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8/3/2019 Mathok Steel-Arm Kavithano LVL 11
1/6
Created by: Shawn S. Altorio [email protected] www.ssa-x2.com Dungeons & Dragons is a registered trademerk of Wizards of the Coast, Inc. Page 1
This document is licensed under a Creative Commons license.
ClassSkill
(Class1,
2,3) Skills
Untrained
KeyAbility
Total
Ability
Mod.
Ranks
Misc.
Skill
Appraise Int
Autohypnosis Wis
Balance Dex
Bluff Cha
Climb Str
Concentration
Craft Int
Craft Int
Decipher Script Int
Diplomacy Cha
Disable Device Int
Disguise Cha
Escape Artist Dex
Forgery Int
Gather Information Cha
Handle Animal Cha
Heal Wis
Hide Dex
Intimidate Cha
Jump Str
Knowledge Int
Knowledge Int
Knowledge Int
Knowledge Int
Listen Wis
Move Silently Dex
Open Lock Dex
Perform Cha
Perform Cha
Perform Cha
Profession Wis
Profession Wis
Psicraft Int
Ride Dex
Search Int
Sense Motive Wis
Sleight of Hand Dex
Spellcraft Int
Spot Wis
Survival Wis
Swim Str
Tumble Dex
Use Magic Device Cha
Use Psionic Device Cha
Use Rope Dex
Armor Check Penalty, if any, applies. ( Double penalty for Swim.) These skills are detailed in the Expanded Psionics Handbook (XPH).
PHB / XCh. 4 / 35
Max. Ranks(Class/Cross-Class) /
Equipped
OffHand
Weapons & Ammunition
Weapon
ModifiedAttacks
Attack
Bonus
Finesse
Damage Critica l Range/
Reach(Ft.)
Ranged
Type*
Encumb.
Category
2-Hand
Size
Category
Weight
(Lbs.)
1 st 2 nd 3rd 4th
/ / /
/ / /
/ / /
/ / /
/ / /
/ / /
/ / /
Unarmed Strike / / /Deals Lethal
Damage
PHB112-122, 160
Equipped
Ammunition Attack
Bonus
Damage Total
Quantity
QuantityUsed W
eight
Each
(Lbs.)
Notes
* If a weapon is of two types; all damage it deals is of both types.
Combat
Type KeyAbility
Attacks
Ability
Mod.
Size
Mod.
Misc.
Temp.
1 st 2 nd 3rd 4th
Melee Str / / /
Ranged Dex / / /
* Utilizes a Special Size Modifier. Grapple * Str / / /
Base AttackBonus
1 st 2 nd 3rd 4th
/ / /
PHBCh. 8
InitiativeDex.Mod.
Misc.
Temp.
PowerfulBuild
Modifiers
Max. Dex
Check Penalty
MOdified Speed(Ft./Rd.)
Max. RunMultiplier
Load
Armor
Equipped
Armor & Shield Type ACBonus
Max.
Dex
Check
Penalty
Spell
Failure
(%)
Speed
(Ft.)
Weight
(Lbs.)
Is dependant on what is currently equipped. applies while unarmored and unencumbered. Total
ACwith
Shield
ACNo
Shield
Flat-Footed
AC
TouchAttack
AC
PHB122-126 & 134-136
DexMod.
SizeMod.
Deflection
Bonus
Dodge
BonusNatural
ArmorOther
Monk ACBonus
WisMod.
Spell Resistance
Power Resistance
Saves
Fortitude
Reflex
Will
Total
Base
KeyAbility Con Dex Wis
AbilityMod.
Magic
Misc.
Temp.
Hit Points
Max.Temp.Max.
HPHit Points
Current
NonlethalDamage
DamageReduction
Abilities
AbilityScore
AbilityMod.
Temp.Score
Temp.Mod.
