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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
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
Hit Dice
Damage Reduction
HP
AC
=
10
+
+
+
+
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TOTAL
Armor
Shield
Dex
Size
Natural
Deflect
Misc
Touch
Flat-footed
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
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
=
+
+
+
+
RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
/
Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
=
+
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
775 gp 9 sp
Languages
Description
Standing before you is a dwarf. That much can be said without question. At 4’2” in height and looking to weigh 165 pounds, wearing half-plate and carrying a Dwarven Waraxe, he is the very image of the classic member of a dwarven fighting force. His brown hair, worm long and pulled back, match his brown eyes and braided brown beard. On his back can be seen a crossbow. He wears, prominently the symbol of Moradin.
Personality
Arzag Ironfoot is a solid, stolid dwarf. Wearing half-plate, which no one has seen him take off and carrying a dwarven waraxe, he stands before you as a classic image of the dwarf. His attitude, while normally quiet and dour, can in rare occasions break into a more boisterous one, with dwarven war cries and songs. This usually happens when he has had quite a bit of dwarven ale to drink. Those in his company find him to be a strong, fearless comrade in battle and one whose word can be taken with no question.
Character Traits
Quiet, serious, direct
Character Flaws
No sense of humor
Contacts / Friends
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=123070][B][SIZE=+1]Arzag Ironfoot[/SIZE][/B][/URL] M LG Dwarf (Hill) FTR 1/CLR 4, [B]Level[/B] 5, [B]Init[/B] +0, [B]HP[/B] 41/41, [B]Speed[/B] 20 [B]AC[/B] 17, [B]Touch[/B] 10, [B]Flat-footed[/B] 17, [B]Fort[/B] +7, [B]Ref[/B] +1, [B]Will[/B] +7, [B]Base Attack Bonus[/B] 3 [B] Dwarven Waraxe +1 [/B] +6 (1d10+3, x3) [B] Crossbow, light (10 bolts) [/B] +3 (1d8, 19-20/x2) [B]Restful Crystal - sleep in armor, no fatiague Half-Plate MW[/B] (+7 Armor) [B]Abilities[/B] Str 14, Dex 10, Con 16, Int 10, Wis 16, Cha 10 [B]Condition[/B] None Healing Belt - 3 chg/day 1 chg - 2d8 2 chg - 3d8 3 chg - 4d8
Condition and Effects
Additional Information
Spiritual Weapon - Hammer Attack [dice]1d20+6[/dice] Damage [dice]1d8+1[/dice]
Healing Belt - 3 chg/day 1 chg - 2d8 2 chg - 3d8 3 chg - 4d8 Domains - Earth, Good, Law, and Protection Earth 1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage. 2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. 3. Stone Shape: Sculpts stone into any shape. 4. Spike Stones: Creatures in area take 1d8 damage, may be lowed. Good 1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10). 3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level. 4. Holy Smite: Damages and blinds evil creatures. Law 1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2. Calm Emotions: Calms creatures, negating emotion effects. 3. Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level. 4. Order’s Wrath: Damages and dazes chaotic creatures. Protection 1. Sanctuary: Opponents can’t attack you, and you can’t attack. 2. Shield Other F: You take half of subject’s damage. 3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. 4. Spell Immunity: Subject is immune to one spell per four levels.
Other Notes
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