Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
=
10
+
+
+
+
+
+
+
TOTAL
Armor
Shield
Dex
Size
Natural
Deflect
Misc
Touch
Flat-footed
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
=
+
+
+
+
REFLEX
=
+
+
+
+
WILL
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
=
+
+
+
+
RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
/
Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
0 Copper 0 Silver 45 Gold 0 Platinum
Languages
Description
Personality
Character Traits
SUSPICIOUS BENEFIT: +1 to Sense Motive. DRAWBACK: -1 to Diplomacy and Intimidate.
Character Flaws
DAMAGED EYES (Re-fluffed "Murky-Eyed") Physical trauma to your eyes has partially obstructed your vision. EFFECT: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails. FEAT: Rapid Metabolism
Contacts / Friends
Enemies
Statistic Block
[b][size=3][url=http://www.myth-weavers.com/sheetview.php?sheetid=306438]Thoril Pegason[/url][/size][/b] [b]Medium Aberration[/b] [b]Hit Dice:[/b] 5d8+[ooc="15"]+3 Constitution Modifier[/ooc]+[ooc="6"][b]Symbiont Mastery:[/b] +2 hit points per symbiont.[/ooc]+[ooc="5"][b]Bolster Body (Su):[/b] While a breed leech is attached to a creature, the host is flooded with bolstering chemicals. The supercharged host gains 5 [strike]bonus[/strike] temporary hit points per day (which replace any leftover [strike]bonus[/strike] temporary hit points granted by the breed leech on the previous day) and a +1 bonus on Fortitude saves.[/ooc]+[ooc="4"][i]Totem Avatar[/i]: The [i]totem avatar[/i] grants you bonus hit points equal to your meldshaper level. These hit points don't go away first the way temporary hit points do; if this soulmeld is unshaped or suppressed, you lose the hit points granted by it.[/ooc] (62 hp) [b]Initiative:[/b] +2 [b]Speed:[/b] 30 ft. (6 squares) [b]Armor Class:[/b] 20 (+5 armor, +2 Dex, [ooc="+3 natural"][i]Wormtail Belt[/i]: You gain a +2 enhancement bonus to your existing natural armor bonus. (If you do not have natural armor, you have an effective natural armor bonus of +0.) [b]Essentia:[/b] The enhancement bonus to your natural armor bonus increases by 1 for every point of essentia you invest in your [i]wormtail belt[/i].[/ooc]), touch 12, flat-footed 18 [b]Base Attack/Grapple:[/b] +4/+7 [b]Attack:[/b] [ooc="Claw"]Landshark Boots, Chakra Bind (Totem)[/ooc] +9 melee (1d6+6; x2) or scarab shard +6 ranged (1d6+3 plus 1d6 acid; x2) or eye ray +6 ranged touch (1d6 electricity; x2) [b]Full Attack:[/b] [ooc="2 claws"]Landshark Boots, Chakra Bind (Totem)[/ooc] +9 melee (1d6+6; x2) or [ooc="4 claws"]Requires a 5 foot high jump as or part of a move action. Jump check DC 20 with a 20 foot running start, DC 40 without.[/ooc] +9 melee (1d6+6; x2) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Eye ray, scarab shards [b]Special Qualities:[/b] Darkvision 60 ft., favored enemy (aberrations) +2, personal symbiont, symbiont dependency, totem's protection, unbalanced mind (Will DC 9) [b]Saves:[/b] Fort +10, Ref +8, Will +3 [b]Abilities:[/b] Str 16, Dex 14, Con 16, Int 14, Wis 14, Cha 4 [b]Skills:[/b] Gather Information +1, Jump +21, Knowledge (Dungeoneering) +10, Listen +10, Search +10, Spot +10, Survival +10 [b]Feats:[/b] Mind Over Body, [ooc="Point Blank Shot"]Flaw Bonus Feat[/ooc], Rapid Metabolism, [ooc="Symbiont Mastery"]Racial Bonus Feat[/ooc], [ooc="Track"]Ranger 1st Level Bonus Feat[/ooc] [b]Alignment:[/b] Neutral
Condition and Effects
Additional Information
Other Notes
[
Show Printable Version
]
FEAT EFFECTS Symbiont Mastery: +2 bonus on Will saves made whenever a personality conflict occurs with a symbiont. +2 hit points per symbiont bonded to you. Mind Over Body: Heal 1 + Constitution modifier points of ability damage per day, instead of 1. Rapid Metabolism: Heal character level + (Constitution modifier x 2) hit points when you rest for 8 hours, instead of character level + Constitution modifier hit points. If you receive long-term care, you heal (character level x 2) + (Constitution modifier x 2) hit points, instead of (character level x 2) + Constitution modifier hit points. Point Blank Shot: +1 bonus on ranged attack and damage rolls if target is within 30 feet of you. Track: See Player's Handbook. SYMBIONT EFFECTS All symbionts are Aberrations with the Symbiont subtype and possess Symbiont Traits (see page 299 of Eberron Campaign Setting). Unless otherwise specified, symbionts do not deal continuous ability damage to their hosts. The damage is dealt upon attachment or removal, and recovers naturally over time. Some symbionts deal additional ability damage when an ability of theirs is utilized by the host, such as the Mind Blast abilities of the Cerebral Hood and Mind Leech. ▬ Throwing Scarab ▬ Attaching or removing a Throwing Scarab deals 1d3 points Wisdom damage to the host. Host Benefit: Once per round as a standard action, host can throw the shard the scarab secretes as a thrown weapon. Range increment of 20 feet, maximum five range increments. Deals 1d6 + Strength modifier slashing damage plus 1d6 acid damage. ▬ Stormstalk ▬ Attaching or removing a Stormstalk deals 1d3 of Intelligence damage to the host. Host Benefit: Once per round as a standard action, host can have the stormstalk fire an electric eye ray at a target as a ranged touch attack. The ray has a maximum range of 30 feet and deals 1d6 electricity damage. The ray imposes a -2 penalty to the target's Dexterity score for 1 minute. Penalties from multiple eye rays against a single target do not stack. ▬ Breed Leech ▬ Attaching or removing a Breed Leech deals 1d3-2 points of damage and 1d3 Constitution damage to the host. Host Benefit: Host gains benefit of the breed leech's Bolster Body ability. Bolster Body (Su): The breed leech provides its host with 5 bonus hit points per day, and a +1 bonus on Fortitude saves. SOULMELD EFFECTS Landshark Boots: +4 competence bonus on Jump checks. ▬ Chakra Bind: Totem (+1 capacity) ▬ Chakra Bind Effects: Use bulette claws as natural weapons that deal 1d6 damage plus Strength modifier. Can make a Jump check as part of a move action at DC for 5-foot high jump (DC 20 with 20 foot running start, DC 40 standing) and attack with all four claws at highest attack bonus as a standard action. ▬ Invested Essentia: 2 ▬ Essentia Effects: Bonus on Jump checks increases by +2 per point of invested essentia (standard); +1 bonus on attack rolls and damage rolls with your claws per point of invested essentia (totem bind). Pegasus Cloak: +2 competence bonus on Jump checks. Totem Avatar: Gain bonus hit points equal to your meldshaper level for as long as the soulmeld remains shaped. Wormtail Belt: +2 bonus to natural armor (natural armor of +0 for no natural armor). ▬ Invested Essentia: 1 ▬ Essentia Effects: Natural armor bonus improves by +1 per point of invested essentia (standard).