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Jalai Chaotic Neutral

Character Name Alignment Player

Spirit Guide (3) Not set Not set


Character Level Deity Homeland Campaign

Vishkanya 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
26 Movement
STR
Strength
8 -1 Total nonlethal Damage

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


Base Speed Armor Speed Burrow
DEX
Dexterity
16 +3
Wounds / Current HP

CON 12 +1 Initative 3 3 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
14 +2 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 3 =DEX 3 +0 +0
WIS 14 +2
Wisdom Power 1 Appraise 2 =INT 2 +0 +0

CHA
x Artistry 2 =INT 2 +0 +0
Charisma
18 +4 Power 2
Bluff 4 =CHA 4 +0 +0
Climb -1 =STR -1 +0 +0
AC
Armor Class
15 =10+ 2 + 0 + 3 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 7 =INT 2 +2 +3
x Craft (b) 2 =INT 2 +0 +0
Touch AC 13 Flat Footed AC 12
x Craft (c) 2 =INT 2 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 9 =CHA 4 +2 +3
FortitudeConstitution
2 = 1 + 1 + 0 + 0 + Disable Device* =DEX + +
Disguise 4 =CHA 4 +0 +0
Reflex 4 = 1 + 3 + 0 + 0 +
Dexterity
Escape Artist 5 =DEX 3 +0 +2

Will 5 = 3 + 2 + 0 + 0 +
Fly 3 =DEX 3 +0 +0
Wisdom

Handle Animal* =CHA + +


Spell Energy x Heal 8 =WIS 2 +3 +3
B.A.B. 2 Resistance Resistance
Intimidate 4 =CHA 4 +0 +0
CMB 1 = 2 + -1 + 0 + 0 x Knowledge (arcana) 7 =INT 2 +2 +3
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering) 6 =INT 2 +1 +3
CMD 14 =10+ 2 + -1 + 3 + 0 + 0 x Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
x Knowledge (geography) 6 =INT 2 +1 +3
Weapon x Knowledge (history) 6 =INT 2 +1 +3
Morningstar x Knowledge (local)* =INT + +
Critical Type Range Ammo
x Knowledge (nature) 6 =INT 2 +1 +3
20/x2 B and P x Knowledge (nobility)* =INT + +
Attack Damage
x Knowledge (planes)* =INT + +
+1 1d8-1 x Knowledge (religion) 7 =INT 2 +2 +3
Weapon Linguistics* =INT + +
x Lore* =INT + +
Critical Type Range Ammo Perception 4 =WIS 2 +0 +2
Perform (a) 4 =CHA 4 +0 +0
Attack Damage
Perform (b) 4 =CHA 4 +0 +0
x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Ride 3 =DEX 3 +0 +0
Critical Type Range Ammo x Sense Motive 6 =WIS 2 +1 +3
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft 6 =INT 2 +1 +3
Stealth 5 =DEX 3 +0 +2

Weapon
Survival 2 =WIS 2 +0 +0
Swim -1 =STR -1 +0 +0

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

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

Leather 2 Armor 0 10% 15 lbs.

Totals 2 0 10% 15 lbs.

Feats Curse Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light Cold-Blooded


Armor Proficiency, Medium Mystery
Headband Qty. lbs.

Deadly Kiss Nature


Noxious Bite Other Specials

Shield Proficiency Bonded Spirit Eyes Qty. lbs.

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

Keen Senses
Limber
Low-Light Vision
Poison Resistance
Poison Use
Toxic
Background Traits
Vishkanya Venom
Weapon Familiarity

Light 26 lbs. or less Lift Over 80 lbs.


