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Alignment
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Class
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Level
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Total Skill Points:
0
Feats & Special Abilities
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Total Weight:
0
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Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
2200g
Languages
Description
Personality
Character Traits
Quick You are fast, but less sturdy than average members of your race. Benefi t: Your base land speed increases by 10 feet (if you don’t have a land speed, apply the benefi t to whichever of your speeds is highest). Drawback: Subtract 1 from your hit points gained at each level, including 1st (a result of 0 is possible). Special: You must have a Constitution of 4 or higher to select this trait. Roleplaying Ideas: Characters with this trait typically try to stay away from physical combat, but a rare few might relish it, striving to see if their superior speed is enough to best hardier warriors.
Character Flaws
Frail You are thin and weak of frame. Effect: Subtract 1 from the number of hit points you gain at each level. This fl aw can reduce the number of hit points you gain to 0 (but not below). Special: You must have a Constitution of 4 or higher to take this fl aw.
Contacts / Friends
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=406279][B][SIZE=+1]Olaf[/SIZE][/B][/URL] N Norn Totomist, [B]Level[/B] 10, [B]Init[/B] +1, [B]HP[/B] 89/89, [B]DR[/B] 4, [B]Speed[/B] 40 [B]AC[/B] 22, [B]Touch[/B] 11, [B]Flat-footed[/B] 21, [B]Fort[/B] +11, [B]Ref[/B] +8, [B]Will[/B] +5, [B]Base Attack Bonus[/B] +7/+2 [B]3 essentia Girriallan claws [/B] +14/+12/+12/+12/+7 (1d6+7, 20*2) [B] Displacer tenticles [/B] +11/+11/+6 (1d6+4, 20*2) [B]2 essentia, attack Soulspark attack [/B] +7 (1d4+3, 20*2) [B]+3 chainmail, Fly on command, as spell, once per day Celestrial armor[/B] (+7 Armor, +1 Dex, +4 Natural) [B]Abilities[/B] Str 18, Dex 12, Con 18, Int 12, Wis 14, Cha 12 [B]Condition[/B] None
Condition and Effects
Additional Information
Other Notes
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Soulmelds: 6 Essentia: 7 Chakra binds: 3 Soulmelds Shaped: GIRALLON ARMS ((Bound to totem chakra)) [Essentia: 3] Saving Throw: None Totemists hope to claim the savage ferocity of the girallon as their own by shaping this meld. Known for its great strength and fi erce claws, the girallon is a totem of power and aggression. Your girallon arms grant you a +2 competence bonus on Climb checks and grapple checks. Essentia: Every point of essentia invested in your girallon arms increases the bonus on Climb checks and grapple checks by 2. Chakra Bind (Totem) You gain four claws that you can use as natural weapons, dealing 1d4 points of damage with each claw. You can make a single claw attack as a primary attack, using your full attack bonus and adding your Strength bonus on your damage roll. You can make up to three additional claw attacks as secondary attacks, following either a primary claw attack or an attack with a weapon. These secondary attacks have a –5 penalty on the attack rolls and apply half your Strength bonus on damage. If you have a shield in your off hand, you cannot make any secondary claw attacks. Every point of essentia you invest in your girallon arms grants you a +1 enhancement bonus on attack rolls and damage rolls with your claw attacks. WORMTAIL BELT [Essentia: 2] Saving Throw: See text The purple worm is one of the most feared magical beasts, particularly by those who live or adventure far beneath the surface of the earth. Many have despaired of ever penetrating its thick hide before dying in its gullet or being poisoned by the stinger at the tip of its tail. This soulmeld, particularly common among totemists in underground communities, is an attempt to emulate the awesome protection and the dangerous power of the purple worm. 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.) Essentia: The enhancement bonus to your natural armor bonus increases by 1 for every point of essentia you invest in your wormtail belt. TOTEM AVATAR ((Chakra bound to shoulders)) Saving Throw: None You shape incarnum into an imposing avatar of bestial power. This corporeal shape fits over your clothing and armor, but it makes you seem like a hulking gray render in outline and features. Your actual body is only barely visible within the gray, hairless form. The render’s broad shoulders and sinewy arms encompass yours and extend beyond them to translucent clawed hands scraping the ground. To some totemists, the greatest of the magical beasts are those that walk upright like humanoids but embody raw physical power—gray renders, owlbears, rampagers (described in Monster Manual II), blood apes (described in Monster Manual II), and the dreaded tarrasque. All of these creatures are totems of body strength, with the various abilities that come with physical might. By default, the avatar resembles a gray render in its outline and features, but it changes to resemble different magical beasts if you bind it to a chakra. The totem avatar 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. Essentia: You gain an enhancement bonus to your natural armor bonus equal to the number of points of essentia you invest in your totem avatar. Chakra Bind (Shoulders) Your natural weapons (whether from soulmelds or other sources) deal damage as if you were one size category larger. DISPLACER MANTLE (Chakra bound to Totem)) [Essentia: 2] Descriptors: None Classes: Totemist Chakra: Shoulders (totem) Saving Throw: None Displacer beasts are vicious predators, but to the totemist they symbolize stealth and deception. With this soulmeld, you hope to claim the displacer beast’s light-bending deception to conceal and protect yourself. The displacer mantle slightly blurs