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Psionics
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50 GP 34 SP
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Description
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Contacts / Friends
Magic Items/Mundane Items of Note: [Weapon] [Armor] [Face] Artificer's Monocle: Putting on a monocle is a standard action. While wearing an Artificer's Monocle, whenever you successfully use your Artificer Knowledge class feature to detect an item's magical aura or you cast Detect Magic and have at least 5 ranks of Knowledge (Arcana), you can spend 1 additional minute studying the item. If you do, you can identify the abilities of that item as if you had cast Identify upon it. [Head] [Shoulders] [Torso] Tunic of Steady Spellcasting: Grants a +5 competence bonus on all Concentration checks, even those unrelated to spellcasting. [Arms] - [Hands] [Waist] [Feet] Mundane Items of Note: Bandolier, Masterwork: This leather belt has loops or pouches for carrying small items (up to dagger size). It is usually worn across the chest. It holds 12 items. [Waist] Sashling: This broad, pleated cloth belt hides a great many interior pockets. 10 pockets are sewn into the folds of a sashling, each capable of holding an item weighing about a quarter-pound. A sashling’s pleats can conceal almost anything that may be placed inside the belt: An object up to the size of a hen’s egg leaves no visible bulge on the sashling’s exterior. A sashling is ideal for carrying small items such as coins, gems, vials, material components, and pieces of jewelry unobtrusively. It grants a +2 circumstance bonus on Sleight of Hand checks made to hide small objects on your body. For wearers who need to carry more supplies, many sashlings are made with hooks on the outer side. The wearer can hang pouches and other items from the outside of the sashling as well, just as with a normal belt. [Face] - Sundark Goggles: The smoked lenses of these goggles block light. They are typically fixed into a band of canvas that clasps together at the back to keep the goggles from falling off. Sundark goggles negate the dazzled condition experienced by a creature with light sensitivity while in bright illumination. As a side effect, they grant the wearer a +2 circumstance bonus on saving throws against gaze attacks. A creature wearing sundark goggles can’t use a gaze attack, since other creatures can’t see its eyes. Creatures without low-light vision or darkvision that wear sundark goggles take a –2 penalty on Search and Spot checks
Enemies
Stat Increases: Racial: +2 DEX, -2 CHA, -2 INT LVL 4: +1 CHA
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=344941][B][SIZE=+1]Sath Tamadhur[/SIZE][/B][/URL] Female Chaotic Neutral Dreamsight Shifter Artificer 4/Cleric 1, [B]Level[/B] 5, [B]Init[/B] +3, [B]HP[/B] 11/27, [B]Speed[/B] 30 ft. [B]AC[/B] 16, [B]Touch[/B] 13, [B]Flat-footed[/B] 13, [B]Fort[/B] +5, [B]Ref[/B] +4, [B]Will[/B] +8, [B]Base Attack Bonus[/B] 3 [B]Currently +1 Shocking Mace Mace, Heavy [/B] +7 (1d8, 1d6 electric, x2) [B] Crossbow, Light [/B] +6 (1d8, 19-20x2) [B] Leafweave Studded Leather[/B] (+3 Armor, +3 Dex) [B]Abilities[/B] Str 14, Dex 16, Con 14, Int 16, Wis 14, Cha 14 [B]Condition[/B] Feats: [LVL 1] Academic Priest: For the purpose of determining bonus divine spells per day and maximum divine spell level, your primary spellcasting ability is Intelligence. If you have more than one divine spellcasting class, the bonus applies to only one of those classes. Your spell save DCs are not affected by this change. [Bonus, Artificer] Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll. [Bonus, Artificer] Brew Potion: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion. [LVL 3] Exceptional Artisan: When determining the time you need to craft any item, reduce the base time by 25%. [Bonus, Artificer] Craft Wondrous Item: You can create any wondrous item whose prerequisites you meet (see the Dungeon Master's Guide for prerequisites and other information on wondrous items). Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one. [Bonus, Artificer] Extraordinary Artisan: When determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%. Homunculi: Jarvis (Packmate, Small Construct) Initiaitve: +0 (Speed: 30 ft.) HP: 24 (2d10 HD) AC: 15 (+1 Size, +4 Natural), Touch: 11, Flat-Footed: 15 Abilities: STR 16, DEX 11, CON -, INT 8, WIS 12, CHA 7 Saves: Fort +0, Reflex +0, Will +1 Base Attack/Grapple: +1/+0 Attack/Full Attack: Slam +5 Melee (1d3+3)/Slam +5 Melee (1d3+3) Special Attack: Throw Flask Feats: Toughness Skills: Climb +6, Swim +5 Special Qualities: Construct Traits, Darkvision 60 ft., Feed Potion, Hold Item Low-light Vision, Ready Item. (Can carry 76 lbs as light load, 153 as medium load, 230 as heavy load. Currently Carrying: 38 lbs) ----- Howell (Expeditious Messenger, Diminutive Construct) Initiative: +3 (20 ft, 100 ft. Fly [Perfect]) HP: 2 (1/2d10) AC: 17 (+4 Size, +3 DEX), Touch: 17, Flat-Footed: 14 Stats: STR 1, DEX 17, CON -, INT 8, WIS 12, CHA 7 Saves: Fort +0, Reflex +5 , Will +0 Base Attack/Grapple: +0/-17 Attack/ Full Attack: Sting +7 Melee (1d2)/Sting +7 Melee (1d2) Feats: Lightning Reflexes Skills: Escape Artist +7 Special Qualities: Construct Traits, Darkvision 60 ft., Low-light Vision, Message Speaks/Understands: Dwarven, Gnome, Draconic, Common
