Name | Mousy Mc3.5erson |
Age | 7 |
Gender | male |
Race | Mousefolk |
Class | Ranger |
Height | 12 cm |
Weight | 0.1 kg |
Skin | pale |
Eyes | black |
Hair | white |
Level | 6 |
Experience | 1200 |
Fav. Hand | Right |
Origin | yes |
Alignment | Chaotic Good |
Faith | all of it |
Fav. Class | - |
Background | none you know of |
Carry Capacity | 50 |
Current Carry Weight | 12 |
basic | temporary | |||
STR | 12 | +1 | 8 | -1 |
DEX | 14 | +2 | 18 | +4 |
CON | 12 | +1 | 10 | +0 |
INT | 9 | -1 | 9 | -1 |
WIS | 11 | +0 | 11 | +0 |
CHA | 8 | -1 | 8 | -1 |
HP | 10 of 15 |
HP temp | 1 of 2 |
AC | 4 |
AC flat footed | 2 |
AC touch | 1 |
Conditions | none |
Initiative | +1 |
Hit Dice | 3d8 |
Base Attack Bonus | +2/+1 |
Walking | 10 |
Loaded | 5 |
Running | 20 |
Travel | 12 |
Forced March | 14 |
Flying | 30 |
Swimming | 10 |
Climbing | 5 |
Fortitude | +1 ( CON ) |
Reflex | +6 ( DEX ) |
Willpower | +3 ( WIS ) |
Name | Dagger | |||||
---|---|---|---|---|---|---|
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
+5/+2/+1 | 1d3 | 19-20/×2 | 10 ft. | piercing or slashing | 1 | small |
Specials | n/a | |||||
Name | Crossbow, heavy | |||||
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
+3 | 1d8 | 19-20/×2 | 120 ft. | piercing | 8 lb. | small |
Specials | n/a |
Name | Chainmail of the Lost Tribe | |||||
---|---|---|---|---|---|---|
Type | AC | Max Dex Bonus | Check Penalty | Spell Failure | Speed | Weight |
chain mail | 4 | 4 | -2 | 20 % | 30 ft. / 20 ft. | 25 lb. |
Specials | n/a |
Name | Towershield of Julian Caesor | |||||
---|---|---|---|---|---|---|
Type | AC | Max Dex Bonus | Check Penalty | Spell Failure | Speed | Weight |
Shield, tower | 4 | 2 | -10 | 50 % | - | 45 lb. |
Specials | n/a |
SL 0 | SL 1 | SL 2 | SL 3 | SL 4 | SL 5 | SL 6 | SL 7 | SL 8 | SL 9 | |
---|---|---|---|---|---|---|---|---|---|---|
known | 1 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
per day | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Skill Name | Base Attr | Bonus |
---|---|---|
Appraise | INT | 0 |
Autohypnosis | WIS | +2 |
Balance | DEX | +7 |
Bluff | CHA | 0 |
Climb | STR | +1 |
Concentration | CON | +3 |
Craft: Pottery | INT | +3 |
Craft: | INT | +2 |
Craft: | INT | +1 |
Decipher Script | INT | 0 |
Diplomacy | CHA | +1 |
Disable Device | INT | +2 |
Disguise | CHA | +3 |
Escape Artist | DEX | +4 |
Forgery | INT | -1 |
Gather Information | CHA | -1 |
Handle Animal | CHA | -1 |
Heal | WIS | 0 |
Hide | DEX | +4 |
Intimidate | CHA | -1 |
Jump | STR | -1 |
Knowledge: Gems | INT | +1 |
Knowledge: | INT | -1 |
Knowledge: | INT | -1 |
Knowledge: | INT | -1 |
Knowledge: | INT | -1 |
Listen | WIS | 0 |
Move Silently | DEX | +4 |
Open Lock | DEX | +4 |
Perform: Opera | CHA | 0 |
Perform: | CHA | -1 |
Perform: | CHA | -1 |
Profession: Tinkering | WIS | +2 |
Profession: Dancing | WIS | +2 |
Psicraft | INT | -1 |
Ride | DEX | +4 |
Search | INT | -1 |
Sense Motive | WIS | 0 |
Sleight of Hand | DEX | +4 |
Spellcraft | INT | -1 |
Spot | WIS | 0 |
Survival | WIS | 0 |
Swim | STR | +1 |
Tumble | DEX | +5 |
Use Magic Device | CHA | -1 |
Use Psionic Device | CHA | -1 |
Use Rope | DEX | +5 |
The statblocks of your features
Description |
Choose one of the creature’s special attacks. |
Prerequisite |
Special attack. |
Benefit |
Add +2 to the DC for all saving throws against the special attack on which the creature focuses. |
Special |
A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack. |
Normal |
Without this feat, a character is limited to one headband, hat, or helmet; one pair of eye lenses or goggles; one cloak, cape, or mantle; one amulet, brooch, medallion, necklace, periapt, or scarab; one suit of armor; one robe; one vest, vestment, or shirt; one pair of bracers or bracelets; one pair of gloves or gauntlets; two rings; one belt; and one pair of boots. |
Benefit |
Choose one type of magic item that has a limit on the number a character can simultaneously wear and gain its benefit. The character can now wear one more magic item of this type and also gain its benefit. |
Special |
A character can gain this feat multiple times. Each time the character takes the feat, it applies to a new type of wearable magic item. |
Benefit |
You get a +2 bonus on all Jump checks and Tumble checks. |
Benefit |
You get a +2 bonus on all Balance checks and Escape Artist checks. |
Description |
Your melee or ranged attack overcomes your opponent’s alignment-based damage reduction and deals additional damage. |
Prerequisite |
Base attack bonus +6. |
Benefit |
When you take this feat, choose either chaos, good, evil or law. (Your choice must match one of your alignment components. Once you’ve made this alignment choice, it cannot be changed. To use this feat, you must expend your psionic focus. When you make a successful melee or ranged attack, you deal an extra 1d6 points of damage, and your attack is treated as either a good, evil, chaotic, or lawful attack (depending on your original choice) for the purpose of overcoming damage reduction. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. |
Description |
By maintaining an intimate relationship with a good-aligned fey (such as a nymph or dryad), you gain some of the characteristics of fey. |
Benefit |
Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level. |
The statblocks of your proficiencies
Statblocks for your spells.
Level | Brd 2, Drd 2, Rgr 1 |
Components | V S M |
XP Cost | 0 |
Casting Time | 1 standard action |
Range | Close (25 ft. + 5 ft./2 levels) |
Target | One Tiny animal |
Duration | One day/level |
Saving Throw | none |
Spell Resistance | yes |
Description |
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions. Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it’s written in a language he or she doesn’t know, for example). Material Component: A morsel of food the animal likes. |
Level | Chaos 6, Clr 6 |
Components | V S |
XP Cost | 0 |
Casting Time | 1 action |
Range | Medium (100 ft. + 10 ft./level) |
Target | Objects or matter, 1 cu. ft./level |
Duration | 1 round/level |
Saving Throw | none |
Spell Resistance | no |
Description |
The character imbues inanimate objects with mobility and a semblance of life. The animated object, or objects, then attack whomever or whatever the character initially designates. The animated object can be of any nonmagical material. The character can also animate masses of raw matter as long as the volume of material does not exceed 1 cubic foot per caster level. The spell cannot animate objects carried or worn by a creature. |