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Khair Al-Waajida (Sin Eater)
Khair Al-Waajida (Sin Eater)
CHA
x Artistry 2 =INT 2 +0 +0
Charisma
9 -1 Power 2
x Bluff 3 =CHA -1 +1 +3
x Climb 2 =STR 2 +0 +0
AC
Armor Class
14 =10+ 2 + 0 + 2 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 2 =INT 2 +0 +0
x Craft (b) 2 =INT 2 +0 +0
Touch AC 12 Flat Footed AC 12
x Craft (c) 2 =INT 2 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy -1 =CHA -1 +0 +0
FortitudeConstitution
3 = 2 + 1 + 0 + 0 + Disable Device* =DEX + +
x Disguise -1 =CHA -1 +0 +0
Reflex 2 = 0 + 2 + 0 + 0 +
Dexterity
Escape Artist 2 =DEX 2 +0 +0
Will 4 = 2 + 2 + 0 + 0 +
Fly 2 =DEX 2 +0 +0
Wisdom
Weapon
x Survival 2 =WIS 2 +0 +0
x Swim 2 =STR 2 +0 +0
Conditional Modifiers
Attack Damage
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Pouch, belt 1
Shoulders Qty. lbs.
Rations, trail 5
Soap 1
Neck Qty. lbs.
Vestments, Cleric's 1
Waterskin 1
Chest Qty. lbs.
Whetstone 1
Play Notes
Racial Traits
Bullying
Darkvision
Fiendish Resistance
Native Outsider
Soul Seer
Background Traits
Spell Level 0 1 2 3 4 5 6
Level 1
Known Spells
Known Spell Level 0 School Duration Cast time Range/Area Save SR DC
Daze Enchantment 1 round; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 12
Detect Magic Divination concentration, up to 1 1 standard action 60 ft. cone-shaped emanation none no 12
Guidance Divination 1 minute or until discharged; 1 standard action touch Will negates yes 12
Stabilize Conjuration instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 12
Detect Evil Divination concentration, up to 10 min./ 1 standard action 60 ft. cone-shaped emanation none no 13
Persuasive Goad Necromancy instantaneous and 1 minute; 1 standard action close (25 ft. +5 ft./2 levels) Fortitude yes 13
Spell Descriptions (A-Z)
DAZE
DETECT EVIL
School: Divination
Level: cleric/oracle 1, inquisitor 1, shaman 1, spiritualist 1
Casting time: 1 standard action
Components: V, S, DF
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 10 min./ level;
Saving Throw: none
Spell Resistance: no
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round:
Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura
present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at
least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is
outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil
creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more
than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the
case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil 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: Original Strength
Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Animals, traps, poisons, and
other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the
purpose of this spell. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect Chaos/Evil/Good/Law Creature/Object Aura Power None Faint Moderate Strong
Overwhelming Aligned creature1 (HD) 5 or lower 5-10 11-25 26-50 51 or higher Aligned Undead (HD) -- 2 or lower 3-8 9-20 21 or higher Aligned
outsider (HD) -- 1 or lower 2-4 5-10 11 or higher Cleric or paladin of an aligned deity2 (class levels) -- 1 2-4 5–10 11 or higher Aligned magic item or
spell (caster level) 5th or lower 6th-10th 11th-15th 16th-20th 21st or higher 1 Except for undead and outsiders, which have their own entries on the
table. 2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
DETECT MAGIC
School: Divination
Level: bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, magus 0, shaman 0, occultist 0, psychic 0, mesmerist 0,
spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level;
Saving Throw: none
Spell Resistance: no
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 Knowledge (arcana) skill checks to determine the
school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates
from a magic item, you can attempt to identify its properties (see Spellcraft). 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; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Spell or Object Aura
Power Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Magic item (caster level)
5th or lower 6th-11th 12th-20th 21st+ (artifact) 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: Original Strength Duration of Lingering Aura
Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves,
but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a
permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
GUIDANCE
School: Divination
Level: cleric/oracle 0, druid 0, summoner 0, witch 0, inquisitor 0, summoner 0, witch 0, inquisitor 0, shaman 0, occultist 0, spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: 1 minute or until discharged;
Saving Throw: Will negates (harmless)
Spell Resistance: yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill
check. It must choose to use the bonus before making the roll to which it applies.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
PERSUASIVE GOAD
School: Necromancy
Level: inquisitor 1
Descriptor: pain
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. +5 ft./2 levels)
Targets: one creature
Duration: instantaneous and 1 minute;
Saving Throw: Fortitude negates
Spell Resistance: yes
Your eyes flash and the target takes 1d6 points of nonlethal damage. For the next minute, you gain a +4 circumstance bonus on Intimidate checks
against the target.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC
STABILIZE
Requirements: None
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to
Dexterity- and Strength-based skill checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
DEVIL SENSE
Requirements: Wis 13, ability to cast detect evil as a spell or spell-like ability.
At the beginning of your turn each round, if you are within 60 feet of an outsider with the evil subtype, you instinctively
sense that something unholy is near. You may experience this sense as an unpleasant smell or taste (such as sulfur),
as gooseflesh on your arms or neck, or as an ineffable sense of dread. This sense does not alert you to the direction of
the outsider. Anything that can thwart or mislead detect evil can likewise block this sense.
Section 15 Copyright Notice: Pathfinder Player Companion: Adventurer's Guide Copyright 2017, Paizo Inc
SHIELD PROFICIENCY
Requirements: None
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-
based skills.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC