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Father Cross Chaotic Good

Character Name Alignment Player

Merciful Healer (1) Milani Not set


Character Level Deity Homeland Campaign

Human Medium Male Not set (Adult) 5 ft 1 inch 150 Bald Brown
Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod. Temp. Temp.


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

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


Base Speed Armor Speed Burrow
DEX
Dexterity
10 +0
Wounds / Current HP

CON 10 +0 Initative 0 0 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
10 +0 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics -5 =DEX 0 +0 + -5
WIS 20 +5
Wisdom Power 1 x Appraise 0 =INT 0 +0 +0

CHA
x Artistry 0 =INT 0 +0 +0
Charisma
14 +2 Power 2
Bluff 2 =CHA 2 +0 +0
Climb -5 =STR 0 +0 + -5
AC
Armor Class
18 =10+ 6 + 2 + 0 + 0 + 0 + 0 + 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 10 Flat Footed AC 18
x Craft (c) 0 =INT 0 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 2 =CHA 2 +0 +0
FortitudeConstitution
2 = 2 + 0 + 0 + 0 + Disable Device* =DEX + +
Disguise 2 =CHA 2 +0 +0
Reflex 1 = 0 + 0 + 0 + 1 +
Dexterity
Escape Artist -5 =DEX 0 +0 + -5

Will 8 = 2 + 5 + 0 + 1 +
Fly -5 =DEX 0 +0 + -5
Wisdom

Handle Animal* =CHA + +


Spell Energy x Heal 5 =WIS 5 +0 +0
B.A.B. 0 Resistance Resistance
Intimidate 2 =CHA 2 +0 +0
CMB 0 = 0 + 0 + 0 + 0 x Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 10 =10+ 0 + 0 + 0 + 0 + 0 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon x Knowledge (history)* =INT + +
Cold Iron Morningstar (Masterwork) Knowledge (local)* =INT + +
Critical Type Range Ammo
x Knowledge (nature)* =INT + +
20/x2 B and P x Knowledge (nobility)* =INT + +
Attack Damage
x Knowledge (planes)* =INT + +
+1 1d8 x Knowledge (religion) 4 =INT 0 +1 +3
Weapon x Linguistics 5 =INT 0 +1 +4
Heavy crossbow x Lore* =INT + +
Critical Type Range Ammo x Perception 9 =WIS 5 +1 +3
19-20/x2 P 120 ft. Perform (a) 2 =CHA 2 +0 +0
Attack Damage
Perform (b) 2 =CHA 2 +0 +0
+0 1d10 x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Ride -5 =DEX 0 +0 + -5
Critical Type Range Ammo x Sense Motive 5 =WIS 5 +0 +0
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft* =INT + +
Stealth -5 =DEX 0 +0 + -5

Weapon
Survival 5 =WIS 5 +0 +0
Swim -5 =STR 0 +0 + -5

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


X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo


Common, Goblin

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

Heavy steel shield 2 Shield -2 15% 15 lbs.


Breastplate (Masterwork) 6 Armor -3 25% 30 lbs.

Totals 8 -5 40% 45 lbs.

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

Armor Proficiency, Light Healing Alchemist's fire (1 flask) 3


Armor Proficiency, Medium Other Specials
Backpack, common 1 Headband Qty. lbs.

Extra Channel Aura


Selective Channeling Channel Energy (Cleric) +1d6 Bolt(s), crossbow (10) 10
Shield Proficiency Combat Medic Candle Eyes Qty. lbs.
5
Weapon Proficiency, Simple Low-Light Vision
Chalk (1 piece) 5
Rebuke Death
Shoulders Qty. lbs.
Willing Healer Crowbar 1

Flint and steel 1


Neck Qty. lbs.
Holy symbol, silver 1

Holy/Unholy Water (1 flask) 1


Chest Qty. lbs.
Kit, mess 1

Potion of Cure light 1


Body Qty. lbs.

Pouch, belt 1

Rations, trail 5
Belt Qty. lbs.

Rope, silk (50 ft.) 1

Sack 1
Wrist Qty. lbs.

