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Current XP
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Total Skill Points:
0
Feats & Special Abilities
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Total Weight:
0
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Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
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Psionics
Manifester
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Current
Currency
4 GP 9 SP 9 CP Mithral Chain Shirt +1 to wizards
Languages
Description
Commander's Quick description: 5’8"/138 lbs., thin build with wiry muscles, charismatic and wise; dark brown hair, mustache and beard, green eyes, tanned skin, sporting a mithral chain shirt and large Darkwood shield; with a masterwork Bastard Sword hanging from his hip along with various smaller weapons and a masterwork Long Bow which is slung over his shoulder. Often wearing a single grizzly claw suspended by a leather thong from his neck, the man is hard not to recognize as a Leader of the Grizzly Brigade.
Personality
Rugged and strong, Captain Lancer has a very likeable, charismatic personality. He is normally friendly, kind and charitable in his habits. Brave and loyal to his friends, he will never shirk his duties.
Character Traits
None
Character Flaws
MURKY-EYED - In combat, every time you attack an opponent who has concealment, roll your miss chance twice. If either of the results indicate that you miss, your attack fails.
Contacts / Friends
None I. LIGHT WAR HORSE: 25 HP, +1 Initiative, 60' per round (approx. 3 years old) AC: 14 + 2 = 16 (Touch = 14) (Flat-footed = 12) BAB/Grapple = +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 Hooves +4 melee (1d4+3) and Bite -1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Qualities: Low-Light Vision, Scent Saves: Fort +6; Ref +4; Will +2 Abilities: Str 16; Dex 13; Con 17; Int 2; Wis 13; Cha 6 Skills: Listen +4; Spot +4 Feats: Endurance; Run A Light War Horse can attack while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride Check Loads: Light: up to 230 lbs.; Medium 231 - 460 lbs.; Heavy 461 - 690 lbs. A Light Warhorse can drag 3,450 lbs. Special Training: Combat Riding (Can carry rider and load). Known tricks related to training are attack, come, defend, down, guard and heel. Equipment on Light War Horse: Leather Barding (AC +2); Military Saddle (+2 circumstance bonus to Ride Checks related to staying in the saddle. If knocked unconscious while in the saddle you have 75% chance of staying in the saddle) ; Saddle Blanket; Bit and Bridle; 4 days of Grain Rations;and Saddle Bags (weight includes contents = Bedroll, Horse Brush, 4 Extra Shoes, Nails). Total Weight Carried = 112 lbs. (Feed and misc. equipment not carried during combat). II. USING A WAR HORSE With a DC 5 Ride Check, can guide horse with knees so as to use both hands to attack or defend as a free action. When you attack a creature smaller than your mount that is on foot, you get +1 bonus on melee attacks for being on higher ground. If mount moves more than 5', you make a single melee attack. Even at full speed, no penalty on melee attacks. If your mount charges, you also take the AC penalty (-2) associated with a charge. If you make an attack at the end of the charge, you receive the bonus (+2) gained from the charge. When charging on horseback, you deal double damage with a Lance. Charging is a special full-round action that allows horse to move up to twice its speed and you to attack during the action. Horse must move before attack, not after. Must move at least 10 feet and directly toward opponent. You must have a clear path and nothing in terrain to hinder movement. Must also have a line of sight to opponent at the start of your turn or you can't charge. After charging, can only make a single melee attack with a +2 bonus on the attack roll. You also take a -2 penalty to your AC until the start of your next turn. Charging character gets a +2 bonus on Strength check to overrun an opponent. Overrun (Page 157 DMG). Charge and overrun does provoke an attack of opportunity. III. ATTACKING FROM HORSEBACK You can use ranged weapons while your mount is taking a doublemove, but at a -2 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a -4 penalty. In either case, you must make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally, so that, for instance, you can load and fire a light crossbow in a round while your mount is moving. If your mount falls in battle, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 damage. If you are unconscious or cannot guide your mount, it will avoid combat. IV. MISCELLANEOUS SUPPLIES 2 extra days of horse grain and 2 extra days of soldier rations are stored on Pack Horses. The horse grain must be used in full rations during situations where the horses are being pushed to be very active and during the winter supplemented with hay. However, during spring, summer and fall the horses will only need 1/3 the grain if they are not being used a lot and are allowed to graze each day. Usually about a cupped handsful twice a day.
