Professional Documents
Culture Documents
Character Data
Goliath
Race
+ -
Calculations
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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
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)
14 /
7.0
Key Ability
Dex Dexterity
Constitution
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
19
Damage Reduction
Armor
with Shield
22
AC
No Shield
AC
FlatFooted AC
Touch Attack AC
0 6
29
Equipped
27
27
18
AC Bonus
Modifiers
Load
LIGHT
Max. Dex Check Penalty
Type
Speed (Ft.)
Max. Dex
Magic Shield
9 2 11
0 0 0
20 0 20
20
30.0 5.0
20 4
PHB Ch. 8
Total
Combat
Key Ability Size Mod.
Type
Melee Ranged Grapple *
Temp.
Misc.
Ability Mod.
Initiative
Powerful Build
8 /
21 / 16 /
16 /
11 /
20 /
/ / /
7 2
7
0
4
3 3
3
3 3
3
25 /
2-Hand
Weapon
+2 LG Weighted Greatsword +2 Weighted Greatsword +1 Dagger MW Hand Crossbow MW Morning Star Light Cross Bow
Damage
Critical
23 / 23 / 22 / 22 / 22 / 17 /
18 / 18 / 17 / 17 / 17 / 12 /
/ / / / / / / /
Total Quantity
2 2 1 1 1 1
18-20/x2
S S
q q
L M M M M
10'
S/P P P/B
x2
19-20/x2
80'
Unarmed Strike
Equipped
21 /
Attack Bonus
16 /
Notes
8 pt.
Ammunition
Bolts (lg) Bolts (Hand Crossbow)
Damage
Quantity Used
2D6 1D4
40 40
0.10 0.10
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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Temp.
Misc.
24
118
Ranks
Str
HP
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
Speed (Ft./Rd.)
Temp.
Max. Dex.
Mode
Walk (Normal) Hustle * Run * Run *
Normal -3 -6 +3 +1
20 15 15
Speed (Ft./Rd.)
1 2 3
20 40 60 80
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.
Max. Run
Max. Run
4 4 3
5* 5* Literate
PHB Ch. 2, 3 & 5
8 pt.
-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.
3+
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
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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
Banked
1 1 1
1 1 1
5.00
Holy Symbol
Cloak of Resistance +1
1 5
1 1
0.50
Comprehend Languages
1.00
EVERLASTING RATIONS
Pariapt of Wisdom +2
Gauntlets of Ogre Power
2.00
17 30 3
Estimated Value Each (GP)
Belt of Healing
2.00 2.00
EVERFULL MUG
1 5 3
MW POTION BELT
Potion of Cure Light Wounds
0.50
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
Bed Roll
Winter Blanket
Water Skin
Ever Burning Torch
50 ft Silk Rope
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
3,759.17
Carried Load
Carried Equipment Total Weight Armor, Weapons & Ammunition Total Weight * Wealth Total Weight
Bandoleer
Bandoleer
16.50
Bandoleer
97.00 0.00
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
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Character Data
Calculate Bonus Spells/Day (Class A)
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Magic
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 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.
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.
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
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
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.
1 min. Instant.
Bless
+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
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
Exist comfortably in hot or cold environments. You gain +1 per three lvls on attack and damage rolls.
Close Wounds
Restoration, Lesser
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
Will 1/2 Will Neg. Will 1/2 None Will Neg. Will Neg. Will 1/2 Will Neg. Fort Neg. None Fort Neg.
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.
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.
Searing Light
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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PHB Ch. 10 & 11
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
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
v,s,df
1 action 1 action
60 ft Touch
All Allies
v,s v,s,m
Cures 4d8 dmg +1/lvl (max +20). Restores level and ability score drains.
3 rounds Touch
5 5 5
Revivify
v,s,m
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
v,s,df
40-ft.-radius burst*
v,s v,s
v,s v,s,m/df
1 min./lvl
Bolt of Glory
Evoc.
v,s,df
1 action
Close
Ray
Instant.
None
6 6
Conj. Evoc.
v,s v,s
1 action 1 round
Close Medium
One creature/lvl
Instant.
Fire Storm
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
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.
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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.
Auto *
Notes
Experience
Total Experience Multiclass Penalty Required For Next Level
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
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