Gygax | Character Sheet (2020) | Dungeons & Dragons 3.5 | Statblocks & Sheets | World Anvil

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D & D 3.5e Character: Gygax
Description
NameGygax
Age2 (plus 305 years as a common mimic)
GenderMale
RaceArcane Mimic
ClassSpellthief LVL 5
Height125 Cubic ft size: Hippogriff
Weight1000 Lbs.
SkinBrown / Grey w/ blue glow
EyesYellow
HairRed (foot long Mohawk)
Information
Level5
ExperienceEvent Based
Fav. HandAmbidextrous
OriginDungeon "??????"
AlignmentNeutral Good
FaithFharlanghn (p.68)
Fav. ClassSpellthief/WildMage/Sorceror
BackgroundDungeon Creature
Carry Capacity348
Current Carry Weight41
Portrait
Abilities
 basictemporary
STR14 +2 --
DEX14 +2 --
CON15 +2 --
INT11 +0 --
WIS12 +1 --
CHA13 +1 --
Stats
HP48 of 48
HP temp0 of 0
AC27 AC
AC flat footed25 AC
AC touch12 AC
ConditionsAcid Immunity Mold Immunity Slime Immunity +1 spell against spells
Initiative +1
Hit Dice 1d6+3
Base Attack Bonus+2(Str) +3(Class)
Speed
Walking35
Loaded20
Running140
Travel30
Forced March50
Flying0
Swimming15
Climbing25
Saves
Fortitude +8 ( CON )
Reflex +8 ( DEX )
Willpower +11 ( WIS )
Weapons
NameMasterwork Long Sword +1
Att. Bonus Dmg Crit Range Type Weight Size
+6 1d8+1 19-20/x2 15 piercing 4 lbs medium
Specials
NameBleed
Att. Bonus Dmg Crit Range Type Weight Size
NA 2d6 DC 15 Ref Touch Bleed NA NA
Specials any magic items this hits will also take half the damage dealt
NamePseudopod, Magical Weapon
Att. Bonus Dmg Crit Range Type Weight Size
+5 2d6+4 x2 15 ft Bludgeon 0 N/A
Specials lvl 1&2 5ft reach every 2 lvls 5ft added, Magical Weapon
NameAdhesive Crush
Att. Bonus Dmg Crit Range Type Weight Size
+9 1d8+4 x2 15 ft Bludgeon Self Small
Specials after succesful pseudopod attack
Name+2 Sling
Att. Bonus Dmg Crit Range Type Weight Size
+7 1D6+2 x2 50 ft bludgeon 1 lbs small
Specials 8 fish hooked spider butt plugs +1 damage when victim moves 5ft
NameIncorporeal Touch
Att. Bonus Dmg Crit Range Type Weight Size
+5 1D6 NA Touch Touch 0 lbs NA
Specials When used AC drops 5 for 1 turn
NameBite
Att. Bonus Dmg Crit Range Type Weight Size
+5 1d6 19-20 Touch Pierce 0 lbs NA
Specials
NameWand of Wall of Fire
Att. Bonus Dmg Crit Range Type Weight Size
Specials Charges 26/50 p.298 Player Handbook
NameWand Of Summon Monster II
Att. Bonus Dmg Crit Range Type Weight Size
Specials Charges 8/50 p. 286 Player Handbook
NameConcealment Bonus
Att. Bonus Dmg Crit Range Type Weight Size
2 a day 50% NA Self Armor 0 lbs NA
Specials Not usable against ghost or vorpial weapons
Armor Sets & Shield
NameNatural
Type AC Max Dex Bonus Check Penalty Spell Failure Speed Weight
Natural 7 5 0 % Max 0 lbs
Specials
NameStudded Troll Leather Armor
Type AC Max Dex Bonus Check Penalty Spell Failure Speed Weight
Leather 4 5 -1 15 % 30 ft 20 lbs
Specials Troll poison resist +2
NameSize
Type AC Max Dex Bonus Check Penalty Spell Failure Speed Weight
Size -1 5 % max 0 lbs
Specials lvl 1:2, lvl 2:1, lvl 3:0, lvl 4:0, lvl 5:0, lvl 6:-1, lvl 7:-1, lvl 8:-2
Spell Slots
  SL 0 SL 1 SL 2 SL 3 SL 4 SL 5 SL 6 SL 7 SL 8 SL 9
known 1 2 0 0 0 0 0 0 0 0
per day 3 1 0 0 0 0 0 0 0 0
Belongings
Money: 17 cp, 24 sp, 20572 gp, 4767 pp
Items:
Light cure wounds x1
Moderate cure wounds x0
Gems value = 0 GP
Greataxe +1, bane, ghost-touch, Req: remove Curse
+1 Masterwork Long Swords


Language: Common, Under-dark, Goblin, Orc, Elvin, Dwarfish, Undercommon, Psionic, Draconic
Tonton (visual reading of his manurisms)
And can learn more by listening for 48 hours combined.