StrStrength
DexDexterity
ConConstitution
IntIntelligence
WisWisdom
ChaCharisma
PHBCh. 1
SSA-X2 Character Sheet
Character Name Player Race Character Lvl. ECL
Character Class 1 LVL. Character Class 2 Lvl. Character Class 3 Lvl. Lvl. Adjust
Alignment Deity Gender Size Category Pref. Hand
Height Weight (Lbs.) Skin Color Eye Color Hair Color Age Birthdate
Mathok Steel-Arm Kavithan (Drow: Ardul-Mal) Dale Goliath 11 12
Favored Soul 11 1Chaotic Good Torm Male Medium Right
7'10" 320 lbs Grey/Black spots Green Dark (Mohawk) 21
22 6
14 2
16 3
16 3
17 3
16 3
24 7
19 4
118
11
7
3
1
10
7
2
1
12
7
4
1
22
29 27 27 18
2 0
6
+2 Shalik Plate Magic 9 3 0 20 20 30.0
+1 Buckler Shield 2 0 0 5.0
11 0 20
LIGHT
3
0
20
4
2 2
8 3
2116
7 0 3 316 11 2 3 3
25 20 7 4 3 3
+2 LG Weighted Greatsword 23 18 2 3D8+12+3 18-20/x2 S Lq 24.0
+2 Weighted Greatsword 23 18 2 2D8+12+3 18-20/x2 S Mq 12.0
+1 Dagger 22 17 1 1D4+8+3 19-20/x2 10' S/P M 1.0
MW Hand Crossbow 22 17 1 1D4 19-20/x2 P M 1.0
MW Morning Star 22 17 1 1D8+7+3 x2 P/B M 8.0
Light Cross Bow 17 12 1 1D8 19-20/x2 80' q P Mq 8.0
21 16
Bolts (lg) 2D6 40 0.10
Bolts (Hand Crossbow) 1D4 40 0.10
8 pt.
Energy Resistance: 10/ColdEnergy Resistance: 10/Fire
14 7.0
3 3
n/a 4
2 2
3 3
7 7
Con 13 3 10
Alchemy 4 3 1
3 3
n/a 3
6 3 3
n/a 3
23 32 2
3 3
3 3
n/a 3
15 4 9
2 2
3 3
14 7 5 2
Arcana 13 3 10
Religion 11 3 8
n/a 3
n/a 3
4 4
2 2
n/a 2
3 3
3 3
3 3
n/a 4
n/a 4
n/a 3
2 2
3 3
12 4 6 2
n/a 2
15 3 10 2
4 4
7 4 3
7 7
6 2 2 2
n/a 3
n/a 3
2 2
Pg. 4 (Magic)Pg. 5 (Psionics)
Pg. 6 (Known Spells/Spellbook)
Insert A: Racial Traits, Feats and Special Abilities Insert B: Prepared Spells & Known Powers
Insert C: Known Spells/Spellbook
0Insert D: Spells & Powers DetailsInsert E: Physical Description & Background
0 Insert F: Notes
Page Visibilities
v2.52
Bonus Breakdowns Character Data +- Calculations
http://www.ssa-x2.com/http://www.wizards.com/http://creativecommons.org/licenses/by-nc-sa/2.0/ca/http://creativecommons.org/licenses/by-nc-sa/2.0/ca/http://www.ssa-x2.com/http://www.wizards.com/http://creativecommons.org/licenses/by-nc-sa/2.0/ca/http://creativecommons.org/licenses/by-nc-sa/2.0/ca/8/3/2019 Mathok Steel-Arm Kavithano LVL 11
2/6
Created by: Shawn S. Altorio [email protected] www.ssa-x2.com Page 2
Racial Traits, Feats and Special Abilities
Record the Source Book and Page for easy reference.
PCh. 2, 3
Turn Undead
Turning Check
Result
Most Powerful Undead Affected
(Maximum Hit Dice)
0 or Lower Cleric Level - 4
1 3 Cleric Level - 3
4 6 Cleric Level - 2
7 9 Cleric Level - 1
10 12 Cleric Level
13 15 Cleric Level + 1
16 18 Cleric Level + 2
19 21 Cleric Level + 3
22 or Higher Cleric Level + 4
A Paladins effective Cleric Level is equal to his PaladinLevel - 3.
P159-1
Times Per DayCha.Mod.
3+ Misc.
Temp.
Turn CheckModifier
ChMo
Mi
Te
Total Hit Dice ofUndead Affected C
ha
Mod.
Misc.
Temp.
+ ClericLevel +
Proficiencies
Armor (Light)
Armor (Medium)
Armor (Heavy)
Shield
Tower Shield
Simple Weapons
Martial Weapons
PCh
Languages
Literate
PCarrying Capacity
LoadCarried
Weight Range(Lbs.) C
heck
Penalty
Max.
Dex.
Speed
(Ft./Rd.)
Max.
Run
Light 0 - Normal
Medium - -3 +3
Heavy - -6 +1
PHB161-162
Action CapacityWeight
(Lbs.) Speed
(Ft./Rd.)
Max.
Run
Lift Off Ground 2 Max. 5 * 5 *
Push or Drag 5 Max. 5 * 5 *
* Movement requires a Full-Round Action.
