Jakix Mor'in | Character Sheet (2020) | Dungeons & Dragons 3.5 | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild
D & D 3.5e Character: Jakix Mor'in
Description
NameJakix Mor'in
AgeUnknown (appears to be middle aged)
GenderMale
RaceGlabrezu
Class6 Feybard
Height5'8
Weight150
SkinGrey
EyesRed
HairRed
Information
Level6
Experience0
Fav. HandRight
OriginMors
AlignmentLawful Good
Faith
Fav. Class
Background
Carry Capacity0
Current Carry Weight0
Portrait
Abilities
 basictemporary
STR18 +4 --
DEX31 +10 --
CON25 +7 --
INT16 +3 --
WIS16 +3 --
CHA25 +7 --
Stats
HP65 of 65
HP temp0 of 0
AC39 (+19 Natural, +10 Dex)
AC flat footed29 (+19 Natural)
AC touch20 (+10 Dex)
ConditionsImmune to Charm
Initiative +
Hit Dice 5d6
Base Attack Bonus4
Speed
Walking
Loaded
Running
Travel
Forced March
Flying
Swimming
Climbing
Saves
Fortitude +9 ( CON )
Reflex +15 ( DEX )
Willpower +8 ( WIS )
Weapons
Armor Sets & Shield
Spell Slots
  SL 0 SL 1 SL 2 SL 3 SL 4 SL 5 SL 6 SL 7 SL 8 SL 9
known 6 4 3
per day 3 3 2
Belongings
Money: cp, sp, gp, pp
Notes

Racial:
Glabrezu have a +8 racial bonus on Listen and Spot checks.

Animal Companion: Mimic that seems to specialize in enhancing the volume of anything it repeats.

Spells: A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music).

To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bard Spells Known indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

A 1st-level druid's companion is completely typical for its kind except as noted below. As a druid advances in level, the animal's power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's druid level and compare the result with the druid level entry on the table to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, she can't have that animal as a companion.)

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect
Skills
Skill NameBase AttrBonus
Appraise INT +11
    Autohypnosis WIS +3
Balance DEX +10
Bluff CHA +17
Climb STR +4
Concentration CON +15
Craft: INT +3
Craft: INT +3
Craft: INT +3
Decipher Script INT +3
Diplomacy CHA +15
    Disable Device INT +3
Disguise CHA +15
Escape Artist DEX +10
    Forgery INT +3
Gather Information CHA +15
    Handle Animal CHA +7
    Heal WIS +3
Hide DEX +10
    Intimidate CHA +9
Jump STR +4
Knowledge: Nature INT +5
Knowledge: Arcana INT +7
Knowledge: INT +3
Knowledge: INT +3
Knowledge: INT +3
Listen WIS +19
Move Silently DEX +10
    Open Lock DEX +10
Perform: Oratory CHA +15
Perform: Sing CHA +15
Perform: CHA +7
Profession: WIS +3
Profession: WIS +3
    Psicraft INT +3
    Ride DEX +10
    Search INT +3
Sense Motive WIS +12
Sleight of Hand DEX +10
Spellcraft INT +3
    Spot WIS +11
    Survival WIS +5
Swim STR +4
Tumble DEX +10
Use Magic Device CHA +10
    Use Psionic Device CHA +7
    Use Rope DEX +10
    Skill points: 0 STR +4
™ & © Wizards of the Coast
D & D 3.5e Character Sheet v1.01, made by Tillerz - Updated: 2024-05-11

The statblocks of your features

Prerequisites Str 13]
[block: Power Attack.   Benefit If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it)]
[block: extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.   Special A fighter may select Cleave as one of his fighter bonus feats. Great Cleave [General] Prerequisites Str 13]
[block: base attack bonus +4.   Benefit This feat works like Cleave]
[block: except that there is no limit to the number of times you can use it per round.   Special A fighter may select Great Cleave as one of his fighter bonus feats.   Multiattack [General] Prerequisite Three or more natural attacks.   Benefit The creature’s secondary attacks with natural weapons take only a -2 penalty.   Normal Without this feat]
[block: the creature’s secondary attacks with natural weapons take a -5 penalty.   Persuasive [General] Benefit You get a +2 bonus on all Bluff checks and Intimidate checks.   Power Attack [General] Prerequisite Str 13.   Benefit On your action]
[block: 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.   Special If you attack with a two-handed weapon]
[block: you treat it as a two-handed weapon.)   A fighter may select Power Attack as one of his fighter bonus feats.   ]

The statblocks of your proficiencies

Statblocks for your spells.

