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Sun, Oct 10th 2021 07:51   Edited on Tue, Oct 19th 2021 11:04

Examples

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    Sun, Oct 10th 2021 07:52

    Here you can see how the sheets look when embedded into articles:   Character:
    D & D 3.5e Character: Mousy Mc3.5erson
    Description
    NameMousy Mc3.5erson
    Age7
    Gendermale
    RaceMousefolk
    ClassRanger
    Height12 cm
    Weight0.1 kg
    Skinpale
    Eyesblack
    Hairwhite
    Information
    Level6
    Experience1200
    Fav. HandRight
    Originyes
    AlignmentChaotic Good
    Faithall of it
    Fav. Class-
    Backgroundnone you know of
    Carry Capacity50
    Current Carry Weight12
    Abilities
     basictemporary
    STR12 +1 8 -1
    DEX14 +2 18 +4
    CON12 +1 10 +0
    INT9 -1 9 -1
    WIS11 +0 11 +0
    CHA8 -1 8 -1
    Stats
    HP10 of 15
    HP temp1 of 2
    AC4
    AC flat footed2
    AC touch1
    Conditionsnone
    Initiative +1
    Hit Dice 3d8
    Base Attack Bonus+2/+1
    Speed
    Walking10
    Loaded5
    Running20
    Travel12
    Forced March14
    Flying30
    Swimming10
    Climbing5
    Saves
    Fortitude +1 ( CON )
    Reflex +6 ( DEX )
    Willpower +3 ( WIS )
    Weapons
    NameDagger
    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
    NameCrossbow, heavy
    Att. Bonus Dmg Crit Range Type Weight Size
    +3 1d8 19-20/×2 120 ft. piercing 8 lb. small
    Specials n/a
    Armor Sets & Shield
    NameChainmail 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
    NameTowershield 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
    Spell Slots
      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
    Belongings Money: 1 cp, 2 sp, 3 gp, 4 pp

    Backpack
    Sleeping Bag
    Bucket
    50ft Hempen Rope
    Notes no ammunitions, none, nada, all gone!

    nothing else either
    Skills
    Skill NameBase AttrBonus
        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
    ™ & © Wizards of the Coast
    D & D 3.5e Character Sheet v1.0, made by Tillerz - Updated: 2020-10-31
      Feat:
    Additional Magic Item Space - epic
    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.
      Spell:
    Animal Messenger - Enchantment (Compulsion) [Mind-Affecting]
    LevelBrd 2, Drd 2, Rgr 1
    Components V S M
    XP Cost0
    Casting Time1 standard action
    RangeClose (25 ft. + 5 ft./2 levels)
    TargetOne Tiny animal
    DurationOne day/level
    Saving Thrownone
    Spell Resistanceyes
    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.
      Monster:
    Genie - CR: 5 (noble 8)
    SpeciesGenie
    SubspeciesDjinn
    SizeLarge
    TypeOutsider (Air, Extraplanar)
    Hit Dice7d8+14 (45 hp)
    Speed20 ft. (4 squares), fly 60 ft. (perfect)
    AbilitiesStr 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
    Special QualitiesDarkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft.
    EnvironmentElemental Plane of Air
    OrganizationSolitary, company (2-4), or band (6-15)
    TreasureStandard
    AlignmentAlways chaotic good
    Advancement8-10 HD (Large 11-21 (Huge)
    Level Adjustment+6
    Skills
    Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings)
    Feats
    Combat Casting, Combat Reflexes, Dodge, Improved Initiative
    Combat
    Initiative+8
    Armor Class (AC)16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
    Base Attack+7/+15
    AttackSlam +10 melee (1d8+4)
    Full Attack2 slams +10 melee (1d8+4)
    Space/Reach10 ft./10 ft.
    Special AttacksAir mastery, spell-like abilities, whirlwind
    SavesFort +7, Ref +9, Will +7
    Description
    Genies are humanlike beings who dwell on the elemental planes. They are famous for their strength, guile, and skill with illusion magic.

    Combat
    Genies prefer to outmaneuver and outthink their foes. They are not too proud to flee if it means they’ll live to fight another day. If trapped, they bargain, offering treasure or favors in return for their lives and freedom.

    Plane Shift (Sp)
    A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).
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