Quadruped
Mode Multiplier
OneRound
-Tactical
(Ft.)
OneMiniute
-Local
(Ft.)
OneHour
-Overland
(Miles)
OneDay
-Overland
(Miles)
Walk (Normal) 1
Hustle * 2
Run * 3
Run *
All Speeds are in Feet Per Round unless otherwise noted.* Requires a Full-Round Action.
Movement
ModifiedSpeed
TotalSpeed
BaseSpeed
ClassMod. Magic Misc. Temp.
PHB162-164
DwarvenMovement
20 30 -10
20 200 2 16
40 400 4
60 600
4 80 800
233 20
234 466 15
467 700 15
1,400
3,500
Gol-Kaa
Common
Elven
Orc
Dwarven
8 pt.
-MONSTROUS HUMANOID: Proficient with AllSimple Weapons, but no armour or Shields.-POWERFUL BUILD: Can function in many ways asif he were one size category larger. When subject to asize modifier or special size modifier for an opposedcheck (such as during grapple checks, bull rushattempts, and trip attempts) it is treated as one sizelarger if doing so is advantageous to him. Alsoconsidered one size larger when determining whethera creature's special attacks are based on size (such as
swallow whole, or improved grab) can affect him. Canuse weapons designed for creatures one size largerwithout penalty. However, his space and reach remainas a medium creature. The benefits stack with effects,powers, abilities and spells that change the subjectssize catagory.-MOUNTAIN MOVEMENT: Goliaths can makestanding long jumps as if they were running long
jumps and high jumps. A Goliath can engage inaccelerated climbing (climbing half his speed as amove action) without taking the -5 penalty on theclimb check.-ACCLIMATED: Goliaths are acclimated to highaltitudes and life at high altitude. Don't take penaltiesfor altitude.- +2 TO SENSE MOTIVE CHECKS- FAVOURED CLASS: Barbarian
-ARMOUR FOCUS MEDIUM: Can wear SpecializedMedium Armour. Gains +1 AC bonus to ArmourClass while wearing Medium Armour as well asreducing the armour check penalty by 1 to a min of 0-ARMOUR SPECIALIZATION MEDIUM: Whilewearing Medium armour, gains a +2 bonus to AC aswell as reducing the armour check penalty by 2 to amin of 0.-ARMOUR MASTERY MEDIUM: While WearingMedium Armour, gains a +3 bonus to AC as well as
reducing the armour check penalty by 3 to a min of 0,stacks with Armour focus and specialization.-AID SPELL: Increases its range from personal totouch or from touch to close. An Aided spell uses up aspell slot one level higher than the spells actual level.
-DEATH MAGIC IMMUNITY: You are immune toall death magic, including energy drains, ability drainsand paralysis.
-DEITY'S FAVOURED WEAPON: Great Sword-DEITY'S WEAPON FOCUS: Great Sword-ENERGY RESISTANCE (FIRE): Gains EnergyResistance 10/Fire-ENERGY RESISTANCE (COLD): Gains EnergyResistance 10/Cold
Great Sword
Proficient Giant sized Wpns
6
3
3
3
2d6 3 3
Character Data +- Calculations
Pg. 4 (Magic)
Pg. 5 (Psionics)
Pg. 6 (Known Spells/Spellbook)
Insert A: Racial Traits, Feats and Special Abilities
Insert B: Prepared Spells & Known Powers
Insert C: Known Spells/Spellbook
0 Insert D: Spells & Powers Details
Insert E: Physical Description & Background
0 Insert F: Notes
Page Visibilities
20
Bonus Breakdowns
4
4
3
8/3/2019 Mathok Steel-Arm Kavithano LVL 11
3/6
Created by: Shawn S. Altorio [email protected] www.ssa-x2.com Page 3
Stored Equipment
Quantity
ItemPlace ofStorage W
eight
E a c h
Item Details
Carried Equipment
Quantity
ItemCarriedLocation W
eight
Each
(Lbs.)
Quantity
ItemCarriedLocation W
eight
Each
(Lbs.)
All Weights are in Pounds unless otherwise noted. * Armor, Weapons and Ammunition are listed on Page 1 in their respective section
PHBCh. 7
Carried Load
Carried Equipment Total Weight
Armor, Weapons & Ammunition
Total Weight *
Wealth Total Weight
Total Carried Load
Wealth
Carried Weight
(Lbs.)