Condition and Effects
Additional Information
Feats: [LVL 1] Academic Priest: For the purpose of determining bonus divine spells per day and maximum divine spell level, your primary spellcasting ability is Intelligence. If you have more than one divine spellcasting class, the bonus applies to only one of those classes. Your spell save DCs are not affected by this change. [Bonus, Artificer] Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll. [Bonus, Artificer] Brew Potion: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion. [LVL 3] Exceptional Artisan: When determining the time you need to craft any item, reduce the base time by 25%. [Bonus, Artificer] Craft Wondrous Item: You can create any wondrous item whose prerequisites you meet (see the Dungeon Master's Guide for prerequisites and other information on wondrous items). Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one. [Bonus, Artificer] Extraordinary Artisan: When determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%. [Bonus, Artificer] Craft Magic Arms and Armor: You can create any magic weapon, armor, or shield whose prerequisites you meet (see the Dungeon Master's Guide for prerequisites and other information on these items). Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features' total price in XP and use up raw materials costing one-half of this total price. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. LVL 6, Legendary Artisan: When determining your XP cost for creating any magic item, reduce the base cost by 25%.
Homunculi: Jarvis (Packmate, Small Construct) Initiaitve: +0 (Speed: 30 ft.) HP: 24 (2d10 HD) AC: 15 (+1 Size, +4 Natural), Touch: 11, Flat-Footed: 15 Abilities: STR 16, DEX 11, CON -, INT 8, WIS 12, CHA 7 Saves: Fort +0, Reflex +0, Will +1 Base Attack/Grapple: +1/+0 Attack/Full Attack: Slam +5 Melee (1d3+3)/Slam +5 Melee (1d3+3) Special Attack: Throw Flask Feats: Toughness Skills: Climb +6, Swim +5 Special Qualities: Construct Traits, Darkvision 60 ft., Feed Potion, Hold Item Low-light Vision, Ready Item. (Can carry 76 lbs as light load, 153 as medium load, 230 as heavy load. Currently Carrying: 38 lbs) ----- Howell (Expeditious Messenger, Diminutive Construct) Initiative: +3 (20 ft, 100 ft. Fly [Perfect]) HP: 2 (1/2d10) AC: 17 (+4 Size, +3 DEX), Touch: 17, Flat-Footed: 14 Stats: STR 1, DEX 17, CON -, INT 8, WIS 12, CHA 7 Saves: Fort +0, Reflex +5 , Will +0 Base Attack/Grapple: +0/-17 Attack/ Full Attack: Sting +7 Melee (1d2)/Sting +7 Melee (1d2) Feats: Lightning Reflexes Skills: Escape Artist +7 Special Qualities: Construct Traits, Darkvision 60 ft., Low-light Vision, Message Speaks/Understands: Dwarven, Gnome, Draconic, Common
Other Notes
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Shifter Racial Traits: - Medium Humanoid (Shapeshifter), Base Land Speed 30 ft. - Low-light vision - +2 on Balance, Jump and Climb Checks - Shifting: A Shifter can tap into their lycanthropic heritage to gain a short burst of physical power. 1/day, a shifter can enter as state that is superficially similar to a Barbarian's rage. Each shifter has one of ten Shifter traits- characteristics that manifest themselves when a character shifts. Each Shifter trait typically provides a +2 bonus to one of the character's physical ability scores and grants some other advantage as well. Shifting is a Free action and lasts for a number of rounds equal to the 3+ the Shifter's CON mod (If a Shifter trait or other effect increases the character's CON mod, use the newly improved MOD). A Shifter can take feats to improve this ability. Each Shifter Feat extends the Shift for 1 round. For ever 2 feats, the number of times per day the shifter can tap into the ability increases by 1. - Dreamsight: While shifting a Dreamsight Shifter temporarily gains a +2 to WIS and gains the ability to communicate with animals as though under the effect of a Speak with Animals spell. In addition, the Shifter gains a +2 bonus on Handle Animal and Wild Empathy checks, even when not shifting. Cleric: Proficiencies: Clerics are proficient with all simple weapons, all types of armor, and with shields (except tower shields). - Turn Undead: A Cleric may attempt to use the power of their deity to destroy undead around