# D&D 3.5 — character sheet v. 1.2 #
Campaign | Broken City |
Player | Emil Kampp |
Character name | Freya Pale Leaf |
XP | 28.000 |
Level(s) | Champion of the Wild (6) / Forest Reeve (3) / Druid (1) |
Languages | Common, Druidic, Sylvan |
Background
Guardians of the green
Initiate of the green (affiliation 11, gains +2 to survival checks).
Abilities
Ability | Total | Modifier | Base | Class modifier | Race modifier | Level modifier | Item modifier | Magic modifier | Misc. modifier |
Str | 12 | 1 | 12 | | | | | | |
Dex | 22 | 6 | 20 | | | | 2 | | |
Con | 16 | 5 | 16 | | | | | | |
Int | 13 | 1 | 13 | | | | | | |
Wis | 18 | 4 | 18 | | | | | | |
Cha | 18 | 4 | 18 | | | | | | |
Attacks and defenses
Initiative | 10 = 6(dex)+4(improved init) |
AC | 21 = 10+6(dex)+4(wis)+1(amulet) | Touch: 21. Flat footed: 21 |
Fort save | 10 = 7(class)+3(con)-1(legacy)+1(amulet) |
Reflex save | 14 = 8(class)+6(dex)-1(legacy)+1(amulet) | Steadfast boots |
Will save | 8 = 4(class)+4(wis)-1(legacy)+1(amulet) |
HP | 95 | Current: 81 |
BAB | +8/+3 | Ranged: +14. Melee: +9 |
Speed | 50 ft. |
Attacks
Bow of the hunt
Favorite enemy: +4 vs. humans, +4 vs. demons and +2 vs. magical beasts
Attack | To-hit | Damage | Range | Notes |
Full-round attack | +16/+11 | 1d8+1d6(acid)+2d6(bane)+4+(fav. enemy)
1d8+1d6(acid)+4+(fav. enemy) | 110 ft. | 1 con damage |
Rapid shot | +18/+18/+13 | 1d8+1d6(acid)+2d6(bane)+4+(fav. enemy)
1d8+1d6(acid)+4+(fav. enemy
1d8+1d6(acid)+4+(fav. enemy) | | |
Many shot | +14 | 1d8+1d6(acid)+2d6(bane)+4+(fav. enemy)
1d8+1d6(acid)+4+(fav. enemy)
1d8+1d6(acid)+4+(fav. enemy) | | |
Average damage output
Standard attack: 19+(fav. enemy) + 1 con damage
Full-round attack: 19+(fav. enemy) + 1 con damage / 19+(fav. enemy) + 1 con damage
Rapid shot: 19+(fav. enemy) + 1 con damage / 12+(fav. enemy) + 1 con damage / 12+(fav. enemy) + 1 con damage
Many shot: 19+(fav. enemy) + 1 con damage / 12+(fav. enemy) + 1 con damage / 12+(fav. enemy) + 1 con damage
Feats and abilities
Daily / limited abilities
Ability | Per day | Left |
Nature's rejuvenation | 2 | 0 |
Earth's defender | 2 | 2 |
Race abilities
* Able learner: +1 skill point per level and +1 feat at first level
Class abilities
Weapon and armor proficiency: Simple and martial weapons and light armor and shields (not tower shields)
Favored enemy (human, demon, magical beast): Gain a +4 bonus to bluff, listen, sense motive, spot and survival checks against favored enemy.
Track: +5 to DC from multiple sources.
Wild empathy: +2 synergy from handle animal
Combat style: Archery (gain rapid shot feat)
Endurance
Animal companion (CoW): Substituted for feats
Improved combat style: Gain the many-shot feat
Earth’s defender: Once per day (as a move action) make a wielded weapon a +1 weapon (+2 at 3rd level and +3 at fourth)
Nature’s rejuvenation: Use one minute in direct contact with nature (i.e a tree or fertile ground etc..) to be affected by either “bears endurance”, “cure moderate wounds” or “lesser restoration”. This can be done 1 per day (twice at 3rd level and 3 times at fifth level)
Woodland stride: Move through overgrown areas at normal speed (add +10 to base speed if already has this feat)
Swift tracker: Move normal speed while tracking (gain +10 base speed if already has this feat)
Animal companion (druid): Wolf
Nature sense: +2 to knowledge nature and survival checks.
Fast movement (as monk): Gain +10 to speed every third level, starting at third level.
Monk armor bonus: Gain +1 enhancement bonus to AC every fifth level, starting at fifth level. Including Wisdom modifier to AC.
