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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 v1.01, made by Tillerz - Updated: 2024-05-11

The statblocks of your features

Ability Focus
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.
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.
Acrobatic - general
Benefit
You get a +2 bonus on all Jump checks and Tumble checks.
Agile - general
Benefit
You get a +2 bonus on all Balance checks and Escape Artist checks.
Aligned Attack - psionic
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.
Nymph's Kiss - Exalted
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 1 Spells

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.

Level 6 Spells

Animate Objects - Transmutation
LevelChaos 6, Clr 6
Components V S
XP Cost0
Casting Time1 action
RangeMedium (100 ft. + 10 ft./level)
TargetObjects or matter, 1 cu. ft./level
Duration1 round/level
Saving Thrownone
Spell Resistanceno
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.

Created by

Tillerz.

Statblock Type

Character Sheet (2020)

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