Troll Language : 20 minutes
Primal Language: 5 minutes
Giant Language : 10 minutes
Toth Script : 1 minunte

Dark-vision: 60 ft

Alertness: +2 listen, spot checks
Lightning Reflexes: +2 reflex saves

Hatred of a thousand slugs: Favored enemy (Vermin type) Gygax gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Arcane Blood: Once per day, if a creature that the mimic can see within 60ft of it casts a spell you already know. You can use an immediate action to cast the same spell back, sacrificing your highest spell slot available in exchange for the countering the spell. Spells limited to 5th level that this ability can effect. (edited)

Magical understanding, you can now 3/day cast Detect Magic (CL 1)

Weapon Focus (Slam/Crush): +1 attack roll

Adhesive: DC16 STR Save, can use and cancel at will.

Mimic Shape: can be any object as long as it is the same cubic size as my character.

Sneak Attack: +2d6 when flanking or target denied Dex bonus

Steal Spell: (0 or 1st) can only be used when success on sneak attack and steal spell effect on self instead of do damage page (2 Steals)
16 Complete Adventurer

Steal Energy Resistance 10:
lasts 1 minute or until spell expires. Instead of 1d6 sneak attack damage may take 10 points of resistance.

Trap-finding: Use search skill to locate above DC 20, and use disable device to bypass a trap or disarm magic traps.

Detect Magic: times a day is = CHA score, 2. caster spell is equal to spell thief level.

Spellgrace: +1 competence bonus save against spells.

Steal Spell Effect: pg. 16-18 Complete Adventurer.

Steal Spell Like Ability: pg. 19 Complete Adventurer
Forgo 1d6 sneak attack and steal a spell, must be
used withiin 1 minute of stealing.

Shadow Sibling:
Despite their appearance, shadow siblings are not undead, just immaterial. A shadow sibling is twin to the daelkyr half-blood with which it was birthed (see page 37), or to the other character who later grows or acquires one. A shadow sibling does not speak any language, but it understands Undercommon.
Combat
A shadow sibling can attach itself only to a willing or helpless host (as a full-round action). In general, a creature seeks out a shadow sibling (or grows one, as in the case of a half-blood) to gain its benefits. A shadow sibling completely bonds with its host, melding flesh with incorporeal substance. Attaching or removing a shadow sibling deals 1d3 points of Wisdom damage. Host Benefit: A shadow sibling settles around its host
like a second skin, granting the host protection from some physical attacks. While wearing a shadow sibling, a creature can gain 50% concealment against any single attack as an immediate action. You must decide whether to use this benefit before you know the result of the attack roll.

The creature can use this ability a number of times per day equal to its Constitution modifier (minimum once per day). This concealment has no effect against weapons or effects that ignore the miss chance of incorporeal creatures (such as force effects or weapons enhanced with the ghost touch
special ability). Using this ability does not provoke attacks of opportunity. Moreover, a shadow sibling partly blocks ambient light, giving the host creature and its equipment a shadowy appearance even in full daylight. This effect grants the host a +4 circumstance bonus on Hide checks. While attached to the host, a shadow sibling does not make any attacks of its own.

Corrupting Touch (Ex): If a shadow sibling makes a successful touch attack, it disrupts a foe with its ability to bond flesh, dealing 1d6 points of damage.

Symbiont Traits: See page 299 of the EBERRON Campaign Setting.

Telepathy (Su): A shadow sibling can communicate telepathically with its host, if its host has a language.
Notes

Can use Mimic Shape and take all worn belongs and put inside body to hide them as well as make myself that little bit bigger.

Every level up makes the mimic double in size, level 8 is the final size.
At level 6 a 5% compress ability is added and every level after +5%. With this ability AC goes up 1 for every 10% compressed. Level 19 is the final level to gain 5% compression ability.

Quirk: You are literal-minded. You do not understand metaphors, similes, hyperbole, sarcasm, or irony, and take anything said at face value based on the exact meaning of the words.

Magic: As far as magic goes I could be considered a wild mage as I have no true control of any magic I use. This includes magic devices. I have a 20% chance of success. Fails will be in the same class and level as the intended spell but will be random and be at the same target if possible.

Items my mimic Gygax can transform into: All items on list will have the same mass or weight as my character.
All items Gygax has eaten and can therefore become.
• Necklace (gold, silver, iron, bronze)
• Ring (gold, silver, iron, bronze)
• Quill
• Backpack (small, medium)
• Blanket
• Pillow
• Boots (leather with or without metal)
• Shirt (linen and leather)
• Pants (linen and leather)
• Gloves
• Cloak (wool, linen, leather)
• Lantern
• Plate (wood and metal)
• Mug or tankard (wood and metal)
• Plant (small with or without flower)
• Stool
• Torch unlit
• Dagger
• Small shield or buckler
• Rock (various minerals)
• Precious gems (various types and shapes)
• Coins (various minerals and currencies)
• Sling (with or without ammunition)
• Crossbow broken (small)
• Quiver (with or without bolts or arrows)
• Utensils or tools in a pile
• Rope
• Candles unlit
• Caltrops (non-lethal damage)
• Parchment
• Chainmail shirt
• Bracers (leather or iron)
• Chest armor (leather or iron)
• Leg armor (upper and lower, Lether or iron)
• Helm (leather or iron)
• Pile of trash
-flint and steel
-wooden holy symbol
-shocked morph troll head
-plate with squiggling tentacles covered in sauce
-troll currency
-small glass jar with a lid
  • Merlock Head
  • Tonton Scoot
  • • Treasure chest (small, 51 legs optional for mobility)



