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[URL=http://www.myth-weavers.com/sheetview.php?sheetid=285626][B][SIZE=+1]Sarifa Ialai[/SIZE][/B][/URL] Female CNG Winged Marrulurk Avenger / Druid (wind), [B]Level[/B] 6 / 9, [B]Init[/B] +10, [B]HP[/B] 117/117, [B]Speed[/B] [ooc=60']20' base + 30' (AP Ability) + 10' (Collar of Umbral Metamorphosis)[/ooc], [ooc=fly 120']Land speed + 20' + 30' (cloud wings) + 10'(heart of air)[/ooc] (perfect) [B]AC[/B] 23, [B]Touch[/B] 21, [B]Flat-footed[/B] 13, [B]Fort[/B] +9, [B]Ref[/B] +15, [B]Will[/B] +16, [B]Base Attack Bonus[/B] +9/+2 [B]Varies Composite Longbow (small) (Eldritch Arrows) [/B] +20/+15 (1d6+12, 20/x3) [B]Varies; Rapid Shot Composite Longbow (small) (Eldritch Arrows) [/B] +17/+17/17/+12 (1d6+12, 20/x3) [B]Varies; [ooc=Manyshot]2 arrows with 1 attack at a single target; Roll precision damage once only![/ooc] Composite Longbow (small) (Eldritch Arrows) [/B] +20 (2d6+24, 20/x3) (+10 Dex, +1 Size, +2 Natural) [B]Abilities[/B] Str 13, Dex 30, Con 17, Int 14, Wis 26, Cha 14 [B]Condition[/B] [fieldset=AP Abilities (86,000/89,000)][ooc=Fast Movement +30']As a monk. AP 9k[/ooc], [ooc=FE1: Arcane Hunter +4/+2d6]Campaign modified ranger ability. +2 on skill checks and +1d6 on damage rolls for each favored enemy chosen. AP 1k[/ooc], [ooc=FE2 : Giant +4/+2d6 [AP(2.5k)]As the prior ability. AP 2500[/ooc], [ooc=Eldritch Arrows]Deals damage as a standard arrow and counts as magic for overcoming DR. Can have eldritch essenses applied to it but not blast shapes. Unlimited ammo basically. AP 2k.[/ooc], [ooc=Eldritch Essenses][list][*]Hammer Blast : This allows eldritch arrows to deal full damage to objects instead of half damage as arrows usually do. It is an essense as opposed to a blast, despite the name. AP 1k [*]Sickening Blast : AP 1k; Target makes a Fort (DC20) save or becomes sickened.[/list][/ooc], [ooc=Evasion]AP 5k[/ooc], [ooc=Improved Skirmish (feat)]AP 5k; +2d6 and +2 AC after moving at least 20' in the turn until the beginning of your next turn.[/ooc], [ooc=Skirmish (+3d6, +2AC)]As a scout. AP 10k[/ooc], [ooc=Spell Reflection (Su)]AP 2,000; You can reflect magical attacks back at their caster if they miss you with their spell or spell-like ability. You do so as an immediate action and the caster needs to make another attack roll but targetting themselves instead of you. This can only be applied to spells and spell-like abilities that require an attack roll. Spells with multiple parts such as scorching ray can have portions of their attacks reflected. This can be used 1+DexMod per day.[/ooc], [ooc=Spirits of the Wind]Your ranged attacks are unaffected by winds and weather of any kind. They fly true even in the harshest of weather. The wind wall or any similar magical effect which relies on a wind based effect is completely unaffected by this ability. (5,000 AP)[/ooc], [ooc=Supernatural Arms Mastery][list][*]Frost (+1) (AP 2.5k); +1d6 Cold damage [*]Northern Winds (+3) : AP 7.5k; Knockback ranged weapon property from Complete Warrior. Every arrow that hits attempts a bull rush againts the target as if it were a Medium creature with a +8 strength bonus. This doesn't provoke an AoO and always pushes as far back as possible. [*]Hunting (+1) : AP 2.5k; Favored enemy damage improves by +4 points. [*]Explosive Chill (+2) : AP 5k; As explosive weapon property from Complete Warrior except the damage is cold. [*]Magebane (+1) : Weapon is considered as +2 enhancement better and deals +2d6 damage to creatures that cast spells or use spell-like abilities.