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Choose Name Lawful Good

Character Name Alignment Player

Paladin (8) (VMC Inquisitor) Not set Not set


Character Level Deity Homeland Campaign

Human 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
83 Movement
STR
Strength
13 +1 Total nonlethal Damage

30 ft. 6 sq. 20 ft. 4 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
12 +1
Wounds / Current HP

CON 18 +4 Initative 1 1 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
11 +0 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics -2 =DEX 1 +2 + -5
WIS 11 +0 Channel
Wisdom
Energy Appraise 0 =INT 0 +0 +0

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

Critical Type Range Ammo Use Magic Device 7 =CHA 6 +1 +0


X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo

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

Cold Iron Full plate +2 11 Armor -5 35% 50 lbs.

Totals 11 -5 35% 50 lbs.

Feats Mercies Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Heavy Enfeebled Amulet of the Bloodied 1


Armor Proficiency, Light Riled
Headband Qty. lbs.

Armor Proficiency, Medium Other Specials

Combat Casting Aura of Courage


Power Attack Aura of Good Eyes Qty. lbs.

Shield Proficiency Aura of Resolve


Weapon Focus: Greatsword Channel Energy (Paladin) +4d6
Shoulders Qty. lbs.
Weapon Proficiency, Martial(all) Code of Conduct
Weapon Proficiency, Simple Detect Evil
Divine Bond Neck Qty. lbs.

Divine Grace
Amulet of bullet protection 1
Divine Health
Judgement Chest Qty. lbs.

Lay On Hands
Smite Evil
Stern Gaze Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Ring of Protection +1 1

Play Notes

Racial Traits

Skilled

Background Traits

Light 50 lbs. or less Lift Over 150 lbs.


Load Head PP 0 Experience Points
GP 33000
Medium 51-100 lbs. Lift Off 300 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
101-150 lbs. Drag or
Push
750 lbs. CP 0 75,000 (Medium Progression)
Paladin Spell Book

Spell Level 1 2 3 4

Spells per day (adjusted) 1 (3) 1 (3) - -

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

Bless Weapon Transmutation 1 min./level; 1 standard touch none no 17

Shield of Fortification Abjuration 1 minute/level; 1 standard touch Fortitude yes 17

Prepared Spell Level 2 Metamagic School Duration Cast time Range/Area Save SR DC

Endure Elements, Communal Abjuration 24 hours; 1 standard touch Will yes 18

Ironskin Transmutation 1 minute/level (D; see 1 standard personal 18

Resist Energy Abjuration 10 min./level; 1 standard touch Fortitude yes 18


Spell Descriptions (A-Z)
BLESS

School: Enchantment (compulsion)


Level: cleric/oracle 1, paladin 1, inquisitor 1, shaman 1
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S, DF
Range: 50 ft.
Area: The caster and all allies within a 50-ft. burst, centered on the caster
Duration: 1 min./level;
Saving Throw: none
Spell Resistance: yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and
dispels bane.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

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

ENDURE ELEMENTS, COMMUNAL

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

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


FEATS

ARMOR PROFICIENCY, HEAVY

Requirements: Light Armor Proficiency, Armor Proficiency, Medium.


See Armor Proficiency, Light.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

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

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

Requirements: Str 13, base attack bonus +1.


You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all
melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed
weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif
ier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or
secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty
increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack
roll, and its effects last until your next turn. the bonus damage does not apply to touch attacks or effects that do not deal
hit point damage.
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

WEAPON FOCUS

Requirements: Proficiency with selected weapon, base attack bonus +1.


You gain a +1 bonus on all attack rolls you make using the selected weapon.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON PROFICIENCY, MARTIAL(ALL)

Requirements: Awarded by class.


Proficiency with all martial weapons.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
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: https://pathbuilder2e.com/legacy/license.html


Description
A PFRPG character build.

Notes
No build notes.

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