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D & D 3.5e Character: Vitra
Description
NameVitra
Age2424
GenderFemale
RaceHag
Class10 Archivist, 10 Shadowcaster, 5 Dread Witch
Height5'8
Weight140
SkinPale
EyesFiery Orange
HairRed
Information
Level27
Experience
Fav. HandLeft
Origin
AlignmentNeutral Evil
Faith
Fav. Class
Background
Carry Capacity0
Current Carry Weight0
Portrait
Abilities
 basictemporary
STR20 +5 --
DEX14 +2 20 +5
CON16 +3 22 +6
INT22 +6 28 +9
WIS17 +3 23 +6
CHA16 +3 21 +5
Stats
HP305 of 305
HP temp of
AC28
AC flat footed27
AC touch19
Conditions
Initiative +5
Hit Dice 27d
Base Attack Bonus12
Speed
Walking40
Loaded
Running
Travel
Forced March-1
Flying
Swimming
Climbing
Saves
Fortitude +26 ( CON )
Reflex +17 ( DEX )
Willpower +29 ( 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
Headband of Expanded Mind (+6 to All Mental Attributes)
Amulet of Savage kind (Natural Armor +4, Con +6, Dex +6)
Bracers of Armor +7
Cloak of Resistance +4
Ring of Protection +4, and Mind protection
Ring of Regeneration and freedom of Movement
Elven Boots of Speed (Boots of Speed + Elven Kind)
Staff of Fire (50 Charges)
Rod of Splendor
Mirror of Opposition
Handy Haversack
Instant fortress
5 Dust of Sneezing and Choking.
Rope, silken 50 ft.
Crowbar
Rations (Good) 10 Days
2 Waterskins.
10 Cure Serious Wounds Potions
3 Wands of Cure Light Wounds
Notes

1/day Choke on Cinders - One time per day as a standard action, an ash hag can fill the lungs of a single target within 30 feet with thick, ashy cinders. If the target fails a DC 20 Fortitude saving throw, it is staggered for 1d4 rounds while it attempts to cough up the cinders. Once it stops coughing, it must successfully save again at the start of its turn or fall unconscious due to a shortage of air.

Creatures that do not breathe are immune to this ability.

The save DC is Intelligence-based.
in exchange for horrific appearance


Ashsight - Ashes and Cinders do not provide Concealment against me.


Bardic Song - A firre has a captivating voice and can use bardic music just as a bard can, inspiring courage, fascinating, inspiring competence, or giving suggestions to those who hear it (see Bardic Music in Chapter 3 of the Player's Handbook). Unlike a bard, however, a firre can sing as often as it likes.


Evil Eye - 3x a day, Target must make a DC 20 Fort Save or have a 25% chance of Dying. Even if they pass the save they're Dazed for 3 days. Remove Curse or Dispel Evil removes this effect.

Archivist Spells:

Lvl. 0: Detect Magic, Amanuensis, Read Magic, Candlelight

Lvl. 1: Doom, Scholar's Touch, Slow Consumption, Bane. Bless

Lvl. 2: Balor Nimbus, Black Karma Curse, Dark Way, Darkbolt

Lvl. 3: Adoration of the Frightful, Awaken Sin, Darkfire, Prayer

Lvl. 4: Evil Glare, Recitation, Yochlol's Blessing, Spiritual Advisor

Lvl. 5: Bewildering Misschance, Bebilith Blessing*, Wall of Magma


Shadowcaster Mysteries:

Fundamentals 3x/day: Umbral Hand, Caul of Shadow, Arrow of Dusk x2, Liquid night

Apprentice 2x/day:

Tier 1: Steel Shadows, Dark Terrain, Voice of Shadow

Tier 2: Black Fire, Congress of Shadow,

Tier 3: Flicker

Initiate: 1x/day:

Tier 1: Warp Spell [Favored], Shadow Evocation, Bolster, Shadow Vision

Tier 2: Echo Spell, Curtain of Shadow

Tier 3: Flood of Shadow,

https://srd.dndtools.org/srd/magic/shadowMagic/mysteries.html
Skills
Skill NameBase AttrBonus
    Appraise INT +9
    Autohypnosis WIS +6
    Balance DEX +5
Bluff CHA +5
    Climb STR +5
Concentration CON +6
Craft: INT +9
Craft: INT +9
Craft: INT +9
Decipher Script INT +11
Diplomacy CHA +5
    Disable Device INT +9
    Disguise CHA +5
    Escape Artist DEX +5
    Forgery INT +9
Gather Information CHA +16
    Handle Animal CHA +5
Heal WIS +6
Hide DEX +16
Intimidate CHA +26
    Jump STR +5
Knowledge: Arcana INT +34
Knowledge: Planes INT +39
Knowledge: Religion INT +32
Knowledge: Engineering INT +32
Knowledge: Dungeoneering INT +34
Listen WIS +6
Move Silently DEX +16
    Open Lock DEX +5
    Perform: CHA +5
    Perform: CHA +5
    Perform: CHA +5
Profession: WIS +6
Profession: WIS +6
    Psicraft INT +9
    Ride DEX +5
    Search INT +9
    Sense Motive WIS +6
    Sleight of Hand DEX +5
Spellcraft INT +24
Spot WIS +17
    Survival WIS +6
    Swim STR +5
    Tumble DEX +5
    Use Magic Device CHA +5
    Use Psionic Device CHA +5
    Use Rope DEX +5
Nature INT +32
Nobility INT +32
Religion INT +34
™ & © Wizards of the Coast
D & D 3.5e Character Sheet v1.01, made by Tillerz - Updated: 2024-05-11

