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Choose Name Lawful Evil

Character Name Alignment Player

Skald (1) Not set Not set


Character Level Deity Homeland Campaign

Drow Noble Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod. Temp. Temp.


Name Score Mod. HP
Hit Points
10 Movement
STR
Strength
10 +0 Total nonlethal Damage

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


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

CON 12 +1 Initative 2 2 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
13 +1 Damage Skill Names Total Abilit Ranks Misc
Reduction
x Acrobatics 2 =DEX 2 +0 +0
WIS 9 -1 Bardic
Wisdom
Performanc x Appraise 1 =INT 1 +0 +0

CHA
x Artistry 1 =INT 1 +0 +0
Charisma
12 +1 Power 2
x Bluff 5 =CHA 1 +1 +3
x Climb 0 =STR 0 +0 +0
AC
Armor Class
12 =10+ 0 + 0 + 2 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 1 =INT 1 +0 +0
x Craft (b) 1 =INT 1 +0 +0
Touch AC 12 Flat Footed AC 10
x Craft (c) 1 =INT 1 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 5 =CHA 1 +1 +3
FortitudeConstitution
3 = 2 + 1 + 0 + 0 + Disable Device* =DEX + +
Disguise 1 =CHA 1 +0 +0
Reflex 2 = 0 + 2 + 0 + 0 +
Dexterity x Escape Artist 2 =DEX 2 +0 +0

Will 1 = 2 + -1 + 0 + 0 +
Fly 2 =DEX 2 +0 +0
Wisdom
x Handle Animal* =CHA + +
Spell Energy Heal -1 =WIS -1 +0 +0
B.A.B. 0 Resistance Resistance
x Intimidate 5 =CHA 1 +1 +3
CMB 0 = 0 + 0 + 0 + 0 x Knowledge (arcana) 6 =INT 1 +1 +4
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering) 2 =INT 1 +0 +1
CMD 12 =10+ 0 + 0 + 2 + 0 + 0 x Knowledge (engineering) 2 =INT 1 +0 +1
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
x Knowledge (geography) 2 =INT 1 +0 +1
Weapon x Knowledge (history) 2 =INT 1 +0 +1
x Knowledge (local) 2 =INT 1 +0 +1
Critical Type Range Ammo
x Knowledge (nature) 2 =INT 1 +0 +1
x Knowledge (nobility) 2 =INT 1 +0 +1
Attack Damage
x Knowledge (planes) 2 =INT 1 +0 +1
x Knowledge (religion) 6 =INT 1 +1 +4
Weapon x Linguistics* =INT + +
x Lore* =INT + +
Critical Type Range Ammo x Perception 1 =WIS -1 +0 +2
x Perform (a) 1 =CHA 1 +0 +0
Attack Damage x 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 -1 =WIS -1 +0 +0
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft* =INT + +
Stealth 2 =DEX 2 +0 +0

Weapon
Survival -1 =WIS -1 +0 +0
x Swim 0 =STR 0 +0 +0

Critical Type Range Ammo


x Use Magic Device* =CHA + +
X Class Skill *Trained Only

Conditional Modifiers
Attack Damage

Weapon
Languages

Critical Type Range Ammo

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

Totals 0 0 0% 0 lbs.

Feats Other Specials Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light


Bardic Knowledge
Armor Proficiency, Medium
Inspired Rage Headband Qty. lbs.

Opening Volley
Raging Song
Scribe Scroll
Scribe Scroll
Shield Proficiency Eyes Qty. lbs.

Weapon Proficiency, Martial(all)


Weapon Proficiency, Simple
Shoulders Qty. lbs.

Neck Qty. lbs.

Chest Qty. lbs.

Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Darkvision
Drow Immunities
Elf
Keen Senses
Light Blindness
Poison Use Background Traits

Spell Resistance
Spell-Like Abilities
Weapon Familiarity

Light 33 lbs. or less Lift Over 100 lbs.


Load Head PP 0 Experience Points
GP 0 Not set
Medium 34-66 lbs. Lift Off 200 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
67-100 lbs. Drag or
Push
500 lbs. CP 0 2,000 (Medium Progression)
Skald 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

Detect Magic Divination concentration, up to 1 1 standard action 60 ft. cone-shaped emanation none no 11

Know Direction Divination instantaneous; 1 standard action personal 11

Open/Close Transmutation instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 11

Read Magic Divination 10 min./level; 1 standard action personal 11

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

Cure Light Wounds Conjuration instantaneous; 1 standard action touch Will half yes 12

Vanish Illusion 1 round/level (up to 5 rounds) 1 standard action touch Will negates yes 12
Spell Descriptions (A-Z)
CURE LIGHT WOUNDS

School: Conjuration (healing)


Level: bard 1, cleric/oracle 1, druid 1, paladin 1, ranger 2, witch 1, inquisitor 1, alchemist 1, shaman 1, occultist 1, spiritualist 1
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: instantaneous;
Saving Throw: Will half (harmless); see text
Spell Resistance: yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum
+5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply
spell resistance, and can attempt a Will save to take half damage.
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

KNOW DIRECTION

School: Divination
Level: bard 0, druid 0, shaman 0, occultist 0, psychic 0
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: instantaneous;
When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which
"north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again
within moments if you don't find some external reference point to help you keep track of direction.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

OPEN/CLOSE

School: Transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, occultist 0, psychic 0, mesmerist 0, spiritualist 0
Casting time: 1 standard action
Components: V, S, F (a brass key)
Range: close (25 ft. + 5 ft./2 levels)
Targets: object weighing up to 30 lbs. or portal that can be opened or closed
Duration: instantaneous;
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as
a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors,
chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

READ MAGIC
School: Divination
Level: bard 0, cleric/oracle 0, druid 0, paladin 1, ranger 1, 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, F (a clear crystal or mineral prism)
Range: personal
Targets: you
Duration: 10 min./level;
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 or trapped 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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

VANISH

School: Illusion (glamer)


Level: bard 1, sorcerer/wizard 1, magus 1, occultist 1, psychic 1, mesmerist 1
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: 1 round/level (up to 5 rounds) (D);
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell
immediately ends if the subject attacks any creature.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC

Open Game License and Copyright details available at: https://pathbuilder2e.com/legacy/license.html

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