Campaign:EA-Exalted/Eleri Dunesong

From 1d4chan
Konata no redeeming value.gif This article is bad and may or may not require deleting.
Comment on the article's talk page.
Reason: A character sheet that has not been updated in ten years, for a campaign that is clearly not being played anymore


  • Campaign: Campaign: EA-Exalted
  • Name: Eleri Dunesong, Silken Wrath, "The White Demon"
  • Concept: Cast Out Messiah of the Dunes
  • Exalt Type: Solar
  • Caste: Dawn
  • Motivation: Free her people from the shackles they are still born into.
  • Positive intimacies: People of the Dunes (Protective) ●●●●●, Devotion to Luna (Faith) ●●●●●, Her Grand Daiklave (Ownership) ●●●●●, Her Sanxian [Building](Ownership) ●●●●, Jackal [Building](Respect) ●●●, Lightened Gait [Building](Friendship) ●●●, Silver Tears For The Lesser And Low [Building](Respect) ●, Pass Judgment over the Solar Exalted of the Second Age [Building](Duty) ●●●●
  • Negative intimacies: The Institution of Slavery (Hatred) ●●●●●, Lemezugi [Building](Ignorant Entitlement) ●●●, Wang [Building](Naive Presumption) ●, DESTROY ALL ABYSSALS [Building](Hatred) ●●●●
  • Anima Totem: A giant monochrome representation of herself from the waist up tears its way out of her back then towers above her, glowing a literal white-hot (as does all the light she sheds, the harsh white sunlight of the most inhospitable desert rather than the typical warm golden glow of other Solars), completely lacking in physical features or distinctions within its 'borders' as if it were a 'blank' reverse shadow puppet. Has the additional disturbing tendency, if they are affected by her Anima power, of seeming to 'look' directly at anyone viewing it, a line of pure darkness forming into a too-wide predatory grin, too-sharp teeth silhouetted against that void.
  • Experience: 147/173





Eleri Dunesong is a breathtakingly beautiful young girl that is obviously one of the Dune People, looking to be between the ages of 10 and 11 and standing roughly 4'7", with a slim build revealing the beginnings of curves. Her eyes, red as the arterial blood of those arrayed against her. Her hair a white shining as lustrously as the face of Luna in the night sky. Her skin as pure as the most perfectly refined White Jade. And though she would generally sooner die than reveal it to others, a Cynis mon is tattooed in purple ink on the sole of her left foot.

She typically wears a seemingly simple outfit comprised of a long red coat with a hemline extending down to her knees, sealed together from her neck to just above her abdomen and open the rest of its length, atop a suit of black form-fitting clothing in the form of an identical long-sleeved black shirt, pants, and a pair of shoes bordering on slippers. Her clothing is un-ornamented with design or embroidery, simple yet flattering in cut and shape. It is also a shape-shifting artifact created by the Mountain Folk, capable of transforming into any articles of clothing its wearer can imagine with but a moment of concentration and a brief infusion of essence, and hardening when struck to protect its owner. The 'wardrobe' she has set into its memory, however, is a meager one, at least thus far.


Strength  ●        Charisma     ●●●●●    Perception   ●●●
Dexterity ●●●●●    Manipulation ●        Intelligence ●●●
Stamina   ●        Appearance   ●●●●●    Wits         ●●●


Archery      x     Integrity   ●●●●●     Craft         x    Athletics ●●●●● Bureaucracy x
Martial Arts x     Performance ●●●●●     Investigation x    Awareness ●●●●● Linguistics ●
Melee        ●●●●● Presence    ●●●●●     Lore          x    Dodge     ●     Ride        x
Thrown       x     Resistance  ●●●●●     Medicine      x    Larceny   x     Sail        x
War          x     Survival    ●●        Occult        ●    Stealth   ●     Socialize   ●

Crafts: None.

Languages: Old Realm (Dune People dialect, 'Common' dialect), High Realm.


