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D & D 3.5e Character: Lord Testy
Description
NameLord Testy
Age
Gender
Race
Class
Height
Weight
Skin
Eyes
Hair
Information
Level
Experience
Fav. HandAmbidextrous
Origin
AlignmentLawful Good
Faith
Fav. Class
Background
Carry Capacity0
Current Carry Weight0
Portrait
Abilities
 basictemporary
STR18 +4 --
DEX16 +3 --
CON16 +3 --
INT14 +2 --
WIS10 +0 --
CHA8 -1 --
Stats
HP99 of 99
HP temp of
AC12
AC flat footed12
AC touch12
ConditionsTesting
Initiative +
Hit Dice 1d10
Base Attack Bonus1
Speed
Walking30
Loaded
Running
Travel
Forced March
Flying
Swimming
Climbing
Saves
Fortitude +3 ( CON )
Reflex +3 ( DEX )
Willpower +0 ( WIS )
Weapons
Armor Sets & Shield
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 +2
    Autohypnosis WIS 0
    Balance DEX +3
    Bluff CHA -1
    Climb STR +4
    Concentration CON +3
    Craft: INT +2
    Craft: INT +2
    Craft: INT +2
    Decipher Script INT +2
    Diplomacy CHA -1
    Disable Device INT +2
    Disguise CHA -1
    Escape Artist DEX +3
    Forgery INT +2
    Gather Information CHA -1
    Handle Animal CHA -1
    Heal WIS 0
    Hide DEX +3
    Intimidate CHA -1
    Jump STR +4
    Knowledge: INT +2
    Knowledge: INT +2
    Knowledge: INT +2
    Knowledge: INT +2
    Knowledge: INT +2
    Listen WIS 0
    Move Silently DEX +3
    Open Lock DEX +3
    Perform: CHA -1
    Perform: CHA -1
    Perform: CHA -1
    Profession: WIS 0
    Profession: WIS 0
    Psicraft INT +2
    Ride DEX +3
    Search INT +2
    Sense Motive WIS 0
    Sleight of Hand DEX +3
    Spellcraft INT +2
    Spot WIS 0
    Survival WIS 0
    Swim STR +4
    Tumble DEX +3
    Use Magic Device CHA -1
    Use Psionic Device CHA -1
    Use Rope DEX +3
™ & © Wizards of the Coast
D & D 3.5e Character Sheet v1.01, made by Tillerz - Updated: 2024-05-11

The statblocks of your features

Extra Turning - Special
Description
You can turn or rebuke creatures more often than normal.
Prerequisite
Ability to turn or rebuke creatures.
Normal
Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.
Benefit
Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal. If you have the ability to turn or rebuke more than one kind of creature (such as a good-aligned cleric with access to the Fire domain, who can turn undead and water creatures and can also rebuke fire creatures), each of your turning or rebuking abilities gains four additional uses per day.
Special
You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.
Exotic Weapon Proficiency - Fighter Bonus Feat, General
Description
Choose a type of exotic weapon, such as dire flail or shuriken (see Table 7-5: Weapons, page 116, for a list of exotic weapons). You understand how to use that type of exotic weapon in combat.
Prerequisite
Base attack bonus +1
Normal
A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.
Benefit
You make attack rolls with the weapon normally.
Special
You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13. A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats (see page 38)
Extend Spell - Metamagic
Benefit
An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
Persistent Spell - Metamagic
Description
You can make a spell last all day.
Prerequisite
Extend Spell (PH)
Benefit
Spells with a fixed or personal range can have their duration increased to 24 hours. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You don't need to maintain concentration on persistent detect spells (such as detect magic or detect thoughts) for you to be aware of the mere presence or absence of the subject detected, but gaining additional information requires concentration as normal. A persistent spell uses up a spell slot six levels higher than the spell's actual level.
( Complete Arcane, p. 81)
Divine Metamagic - Divine
Description
You can channel energy into some of your divine spells to make them more powerful.
Prerequisite
Ability to turn undead or rebuke undead
Benefit
When you take this feat, choose a metamagic feat that you have. This feat applies only to that metamagic feat. As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to divine spells that you know. You must spend one turn or rebuke attempt, plus an additional attempt for each level increase in the metamagic feat you're using. For example, Jozan the cleric could sacrifice three turn attempts to empower a holy smite he's casting. Because you're using positive or negative energy to augment your spells, the spell slot for the spell doesn't change.
( Complete Divine, p. 80)
Special
This feat may be taken multiple times. Each time you take this feat choose a different metamagic feat to which to apply it.

The statblocks of your proficiencies

Darkvision - Racial
Description
As the spell.
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
Daylight (1/day) - Spell-like Ability
Description
You can cast the spell Daylight once per day as a spell like ability. Caster level equals class level.
Turn Undead - Supernatural (Su)
Description
Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Greater Turn Undead - Sun Domain
Description
You can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Empower Healing - (Ex)
Description
When a radiant servant of Pelor of at least 2nd level casts a domain spell from the Healing domain, that spell is affected as though by the Empower Spell feat. This spell does not use up a higher-level slot.

Statblocks for your spells.

Level 0 Spells

Light - Evocation [Light]
LevelBrd 0, Clr 0, Drd 0, Sor/Wiz 0
Components V M
XP Cost
Casting Time 1 standard action
RangeTouch
TargetObject touched
Duration10 min./level (D)
Saving Throw None
Spell ResistanceNo
Description
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Arcane Material Component

A firefly or a piece of phosphorescent moss.

Level 1 Spells

Protection from Evil - Abjuration [Good]
LevelClr 1, Good 1, Pal 1, Sor/Wiz 1
Components V S M
XP Cost
Casting Time1 standard action
RangeTouch
TargetCreature touched
Duration1 min./level (D)
Saving ThrowWill negates (harmless)
Spell ResistanceNo; see text
Description
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Arcane Material Component

A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.
Shield of Faith - Abjuration
LevelClr 1
Components V S M
XP Cost
Casting Time1 standard action
RangeTouch
TargetCreature touched
Duration1 min./level
Saving ThrowWill negates (harmless)
Spell ResistanceYes (harmless)
Description
This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Material Component

A small parchment with a bit of holy text written upon it.

Created by

DMDaemon.

Statblock Type

Character Sheet (2020)

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