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D & D 3.5e Character: Vincent Maitia
Description
NameVincent Maitia
Age32
GenderM
RaceHuman
ClassSorcerer
Height5'7
Weight180
SkinTanned
EyesHazel
HairBlack
Information
Level3
Experience
Fav. HandRight
Origin
AlignmentChaotic Good
Faith
Fav. Class
Background
Carry Capacity58 L, 116 M, 175 H
Current Carry Weight0
Portrait
Abilities
 basictemporary
STR14 +2 --
DEX16 +3 --
CON15 +2 --
INT14 +2 --
WIS14 +2 --
CHA18 +4 --
Stats
HP19 of 19
HP temp of
AC13
AC flat footed10
AC touch13
Conditions
Initiative +
Hit Dice 3d4
Base Attack Bonus+1
Speed
Walking30
Loaded20
Running90
Travel
Forced March
Flying
Swimming
Climbing
Saves
Fortitude +2 ( CON )
Reflex +3 ( DEX )
Willpower +2 ( WIS )
Weapons
NameQuarterstaff
Att. Bonus Dmg Crit Range Type Weight Size
1d6 x2
Specials
NameDagger
Att. Bonus Dmg Crit Range Type Weight Size
1d4 19-20 x2
Specials
Armor Sets & Shield
NameRobes
Type AC Max Dex Bonus Check Penalty Spell Failure Speed Weight
%
Specials
Spell Slots
  SL 0 SL 1 SL 2 SL 3 SL 4 SL 5 SL 6 SL 7 SL 8 SL 9
known 5 3
per day 6 6 +1 +1 +1
Belongings
Money: cp, sp, gp, pp

  • Quarterstaff

  • Dagger

  • Spell Component Pouch

  • Adventure Clothes

  • Compass Journal

  • Side pouch

  • Chalk x5

  • Mirror

  • Vial x 2

  • Alchemist Fire




  • Backpack

  • Bedroll

  • Candle

  • Bell

  • Canteen

  • Case map

  • Crowbar

  • Ink

  • Ink vial x2

  • Empty Vial x3

  • Oil

  • Rope (Silk) 50 ft

  • Grappling hook

  • Empty book for recording data and maps

  • Cold Weather Outfit



 
Notes

Skills
Skill NameBase AttrBonus
    Appraise INT +2
    Autohypnosis WIS +2
    Balance DEX +3
Bluff CHA +4
    Climb STR +3
Concentration CON +8
Craft: INT +2
    Craft: INT +2
    Craft: INT +2
    Decipher Script INT +3
    Diplomacy CHA +4
    Disable Device INT +2
    Disguise CHA +4
    Escape Artist DEX +3
    Forgery INT +2
    Gather Information CHA +4
    Handle Animal CHA +4
    Heal WIS +2
    Hide DEX +3
    Intimidate CHA +4
    Jump STR +2
Knowledge: Arcana INT +8
    Knowledge: INT +2
    Knowledge: INT +2
    Knowledge: INT +2
    Knowledge: INT +2
    Listen WIS +4
    Move Silently DEX +3
    Open Lock DEX +3
    Perform: CHA +4
    Perform: CHA +4
    Perform: CHA +4
Profession: WIS +2
    Profession: WIS +2
    Psicraft INT +2
    Ride DEX +3
    Search INT +4
    Sense Motive WIS +2
    Sleight of Hand DEX +3
Spellcraft INT +8
    Spot WIS +2
    Survival WIS +2
    Swim STR +2
    Tumble DEX +3
    Use Magic Device CHA +4
    Use Psionic Device CHA +4
    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

  • Toughness
  • Metamagic Specialist
  • Quicken Spell
  • Combat Casting
  • ]

    The statblocks of your proficiencies

  • Simple Weapons
  • ]

    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.
    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:
    Light - Evocation [Light]
    LevelBrd 0, Clr 0, Drd 0, Sor/Wiz 0
    Components V M
    XP Cost
    Casting Time1 standard action
    RangeTouch
    TargetObject touched
    DurationDuration 10 min/level(D)
    Saving ThrowNone
    Spell ResistanceNo
    Description
    This spell causes an object to glow like a
    torch, shedding bright light in a 20-footradius (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.
    Mage Hand - Transmutation
    Level
    Components V
    XP Cost
    Casting Time1 standard action
    RangeClose (25 ft. + 5 ft./2 levels)
    TargetOne nonmagical, unattended object weighing up to 5 lb.
    DurationConcentration
    Saving ThrowNone
    Spell ResistanceNo
    Description
    You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
    Ray of Frost - Evocation [Cold]
    LevelSor/Wiz 0
    Components V S
    XP Cost
    Casting Time1 standard action
    RangeClose (25 ft. + 5 ft./2 levels)
    TargetRay
    DurationInstantaneous
    Saving ThrowNone
    Spell ResistanceYes
    Description
    A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
    Read Magic - Divination
    Level Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
    Components V S F
    XP Cost
    Casting Time1 Standard Action
    RangePersonal
    TargetYou
    Duration10 min/level
    Saving Throw
    Spell Resistance
    Description
    By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC
    13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
    Read magic can be made permanent with
    a permanency spell.
    Focus: A clear crystal or mineral prism.

    Level 1 Spells

    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.
    Mage Armor - Conjuration (Creation) (Force)
    LevelSor/Wiz 1
    Components V S F
    XP Cost
    Casting Time1 standard action
    RangeTouch
    TargetCreature Touched
    Duration1 hour/level (D)
    Saving ThrowWill negates (harmless)
    Spell ResistanceNo
    Description
    An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

    Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
    Focus

    A piece of cured leather.
    Feather Fall - Transmutation
    LevelBrd 1, Sor/Wiz 1
    Components V
    XP Cost
    Casting Time1 immediate action
    RangeClose (25 ft. + 5 ft./2 levels)
    TargetOne Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
    DurationUntil landing or 1 round/level
    Saving ThrowWill negates (harmless) or Will negates (object)
    Spell ResistanceYes (object)
    Description
    The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

    The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

    You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a immediate action, allowing you to cast this spell even when it isn’t your turn.

    This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.

    Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

    Created by

    Rellan.

    Statblock Type

    Character Sheet (2020)

    Link/Embed