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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
+
+
+
+
+
+
+
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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+
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+
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+
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=
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=
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=
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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
2600 gp 4 sp
Languages
Description
Personality
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
Condition and Effects
Additional Information
Animal Companion: Hawk (Effective lvl = 3) - Speedy Link, Share Spell, Evasion Hit Dice: 3d8 (13/13 hp) Initiative: +4 Speed: 10 ft. (2 squares), fly 60 ft. (good) Armor Class: 20 (10 +2 size +4 Dex +4 natural), touch 18, flat-footed 16 Base Attack/Grapple: +2/-8 Attack: Talons +8 melee (1d4-2) Full Attack: Talons +8 melee (1d4-2) Space/Reach: 2½ ft./0 ft. Special Qualities: Low-light vision Saves: Fort +3, Ref +8, Will +3 Abilities: Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6 Skills: Listen +4, Spot +17 Feats: Alertness, Weapon Finesse, Improved Maneuverability Tricks: Seek, Fetch, Come, Guard, Down, Perform
Other Notes
[
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Adamantine Arrows: Ignores hardness <20, overcomes DR x/adamantine. Silver Arrows: -1 damage, overcomes DR x/silver. Cold Iron Arrows: Overcomes DR x/cold iron. Blunt arrows (RotW 165): 1d8 nonlethal [bludgeoning], 112 ft range. Dye Arrows: Firing a dye arrow is a ranged touch attack; a creature struck by a dye arrow takes no damage but is splashed with black, blue, green, or red marker dye sufficient to coat about 1 square foot. Thunder Arrow: Creatures within a 10-foot-radius spread from the point of impact must make a DC 15 Fortitude save or be deafened for 1 hour. 135 ft range increment. Smoke Arrow: A smoke arrow trails smoke as it flies, and creates a 5-foot cube of smoke where it strikes. It otherwise functions like a normal arrow in terms of damage, range, and so on. Tangleshot Arrow: You fire a tangleshot arrow as a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. The reduced amount of the glue means this arrow is less effective than an actual tanglefoot bag (DC 10 Reflex save, DC 12 Strength check to break, 10 points of slashing damage to cut through, DC 10 Concentration check). Serpentstongue Arrow: Full damage to object with hardness <5, deals piercing/slashing damage. ----------------------------- Far Shot: Range x1.5 Mountain Warrior: +1 attack from higher ground, +2 balance moving on steep slopes, negate bonus atk/dmg from enemy on higher ground. Rapid Shot: Make full attack with one extra attack at best bonus, all attacks take -2 penalty. Manyshot: Fire two arrows at opponent within 30 ft as standard action. Both arrows use same attack roll with -4 penalty. For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four) Survivor: +2 to Survival checks and Fort saves. Improved Rapid Shot: Ignore the -2 penalty when using the Rapid Shot feat. ----------------------------- Favored Enemy: +4 Outsider (Native), +2 Undead to Bluff, Listen, Sense Motive, Spot, Survival and damage Adept Climber: Keep dex bonus to AC when climbing. Farsight: Half of normal spot penalties for distance (-1 per 20 ft, instead of -1 per 10 ft) and half normal penalty on ranged attacks per increment (-1 per increment instead of -2) Strike from Above: +2 on damage rolls when making a ranged attack from higher ground than your target. -----------------------------