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Cassiraeel Mydaiel Neutral Good

Character Name Alignment Player

Wizard (2) Not set Not set


Character Level Deity Homeland Campaign

Half-Elf 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
14 Movement
STR
Strength
8 -1 Total nonlethal Damage

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


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

CON 14 +2 Initative 2 2 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
18 +4 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 2 =DEX 2 +0 +0
WIS 10 +0
Wisdom Power 1 x Appraise 4 =INT 4 +0 +0

CHA
x Artistry 4 =INT 4 +0 +0
Charisma
12 +1 Power 2
Bluff 1 =CHA 1 +0 +0
Climb -1 =STR -1 +0 +0
AC
Armor Class
13 =10+ 1 + 0 + 2 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 4 =INT 4 +0 +0
x Craft (b) 4 =INT 4 +0 +0
Touch AC 12 Flat Footed AC 11
x Craft (c) 4 =INT 4 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 1 =CHA 1 +0 +0
FortitudeConstitution
2 = 0 + 2 + 0 + 0 + Disable Device* =DEX + +
Disguise 1 =CHA 1 +0 +0
Reflex 2 = 0 + 2 + 0 + 0 +
Dexterity
Escape Artist 2 =DEX 2 +0 +0

Will 3 = 3 + 0 + 0 + 0 +
x Fly 2 =DEX 2 +0 +0
Wisdom

Handle Animal* =CHA + +


Spell Energy Heal 0 =WIS 0 +0 +0
B.A.B. 1 Resistance Resistance
Intimidate 1 =CHA 1 +0 +0
CMB 0 = 1 + -1 + 0 + 0 x Knowledge (arcana) 10 =INT 4 +2 +4
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering) 8 =INT 4 +1 +3
CMD 12 =10+ 1 + -1 + 2 + 0 + 0 x Knowledge (engineering) 8 =INT 4 +1 +3
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
x Knowledge (geography)* =INT + +
Weapon x Knowledge (history)* =INT + +
Light crossbow (Masterwork) x Knowledge (local) 8 =INT 4 +1 +3
Critical Type Range Ammo
x Knowledge (nature) 8 =INT 4 +1 +3
19-20/x2 P 80 ft. x Knowledge (nobility) 8 =INT 4 +1 +3
Attack Damage
x Knowledge (planes) 8 =INT 4 +1 +3
+4 1d8 x Knowledge (religion) 8 =INT 4 +1 +3
Weapon x Linguistics* =INT + +
Dagger x Lore* =INT + +
Critical Type Range Ammo Perception 2 =WIS 0 +0 +2
19-20/x2 P or S 10 ft. Perform (a) 1 =CHA 1 +0 +0
Attack Damage
Perform (b) 1 =CHA 1 +0 +0
+0 1d4-1 x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Ride 2 =DEX 2 +0 +0
Critical Type Range Ammo Sense Motive 0 =WIS 0 +0 +0
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft 13 =INT 4 +2 +7
Stealth 2 =DEX 2 +0 +0

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

Critical Type Range Ammo


x Use Magic Device 6 =CHA 1 +1 +4
X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo


Common, Draconic, Elven

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

Silken ceremonial (Masterwork... 1 Armor 0 0% 4 lbs.

Totals 1 0 0% 4 lbs.

Feats Opposition Schools Equipment Qty. lbs. Head Qty. lbs.

Combat Casting Illusion Backpack, common 1


Scribe Scroll Necromancy
Bedroll 1 Headband Qty. lbs.

Skill Focus: Spellcraft Schools

Conjuration Flint and steel 1


Other Specials Ink 1 Eyes Qty. lbs.

Acid Dart
Inkpen 1
Spellbooks
Shoulders Qty. lbs.
Summoner's Charm Kit, mess 1

Outfit, Explorer's 1
Neck Qty. lbs.
Potion of Cure light 3

Pouch, belt 1
Chest Qty. lbs.
Pouch, spell components 1

Rations, trail 3
Body Qty. lbs.

Soap 1

Spellbook 1
Belt Qty. lbs.

Torch, everburning 1

Wand of Enfeeblement 1
Wrist Qty. lbs.

Wand of Mage Armor 1

Wand of Magic Missile 1


Hands Qty. lbs.

Waterskin 1

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Adaptability
Arcane Training
Elf Blood
Elven Immunities
Keen Senses
Low-Light Vision Background Traits

Dangerously Curious
Arcane Student

Light 26 lbs. or less Lift Over 80 lbs.