Feats
Track (special ability): Can track creatures over land.
Endurance (special ability): Gain +4 bonus to following: Swim (to avoid non-lethal damage), Constitution (to keep running, avoid non-lethal damage, hold breath or from starvation or thirst).
Point blank shot (special ability): Gain +1 to attack-bonus within 30 feet.
Precise shot: Don’t get -4 penalty for shooting into a melee battle that includes friendlies
Rapid shot: Gain extra attack at highest BAB and take -2 on all subsequent attack-rolls in that round.
Many shot (special ability): Can fire two arrows at target both use the same attack-roll (with -4 penalty to attack-roll). For every +5 BAB above +6 (from +11 and above) you can shoot one additional arrow, each arrow after the second adds a cumulative -2 penalty on the attack-roll (-6 for three arrows, -8 for four arrows).
Weapon focus (longbow): Gain a +1 attack bonus with selected weapon.
True believer: Once per day gain a +2 insight bonus to a single saving throw.
Skills
Available points: 85 (left: 0)
Max ranks: 12
Name | Ability | Total | Ranks | Ability bonus | Armor check penalty | Item bonus | Misc |
Gather information | Cha | 14 | 10 | 4 | | | |
Handle animal | Wis | 9 | 5 | 4 | | | |
Hide | Dex | 6 | | 6 | | | |
Knowledge (geography) | Int | 9 | 8 | 1 | | | |
Knowledge (nature) | Int | 15 | 10 | 1 | | 4 | |
Knowledge (herbalism) | Int | 6 | 5 | 1 | | | |
Listen | Wis | 14 | 10 | 4 | | | |
Move silently | Dex | 6 | | 6 | | | |
Ride | Dex | 8 | | 6 | | | |
Spot | Wis | 15 | 10 | 4 | | 1 | |
Survival | Wis | 18 | 10 | 4 | | 4 | |
Items
On person
Amulet of natural armor: Gain +1 bonus to saves and +1 armor-bonus to AC
Light sword
Comfortable bedroll: Will provide the endure elements-spell while sleeping in it. Further more, after sleeping eight hours in it you gain 1 hit point per character level, in addition to the hit points you recover normally.
Steadfast boots: Gain a +4 bonus on checks to avoid being overrun, bull rushed or tripped; Price: 1.400 GP
Quiver of energy: Ammunition drawn from the quiver is imbued with +1d6 acid damage. The ammunition has be have been in the quiver at least one round, and looses the effect after 1 round outside the quiver. Price: 15.000 GP
Gloves of dexterity: +2 dexterity bonus.
Raptor arrow (1): +3 returning bane arrow
Bow of the Hunt: +1 composite longbow; +1 to spot checks; +2 str bonus (composite)
Bow of the hunt
Ritual cost: least: 2.000, lesser: 13.500, greater: 38.000
A: Caster level 5; B: 7th; C: 10th; D: 10th; E:11th; F:13th; G: 15th; H: 17th; I: 20th
Character level | Skill check penalty (total) | Hit point loss (cumulative) | Abilities | Total enhancement |
5th | | | A: Creature compass | +1 |
6th | | 2 | A:Invisibility 1/day | +1 |
7th | -1 | | | +1 |
8th | | 2 | | +1 |
9th | | 2 | | +1 |
10th | | 2 | D: Darkvision 60 ft. | +1 |
11th | | | | +1 |
12th | | 2 | E: Enhancement +3 | +4 |
13th | -2 | | | +4 |
14th | | 2 | | +4 |
15th | | | F: True seeing 1/day | +4 |
16th | | 2 | | +4 |
17th | | | H: Enhancement +5 | +9 |
18th | -3 | 2 | | +9 |
19th | | 2 | | +9 |
20th | | 2 | I: Regeneration | +9 |
Creature compass: While holding the weapon you can detect any human within 60 ft. but you must concentrate (standard action) to do so. You ignore any damage reduction of the specified creature when attacking it (with any attack while wielding the bow).
Invisibility: 1 standard action. Personal range. Duration 5 min. Wielder becomes invisible and cannot be seen unless with magic or an opponent can see invisible creatures. The wielder is not silenced.
Wounding: Deals one point of constitution damage due to blood loss upon hitting a creature. A critical hit doesn’t multiply the constitution damage. Creatures immune to critical hits are also immune to the wounding effect.
Darkvision: Wielder gains darkvision in a 60 ft. radius.
