Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

Khair al-Waajida Chaotic Good

Character Name Alignment Player

Exorcist (1) Sarenrae Katapesh


Character Level Deity Homeland Campaign

Tiefling Medium Masculino 26 (Adult) 1,54 m 70 kg Negro Amarillos


Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod Temp. Temp.


Name Score Modifi HP
Hit Points
10 Movement
STR
Strength
14 +2 Total nonlethal Damage

30 ft. 6 sq. 30 ft. 6 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
14 +2
Wounds / Curent HP

CON 13 +1 Initative 2 2 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
14 +2 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 2 =DEX 2 +0 +0
WIS 15 +2
Wisdom Judgement Appraise 2 =INT 2 +0 +0

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

Handle Animal* =CHA + +


Spell Energy x Heal 2 =WIS 2 +0 +0
B.A.B. 0 Resistance Resistance
x Intimidate 4 =CHA -1 +1 +4
CMB 2 = 0 + 2 + 0 + 0 x Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering)* =INT + +
CMD 14 =10+ 0 + 2 + 2 + 0 + 0 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon
Knowledge (history)* =INT + +
Scimitar Knowledge (local) 3 =INT 2 +1 +0
Critical Type Range Ammo
x Knowledge (nature)* =INT + +
18-20/x2 S Knowledge (nobility)* =INT + +
Attack Damage
x Knowledge (planes)* =INT + +
+2 1d6+2 x Knowledge (religion) 6 =INT 2 +1 +3
Weapon Linguistics* =INT + +
x Lore* =INT + +
Critical Type Range Ammo x Perception 6 =WIS 2 +1 +3
Perform (a) -1 =CHA -1 +0 +0
Attack Damage
Perform (b) -1 =CHA -1 +0 +0
x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
x Ride 2 =DEX 2 +0 +0
Critical Type Range Ammo x Sense Motive 7 =WIS 2 +1 +4
x Sleight of Hand 7 =DEX 2 +1 +4
Attack Damage x Spellcraft* =INT + +
x Stealth 6 =DEX 2 +1 +3

Weapon
x Survival 2 =WIS 2 +0 +0
x Swim 2 =STR 2 +0 +0

Critical Type Range Ammo Use Magic Device* =CHA + +


X Class Skill *Trained Only

Conditional Modifiers
Attack Damage

Weapon
Languages

Critical Type Range Ammo


Common, Infernal

Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties

Leather 2 Armor 0 10% 15 lbs.

Totals 2 0 10% 15 lbs.

Feats Domains Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light Sun Adventurer's sash 1


Armor Proficiency, Medium Other Specials
Bedroll 1 Headband Qty. lbs.

Shield Proficiency Judgement 1/per day


Soulblade Monster Lore Flint and steel 1
Weapon Proficiency, Simple Stern Gaze Holy symbol, gold Eyes Qty. lbs.
1
Sun's Blessing
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

Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

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

Light 58 lbs. or less Lift Over 175 lbs.


Load Head PP 0 Experience Points
GP 9 Not set
Medium 59-116 lbs. Lift Off 350 lbs.
Load Ground
SP 3 Next Level
Heavy
Load
117-175 lbs. Drag or
Push
875 lbs. CP 8 2,000 (Medium Progression)
Inquisitor Spell Book

Spell Level 0 1 2 3 4 5 6

Spells per day (adjusted) ∞ 1 (2) - - - - -

Spontaneous Caster Spell Use Tracker

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

Light Evocation 10 min./level; 1 standard action touch none no 12

Stabilize Conjuration instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 12

Known Spell Level 1 School Duration Cast time Range/Area Save SR DC

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

School: Conjuration (healing)


Level: cleric/oracle 0, druid 0, witch 0, inquisitor 0, shaman 0, occultist 0, psychic 0, spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one living creature
Duration: instantaneous;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature is automatically stabilized and does not lose any
further hit points. If the creature later takes damage, it continues dying normally.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: http://pathbuilder.x10host.com/license.html


FEATS

ARMOR PROFICIENCY, LIGHT

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

ARMOR PROFICIENCY, MEDIUM

Requirements: Light Armor Proficiency.


See Armor Proficiency, Light.
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: Knowledge (religion) 1 rank, Perception 1 rank.


As a standard action, you can make a weapon attack against a haunt. If successful, your attack deals damage equal to
your weapon dice plus any enhancement bonus (but not other bonuses, such as those granted by Strength, Weapon
Specialization, or class features like sneak attack). You can use any Vital Strike feat in order to enhance this attack.
Whenever you come within 10 feet of a haunt's area, you can attempt to notice it as though casting detect undead (with
the standard -4 penalty).
Section 15 Copyright Notice: Pathfinder Player Companion: Haunted Heroes Handbook Copyright 2016, Paizo Inc

WEAPON PROFICIENCY, SIMPLE

Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: http://pathbuilder.x10host.com/license.html

You might also like