them. They may attempt to turn any undead within a 60 ft. radius, starting with the closest undead. A Cleric then rolls a turning check (1d20+CHA mod) to see how successful they were at turning the undead. Undead with HD higher than the roll are unaffected, if the Cleric has twice as many levels as the undead has HD, they explode instead of being turned. Other undead takes 2d6 + Cleric's Level + Cleric's CHA mod damage and flee from the Cleric for 10 rounds (1 minute) or cower (Granting +2 to attack rolls against them). If you come within 10 ft. of a turned undead while it has been turned it overcomes the turning and acts normally. A Cleric may turn undead 3 + CHA mod times per day (4+ CHA mod with Extra Turning feat). A cleric with 5 or more ranks in Knowledge [Religion] gains a +2 bonus on turn attempts. - Aura: A cleric of a good, chaotic, lawful or evil deity (Or chooses the Chaos, Law, Good or Evil Domains as one of their clerical domains) possesses a strong aura corresponding to the deity's alignment. This aura shows up when a Detect Evil spell is used. - Spontaneous Caster (Curing): A good cleric may choose to lose a prepared spell that is NOT a domain spell to cast a Cure spell of that spell level or lower. An evil cleric may choose to do the same, but as they are more adept at wielding negative energy rather than positive energy, they cast an Inflict spell of that spell level or lower. Those who serve Neutral deities may choose to either spontaneously cast Cure or Inflict spells, depending if they are more adept at wielding positive or negative energy (player's choice). Once the choice has been made, it cannot be changed. Domains: - Knowledge: Add all Knowledge Skills to your Cleric Class Skills. Cast Divination Spells at +2 CL. - Planning: You gain Extend Spell as a Bonus Feat Artificer: Proficiencies: Artificers are proficient with all Simple Weapons, Light and Medium armor, and with Shields (but not Tower shields). Artificer Knowledge: An Artificer can make a special Artificer Knowledge check with a bonus equal to his artificer level + his INT mod to detect whether a specific item has a magical aura. The Artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. An Artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the Artificer can learn no more about that object. Artisan Bonus: An Artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an Artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand. Disable Trap: An Artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap. An Artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap. An Artificer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it. Item Creation: An Artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The Artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an Artificer would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite. The Artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master’s Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost. For purposes of meeting item prerequisites, an Artificer’s effective caster level equals his Artificer level +2. If the item duplicates a spell effect, however, it uses the Artificer’s actual level as its caster level. Costs are always determined using the item’s minimum caster level or the Artificer’s actual level (if it is higher). Thus, a 3rd-level Artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 × 3 × 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll’s actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage. An Artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll. An Artificer’s infusions do not meet spell prerequisites for creating magic items. For example, an Artificer must still employ the Use Magic Device skill to emulate the Light spell to create a Wand of Light, even though light appears on his infusion list. Scribe Scroll: Gain Scribe Scroll as a Bonus Feat. Brew Potion: Gain Brew Potion as a Bonus Feat. Craft Wondrous Item: Gain Craft Wondrous Item as a Bonus Feat. Craft Homunculus: At 4th level, an Artificer can create a Homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An Artificer can also upgrade an existing Homunculus that he owns, adding 1HD at a cost of 2,000 GP and 160 XP. If an Artificer gives his Homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, –2 Dex, damage increases to 1d6). The Homunculus also gains 10 extra hit points for being a Small construct. An Artificer’s Homunculus can have as many HD as its master’s HD minus 2. No matter how many HD it has, a Homunculus never grows larger than Small. Retain Essence: At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level. For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 ÷ 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 × 20) into his craft reserve.