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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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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
34 GP
Languages
Description
Kalan is a solid build. he is taller and heavier then Tarik - his half brother. He has short black hair. have Tun Szu Holy Symbol burned to palms, in a Religious ceremony, to welcome Kalan to the Clerics of Tun Szu: the tactition.
Personality
Being raised by monks he beleives in order and organization are very important. Kalan believes in personal order and to live by the code and standards he learned from the monks.he is still young and learning the ways of the world
Character Traits
We are blood, we have to be defensive about each other. we grow up alone but for each other. we would have problems trusting new people. so we can't lie to each other but we can fool around on each other like brothers. but when times comes we protect each other to the death.
Character Flaws
Contacts / Friends
Enemies
Statistic Block
5 points for skill points per level 1d8+1 for HP If you have 5 or more ranks in Tumble, you gain a +6 dodge bonus to AC when executing the total defense standard action If you have 5 or more ranks in Tumble, you gain a +3 dodge bonus to AC when fighting defensively
Condition and Effects
Additional Information
Other Notes
[
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I think our father (tarik and I) was a known fighter/mage and one night he got really lucky (2 chicks) and 9 months later we were both born. Our Mothers not wanting the kids (us) dropped us off at a monastery when we were 6 months old. We grew up on goats milk and the teachings of some famous monk( Chow-yun Fat) we became monks, in our studies we toke up different schools of magic/divine powers. Tarik being of lighter build/weaker one toke to magic like a fish in water. (must be from our dad's fighter/mage side) while i stronger toke to the Divine powers. TRAVEL DOMAIN Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills. Travel Domain Spells Spell Name Brief Description 1 Longstrider: Increases your speed. 2 Locate Object: Senses direction toward object (specific or type). 3 Fly: Subject flies at speed of 60 ft. 4 Dimension Door: Teleports you short distance. 5 Teleport: Instantly transports you as far as 100 miles/level. 6 Find the Path: Shows most direct way to a location. 7 Teleport, Greater: As teleport, but no range limit and no off-target arrival. 8 Phase Door: Creates an invisible passage through wood or stone. 9 Astral Projection M: Projects you and companions onto Astral Plane. STRENGTH DOMAIN Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the equal to your cleric level. Activating the power lasts 1 round, and it is usable once per day. Strength Domain Spells Spell Name Brief Description 1 Enlarge Person: Humanoid creature doubles in size. 2 Bull’s Strength: Subject gains +4 to Str for 1 min./level. 3 Magic Vestment: Armor or shield gains +1 enhancement per four levels. 4 Spell Immunity: Subject is immune to one spell per four levels. 5 Righteous Might: Your size increases, and you gain combat bonuses. 6 Stoneskin M: Ignore 10 points of damage per attack. 7 Grasping Hand: Large hand provides cover, pushes, or grapples. 8 Clenched Fist: Large hand provides cover, pushes, or attacks your foes. 9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes. Despite numerous references to enemies, generals, and armies, The Art of War is about nonaggression. At its core, The Art of War offers a sophisticated lesson on "taking whole," meaning staying openhearted and relaxed in order to sidestep a fight-- Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them. Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.