Load Head PP 0 Experience Points
GP 0
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 9.000 (Medium Progression)
Oracle Spell Book

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

Spells per day (adjusted) ∞ 5 (6) - - - - - - - -

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 14

Guidance Divination 1 minute or until discharged; 1 standard action touch Will negates yes 14

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

Purify Food and Drink Transmutation instantaneous; 1 standard action 10 ft. Will negates yes 14

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

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 15

Sun Metal Transmutation 1 round/level (see text); 1 standard action touch Fortitude yes 15

Weapons Against Evil Transmutation 1 round/level; 1 standard action close (25 ft. + 5 ft./2 levels) Fortitude yes 15

Bonus Abundant Ammunition Conjuration 1 minute/level; 1 standard action none no 15

Bonus Comprehend Languages Divination 10 min./level; 1 standard action personal 15


Spell Descriptions (A-Z)
ABUNDANT AMMUNITION

School: Conjuration (summoning)


Level: bard 1, cleric/oracle 1, ranger 1, sorcerer/wizard 1, psychic 1
Casting time: 1 standard action
Components: V, S, M/DF (a single piece of ammunition)
Targets: one container touched
Duration: 1 minute/level;
Saving Throw: none
Spell Resistance: no
When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or
shuriken, but not special materials, alchemical attributes, or nonmagical treatments on the ammunition), at the start of each round this spell
replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after
casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles
this spell conjures are affected by that spell.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

COMPREHEND LANGUAGES

School: Divination
Level: bard 1, cleric/oracle 1, sorcerer/wizard 1, witch 1, inquisitor 1, alchemist 1, shaman 1, occultist 1, psychic 1, mesmerist 1, spiritualist 1
Casting time: 1 standard action
Components: V, S, M/DF (pinch of soot and salt)
Range: personal
Targets: you
Duration: 10 min./level;
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily
impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is
magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal
messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

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

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

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

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

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

SUN METAL

School: Transmutation
Level: cleric/oracle 1, paladin 1, ranger 1
Descriptor: fire
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: one melee weapon
Duration: 1 round/level (see text);
Saving Throw: Fortitude negates (object)
Spell Resistance: yes (object)
The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon's
wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a critical hit. This effect
immediately ends if the weapon is submerged in water. This effect does not stack with the flaming or flaming burst weapon special ability or any
other effect that grants the weapon extra fire damage. It does not function on weapons with the frost or icy burst weapon special ability or any
other effect that grants a weapon extra cold damage.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

WEAPONS AGAINST EVIL

School: Transmutation
Level: cleric/oracle 1, inquisitor 1, paladin 1
Casting time: 1 standard action
Components: V, DF
Range: close (25 ft. + 5 ft./2 levels)
Targets: one weapon/level, no two of which can be more than 20 ft. apart
Duration: 1 round/level;
Saving Throw: Fortitude negates (harmless, object)
Spell Resistance: yes (harmless, object)
Each weapon this spell affects each shines with pale light that dimly illuminates a 5-foot square. These weapons also ignore the DR of evil creatures
that have DR 5 or lower, as long as the damage reduction is not DR/epic.
Section 15 Copyright Notice: Pathfinder Campaign Setting: Inner Sea Gods Copyright 2014, 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

DEADLY KISS

Requirements: Toxic racial trait, vishkanya.


As a swift action when applying your venom to a weapon or object, you can alter it to become a contact poison for 1d4
rounds. In its contact form, your venom has an onset time of 1 minute, and remains indistinguishable from your saliva or
blood. In addition, you can use your toxic racial trait one additional time per day.
Section 15 Copyright Notice: Pathfinder RPG: Villain Codex Copyright 2016, Paizo Inc

NOXIOUS BITE

Requirements: Acid breath weapon, bite attack.


Your bite attack deals 1 point of acid damage in addition to its normal damage. Living creatures you bite must make a
Fortitude save (DC equal your breath weapon‘s DC) or be nauseated for a number of rounds equal to 1 + your
Constitution modifier (minimum 1 round). [DAMAGE NOT ADDED IN PATHBUILDER]
Section 15 Copyright Notice: Pathfinder Chronicles: Dragons Revisited Primer 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
No build notes.

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