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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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+
=
+
+
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
640gp
Languages
Description
Tall and lean, Marros is an easygoing fellow. He always has a smile on his face, and an inquisitive mind. His eyes are a dark blue, almost black, and slitted almost like a dragons. He wears loose fitted robes, that are usually white or grey, but on his chest, a bronze circle is softly glowing. His motions seem graceful and flowing, and almost too fast for the eye to properly follow. He always carries his Bronze Disc. It has slightly raised edges, is smooth on the inside, and has a rough pattern from the unbuffed hammer strikes on the outside. A single chip is missing from the outer edge.
Personality
Marros approaches the world with the open mind of his Order, the Temple of the Unbroken Circle. He wanders the world helping those in need anyway he can. He has a very easygoing manner, and fights with a laugh and a smile on his face, almost dancing. But the destruction he can leave behind is almost unimaginable.
Character Traits
Fighting Defensively: -4 attack, +15 AC Total Defense: +30 AC [ROLL="Attack"]1d20+30z[/ROLL] [ROLL="Damage"]4d8+23 1d6 1d4zt[/ROLL]
Character Flaws
Contacts / Friends
Enemies
Statistic Block
Condition and Effects
Additional Information
Prescott's Anti-Death Amulet This potent amulet has two effects to allow the wearer to continue on after death. Upon death, the target is instantly returned to life as if a Revenance spell was just cast on them by at 7th level cleric (treated as alive for 7 minutes, immediately set to one-half normal Full HP). This effect cannot be triggered again for an additional 7 minutes after the initial duration has expired. If the target remains dead for more than 1 round, its secondary effect triggers. The target is returned to life as if a Revivify spell was just cast on them. Unlike the normal spell, this returns the user to life at 1 HP (rather than at -1 HP & stable).
[ROLL="Trip"]1d20+29z[/ROLL] Touch [ROLL="Opposed check"]1d20+24[/ROLL] If successful; [ROLL="Attack"]1d20+29z[/ROLL] [ROLL="Damage"]4d8+18 1d6 1d4zt[/ROLL]
Other Notes
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-A war wizard cloak protects you from the elements (as endure elements) and also activates a feather fall effect on you auto- matically if you fall more than 5 feet. This is a continuous effect and requires no activation. In addition, this cloak has four other abilities, each of which can be activated once per day: dimension door, mage armor, protection from arrows, and sending The Elusive Target feat enables the use of three tactical maneuvers. -Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll . -Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking attackers to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flatfooted. If the designated attacker is making a full attack against you, its second and subsequent attacks function normally. -Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a chance to trip you if your attempt fails. Sun School; -Inexorable Progress of Dawn: To use this maneuver, you must strike your foe twice while using a flurry of blows. Your foe must move back 5 feet, and you may move forward 5 feet if you wish. Neither of you provokes opportunity attacks for this movement. -Blinding Sun of Noon: To use this maneuver, you must successfully stun your foe two rounds in a row with a stunning blow. The opponent is confused for five minutes. -Flash of Sunset: To use this maneuver, you must move adjacent to a foe using a teleportation effect, such as the dimension door spell or the monk's Abundant Step class feature. You gain a bonus standard action which can only be used to take an attack against that foe. You may flurry with your attack if you wish. This extra action is an exception to the standard rules for dimension door, which state that you may not take any actions after using a dimension door. Survival Pouch: Five times per day, you can reach into a survival pouch and retrieve your choice of one of the following items. You can draw out the same item five times in one day, draw out five different items, or produce any combination of up to five items. Each item lasts for 8 hours or unti