the attacker that the wearer receives, but only damage to hit points.

    Tunic of Steady Spellcasting, Greater
    [ 90,000 gp ]
    This item, a unique improved version of its lesser counterpart, grants a +30 Competence bonus to all Concentration skill checks.

    Mithral Full Plate
    [ 319,750 gp + 3,000 gp ]
    This finely crafted suit of armor holds the following enchantments. In addition, he keeps a Greater Crystal of Screening attached:

    • +5 Enhancement bonus to AC
    • Speed [+3 MP]: Constant Haste
    • Ghost Ward [+1 MP]: Can add Enhancement bonus to Touch AC
    • Nimbleness [+1 MP]: +1 Max Dex, Armor Check penalty -2
    • Called [+2000 gp]: Summon anywhere on same plane
    • Comfort [+5000 gp]: Immune to normal temperature extremes
    • Health [+11,250 gp]: Immune to disease
    • Blueshine [+1500 gp]: Item immune to rust & acid effects
    • Freedom [+60,000 gp]: Constant Freedom of Movement
    • Glamered [+2700 gp]: Can change the item's appearance
    • Greater Anchoring [+15,000 gp]: +10 Enhancement bonus on checks vs. Bull Rush, Overrun, & Trip attacks
    • +5 Deflection bonus to AC [+50,000 gp]
    • +5 Natural Armor bonus to AC [+50,000 gp]
    • +5 Resistance bonus to Saving Throws [+25,000 gp]
    • Crystal: -10 penalty to incorporeal touch attacks

    Belt of Battle
    [ 228,000 gp ]
    Grants a +2 Competence bonus to Initiative while worn. In addition, it has 3 charges which are renewed each day. Spending 1 or more charges (as a Swift Action)grants you an extra action which must be taken immediately

  • 1 Charge = 1 Move Action
  • 2 Charges = 1 Standard Action
  • 3 Charges = 1 Full-round Action
    The belt has also been enchanted to grant the following Enhancement bonuses:
  • +6 STR
  • +6 CON
  • +6 INT
  • +6 WIS
  • +6 CHA

    Cloak of Displacement, Major
    [ 50,000 gp ]
    Works as the Displacement spell and lasts for up to 15 rounds a day, split as the user sees fit.

    Armband of Adaptation
    [ 18,000 gp ]
    No need to breathe, immune to harmful gases & vapors (as per Necklace of Adaptation).

    Strongarm Bracers
    [ 6,000 gp ]
    These bracers allow the wearer to wield weapons as if he were one size category larger than normal.

    Ring of Nine Lives
    [ 45,000 gp ]
    The ring expends one charge and heals 20 points if the wearer's hit points ever drop to 0. In addition, once per day the wearer can expend a charge to treat a failed saving throw as a success.
    Current charges: 9

    Ring of Jumping
    [ 90,000 gp ]
    Grants a +30 Competence bonus to all Jump skill checks.

    Ring of Evasion
    [ 50,000 gp ]
    Grants Evasion as per the Rogue class feature.

    Ring of Heavy Armor
    [ 144,000 gp ]
    Grants Fortification 100%.

    Ring of Proof vs Poison
    [ 54,000 gp ]
    Grants immunity to poison.

    Boots of Temporal Acceleration
    [ 43,000 gp ]
    Once per day as a Swift Action (Command), speed time up as Time Stop. Take two rounds worth of actions then resume acting during your current turn in normal time, but are Shaken for 1 round.

    Greatsword
    [ 213,000 gp + 10,00 gp ]
    This Large-sized adamantine greatsword carries the following enchantments. In addition to those listed below, he keeps a Greater Truedeath Crystal attached to the weapon at all times.

    • +5 Enhancement bonus to attack and damage
    • Collision [+2 MP]: Adds +5 damage on a successful hit
    • Blurstrike [+2 MP]: When activated (a Swift action; 10/day) opponent is considered flat-footed against the first attack in the round. Creatures that don't rely on sight for combat (such as thos with the blindsight special quality) and creatures with uncanny dodge aren't treated as flat-footed against this attack.
    • Magebane [+1 MP]: +2 extra enhancement to attack/damage vs arcane casters; +2d6 damage to same
    • Everbright [+2000 gp]: Immune to Rust & Acid
      Standard action 2/day Flash 20 foot burst DC 14 Negates or blinded 1 round
    • Spellblade [+6000 gp]: User immune to one spell (Greater Dispel Magic). Can redirect as Free Action or dissipate.
    • Shadowstrike [+5000 gp]: Once per day, a shadowstrike weapon can reach through the wielder's own shadow to catch foes off guard. When this power is activated (a Swift mental action), 5 feet it added to the user's reach, and the target is denied it's Dexterity bonus to AC for this attack.
    • Truedeath, Gr [10,000 gp]: +1d6 dmg vs Undead; Critical & Sneak Attack undead; Ghost Touch

    Mithral Large Shield
    [ 56,900 gp ]
    This shield, which is almost always floating by Lesaonar's side, carries the following enchantments:

    • +5 Enhancement bonus
    • Animated [+2 MP]: Floats within 2 feet of wielder when activated.
    • Called [+2000 gp]: Summon anywhere on same plane
    • Blueshine [+1500 gp]: Item immune to rust & acid effects