Athletics: Feats Of Strength ●●●

Integrity: A Heart Locked Away From Humans ●●●

Linguistics: 'Common' Old Realm Dialect ●

Lore: People Of The Dunes ●

Melee: Blades ●●●

Performance: Sexual ●●●

Presence: Terrifying ●●●

Resistance: Facing The Sun ●●●


Artifact: ●●● (Black Jade Grand Daiklave)
Artifact: ●● (Transformative Armor)
Artifact: ●● (Fivefold Harmonic Adapter: Orichalcum, on Black Jade Grand Daiklave, Eternal)


First Melee Excellency
Cost: 1m per die; Mins: Melee 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
This charm allows her to increase Melee rolls by up to (Attribute + Melee).

Infinite Melee Mastery
Cost: 2m+, 1wp; Mins: Melee 4, Essence 3; Type: Simple (Speed 6, DV -1)
Keywords: None
Duration: One Scene
Prerequisite Charms: Any Melee Excellency
Each two motes committed to this Charm reduces the mote cost for the first three Melee Excellencies by one, to a minimum of zero. She may spend as many motes on this Charm as she wishes.

Hungry Tiger Technique
Cost: 1m; Mins: Melee 2, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
By spending one mote before making a Melee-based attack, this Charm causes extra successes on the attack roll to be counted twice for the purposes of determining raw damage.

One Weapon, Two Blows
Cost: 3m; Mins: Melee 2, Essence 1; Type: Reflexive (Step 1)
Keywords: Martial
Duration: Instant
Prerequisite Charms: None
Repeat steps 7-10 when resolving the damage for this Charm, effectively damaging the opponent twice.
Martial: Martial Arts.

Peony Blossom Attack
Cost: 3m; Mins: Melee 3, Essence 2; Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: One Weapon, Two Blows
Eleri makes a standard Melee attack at her full dice pool, and applies it to all enemies within three yards; each target resolves defense and damage separately.

Dipping Swallow Defense
Cost: 2m; Mins: Melee 2, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK, Martial
Duration: Instant
Prerequisite Charms: Any Melee Excellency
This Charm is used in response to an attack. It allows her to ignore all penalties that apply to her Melee-derived Parry DV when resolving that attack. Her Parry DV is still 0 if it's inapplicable, but it takes no further penalties.
Martial: Martial Arts.

Final Sunset Stance
Cost: 1m; Mins: Melee 5, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Martial-Ready, Native
Duration: One tick
Prerequisite Charms: Dipping Swallow Defense
Using this Charm raises her Melee-derived Parry DV by 1 for one tick. This bonus does not count as dice added by a Charm and ignores maximum DV limitations. Furthermore, any time she uses this Charm and successfully parries an attack with this DV, she stocks a free reflexive attack. This Charm may not be utilized with the aid of Charms bearing a Flaw of Invulnerability. Unused stocked attacks vanish from her arsenal when the scene ends. She may stock no more than (Dexterity + 3) reflexive attacks through any combination of Charms which do so, such as Shrike Saving Discretion.
Martial-ready: Martial Arts.

Bulwark Stance
Cost: 5m; Mins: Melee 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-Basic, Martial
Duration: Until next action
Prerequisite Charms: Dipping Swallow Defense
This Charm allows her to ignore penalties that apply to her Melee-derived Parry DV until her next action. This includes penalties invoked by her own attacks. Note that the effects of inapplicability are not a "penalty" on DV.
Martial: Martial Arts.

Perfect Blade Aegis
Cost: -; Mins: Melee 5, Essence 3; Type: Permanent
Keywords: Martial-ready, Native
Duration: Permanent
Prerequisite Charms: Bulwark Stance
Eleri's Melee-derived Parry DV is permanently raised by 2; this bonus counts as dice added by a Charm.
Martial-ready: Martial Arts.

Blade Lair Discipline
Cost: 3m; Mins: Melee 5, Essence 4; Type: Reflexive
Keywords: Combo-OK, Native
Duration: One scene
Prerequisite Charms: Perfect Blade Aegis
This Charm imposes a -1 external penalty on all attacks made against her for the Scene.

Fivefold Bulwark Stance
Cost: 5m, 1wp; Mins: Melee 5, Essence 2; Type: Simple (Speed 6, DV -1)
Keywords: Combo-OK, Martial
Duration: One Scene
Prerequisite Charms: Bulwark Stance
For the remainder of the scene, this Charm removes the onslaught penalty other characters' attacks impose on her Melee-derived parry DV. It also reduces the defense penalty imposed by each action the Exalt takes by one, to a minimum of zero.
Martial: Martial Arts.