your outline, providing a +4 competence bonus on Hide checks. Essentia: The competence bonus on Hide checks increases by 2 for every point of essentia invested in this soulmeld. Chakra Bind (Totem) As a full-round action, you can make two tentacle attacks using your full base attack bonus. Each tentacle deals 1d4 points of damage plus your Strength modifier. The tentacles have reach equal to your normal natural reach plus 5 feet; however, you do not have sufficient control over the tentacles to make attacks of opportunity with them. Every point of essentia invested in the displacer mantle grants you a +1 enhancement bonus on damage rolls made with the tentacle attacks. RAGECLAWS Saving Throw: None While you wear your rageclaws, you can continue to fight without penalty if you are disabled or dying. When reduced to 0 hit points, you can act as if you weren’t disabled (that is, you ignore the normal restriction to only a single move or standard action per turn). You do not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 hit points. When reduced to –1 to –9 hit points, you do not fall unconscious. You do not automatically lose 1 hit point each round when at –1 to –9 hit points. When your current hit points drop to –10 or lower, you immediately die. Essentia: Investing essentia in rageclaws increases the range of negative hit points at which you can continue functioning. Every point of essentia invested effectively reduces the point at which you die by 3 (such as from –10 to –13). You can continue to fi ght without penalty until you reach that hit point total. If your essentia investment in this soulmeld is reduced (whether voluntarily or involuntarily) and your current hit point total is at or below the point at which you would die, you immediately die. For example, if you are currently at –16 hit points and reduce your essentia investment from 3 points to 2 points, you would die (since your new point of death would be –16). THREEFOLD MASK OF THE CHIMERA Saving Throw: None Totemists look to chimeras as a representation of multiplicity united. In a certain sense, they are the patrons of meldshaping itself—uniting disparate elements of beast souls and humanoid bodies to create powerful effects. At the simplest level, the threefold mask of the chimera grants you the ability to focus your attention in multiple directions simultaneously. You can’t be flanked while this soulmeld is shaped. Essentia: Every point of essentia invested in your threefold mask grants you a +1 competence bonus on Search and Spot checks. SOULSPARK FAMILIAR ((Added via the shape soulmeld feat)) Saving Throw: None Soulspark familiars are nearly constant companions of some meldshapers, filling the role of a loyal defender, a confidant, a guard, or sometimes simply a light to show the way. You shape a small mote of soul energy called a least soulspark, which accompanies you and can attack your foes at your direction. The presence of the soulspark grants you the Alertness feat. The soulspark follows you, typically hovering near your shoulder. If the soulspark is more than 10 feet from you at the end of its turn, it unshapes. You can communicate empathically with the soulspark, and directing it to attack a creature is a free action. A soulspark familiar whose creator is incapable of issuing new directions follows its last command as long as it is able, after which it returns to hover over its creator. If the soulspark is reduced to 0 or fewer hit points, the meld unshapes. The least soulspark is a new creature detailed on page 197. A soulspark formed by this soulmeld does not have the incarnum shroud ability normally possessed by such creatures, nor does it have an essentia pool. Essentia: When you allocate essentia to your soulspark familiar, you can select one of the following effects. All essentia invested must be put toward the same effect. Align Attack: The first point of essentia invested makes the soulspark’s attack good, evil, lawful, or chaotic, as you choose, allowing it to bypass the damage reduction of certain creatures, usually outsiders of the opposite alignment. Every point beyond the first grants the soulspark a +1 bonus on damage against any creature of the opposing alignment. Attack Bonus: Every point of essentia grants the soulspark a +1 bonus on its attack rolls and damage rolls. Deflection Bonus: Every point of essentia grants the soulspark a +1 deflection bonus to Armor Class. Healing: Every point of essentia invested grants the soulspark a certain amount of fast healing. A least soulspark gains fast healing equal to 1 × the points of essentia invested, a lesser soulspark gains fast healing equal to 2 × the points of essentia invested, a standard soulspark gains fast healing equal to 3 × the points of essentia invested, and a greater soulspark gains fast healing equal to 4 × the points of essentia invested. Saving Throw Bonus: Every point of essentia grants the soulspark a +1 resistance bonus on all saving throws. Soulspark: LEAST SOULSPARK Tiny Outsider (Alignment*, Incarnum, Native) Hit Dice: 2d8+4 (13 hp) Initiative: +5 Speed: 20 ft. (4 squares), fl y 30 ft. (perfect) Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 12, fl at-footed 13 Base Attack/Grapple: +2/–6 Attack: Soul blast +5 ranged (1d4+1) Full Attack: Soul blast +5 ranged (1d4+1) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Soul blast Special Qualities: Amorphous, damage reduction 1/alignment**, evasion Saves: Fort +5, Ref +4, Will +4 Abilities: Str 10, Dex 13, Con 15, Int 6, Wis 13, Cha 13 Skills: Diplomacy +3, Hide +14, Knowledge (history) +3, Listen +6, Move Silently +6, Sense Motive +6, Spot +6 Feats: Improved Initiative Environment: Any Organization: Solitary, pair, or fl ood (3–8) Challenge Rating: 1 Treasure: Standard Alignment: Always chaotic neutral, lawful neutral, neutral good, or neutral evil Advancement: 3 HD (Tiny) Level Adjustment: —