The statblocks of your features

Dreamtelling - https://dndtools.org/feats/heroes-of-horror--70/dreamtelling--759/
Aftersight - As a full-round action]
Archivist of nature You can use your dark knowledge on giants and fey. You use Knowledge (nature) for dark knowledge checks regarding these two creature types.
Toughness +3 HP.
Arcane Toughness You can expend a prepared spell or spell slot as an immediate action when you are reduced to 0 or fewer hit points. You heal a number of points of damage equal to the level of the spell or spell slot used in this manner. You cannot use this ability to negate effects that disable you without causing hit point damage]
Collector of Stories When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities]
Magic of the Land https://dnd.arkalseif.info/feats/races-of-the-wild--84/magic-of-the-land--1825/index.html
Scribe scroll (Bonus)
Favorite Mystery: Warp Spell
Skill Focus: Knowledge Planes
Energy Resistance: Fire
Polyglot]

The statblocks of your proficiencies

Statblocks for your spells.

Level 0 Spells

Detect Good - Divination
LevelCleric 1, Adept 1, Ebonmar Infiltrator 1, Divine Bard 1, Wu Jen 1, Death Master 1, Savant 1
Components V S
XP Cost0
Casting Time1 Standard
Range60ft
TargetCone Shaped Emanation
DurationConcentration, up to 10 min/level
Saving ThrowNone
Spell ResistanceNo
Description
This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good.

This spell requires a Divine Focus.
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

Bane - Enchantment (Compulsion) [Fear, Mind- Affecting]
LevelClr 1
Components V S
XP Cost
Casting Time1 Standard Action
Range50 ft.
TargetAll enemies within 50 ft.
Duration1 min/level
Saving ThrowWill negates
Spell ResistanceYes
Description
Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects.
Bane counters and dispels bless.
Bless - Enchantment (Compulsion) [Fear, Mind- Affecting]
LevelClr 1, Pal 1
Components V S
XP Cost
Casting Time1 Standard Action
Range50 ft.
TargetThe caster and all allies within a 50- ft. burst, centered on the caster
Duration1 min/level
Saving ThrowNone
Spell ResistanceYes (harmless)
Description
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.

Level 2 Spells

Dark Way - Illusion (Shadow)
LevelBard 2, Cleric 2, Sorcerer 2, Wizard 2, Spellthief 2
Components V S
XP Cost
Casting Time1 standard action
RangeClose (25 ft. + 5 ft./2 levels)
TargetOne bridge of force 5 ft. wide, 1 in. thick, and up to 20 ft./level long
Duration1 round/level
Saving ThrowNone
Spell ResistanceYes
Description
You stand at the edge of the canyon and invoke the power. At your feet appears a thin black bridge that arches over the canyon.

You create a ribbonlike, weightless unbreakable bridge. A dark way must be anchored at both ends to solid objects, but otherwise can be at any angle. Like a wall of force (PH 298), it must be continuous and unbroken when formed. It is typically used to cross a chasm or a hazardous space. Creatures can move on a dark way without penalty, since it is no more slippery than a typical dungeon floor.

A dark way can support a maximum of 200 pounds per caster level. Creatures that cause the total weight on a dark way to exceed this limit fall through it as if it weren't there. You never fall through a dark way unless your own weight exceeds the spell's maximum capacity.
Darkbolt - Evocation (Darkness)
LevelDarkness 5
Components V S
XP Cost
Casting Time1 standard action
RangeMedium (100 ft. + 10 ft./level)
TargetOne ray/2 levels (maximum seven rays)
DurationInstantaneous; see text
Saving ThrowWill partial
Spell ResistanceYes
Description
With a quick invocation to your deity, you call forth a nimbus of jet-black night. This terrible radiance, laced with the will of your deity, allows you to shoot black bolts of power.

You unleash beams of darkness from your open palm. You must succeed on a ranged touch attack to strike your target. You can hurl one bolt for every two caster levels you have (maximum seven bolts). You can hurl all the bolts at once, or you can hurl one bolt per round as a free action, starting in the round when you cast the spell. You do no have to jurl a bolt in every round, but if you don't hurl the bolt you were entitled to in a round, it is lost. If you hurl all the bolts at once, al your targets must be within 60 feet of each other.

A darkbolt deals 2d8 points of damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save (a creature struck by multiple bolts during the same round is dazed for a maximum of 1 round, no matter how many times it fails its save). An undead creature takes no damage bu is dazed if it fails its save.

Created by

LuciaVincent.

Statblock Type

Character Sheet (2020)

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