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
=
+
+
+
+
REFLEX
=
+
+
+
+
WILL
=
+
+
+
+
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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+
+
=
+
+
+
=
+
+
+
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
.
Show Printable Version
}
Personal
Party
pp
pp
gp
gp
sp
sp
cp
cp
gp
gp
Wizard?Are you kidding me? Wizards do parlor tricks, I throttle the heavens. Contingency: Teleport keyed to a rude gesture Buffs: Mind Blank 48 hours Moment of Prescience 52 hours Foresight 8 2/3 hours Wings of Cover As an immediate action it allows the caster to gain total cover against any melee or ranged attack, psionic power or spell, thus totally negating the effect, +8 AC (if applicable), +4 reflex against AoE. Furthermore if the caster is dragonblooded he may extend the effect to one adjacent ally for every three caster levels. Wings of Flurry Evocation [Force] Level: Sorcerer 4 Components: V, S Casting Time: 1 standard action Range: 30 ft. Area: 30-ft.-radius burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Immense, scaled wings unfurl from behind you and beat at nearby foes in a savage flurry before vanishing as quickly as they appeared. You evoke flickering dragon’s wings that strike at every target in range, dealing 1d6 points of damage per caster level to all designated targets within 30 feet that fail a Reflex saving throw and half that damage to creatures that succeed on the save. Creatures that fail the Reflex save are also dazed for 1 round. Special: A dragonblooded character, or a character with the dragon type, casts this spell at +1 caster level. Transmutation Level: Bard 4, sorcerer/wizard 4 Components: V Casting Time: 1 immediate action Range: Personal Target: You Duration: 1d4 rounds In desperate need, you cry out a word imbued with power, granting you a bit of extra luck when you need it most. When the spell is cast, choose from one of the following effects. * Gain a luck bonus on Fortitude saving throws equal to your Charisma modifier, and immunity to poison. * Gain a luck bonus on Reflex saving throws equal to your Charisma modifier, and the evasion ability. * Gain a luck bonus on Will saving throws equal to your Charisma modifier, and immunity to fear effects. * Gain temporary hit points equal to 4d8 + your Cha modifier. These hit points vanish at the end of the spell’s duration. You can cast this spell multiple times. Each time you do, choose a different benefit. Belt of Battle: 3 charges/day, +2 initiative 1 charge: additional move action 2 charges: additional standard action 3 charges: additional full round action Circlet of Rapid Casting: 3 charges/day 1 charge: quicken a 2nd level spell 2 charges: quicken a 3rd level spell 3 charges: quicken a 4th level spell Handy Haversack A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. Utility Bolt Cutters (A&E; 6 GP): Dealing 15 damage to any metal bars as thick as 1 inch these are a lot more subtle then your friendly barbarian smashing a jail window or city grate. Garlic (A&E; 1 cp): For 1 copper piece you can hold off every vampire in town. Filter Mask(1gp & -): Cheap, if you suddenly need +2 on saves against gasbased effects, mundane and magic dust(includes sand). Caltrops (1gp) x10 Crowbar (2 gp) A crowbar grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size. Ladder, 10-foot (5 cp) 20 lb Mirror, small steel (10 gp) Rope, Silk (10 gp; 5 lbs) This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks. x2 11 foot pole (2 sp) When a 10 foot pole just isn't enough. x2 Pick, miner’s (3 gp) Shovel (2 gp) Saw Hatchet 5 sp ? Hammer (5 sp) If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size. Nails (50) Grappling Hook (1 gp) Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown). Silver Holy Symbol (25 gp) Holly and mistletoe Charcoal Chalk 1 cp x20 Candles x20 1 cp Oil 1 pint 1 sp x50 Bullseye Lantern 12 gp Torch 1 cp x20 Bell 1 gp x2 Bedroll 1 sp x2 Signal whistle 8 sp Flask 3 cp x3 Flour 5 lb Wine bottle (w/wine) 2 gp x4 Roughly 120.8 gp
Languages