L3 Warblade, L2 Totemist XP pool: 6,100 next level 15,000
Str 22 (18 without belt) +6
Dex 13 +1
Con 17 +3
Int 16 +3
Wis 11 +0
Cha 6 -2
Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Handle Animal, Intimidate, Jump, K-Arcana, K-Nature, K-history, K-local, K-Planes, Listen, Martial Lore, Ride, Spellcraft, Spot, Survival, Swim, tumble
Modified Skills: 4+int, ACP-5, Autohypnosis 1(6), Balance 4(2), Bluff 0(2), Concentration 5(10), Craft Armorsmithing 6(11), Craft Weaponsmithing 6(11), Craft woodworking 2(7), Diplomacy 0(1), Intimidate 8(8), Jump 8(16), K-Arcana 1(6), K-History 5(10), K-Planes 1(6), Listen 6(15), Spot 6(15), Sense Motive 0(-3)
Skill modifiers: +2 spot+listen (Ioun stone), +5 spot+listen (essence of guard), +1 luck to all (luckstone), +1 competence to all (Ioun Stone), +5 to Jump (boots)
Passive Features
Immunities- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
Other Racial traits- Cannot heal naturally. Healing subschool spells only 50% effective. Can be repaired via effects that can repair objects. When reduced below 0 hp, is disabled, but is automatically considered stable. Does not need to eat, sleep, or breathe, but can consume things such as potions. 25% chance of critical hits being reduced to normal hits. Natural 1d4 slam attack. Takes 2d6 damage from rusting magic
Battle Clarity-While not flat footed, Intelligence bonus added to Reflex saves
Weapon Aptitude-Feats that benefit only a single weapon type can be reset to a different weapon with an hour of practice.
Uncanny Dodge-Retain Dexterity bonus to AC even if caught flatfooted or struck by hidden enemy.
Feats
Adamantine Body - Inherent warforged armor is replaced with adamantine plating. Armor bonus increased to +8, base land speed reduced to 20, Maximum dexterity now +1, permanent ACP of -5, and ASF of 35%. In addition, the character gains Damage Reduction of 2/Adamantine. Armor cannot normally be removed, but can be enchanted.
Extra Essentia: +2 essentia
Power attack - remove x from attack mod, add x to damage or 2*x for two handed weapon.
Martial Study - gain access to Crusader's Strike maneuver
Weapon Focus - +1 to hit with set weapon (default Great Falchion)
Fussy (Flaw) - become sickened for duration of potion, or 1 minute per CL of potion
Gullible (Flaw) - enchantments and illusions save penalty -2, Sense Motive penalty: -4
Traits
Honest +1 diplomacy, -1 bluff and sense motive
Swift +10 to base land speed, -1 per level hp
Stances
Punishing Stance - As swift action, enter offensive posture. -2 to AC, +1d6 damage on melee strikes
Maneuvers
Moment of Perfect Mind (counter) - As immediate action, replace an incoming Will save with a Concentration skill check.
Steel Wind (strike) - Make an attack that strikes two adjacent enemies. Make two separate attack rolls
Crusader's Strike (strike) - Make a single melee attack, if it hits, initiator or an ally within 10' heals 1d6+1/IL
Battle Leaders Charge (strike) - Charge, Do not provoke AOOs, deal extra 10 damage on hit.
Emerald Razor (strike) - Attacks targets Touch AC
Mountain Hammer (strike) - Extra 2d6 damage, ignores damage reduction and Hardness.
Gem bonuses, masterwork longaxe, +1 to Armor bonus, inventor crossbow