Enemies
None
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=284182][B][SIZE=+1]Marshal G.P. Lancer[/SIZE][/B][/URL] M LG Human WarBlade/Marshal, [B]Level[/B] 1/3, [B]Init[/B] +6, [B]HP[/B] 44/44, [B]DR[/B] DR1/-, [B]Speed[/B] 30' [B]AC[/B] 25, [B]Touch[/B] 14, [B]Flat-footed[/B] 23, [B]Fort[/B] +7, [B]Ref[/B] +5, [B]Will[/B] +7, [B]Base Attack Bonus[/B] 3, [B]Power Points[/B] 0/0 [B]Action Points[/B] 0 [B]Least Crystal of Return MW Bastard Sword [/B] +6 (1d10+2, 19-20/x2) [B]Least Crystal of Return Comp. Long Bow (+2 Strength) (20 Arrows) [/B] +6 (1d8+2, x3) [B]Club Silver Dagger [/B] +5 (1d3+2, 19-20/x2) [B] Banded Mail +2[/B], [B] Large Darkwood Shield +1[/B] (+8 Armor, +3 Shield, +2 Dex, +2 Misc) [B]Abilities[/B] Str 14, Dex 14, Con 12, Int 12, Wis 16, Cha 16 [B]Condition[/B] Healthy REARGUARD'S CAPE - Swift Activation If the number of visible, active enemies within 60 feet of the marshal exceeds the number of your visible, active allies (including yourself) within 60 feet, you can activate this cape. While it is active, the bonus granted by your minor and major auras improves by +2. This benefit lasts for 10 rounds or until you and your allies are no longer outnumbered. This ability functions 1/1 per day.
Condition and Effects
Additional Information
Healthy Hit Points: (12+1) + (8+1) + (8+1) + (8+1) Experience: 6,000 +
REARGUARD'S CAPE - Swift Activation If the number of visible, active enemies within 60 feet of the marshal exceeds the number of your visible, active allies (including yourself) within 60 feet, you can activate this cape. While it is active, the bonus granted by your minor and major auras improves by +2. This benefit lasts for 10 rounds or until you and your allies are no longer outnumbered. This ability functions 1/1 per day.
Other Notes
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MARSHAL AURAs Can project one minor and one major aura at same time as a swift action. Aura remains in effect until marshal uses free action to dismiss it and the aura can be in effect continually. Activating an aura involves haranguing, ordering, directing, encouraging, cajoling or calming allies. A marshal sizes up the enemy, allies and the terrain, then gives the allies the direction that they can use to do their best. Aura affects all allies and marshal within 60' who can hear the marshal and have an Intel score of 3 or higher and be able to understand marshal's language. MANEUVERS (3 known/3 readied) - prepare 5 minutes in morning. Begin encounter with all readied maneuvers. When initiate maneuver, you expend it for the encounter until recovered. You can recover all expended manuevers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as a florish). Action Before Thought: Can use any time would be required to make Reflex save. Roll concentration check instead for the save. Must use it before rolling relex save. Roll of 1 is not an automatic failure. Battle Leader's Charge: As part of maneuver, you charge an opponent. You do not provoke Attacks of Opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage. Tactical Strike: Make a single melee attack. If attack hits, you deal an extra 2d6 points of damage. In addition, each ally adjacent to the target can take an immediate 5' step that does not provoke an Attack of Opportunity. STANCE (1 known/1 readied) - Stances are not expended and you do not ready them. All known stances are available at all times and you can change stances as a swift action. It is an extraordinary ability. Leading the Charge: While you are in this stance, all allies who hear you in 60' radius and make a charge attack in the area gain a bonus on damage rolls equal to initiator level (+4).