Name | Gygax |
Age | 2 (plus 305 years as a common mimic) |
Gender | Male |
Race | Arcane Mimic |
Class | Spellthief LVL 6 |
Height | 216 Cubic ft size: Frost Giant |
Weight | 2000 Lbs. |
Skin | Brown / Grey w/ blue glow |
Eyes | Yellow |
Hair | Red (foot long Mohawk) |
Level | 6 |
Experience | Event Based |
Fav. Hand | Ambidextrous |
Origin | Dungeon "??????" |
Alignment | Neutral Good |
Faith | Fharlanghn (p.68) |
Fav. Class | Spellthief/WildMage/Sorceror |
Background | Dungeon Creature |
Carry Capacity | 525 |
Current Carry Weight | 35 |
basic | temporary | |||
STR | 14 | +2 | - | - |
DEX | 14 | +2 | - | - |
CON | 15 | +2 | - | - |
INT | 11 | +0 | - | - |
WIS | 12 | +1 | - | - |
CHA | 13 | +1 | - | - |
HP | 57 of 57 |
HP temp | 0 of 0 |
AC | 28 AC |
AC flat footed | 26 AC |
AC touch | 12 AC |
Conditions | Acid Immunity Mold Immunity Slime Immunity +1 spell against spells |
Initiative | +5 |
Hit Dice | 1d6+3 |
Base Attack Bonus | +2(Str) +4(Class) |
Walking | 35 |
Loaded | 20 |
Running | 140 |
Travel | 30 |
Forced March | 50 |
Flying | 0 |
Swimming | 15 |
Climbing | 25 |
Fortitude | +10 ( CON ) |
Reflex | +10 ( DEX ) |
Willpower | +13 ( WIS ) |
Name | Masterwork Long Sword +1 | |||||
---|---|---|---|---|---|---|
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
+7 | 1d8+1 | 19-20/x2 | 15 | piercing | 4 lbs | medium |
Specials | ||||||
Name | Bleed | |||||
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 | |||||
Name | Pseudopod, Magical Weapon | |||||
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
+6 | 2d6+4 | x2 | 15 ft | Bludgeon | 0 | N/A |
Specials | lvl 1&2 5ft reach every 2 lvls 5ft added, Magical Weapon | |||||
Name | Adhesive Crush | |||||
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
+10 | 1d8+4 | x2 | 15 ft | Bludgeon | Self | Small |
Specials | after succesful pseudopod attack | |||||
Name | +2 Sling | |||||
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
+8 | 1D6+2 | x2 | 50 ft | bludgeon | 1 lbs | small |
Specials | 8 fish hooked spider butt plugs +1 damage when victim moves 5ft | |||||
Name | Incorporeal Touch | |||||
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
+6 | 1D6 | NA | Touch | Touch | 0 lbs | NA |
Specials | When used AC drops 5 for 1 turn | |||||
Name | Bite | |||||
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
+6 | 1d6 | 19-20 | Touch | Pierce | 0 lbs | NA |
Specials | ||||||
Name | Concealment 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 |
Name | Natural | |||||
---|---|---|---|---|---|---|
Type | AC | Max Dex Bonus | Check Penalty | Spell Failure | Speed | Weight |
Natural | 8 | 5 | 0 % | Max | 0 lbs | |
Specials | ||||||
Name | Studded 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 |
Name | Size | |||||
---|---|---|---|---|---|---|
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 |
SL 0 | SL 1 | SL 2 | SL 3 | SL 4 | SL 5 | SL 6 | SL 7 | SL 8 | SL 9 | |
---|---|---|---|---|---|---|---|---|---|---|
known | 1 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
per day | 3 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Skill Name | Base Attr | Bonus |
---|---|---|
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 |
The statblocks of your features
The statblocks of your proficiencies
Statblocks for your spells.
Level | Brd 0, Clr 0, Drd 0, Sor/Wiz 0 |
Components | V S |
XP Cost | |
Casting Time | 1 standard action |
Range | 60 ft. |
Target | Cone-shaped emanation |
Duration | Concentration, up to 1 min./level (D) |
Saving Throw | None |
Spell Resistance | No |
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 | Assassin 1, Bard 1, Sorcerer 1, Wizard 1, |
Components | V |
XP Cost | |
Casting Time | 1 swift action |
Range | Personal |
Target | You |
Duration | 1 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 |
Level | Sor/Wiz 1 |
Components | V S |
XP Cost | |
Casting Time | 1 standard action |
Range | Medium (100 ft. + 10 ft./level) |
Target | Up to five creatures, no two of which can be more than 15 ft. apart |
Duration | Instantaneous |
Saving Throw | None |
Spell Resistance | Yes |
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 | Sor/Wiz 1 |
Components | V F |
XP Cost | |
Casting Time | 1 standard action |
Range | Personal |
Target | You |
Duration | see text |
Saving Throw | |
Spell Resistance |
Description |
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target. Focus A small wooden replica of an archery target. |
Level | Brd 4, Sor/Wiz 5 |
Components | V S |
XP Cost | |
Casting Time | 1 round |
Range | Close (25 ft. + 5 ft./2 levels) |
Target | One Humanoid |
Duration | One day/level |
Saving Throw | Will negates |
Spell Resistance | Yes |
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. |