Banked
CP (Copper)
SP (Silver)
GP (Gold)
PP (Platinum)
P
OtherValuables Quantity W
eight
Each
(Lbs.) Estimat
Value Ea(GP)
Estimated Net Wealth(GP)
1 Shiftweave Worn 5.00
1 Holy Symbol Worn
1 Cloak of Resistance +1 Worn 1.00
Pariapt of Wisdom +2 Neck
1 Gauntlets of Ogre Power Hands 2.00
1 Belt of Healing Waist 2.00
1Drow House Ring (Not magical) Finger, Left
1 MW POTION BELT Worn 0.50
5 Pot ion of Cure Light Wounds Potion Belt
3 Potion of Cure Moderate Wounds Potion Belt
1 MW BANDOLEER Worn 0.50
1 Mirror Bandoleer
1 Flint & Steel Bandoleer
1 50 ft Twine Bandoleer
1 Wand of Cure Light Wounds Bandoleer
1 Wand of Cure Light Wounds Bandoleer
1 Amulet of the Drow Bandoleer
1 MW SCROLL ORGANIZER Bandoleer 0.50
5 Comprehend Languages Scroll Org
1 EVERLASTING RATIONS Handy Haversa 2.00
1 EVERFULL MUG Handy Haversa
1HEWARDS HANDY HAVERSACK Backpack
5.001 Bed Roll Handy Haversa 5.00
1 Winter Blanket Handy Haversa 2.00
2 Water Skin Handy Haversa 2.00
1 Ever Burning Torch Handy Haversa 1.00
1 50 ft Silk Rope Handy Haversac 5.00
1 Collapsable Grappling Hook Handy Haversa 2.00
10 Healing Kits Handy Haversa 2.00
10 Bolt Cases: 10 bolts ea Handy Haversa 1.00
1 Ever Burning Torch Handy Haversa 1.00
10 Spikes Handy Haversa 0.50
3 Moss of Healing Handy Haversa 1.00
gems (mixed gems) 1 3,726.0
3,759.17
16.50
97.000.00
113.500
Auto *
2 x WAND CURE LIGHT W OUNDS: 50 Charges ea
SHIFTWEAVE:1. Travelers Outfit2. Explorers Outfit3. Courtier's Outfit4. Cold Weather Outfit5. Clerics Vestments of Kord
+2 SHALIK PLATE ARMOUR: Crystal of Restful Sleep
+2 LG WEIGHTED GREATSWORD OF SPELL STORING: Can store 1 targetedspell of up to 3rd l evel and release it as a Touch spell upon contact*Stored Spell: Searing Light
+1 DAGGER
GUANTLETS OF OGRE POWER
HEWARDS HAVERSACK
+1 CLOAK OF RESISTANCE
PARIAPT OF WISDOM +2
+1 BUCKLER
BELT OF HEALING
EVERLASTING RATIONS: Grants food for 1 Medium Creature 3/day
EVERLASTING MUG: Grants water, ale or wine for 1 Medium Creature 3/Day
BLOOD LINKED AMULET: Makes the user appear in all respect as a Drow. Usergains:*Language: Undercommon*Alignment appears to be CE*Dark Vision: 120'*Immunity to Sleep*+20 Circumstance bonus to Disguise (Drow)*Amulet will work upto 90 ft. Takes 1 rnd to shed the skin and 1 rnd to gain it back.*Undead will see you as Undead (Avoid Smart undead)*Light Blindness*Spell Resistance: 11 + Class lvl*Proficiency Hand Crossbow, Rapier and Shortsword*Levitate 1/Day*Feather Fall 1/Day*Dancing Lights 1/Day*Darkness 1/Day*Farie Fire 1/Day
MOSS OF HEALING: 3 rnds to eat a whole cube:*eat whole cube: Heal (100 hp)* 1/3 of cube: Cure Crit
MW LG HEAVY CROSSBOW 16LBSMW LG HEAVY MORNINGSTAR 16 LBS
WANTED
+2 Shalik Plate Armour of Healing: *HealingProperty: Once per day as a free action, the armour canbe called upon to Cure Moderate Wounds (2D8+5).*Emergency Reservoir (Stores one vial. Can betriggered in one round as a free action)
*Spell Storing: Can store one spell up to 3rd level.Requires a standard action to cast.*Grants wearer +2 to Charisma*The armour is imprinted for GolelStored Potion:__Cure Serious Wounds___Stored Spell:___Cure Critical Wounds__
+3 Cloak of Resistance/+2 Cloak of Charisma
+3 Weighted Greatsword of Spell StoringStored Spell:_Searing Light___
Belt of Magnificence +2: +2 to all ability scores
Ring of Protection +2
Weightless Scabbard: Lg Weighted Greatsword
+1 LG HEAVY MACE
+1 LG HEAVY CROSSBOW
+1 LG DAGGER
DEATH WARD ARMOUR: While wearing or usingdeath ward armor or a death ward shield, you canactivate the armor to ignore any death effect (includingdeath spells, magical death effects, and energy drain)or negative energy effect (such as inflict spells or chilltouch). The death ward property functions onceper day.
