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Character Data
Goliath
Race

+ -

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Mathok Steel-Arm Kavithano (Drow: Ardul-Mal) Dale


Character Name Player

11
Character Lvl.

12
ECL

Favored Soul
Character Class 1

11
LVL. Character Class 2 Lvl. Character Class 3 Lvl.

1
Lvl. Adjust

Chaotic Good
Alignment

Torm
Deity

Male
Gender

Medium
Size Category

Right
Pref. Hand

7'10"
Height

320 lbs
Weight (Lbs.)

Grey/Black spots
Skin Color

Green
Eye Color

Dark (Mohawk)
Hair Color

21
Age Birthdate

SSA-X2 Character Sheet


v2.52

Class Skill (Class 1, 2, 3)

Abilities
Ability Score Ability Mod. Temp. Score Strength

PHB Ch. 1
Temp. Mod.

Hit Points
Max. Temp. Max. Hit Points

Saves
Fortitude Reflex Will

Skills
Untrained Max. Ranks (Class/Cross-Class)

PHB / XPH Ch. 4 / 35-39

14 /

7.0

Key Ability

Dex Dexterity
Constitution

Con Wis Wisdom

Int Intelligence Cha

Charisma

22 14 16 16 17 16

6 2 3 3 3 3

Ability Mod.

Total

Current
Total Base Nonlethal Damage Key Ability Ability Mod. Magic Misc. Temp.

Skill
Appraise Autohypnosis Balance Bluff Climb Concentration Craft Alchemy Craft Decipher Script Diplomacy Disable Device Disguise Escape Artist Forgery Gather Information Handle Animal Heal Hide Intimidate Jump Knowledge Arcana Knowledge Religion Knowledge Knowledge Listen Move Silently Open Lock Perform Perform Perform Profession Profession Psicraft Ride Search Sense Motive Sleight of Hand Spellcraft Spot Survival Swim Tumble Use Magic Device Use Psionic Device Use Rope

11
7 3 1

10
7 2 1

12
7 4 1

Int Wis Dex Cha Str Con Int Int Int Cha Int Cha Dex Int Cha Cha Wis Dex Cha Str Int Int Int Int Wis Dex Dex Cha Cha Cha Wis Wis Int Dex Int Wis Dex Int Wis Wis Str Dex Cha Cha Dex

Con Dex Wis

19

Damage Reduction

Armor
with Shield

PHB 122-126 & 134-136


Dex Mod. Deflection Bonus Natural Armor Monk AC Bonus Check Penalty Spell Failure (%)

Spell Resistance Power Resistance

22

AC

No Shield

AC

FlatFooted AC

Touch Attack AC

0 6

Size Mod. Dodge Bonus Other Wis Mod. Weight (Lbs.)

29
Equipped

27

27

18
AC Bonus

Modifiers
Load
LIGHT
Max. Dex Check Penalty

Armor & Shield


+2 Shalik Plate
+1 Buckler

Type

Speed (Ft.)

Max. Dex

Magic Shield

Is dependant on what is currently equipped. applies while unarmored and unencumbered.

9 2 11

0 0 0

20 0 20

20

30.0 5.0

MOdified Speed (Ft./Rd.) Max. Run Multiplier

20 4
PHB Ch. 8

Total

Combat
Key Ability Size Mod.

Dex. Mod. Misc. Temp.

Type
Melee Ranged Grapple *

Temp.

Misc.

Base Attack Bonus


1st 2nd 3rd 4th

Attacks 1st 2nd 3rd 4th

Ability Mod.

Initiative

Powerful Build

8 /

Str Dex Str

21 / 16 /

16 /

11 /
20 /

/ / /

7 2
7

0
4

3 3
3

3 3
3

* Utilizes a Special Size Modifier.

25 /

Weapons & Ammunition


Off Hand Equipped
Range/ Reach (Ft.) Encumb. Category Attack Bonus Finesse Type *

PHB 112-122, 160


Size Category Ranged Weight (Lbs.)