Level 0 Spells

Flare - Evocation [Light]
LevelBard 0, Druid 0, Sorcerer 0, Wizard 0, Blighter 0, Wu Jen 0 (Fire), Sha'ir 0, Death Master 0, Jester 0,
Components V
XP Cost
Casting Time1 standard action
RangeClose (25 ft. + 5 ft./2 levels)
TargetBurst of light
DurationInstantaneous
Saving ThrowFortitude negates
Spell ResistanceYes
Description
This cantrip creates a burst of light.
If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save.
Sightless creatures, as well as creatures already dazzled, are not affected by flare.
Summon Instrument - Conjuration (Summoning)
LevelBrd 0
Components V S
XP Cost
Casting Time1 round
Range0ft
TargetOne summoned handheld musical instrument
Duration1 min./level (D)
Saving ThrowNone
Spell ResistanceNo
Description
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can’t summon an instrument too large to be held in two hands.
Lullaby - Enchantment (Compulsion) [Mind-Affecting]
LevelBrd 0
Components V S
XP Cost
Casting Time1 standard action
RangeMedium (100 ft. + 10 ft./level)
TargetArea: Living creatures within a 10-ft.-radius burst
DurationConcentration + 1 round/level (D)
Saving ThrowWill negates
Spell ResistanceYes
Description
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a –5 penalty on Listen and Spot checks and a –2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.

Level 1 Spells

Master's Touch - Divination
LevelBard 1, sorcerer/wizard 1
Components V F
XP Cost
Casting Time 1 swift action
RangePersonal
TargetYou
Duration1 min./level
Saving Throw
Spell Resistance
Description
Master’s touch is a spell often found in the repertoire of adventurers who specialize in casting arcane spells. You gain proficiency with a single weapon or shield you hold in your hands when the spell is cast.

The lack of a somatic component means the spell can be cast in the middle of a fight while you keep ready whatever items stand between you and danger. Proficiency is granted for only a single, specific item, although multiple castings allow for multiple proficiencies.

For example, if you hold a short sword and a rapier, with a buckler strapped to your off hand, you could cast the spell three times, once for each weapon and once for the shield. This spell does not grant proficiency for a kind or category of item (such as short swords) but only for the one specific item held in your hand at the time the spell is cast (this short sword).

Should you set that item down or otherwise lose your grip on it, the proficiency does not transfer to a different item of the same kind you might pick up. However, if you recover the original item before the spell’s effect runs out, you are still proficient with that specific weapon or shield for the duration.

Focus: The item in whose use you wish to be proficient.
Vigilant Slumber - Divination
LevelAssassin 1, bard 1, sorcerer/wizard 1
Components V S
XP Cost
Casting Time 1 full round
RangePersonal
TargetYou
Duration12 hours or until awakened
Saving Throw
Spell Resistance
Description
Even as you prepare for sleep, you feel a strange alertness in the back of your mind.

You set a specific condition under which you automatically wake up. This condition might be anything from “If any Tiny or larger creature comes within 10 feet of me” to “When the moon is at its zenith”. The condition must be something that you would normally be able to observe if you were awake. Thus, you can’t set the spell to wake you when something happens elsewhere, or when an invisible foe sneaks into your campsite. You awaken fully alert and ready for action.
Cheat - Transmutation [Evil]
LevelBrd 1, Greed 1, Sor/Wiz 1
Components V S F
XP Cost
Casting Time1 standard action
RangePersonal
TargetYou
Duration 1 minute/level or until used
Saving ThrowNone
Spell ResistanceNo
Description
At one point during the duration of this spell, you can attempt to alter the outcome of a game of chance. This spell can only affect nonmagical games, such as those using cards or dice. It cannot affect a game involving magic, nor a magic item involved in a game of chance (such as a deck of many things). Whenever a roll is made to determine the outcome of the game, a character under the effect of this spell may demand a reroll and take the better of the two rolls.

For example, Darkon is playing a game that he has a 1 in 4 chance of winning. The DM secretly rolls 1d4 and tells the player that Darkon lost. Because Darkon is under the effect of a cheat spell, the player can have the DM reroll. The spell alters probability, so there is no subterfuge that another character could notice (except for the casting of the spell itself ).

Focus: A pair of dice made from human bones.

Level 2 Spells

Enthrall - Enchantment (Charm) [Language Dependent, Mind-Affecting, Sonic]
LevelBrd 2, Clr 2
Components V S
XP Cost
Casting Time1 round
RangeMedium (100 ft. + 10 ft./level)
TargetAny number of creatures
Duration1 hour or less
Saving ThrowWill negates; see text
Spell ResistanceYes
Description
If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.

A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.

The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.

If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.

If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.

Created by

GeneralOvertime.

Statblock Type

Character Sheet (2020)

Link/Embed