Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
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
+
+
+
+
+
+
+
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
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
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
210 gp
Languages
Description
Abrecan is a stout man with a muscular build, as most dwarves are. He has a few scars as a result of previous encounters, including a few bar fights. He keeps his hair short, and his beard long. He has a series of tribal tattoos along the length of his right arm that go all the way up to his face and he likes to show them off. He is a firm believer that you should respect your foes in battle and that you can learn a lot from them. He also believes that you can gain the strength and spirit of a fallen enemy by consuming their heart. He does so with respect for his foe and always says a silent prayer for their spirit before he removes their heart.
Personality
Abrecan loves to fight, and he loves to drink. He finds that fighting is a good way to make money to buy things to drink, so it is a win-win situation. He is an easy going fellow, but he can be quick to anger.
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=215196][B][SIZE=+1]Abrecan[/SIZE][/B][/URL] Male CN Dwarf Fighter, [B]Level[/B] 2, [B]Init[/B] +2, [B]HP[/B] 16/18, [B]Speed[/B] 20 [B]AC[/B] 17, [B]Touch[/B] 12, [B]Flat-footed[/B] 15, [B]Fort[/B] +3, [B]Ref[/B] +2, [B]Will[/B] +0, [B]Base Attack Bonus[/B] +2 [B]Add in double STR modifier for damage Greatsword (--) [/B] +5 (2d6, 19-20/x2) [B]-- Shortbow (Arrows (20)) [/B] +4 (1d6, x3) [B]Keeps hidden in boot Kukri (--) [/B] +5 (1d4, 18-20/x2) [B]Locked Gauntlet (attaches chains to weapon; +10 vs disarm attempts) Breastplate[/B] (+5 Armor, +2 Dex) [B]Abilities[/B] Str 16, Dex 15, Con 17, Int 9, Wis 10, Cha 6 [B]Condition[/B] None
Condition and Effects
Additional Information
Other Notes
[
Show Printable Version
]
Item Notes Silk rope -- 4hp, burst with DC 24 STR check; +2 bonus to use rope checks Crowbar -- +2 to STR checks to open locked chests or doors or bursting chains Tent -- Sleeps 2 Explorer's Outfit -- sturdy boots, leather breeches, belt, shirt, gloves, cloak, wide-brimmed hat Everburning Torch -- Torch that never burns out and can be re-used repeatedly Frostfire Kit -- allows creation of frostfire; acts like normal fire, but it is blue and causes cold damage and cools nearby area Chain -- DC 26 to burst Elven Tree Tent -- +1 Hide Forester's Cloak -- +1 Hide Restraining Pole -- A restraining pole is a long metal rod with a cable noose at its end. The cable runs along its hollow interior and exits at an opening near where it can be easily held. The noose tightens when the cable’s end is pulled. With a successful attack, the pole’s wielder can restrain opponents 10 feet away. Adjacent foes cannot be restrained. A restrained creature is entangled and can only move by an opposed strength check. If the entangled creature attempts to cast a spell, it must succeed a DC 15 Concentration check or the spell fails. A DC 30 Escape Artist check can be made to slip free. The pole has a hardness of 10 and 10 hit points. A DC 26 Strength check would be needed to break the cable. Utility Belt -- Holds up to 6 potions or items of similar size. Items on the belt can be retrieved as a move action. Gauntlets of Ogre Power -- These gauntlets are made of tough leather with iron studs running across the back of the hands and fingers. They grant the wearer great strength, adding a +2 enhancement bonus to his Strength score. Both gauntlets must be worn for the magic to be effective. Everfull mug -- 3/day fill with 12 ounces of water, ale, or wine Boots of stomping -- 3/day topple creatures in 15-ft. cone Crystal of aquatic action, least -- No armor check penalty on Swim Cloak of predatory vigor -- 2/day heal damage equal to your HD while raging Ability/Feat Descriptions +2 CON, -2 CHA Darkvision (60 ft) Stonecunning (+2 to search checks involving stonework) +4 bonus to resist being bull rushed or tripped +2 to saving throws vs poison +2 bonus against spells +1 attack bonus against orcs and goblinoids +4 dodge bonus to AC vs giants +2 to appraise checks involving metal or stone +2 to craft checks involving metal or stone Power Attack (trade in attack bonus for damage; two-handed weapons add 2 for every point traded) Two-Handed Power Strike (may add twice your strength bonus to damage when using a 2-handed weapon) Ritual Cannibalism (once per day you may eat the heart of a fallen enemy; heals 1d8+ 1 per hit die of the enemy; bonus can't exceed player level) Toughness (+3 hp) Gigantic Weapon (may use a weapon as if you were one size category larger) Rough Skin (+1 natural AC) Fast Movement (+10 movement speed) Rage -- A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.