2-Hand

Weapon
+2 LG Weighted Greatsword +2 Weighted Greatsword +1 Dagger MW Hand Crossbow MW Morning Star Light Cross Bow

Modified Attacks 1st 2nd 3rd 4th

Damage

Critical

23 / 23 / 22 / 22 / 22 / 17 /

18 / 18 / 17 / 17 / 17 / 12 /

/ / / / / / / /
Total Quantity

2 2 1 1 1 1

3D8+12+3 2D8+12+3 1D4+8+3 1D4 1D8+7+3 1D8

18-20/x2

S S

q q

L M M M M

24.0 12.0 1.0 1.0 8.0 8.0

18-20/x2 19-20/x2 19-20/x2

10'

S/P P P/B

x2
19-20/x2

80'

Unarmed Strike
Equipped

21 /
Attack Bonus

16 /

Deals Lethal Damage

Weight Each (Lbs.)

Notes

8 pt.

Ammunition
Bolts (lg) Bolts (Hand Crossbow)

Damage

Quantity Used

2D6 1D4

40 40

0.10 0.10

Energy Resistance: 10/Cold Energy Resistance: 10/Fire

3 n/a 2 3 7 13 4 3 n/a 6 n/a 23 2 3 3 n/a 15 2 3 14 13 11 n/a n/a 4 2 n/a 3 3 3 n/a n/a n/a 2 3 12 n/a 15 4 7 7 6 n/a n/a 2

3 4 2 3 7 3 3 3 3 3 3 3 2 3 3 3 4 2 3
7 3 5 2

10 1

3 20

10
8

3 3 4 2 2
3

3 3
4 4

3 2

3
4 2 3 6
10

2
2

4 4 7
2

3
2

3
3

* If a weapon is of two types; all damage it deals is of both types. Created by: Shawn S. Altorio pasus@ssa-x2.com www.ssa-x2.com This document is licensed under a Creative Commons license.

Armor Check Penalty, if any, applies. ( Double penalty for Swim.) These skills are detailed in the Expanded Psionics Handbook (XPH). Dungeons & Dragons is a registered trademerk of Wizards of the Coast, Inc. Page 1 of 7

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0 Insert D: Spells & Powers Details

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Insert E: Physical Description & Background


0 Insert F: Notes

Insert C: Known Spells/Spellbook

Temp.

Misc.

24

118

Ranks

Str

HP

Use Bonus Breakdowns

Character Data

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PHB 82

Movement
Modified Speed Total Speed Base Speed Class Mod. Magic Misc.

PHB 162-164

Carrying Capacity
Quadruped
Check Penalty

PHB 161-162

Languages
Gol-Kaa Common Elven Orc Dwarven

20
Dwarven Movement

20

30
One Miniute - Local (Ft.) One Round - Tactical (Ft.) Multiplier

-10
One Hour - Overland (Miles) One Day - Overland (Miles)

Load
Light Medium Heavy

Carried Weight Range (Lbs.)

Speed (Ft./Rd.)

Temp.

Max. Dex.

Mode
Walk (Normal) Hustle * Run * Run *

0 - 233 234 - 466 467 - 700


Capacity

Normal -3 -6 +3 +1

20 15 15
Speed (Ft./Rd.)

1 2 3

20 40 60 80

200 400 600 800

2 4

16

Action
Lift Off Ground Push or Drag

Weight (Lbs.)

2 Max. 5 Max.

1,400
3,500

5* 5*

All Speeds are in Feet Per Round unless otherwise noted. * Requires a Full-Round Action.

* Movement requires a Full-Round Action.

Max. Run

Max. Run

4 4 3

5* 5* Literate
PHB Ch. 2, 3 & 5

8 pt.

Racial Traits, Feats and Special Abilities


-ARMOUR FOCUS MEDIUM: Can wear Specialized Medium Armour. Gains +1 AC bonus to Armour Class while wearing Medium Armour as well as reducing the armour check penalty by 1 to a min of 0 -ARMOUR SPECIALIZATION MEDIUM: While wearing Medium armour, gains a +2 bonus to AC as well as reducing the armour check penalty by 2 to a min of 0. -ARMOUR MASTERY MEDIUM: While Wearing Medium Armour, gains a +3 bonus to AC as well as reducing the armour check penalty by 3 to a min of 0, stacks with Armour focus and specialization. -AID SPELL: Increases its range from personal to touch or from touch to close. An Aided spell uses up a spell slot one level higher than the spells actual level. -DEATH MAGIC IMMUNITY: You are immune to all death magic, including energy drains, ability drains and paralysis.

