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Charactersheet 30
Charactersheet 30
Human Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes
CHA
x Artistry 0 =INT 0 +0 +0
Charisma
22 +6 Lay On
Hands
Bluff 7 =CHA 6 +1 +0
Climb -4 =STR 1 +0 + -5
AC
Armor Class
25 =10+ 11 + 0 + 1 + 0 + 1 + 2 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 0 =INT 0 +0 +0
x Craft (b) 0 =INT 0 +0 +0
Touch AC 13 Flat Footed AC 24
x Craft (c) 0 =INT 0 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 10 =CHA 6 +1 +3
FortitudeConstitution
18 = 6 + 4 + 0 + 8 + Disable Device* =DEX + +
Disguise 7 =CHA 6 +1 +0
Reflex 11 = 2 + 1 + 0 + 8 +
Dexterity
Escape Artist -4 =DEX 1 +0 + -5
Will 14 = 6 + 0 + 0 + 8 +
Fly -4 =DEX 1 +0 + -5
Wisdom
x Handle Animal 10 =CHA 6 +1 +3
Spell Energy x Heal 0 =WIS 0 +0 +0
B.A.B. 8 Resistance Resistance
Intimidate 11 =CHA 6 +1 +4
CMB 9 = 8 + 1 + 0 + 0 Knowledge (arcana) 1 =INT 0 +1 +0
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 22 =10+ 8 + 1 + 1 + 0 + 2 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography) 1 =INT 0 +1 +0
Weapon
Knowledge (history)* =INT + +
(Power Attack) Redención Knowledge (local) 1 =INT 0 +1 +0
Critical Type Range Ammo
Knowledge (nature) 1 =INT 0 +1 +0
19-20/x2 S x Knowledge (nobility) 4 =INT 0 +1 +3
Attack Damage
Knowledge (planes) 1 =INT 0 +1 +0
+14/+9 2d6+19 x Knowledge (religion) 4 =INT 0 +1 +3
Weapon Linguistics 1 =INT 0 +1 +0
(Power Attack) Pecado x Lore* =INT + +
Critical Type Range Ammo Perception 3 =WIS 0 +3 +0
19-20/x2 S Perform (a) 7 =CHA 6 +1 +0
Attack Damage
Perform (b) 6 =CHA 6 +0 +0
+14/+9 1d8+15 +1d6 Fire x Profession (a) 4 =WIS 0 +1 +3
Weapon x Profession (b)* =WIS + +
x Ride -4 =DEX 1 +0 + -5
Critical Type Range Ammo x Sense Motive 8 =WIS 0 +1 +7
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft 4 =INT 0 +1 +3
Stealth -4 =DEX 1 +0 + -5
Weapon
Survival 0 =WIS 0 +0 +0
Swim -3 =STR 1 +1 + -5
Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Divine Grace
Amulet of bullet protection 1
Divine Health
Judgement Chest Qty. lbs.
Lay On Hands
Smite Evil
Stern Gaze Body Qty. lbs.
Ring of Protection +1 1
Play Notes
Racial Traits
Skilled
Background Traits
Spell Level 1 2 3 4
Prepared Spells
Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC
Bless Enchantment 1 min./level; 1 standard 50 ft. The caster and all none yes 17
Prepared Spell Level 2 Metamagic School Duration Cast time Range/Area Save SR DC
BLESS WEAPON
School: Transmutation
Level: paladin 1
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: weapon touched
Duration: 1 min./level;
Saving Throw: none
Spell Resistance: no
This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of
bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon
also becomes good-aligned, which means it can bypass the DR of certain creatures. (This effect overrides and suppresses any other alignment the
weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the
projectiles they shoot. In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect
does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
School: Abjuration
Level: alchemist 3, cleric/oracle 2, druid 2, paladin 2, ranger 2, sorcerer/wizard 2, psychic 2
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creatures touched
Duration: 24 hours;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
This spell functions like endure elements, except you divide the duration in 1-hour increments among the creatures touched.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC
IRONSKIN
School: Transmutation
Level: alchemist 2, antipaladin 2, bloodrager 2, cleric/oracle 2, druid 2, paladin 2, ranger 2, witch 2, psychic 2
Descriptor: earth
Casting time: 1 standard action
Components: V, S, DF/M (a pinch of forge soot)
Range: personal
Targets: you
Duration: 1 minute/level (D; see text);
Your skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus (if you
do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for
every 4 caster levels above 4th, to a maximum of +7 at 15th level. While you're under the effects of this spell, if an opponent confirms a critical hit
or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack
and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Monster Codex Copyright 2014, Paizo Inc
RESIST ENERGY
School: Abjuration
Level: alchemist 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger 1, sorcerer/wizard 2, summoner 2, bloodrager 2, shaman 2, occultist 2,
psychic 2, spiritualist 2
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: creature touched
Duration: 10 min./level;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or
sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether
from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy
resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as
well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Resist energy overlaps (and does not stack with)
protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is
exhausted.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
SHIELD OF FORTIFICATION
School: Abjuration
Level: cleric/oracle 2, inquisitor 1, paladin 1, psychic 2
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: creature touched
Duration: 1 minute/level;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
You create a magical barrier that protects a target's vital areas. When the target is struck by a critical hit or a sneak attack, there is a 25% chance
that the critical hit or sneak attack is negated and damage is instead rolled normally. This benefit does not stack with other effects that can turn
critical hits or sneak attacks into normal attacks, such as the fortification armor special ability.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc
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
COMBAT CASTING
Requirements: None
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the
defensive or while grappled.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
POWER ATTACK
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
WEAPON FOCUS
Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Notes
No build notes.