BBG: Mei of Candlekeep Level Eight
Added 2025-09-27 03:24:36 +0000 UTCClass: Ranger 4/ Sorcerer 4
Race: Human (Shou)
Alignment: Neutral Good
STR-20 (18)
DEX-17
CON-18 (16)
INT-18 (16)
WIS-18 (16)
CHA-20 (18)
HP: 82
Fortitude: 11
Reflex: 11
Will: 12
BAB: +6/+2
AC: 30
Equipment:
Mithral Scalemail of Light Fortification +3 (Equipped)
Razor Sharp Folded-Metal Shortsword of Shocking Burst +2 (Equipped): +13/+8 1d6 +2d6 Electric + 8 19-20 x2 Piercing
Darkwood Composite Longbow of Speed +2 (Equipped): +16/+11/+6/+14 1d8 +10 (+11 with Arrows +1, +1d6 with Acid Arrows) x3 Piercing (Acid with Acid Arrows)
Ring of Protection +3 (Equipped)
Boots of Striding +2 (Equipped)
20x Arrows +1 (Equipped)
20x Acid Arrow (Equipped)
Amulet of Natural Armor +3 (Equipped)
Traveler's Cloak and Boots (Equipped)
Horned Helm of Darkvision (Equipped)
Gauntlets of Ogre Strength +2 (Equipped)
Headband of Mental Prowess +2 (Equipped)
Mithril Chain Shit +1, Blade of Thy Dunag +1, Composite Shortbow +1, Shortsword of Flaming Burst +2, Studded Leather +2 (In Pack)
12140 GP
Feats:
Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check).
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master's Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master's Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master's Guide). Also, you may sleep in light or medium armor without becoming fatigued.
Rapid Shot: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action (see page 143) to use this feat.
Lightning Reflexes: You get a +2 bonus to all Reflex saving throws.
Iron Will: You get a +2 bonus to all Reflex saving throws.
Luck of Heroes: You Gain a +1 Luck Bonus to All Saving Throws
Great Fortitude: You get a +2 bonus to all Fortitude saving throws.
Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Traits:
Bhaalspawn Abilities: Currently Unknown
Easygoing: You gain a +1 bonus on Gather Information checks. Drawback: You take a -1 penalty on Intimidate checks and Sense Motive checks.
Plucky: You gain a +1 bonus on Will saves. Drawback: You take a -1 penalty on Fortitude saves.
Class Features:
Cantrips
Sorcerer Spells
Ranger Spells
Familiar: None Yet
Favored Enemy x1 (Goblinoids): Do an Extra 1d6 vs Favored Enemies
Track: Gain Track as a Feat
Wild Empathy: A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Combat Style (Archery): Gain Rapid Shot as a Feat
Endurance: Gain Endurance as a Feat
Animal Companion: None Yet
Proficiencies:
All simple and martial weapons, and with light armor and shields (except tower shields). Armor and Shields Give Spell Failure Chance for Spells Unless Stated Otherwise
Currently has a 10% Spell Failure Chance from wearing Mithral Scalemail of Light Fortification +3
Sorcerer Spells:
Cantrips (At Will)
Mending
Dancing Lights
Ray of Frost
Prestidigitation
Detect Magic
Read Magic
Resistance
Disrupt Undead
First Level Spells (11/Day):
Magic Missile
Identify
Burning Hands
Summon Monster I
Grease
Feather Fall
Color Spray
Detect Secret Doors
True Strike
Shield
Protection From Evil
Arrow Mind
Sniper's Shot
Mage Armor
Obscuring Mist
Darkness
Shocking Grasp
Endure Elements
Protection From Evil
Protection From Chaos
Mount
Unseen Servant
Detect Undead
Alarm
Hold Portal
Comprehend Languages
Charm Person
Hypnotism
Sleep
Cause Fear
Chill Touch
Ray of Enfeeblement
Floating Disc
Second Level Spells (8/Day)
Pyrotechnics
Blur
Mirror Image
Misdirection
Hypnotic Pattern
Invisibility
Minor Image
Alter Self
Spider Climb
Arcane Lock
Obscure Object
Protection From Arrows
Resist Energy
Acid Arrow
Fog Cloud
Glitterdust
Summon Monster II
Summon Swarm
Web
Detect Thoughts
Locate Object
See Invisibility
Daze Monster
Hideous Laughter
Touch of Idiocy
Continual Flame
Darkness
Flaming Sphere
Gust of Wind
Shatter
Scorching Ray
Blindness/Deafness
Command Undead
False Life
Scare
Spectral Hand
Ghoul Touch
Bull’s Strength
Cat’s Grace
Eagle’s Splendor
Owl’s Wisdom
Fox’s Cunning
Ranger Spells:
First Level Spells (4/Day):
Accelerated Movement
Longstrider
Eyes of the Avoral
Guided Arrow
Languages:
Common
Kao Te Shou
Illuskan
Chondathan
Tuigan
Rashemi
Auran
Aquan
Jaanti
Ignan
Terran
Waelan
Elven
Skills:
Concentration: 10
Diplomacy: 10
Bluff: 10
Spellcraft: 10
Handle Animal: 10
Survival: 10
Knowledge (Nature): 10
Knowledge (Arcana): 10
Knowledge (Planes): 10
Spot: 10
Listen: 10
Search: 10
Gather Information: 8
Climb: 8
Swim: 10
Linguistics: 9