Pg. 4 (Magic)
Pg. 5 (Psionics)
Pg. 6 (Known Spells/Spellbook)
Insert A: Racial Traits, Feats and Special Abilities
Insert B: Prepared Spells & Known Powers
Insert C: Known Spells/Spellbook
0 Insert D: Spells & Powers Details
Insert E: Physical Description & Background
0 Insert F: Notes
Page Visibilities
Character Data +- Calculations
8/3/2019 Mathok Steel-Arm Kavithano LVL 11
4/6
Created by: Shawn S. Altorio [email protected] www.ssa-x2.com Page 4
Prepared Spells
Magic
Class
SpellLevel
Spell Quantity
Prepared
S ch oo l C omp .Casting
Ti me Rang e Aim
( Tar get /Ar ea/ Ef fec t) D ura ti on Sav e Spell
Resistance
Description
Close = 25 ft. + 5 ft./2 Caster Levels Medium = 100 ft. + 10 ft./Caster Level Long = 400 ft. + 40 ft./Caster Level* Effect is centered on you. Found in Aim time limited. Found in Duration ~ Effect lingers after Concentration is released. Found in Duration
PCh. 10 &
Magic NotesMagic
Domains / Schools Domains / Schools
Prohibited Schools Prohibited Schools
SpellLevel Sp
ell
SaveDC
Total
Spells/Day
Quantity
Cast*
Class
Spells/Day
Bonus
Spells/Day
Misc.
Spells/Day
Domain/
School
Spells/Day
Spells
Known*
SpellLevel Sp
ells
SaveDC
Total
Spells/Day
Quantity
Cast*
Class
Spells/Day
Bonus
Spells/Day
Misc.
Spells/Day
Domain/
School
Spells/Day
Spells
Known*
0 0
1st 1st
2nd 2nd
3rd 3rd
4th 4th
5th 5th
6th 6th
7th 7th8th 8th
9th 9th
10th 10th
* Only applies to classes which dont have to prepare spells ahead of time.
Magic Class A Magic Class B
PHBCh. 10
SpellSave DC
Spell DCKey Ability Sp
ell
DCMod
.
Ability
Mod
.
Misc.
Temp
.
10+Spell
Save DC
Spell DCKey Ability Sp
ell
DCMod
.
Ability
Mod
.
Misc.
Temp
.
10+
Calculate Bonus Spells/Day(Class A)
Favored Soul
Wis 4 4
14 6 6 0 9
15 7 6 1 6
16 7 6 1 6
17 7 6 1
1
5
18 7 1 6 4
19 4 4 0 3
Calculate Bonus Spells/Day(Class B)
Auto *
-AID SPELL: Increases its rangefrom personal to touch or fromtouch to close. An Aided spell usesup a spell slot one level higher thanthe spells actual level.
0 Cure Minor Wounds Conj. v,s 1 act ion Touch Creature Touched Instant. Will 1/2 Cures 1 Point of Damage
0 Detect Magic Div. v,s 1 action Special Area 60' Cone shape 1 min./lvl None Detect magical Aura's
0 Light Evoc. v,m,df 1 act ion Touch Object Touched 10 min./lvl None Glow like torch, 20 ft radius
0 Read Magic Div. v,s,f 1 action Personal You 10 min./lvl Read scrolls and spellbooks.
0 Amanuensis Trans. v,s 1 act ion Close Object or Object Touchedd 10 min./lvl Will Neg. Can copy 250 non magical words/min perfectly
0 Resistance Abjur. v,s,m/df 1 act ion Touch Creature touched 1 min. Will Neg. Subject gains +1 on saving throws.
0 Create water Conj. v,s 1 act ion Close 2 gallons of water/lvl Instant. None Creates 2 gallons/lvl of pure water.
0 Mending Trans. v,s 1 action 10 ft. One object of up to 1 lb. Instant. Will Neg. Makes minor repairs on an object.
0 Purify food and Drink Trans. v,s 1 action 10 ft. Contamination, 1 cu. ft./lvl Instant. Will Neg. Purifies 1 cu. ft./lvl of food or water.
