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D & D 3.5e Character: Cyan Lightpetal
Description
NameCyan Lightpetal
Age118
GenderFemale
RaceElf
ClassRanger
Height5'0"
Weight110
SkinWhite
EyesCyan
HairCyan
Information
Level6
Experience
Fav. HandAmbidextrous
Origin
AlignmentChaotic Good
FaithTymora
Fav. ClassRanger
Background
Carry Capacity115
Current Carry Weight0
Portrait
Abilities
 basictemporary
STR11 +0 --
DEX20 +5 --
CON12 +1 --
INT12 +1 --
WIS14 +2 --
CHA8 -1 --
Stats
HP39 of 39
HP temp of
AC18
AC flat footed13
AC touch15
Conditions
Initiative ++5
Hit Dice 6d10
Base Attack Bonus6
Speed
Walking30
Loaded20
Running120
Travel
Forced March
Flying
Swimming
Climbing
Saves
Fortitude +8 ( CON )
Reflex +16 ( DEX )
Willpower +7 ( WIS )
Weapons
NameMasterwork Composite Long Bow
Att. Bonus Dmg Crit Range Type Weight Size
+13/+8 1D8 X3 165 Piercing 3lb Medium
Specials
NameShort Sword
Att. Bonus Dmg Crit Range Type Weight Size
+6/+1 1d6 19-20 x2 5ft Piercing 2lbs Medium
Specials
Armor Sets & Shield
Name+1 Mithril Chainmail
Type AC Max Dex Bonus Check Penalty Spell Failure Speed Weight
5 6 0 10 % 30 12.5
Specials
Spell Slots
  SL 0 SL 1 SL 2 SL 3 SL 4 SL 5 SL 6 SL 7 SL 8 SL 9
known
per day
Belongings
Money: cp, sp, gp, pp
Notes

Skills
Skill NameBase AttrBonus
    Appraise INT +1
    Autohypnosis WIS +2
    Balance DEX +5
    Bluff CHA -1
Climb STR 0
Concentration CON +1
Craft: INT +1
    Craft: INT +1
    Craft: INT +1
    Decipher Script INT +1
    Diplomacy CHA -1
    Disable Device INT +1
    Disguise CHA -1
    Escape Artist DEX +5
    Forgery INT +1
    Gather Information CHA -1
Handle Animal CHA -1
Heal WIS +11
Hide DEX +5
    Intimidate CHA -1
Jump STR +6
Knowledge: INT +1
Knowledge: INT +1
Knowledge: INT +1
    Knowledge: INT +1
    Knowledge: INT +1
Listen WIS +11
Move Silently DEX +14
    Open Lock DEX +5
    Perform: CHA -1
    Perform: CHA -1
    Perform: CHA -1
Profession: WIS +2
    Profession: WIS +2
    Psicraft INT +1
Ride DEX +5
Search INT +7
    Sense Motive WIS +2
    Sleight of Hand DEX +5
    Spellcraft INT +1
Spot WIS +11
Survival WIS +11
Swim STR +6
    Tumble DEX +5
    Use Magic Device CHA -1
    Use Psionic Device CHA -1
Use Rope DEX +5
™ & © Wizards of the Coast
D & D 3.5e Character Sheet v1.01, made by Tillerz - Updated: 2024-05-11

The statblocks of your features

Far Shot - general
Description
You can get greater distance out of a ranged weapon.
Prerequisite
Point Blank Shot
Benefit
When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.
Manyshot - General, Fighter Bonus Feat
Description
You can fire multiple arrows simultaneously against a nearby target.
Benefit
As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four). Damage reduction and other resistances apply separately against each arrow fired.
Special
Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Manyshot as one of his fighter bonus feats (see page 38). A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48)
Point Blank Shot - General, Fighter Bonus Feat
Description
You are skilled at making well-placed shots with ranged weapons at close range.
Benefit
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Rapid Shot - General, Fighter Bonus Feat
Description
You can use ranged weapons with exceptional speed.
Prerequisite
Point Blank Shot, Dex 13
Benefit
You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action (see page 143) to use this feat.
Special
A fighter may select Rapid Shot as one of his fighter bonus feats (see page 38). A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48).
Improved Rapid Shot - General, Fighter Bonus Feat
Description
You are an expert at firing weapons with exceptional speed.
Prerequisite
Manyshot, Point Blank Shot, Rapid Shot
Benefit
When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls.
Special
A fighter may select Improved Rapid Shot as one of his fighter bonus feats.