Heavenly Guardian Defense (Conviction Flaw of Invulnerability)
Cost: 4m; Mins: Melee 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Bulwark Stance
This Charm is a parry that allows a character to perfectly defend against any attack, even if it is unblockable, so long as she has a weapon in hand and the attack is not unexpected. Mundane weapons can break when defending with them when used with this charm, should the attack she is using it to parry against inflict 25L raw damage before soak, though it will still successfully parry the attack.

Warrior's Imperishable Grip
Cost: -; Mins: Melee 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Heavenly Guardian Defense
When wielded with the preternatural skill of the Solar in combat, any object may be transformed into a deadly weapon as infallible as those forged of the Magical Materials. This Charm permanently upgrades any non-artifact weapon the Solar makes use of, including improvised weapons, with the indestructibility of an artifact weapon.
It will not be damaged or destroyed by being used in combat, save by effects that are specifically capable of damaging or destroying artifact weaponry. This includes the use of Heavenly Guardian Defense against attacks doing 25L or more damage. This effect does not function in situations where the Solar is not engaged in combat against real threats, including attacking inanimate objects.
This effect may be rescinded when the Solar's character deems it dramatically appropriate for a weapon to be damaged or destroyed in the performance of an attack.

Call The Blade
Cost: - (1m); Mins: Melee 2, Essence 2; Type: Permanent
Keywords: Obvious, Merged
Duration: Permanent
Prerequisite Charms: None
She may hold out her hand and call to the Essence of one of her weapons. If the desired weapon is within (Essence x 10) yards, and a flight path exists between the weapon and her hand, she may reflexively spend 1 mote to cause this Charm to draw the weapon into her grasp. She must own the weapon she calls. This Charm can be used to draw and ready a sheathed weapon reflexively. She may only call the weapon from up to (Essence x 2) yards away while in battle, however.
Merged: Call the Blade (Thrown).

Summoning the Loyal Steel
Cost: 1m; Mins: Melee 3, Essence 2; Type: Simple (Speed 3, DV -1)
Keywords: Combo-OK, Merged
Duration: Indefinite
Prerequisite Charms: Call the Blade
She may banish a drawn hand-to-hand weapon that she owns to Elsewhere with the commitment of a single mote of Essence. She can then draw the weapon directly from Elsewhere later, using a miscellaneous action. The Charm ends when she does so. If she cancels the Essence committed to this Charm while the weapon is Elsewhere, it falls to the ground at her side. She is explicitly permitted to draw her stored weapons from Elsewhere using Charms such as Call the Blade.
Merged: Summoning the Loyal Bow (Archery).

Thousand Arms Prana
Cost: - (1m); Mins: Melee 5, Essence 3; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Summoning the Loyal Steel
A character with this Charm may pay one mote to indefinitely store (Essence x 2) weapons Elsewhere, including close and long-range weapons. This Charm also expressly permits the storage of shields. Thousand Arms Prana is Stackable; the Solar may reflexively store as many weapons as she wishes Elsewhere, at a rate of one mote per (Essence x 2) weapons. In order to retrieve a weapon stored in this manner, the Solar must concentrate on that weapon and pay an additional mote, causing the weapon to fall to the ground at her feet. The character may also use Charms such as Elegant Dance of Bow and Blade to draw her weapons from Elsewhere.
As long as the Solar maintains an Essence commitment to this Charm, she may sheath weapons in Elsewhere without cost, up to her storage limit. Releasing the motes committed to storing her weapons in Elsewhere causes them to fall to the ground around the character in a circle ([Essence x 2] x [number of committed motes released]) yards in diameter. Her weapons do not become immediately tangible, but rather they glow with ghostly blue-white flames, and though they appear to be embedded all throughout the scenery, they can neither be grasped nor moved by anyone but the Lawgiver for one hour, after which the flames disperse and the weaponry rejoins existence. Should she commit motes back to Thousand Arms Prana before the hour’s end, she may instantly banish her emblazoned weaponry with a thought if she so chooses, or may otherwise place new weaponry into Elsewhere for the duration of this commitment. If the Solar grasps an emblazoned weapon at any point before the hour ends, the weapon immediately re-enters existence and becomes tangible to characters other than the Solar. Should a Lawgiver die while using this Charm, her weapons do not spring from Elsewhere, but rather float through the pocket-space of not-here, individual weapons falling into Creation and other realms of existence across (Essence) months from the character’s death.
Finally, purchasing this Charm grants the Solar an experience point refund for the cost of its prerequisite.