1 Bless Ench. v,s,df 1 action Special Area: All Allies in 50' burst 1 min./lvl None +1 moral to Att and Save agains Fear
1 Cure Light Wounds Conj. v,s 1 act ion Touch Creature Touched Instant. Will 1/2 Cures 1D8 + 1/lvl (1D8 +2)
1 Shield of Faith Abjur. v,s,m 1 act ion Touch Creature Touched 1 min./lvl Will Neg. Grants +2 Deflection bonus to AC +1 for every 6 levels
1 Night Shield Abjur. v,s 1 action Personal You 1 min./lvl +1 to Res to Saves. +2 at 6th lvl, +3 at 9th. Negates Mag mi
1 Vigor, Lesser Conj. v,s 1 act ion Touch Living Creature Touched 10 rnds+1/lvl Wil l Neg . Gains fast healing 1, heals 1 hp/rnd becoming stabilized if d
1 Endure Elements Abjur. v,s 1 act ion Touch Creature touched 24 hours Will Neg. Exist comfortably in hot or cold environments.
1 Divine Favour Evoc. v,s,df 1 action Personal You 1 min. You gain +1 per three lvls on attack and damage rolls.
2 Close Wounds Conj. v Immediat Close One Creature Instant. Will 1/2 1D4+1/LVL can prevent Death if cast in the same turn
2 Restoration, Lesser Conj. v,s 3 rounds Touch Creature touched Instant. Will Neg. Dispels magical ability penalty or repairs 1d4 ability dam2 Cure Moderate Wounds Conj. v,s 1 act ion Touch Creature touched Instant. Will 1/2 Cures 2d8 dmg +1/lvl (max +10).
2 Dark Way Illus. v,s,df 1 act ion Close One Bridge of Force 1 round/lvl None One bridge of Force 5' wide, 1"thick, up to 20' long/lvl
2 Zone of Truth Ench. v,s,df 1 act ion Close 20-ft.-radius emanation 1 min./lvl Will Neg. Subjects within range cannot lie.
2 Silence Illus. v,s 1 action Long 20-ft.-radius emanation 1 min./lvl (D) Will Neg. Negates sound in 20-ft. radius.
3 Cure Serious Wounds Conj. v,s 1 act ion Touch Creature touched Instant. Will 1/2 Cures 3d8 dmg +1/lvl (max +15).
3 Vigor, Mass, Lesser Conj. v,s 1 action 20 ft One Creature/Two Lvls 10 rnds + 1/ lvl Wil l Neg. Grants subject fast healing, 1 hp per round.
3 Resist Energy, Mass Abjur. v,s,df 1 act ion Close One Creature/Level 10 min./lvl Fort Neg. Ignores 10 (or more) points damage/attack from one energy t
3 Searing Light Evoc. v,s 1 action Medium Ray Instant. None Ray deals 1d8/two lvls dmg (max 5d8), 1D6/lvl if undea
3 Weapon of the Deity Trans. v,df 1 act ion touch Weapon Touched 1 round/lvl Fort Neg. When holding Dieties favoured wpn, gains +3 bonus, +1 mighty cleavng
Pg. 4 (Magic)
Pg. 5 (Psionics)
Pg. 6 (Known Spells/Spellbook)
Insert A: Racial Traits, Feats and Special Abilities
Insert B: Prepared Spells & Known Powers
Insert C: Known Spells/Spellbook
0 Insert D: Spells & Powers Details
Insert E: Physical Description & Background
0 Insert F: Notes
Page Visibilities
Bonus Breakdowns Character Data +- Calculations
8/3/2019 Mathok Steel-Arm Kavithano LVL 11
5/6
Created by: Shawn S. Altorio [email protected] www.ssa-x2.com Inse
Insert B: Known Powers...
Psionic
Class
PowerLevel
Power Power
Points
Discipl in e D isplayManifest.
Ti me Rang e Aim
( Tar get /Ar ea /Ef fe ct) D ur ati on Sa ve Power
Resistance
Description
Close = 25 ft. + 5 ft./2 Caster Levels Medium = 100 ft. + 10 ft./Caster Level Long = 400 ft. + 40 ft./Caster Level* Effect is centered on you. Found in Aim time limited. Found in Duration ~ Effect lingers after Concentration is released. Found in Duration
XCh. 4
Insert B: Prepared Spells...