    Feats:
    Toughness = +3HP
    Eschew Materials = No Material need in Spells







    https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/18708-the-mimic-book-of-mimics
    Skills
    Skill NameBase AttrBonus
    Appraise INT +2
        Autohypnosis WIS +1
    Balance DEX +2
    Bluff CHA +2
    Climb STR +9
    Concentration CON +3
    Craft: Bags INT +5
        Craft: INT 0
        Craft: INT 0
    Decipher Script INT +2
    Diplomacy CHA +1
    Disable Device INT +3
    Disguise CHA +10
    Escape Artist DEX +7
    Forgery INT 0
    Gather Information CHA +3
        Handle Animal CHA +1
        Heal WIS +1
    Hide DEX +16
    Intimidate CHA +4
    Jump STR +4
    Knowledge: Dungeon INT +4
    Knowledge: Arcana INT +4
    Knowledge: Local INT +2
        Knowledge: INT 0
        Knowledge: INT 0
    Listen WIS +5
    Move Silently DEX +9
    Open Lock DEX +5
    Perform: CHA +2
        Perform: CHA +1
        Perform: CHA +1
    Profession: Mercenary WIS +4
        Profession: WIS +1
        Psicraft INT 0
        Ride DEX +2
    Search INT +5
    Sense Motive WIS +3
    Sleight of Hand DEX +7
        Spellcraft INT 0
    Spot WIS +6
        Survival WIS +1
    Swim STR +3
    Tumble DEX +3
    Use Magic Device CHA +4
        Use Psionic Device CHA +1
    Use Rope DEX +2
    Grapple STR +16
    Sense Heat WIS +6
    Sense Light WIS +6
    Sense Vibration WIS +6
    Spellcraft INT +2
    ™ & © Wizards of the Coast
    D & D 3.5e Character Sheet v1.01, made by Tillerz - Updated: 2024-05-11

    The statblocks of your features

    The statblocks of your proficiencies

    Statblocks for your spells.

    Level 0 Spells

    Detect Magic - Divination
    LevelBrd 0, Clr 0, Drd 0, Sor/Wiz 0
    Components V S
    XP Cost
    Casting Time1 standard action
    Range60 ft.
    TargetCone-shaped emanation
    DurationConcentration, up to 1 min./level (D)
    Saving ThrowNone
    Spell ResistanceNo
    Description
    You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

    1st Round
    Presence or absence of magical auras.

    2nd Round
    Number of different magical auras and the power of the most potent aura.

    3rd Round
    The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

    Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

    Aura Strength
    An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

    Spell or Object Aura Power
    Faint Moderate Strong Overwhelming
    Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
    Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
    Lingering Aura
    A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

    Original Strength Duration of Lingering Aura
    Faint 1d6 rounds
    Moderate 1d6 minutes
    Strong 1d6×10 minutes
    Overwhelming 1d6 days
    Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

    Each round, you can turn to detect magic 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.

    Detect magic can be made permanent with a permanency spell.

    Level 1 Spells

    Critical Strike - Divination
    LevelAssassin 1, Bard 1, Sorcerer 1, Wizard 1,
    Components V
    XP Cost
    Casting Time1 swift action
    RangePersonal
    TargetYou
    Duration1 round
    Saving Throw
    Spell Resistance
    Description
    Upon uttering the ancient phrase that completes the spell, you feel the weapon in your hand drawn toward a creature standing nearby.

    Whenever you make a melee attack agains a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon's threat range is doubled(as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made to confirm critical threats. The increased threat range granted by this spell doesn't stack with any other effect that increases your weapon's threat range. Creatures immune to extra damage from sneak attacks are immne to the extra damage dealt by your attacks
    Magic Missile - Evocation [Force]
    LevelSor/Wiz 1
    Components V S
    XP Cost
    Casting Time1 standard action
    RangeMedium (100 ft. + 10 ft./level)
    TargetUp to five creatures, no two of which can be more than 15 ft. apart
    DurationInstantaneous
    Saving ThrowNone
    Spell ResistanceYes
    Description
    A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

    The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

    For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

    Level 5 Spells

    Dominate person - Enchantment (Compulsion) [Mind-Affecting]
    Level Brd 4, Sor/Wiz 5
    Components V S
    XP Cost
    Casting Time1 round
    RangeClose (25 ft. + 5 ft./2 levels)
    TargetOne Humanoid
    DurationOne day/level
    Saving ThrowWill negates
    Spell ResistanceYes
    Description
    You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.

    If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

    Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

    Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

    By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

    Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

    If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

    Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

    Created by

    Kultach.

    Statblock Type

    Character Sheet (2020)

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