First Performance Excellency
Cost: 1m per die; Mins: Performance 1, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
This charm allows her to increase Performance rolls by up to (Attribute + Performance).

First Presence Excellency
Cost: 1m per die; Mins: Presence 1, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
This charm allows her to increase Presence rolls by up to (Attribute + Presence).

Graceful Crane Stance
Cost: 3m; Mins: Athletics 1, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: None
This Charm allows her to automatically succeed on any valid Athletics action to keep her balance. Moreover, this Charm allows her to keep her footing on any surface at least as strong and wide as a human hair. She treats it as a three-foot-wide ledge capable of supporting a thousand pounds of weight when determining what movement and Athletics actions she can take and what penalties to them might apply.

Increasing Strength Exercise
Cost: 3m per point; Mins: Athletics 3, Essence 2; Type: Simple (Speed 6, DV -1)
Keywords: Combo-OK, Obvious, Stackable
Duration: One Scene
Prerequisite Charms: None
This Charm suffuses her with Solar Essence, temporarily increasing her Strength. It adds one dot to her Strength for each three motes spent. No combination of Charms that includes Increasing Strength Exercise can increase her Strength by more than her Essence, and this bonus is treated as a dice bonus from Charms.

Surprise Anticipation Method
Cost: 1m; Mins: Awareness 5, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
This Charm guarantees success on any valid Awareness roll to notice immediate mortal danger. This Charm works whether she is in or out of battle, awake, or asleep. If she has a chance to notice a surprise attack during a prolonged struggle, a dart blown at her in the jungle, an invisible opponent or a cleverly concealed pit, she does so.
If she must make such a roll and has a chance of failing it, and if she can invoke this Charm, this Charm invokes itself automatically. At that time, if she has a combo containing this Charm, she may declare the use of that Combo instead of just the Surprise Anticipation Method Charm.
Surprise Anticipation Method does not invoke itself if Eleri has already used her Charm for the action, if she does not have any motes of Essence, if she is Inactive and cannot become active, if she is already certain to succeed on the Awareness roll or if she cannot normally attempt an Awareness roll.


The Sun Cannot Be Evaded: First Melee Excellency + Hungry Tiger Technique + Heavenly Guardian Defense + Surprise Anticipation Method. (1m per die*/1m/4m*/1m* + 1wp)
To Strike At The Wind Is Futile: Fivefold Bulwark Stance + Heavenly Guardian Defense. (5m+1wp/4m* + 1wp)
Potential As Endless As The Desert's Sand: Increasing Strength Exercise + Graceful Crane Stance + Heavenly Guardian Defense. (3m per dot/3m*/4m* + 1wp)

(* - Denotes a reflexive Charm.)

Anima Powers[edit]

By spending five motes of Essence, Eleri may appear glorious and terrifying until the end of the scene (or until she decides to let the effect dissipate). She appears taller and fiercer, with a terrible visage, burning eyes and a deadly, rending grasp. This effect comes into play automatically once the Solar spends 11+ motes of Peripheral Essence.
While this power is in effect, the character exudes a fear aura which causes all opponents attempting to attack or oppose her (socially or physically) to suffer a -1 external penalty on all attack rolls. This unnatural Emotion effect costs five points of Willpower to ignore for the rest of the scene. The Dawn’s terrifying glory unbound also disrupts attempts at coordinating attacks against her, increasing the difficulty to arrange such attacks by 2. Additionally, the immense Essence pressure within Eleri’s anima slows all incoming attacks, increasing her DVs by 2. Finally, Solars of the Dawn Caste are immune to all fear-based Emotion effects while their anima power is active. If a complementary mass combat unit is forced to check for rout because of the Dawn Caste’s actions while this anima is active, they suffer a -2 external penalty to the roll.