-MONSTROUS HUMANOID: Proficient with All Simple Weapons, but no armour or Shields. -POWERFUL BUILD: Can function in many ways as if he were one size category larger. When subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts) it is treated as one size larger if doing so is advantageous to him. Also considered one size larger when determining whether a creature's special attacks are based on size (such as swallow whole, or improved grab) can affect him. Can use weapons designed for creatures one size larger without penalty. However, his space and reach remain as a medium creature. The benefits stack with effects, powers, abilities and spells that change the subjects size catagory. -MOUNTAIN MOVEMENT: Goliaths can make standing long jumps as if they were running long jumps and high jumps. A Goliath can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on the climb check. -ACCLIMATED: Goliaths are acclimated to high altitudes and life at high altitude. Don't take penalties for altitude. - +2 TO SENSE MOTIVE CHECKS - FAVOURED CLASS: Barbarian

-DEITY'S FAVOURED WEAPON: Great Sword -DEITY'S WEAPON FOCUS: Great Sword -ENERGY RESISTANCE (FIRE): Gains Energy Resistance 10/Fire -ENERGY RESISTANCE (COLD): Gains Energy Resistance 10/Cold

Proficiencies
Armor (Light) Armor (Medium) Armor (Heavy) Shield Tower Shield Simple Weapons Martial Weapons

PHB Ch. 5

Great Sword
Proficient Giant sized Wpns

Turn Undead
Times Per Day

PHB 159-160
Cha. Mod. Misc. Temp.

Cha. Mod. Misc. Temp.

Turn Check Modifier

3+

Turning Check Result

Most Powerful Undead Affected (Maximum Hit Dice)

0 or Lower 13 46 79 10 12 13 15 16 18 19 21 22 or Higher Total Hit Dice of Undead Affected

Cleric Level - 4 Cleric Level - 3 Cleric Level - 2 Cleric Level - 1 Cleric Level Cleric Level + 1 Cleric Level + 2 Cleric Level + 3 Cleric Level + 4
Temp. Cha Mod. Misc.

2d6
Record the Source Book and Page for easy reference. Created by: Shawn S. Altorio pasus@ssa-x2.com www.ssa-x2.com

+ Cleric + 3 Level

A Paladins effective Cleric Level is equal to his Paladin Level - 3. Page 2 of 7

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Insert A: Racial Traits, Feats and Special Abilities

0 Insert D: Spells & Powers Details

Insert B: Prepared Spells & Known Powers

Insert E: Physical Description & Background


0 Insert F: Notes

Pg. 6 (Known Spells/Spellbook)

Insert C: Known Spells/Spellbook

Character Data

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PHB 112

Carried Equipment
Quantity Quantity Weight Each (Lbs.)

PHB Ch. 7

Wealth
Carried
Weight (Lbs.)

Item
Shiftweave

Carried Location

Item
MW SCROLL ORGANIZER

Carried Location

Weight Each (Lbs.)

Banked

1 1 1
1 1 1

Worn Worn Worn Neck Hands Waist Finger, Left

5.00

Holy Symbol
Cloak of Resistance +1

1 5
1 1

Bandoleer Scroll Org

0.50

Comprehend Languages

1.00
EVERLASTING RATIONS

Pariapt of Wisdom +2
Gauntlets of Ogre Power

Handy Haversack Handy Haversack

2.00

CP (Copper) SP (Silver) GP (Gold) PP (Platinum) Other Valuables


gems (mixed gems)
Weight Each (Lbs.)