True seeing: 1 standard action. 13 minutes duration. Wielder gains the ability to see things as they really are. Can se through normal and magical darkness, any portals and doors magically hidden, seed the exact location of creatures affected by i.e blur effects. Can see the true form of any polymorphed, changed or transmuted creature or object.
Regeneration: Casting time: 3 full rounds. Duration: instantaneous. It takes 1 round to re-grow any body-part if it is touching the body, otherwise it takes 2d10 rounds. It also cures 4d8+20 HP, rids the caster of exhaustion and fatigue and eliminates all non-leathal damage.
Book: From mine sleeping chamber
Item fitting
Head | |
Neck | Amulet of natural armor +1 |
Arms | |
Hands | Gloves of dexterity +2 |
Fingers | |
Body | |
Waist | |
Feet | Steadfast boots +4 |
Spells
Domain: Plant
level | spell | source | used |
0 | Mending | Druid | |
0 | Light | Druid | |
0 | Purify food and drink | Druid | |
1 | Faerie fire | Druid | |
1 | Speak with animals | Druid | |
Spell descriptions
Mending: Components: V, S; 1 standard action, instantaneous; 10 ft, one object of up to 1 lb.; will negates, yes (harmless). Mending repairs small breaks or tears in the object.
Light: V, M/DF; 1 standard action, 10 min./level(D); touch, object touched; None, No. The object glows like a torch, shedding a bright light in a 20-foot radius.
Purify food and drink: V, S; 1 standard action, instantaneous; 10 ft, 1 cu. ft./level of contaminated food or drink; Will negates, yes (object). Makes rotten, contaminated or spoiled food or water pure and suitable for eating and drinking.
Faerie fire: V, S, DF; 1 standard action, 1 min./lvl.(D); 400 ft. + 40 ft./lvl., 5 ft. burst; None, Yes. Target(s) doesn't gain benefits from concealment due to darkness of obscurity.
Speak with animals: V, S; 1 standard action, 1 min. per level; Personal; You; You can speak with animals. This doesn't change it's demeanor towards you, and you cannot command it to do any tasks, although you may try to persuade it to do some service for you. Intelligent animals may try to avoid your questions.
Animal companion
Wolf
Medium animal
HD: 2d8+4 (18)
Initiative: +2
Speed: 50 ft.
AC: 14 (+2 Dex, +2 Natural); Touch 12. Flat-footed 12
Abilities
str | dex | con | wis | int | cha |
13 | 16 | 16 | 16 | 2 | 14 |
Attacks
BAB/Grapple: +1/+2
Attack | To-hit | Damage | Note |
Bite | +3 | 1d6+1 (full and standard action both) | |
Trip | | | Can trip target without attacking target if but hits. |
Senses: Low light, sense; Skills: hide +2, listen +3, move silently +3, spot +3, survival +1; Feats: track, Weapon focus (bite); CR 1;
Level progression
This is simply for the dm to see the progression of the character, or to refer to if the character gets level drained.
Level | Class | BAB | Fort | Ref | Will | Special abilities | Feats | Skills | Spells | |
| 0 | 1 | 2 | 3 | 4 | |
1st | CoW | +1 | +2 | +2 | +0 | 1st fav. enemy (human) | 2: Rapid shot, Improved initiative | 28 | | |
2nd | CoW | +2 | +3 | +3 | +0 | Combat style | - | 35 | | |
3rd | CoW | +3 | +3 | +3 | +1 | Endurance | 3: Weapon focus (longbow) | 42 | | |
4th | CoW | +4 | +4 | +4 | +1 | Animal companion | 4: Precise shot | 49 | | |
5th | CoW | +5 | +4 | +4 | +1 | 2nd favored enemy (human) | - | 56 | |
6th | CoW | +6 | +5 | +5 | +2 | Improved combat style | 5: Weapon specialization (longbow) | 63 | | |
7th | FR | +7 | +5 | +7 | +2 | Earth's defender +1, Fast movement, Nature's rejuvenation | - | 70 | | |
8th | FR | +8 | +5 | +8 | +2 | Woodland stride | 6: Improved rapid shot | 77 | | |
9th | Druid | +8 | +7 | +8 | +4 | Animal companion, Nature sense, Wild empathy, Monk AC, Fast movement, Swift tracker | 7: True believer | 84 | | |
Wish list
Raptor arrow(s): Source: Magic item compendium p. 56
Sources
Complete divine, Complete Champion, Players handbook, Dungeon masters guide, Magic item compendium