Merits and Flaws[edit]


Sun-Seared: Like all of the Dune People, Eleri is supernaturally vulnerable to the sun. Exposure to direct sunlight inflicts a damage of 1B/minute with a Trauma rating of 3, and she suffers a three-die penalty on all rolls while so exposed. Heavy clothing doubles the time interval for this form of environmental damage.
Sterile: Permanently Infertile due to an overdose of Maiden Tea.
Intolerance (Humanity: Minor [Common, Difficulty 3 Compassion roll or WP 1 to ignore for a scene, -3 to social actions other than intimidation])
Intolerance (Dynasts: Major [Uncommon, Difficulty 5 Compassion roll or WP 3 to ignore for a scene, -5 to social actions other than intimidation])
Intolerance (Solar Exalted: Major [Uncommon, Difficulty 5 Compassion roll or WP 3 to ignore for a scene, -5 to social actions other than intimidation])


Essence: ●●●●
Regeneration: 0 when active, 4/hour when relaxed, 8/hour when sleeping or meditating.
Personal Essence Pool: 6/22 (-)
Peripheral Essence Pool: 1/50 (-)
Committed Essence: 13 (Black Jade Grand Daiklave 8, Transformative Armor 4, Thousand Arms Prana (Grand Daiklave, Sanxian (and case), several large chiaroscuro glass shards) 1)
Anima Level: -


Willpower: ●●●●●●●●●●
Temporary: 2/10



Compassion ●
Conviction ●●●●●
Temperance ●
Valor      ●●●●●

Virtue flaw: Deliberate Cruelty

Eleri wholly embraces cruelty. Her conscience vanishes, and she uses terror and cruelly to accomplish her goals, with only contempt for any perceived or exhibited weakness. She casually tortures and mutilates prisoners to sow terror and inspire obedience. This cruelty causes a minimum two-die penalty on all Social interactions not involving fear or intimidation.

Partial control: Eleri can moderate her cruelty when necessary. She casually intimidates and tortures wherever effective and is incapable of kindness. However, she can show restraint and indifference when cruelty would be less effective. She still suffers from a one-die penalty to other Social interactions.

Limit: xxxxx xxxxx

Duration: One full day.

Limit Break Condition: Whenever she is subjected to severe stress or backed against the wall.


Black Jade Grand Daiklave (Orichalcum Fivefold Harmonic Adapter attached), Transformative Armor, Sanxian (with wooden case and orange protective cloth).


Black Jade Grand Daiklave: ●●● (The entire surface of the blade is a perfectly unvarying black, a darkness so absolute that nothing can escape it; no source of light may force it to gleam, and not even the Wyld itself can force the reflections of that which surrounds it to manifest upon its surface. The blade itself was shaped into a minimalistic and stark design, with absolutely straight edges on either side tapering very gradually over roughly seven feet of its length until it suddenly comes to a triangular shape over the last foot, the two sides that meet to form its point identical in every measurement. No adornment graces the blade, save for the three hearthstone sockets lined up perpendicular to the minimalistic, nearly nonexistent, cross guard, each of which are nothing more than featureless depressions within the blade itself, lacking any decoration or delineation from the rest of the blade itself. The hilt stretches precisely two feet long, the subtle grooves carved into the grip accentuating the nature of the black jade it is formed from to provide a comfortable and slightly adhesive texture for the hands wielding the massive weapon, just enough so that even being drenched in blood will not cause it to slip, but not so much as to prevent even the most complex and intricate manipulations performed upon the battlefield. The pommel is the daiklave's only nod to adornment, a haiku written in Old Realm carved into the smooth ovoid only slightly wider than the grip.)
Alone amidst foes
Rivers flow, a mighty flood
Depths filled with blood

