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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
XP Speed(S/M/F)
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Hero Points
Caster Level
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
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Deflect
Misc
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FCMD
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Dex
Misc
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Speed
Armor Type
Light
Load
Med
Load
Max
Load
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Head
Off
Ground
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Drag
Saving Throws
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Ability
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Magic
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Misc
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REFLEX
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WILL
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MELEE
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RANGED
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Misc Mod
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Weapon
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Damage
Critical
Range
Special Properties
Ammunition
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Weapon
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Damage
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Range
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Ammunition
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Weapon
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Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Worn
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Worn
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Max Rank
Skills
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Key
Ab
CS
Skill
Mod
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Mod
Rank
Misc
Mod
ACP
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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
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Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
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9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
579gp, 7sp, 5cp
Languages
Description
Personality
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=369489][B][SIZE=+1]Magnolia[/SIZE][/B][/URL] [size=1]Male Daemon-Spawn Noble Tiefling Wizard (Conjurer) 5 // Rogue (Charlatan) 5 CG Medium Outsider (Native) [b]Hero Points[/b] 5 [b]Init[/b] +3; [b]Senses[/b] Darkvision (60 feet); Perception +6, Scent (Familiar), Alertness (Familiar) [b][u]DEFENSE[/u][/b] [indent][b]AC[/b] 14, [b]touch[/b] 13, [b]flat-footed 11[/b] . . (+1 Armor, +3 Dex) [b]Hit Points[/b] 47 (5d8+10) [b]Fort[/b] +4, [b]Ref[/b] +7, [b]Will[/b] +2 [b]Resistance[/b] Cold 5, Fire 5, Electricity 5 [b]Spell Resistance 11, Evasion, Uncanny Dodge[/b] [b]CMD[/b] 16[/indent] [b][u]OFFENSE[/B][/U] [indent][b]Base Atk[/b] +3; [b]CMB[/b] +3 [b]Melee[/b] Masterwork Silver Dagger +4 (1d4-1/19-20/x2) ... Unarmed Strike +3 (1d3/20/x2) [b]Ranged[/b] Darkwood Shortbow +7 (1d6/x3) [b]Special Attacks [/b]Sneak Attack +3d6 [b]Spellcasting[/b] Melee Touch +3, Ranged Touch +6[/indent] [b][u]STATISTICS[/b][/u] [indent][b]Str[/b] 10, [b]Dex[/b] 16, [b]Con[/b] 14, [b]Int[/b] 23 (25), [b]Wis[/b] 6, [b]Cha[/b] 14, [b]Spd[/b] 20 ft. [b]Feats[/b] Augment Summoning, Craft Wondrous Item, Rogue Weapon Proficiences, Rogue Armor Proficiencies, Scribe Scroll, Spell Focus: Conjuration, Superior Summoning, Wizard Weapon Proficiencies [b]Traits[/b] Fast-Talker, Rostlander [b]Skills[/b] Appraise +11, Bluff +18, Craft (tattoo) +15, Diplomacy +10, Disable Device +11, Escape Artist +7, Fly +11, Handle Animal +7, Knowledge (arcana) +15, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +15, Perception +6, Ride +4, Sense Motive +6, Sleight of Hand +7, Spellcraft +15, Stealth +11, Use Magic Device +10 [b]Languages[/b] Abyssal, Aquan, Auran, Boggard, Common, Daemonic, Draconic, Elven, Goblin, Halfling, Ignan, Infernal, Terran, Undercommon[/indent] [b][u]WIZARD CONJURER[/B][/u] [indent][b]Familiar[/b]: +3 Bluff and Alertness. May deliver touch spells. Empathic link. Shared spells. Speak with Familiar. [b]Opposition Schools[/b]: Divination and Enchantment- Must spend 2 slots to cast spells from opposed schools. [b]Acid Dart[/b] (10/day) (Su) 30' Ranged touch attack deals 1d6+2 Acid damage. [b]Augment Summoning[/b] Summoned creatures have +4 to Strength and Constitution. [b]Spell Focus[/b]: Conjuration Spells from one school of magic have +1 to their save DC. [b]Superior Summoning[/b] When summoning more than one creature, summon an extra one [b]Summoner's Charm[/b] (+2r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).[/indent] [b][u]ROGUE CHARLATAN[/B][/u] [indent][b]Evasion (Ex)[/b] If you succeed at a Reflex save for half damage, you take none instead. [b]Major Magic (Vanish) (2/day) (Sp)[/b] 1st-level spell becomes a Spell Like ability [b]Minor Magic (Ghost Sound) (3/day) (Sp)[/b] A Cantrip becomes a Spell Like ability [b]Natural Born Liar (Ex)[/b] Creatures deceived by Bluff check take a -2 penalty vs your Bluff checks for 24 hours. [b]Rumormonger (2/week) (Ex)[/b] Use Bluff to spread a rumor through a community. [b]Sneak Attack +3d6[/b] +3d6 damage if you flank your target or your target is flat-footed. [b]Uncanny Dodge (Ex)[/b] Retain Dex bonus to AC when flat-footed.[/indent][/size] [u][b][size=+1]Arcane Familiar - Harvey[/size][/b][/u] [size=1]Male Snake, Viper, CG Tiny Magical Beast ((animal)) [b]Init[/b] +3; [b]Senses[/b] Low-Light Vision, Scent; Perception +12 [b][u]DEFENSE[/u][/b] [indent][b]AC[/b] 19, [b]touch[/b] 15, [b]flat-footed[/b] 16 . . (+3 Dex, +2 size, +4 natural) [b]Hit Points[/b] 20 (1d8-1) [b]Fort[/b] +1, [b]Ref[/b] +5, [b]Will[/b] +5 [b]CMD[/b] 10 (can't be tripped)[/indent] [b][u]OFFENSE[/B][/U] [indent][b]Base Atk[/b] +2; [b]CMB[/b] +3; [b]Melee Bite[/b] (Snake, Viper) +7 (1d2-3/x2) [b]Special Attacks[/b] Poison: Bite—Injury (DC 9)[/indent] [b][u]STATISTICS[/b][/u] [indent][b]Str[/b] 4, [b]Dex[/b] 17, [b]Con[/b] 8, [b]Int[/b] 8, [b]Wis[/b] 13, [b]Cha[/b] 2, [b]Speed[/b] 20 ft., Climbing (20 feet), Swimming (20 feet)[/indent][/size] [u][b][size=+1]Henry[/size][/b][/u] [size=1]Male Donkey, NN Medium Animal [b]Init[/b] +1; [b]Senses[/b] Low-Light Vision, Scent; Perception +5 [b][u]DEFENSE[/u][/b] [indent][b]AC[/b] 11, [b]touch[/b] 11, [b]flat-footed[/b] 10 . . (+1 Dex) [b]Hit Points[/b] 13 (2d8+4) [b]Fort[/b] +5 (+4 vs. suffocation or hot or cold environments), [b]Ref[/b] +4, [b]Will[/b] +0 [b]CMD[/b] 13 (17 vs. Trip)[/indent] [b][u]OFFENSE[/B][/U] [indent][b]Base Atk[/b] +1; [b]CMB[/b] +2; [b]Melee Hooves[/b] x2 (Donkey) +2 x2 (1d3+1/x2)[/indent] [b][u]STATISTICS[/b][/u] [indent][b]Str[/b] 13, [b]Dex[/b] 13, [b]Con[/b] 14, [b]Int[/b] 2, [b]Wis[/b] 11, [b]Cha[/b] 4, [b]Speed[/b] 30 ft.[/indent][/size]
Condition and Effects
Additional Information
Other Notes
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Stag’s Helm Aura faint divination; CL 5th Slot head; Price 3,500 gp; Weight 3 lbs. Description This striking helmet is crafted to resemble the skull of a mighty stag. Although made from bone, the antlers and helm are as strong as metal. When worn, the helm greatly enhances eyesight and hearing, granting a +2 competence bonus on Perception checks. In addition, once per day the helm may be called upon to enhance any ranged attack made by the wearer to make an insightful shot. Activating this ability is a free action, and once activated, your next ranged attack against a target within 30 feet is made as if that target were flat-footed against you—this allows a rogue to gain the benefit of sneak attack with this shot. If you don’t make a ranged attack within 1 round of activating this power, the insight fades and is wasted for that day. A worshiper of Erastil who wears this helm may utilize the insightful shot ability up to 3 times per day.