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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
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Shield
Dex
Size
Natural
Deflect
Misc
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Flat-footed
Total
Dex
Misc
INIT
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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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REFLEX
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WILL
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Total Attack Bonus
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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
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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
248.2 gp in various gems and coins Last update: April 8th 2013
Languages
Description
Years of travel outdoors have worn Sikil's skin to have a cracked, copper-like leathery feel. As a consequence, he looks well beyond his years. Not one for shows of elegance or flashy colors, a simple earth-color tunic covers his armor, and well worn boots that readily show the many miles traveled, and an old fedora complete the man's dress. The only jewelry he wears is a well-polished silver symbol of Oghma. A large metal mace hangs by his side, ready to replace the walking stick he more commonly carries, and a metal shield hangs on his back, painted with the symbol of Oghma. Standing about 6 feet tall, Sikil has dark brown hair and eyes, and he looks thin - almost malnourished. His slimness, however, cover a strong and resilient body that spends so much time traveling under the weight of his armor he just cannot gain any weight.
Personality
Sikil is an explorer at heart, always looking for new things to see and adventures to live. Taking after his deity, he is open to all races, and values knowledge above all else. Sikil also has a special relation with artists and craftsmen. Even though he never had the required talents to become one, his admiration for the items sold by his family was only heightened by the encouragements from the church of Oghma.
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=55074][B][SIZE=+1]Sikil Nalambar[/SIZE][/B][/URL] Male True Neutral Durpari Human Cleric / Divine Disciple, [B]Level[/B] 7 / 2, [B]Init[/B] +2, [B]HP[/B] 160/147, [B]Speed[/B] 75' [B]AC[/B] 45, [B]Touch[/B] 18, [B]Flat-footed[/B] 44, [B]Fort[/B] +29, [B]Ref[/B] +15, [B]Will[/B] +23, [B]Base Attack Bonus[/B] 9 [B]Holy, Least Truedeath Crystal +1d6 vs undead Morningstar +3 (-) [/B] +11/+6 (1d8+6, x2) [B] Claws (Primary Attack) [/B] +24/+24 (3d6+15, x2) [B]- Bite (Secondary Attack) (-) [/B] +19 (2d6+9, x2) [B]Magic Vestment (+3) Full Plate +1[/B], [B]Animated, Magic Vestment (+3) Heavy Steel Shield +1[/B] (+11 Armor, +5 Shield, +1 Dex, -1 Size, +11 Natural, +4 Deflect, +4 Misc) [B]Abilities[/B] Str 35, Dex 15, Con 33, Int 12, Wis 21, Cha 12 [B]Condition[/B] Can see in natural and magical darkness Can use swift action to move Dazing blow on 2 claws DC 22, improved grab, Rake rend 4d6+1.5 STR, pounce Extra attack on full attack Immune to Death Effects Resistance 20 Cold/Fire Travel Domain: Automatic Freedom of Movement against magical effects that impede movement (9 rounds) 0/9 Turn Undead Used: 0/11 Travel Devotion (Move up to speed as a swift action, Duration 1 minute) 1/1 Caster Level = 10 for Conjuration [healing spells] and Turn Undead Telepathy 60' with TN outsiders / Oghma-serving outsiders +1 CHA check vs TN outsiders / Oghma-serving outsiders +1 saves vs divine spells +1 saves vs SLA and supernatural of outsiders
Condition and Effects
Additional Information
Can see in natural and magical darkness Can use swift action to move Dazing blow on 2 claws DC 22, improved grab, Rake rend 4d6+1.5 STR, pounce Extra attack on full attack Immune to Death Effects Resistance 20 Cold/Fire
Travel Domain: Automatic Freedom of Movement against magical effects that impede movement (9 rounds) 0/9 Turn Undead Used: 0/11 Travel Devotion (Move up to speed as a swift action, Duration 1 minute) 1/1 Caster Level = 10 for Conjuration [healing spells] and Turn Undead Telepathy 60' with TN outsiders / Oghma-serving outsiders +1 CHA check vs TN outsiders / Oghma-serving outsiders +1 saves vs divine spells +1 saves vs SLA and supernatural of outsiders
Other Notes
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Skills Cleric: 2 (Class) + 1 (INT) + 1 (Human) * 7 = 28 Put 4th level stat raise into WIS Points: 6 (STR) + 4 (DEX) + 6 (CON) + 4 (INT) + 8 (WIS) + 6 (CHA) = 34 Background: Sikil was born the second boy of a wealthy trading family of Assur in the Golden Water. As a child, he heard tales, legends and heroic adventures, and he grew up thinking that those adventures would come to him someday. With that in mind, all his spare time was used practicing with various weapons, although those exercises were met with little success. Even with all the expectancy in the world, nothing happened for years, so he kept reading the stories over and over. Eventually, understanding Assur was a much too quiet area and none of the exciting legends would happen overnight, Sikil applied for an apprenticeship position at the church of Oghma, with the knowledge that many of its clerics were traveling all over the world, looking for new things to learn. This decision was somewhat of a relief to his family, as his older brother was bound to take over the family trade, and Sikil had never shown real expertise in the family craft. The clerical training went over really well, with Sikil forming bonds with like-minded adventurous priests, and with his keen mind learning quickly the various edicts of Oghma. Once ordained, Sikil immediately chose the path of the namers over the more cloistered priests, traveling westwards, in effect living his childhood dreams. For years Sikil traveled the lands, encountering magical creatures, spreading the word of Oghma, sponsoring artists and creators of all kinds, teaching to read and write to those who asked, and looking anywhere for ancient pieces of lore as well as falsehoods to be corrected and agents of those rumors and deceitful tales.