[/list][/ooc], [ooc=Trapfinding]As a rogue. AP 1k[/ooc], [ooc=Weapon Mastery +4]Weapon Mastery +4[/ooc], [ooc=Windbound Arrows]Your ranged attacks can change direction in mid flight swerving, dodging and weaving up to 5' (i.e. 1 square) in a radius from it's original path. This ability negates anything except full cover or concealment as your shots swerve strike the part of the target which is visible. (5,000 AP)[/ooc][/fieldset][fieldset=Racial][ooc=Darkvision 60'][/ooc], [ooc=Discriminating Hearing]+4 on Listen checks. Their hearing is so sensitive that it can sense the presense of most creatures simply by the sound of their breathing, their heartbeat, or their movement if they are within 30'. A marru can take a move action to note the direction of a sound and whenever they come within 5' of the source they can pinpoint the sounds location. Only incorporeal creatures are completely undetectable unless they wish to be detected.[/ooc], Low-light Vision, [ooc=Resistance to Dessication 10]Marru have dessication resistance 10 and take no damage from failing Constitution checks to avoid becoming dehydrated. If a marru does become dehydrated a single mouthful of water will remedy that condition. They require only half what a normal creature of their size does thus in Sarifa's case its as if she were a tiny creature.[/ooc], Resist Fire 5, [ooc=Sneak Attack +2d6]Marrulurks deal +2d6 sneak attack damage as a rogue.[/ooc][/fieldset][fieldset=Feats]Exotic Weapon Proficiency, Flyby Attack, Greater Manyshot, [ooc=Hawk's Vision]You can expend one of your daily uses of wild shape to gain a +8 bonus on your Spot checks for 1 hour per Hit Die. While this benefit is in effect, you take only half the normal penalty for range increment (-1 on ranged attacks per range increment instead of -2), and you take a -1 penalty on Spot checks per 20 feet of distance (rather than per 10 feet). You retain these benefits regardless of what form you are in.[/ooc], Manyshot, Point Blank Shot, Precise Shot, Quick Reconnoiter, Rapid Shot, Vital Shot, Weapon Focus - Greatbow[/fieldset][fieldset=Avenger Abilities]Battle Ardor, [ooc=Disciplines][list][*]Devoted Spirit [*]Setting Sun [*]Tiger Claw [*]White Raven [*]???[/list][/ooc], [ooc=Maneuvers][list][*]Blood in the Water (TC, Stance) [*]Clever Positioning (SS, Strike) [*]Counter Charge (SS, Boost) [*]Giant Killing Style (SS, Stance) [*]Leading the Attack (WR, Strike) [*]Lion's Roar (WR, Boost) [*]Mighty Throw (SS, Strike) [*]Revitalizing Strike (DS, Strike) [*]Tactical Strike (WR, Strike)[/list][/ooc], Warblade Maneuver Recovery, Weapon Aptitude[/fieldset][fieldset=Druid (Wind) Abilities]Divine Casting, Non-shapechanging Version, [ooc=Wild Channeling Points]1/2 level + Cha Mod = 6 points[/ooc][/fieldset] [fieldset=Gear][ooc='[b][color=navy]Bracers of the Hunter (SoX.145~146)[/color][/b]'][list][*]+5 [b]competence[/b] bonus on Hide checks [*]+2 [b]competence[/b] bonus on initiative checks [*]+1d6 damage on sneak attack, sudden strike, or skirmish attacks. Even if you have more than 1 of these abilities the damage is only increased for one of them.[/list][/ooc], [ooc='[b][color=navy]Collar of Umbral Metamorphosis (ToM.156)[/color][/b]']Grants the Dark Creature template on page 161:[list][*]+10' to all modes of movement [*]Darkvision 60' [*]Hide in Plain Sight (Ex): Use the hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect). [*]Resistance to cold 10 [*]Superior low-light vision [*]+8 on Hide checks [*]+6 on Move Silently checks[/list][/ooc], [ooc='[b][color=navy]Headband of Pursuit[/color][/b]'][list][*]Track feat [*]Scent ability [*]3/day +10' land speed for 9 rounds (character level)[/list][/ooc], [ooc='[b][color=navy]Goggles of the Ebon Hunter (MIC)[/color][/b]'][list][*]+1 [b]competence[/b] bonus on ranged attack and damage rolls.[/list][/ooc], [ooc='[b][color=navy]Headband of Pursuit (SoS)[/color][/b]'][list][*]Track feat [*]Scent ability [*]3/day +10' land speed for 9 rounds (character level)[/list][/ooc][/fieldset]