17 30 3
Estimated Value Each (GP)

Belt of Healing

2.00 2.00

EVERFULL MUG

Drow House Ring (Not magical)

1 5 3

MW POTION BELT
Potion of Cure Light Wounds

Worn Potion Belt

0.50

Potion of Cure Moderate Wounds

Potion Belt

1 1 1 1 1 1 1

MW BANDOLEER
Mirror Flint & Steel

Worn
Bandoleer
Bandoleer

0.50

50 ft Twine

Bandoleer

1 1 1 2 1 1 1 10 10 1 10 3

HEWARDS HANDY HAVERSACK

Bed Roll

Winter Blanket
Water Skin
Ever Burning Torch
50 ft Silk Rope

Collapsable Grappling Hook


Healing Kits

Bolt Cases: 10 bolts ea

Ever Burning Torch


Spikes

Moss of Healing

5.00 Handy Haversack 5.00 Handy Haversack 2.00 Handy Haversack 2.00 Handy Haversack 1.00 Handy Haversack 5.00 Handy Haversack 2.00 Handy Haversack 2.00 Handy Haversack 1.00 Handy Haversack 1.00 Handy Haversack 0.50 Handy Haversack 1.00
Backpack

Quantity

3,726.00

Estimated Net Wealth (GP)

3,759.17

Carried Load
Carried Equipment Total Weight Armor, Weapons & Ammunition Total Weight * Wealth Total Weight

Wand of Cure Light Wounds


Wand of Cure Light Wounds
Amulet of the Drow

Bandoleer
Bandoleer

16.50

Bandoleer

97.00 0.00

Total Carried Load


All Weights are in Pounds unless otherwise noted.

113.500

* Armor, Weapons and Ammunition are listed on Page 1 in their respective sections.

Auto *
2 x WAND CURE LIGHT WOUNDS: 50 Charges ea SHIFTWEAVE: 1. Travelers Outfit 2. Explorers Outfit 3. Courtier's Outfit 4. Cold Weather Outfit 5. Clerics Vestments of Kord +2 SHALIK PLATE ARMOUR: Crystal of Restful Sleep

Item Details
Quantity

Stored Equipment
Item
Place of Storage Weight Each (Lbs.)

WANTED +2 Shalik Plate Armour of Healing: *Healing Property: Once per day as a free action, the armour can be called upon to Cure Moderate Wounds (2D8+5). *Emergency Reservoir (Stores one vial. Can be triggered in one round as a free action) *Spell Storing: Can store one spell up to 3rd level. Requires a standard action to cast. *Grants wearer +2 to Charisma *The armour is imprinted for Golel Stored Potion:__Cure Serious Wounds___ Stored Spell:___Cure Critical Wounds__ +3 Cloak of Resistance/+2 Cloak of Charisma +3 Weighted Greatsword of Spell Storing Stored Spell:_Searing Light___ Belt of Magnificence +2: +2 to all ability scores Ring of Protection +2 Weightless Scabbard: Lg Weighted Greatsword +1 LG HEAVY MACE +1 LG HEAVY CROSSBOW +1 LG DAGGER DEATH WARD ARMOUR: While wearing or using death ward armor or a death ward shield, you can activate the armor to ignore any death effect (including death spells, magical death effects, and energy drain) or negative energy effect (such as inflict spells or chill touch). The death ward property functions once per day.

+2 LG WEIGHTED GREATSWORD OF SPELL STORING: Can store 1 targeted spell of up to 3rd level and release it as a Touch spell upon contact *Stored Spell: Searing Light +1 DAGGER GUANTLETS OF OGRE POWER HEWARDS HAVERSACK +1 CLOAK OF RESISTANCE PARIAPT OF WISDOM +2 +1 BUCKLER BELT OF HEALING EVERLASTING RATIONS: Grants food for 1 Medium Creature 3/day EVERLASTING MUG: Grants water, ale or wine for 1 Medium Creature 3/Day BLOOD LINKED AMULET: Makes the user appear in all respect as a Drow. User gains: *Language: Undercommon *Alignment appears to be CE *Dark Vision: 120' *Immunity to Sleep *+20 Circumstance bonus to Disguise (Drow) *Amulet will work upto 90 ft. Takes 1 rnd to shed the skin and 1 rnd to gain it back. *Undead will see you as Undead (Avoid Smart undead) *Light Blindness *Spell Resistance: 11 + Class lvl *Proficiency Hand Crossbow, Rapier and Shortsword *Levitate 1/Day *Feather Fall 1/Day *Dancing Lights 1/Day *Darkness 1/Day *Farie Fire 1/Day MOSS OF HEALING: 3 rnds to eat a whole cube: *eat whole cube: Heal (100 hp) * 1/3 of cube: Cure Crit MW LG HEAVY CROSSBOW 16LBS MW LG HEAVY MORNINGSTAR 16 LBS

Created by: Shawn S. Altorio

pasus@ssa-x2.com

www.ssa-x2.com

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Insert A: Racial Traits, Feats and Special Abilities

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Insert B: Prepared Spells & Known Powers

Insert E: Physical Description & Background


0 Insert F: Notes

Pg. 6 (Known Spells/Spellbook)

Insert C: Known Spells/Spellbook

Use Bonus Breakdowns

Character Data
Calculate Bonus Spells/Day (Class A)

+ -

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Magic

Calculate Bonus Spells/Day (Class B)

PHB Ch. 10

Auto *

Magic Notes

Favored Soul
Magic Class A Magic Class B

Domains / Schools

Domains / Schools

-AID SPELL: Increases its range from personal to touch or from touch to close. An Aided spell uses up a spell slot one level higher than the spells actual level.

Prohibited Schools

Prohibited Schools

Ability Mod.

Ability Mod.

Temp.

Spell DC Key Ability

Spell DC Key Ability

Spell Save DC

Wis
Total Spells/Day Quantity Cast *

10+ 4
Class Spells/Day Bonus Spells/Day Misc. Spells/Day Domain/ School Spells/Day Spells Known *

Spell Save DC
Total Spells/Day Quantity Cast *

10+
Class Spells/Day Bonus Spells/Day Misc. Spells/Day Domain/ School Spells/Day Spells Known *

Spell Save DC

Spell Level

Spell Level

0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

14

6
6 6 6 6 4

0 1 1 1 1 0

0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

15 16 17 18 19

7 7 7 7 4

6 6 5 4 3

* Only applies to classes which dont have to prepare spells ahead of time.

Prepared Spells
Spell
Cure Minor Wounds
Detect Magic Light Read Magic
School Comp. Casting Time Range Aim (Target/Area/Effect) Spell Resistance Spell Level Quantity Prepared Magic Class Duration Save

Spells Save DC

Temp.

Spell DC Mod.

Spell DC Mod.

Misc.

Misc.

PHB Ch. 10 & 11

Description
Cures 1 Point of Damage
Detect magical Aura's Glow like torch, 20 ft radius Read scrolls and spellbooks.

0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3

Conj. Div. Evoc. Div. Trans. Abjur. Conj. Trans. Trans. Ench. Conj. Abjur. Abjur. Conj. Abjur. Evoc. Conj. Conj. Conj. Illus. Ench. Illus. Conj. Conj. Abjur. Evoc. Trans.

v,s v,s v,m,df v,s,f v,s v,s,m/df v,s v,s v,s

1 action 1 action 1 action 1 action 1 action 1 action 1 action 1 action 1 action 1 action 1 action 1 action 1 action 1 action 1 action

Touch Touch Personal Close Touch Close 10 ft. 10 ft. Special Touch Touch Personal Touch Touch Personal

Creature Touched Area 60' Cone shape Object Touched You

Instant. 1 min./lvl 10 min./lvl 10 min./lvl

Will 1/2 None None Will Neg. Will Neg. None Will Neg. Will Neg. None Will 1/2 Will Neg. Will Neg. Will Neg.

1 action Special

Amanuensis

Object or Object Touchedd 10 min./lvl

Can copy 250 non magical words/min perfectly Subject gains +1 on saving throws. Creates 2 gallons/lvl of pure water. Makes minor repairs on an object. Purifies 1 cu. ft./lvl of food or water.

Resistance Create water


Mending Purify food and Drink

Creature touched 2 gallons of water/lvl

1 min. Instant.

One object of up to 1 lb. Instant.


Contamination, 1 cu. ft./lvl Instant.

Bless

v,s,df v,s v,s,m v,s v,s v,s v,s,df

Area: All Allies in 50' burst 1 min./lvl

+1 moral to Att and Save agains Fear Cures 1D8 + 1/lvl (1D8 +2)
Grants +2 Deflection bonus to AC +1 for every 6 levels
+1 to Res to Saves. +2 at 6th lvl, +3 at 9th. Negates Mag missile
Gains fast healing 1, heals 1 hp/rnd becoming stabilized if dying

Cure Light Wounds


Shield of Faith Night Shield

Creature Touched Creature Touched You


Living Creature Touched

Instant. 1 min./lvl 1 min./lvl 10 rnds+1/lvl 24 hours 1 min. Instant. Instant. Instant. 1 round/lvl 1 min./lvl 1 min./lvl (D) Instant. 10 min./lvl Instant. 1 round/lvl

Vigor, Lesser
Endure Elements Divine Favour

Creature touched You

Exist comfortably in hot or cold environments. You gain +1 per three lvls on attack and damage rolls.

Close Wounds
Restoration, Lesser

v v,s v,s v,s,df v,s,df v,s

ImmediateClose 3 rounds Touch 1 action 1 action 1 action 1 action 1 action 1 action 1 action 1 action 1 action Touch Close Close Long Touch 20 ft Close Medium touch

One Creature Creature touched Creature touched One Bridge of Force


20-ft.-radius emanation 20-ft.-radius emanation

Will 1/2 Will Neg. Will 1/2 None Will Neg. Will Neg. Will 1/2 Will Neg. Fort Neg. None Fort Neg.

1D4+1/LVL can prevent Death if cast in the same turn


Dispels magical ability penalty or repairs 1d4 ability damage.

Cure Moderate Wounds


Dark Way

Cures 2d8 dmg +1/lvl (max +10). One bridge of Force 5' wide, 1"thick, up to 20' long/lvl Subjects within range cannot lie. Negates sound in 20-ft. radius.

Zone of Truth Silence

Cure Serious Wounds

v,s v,s v,s,df v,s v,df

Creature touched

Cures 3d8 dmg +1/lvl (max +15). Grants subject fast healing, 1 hp per round.
Ignores 10 (or more) points damage/attack from one energy type.

Vigor, Mass, Lesser


Resist Energy, Mass

One Creature/Two Lvls 10 rnds + 1/lvl


One Creature/Level Ray Weapon Touched

Searing Light

Ray deals 1d8/two lvls dmg (max 5d8), 1D6/lvl if undead


When holding Dieties favoured wpn, gains +3 bonus, +1 mighty cleavng GS

Weapon of the Deity

Close = 25 ft. + 5 ft./2 Caster Levels Medium = 100 ft. + 10 ft./Caster Level * Effect is centered on you. Found in Aim time limited. Found in Duration Created by: Shawn S. Altorio pasus@ssa-x2.com www.ssa-x2.com

Long = 400 ft. + 40 ft./Caster Level ~ Effect lingers after Concentration is released. Found in Duration Page 4 of 7

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Insert A: Racial Traits, Feats and Special Abilities

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Insert E: Physical Description & Background


0 Insert F: Notes

Pg. 6 (Known Spells/Spellbook)

Insert C: Known Spells/Spellbook

Character Data

+ -

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PHB Ch. 10 & 11

Insert B: Prepared Spells...


Spell
Moon Bolt
School Comp. Casting Time Range Aim (Target/Area/Effect) Spell Resistance Spell Level Quantity Prepared Magic Class Duration Save

Description
Living Creature: 1D4 Str dmg/3 caster lvls. fort for 1/2.
Undead Creature must make a will save or fall helpless for

Evoc.

v,s

1 action

Long

1 or 2 creatures no more Instant.

Fort 1/2 Will Neg.

than 15' apart

1D4 rnds. After that, can stand up, but takes a -2 on att rolls
and will saving throws for 1 min

4 4 4

Recitation

Conj. Conj. Conj.

v,s,df

1 action 1 action

60 ft Touch

All Allies

1 round/lvl Instant. Instant.

None Will 1/2 Will Neg.

+2 luck bonus to AC, Att rolls, and Saving Throws

(+3 if they worship the same god as you)


Cure Critical Wounds Restoration

v,s v,s,m

Creature touched Creature touched

Cures 4d8 dmg +1/lvl (max +20). Restores level and ability score drains.

3 rounds Touch

5 5 5

Revivify

Conj. Conj. Evoc.

v,s,m

1 action 1 action 1 action

Touch Close Medium

Dead Creature Touched

Instant. Instant. Instant.

