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Name Race Class Level alignment Deity Region Statistics str dex con int wis cha attack

ranged melee saves fort ref will

Aramil Dekker Khorvaire Elf Ftr/Wiz 1 -1 neutral good Aundair total 16 17 12 18 12 13 base mod 1 3 1 3 base mod 2 1 0 5 2 1 mod 3 3 1 4 1 1 total 4 4 total 3 5 3

Base Action Points Armour Class Hit Points skills Ride Spot Search Listen 11 Concentration Spellcraft Decipher Script Knowledge Arcana Knowledge Planes Jump Rank 4 1 1 5 5 4 4 2 2 6 13 15

Current 6 13 8 Ability 3 1 4 1 1 4 4 4 4 2 Other 4 2 4

Light Encumberance

Medium Heavy 86 173 260

languages Elven, Common, Draconic, Sylvan, Gnome, Orc

feats Power Attack, Weapon Focus: Bastard Sword, Combat Expertise, Generalist Mastery, Summon Familiar, Alertness (Familiar)

Weapons Name Bastard Sword Type Rng S Critical 19-20/x2 Attack 5 Damage 1d10+3

total 7 6 7 5 6 9 8 8 6 4

Current Light

s stard Sword, Combat mmon Familiar, Alertness

20 19 18 17 16 15 14 13 12 11 10

5 4 4 3 3 2 2 1 1 0 0

Name Race Class Level alignment Deity Statistics str dex con int wis cha attack total

Noloth Weasel Familiar 1 neutral good

Base Armour Class Hit Points skills total

Current

mod

feats

Attack

Damage

saves fort ref will

base

mod

total

Level 0

Spells Known *

Spells Prepared Acid Splash*, Daze, Touch of Fatigue

Spells Per Day Base Mod elf Total 3 0 1 1 3 3 0 0 0 0 0 0 0 0

Shield, Mage Armour, Sleep, Magic 1 Missile 2 3 4 5 6 7 8 9

Mage Armour*, Sleep*, Sleep 1

s Per Day DC 14 15 16 17 18 19 20 21 22 23

Name Explorers Outfit bedroll backpack Sunrod Rations Soap Waterskin Tinderwig Pouch, Belt

Standard Kit Quantity Weight Total Weight 1 4 4 1 5 5 1 2 2 1 1 1 1 1 1 1 1 1 1 4 4 4 0 0 5 0.5 2.5

Funds Platinum Gold Silver Copper Total Weight

61 7 8 37.1

Scholarly Kit Name Quantity Weight Total Weight spellbook 1 3 3 spell component pouch 1 2 2 parchment 2 0 0 paper 2 0 0 case scroll 1 0.5 0.5 ink 1 0 0 inkpen 1 0 0 Chalk 1 0 0 Potions Quantity Weight Total Weight 1 0.1 0.1 Scrolls Quantity Weight Total Weight

Name cure moderate wounds

Name

Name Bastard Sword

Weapons Quantity Weight Total Weight 1 6 6 Armour Quantity Weight Total Weight 1 5 5 Ammunition Quantity Weight Total Weight

Name Gauntlet Locked

Name

Arcane Strike (complete Warrior) Still Spell (PHB) Exotic Weapon Proficiency (PHB)

Combat Expertise (PHB)

Power Attack (PHB)

Prerequisite

Ability to cast 3rd-level arcane spells, base attack bonus +4,

Base attack bonus +1,

INT 13

STR 13

Benefit
When you activate this feat (a free action that does not provoke an attack of opportunity), you can channel arcane energy into a melee weapon, your unarmed strike, or natural weapons. You must sacrifice one of your spells for the day (of 1st level or higher) to do this, but you gain a bonus on all your attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to ld4 points x the level of the spell sacrificed. The bonus you add to your attack rolls from this feat cannot be greater than your base attack bonus. For example, Yarren the bladesinger has a base attack bonus of +11 and the ability to cast 4th-level arcane spells. On his turn, he chooses to sacrifice one of his 4th-level spells for the day, marking it off as if he had cast it. Until his next turn, Yarren gains an extra +4 bonus on his attack rolls and an extra 4d4 points of damage with a single melee weapon of his choice (his rapier). A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level. You make attack rolls with the weapon normally. When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) A fighter may select Power Attack as one of his fighter bonus feats (see page 38).

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