Condition and Effects
Additional Information
[fieldset=AP Abilities (86,000/89,000)][ooc=Fast Movement +30']As a monk. AP 9k[/ooc], [ooc=FE1: Arcane Hunter +4/+2d6]Campaign modified ranger ability. +2 on skill checks and +1d6 on damage rolls for each favored enemy chosen. AP 1k[/ooc], [ooc=FE2 : Giant +4/+2d6 [AP(2.5k)]As the prior ability. AP 2500[/ooc], [ooc=Eldritch Arrows]Deals damage as a standard arrow and counts as magic for overcoming DR. Can have eldritch essenses applied to it but not blast shapes. Unlimited ammo basically. AP 2k.[/ooc], [ooc=Eldritch Essenses][list][*]Hammer Blast : This allows eldritch arrows to deal full damage to objects instead of half damage as arrows usually do. It is an essense as opposed to a blast, despite the name. AP 1k [*]Sickening Blast : AP 1k; Target makes a Fort (DC20) save or becomes sickened.[/list][/ooc], [ooc=Evasion]AP 5k[/ooc], [ooc=Improved Skirmish (feat)]AP 5k; +2d6 and +2 AC after moving at least 20' in the turn until the beginning of your next turn.[/ooc], [ooc=Skirmish (+3d6, +2AC)]As a scout. AP 10k[/ooc], [ooc=Spell Reflection (Su)]AP 2,000; You can reflect magical attacks back at their caster if they miss you with their spell or spell-like ability. You do so as an immediate action and the caster needs to make another attack roll but targetting themselves instead of you. This can only be applied to spells and spell-like abilities that require an attack roll. Spells with multiple parts such as scorching ray can have portions of their attacks reflected. This can be used 1+DexMod per day.[/ooc], [ooc=Spirits of the Wind]Your ranged attacks are unaffected by winds and weather of any kind. They fly true even in the harshest of weather. The wind wall or any similar magical effect which relies on a wind based effect is completely unaffected by this ability. (5,000 AP)[/ooc], [ooc=Supernatural Arms Mastery][list][*]Frost (+1) (AP 2.5k); +1d6 Cold damage [*]Northern Winds (+3) : AP 7.5k; Knockback ranged weapon property from Complete Warrior. Every arrow that hits attempts a bull rush againts the target as if it were a Medium creature with a +8 strength bonus. This doesn't provoke an AoO and always pushes as far back as possible. [*]Hunting (+1) : AP 2.5k; Favored enemy damage improves by +4 points. [*]Explosive Chill (+2) : AP 5k; As explosive weapon property from Complete Warrior except the damage is cold. [*]Magebane (+1) : Weapon is considered as +2 enhancement better and deals +2d6 damage to creatures that cast spells or use spell-like abilities.[/list][/ooc], [ooc=Trapfinding]As a rogue. AP 1k[/ooc], [ooc=Weapon Mastery +4]Weapon Mastery +4[/ooc], [ooc=Windbound Arrows]Your ranged attacks can change direction in mid flight swerving, dodging and weaving up to 5' (i.e. 1 square) in a radius from it's original path. This ability negates anything except full cover or concealment as your shots swerve strike the part of the target which is visible. (5,000 AP)[/ooc][/fieldset][fieldset=Racial][ooc=Darkvision 60'][/ooc], [ooc=Discriminating Hearing]+4 on Listen checks. Their hearing is so sensitive that it can sense the presense of most creatures simply by the sound of their breathing, their heartbeat, or their movement if they are within 30'. A marru can take a move action to note the direction of a sound and whenever they come within 5' of the source they can pinpoint the sounds location. Only incorporeal creatures are completely undetectable unless they wish to be detected.