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
3,000 GP
Languages
Description
Personality
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
Condition and Effects
Additional Information
Construct Traits while Wearing Mechanus Armor: -Low Light Vision (2x distance), Darkvision 60' -Retains Healing -Immune to Mind Affecting and Detect Thoughts -Immune to Energy Drain.May be raised/resurrected -Does not eat or breathe -Immune to any effect requiring a Fort Save, unless it affects objects or is a (Harmless) effect.
Other Notes
[
Show Printable Version
]
JUGGERNAUT (Scales with BAB) +0: You may be considered one size category larger for the purposes of any size dependent roll you make (such as a Bull Rush, Overrun, or Lift action). +1: You do not provoke an attack of opportunity for entering an opponent's square. +6: You gain a +4 bonus to attack and damage rolls to destroy objects. You may shatter a Force Effect by inflicting 30 damage on it. TRACK (Scales with ranks in Survival) 0 ranks: You can follow tracks using Survival, as the Track and Legendary Tracker feats. 4 ranks: You can identify the race/kind of creatures from their tracks. 9 ranks: You can move through or over difficult natural terrain without being slowed, taking nonlethal damage, or suffering other impairment. You take no penalties for moving your speed when tracking, and only -10 when moving double your speed. You can track subjects protected by pass without trace or similar spells at a -20 penalty. ENDURANCE (Non-Scaling) You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. CLOCKWORK CENTURION (Scales with ranks in Craft) 0 ranks: You can repair constructs using the Craft skill and the DC table for Heal. Constructs under your long-term care gain the natural healing they would have if alive before applying the usual benefits, and your first aid restores one hit point to constructs that need first aid. 4 ranks: Your skills give life to a variety of contraptions. You gain a leadership score equal to three less than your ranks in Craft, plus your Intelligence modifier, and appropriate followers for it. Your followers granted by this feat are all constructs. They need not be sapient. You can repair your followers back to animation if they are destroyed. 9 ranks: You are able to construct a guardian for yourself, gaining a cohort. Your cohort from this feat must be a construct. If it is normally mindless, it has an Intelligence score equal to your ranks in Craft. Other mental attributes below your ranks in Craft are raised to equal your craft ranks. Finally, if your Intelligence modifier is positive, you may distribute that many single-point increases among your cohort's mental attributes. You can repair your cohort if it is destroyed. MASTER CRAFTSMAN (Scales with ranks in Craft) 0 ranks: You get a +3 bonus to all Craft checks, Everything you craft is masterwork quality for no extra money, time or difficulty. Happy birthday. 4 ranks: Your crafting times are reduced by 1/4 rounded up. 9 ranks: You can craft magic items as if you had a caster level equal to your ranks in Craft -3 and met all of the other requirements as well (being able to add minor qualities from level two,lesser qualities from level four, moderate qualities from level ten and greater qualities from level 16). POINT BLANK SHOT (Scales with BAB) +0: When you are within 30' of your target, your attacks with a ranged weapon gain a +3 bonus to-hit. +1: You add your base attack bonus to damage with any ranged attack within the first range increment. +6: You do not provoke an attack of opportunity when you make a ranged attack. MECHANUS ARMOR (Scales with ranks in Knowledge: Engineering) 4: You gain a +2 bonus to Strength. 8: You are not staggered or unconscious when reduced to zero or less hit points. You still die at -Con hit points, though it is not unknown for the armor to continue fighting for some time after that. 13: You gain DR equal to the Armor Bonus of the armor, which is negated by adamantine weaponry. SNIPER (Scales with BAB) +0: Your range increments are 50% longer than they would ordinarily be. Any benefit of being within 30' of an opponent is retained out to 60'. +1: Precise Shot - You do not suffer a -4 penalty when firing a ranged weapon into melee and never hit an unintended target in close combats or grapples. +6: Sharp Shooting – Your ranged attacks ignore Cover Bonuses (total cover still bones you).