None Will 1/2 Ref 1/2

Restores life to recently deceased creature. Must be cast

within 1 rnd of victims death. subject does not lose lvls


Cure Light Wounds, Mass Flame Strike

v,s v,s,df

One creature/lvl
10-ft.-rad. by 40-ft. cylinder

Cures 1d8 dmg +1/lvl (max +25) for many creatures. Smite foes with 1d6/lvl divine fire dmg (max 15d6).

3 4 4 5 5

Prayer

Ench. Trans. Evoc. Necro. Div.

v,s,df

1 action 1 round 1 action 1 action 1 action

40 ft. Close Medium Touch Close

40-ft.-radius burst*

1 round/lvl 1 min./lvl Instant.

None Fort Neg. Fort 1/2 Fort Part. None

Allies +1 bonus on most rolls, enemies 1 penalty.

Spell Vulnerability Sound Lance

v,s v,s

One Creature One Target

Reduces subj's Spell resistance by 1/caster lvl (max reduce 15)

1D8/lvl (max 10D8) Cannot penetrate area of silence spell

Slay Living Zone of Revelation

v,s v,s,m/df

Living creature touched Instant.


5ft rad/lvl emanation on pt in spac

Touch attack kills subject.

1 min./lvl

Makes Invis and Etheral Creatures Visible. Until they move


beyonde the spells range. Ethereal creatures become non Ethereal

Until they move out of the affected zone

Bolt of Glory

Evoc.

v,s,df

1 action

Close

Ray

Instant.

None

Ranged Touch. Creatures native to the Negative plane,


Evil-aligned outsiders and all undead creatures take 1D12 dmg

/lvl. (max 15D12). Creatures native to the Material Plane


or any other neutral-aligned outsiders, take 1D12 points of dmg

/2 caster lvls (max 7D12

6 6

Cure Moderate Wounds, Mass

Conj. Evoc.

v,s v,s

1 action 1 round

Close Medium

One creature/lvl

Instant.

Will 1/2 Ref 1/2

Cures 2d8 dmg +1/lvl (max +30) for many creatures.


Deals 1d6/lvl fire dmg (max 20d6).

Fire Storm

Two 10-ft.-cubes/lvl (S) Instant

Close = 25 ft. + 5 ft./2 Caster Levels Medium = 100 ft. + 10 ft./Caster Level * Effect is centered on you. Found in Aim time limited. Found in Duration

Long = 400 ft. + 40 ft./Caster Level ~ Effect lingers after Concentration is released. Found in Duration XPH Ch. 4 & 5
Power Resistance

Calculate Power Points

Insert B: Known Powers...


Power Points Discipline Display Manifest. Time Range Aim (Target/Area/Effect) Duration Save

Power Level

Power

Description

Close = 25 ft. + 5 ft./2 Caster Levels Medium = 100 ft. + 10 ft./Caster Level * Effect is centered on you. Found in Aim time limited. Found in Duration Created by: Shawn S. Altorio pasus@ssa-x2.com www.ssa-x2.com

Long = 400 ft. + 40 ft./Caster Level ~ Effect lingers after Concentration is released. Found in Duration Insert B

Augment

Psionic Class

Character Data
8 pt.

+ -

Calculations

? Help

Physical Description & Personality

PHB 110

Character Portrait

Mathok Steel-Arm Kavithano is a Giant of a man with massive muscles and very little hair. He is almost 8 ft tall, with mottled grey/black skin and green eyes, sporting a short, Dark mohowk on his head. He is generally loud and outspoken, speaking his mind. Once aggravated, he becomes a hulking brute wading into battle bellowing his Gods name. Steel-Arm fights with an oversized Weighted Greatsword, normally used by giant folk, with his over large physique, he wields this with incredible ease. He wears a special suit of armour for which he has trained excessively, enabling him to move with exceptional ease. Even though the armour appears to be bulky, his training and agility while wearing it has taken many of his foes off guard. Steel-Arm generally travels alone, but is quite happy to assist parties of travellers if their cause is just and require his assistance. Although Steel-Arm is acknowledged as a Favoured Soul, he generally carries himself as a Paladin, fighting evil where he finds it. He is fiercly loyal to his friends and would gladly sacrifice himself if required to save an innocent life.

8 pt.

