+13 | Strength |
+2 | Dexterity |
+12 | Constitution |
-1 | Intelligence |
+6 | Wisdom |
-1 | Charisma |
+2 | Acrobatics |
+0 | Animal Handling |
-1 | Arcana |
+19 | Athletics |
-1 | Deception |
-1 | History |
+6 | Insight |
+5 | Intimidation |
-1 | Investigation |
-1 | Medicine |
-1 | Nature |
+6 | Perception |
-1 | Performance |
-1 | Persuasion |
-1 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+0 | Survival |
Armor Spikes | 1d20+13 | 1d4+11 |
---|---|---|
Gut Armor Spikes | 1d20+13 | 1d4+15 |
Greataxe +3 | 1d20+16 | 1d12+14 |
Gut Greataxe +3 | 1d20+16 | 1d12+18 |
GWM Greataxe +3 | 1d20+12 | 1d12+24 |
Gut GWM Greataxe +3 | 1d20+12 | 1d12+28 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
D10 | Name | Description | Effect | ||||||
---|---|---|---|---|---|---|---|---|---|
1 | Spell | Failure | Whatever magical abilities you possess become difficult to utilize as your mind swims with odd thoughts whenever you attempt to use your supernatural powers. When casting a spell Roll 1d10 | on a 1 the spell fizzles; it counts as a use even as it has no effect. | |||||
2 | Tumor | Somewhere on your body there is a mass of flesh that keeps growing. | An untreated tumor will kill a character in 2d6 weeks (average 7). ‘Treatment’ requires a DC 15 Heal check +1 for every time the tumor has been previously treated. After every treatment | ‘reset’ the tumor and roll an additional 2d6 (average 7 weeks) to determine how long the tumor can go untreated before killing the character. | |||||
3 | Extra Eye | You grow an additional eye—perhaps it is on your face | perhaps not—but wher-ever it grows it confuses your vision. | You suffer -4 to mutation modifier Perception Checks. | |||||
4 | Stupidity | You have increasing difficul-ty putting together coherent thoughts. | You suffer-3 Mutation Modifier to Intelligence (to a minimum score of 4). | ||||||
5 | Frenzied | You are liable to to fly into a frenzy over any pettiness: a spilled glass | a wound | or even an insult. | When dropped to below 50% of your hitpoints | you enter a rage as per the barbarian class ability with none of the bonuses and all the limitations. You can not leave this state until regaining above 50% hp or there are no enemies present. Alternately | if the character is already utilizing the ‘rage’ class feature when dropped below 50% hitpoints | they can choose to double the duration with all benefits/limitations at no additional cost or disadvantage. | |
6 | Impulsive | You have lost much of your impulse control and thus have developed a tendency to grab at whatever interests you. | You suffer a -2 Mutation Modifier on Will Saves. | ||||||
7 | Beast’s Maw | Your throat is growing thick and bestial | making you una-ble to shape intelligible words. | You are now mute | can only communicate verbally through grunts. While you can still approximate verbal components to cast spells | doing so forc-es you to treat your caster level as one level lower for purposes of deter-mining duration and potency. | |||
8 | Extreme Hunger | You are always hungry and must eat incessantly or grow ill. | If you have not eaten a meal equal to a day’s rations within the last 2 hours | you gain the sickened condition | if not eaten within the last 4 hours you gain the nauseated condition. | ||||
9 | Misshapen Hands | Your fat knobby fingers are full of rapidly-fused joints that make it difficult for you to use your hands. | You suffer a -4 Mutation Modifier to Attack Rolls and skill checks that involve the use of your hands | ||||||
10 | Misshapen Body | Your spine or limbs twist in ways they weren't supposed to. | Your movement speed is reduced by 10 feet |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.