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Character Sheet

Player Name

Gordac Hand-of-Granite 15 Barbarian Stoneblessed 57,000


Character Name Level Class Paragon Path Epic Destiny Total XP
Goliath Medium 83 Male 7'10" 350 lbs. Unaligned The Raven Queen
Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number

INITIATIVE DEFENSES MOVEMENT


SCORE DEX 1/2 LVL MISC SCORE 10 + ARMOR/ SCORE BASE ARMOR ITEM MISC
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
9 Initiative 2 7 27
6 Speed (Squares) 6
CONDITIONAL MODIFIERS
AC 17 5 3 2 SPECIAL MOVEMENT
CONDITIONAL BONUSES

ABILITY SCORES SENSES


SCORE ABILITY ABIL MOD MOD + 1/2 LVL 10 +
DEFENSE SCORE PASSIVE SENSE BASE SKILL BONUS
1/2 LVL ABIL CLASS FEAT ENH MISC MISC

22 STR 6 13 30 FORT 17 6 2 1 3 1 20 Passive Insight 10 + 10


Strength

22 CON 6 13
CONDITIONAL BONUSES
22 Passive Perception 10 + 12
Constitution
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
14 DEX 2 9 25
Dexterity REF 17 2 1 3 2
ATTACK WORKSPACE
12 INT 1 8 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Unarmed
Intelligence
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

17 WIS 3 10
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 13 7 6
Wisdom 25 WILL 17 3 1 3 1
10 CHA 0 7 CONDITIONAL BONUSES DAMAGE WORKSPACE
Charisma
ABILITY:
Melee Basic Attack - Unarmed
HIT POINTS ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC

MAX HP HEALING SURGES MILESTONES


0
ACTION POINTS
1
1d4+6 6
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2
121 60 30 14 2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
3

1/2 HP 1/4 HP
BASIC ATTACKS
CURRENT HIT POINTS CURRENT SURGE USES ATTACK DEFENSE WEAPON OR POWER DAMAGE

RACE FEATURES 13 vs AC Unarmed (Melee) 1d4+6


Mountain's Tenacity - +1 racial bonus to Will
9 vs AC Unarmed (Range) 1d4+2
SECOND WIND 1/ENCOUNTER USED Powerful Athlete - Roll twice and use either result when
TEMPORARY HIT POINTS vs
making Athletics check to jump or climb
Stone's Endurance - Have the stone's endurance power
DEATH SAVING THROW FAILURES FEATS
Athletics Bonus
SAVING THROW MODS
Goliath Greatweapon Prowess - Gain proficiency, +2
Nature Bonus
RESISTANCES damage with simple and military two-handed melee
weapons
CURRENT CONDITIONS AND EFFECTS
Weapon Expertise (Hammer) - Gain bonus to attack rolls
with hammers.
SKILLS CLASS / PATH / DESTINY FEATURES
Markings of the Blessed - Roll twice for first saving throw
ABIL MOD TRND ARMOR Barbarian Agility - Gain +1 AC and Reflex when not wearing
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC each encounter
8 9 0 -1 heavy armor. (+2 at 11th level, +3 at 21st)
Acrobatics DEX Disciple of Divine Wrath - Avenger: Religion skill, oath of
Feral Might - Choose a Feral Might option.
8 Arcana INT 8 0 n/a enmity 1/encounter
Rageblood Vigor - Swift charge power; temporary hp
19 Athletics STR 13 5 -1 2 Ritual Caster - Master and perform rituals
equal to Con mod (+5 at 11th, +10 at 21st) when you drop
7 Bluff CHA 7 0 n/a Improved Rageblood Vigor - Gain 5 extra temporary hp
enemy to 0 hp
7 7 0 n/a from Rageblood Vigor
Diplomacy CHA Rage Strike - Gain the rage strike power at 5th level
Paragon Defenses - +1 to Fortitude, Reflex, and Will
10 Dungeoneering WIS 10 0 n/a
Rampage - Critical hit grants free melee basic attack; once
Hammer Rhythm - Damage with hammer or mace on a miss
17 Endurance CON 13 5 -1 per round, barbarian attack power only
Unyielding Stone - Stone's endurance grants temporary hp
10 Heal WIS 10 0 n/a Stonehide Action - When you take an action point action, +2

8 History 8 0 n/a AC.


INT

10 10 0 n/a Unusual Reach - Increase melee reach by 1.


