Race
Medium
Size
Age
Gender
Height
Weight
Unaligned
Alignment
Mesilim/Kue
Deity
Adventuring Company
ERROR 404
Player Name
INITIATIVE
CONDITIONAL MODIFIERS
ABILITY SCORES
SCORE
ABILITY
ABIL MOD
MOD + 1/2 LVL
HIT POINTS
MAX HP
HEALING SURGES
BLOODIED
SURGE VALUE
SURGES/DAY
1/2 HP
1/4 HP
58
29
14
5
SKILLS
ABIL +
TRND
ARMOR
BONUS
SKILL NAME
1/2 LVL
(+5)
PENALTY
MISC
MOVEMENT
SPECIAL MOVEMENT
SENSES
SPECIAL SENSES
Darkvision Vision
RACE FEATURES
Arcana Bonus
Stealth Bonus
CLASS / PATH / DESTINY FEATURES
Spellscarred Harbinger
POWERS
At-Will
Opportunity Attack
[RESET USAGE]
EncounterSecond Wind
Explosive Runes
[RESET USAGE]
DailyLANGUAGES
Common
Deep Speech
COINS AND OTHER WEALTH
Money on hand: 5 gp; 8 sp
Stored money: 0 gp
MAGIC ITEMS
WEAPON
IMPLEM.
IMPLEM.
ARMOR
ARMS
FEET
HANDS
HEAD
Eye of Deception (E)
NECK
RING
RING
WAIST
Sneak's Cloak +2 (E)
PERSONALITY TRAITS
Very quiet, prefers to observe before taking measured action
MANNERISMS AND APPEARANCE
Syric is an odd student of the arcane arts, channeling his magical talents into Spells of teleportation, destruction, being unseen, tracking and observing, but his most notable magical abilities stem from the shaping of his Arcane power into a conjured Shadow-energy construct of slowly undulating black fire which he calls The Black Bow.
This bow fires Arrows made of magical spell energy imbued with the myriad destructive spells that he knows.
This bow fires Arrows made of magical spell energy imbued with the myriad destructive spells that he knows.
COMPANIONS AND ALLIES
Pic
http://imgur.com/JVjDXmy
Pog
http://imgur.com/ODTfojv
http://imgur.com/JVjDXmy
Pog
http://imgur.com/ODTfojv
SESSION AND CAMPAIGN NOTES
Greatbow +special ammo (conjured bow the fires spells shaped like arrows)
Spells = Alchemist Essence Ammo (Acid, Cold, Fire, Lightning, Poison)
Standard attack plus:
Area burst 1 within weapon range
+8 vs REF
HIT: targets take 2d6 ____ dmg MISS: half dmg
Ask GM about getting more Element tags for arrows as the game goes on (Radiant, Necrotic, etc.)
Feats to get
unexpected flourish, wasteland wanderer
Spells = Alchemist Essence Ammo (Acid, Cold, Fire, Lightning, Poison)
Standard attack plus:
Area burst 1 within weapon range
+8 vs REF
HIT: targets take 2d6 ____ dmg MISS: half dmg
Ask GM about getting more Element tags for arrows as the game goes on (Radiant, Necrotic, etc.)
Feats to get
unexpected flourish, wasteland wanderer