Magic
Class
SpellLevel
Spell Quantity
Prepared
S ch oo l C omp .Casting
Ti me Rang e Aim
( Tar get /Ar ea/ Ef fec t) D ura ti on Sav e Spell
Resistance
Description
Close = 25 ft. + 5 ft./2 Caster Levels Medium = 100 ft. + 10 ft./Caster Level Long = 400 ft. + 40 ft./Caster Level* Effect is centered on you. Found in Aim time limited. Found in Duration ~ Effect lingers after Concentration is released. Found in Duration
PCh. 10 &
4 Moon Bolt Evoc. v,s 1 action Long 1 or 2 creatures no more Instant. Fort 1/2 Living Creature: 1D4 Str dmg/3 caster lvls. fort for 1/2.
than 15' apart Will Neg. Undead Creature must make a will save or fall helpless fo
1D4 rnds. After that, can stand up, but takes a -2 on att r
and will saving throws for 1 min
4 Recitation Conj. v,s,df 1 action 60 ft All Allies 1 round/lvl None +2 luck bonus to AC, Att rolls, and Saving Throws
(+3 if they worship the same god as you)
4 Cure Critical Wounds Conj. v,s 1 act ion Touch Creature touched Instant. Will 1/2 Cures 4d8 dmg +1/lvl (max +20).
4 Restoration Conj. v,s,m 3 rounds Touch Creature touched Instant. Will Neg.
Restores level and ability score drains.
5 Revivify Conj. v,s,m 1 act ion Touch Dead Creature Touched Instant. None Restores life to recently deceased creature. Must be cast
within 1 rnd of victims death. subject does not lose lvls
5 Cure Light Wounds, Mass Conj. v,s 1 act ion Close One creature/lvl Instant. Will 1/2 Cures 1d8 dmg +1/lvl (max +25) for many creatures.
5 Flame Strike Evoc. v,s,df 1 action Medium 10-ft.-rad. by 40-ft. cylinder Instant. Ref 1/2 Smite foes with 1d6/lvl divine fire dmg (max 15d6).
3 Prayer Ench. v,s,df 1 action 0 ft. 40-ft.-radius burst* 1 round/lvl None Allies +1 bonus on most rolls, enemies 1 penalty.
4 Spell Vulnerability Trans. v,s 1 round Close One Creature 1 min./lvl Fort Neg. Reduces subj's Spell resistance by 1/caster lvl (max reduce
4 Sound Lance Evoc. v,s 1 action Medium One Target Instant. Fort 1/2 1D8/lvl (max 10D8) Cannot penetrate area of silence
5 Slay Living Necro. v,s 1 act ion Touch Living creature touched Instant. Fort Part. Touch attack kills subject.
5 Zone of Revelation Div. v,s,m/df 1 act ion Close 5ft rad/lvl emanation on pt in spac 1 min./lvl None Makes Invis and Etheral Creatures Visible. Until they m
beyonde the spells range. Ethereal creatures become non Ethe
Until they move out of the affected zone
6 Bolt of Glory Evoc. v,s,df 1 act ion Close Ray Instant. None Ranged Touch. Creatures native to the Negative plane,
Evil-aligned outsiders and all undead creatures take 1D12
/lvl. (max 15D12). Creatures native to the Material Plan
or any other neutral-aligned outsiders, take 1D12 points of
/2 caster lvls (max 7D12
6 Cure Moderate Wounds, Mass Conj. v,s 1 act ion Close One creature/lvl Instant. Will 1/2 Cures 2d8 dmg +1/lvl (max +30) for many creatures.
6 Fire Storm Evoc. v,s 1 round Medium Two 10-ft.-cubes/lvl (S) Instant Ref 1/2 Deals 1d6/lvl fire dmg (max 20d6).
Character Data +- Calculations
CalculatePower Points
8/3/2019 Mathok Steel-Arm Kavithano LVL 11
6/6
Created by: Shawn S. Altorio [email protected] www.ssa-x2.com Page 7
Notes Experience
Total Experience
Multiclass Penalty %
Required For Next Level
You cannot spend so much Experience on a Spell or Powerthat you lose a level.
Date Cha ra cter Created Date Last Updated
Campaign
P22, 58
BackgroundP
Physical Description & Personality Character PortraitPHB1108 pt.
Mathok Steel-Arm Kavithano is a Giant of a man with massive muscles and very little hair. He is almost 8 ft tall,with mottled grey/black skin and green eyes, sporting a short, Dark mohowk on his head. He is generally loudand outspoken, speaking his mind. Once aggravated, he becomes a hulking brute wading into battle bellowing hisGods name.
