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Character:
D & D 3.5e Character: Mousy Mc3.5erson
Description
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 |
Information
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 |
Abilities
| 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 |
Stats
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 |
Speed
Walking | 10 |
Loaded | 5 |
Running | 20 |
Travel | 12 |
Forced March | 14 |
Flying | 30 |
Swimming | 10 |
Climbing | 5 |
Saves
Fortitude | +1 ( CON ) |
Reflex | +6 ( DEX ) |
Willpower | +3 ( WIS ) |
Weapons
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 |
Armor Sets & Shield
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 |
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 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 |
Feat:
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:
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. |
Monster:
Species | Genie |
Subspecies | Djinn |
Size | Large |
Type | Outsider (Air, Extraplanar) |
Hit Dice | 7d8+14 (45 hp) |
Speed | 20 ft. (4 squares), fly 60 ft. (perfect) |
Abilities | Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15 |
Special Qualities | Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft. |
Environment | Elemental Plane of Air |
Organization | Solitary, company (2-4), or band (6-15) |
Treasure | Standard |
Alignment | Always chaotic good |
Advancement | 8-10 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 |
Attack | Slam +10 melee (1d8+4) |
Full Attack | 2 slams +10 melee (1d8+4) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Air mastery, spell-like abilities, whirlwind |
Saves | Fort +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). |