The statblocks of your proficiencies

Statblocks for your spells.

Level 1 Spells

Alarm - Abjuration
LevelBrd 1, Rgr 1, Sor/Wiz 1
Components V S F
XP Cost
Casting Time1 standard action
RangeClose (25 ft. + 5 ft./2 levels)
Target20-ft.-radius emanation centered on a point in space
Duration2 hours/level (D)
Saving Thrownone
Spell Resistanceno
Description
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm.

Alarm can be made permanent with a permanency spell.

Arcane Focus: A tiny bell and a piece of very fine silver wire
Detect Animals or Plants - Divination
LevelCleric 1, Adept 1, Ebonmar Infiltrator 1, Divine Bard 1, Wu Jen 1, Death Master 1, Savant 1
Components V S
XP Cost0
Casting Time1 Standard
RangeLong (400 ft. + 40 ft./level)
TargetCone Shaped Emanation
DurationConcentration, up to 10 min/level
Saving ThrowNone
Spell ResistanceNo
Description
You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face.
You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round.
The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.
1st Round: Presence or absence of that kind of animal or plant in the area.
2nd Round:Number of individuals of the specified kind in the area, and the condition of the healthiest specimen.
3rd Round: The condition (see below) and location of each individual present.
If an animal or plant is outside your line of sight, then you discern its direction but not its exact location.
Conditions: For purposes of this spell, the categories of condition are as follows:Normal: Has at least 90% of full normal hit points, free of disease.
Fair: 30% to 90% of full normal hit points remaining.
Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.
If a creature falls into more than one category, the spell indicates the weaker of the two.
Each round you can turn to detect a kind of animal or plant in a new area.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
The DM decides if a specific kind of animal or plant is present.
Locate City - Divination
LevelBard 1, Ranger 1, Sorcerer 1, Wizard 1
Components V
XP Cost
Casting Time1 round
Range10 miles/level
Target10 miles/level radius circle, centered on you
DurationInstantaneous
Saving Throw
Spell Resistance
Description
You sense the distance and direction to the nearest community of a minimum size designated by you at the time of casting.
For instance, you could choose to find the nearest community at least as large as a village, or you could choose to locate only the nearest metropolis.
This spell measures the distance to the "nearest"
community as the minimum distance one would have to travel to reach the city without moving through solid objects.
Thus, a caster on the surface isn't likely to locate a subterranean city half a mile beneath his feet, even if the next closest community is 5 miles away overland.
Healing Lorecall - Divination
LevelRanger 1, Cleric 2, Druid 2
Components V S M
XP Cost
Casting Time1 standard action
RangePersonal
TargetYou
Duration10 minutes/level
Saving Throw
Spell Resistance
Description
With a mint leaf under your tongue, you whisper quiet words of soothing comfort. You feel a divine touch guiding your healing hand.

A caster with 5 or more ranks in Heal can, when casting a conjuration (healing) spell, choose to remove any one of the following conditions affecting the subject of the spell, in addition to the spell's normal effects: dazed, dazzled, or fatigued. A caster with 10 or more ranks in Heal can choose from the following conditions in addition to those above: exhausted, nauseated, or sickened.

Also, when determining the amount of damage healed by your conjuration (healing) spells, you can substitute your total ranks in Heal for your caster level. The normal caster level limit for individual spells still applies; thus, a 3rd-level cleric with 6 ranks in Heal when under the effect of healing lorecall cures 1d8+5 points of damage with a cure light wounds spell.

Material Component: A mint leaf.

Created by

sethschmitz784.

Statblock Type

Character Sheet (2020)

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