Character Name
Player
Campaign
Current XP
Next Level XP
XP Change
Class
Race
Alignment
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
ACTION POINTS
TOTAL
Current HP
Nonlethal Damage
Dmg Red
HP
AC
=
10
+
+
+
+
+
+
+
+
TOTAL
Armor
Shield
Other
Dex
Size
Natural
Deflect
Misc
TOUCH
FLAT
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
Total Weight
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
=
+
+
+
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REFLEX
=
+
+
+
+
WILL
=
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+
+
Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
=
+
+
+
+
SPELL RESIST
GRAPPLE
=
+
+
+
+
RANGED
=
+
+
+
+
Weapons:
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Armor:
Weapon
Wielded
Carried
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Wielded
Carried
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Wielded
Carried
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Wielded
Carried
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Worn
Carried
Type
AC Bonus
Check Pen
Special Properties
Weight
Speed
Spell Fail
Max Dex
Shield/Protective Item
Worn
Carried
Type
AC Bonus
Check Pen
Special Properties
Weight
Speed
Spell Fail
Max Dex
Protective Item
Worn
Carried
Type
AC Bonus
Check Pen
Special Properties
Weight
Speed
Spell Fail
Max Dex
Protective Item
Worn
Carried
Type
AC Bonus
Check Pen
Special Properties
Weight
Speed
Spell Fail
Max Dex
/
Max Rank
Skills
Skill Name
Key
Ab
CS
Skill
Mod
Ab
Mod
Rank
Misc
Mod
Check
Pen
=
+
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=
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=
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=
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=
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=
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=
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+
=
+
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=
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+
=
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+
+
=
+
+
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=
+
+
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=
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=
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+
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=
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=
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=
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=
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+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Display Spells & Powers
Spell Saves
save dc
LEVEL
Spells
/Day
bonus spells
Cast
/Mem
0
0
1
2
3
4
5
6
7
8
9
Spells/Powers Known
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Spells & Powers
Spell Name
Level
# Cast
/Mem
Spell Name
Level
# Cast
/Mem
Currency
Other Notes
[
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Personal
Party
pp
pp
gp
gp
sp
sp
cp
cp
gp
gp
Equipment: Called Full Plate of Mindarmor +2 (15,150 gp) Called Heavy Steel Shield +2 (4,170 gp) Ring of Intellect +4 (16,000 gp) Spell Storing Warhammer +1 (8,312 gp) (Scorching Ray stored) Tunic of Steady Spellcasting (2,500 gp) Cloak of Resistace +2 (4,000 gp) Spellbook (Dragonhide, Slipcase (235 gp) Helm of Saint Siristi Belt Pouch x2 (2 gp) - Small Steel Mirror (10 gp) - Tindertwigs x40 (40 gp) - Finely Carved Ash Pipe (10 gp) - Pouch of Fair Tobacco (5 gp) - Scroll of Teleport - Scroll of Lightning Bolt - Scroll of Haste Heward's Handy Haversack (2,200 gp) - Bedroll and Winter Blanket (6 sp) - Masterwork Artisan's Tools x3 (110 gp) - Flask of Oil x20 (2 gp) - Flint and Steel (1 gp) - Potion of Cure Moderate Wounds x4 (1,500 gp) - Khazad-ahm Arim, do-Orrum, Mukagog do-Baradh Mugrokh. (Old tome) - 192 gp, 4 sp - Robe of Useful Items - Healing Salve x2 (20 uses) - Wand of Fireball (20 charges) Helm of Saint Siristi: The user can use the following spells at cl 11th or their caster level whichever is higher 1/day shield of faith 1/day heal 3/day hide from undead Specialist School: Abjurration (Barred Schools: Necromancy, Enchantment) Spells Per Day: 4/6/6/5/4/3/2 Spells Prepared: 0th: Detect Magic x2 (2 Slots Open) 1st: Detect Undead, Magic Missile x2 (Protection from Evil) (2 Slots Open) 2nd: Resist Energy, Invisibility x2, Knock (Resist Energy) (2 Slots Open) 3rd: Protection from Evil, Expeditious Retreat, Dispel Magic (Dispel Magic) (1 Slot Open) 4th: Defenestrating Sphere, Locate Creature (Stoneskin) (1 Slots Open) 5th: Wall of Force, Teleport (Stoneskin) (1 Slots Open) 6th: Greater Dispel Magic, Dimension Door (Repulsion) Spells Known: 0th: All 1st: Endure Elements, Hold Portal, Protection from Evil, Obscuring Mist, Detect Undead, Identify, True Strike, Magic Missile, Color Spray, Expeditious Retreat 2nd: Arcane Lock, Protection from Arrows, Resist Energy, Melf's Acid Arrow, See Invisibility, Scorching Ray, Shatter, Invisibility, Rope Trick, Knock 3rd: Dispel Magic, Magic