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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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+
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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
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+
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REFLEX
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+
+
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+
WILL
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Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
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+
+
RANGED
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+
+
+
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
Languages
Description
Alric was always large. Living as a slave, his size made him a popular choice for the pits. His large stature hid a gentle nature, and the crowds booed and jeered as he would simply dodge and stand firm. Taking hits, and refusing to fight. Until one day, his longtime friend was slain, and it awoke the rage within him. After slaying his enemies, and the guards, they threw him into the Blackmines. Torn by what he had done, and shut off from the light, Alric was terrified. Years passed in the mines, and Alric grew stronger, mastering the anger inside himself. When the call came once more for him to fight, he disarmed his foes, and simply threw down his own weapon. The king called for his head, but the Princess intervened. She made him her personal guard, and gave him magic glasses, so he would never be trapped in the darkness again. Oddly curious, he became enamored with a new variant of crossbow, that allow him to fire rapidly, but prefers his vicious Greatsword, when up close. He saved the life of the princess many times, but when she died, it was as if he were trapped in the deeps once more. He would do anything to bring her life, as she had once given life to him.
Personality
Alric is large and imposing, but very quiet. Rarely speaking, he is very soft spoken, and oddly thoughtful when he does. He is a gentle man to a fault, but when his friends are threatened, he reacts swiftly. His wrath is terrible once unleashed, his sword swift, and his aim true.
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
Condition and Effects
Additional Information
+6 Construct Dread Longsword of Vicious Construct Ruin Primordial Fiercedread The Ancient Sword excels at attacking the Colossi. Against Colossi, its effective enhancement bonus is +4 better than its normal enhancement bonus. Furthermore, it deals +4d6 points of bonus damage against a Colossus and on a critical hit, deals 1d10+1d6 additional damage. Three times per day(through the course of this game), you can activate the Ancient Sword to treat its next attack (if made before the end of your turn) as a touch attack against a Colossus. You must declare that you are using this property before making your attack roll. If the attack misses, the use is wasted. Primordial Eagerness The Ancient Sword can be drawn as a free action. While wielding it, you gain a +2 bonus on initiative checks and a +2 bonus on damage rolls made during a surprise round and the first round of combat with a Colossus. Primordial Ruin The Ancient Sword ignores the hardness or damage reduction of any Colossi it strikes. Furthermore, the weapon can deal critical hits to the Colossi as if they were conventional living creatures. Also, attacks dealing damage by the Ancient Sword cannot be regenerated by any mean by a Colossus. Primordial Viciousness When the Ancient Sword strikes a Colossus, it sinks into its flesh with ease, resulting in a terrific torrent of blood, and deals extra 4d6 points of damage to the colossi. Against other opponents, it functions as a Vicious Weapon. Primordial Mantle Shattering The Ancient Sword lowers a Colossus' considerable spell resistance. Each time the weapon strikes a Colossus relying on its spell resistance, the value of that spell resistance is reduced by 2 for 1 round. The penalties for multiple hits during the same round stack. For example, if you succeed on three attacks in the same round against the same Colossus, that Colossus's spell resistance is reduced by 6 until the beginning of your next turn. I will make an indication of when this becomes relevant. Primordial Damaging The Ancient Sword temporarily increases its own mass at the end point of each swing or shot against Colossi. When the Ancient Sword deals damage, the wound bleeds profusely and the victim takes 5 additional points of damage at the start of each of the wielder's turns for the next 5 rounds. Multiple wounds are cumulative (a creature struck three times in the same round would take 15 points of damage per round for the next 5 rounds). Primordial Crippling The Ancient Sword provides a +3d6 to the wielder’s sneak attack damage against a Colossus. If the wielder does not have the sneak attack ability, this weapon does not grant it. Illuminating When drawn, an illuminating weapon glows with pure white light, brightly illuminating a 20-foot-radius area and providing shadowy illumination for another 20 feet beyond that. Powers with the word "Primordial" in their name, indicate they are only relevant against Colossi unless otherwise indicated within the power. "Colossi" for intents of this weapons use, are the Colossal Constructs contained within the Forbidden Lands, and do not constitute other Colossus' or Constructs in any way.
Other Notes
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Rothgar, Brabant Destrier HP:442 AC:18 (Touch:12 FF:16) Str: 18 Dex: 16 Con: 18 Int: 3 Wis : 12 Cha: 8 Init +4 Speed 80 (400 if running) Fort: +7, Ref: +10, Will+4 Base Attack Bonus: 10 2 Hooves: +14/+14 Dmg:1d6+5 Crit 18-20 X2 Rear Kick +15 Dmg 2d8+5 Crit 18-20 X2 (Fort DC 18 or knocked back 15 feet) - Stationary only. +7 Spot, +7 Listen Feats: Toughness x2, Scent, Threaten I/II, Fearless, Imp Charge, Massive Blow, Rear Kick, Sure Footed, Run, Endurance. Featherlight Heavy Plate, Horseshoes of Speed, War Saddle