Insight WIS

7 Intimidate CHA 7 0 n/a

17 Nature WIS 10 5 n/a 2

12 Perception WIS 10 0 n/a 2

13 Religion INT 8 5 n/a


LANGUAGES KNOWN
8 Stealth DEX 9 0 -1
Common, Giant
7 Streetwise CHA 7 0 n/a

8 Thievery DEX 9 0 -1

Gordac Hand-of-Granite Page 1


POWER INDEX MAGIC ITEM INDEX CHARACTER PORTRAIT
List your powers below. List your powers below.
Check the box when the power is used. Check the box when the power is used.
Clear the box when the power renews. Clear the box when the power renews.
AT-WILL POWERS MAGIC ITEMS
WEAPON
Recuperating Strike Adamantine Maul +3 (E)
WEAPON
Howling Strike
WEAPON

WEAPON

ARMOR
Earthhide Armor of Durability +3 (E)
ARMS
ENCOUNTER POWERS Iron Armbands of Power (heroic tier) (E)
FEET
Stone's Endurance Wildrunners (heroic tier) (E)
HANDS
Swift Charge Giantkind Gloves (heroic tier) (E)
HEAD
Avalanche Strike Circlet of Second Chances (heroic tier) (E)
NECK
Thunder Hawk Rage Attack Amulet of Protection +3 (E)
RING
Oath of Enmity
RING
Feast of Violence
WAIST PERSONALITY TRAITS
Mountain Sweep Girdle of the Oxen (heroic tier) (E)
Storm of Blades Hunter's Flint (heroic tier) ()

DAILY POWERS Potion of Life (epic tier) ()


Rage Strike Handy Haversack (heroic tier) ()
Thunder Hawk Rage Marble Elephant (heroic tier) ()
Stone Bear Rage
Iron Hammer Rage
MANNERISMS AND APPEARANCE

UTILITY POWERS
Tiger's Leap
Instinctive Charge
Deny Death
Summit Advantage
Daily Item Powers Per Day
Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Paragon (11-20) Milestone / / /
Occupation - Foe Killer
Epic (21-30) Milestone / / / You fought and killed your people's enemies. What sorts of
creatures do you define as enemies of your people? Do you
target members of a humanoid race, such as goblins? Or do
OTHER EQUIPMENT RITUALS / ALCHEMY you hunt monstrous threats such as aberrant horrors or
Scroll of Raise Dead Earthen Ramparts undead? How does your long experience fighting these
creatures shape your personality? How do you react when
Water Breathing you encounter your favored enemy?
Endure Elements
Corpse Light COMPANIONS AND ALLIES
Animal Messenger
Banish Vermin
Feat of Strength
Animal Friendship
Speak with Nature
Call Wilderness Guide
Commune With Nature
Share Husk
SESSION AND CAMPAIGN NOTES
Summon Winds

COINS AND OTHER WEALTH


Money on hand: 17 pp; 20 gp
Stored money: 0 gp
Encumbrance: 38 / -780 (+1000)

Gordac Hand-of-Granite Page 2


CHARACTER NAME
Second Wind
Gordac Hand-of-Granite
PLAYER NAME KEYWORDS USED

RACE CLASS LEVEL Standard Personal


Goliath Barbarian 15
ACTION RANGE

HP 22 STR AC vs Self

27 ATTACK DEFENSE TARGET


121 22 CON Effect: You spend a healing surge and regain 30
Fort hit points. You gain a +2 bonus to all defenses
Spd 14 DEX 30 until the start of your next turn.