Background

PHB 110

Mathok Steel-Arm Kavithano was born of one of the Goliath tribes in the mountains. He was left behind after breaking his leg and not being able to keep up with the rest of his people. While waiting to die, a Knight of Torm came upon him . He took him in and cared for his injuries bringing him back to full health and ability. While with him, he grew to appreciate the Knight and the god he served and decided to follow him for a little longer. He led him to his monastery where he started taking an interest in Torm, the Knights God. He noticed the special abilities of the Clerics of Torm and would watch and wonder at how they miraculously healed wounds, or read almost unintelligible words and like every good Goliath, he appreciated their Greatswords. He was taught the ways of the sword by the followers of Torm, learning how to use the Greatsword with style adding his brute strength to his fighting ability when using it. Around this time, he noticed his ability to do little things to assist. He realized that he was able to read those words that were once unintelligible, and heal wounds that he had seen the priests heal. When he was old enough to travel again, he asked that he be allowed to join the Knight on a quest. While travelling in the mountains with his new found friend, they came upon a travelling caravan that was selling oversized weapons, among them a wonderful oversized Greatsword. To the Knight, it looked too large to wield effectively, to Steel-Arm, it was like a guiding light had shone on it, illuminating it with the Gods Touch. He took the sword, reverently praising Torm and thanking him for this new weapon. He purchased the weapon and a new set of armour from the merchants as well as picking up an oversized Crossbow and an oversized Master Worked Heavy Mace. With his incredible strength, Steel-Arm was able to wield these weapons with extreme ease. Due to his size, he was also able to use his new armour with incredible ease, learning to move with little to no difficulty. While on a quest with his mentor, he was able to assist some Dwarves with routing some Gnolls. In thanks they had a suit of Magical Shalik Plate Armour crafted for him. This gift has assisted him a great many times in the battles that he has fought. He has worked very hard in learning how to move properly in his armour, allowing him to take advantage of his foes time and time again. He took the time to laboriously inscribe his Deities symbol into his Master Worked Buckler, showing to all the world his faith and his calling, eventually having an enhancement placed upon it. Although unable to explain how he was able to cast spells that they had to pray for, his fellow priests accepted his dedication and devotion to their God and welcomed his Arm to their cause. After travelling with his new family for several years, Steel-Arm felt it necessary to travel and experience the rest of the world for himself. He has taken up to travelling around, exploring the land and experiencing the cultures that Faruun has to offer. Recently he has decided to travel once again to the Mountains that he left long ago. He has no real destination in mind, but the thought of running into his clan and being welcomed back has always been in his hopes and dreams.

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Notes

Experience
Total Experience Multiclass Penalty Required For Next Level

PHB 22, 58-60

Came upon a road that is well maintained but little used. Appears there has a fair amount of passage on the road consisting of wagons and horses. The road is running up into the mountains. it is fall and the nights are cool, days are short. Southern end of the town is a large caravan. dozen buildings at the center and a few outlying. Approx pop is 120 ppl. road leads to the Caravan. Large building at the North end of town. Very large and elaborate. (off ground) 4 distinct voices singing the song in different languages, coming from the trees. Vaerrym, Elven - Sorceror (Red) Tarran, Gnoll (has disguise on, looks human) - Druid (Todd) Majana, Zeff - Soul Knife (Randi) Arcadian, Human - Dragon Shaman (Frank) Myrrim, Cat Folk - Fighter (Gavin) \Myrmidlon - Dark Elf \merchant (appears to be) 17 Weeks to find the child and steal her back. Drow House: Vonark

69,379 %
78,000
Calculate Experience Required for Next Level

You cannot spend so much Experience on a Spell or Power that you lose a level.

Al's Campaign
Campaign

November 2, 2011
Date Character Created Date Last Updated

Created by: Shawn S. Altorio

pasus@ssa-x2.com

www.ssa-x2.com

Page 7 of 7

Page Visibilities

Pg. 4 (Magic)
Pg. 5 (Psionics)

Insert A: Racial Traits, Feats and Special Abilities

0 Insert D: Spells & Powers Details

Insert B: Prepared Spells & Known Powers

Insert E: Physical Description & Background


0 Insert F: Notes

Pg. 6 (Known Spells/Spellbook)

Insert C: Known Spells/Spellbook

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