Transformative Armor: ●● (This artifact was created in the depths of Meru by the hands of the Mountain Folk, then given to the house of Cynis during a diplomatic meeting. This clothing is made from an Essence-sensitive fabric including threads of spun jade and moonsilver. In its basic form, it resembles a finely made tunic of synthetic silk. When the wearer spends one mote, however, she can cause the fabric to shape itself to her will, expanding and contracting the weave, altering its color, texture, and shape to fit her precise specifications. It can become everything from a single glove or hat to an elaborate and multi-layered suit of elaborate courtly garb. The wearer can also spend one mote to cause the garment to almost instantly clean itself and repair any damage. This transformation is exceptionally rapid, requiring only a miscellaneous action (Speed 5, DV -1). To either duplicate a garment she has seen before or design one of her own, the wearer must make a (Wits + Craft (Wood)) roll, with a failure indicating that the garment looks significantly different from the desired result. This artifact can duplicate any appearance it has ever held without requiring a roll, however. Not only a suit of clothing but a suit of armor as well, it will always provide protection from heat and cold, as well as a soak rating of +6L/+4B and a hardness of 2L/2B, no matter what form it takes, without ever causing a Mobility penalty or Fatigue.)

Fivefold Harmonic Adapter: ●● (Appearing as thumbnail-sized disks crafted from a single piece of orichalcum engraved with mystical glyphs and surrounded in a ring of adamant, these devices automatically adhere to any artifact constructed of a different magical material (in this case, her Jade Grand Daiklave). While so adhered, it allows her to attune to her weapon for the same cost, while receiving the benefits of Black Jade, as if it were made of orichalcum. While the host artifact remains attuned, the adapter cannot be pried off until she allows attunement to her weapon to lapse. This particular fivefold harmonic adapter was constructed to be as imperishable as the weapon it is adhered to, and therefore has no Repair rating or upkeep requirements.)

Manses and Hearthstones[edit]



Join Battle: 8 dice.
Dodge DV: 5
Dodge MDV: 9/11
Soak: 6L/5B (Transformative Armor, +6L/4B, Hardness 2L/2B)


Punch: Speed 5, Accuracy 6, Damage 1B-5B, Parry DV 4, Rate 3, Tags: N.
Kick: Speed 5, Accuracy 5, Damage 4B-8B, Parry DV 1, Rate 2, Tags: N.
Clinch: Speed 6, Accuracy 5, Damage 1B-5B, Parry DV n/a, Rate 1, Tags: C/N/P.
Black Jade Grand Daiklave: Speed 6-5, Accuracy 13-15, Damage 14L-18L/4, Parry DV 9-10, Rate 2, Tags: 2/R/P/O.


x -0
x -1
x -1
x -2
x -2
x -4
x Incapacitated
x Dying
x Dead


Merits (0)

Flaws (16)
Sun-Seared (6)
Sterile (1)
Intolerance: Humanity (3)
Intolerance: Dynasts (3)
Intolerance: Solar Exalted (3)

Other BP Expenditures (31)
Conviction ●●●●● (3)
Valor ●●●●● (6)
Athletics ●●●●● (2)
Integrity ●●●●● (2)
Melee ●●●●● (2)
Performance ●●●●● (2)
Presence ●●●●● (2)
Resistance ●●●●● (2)
Specialty: Melee (Blades) ●●● + Athletics (Feats of Strength) ● (2)
Specialty: Athletics (Feats of Strength) ●● (1)
Specialty: Presence (Terrifying) ●●● + Performance (Sexual) ● (2)
Specialty: Performance (Sexual) ●● (1)
Specialty: Integrity (A Heart Locked Away From Humans) ●●● + Resistance (Facing the Sun) ● (2)
Specialty: Resistance (Facing the Sun) ●● (1)
Specialty: Lore (People of the Dunes) ● (1)

XP (147)
Essence ●●● (16)
Charm: Infinite Melee Mastery (8)
Essence ●●●● (24)
Awareness ●●●● (6)
Specialty: Linguistics ('Common' Old Realm Dialect) ● (3)
Awareness ●●●●● (8)
Charm: First Performance Excellency (8)
Charm: Surprise Anticipation Method (10)
Charm: One Weapon, Two Blows (8)
Charm: Peony Blossom Attack (8)
Charm: First Presence Excellency (8)
Charm: Warrior's Imperishable Grip (8)
Charm: Thousand Arms Prana (8)
Charm: Summoning the Loyal Steel {Refund} (+8)
Charm: Final Sunset Stance (8)
Charm: Perfect Blade Aegis (8)
Charm: Blade Lair Discipline (8)