Circle Against Evil, Protection from Energy, Clairaudience/Clairvoyance, Daylight, Fireball, Fly, Gaseous Form, Slow 4th: Fire Trap, Remove Curse, Stoneskin, Dimension Door, Leomund's Secure Cottage, Locate Creature, Scrying, Shout, Wall of Ice, Defenestrating Sphere 5th: Dismissal, Teleport, Telekinesis, Wall of Force, Cyclonic Blast, Firebrand 6th: Tenser's Transformation, Wall of Iron, Greater Dispel Magic, Repulsion Notes: - DO NOT FORGET Orrum's racial save bonus versus poison, spell-like abilities, and spells. - The following skills have one half rank in them, due to being cross-class skills. Spellcraft, Concentration, Knowledge (Arcana). - Skills marked with an asterisk (*) receive a +2 racial bonus when working with metal and a +7 bonus when working with stone. Also, he has several sets of Masterwork Artisan's Tools; don't forget his additional +2 equipment bonus. - The bonus to Search checks involving Stonecunning is +8. - Untrained Appraise checks are made at +11 when related to stone ONLY. - When casting spells defensively, Orrum's Concentration check is at the least 35. If necessary to roll the check, remember his Combat Casting feat you idiot! - The books used to make this character: PHB, DMG, Races of Stone, Complete Arcane, Complete Warrior, Magic Item Compendium. ------------------- Appearance: Orrum stands at an even four feet tall, built in typical Dwarf fashion; stocky and thick limbed. Though his head is bald, he does wear a sort of crown of hair, which is yet long enough to be tied back in a thick braid. His hair is a uniform ashen black color, and his beard hangs well below his chest, even bound in thick braids as it is. Orrum's eyes are flinty gray, another clan trademark. His sturdy frame weighs a healthy 300 pound without any armor or gear. Orrum favors simplicity; as such, his armor, shield, and hammer are all unadorned. However, in keeping with balance, with each new day, he covers his armor and shield with burning runes, the trademark of his training. As the day passes with his magical energies, the runes fade away, in keeping with Orrum's wizardry. He wears a crowned helm, a symbol of his military rank before his release. Personality: Orrum is calm and calculating, in almost a disturbing fashion, and seldom bursts out emotionally. He constantly monitors himself, and the internal balance of feeling that he contains in an iron-like cage of order. He inwardly loathes personal disarray and internal chaos, outwardly frowning upon such qualities in others. Orrum values law, as well as established hierarchies of power and authority. Some find him cold, or perhaps unfeeling, while others find that, given time Orrum will reveal that he is indeed quite alive and full of emotion... he simply lives by the personal commandment that there is a time and a place for it. Background: Orrum was born the child of Clan Ironbeard's two eldest mages, both of whom were believed to have seen their last child thirty years prior. He was brought up steeped in knowledge, tempered with wisdom, and when the time came for it, honed by war. Though his arcane skill was well founded and keenly developed, Orrum's father believed that to truly understand what it meant to serve the clan, Orrum would have to surrender his arcane studies for a period of one full year, to train with the common soldier. Orrum agreed without question, and immediately took up his warhammer, which he had forged himself, in place of his spellbook. Fifteen years passed. In that time, Orrum distinguished himself several times on the field of battle, becoming a cornerstone of resolve upon which his squad was built upon. His skill and training, hindered though it was by his heavy armor and shield, did not handicap Orrum; rather, it gave the Dwarf a new obstacle to overcome, and in time, he did so. Standing beside his father during a siege on the Clan hold, Orrum received instruction on the initial tennets of his father's order; the Runesmiths. Empowered with his newfound knowledge, but constantly checked by the lessons of wisdom and experience, Orrum proceeded to attain the level of Captain, his magic proving to be the crucial turning point in defending the Clan hold. At the age of one hundred, Orrum was released from his duties with honor. His father implored him to seek out his cousins in a distant human capitol city, whom forged armor and weapons in the Clan's name. Bearing an ancient tome, which was first bound and penned at Orrum's birth, the Runesmith set out, putting up his weapon and armor, seeking peace and honest labor. It was in that city, that Orrum suddenly found himself in the midst of outrage and chaos. The city, in a single night, was overthrown, the king toppled by a wizard seemingly mad with power. The balance and order was annihilated, the established authority cast down in place of madness and destruction. There was little hope left for the city, it seemed. Orrum took up his warhammer, which he had forged himself.
Languages