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Khair Al-Waajida (Exorcist)
Khair Al-Waajida (Exorcist)
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
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
Haunting Regret
Child of the Streets
Born Damned
Flame of the Dawn
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
Disrupt Undead Necromancy instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) none yes 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 Undead Divination concentration, up to 1 minute/ 1 standard action 60 ft. cone-shaped emanation none no 13
Positive Pulse Necromancy instantaneous plus 1 round 1 standard action close (25 ft. + 5 ft./2 levels) 5- Will negates yes 13
Spell Descriptions (A-Z)
DETECT UNDEAD
School: Divination
Level: cleric/oracle 1, paladin 1, sorcerer/wizard 1, alchemist 1, inquisitor 1, alchemist 1, inquisitor 1, shaman 1, psychic 1, mesmerist 1, spiritualist 1
Casting time: 1 standard action
Components: V, S, M/DF (earth from a grave)
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 minute/ level;
Saving Throw: none
Spell Resistance: no
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura
present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least
twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is
outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by
the HD of the undead creature, as given on the table below. Lingering Aura: An undead aura lingers after its original source is destroyed. If detect
undead 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, as given on the table below. HD Strength Lingering Aura Duration 1 or lower Faint 1d6 rounds 2-4
Moderate 1d6 minutes 5-10 Strong 1d6 x 10 minutes 11 or higher Overwhelming 1d6 days Each round, you can turn to detect undead 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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
DISRUPT UNDEAD
School: Necromancy
Level: sorcerer/wizard 0, inquisitor 0, magus 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: instantaneous;
Saving Throw: none
Spell Resistance: yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of
damage to it.
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
LIGHT
School: Evocation
Level: bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0, shaman 0, occultist 0, psychic 0, mesmerist 0,
spiritualist 0
Descriptor: light
Casting time: 1 standard action
Components: V, M/DF (a firefly)
Range: touch
Targets: object touched
Duration: 10 min./level;
Saving Throw: none
Spell Resistance: no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light
level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of
normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active
at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent
(through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or
lower spell level.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
POSITIVE PULSE
School: Necromancy
Level: arcanist 1, cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, spiritualist 1, summoner 1, summoner (unchained) 1,
warpriest 1, witch 1
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-radius burst
Duration: instantaneous plus 1 round (see text)
Saving Throw: Will negates or Will negates (harmless); see text;
Spell Resistance: yes
This spell causes a wave of positive energy to spread from a point you designate, damaging foes vulnerable to positive energy and bolstering living
creatures. Each creature damaged by positive energy in the area (such as undead) must succeed at a Will save or take 1d6 points of damage, plus 1
point for every 2 caster levels (maximum +5). Haunts manifesting in the spell’s area also take this damage. This spell does not heal creatures healed
by positive energy; such creatures instead gain a +2 bonus on saving throws against death effects, energy drain, negative energy, and effects
directly caused by haunts. This bonus lasts for 1 round
Section 15 Copyright Notice: Pathfinder RPG: Planar Adventures Copyright 2018, Paizo Inc
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
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
SOULBLADE
Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC