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D & D 3.5e Character: Beats
Description
NameBeats
Age20
GenderMale
RaceHuman
ClassBard
Height6 ft 3 in
Weight175 lbs
SkinPale
EyesBlue
HairWhite
Information
Level7
Experience
Fav. HandAmbidextrous
OriginUnknown
AlignmentChaotic Neutral
FaithAtheist
Fav. Class
Background
Carry Capacity0
Current Carry Weight0
Portrait
Abilities
 basictemporary
STR10 +0 10 +0
DEX14 +2 14 +2
CON14 +2 14 +2
INT16 +3 16 +3
WIS8 -1 8 -1
CHA16 +3 16 +3
Stats
HP43 of 43
HP temp of
AC19
AC flat footed17
AC touch12
Conditions
Initiative +2
Hit Dice d
Base Attack Bonus5
Speed
Walking30
Loaded
Running
Travel
Forced March
Flying
Swimming
Climbing
Saves
Fortitude +4 ( CON )
Reflex +7 ( DEX )
Willpower +4 ( WIS )
Weapons
NameLongsword, Masterwork
Att. Bonus Dmg Crit Range Type Weight Size
+6 1d8+1 x2 Slashing 4
Specials crit range 19-20, Crystal of energy assault (+1 electricity - already noted in Dmg)
NameShortbow, Masterwork
Att. Bonus Dmg Crit Range Type Weight Size
+8 1d6 x3 60 piercing 2
Specials Crystal of life drinking (1/hit, 10/day)
NameKinetic Projectile (Bag of Boulders)
Att. Bonus Dmg Crit Range Type Weight Size
+7 2d6/3d6/4d6 50 1
Specials 3 charges per day, renews at dawn
NameBoots of stomping
Att. Bonus Dmg Crit Range Type Weight Size
1d4 1
Specials 15' cone, DC 13 REF save, knocked prone 3x/day
NameDagger, Masterwork (not equipped)
Att. Bonus Dmg Crit Range Type Weight Size
+6 1d4 x2 10ft piercing or slashing 1
Specials crit range 19-20
Armor Sets & Shield
NameChain shirt, Mithral
Type AC Max Dex Bonus Check Penalty Spell Failure Speed Weight
1 6 0 % 12.5
Specials Ironward Diamond, Least OR Crystal of Adaptation, Bard's ignore spell failure on light armor
Spell Slots
  SL 0 SL 1 SL 2 SL 3 SL 4 SL 5 SL 6 SL 7 SL 8 SL 9
known 6 4 4 2
per day 3 4 3 1
Belongings
Money: cp, sp, gp, pp
Notes

Skills
Skill NameBase AttrBonus
Appraise INT +3
    Autohypnosis WIS -1
    Balance DEX +2
Bluff CHA +10
Climb STR 0
Concentration CON +12
Craft: INT +3
Craft: INT +3
Craft: INT +3
Decipher Script INT +4
Diplomacy CHA +14
    Disable Device INT +4
Disguise CHA +8
Escape Artist DEX +2
    Forgery INT +3
Gather Information CHA +5
    Handle Animal CHA +6
    Heal WIS +1
Hide DEX +12
    Intimidate CHA +7
Jump STR 0
Knowledge: Local INT +4
Knowledge: Geography INT +13
Knowledge: Nature INT +5
Knowledge: Arcana INT +8
Knowledge: Dungeoneering INT +4
Listen WIS +2
Move Silently DEX +2
    Open Lock DEX +3
Perform: Dance CHA +10
Perform: Stringed Inst CHA +8
Perform: Wind Ins CHA +6
Profession: WIS -1
    Profession: WIS -1
    Psicraft INT +3
    Ride DEX +2
    Search INT +3
Sense Motive WIS +7
Sleight of Hand DEX +9
Spellcraft INT +8
    Spot WIS -1
    Survival WIS -1
Swim STR 0
Tumble DEX +3
Use Magic Device CHA +7
    Use Psionic Device CHA +3
    Use Rope DEX +3
Knowledge: History INT +8
Perform: Oratory CHA +6
Perform: Percussion CHA +14
™ & © Wizards of the Coast
D & D 3.5e Character Sheet v1.01, made by Tillerz - Updated: 2024-05-11

The statblocks of your features

1573907]

Collector of Stories - [Mental]
Description
You've heard so many tales of legendary monsters that you remember all sorts of gory details.
Prerequisite
Knowledge (any) 5 ranks.
Benefit
When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.
Shrouded Dance - [Manipulation]
Description
You can seem to be where you aren't.
Prerequisite
Hide 8 Ranks, Perform (dance) 5 ranks
Benefit
As a move action, you can attempt a DC 20 Hide check. If you succeed, you have concealment until the start of your next turn.
Conceal Spellcasting - [Manipulation]
Description
You can cast spells without others noticing.
Prerequisite
Concentration 1 rank, Sleight of Hand 5 ranks, Spellcraft 1 rank.
Benefit
You can cast a spell without revealing that you are doing so.

Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Spot checks of onlookers. If you are successful, an observer can't tell that you're casting a spell.

That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell.
Knowledge Devotion - Domain
Description
You can use your knowledge to exploit your foes' weaknesses and overcome their strengths.
Prerequisite
Knowledge (any) 5 ranks
Benefit
Upon selecting this feat, you immediately add one Knowledge skill of your choice to your list of class skills. Thereafter, you treat that skill as a class skill, regardless of which class you are advancing in. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player's Handbook, provided that you have at least one rank in the appropriate Knowledge skill.

You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table.
Check Result Bonus Granted
15 or below +1
16-25 +2
26-30 +3
31-35 +4
36 or higher +5

You can make only one Knowledge check per creature type per combat. If you fight creatures of multiple types during the same combat, you can make one Knowledge check per type, thereby possibly gaining different bonuses against different opponents.

Example: Alhandra faces a black dragon, a vampire, and a beholder. She has the Knowledge Devotion feat and ranks in both Knowledge (arcana) and Knowledge (religion). At the beginning of the battle, she makes checks to gain bonuses against the dragon and the vampire, but since she possess no ranks in Knowledge (dungeoneering), she has no chance to gain a bonus against the beholder (an aberration). Alhandra's Knowledge (arcana) check grants her a +3 insight bonus on attack rolls and damage rolls against the black dragon. Later, a half-dragon enters the fray. Alhandra cannot make another check since she has already checked for the dragon type this combat, but she can apply the +3 insight bonus to her attack rolls and damage rolls against the half-dragon as well.

This benefit is an extraordinary ability.
Lingering Song - General
Description
Your inspirational bardic music stays with the listeners long after the last note has died away.
Normal
Inspire courage, inspire greatness, and inspire heroics last as long as an ally hears the bard sing plus an additional 5 rounds thereafter.
Benefit
If you use bardic music to inspire courage, inspire greatness, or inspire heroics, the effect lasts for 1 minute after an inspired ally stops hearing you play.
Haunting Melody - General
Description
You can use your music to inspire fear.
Prerequisite
Perform 9 ranks, Bardic music class feature
Benefit
When you sing or use some other Perform skill, you can unnerve enemies within 30 feet of you. Any opponent in range must succeed on a Will saving throw (DC 10 + 1/2 your bard level + your Cha modifier) or become shaken for a number of rounds equal to your ranks in the Perform skill. This is a mind-affecting fear effect.
Special
Using this ability counts as one of your daily uses of bardic music.
Nymph's Kiss - Exalted
Description
By maintaining an intimate relationship with a good-aligned fey (such as a nymph or dryad), you gain some of the characteristics of fey.
Benefit
Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level.
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1573908

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The statblocks of your proficiencies

Bardic Knack

Wandering bards learn more mundane skills and less esoteric knowledge on their travels. If you select this class feature, you have done a little bit of everything; maybe you spent a few months as a wilderness guide, and you also had a cousin in an ambassador's retinue who regaled you with tales of courtly intrigue.
The bardic knack class feature makes you more capable of accomplishing simple tasks with a wide variety of skills. You don't need to dabble in noncritical skills (unless you want to be considered trained in their use), freeing up your skill points to focus on a small range of crucial skills.
 
Level: 1st.
 
Replaces: If you select this class feature, you do not gain bardic knowledge.
 
Benefit: When making any skill check, you can use 1/2 your bard level (rounded up) in place of the number of ranks you have in the skill (even if that number is 0). For example, a 5th-level bard would have the equivalent of 3 ranks in Appraise, Balance, Bluff, and so on (but only for the purpose of making skill checks).
 
You can't take 10 on checks when you use bardic knack (to take 10 you have to use your actual ranks). If the skill doesn't allow untrained checks, you must have at least 1 actual rank to attempt the check.

Bardic Music

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
 
Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.
 
Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
 
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
 
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
 
Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
 
Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
 
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.
 
Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
 
Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
 
Inspire Greatness (Su): A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
 
Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom on himself.
 
Inspire Heroics (Su): A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
 
Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

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:
Message - Transmutation [Language-Dependent]
LevelBrd 0, Sor/Wiz 0
Components V S F
XP Cost
Casting Time1 standard action
RangeMedium (100 ft. + 10 ft./level)
TargetOne creature/level
Duration10 min./level
Saving ThrowNone
Spell ResistanceNo
Description
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.

Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

Focus
A short piece of copper wire.
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.
Mending - Transmutation
LevelBrd 0, Clr 0, Drd 0, Sor/Wiz 0
Components V S
XP Cost
Casting Time1 standard action
Range10 ft.
TargetOne object of up to 1 lb.
DurationInstantaneous
Saving ThrowWill negates (harmless, object)
Spell ResistanceYes (harmless, object)
Description
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).
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.
Prestidigitation - Universal
LevelBrd 0, Sor/Wiz 0
Components V S
XP Cost
Casting Time1 standard action
Range10 ft.
TargetSee text
Duration1 hour
Saving ThrowSee text
Spell ResistanceNo
Description
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Level 1 Spells

Cure Light Wounds - Conjuration (Healing)
LevelBrd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components V S
XP Cost
Casting Time1 standard action
RangeTouch
TargetCreature touched
DurationInstantaneous
Saving ThrowWill half (harmless see text
Spell ResistanceYes (harmless see text
Description
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Identify - Brd 1, Magic 2, Sor/Wiz 1
Level
Components V S M
XP Cost
Casting Time1 hour
RangeTouch
TargetOne touched object
Duration Instantaneous
Saving ThrowNone
Spell ResistanceNo
Description
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

Identify does not function when used on an artifact.
Arcane Material Component

A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.
Improvisation - Transmutation
LevelBard 1
Components V S M
XP Cost
Casting Time1 standard action
RangePersonal
TargetYou
Duration1 round/level (D)
Saving Throw
Spell Resistance
Description
With an elaborate flourish and call for luck, you toss the dice in your hand into the air. Immediately you feel as though fate favors you, filling you with confidence.

You gain access to a floating "pool" of luck, which manifests as bonus points you can use as desired to improve your odds of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level. You must declare any bonus point usage before the appropriate roll is made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for the purpose of stacking.

For example, a 14th-level bard pauses while chasing a pickpocket to cast improvisation. At any time during the next 14 rounds, he could use the points to provide himself a +7 luck bonus on a Spot check, a +7 luck bonus on a Climb check, and a +7 luck bonus on two of his attacks.

Material Component: A pair of dice.
Guiding Light - Evocation [Light]
LevelBrd 1, Clr 1, Sor/Wiz 1
Components V S
XP Cost
Casting Time1 standard action
RangeLong (400 ft. + 40 ft./ level)
TargetCreatures in a 5ft radius burst
Duration1 min/level (D)
Saving Thrownone
Spell Resistanceyes
Description
Light shines over the affected area, illuminating all targets within it.
The light grants a +1 circumstance bonus on ranged attack rolls against any target in the area.
Spellcasters in battle sometimes use this spell to designate targets for archers.

Level 2 Spells

Cure Moderate Wounds - Conjuration (Healing)
LevelBrd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3
Components V S
XP Cost
Casting Time1 standard action
Range Touch
TargetCreature touched
DurationInstantaneous
Saving ThrowWill half (harmless see text
Spell ResistanceYes (harmless see text
Description
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Mirror Image - Illusion (Figment)
LevelBrd 2, Sor/Wiz 2
Components V S
XP Cost
Casting Time1 standard action
RangePersonal; see text
TargetYou
Duration1 min./level (D)
Saving Throw
Spell Resistance
Description
Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.

Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers can’t use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.

Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball).

While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.

An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)
Whirling Blade - Transmutation
LevelBard 2, Sorcerer 2, Wizard 2
Components V S F
XP Cost
Casting Time1 standard action
Range60ft
Target60ft line
DurationInstantaneous
Saving Thrownone
Spell Resistanceno
Description
You hurl a weapon held at the time of casting, and it magically attacks all enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you were attacking with the weapon in melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence modifier or your Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attacks, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.

No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.

Focus: A slashing melee weapon that you hurl.

Level 3 Spells

Haste - Transmutation
LevelBrd 3, Sor/Wiz 3
Components V S M
XP Cost
Casting Time1 standard action
RangeClose (25 ft. + 5 ft./2 levels)
TargetOne creature/level, no two of which can be more than 30 ft. apart
Duration1 round/level
Saving ThrowFortitude negates (harmless)
Spell ResistanceYes (harmless)
Description
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

Multiple haste effects don’t stack. Haste dispels and counters slow.
Material Component

A shaving of licorice root.
Leomund's Tiny Hut - Evocation (Force)
LevelBrd 3, Sor/Wiz 3
Components V S M
XP Cost
Casting Time 1 standard action
Range20 ft.
Target20-ft.-radius sphere centered on your location
Duration2 hours/level (D)
Saving Throw None
Spell ResistanceNo
Description
You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.

The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.

The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).
Material Component

A small crystal bead that shatters when the spell duration expires or the hut is dispelled.

Created by

joyful62.

Statblock Type

Character Sheet (2020)

Link/Embed