6 12 INT Ref
25
Init 17 WIS
Will
+9 10 CHA 25

ADDITIONAL EFFECTS
Passive Passive
20 Insight 22 Perception

CLASS LEVEL BOOK


PH

PLAY DATA ® ® ENCOUNTER ACTION ®

Recuperating Strike Howling Strike Stone's Endurance


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Primal, Weapon Primal, Weapon

Standard * Melee weapon Standard * Melee weapon Minor Personal


ACTION RANGE ACTION RANGE ACTION RANGE
20 vs AC One creature 20 vs AC One creature vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Requirement: You must be wielding a two-handed Requirement: You must be wielding a two-handed Effect: You gain resist 5 to all damage until the
weapon. weapon. end of your next turn.
Attack: Strength vs. AC Attack: Strength vs. AC Level 11: Resist 10 to all damage.
Hit: 1[W] + Strength modifier (+6) damage, and you gain Hit: 1[W] + 1d6 + Strength modifier (+6) damage.
temporary hit points equal to your Constitution modifier
Level 21: Resist 15 to all damage.
Level 11: 1[W] + 2d6 + Strength modifier (+6) damage.
(+6). If you are raging, the number of temporary hit Level 21: 2[W] + 3d6 + Strength modifier (+6) damage.
points you gain equals 5 + your Constitution modifier Special: When charging, you can use this power in
(+6). place of a melee basic attack. If you are raging, you
Level 11: 1[W] + 1d6 + Strength modifier (+6) damage. can move 2 extra squares as part of the charge.
Level 21: 2[W] + 2d6 + Strength modifier (+6) damage.
Adamantine Maul +3: +20 attack, 2d6+2d6+14
Adamantine Maul +3: +20 attack, 2d6+1d6+14 damage
damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Barbarian 1 PH2 Barbarian 1 PH2 Racial Power * PH2

AT-WILL POWER ® AT-WILL POWER ® ENCOUNTER POWER ®

Swift Charge Avalanche Strike Thunder Hawk Rage Attack


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Primal Primal, Weapon Primal, Rage, Thunder, Weapon

Free Personal Standard * Melee weapon Free * Melee 1


ACTION RANGE ACTION RANGE ACTION RANGE
vs 20 vs AC One creature 20 vs Fort One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Trigger: Your attack reduces an enemy to 0 hit Attack: Strength vs. AC Requirement: The Thunder Hawk Rage power
points Hit: 3[W] + Strength modifier (+6) damage. must be active to use this power.
Effect: You charge an enemy. Rageblood Vigor: The attack deals extra Attack: Strength vs. Fortitude
damage equal to your Constitution modifier (+6). Hit: You knock the secondary target prone.
Effect: Until the start of your next turn, any
attacker gains a +4 bonus to attack rolls against Adamantine Maul +3: +20 attack
you.

Adamantine Maul +3: +20 attack, 6d6+20 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Barbarian PH2 Barbarian 1 PH2 * PH2

ENCOUNTER POWER ® ENCOUNTER POWER ® ENCOUNTER POWER ®

Gordac Hand-of-Granite Page 3


Oath of Enmity Feast of Violence Mountain Sweep
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Divine Primal, Weapon Weapon

Minor Close burst 10 Standard * Melee weapon Standard * Melee weapon


ACTION 10 RANGE ACTION RANGE ACTION RANGE
vs One enemy you can see in burst 20 vs AC One creature 20 vs AC One or two creatures
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Effect: When you make a melee attack against the target Attack: Strength vs. AC Attack: Strength vs. AC
and the target is the only enemy adjacent to you, you make Hit: 2[W] + Strength modifier (+6) damage. Hit: 2[W] + Strength modifier (+6) + Constitution
two attack rolls and use either result. This effect lasts until
the end of the encounter or until the target drops to 0 hit
Special: You can choose to provoke opportunity modifier (+6) damage.
points, at which point you regain the use of this power. attacks when you make this attack. If you do so,
If another effect lets you roll twice and use the higher result you gain a +1 bonus to the attack roll for each Adamantine Maul +3: +20 attack, 4d6+20 damage
when making an attack roll, this power has no effect on that creature that attacks you, and the attack deals 1
attack. If an effect forces you to roll twice and use the lower [W] extra damage.
result when making an attack roll, this power has no effect
on that attack either.
If an effect lets you reroll an attack roll and you rolled twice Adamantine Maul +3: +20 attack, 4d6+14 damage
because of this power, you reroll both dice.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Avenger PH2 Barbarian 7 PH2 Stoneblessed 11 PH2

ENCOUNTER POWER ® ENCOUNTER POWER ® ENCOUNTER POWER ®

Storm of Blades Rage Strike Thunder Hawk Rage


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Primal, Weapon Primal, Weapon Primal, Rage, Thunder, Weapon