Sunrod 3

Waterskin 1
Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Heart of the Fey

Background Traits

Well-Provisioned Adventurer
Sacred Touch
Exchange Agent

Light 33 lbs. or less Lift Over 100 lbs.


Load Head PP 0 Experience Points
GP 7 1
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)
Cleric Spell Book

Spell Level 0 1 2 3 4 5 6 7 8 9

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

Prepared Spells
Prepared Spell Level 0 Metamagic School Duration Cast time Range/Area Save SR DC

Create Water Conjuration instantaneous; 1 standard close (25 ft. + 5 ft./2 none no 15

Guidance Divination 1 minute or until 1 standard touch Will yes 15

Purify Food and Drink Transmutation instantaneous; 1 standard 10 ft. Will yes 15

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

Ant Haul Transmutation 2 hours/level; 1 standard touch Fortitude yes 16

Bless Water Transmutation instantaneous; 1 minute touch Will yes 16

Liberating Command Transmutation instantaneous; 1 immediate close (25 ft. + 5 ft./2 Will yes 16
Spell Descriptions (A-Z)
ANT HAUL

School: Transmutation
Level: alchemist 1, cleric/oracle 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1, occultist 1, psychic 1
Casting time: 1 standard action
Components: V, S, M/DF (a small pulley)
Range: touch
Targets: creature touched
Duration: 2 hours/level;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
The target's carrying capacity triples (see Table 7-4: Carrying Capacity on page 171 of the Core Rulebook). This does not affect the creature's actual
Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor.
If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC

BLESS WATER

School: Transmutation
Level: cleric/oracle 1, paladin 1, inquisitor 1
Descriptor: good
Casting time: 1 minute
Components: V, S, M (5 pounds of powdered silver worth 25 gp)
Range: touch
Targets: flask of water touched
Duration: instantaneous;
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

CREATE WATER

School: Conjuration (creation)


Level: cleric/oracle 0, druid 0, paladin 1, inquisitor 0, shaman 0, occultist 0
Descriptor: water
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: up to 2 gallons of water/level
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the
liquid, or in an area three times as large--possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not
consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of
water contains roughly 8 gallons and weighs about 60 pounds.
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

LIBERATING COMMAND

School: Transmutation
Level: bard 1, cleric/oracle 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1, occultist 1, psychic 1
Casting time: 1 immediate action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature
Duration: instantaneous;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a
competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the
Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

PURIFY FOOD AND DRINK

School: Transmutation
Level: cleric/oracle 0, druid 0, shaman 0, occultist 0
Casting time: 1 standard action
Components: V, S
Range: 10 ft.
Targets: 1 cu. ft./level of contaminated food and water
Duration: instantaneous;
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This
spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and
drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water
contains roughly 8 gallons and weighs about 60 pounds.
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


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

EXTRA CHANNEL

Requirements: Channel energy class feature.


You can channel energy two additional times per day.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SELECTIVE CHANNELING

Requirements: Cha 13, channel energy class feature.


When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets
are not affected by your channeled energy.
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 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
Healer's Touch = not having to do this:Maximize Spell (Metamagic)Your spells have the maximum possible
effect.Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed
rolls are not affected, nor are spells without random variables.Level Increase: +3 (a maximized spell uses up a spell slot
three levels higher than the spell’s actual level.)An empowered, maximized spell gains the separate benefits of each
feat: the maximum result plus half the normally rolled result.
Holy Warrior Package
Healer’s Touch (Achievement)The magic of life flows through your body like a river.Prerequisites: Cure a cumulative
total of 1,000 points of damage for other creatures using healing spells. Dealing damage slows progress toward this
goal achievement; for every 1 point of damage you deal to another creature, reduce your cumulative healing total by
2.Benefit: When you cast a healing spell to heal a target other than yourself, the spell is maximized as though using
the Maximize Spell effect. This does not increase your casting time for the spell. When you cast a healing spell to
damage a target, the spell is not maximized but its saving throw DC increases by +4.

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