Name | Cyan Lightpetal |
Age | 118 |
Gender | Female |
Race | Elf |
Class | Ranger |
Height | 5'0" |
Weight | 110 |
Skin | White |
Eyes | Cyan |
Hair | Cyan |
Level | 6 |
Experience | |
Fav. Hand | Ambidextrous |
Origin | |
Alignment | Chaotic Good |
Faith | Tymora |
Fav. Class | Ranger |
Background | |
Carry Capacity | 115 |
Current Carry Weight | 0 |
basic | temporary | |||
STR | 11 | +0 | - | - |
DEX | 20 | +5 | - | - |
CON | 12 | +1 | - | - |
INT | 12 | +1 | - | - |
WIS | 14 | +2 | - | - |
CHA | 8 | -1 | - | - |
HP | 39 of 39 |
HP temp | of |
AC | 18 |
AC flat footed | 13 |
AC touch | 15 |
Conditions | |
Initiative | ++5 |
Hit Dice | 6d10 |
Base Attack Bonus | 6 |
Walking | 30 |
Loaded | 20 |
Running | 120 |
Travel | |
Forced March | |
Flying | |
Swimming | |
Climbing |
Fortitude | +8 ( CON ) |
Reflex | +16 ( DEX ) |
Willpower | +7 ( WIS ) |
Name | Masterwork Composite Long Bow | |||||
---|---|---|---|---|---|---|
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
+13/+8 | 1D8 | X3 | 165 | Piercing | 3lb | Medium |
Specials | ||||||
Name | Short Sword | |||||
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
+6/+1 | 1d6 | 19-20 x2 | 5ft | Piercing | 2lbs | Medium |
Specials |
Name | +1 Mithril Chainmail | |||||
---|---|---|---|---|---|---|
Type | AC | Max Dex Bonus | Check Penalty | Spell Failure | Speed | Weight |
5 | 6 | 0 | 10 % | 30 | 12.5 | |
Specials |
SL 0 | SL 1 | SL 2 | SL 3 | SL 4 | SL 5 | SL 6 | SL 7 | SL 8 | SL 9 | |
---|---|---|---|---|---|---|---|---|---|---|
known | ||||||||||
per day |
Skill Name | Base Attr | Bonus |
---|---|---|
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 |
The statblocks of your features
The statblocks of your proficiencies
Statblocks for your spells.
Level | Brd 1, Rgr 1, Sor/Wiz 1 |
Components | V S F |
XP Cost | |
Casting Time | 1 standard action |
Range | Close (25 ft. + 5 ft./2 levels) |
Target | 20-ft.-radius emanation centered on a point in space |
Duration | 2 hours/level (D) |
Saving Throw | none |
Spell Resistance | no |
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 |
Level | Cleric 1, Adept 1, Ebonmar Infiltrator 1, Divine Bard 1, Wu Jen 1, Death Master 1, Savant 1 |
Components | V S |
XP Cost | 0 |
Casting Time | 1 Standard |
Range | Long (400 ft. + 40 ft./level) |
Target | Cone Shaped Emanation |
Duration | Concentration, up to 10 min/level |
Saving Throw | None |
Spell Resistance | No |
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. |
Level | Bard 1, Ranger 1, Sorcerer 1, Wizard 1 |
Components | V |
XP Cost | |
Casting Time | 1 round |
Range | 10 miles/level |
Target | 10 miles/level radius circle, centered on you |
Duration | Instantaneous |
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. |
Level | Ranger 1, Cleric 2, Druid 2 |
Components | V S M |
XP Cost | |
Casting Time | 1 standard action |
Range | Personal |
Target | You |
Duration | 10 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. |