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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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WILL
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Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
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+
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+
+
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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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
1,428gp 1sp
Languages
Description
Personality
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
Condition and Effects
Additional Information
Other Notes
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Code of Arms You hesitate to attack unarmed opponents. Prerequisite: Good or Lawful Alignment Effect: -4 on attack rolls against creatures not armed with a melee/ranged weapon. This is negated if the creature has a natural attack. ==== Class Variants: Trap Expert [Dungeonscape] Lose Track/Swift Tracker Gain Trapfinding + Disable Device as class skill. Distracting Attack [Players Handbook II] Lose Animal Companion Gain whenever I hit an enemy (either ranged or melee) the enemy is considered flanked for my allies till it is hit by an ally or the beginning of my turn whichever comes first. Doesn't effect creatures that can't be flanked. Arcanist Hunter [Complete Mage] Lose 1st FE Gain FE (Arcanist), effecting anything that casts arcane spells, invocations or spell-like abilities ===== ~~Various Ammo~~ Swiftwing Arrows x40 (20gp/20): These arrows are made slightly longer than normal, with a small, aerodynamic head and enlarged fletching for extra stability and accuracy on long shots. A swiftwing arrow incurs only half the usual penalty for attacking at range (-1 per range increment rather than the usual -2) Smoking Arrows x10 (30gp/1): The front portion of this arrow is made of the same substance used to make smokesticks. It is commonly used as a signaling device. When lit and fired within the same round, it leaves behind a trail of thick, black smoke (too thin to obscure sight). When the arrow hits, it deals no damage, but fills a 10ft cube with smoke as a smokestick. Serpentstongue Arrows x20 (3gp/20): Arrows aren't very useful for attacking objects, so the elves developed the serpentstongue arrows. These arrows have sharp edges on the tips and inside the prongs. A skilled archer can neatly sever a rope or leather strap with a serpentstongue arrow. A serpentstongue arrow deals damage both piercing and slashing damage, and it deals full damage (rather than the usual half) to objects with a hardness of 5 or less. Blunt Arrows x20 (1gp/20): These projectiles have blunt tips wrapped in leather instead of pointed arrowheads. They have a shorter range increment than normal arrows and deal nonlethal damage. Star Arrows x20 (10gp/20): Through much experimentation, Roberd developed an alchemical compound that phosphoresced under particular conditions. A star arrow glows with a dim colored light when fired. The arrows shed bright light in a 5-foot radius and shadowy light in a 15-foot radius. Singing Arrows x20 (20gp/20): Roberd borrowed this technique from the elves. The elves carved a series of notches along their arrows so taht , when fired, they emitted a distinctive series of notes. Elven troops firing in sequence could create chords or even whole songs this way. Roberd was content to design a single distinctive whistle for his own arrows. Dragonsbreath Arrows x20 (50gp/20): A dragonsbreath arrow has a shaft soaked in resin or pitch and a slightly enlarged head filled with a dab of alchemist's fire. Slots in the head force air into the chamber when the arrow is fired, igniting the alchemist's fire and the shaft as well. The slots in the head emit a low screech as the arrow flies through the air. A dragonsbreath arrow deals an extra 1 point of fire damage when it hits a target, and that target must make a DC 15 Ref save or catch on fire. A dragonsbreath arrow can't be reused on a miss. ~~Quiver make-up (between 5 quivers)~~ Dragonsbreath x4 Star x4 Swiftwing x8 Serpentstongue x4 Blunt x4 Smoking x2 ===Pegason, Barb Destrier=== Size: Large Hit Dice: 4d10+3d10+1d10+8(3)= 8d10+24= 80+24= 104 Initiative: +2 Speed: 55ft AC: 17 =(-1 size, +2 Dex, +4 NA, +2 Armor) Attacks: 2 Hooves +4 Melee (1d4+2 [19-20/x2] ea) Face/Reach: 5ft by 10ft/5ft Special Attacks: - Special Qualities: Scent Saves: Fort +6, Ref +8, Will +3 Abilities: Str 16, Dex 14, Con 16, Int 2, Wis 12, Cha 6 Skills: Perception Feats: Paths: Weapon (Hooves)