Steel-Arm fights with an oversized Weighted Greatsword, normally used by giant folk, with his over largephysique, he wields this with incredible ease. He wears a special suit of armour for which he has trainedexcessively, enabling him to move with exceptional ease. Even though the armour appears to be bulky, histraining and agility while wearing it has taken many of his foes off guard.
Steel-Arm generally travels alone, but is quite happy to assist parties of travellers if their cause is just and require
his assistance. Although Steel-Arm is acknowledged as a Favoured Soul, he generally carries himself as aPaladin, fighting evil where he finds it. He is fiercly loyal to his friends and would gladly sacrifice himself ifrequired to save an innocent life.
8 pt.
Mathok Steel-Arm Kavithano was born of one of the Goliath tribes in the mountains. He was left behind after breaking his leg and not being able to keep up with the rest his people. While waiting to die, a Knight of Torm came upon him . He took him in and cared for his injuries bringing him back to full health and ability. While with himhe grew to appreciate the Knight and the god he served and decided to follow him for a little longer.He led him to his monastery where he started taking an interest in Torm, the Knights God. He noticed the special abilities of the Clerics of Torm and would watch andwonder at how they miraculously healed wounds, or read almost unintelligible words and like every good Goliath, he appreciated their Greatswords.He was taught the ways of the sword by the followers of Torm, learning how to use the Greatsword with style adding his brute strength to his fighting ability when using iAround this time, he noticed his ability to do little things to assist. He realized that he was able to read those words that were once unintelligible, and heal wounds that hehad seen the priests heal.When he was old enough to travel again, he asked that he be allowed to join the Knight on a quest. While travelling in the mountains with his new found friend, they camupon a travelling caravan that was selling oversized weapons, among them a wonderful oversized Greatsword. To the Knight, it looked too large to wield effectively, toSteel-Arm, it was like a guiding light had shone on it, illuminating it with the Gods Touch. He took the sword, reverently praising Torm and thanking him for this newweapon. He purchased the weapon and a new set of armour from the merchants as well as picking up an oversized Crossbow and an oversized Master Worked Heavy MacWith his incredible strength, Steel-Arm was able to wield these weapons with extreme ease. Due to his size, he was also able to use his new armour with incredible ease,learning to move with little to no difficulty.While on a quest with his mentor, he was able to assist some Dwarves with routing some Gnolls. In thanks they had a suit of Magical Shalik Plate Armour crafted for himThis gift has assisted him a great many times in the battles that he has fought. He has worked very hard in learning how to move properly in his armour, allowing him totake advantage of his foes time and time again.He took the time to laboriously inscribe his Deities symbol into his Master Worked Buckler, showing to all the world his faith and his calling, eventually having anenhancement placed upon it. Although unable to explain how he was able to cast spells that they had to pray for, his fellow priests accepted his dedication and devotion totheir God and welcomed his Arm to their cause. After travelling with his new family for several years, Steel-Arm felt it necessary to travel and experience the rest of theworld for himself. He has taken up to travelling around, exploring the land and experiencing the cultures that Faruun has to offer.Recently he has decided to travel once again to the Mountains that he left long ago. He has no real destination in mind, but the thought of running into his clan and beingwelcomed back has always been in his hopes and dreams.
Auto *
Came upon a road that is well maintained but little used. Appears there has a fair amount of passage on the road consisting of wagonsand horses. The road is running up into the mountains. it is fall and the nights are cool, days are short.Southern end of the town is a large caravan. dozen buildings at the center and a few outlying. Approx pop is 120 ppl.road leads to the Caravan.Large building at the North end of town. Very large and elaborate. (off ground)4 distinct voices singing the song in different languages, coming from the trees.
Vaerrym, Elven - Sorceror (Red)Tarran, Gnoll (has disguise on, looks human) - Druid (Todd)Majana, Zeff - Soul Knife (Randi)Arcadian, Human - Dragon Shaman (Frank)Myrrim, Cat Folk - Fighter (Gavin)\Myrmidlon - Dark Elf \merchant (appears to be)
17 Weeks to find the child and steal her back.Drow House: Vonark
69,379
78,000
Calculate ExperienceRequired for Next Level
Al's Campaign
November 2, 2011
Pg. 4 (Magic)
Pg. 5 (Psionics)
Pg. 6 (Known Spells/Spellbook)
Insert A: Racial Traits, Feats and Special Abilities
Insert B: Prepared Spells & Known Powers
Insert C: Known Spells/Spellbook
0 Insert D: Spells & Powers Details
Insert E: Physical Description & Background
0 Insert F: Notes
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