Standard * Melee weapon Standard * Melee weapon Standard * Melee weapon


ACTION RANGE ACTION RANGE ACTION RANGE
20 vs AC One creature 20 vs AC One creature 20 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Strength vs. AC Requirement: You must be raging and have at least one unused rage Attack: Strength vs. AC
power.
Hit: 1[W] + Strength modifier (+6) damage. Then Attack: Strength vs. AC. To make this attack, you expend an unused Hit: 2[W] + Strength modifier (+6) thunder
repeat the attack against the target or against barbarian rage power. damage, and the target is dazed (save ends).
Hit: You deal damage based on the level of the rage power you expend:
another creature within reach. You can make the 1st level 3[W] + Strength modifier (+6) Miss: Half damage.
attack a number of times equal to your 5th level 4[W] + Strength modifier (+6) Effect: You enter the rage of the thunder hawk.
9th level 5[W] + Strength modifier (+6)
Constitution modifier (+6). 15th level 6[W] + Strength modifier (+6) Until the rage ends, you can use the Thunder
19th level 7[W] + Strength modifier (+6) Hawk Rage Attack power once per turn only on
25th level 8[W] + Strength modifier (+6)
Adamantine Maul +3: +20 attack, 2d6+14 damage 29th level 9[W] + Strength modifier (+6)
your own turn.
Miss: Half damage.
Special: You can use this power twice per day. Adamantine Maul +3: +20 attack, 4d6+14 damage
Adamantine Maul +3: +20 attack, As Above damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Barbarian 13 PH2 Barbarian PH2 Barbarian 5 PH2

ENCOUNTER POWER ® DAILY POWER ® DAILY POWER ®

Stone Bear Rage Iron Hammer Rage Tiger's Leap


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Primal, Rage, Weapon Primal, Rage, Weapon Primal

Standard * Melee weapon Standard * Melee weapon Move Personal


ACTION RANGE ACTION RANGE ACTION RANGE
20 vs AC One creature 20 vs AC One creature AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET Prerequisite: You must be trained in Athletics.
Attack: Strength vs. AC Attack: Strength vs. AC Effect: You make an Athletics check to jump with
Hit: 3[W] + Strength modifier (+6) damage. Hit: 3[W] + Strength modifier (+6) damage, and you push a +5 power bonus. You are considered to have a
Miss: Half damage. the target a number of squares equal to your Strength running start and can move as far as the check
modifier (+6). allows.
Effect: You enter the rage of the stone bear. Until Miss: Half damage, and you push the target 1 square.
the rage ends, you gain resistance to all damage Effect: You enter the rage of the iron hammer. Until the
equal to your Constitution modifier (+6). rage ends, whenever you hit a creature with a melee
attack, you push that creature 2 squares. If the creature
Adamantine Maul +3: +20 attack, 6d6+14 damage is adjacent to blocking terrain at the end of the push, the
creature takes damage equal to your Strength modifier
(+6).

Adamantine Maul +3: +20 attack, 6d6+14 damage


ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Barbarian 9 PH2 Barbarian 15 PH2 Barbarian 2 PH2

DAILY POWER ® DAILY POWER ® UTILITY POWER ®

Gordac Hand-of-Granite Page 4


Instinctive Charge Deny Death Summit Advantage
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Primal Primal

No Action Personal Imm Interrupt Personal Minor Personal


ACTION RANGE ACTION RANGE ACTION RANGE
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY

Trigger: You roll initiative at the beginning of an Trigger: You drop to 0 hit points or fewer and Effect: Until the end of your next turn, you have
encounter don't die threatening reach.
Effect: You gain a +5 power bonus to your Effect: You are dying but don't fall unconscious
initiative. You also gain a +2 power bonus to your because of that condition. At the end of your next
first attack roll during the encounter. turn, you fall unconscious if you are still dying.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Barbarian 6 PH2 Barbarian 10 PH2 Stoneblessed 12 PH2

UTILITY POWER ® UTILITY POWER ® UTILITY POWER ®

Adamantine Maul +3 Earthhide Armor of Durability +3 Amulet of Protection +3

2d6 2 Hammer 3 -1 - 1 1
DAMAGE PROFICIENT GROUP RANGE AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

+3 attack rolls and damage rolls 13 +3d10 damage +3 AC 14 Armor +3 Fortitude, Reflex, and Will 11 Neck Slot Item
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

Untyped damage done with this weapon ignores a When you spend a healing surge to regain hit
number of points of resistance equal to twice the points, you regain additional hit points equal to
weapon's enhancement bonus. the armor's enhancement bonus.

