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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
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Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
TOTAL
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Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
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Flat-footed
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Misc
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Armor Type
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Load
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Load
Max
Load
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Head
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Ground
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Drag
Saving Throws
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Magic
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Misc
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Temp
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REFLEX
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WILL
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MELEE
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RANGED
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Special Properties
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Weight
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Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
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AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
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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
159 gp in coins and misc small jems
Languages
Description
Creg Grimhorn strikes a gruff appearance at first, but his wry grin takes the edge off that. His tanned skin matches his long, braided red beard. He wields his family heirloom shield and axe with great pride.
Personality
Creg is jovial for a dwarf, but that's not saying much. He loves a good ale, a good story, but best of all a good fight. He'll take on any comer, and especially likes putting cheaters in their place.
Character Traits
Character Flaws
Contacts / Friends
Rilla - wizardy half-elf female Birgomer - Disciple of Mystra, human male Sternis - shape-changer druid, human male Lon - rogue-ish half-elf male
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=36789][B][SIZE=+1]Creg Grimhorn[/SIZE][/B][/URL] Male Lawful Good Dwarf (Shield) Fighter 8, [B]Level[/B] 8, [B]Init[/B] +1, [B]HP[/B] 87/87, [B]Speed[/B] 20ft [B]AC[/B] 27, [B]Touch[/B] 13, [B]Flat-footed[/B] 26, [B]Fort[/B] +11, [B]Ref[/B] +4, [B]Will[/B] +3, [B]Base Attack Bonus[/B] +8/+3, [B]Action Points[/B] 0 [B]one-handed +1 Dwarven Wareaxe of Frost [/B] +13/+8 (1d10+7 +1d6 cold, 20/x3) [B]one-handed +1 Heavy Mithral Shield [/B] +13/+8 (1d4+4, 20/x2) [B]one-handed Mwk cold iron morningstar [/B] +13/+8 (1d8+4, 20/x2) [B] +2 Full Plate[/B], [B] +1 Heavy Mithral Shield[/B] (+10 Armor, +3 Shield, +1 Dex, +1 Natural, +1 Deflect, +1 Misc) [B]Abilities[/B] Str 18, Dex 13, Con 18, Int 10, Wis 10, Cha 9 [B]Condition[/B] None FEAT INFO: ===Shield Specialzation (Heavy): +1 AC when using a heavy shield ===Active Shield Defense: When fighting defensively and using a shield, no -4 penalty on AoOs. When in total defense and using a shield, still threaten and can make AoOs at -4. ===Elusive Target: (3 maneuvers) >>>Negate Power Attack - if foe designated by Dodge attempts Power Attack against you, that foe gains no damage bonus but still suffers to-hit penalty. >>>Diverting Defense - if flanked and one such foe is target of Dodge, first attack of the round from that foe targets other flanker instead and he is considered flat-footed. >>>Cause Overreach - if provoking AoO and the foe misses on the attempt, get a free trip attempt against them with no chance to trip back if you fail. ===Dodge: +1 dodge AC vs. attacks from designated opponent ===Mobility: +4 dodge AC vs. AoOs ===Endurance: +4 on 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. ===Toughness: +3 HP
Condition and Effects
Additional Information
FEAT INFO: ===Shield Specialzation (Heavy): +1 AC when using a heavy shield ===Active Shield Defense: When fighting defensively and using a shield, no -4 penalty on AoOs. When in total defense and using a shield, still threaten and can make AoOs at -4. ===Elusive Target: (3 maneuvers) >>>Negate Power Attack - if foe designated by Dodge attempts Power Attack against you, that foe gains no damage bonus but still suffers to-hit penalty. >>>Diverting Defense - if flanked and one such foe is target of Dodge, first attack of the round from that foe targets other flanker instead and he is considered flat-footed. >>>Cause Overreach - if provoking AoO and the foe misses on the attempt, get a free trip attempt against them with no chance to trip back if you fail. ===Dodge: +1 dodge AC vs. attacks from designated opponent ===Mobility: +4 dodge AC vs. AoOs ===Endurance: +4 on 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. ===Toughness: +3 HP
Other Notes
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Combat reminders to self: - Set Dodge target each round - Don't forget Power Attack! - Turn on/off cold power on axe - Remember Elusive Target maneuvers (with Mobility, go ahead and provoke AoOs!) Healing Belt (MIC; 750gp) +2 to Heal skill 3 charges per day, standard action to activate -- 1 charge heals 2d8 -- 2 charges in one go heal 3d8 -- 3 charges all at once heal 4d8