Load Head PP 0 Experience Points
GP 0 2,000
Medium 27-53 lbs. Lift Off 160 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
54-80 lbs. Drag or
Push
400 lbs. CP 0 5,000 (Medium Progression)
Wizard Spell Book

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

Spells per day (adjusted) ∞ 2 (3) - - - - - - - -

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

Detect Magic Divination concentration, up to 1 1 standard 60 ft. cone-shaped none no 14

Light Evocation 10 min./level; 1 standard touch none no 14

Ray of Frost Evocation instantaneous; 1 standard close (25 ft. + 5 ft./2 none yes 14

Read Magic Divination 10 min./level; 1 standard personal 14

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

Mage Armor Conjuration 1 hour/level (D); 1 standard touch Will no 15

Summon Monster I Conjuration 1 round/level; 1 round close (25 ft. + 5 ft./2 none no 15

Summon Monster I Conjuration 1 round/level; 1 round close (25 ft. + 5 ft./2 none no 15

Bonus Burning Sands Conjuration 1 round/level medium (100 ft. + 10 none; no 15

Known Spells

Acid Splash; Arcane Mark; Bleed; Breeze; Chameleon Scales; Dancing Lights; Daze; Detect Fiendish Presence; Detect Magic; Detect Poison; Disrupt
Spell Level 0
Undead; Drench; Flare; Ghost Sound; Grasp; Haunted Fey Aspect; Jolt; Light; Mage Hand; Mending; Message; Oath of Anonymity; Open/Close; Penumbra;
Prestidigitation; Ray of Frost; Read Magic; Resistance; Root; Scoop; Scrivener's Chant; Sotto Voce; Spark; Touch of Fatigue; Vacuous Vessel;
Spell Level 1
Burning Hands; Burning Sands; Color Spray; Comprehend Languages; Grease; Mage Armor; Magic Missile; Magic Weapon; Summon Monster I;
Spell Descriptions (A-Z)
BURNING SANDS

School: Conjuration (creation)


Level: druid 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1
Descriptor: earth, fire
Components: V, S, M (a handful of sand)/DF
Range: medium (100 ft. + 10 ft./level)
Area: 20-ft. radius
Duration: 1 round/level
Saving Throw: none;
Spell Resistance: no
You cause sheets of hot sand to spread over the ground in the area of effect. This layer of sand is 1 foot deep and constantly shifts and churns,
transforming the ground in the area into difficult terrain. The sand itself burns, and periodic flames rise from the grit. While these flames cannot
ignite objects, they deal 1d4 points of fire damage to any creature that ends its turn in contact with the ground within the area of effect. At the end
of the duration, the sand vanishes, leaving no aftereffects (other than damage dealt).
Section 15 Copyright Notice: Pathfinder Player Companion: Adventurer's Guide Copyright 2017, Paizo Inc

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

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

MAGE ARMOR

School: Conjuration (creation)


Level: sorcerer/wizard 1, summoner 1, witch 1, bloodrager 1, occultist 1, psychic 1, spiritualist 1
Descriptor: force
Casting time: 1 standard action
Components: V, S, F (a piece of cured leather)
Range: touch
Targets: creature touched
Duration: 1 hour/level (D);
Saving Throw: Will negates (harmless)
Spell Resistance: no
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor,
mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal
creatures can't bypass it the way they do normal armor.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

RAY OF FROST

School: Evocation
Level: sorcerer/wizard 0, magus 0
Descriptor: cold
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
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target.
The ray deals 1d3 points of cold damage.
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

SUMMON MONSTER I

School: Conjuration (summoning)


Level: bard 1, cleric/oracle 1, sorcerer/wizard 1, summoner 1, witch 1, antipaladin 1, psychic 1, spiritualist 1
Descriptor: see text
Casting time: 1 round
Components: V, S, F/DF (a tiny bag and a small candle)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one summoned creature
Duration: 1 round/level;
Saving Throw: none
Spell Resistance: no
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you
designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can
direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on
Table 10-1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster
cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned
into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells
with expensive material components (such as wish). When you use a summoning spell to summon a creature with an alignment or elemental
subtype, it is a spell of that type. Creatures on Table 10-1 marked with an "*" are summoned with the celestial template, if you are good, and the
fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always
have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match
your alignment.
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

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

SCRIBE SCROLL

Requirements: Caster level 1st.


You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less,
otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw
materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SKILL FOCUS

Requirements: None
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus
increases to +6.
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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