Melee Basic Attack: +20 attack, 2d6+14 damage

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Two-Hands 12 17000 PH Body 25 21000 AV Neck 0 9000 PH

MAGIC WEAPON ® MAGIC ITEM ® MAGIC ITEM ®

Wildrunners (heroic tier) Iron Armbands of Power (heroic tier) Giantkind Gloves (heroic tier)

1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

4 Feet Slot Item 6 Arms Slot Item 4 Hands Slot Item


ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

When you run, move your speed + 4 instead of Gain a +2 item bonus to melee damage rolls.
speed + 2.

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER

Power (Daily): Free Action. Use this power when Power (At-
(At-Will): Standard Action. Strength + 2 vs.
you run. Enemies do not gain combat advantage AC; ranged 6/12; you throw an object 30 lb. or
against you. less; 2d6 + Strength modifier (+6) damage.
Power (Encounter): Free Action. Use this power
when you hit with a melee attack. Add a +2 power
bonus to the damage roll.

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Feet 0 840 AV Arms 0 1800 AV Hands 0 840 Dragon 369

MAGIC ITEM ® MAGIC ITEM ® MAGIC ITEM ®

Gordac Hand-of-Granite Page 5


Girdle of the Oxen (heroic tier) Hunter's Flint (heroic tier) Potion of Life (epic tier)

1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

5 Waist Slot Item 2 Wondrous Item 30 Potion


ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

When you bull rush a target, you push it 1


additional square.

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER

Power (Daily • Illusion): Standard Action. Use this flint to light a Power (Consumable • Healing): Standard Action.
campfire. The fire burns without smoke or sound. The light of this
magic campfire is invisible from outside its 10-square radius, If this potion is administered to a character who
though creatures and objects within that radius can be seen died since the end of your last turn, that character
normally with darkvision or if existing light allows. The campfire is is restored to life at 50 hit points.
a normal fire in all other respects. The fire lasts for 12 hours
(requiring no additional fuel) or until extinguished normally.
If consumed by a living creature, this potion
The flint can be used to light lanterns and other fires as normal, instead functions as an potion of recovery.
but such fires gain no magical effect.

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Waist 0 1000 AV 0 520 AV 0 125000 PH

MAGIC ITEM ® MAGIC ITEM ® MAGIC ITEM ®

Handy Haversack (heroic tier) Marble Elephant (heroic tier) Circlet of Second Chances (heroic tier)

1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

10 Wondrous Item 10 Wondrous Item 3 Head Slot Item


ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

This backpack can hold up to 1,000 pounds in


weight or 100 cubic feet in volume, but it always
weighs only 1 pound.

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER
Power (Daily • Conjuration): Standard Action. Use this figurine to conjure an elephant that appears
to be made of white marble (see below for statistics). As a free action, you can spend a healing Power (Daily): No Action. Use this power when
surge when activating this item to give the creature temporary hit points equal to your healing surge
value. you fail a saving throw. Reroll the saving throw,
The marble elephant can carry one or more Large or smaller creatures weighing no more than 1,000
pounds total. If more than 1,000 pounds are placed on it, the creature disappears and cannot be using the second result even if it's lower.
conjured again until after an extended rest.
Marble Elephant.
Huge natural animate (mount).
Initiative as conjurer Senses Perception +8.
HP 15; Bloodied 7.
AC 20; Fortitude 20, Reflex 16, Will 18.
Speed 8.
M Stamp (Standard, at-will) .
+11 vs Armor Class; 1d10+7 damage, and the target is knocked prone.
Trampling Charge (While mounted by a friendly rider of 10th level or higher) ▪ Mount.

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
0 5000 PH 0 5000 AV Head 0 680 AV

MAGIC ITEM ® MAGIC ITEM ® MAGIC ITEM ®

Gordac Hand-of-Granite Page 6

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