[/ooc], Low-light Vision, [ooc=Resistance to Dessication 10]Marru have dessication resistance 10 and take no damage from failing Constitution checks to avoid becoming dehydrated. If a marru does become dehydrated a single mouthful of water will remedy that condition. They require only half what a normal creature of their size does thus in Sarifa's case its as if she were a tiny creature.[/ooc], Resist Fire 5, [ooc=Sneak Attack +2d6]Marrulurks deal +2d6 sneak attack damage as a rogue.[/ooc][/fieldset][fieldset=Feats]Exotic Weapon Proficiency, Flyby Attack, Greater Manyshot, [ooc=Hawk's Vision]You can expend one of your daily uses of wild shape to gain a +8 bonus on your Spot checks for 1 hour per Hit Die. While this benefit is in effect, you take only half the normal penalty for range increment (-1 on ranged attacks per range increment instead of -2), and you take a -1 penalty on Spot checks per 20 feet of distance (rather than per 10 feet). You retain these benefits regardless of what form you are in.[/ooc], Manyshot, Point Blank Shot, Precise Shot, Quick Reconnoiter, Rapid Shot, Vital Shot, Weapon Focus - Greatbow[/fieldset][fieldset=Avenger Abilities]Battle Ardor, [ooc=Disciplines][list][*]Devoted Spirit [*]Setting Sun [*]Tiger Claw [*]White Raven [*]???[/list][/ooc], [ooc=Maneuvers][list][*]Blood in the Water (TC, Stance) [*]Clever Positioning (SS, Strike) [*]Counter Charge (SS, Boost) [*]Giant Killing Style (SS, Stance) [*]Leading the Attack (WR, Strike) [*]Lion's Roar (WR, Boost) [*]Mighty Throw (SS, Strike) [*]Revitalizing Strike (DS, Strike) [*]Tactical Strike (WR, Strike)[/list][/ooc], Warblade Maneuver Recovery, Weapon Aptitude[/fieldset][fieldset=Druid (Wind) Abilities]Divine Casting, Non-shapechanging Version, [ooc=Wild Channeling Points]1/2 level + Cha Mod = 6 points[/ooc][/fieldset]
[fieldset=Gear][ooc='[b][color=navy]Bracers of the Hunter (SoX.145~146)[/color][/b]'][list][*]+5 [b]competence[/b] bonus on Hide checks [*]+2 [b]competence[/b] bonus on initiative checks [*]+1d6 damage on sneak attack, sudden strike, or skirmish attacks. Even if you have more than 1 of these abilities the damage is only increased for one of them.[/list][/ooc], [ooc='[b][color=navy]Collar of Umbral Metamorphosis (ToM.156)[/color][/b]']Grants the Dark Creature template on page 161:[list][*]+10' to all modes of movement [*]Darkvision 60' [*]Hide in Plain Sight (Ex): Use the hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect). [*]Resistance to cold 10 [*]Superior low-light vision [*]+8 on Hide checks [*]+6 on Move Silently checks[/list][/ooc], [ooc='[b][color=navy]Headband of Pursuit[/color][/b]'][list][*]Track feat [*]Scent ability [*]3/day +10' land speed for 9 rounds (character level)[/list][/ooc], [ooc='[b][color=navy]Goggles of the Ebon Hunter (MIC)[/color][/b]'][list][*]+1 [b]competence[/b] bonus on ranged attack and damage rolls.[/list][/ooc], [ooc='[b][color=navy]Headband of Pursuit (SoS)[/color][/b]'][list][*]Track feat [*]Scent ability [*]3/day +10' land speed for 9 rounds (character level)[/list][/ooc][/fieldset]
Other Notes
[
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Marralurk 3HD / Adept 6 || Druid (wind) 9 [b]Unswerving Shots[/b] Your ranged attacks are unaffected by winds and weather of any kind. They fly true even in the harshest of weather. The wind wall or any similar magical effect which relies on a wind based effect is completely unaffected by this ability. (5,000 AP) [b]Windbound Shots[/b] Your ranged attacks can change direction in mid flight swerving, dodging and weaving up to 5' (i.e. 1 square) in a radius from it's original path. This ability negates anything except full cover or concealment as your shots swerve strike the part of the target which is visible. (5,000 AP)