You are on page 1of 5

ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP

WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED


SCORE MOD SCORE MOD SCORE MOD

STR 10 +0 10 +0 HP 34 Walk 30 ft.


hit points
Strength

DEX 14 +2 14 +2 AC 15 : 13 : 12 = 10 + 3 + 0 + 2 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity
TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC

CON 12 +1
ARMOR TION

12 +1
BONUS BONUS

Constitution INITIATIVE +14 = +2 +


+12 0 +0 0 5 5 5
INT 14 +2 14 +2
modifier
TOTAL DEX MISC MISS Arcane ARMOR SPELL ACID COLD ELECT. FIRE
Intelligence MODIFIER MODIFIER CHANCE Spell CHECK RESIST RESIST RESIST RESIST RESIST
Failure PENALTY
WIS 10 +0 10 +0 Encumbrance Light TOTAL SKILLPOINTS: 32
SKILLS MAX RANKS: 5/5
Wisdom
SKILL NAME
KEY ABILITY SKILL ABILITY RANKS MISC

CHA 18 +4 18 +4
MODIFIER MODIFIER MODIFIER

Charisma ✓ Acrobatics DEX 7 = 2 + 2 + 3


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP
= + +
SAVE ✓ Appraise INT 6 2 1 3
FORTITUDE +2 =
+1 +
+1 +
+0 +
+0 +
+0 + ✓ Bluff CHA 9 = 4 + 2 + 3
(constitution)
✓ Bluff (Fool Someone) CHA 13 = 4 + 2 + 7
REFLEX +6 =
+4 +
+2 +
+0 +
+0 +
+0 +
✓ Climb STR 4 = 0 + 1 + 3
(dexterity)
✓ Craft (Untrained) INT 2 = 2
WILL +3 =
+3 +
+0 +
+0 +
+0 +
+0 +
✓ Diplomacy CHA 10 = 4 + 3 + 3
(wisdom)

Disable Device DEX 12 = 2 + 4 + 6


✓ Disguise CHA 8 = 4 + 1 + 3
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP

MELEE +2 = +2 + +0 + +0 + +0 + 0 + ✓ Escape Artist DEX 9 = 2 + 4 + 3


attack bonus ✓ Fly DEX 5 = 2 + 3
RANGED +4 = +2 + +2 + +0 + +0 + 0 + ✓ Heal WIS 0 = 0
attack bonus
✓ Intimidate CHA 8 = 4 + 1 + 3
CMB +2 = +2 + +0 + +0 + + +
Knowledge (Arcana) INT 9 = 2 + 4 + 3
attack bonus
BULL Knowledge (Dungeoneering) INT 7 = 2 + 2 + 3
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN
Knowledge (History) INT 5 = 2 + 3
CMB +2 +2 +2 +2 +2 +2
Knowledge (Local) INT 7 = 2 + 2 + 3
CMD 14 14 14 14 14 14 Knowledge (Nobility) INT 9 = 2 + 4 + 3
DIRTY TRICK DRAG REPOSITION STEAL
Perception WIS 6 = 0 + 1 + 5
CMB +2 +2 +2 +2 ✓
✓ Perception (Trapfinding) WIS 7 = 0 + 1 + 6
CMD 14 14 14 14 =
✓ Perform (Untrained) CHA 4 4
Ride DEX 2 = 2
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH ✓
(nonlethal only) +4 1d3 20/x2 5 ft. ✓ Sense Motive WIS 6 = 0 + 1 + 5
Special Properties: Sleight of Hand DEX 6 = 2 + 1 + 3
Spellcraft INT 6 = 2 + 1 + 3
*Masterwork Dagger HAND TYPE SIZE CRITICAL REACH
✓ Stealth DEX 12 = 2 + 2 + 8
Primary PS M 19-20/x2 5 ft.
✓ Survival WIS 0 = 0
To Hit Dam To Hit Dam
1H-P +5 1d4 2W-P-(OH) -1 1d4 ✓ Swim STR 4 = 0 + 1 + 3
1H-O +1 1d4 2W-P-(OL) +1 1d4 Use Magic Device CHA 8 = 4 + 1 + 3
2H +5 1d4 2W-OH -3 1d4 = + +
10 ft. 20 ft. 30 ft. 40 ft. 50 ft. = + +
TH +5 +3 +1 -1 -3
✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.
Dam 1d4 1d4 1d4 1d4 1d4
*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE

*Djezet Skin Light +3 +6 +0 0


Liquid metal ball when not worn, +5 bonus on Diplomacy checks to
make requests of creatures with an attitude of friendly or helpful.

Character: Riksen PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:5 (CR:4)
Player: Max Created using PCGen v6.08.00 RC8 on Aug 31, 2021 at 3:39:14 PM Page 1
EQUIPMENT Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like
ITEM LOCATION QTY WT / COST any other spell, but they do not consume any slots and may be used again.
Sleeves of Many Garments Equipped 1 1 / 200 Darklands Guide (Ex) [ BOS ]
Whispering Gloves Equipped 1 1 / 1,000 +2 bonus on initiative checks, and on saves against traps and hazards when
underground.
Masterwork Dagger Equipped 1 1 / 302
Darkvision (Ex) [ B1 ]
Cloak of Elvenkind Equipped 1 1 / 2,500
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source
Aura: faint illusion, Caster Level: 3rd, Construction Cost: 1,250 gp, Construction Requirements: Craft Wondrous
Item, invisibility, creator must be an elf, Slot: shoulders at all, out to a range specified for the creature. Darkvision is black and white only
Djezet Skin Equipped 1 15 / 3,410 (colors cannot be discerned). It does not allow characters to see anything that
Liquid metal ball when not worn, +5 bonus on Diplomacy checks to make requests of creatures with an attitude they could not see otherwise-invisible objects are still invisible, and illusions are
of friendly or helpful. still visible as what they seem to be. Likewise, darkvision subjects a creature to
Handy Haversack Equipped 1 5 / 2,000 gaze attacks normally. The presence of light does not spoil darkvision.
Aura: moderate conjuration, Caster Level: 9th, Construction Cost: 1,000 gp, Construction Requirements: Craft Evasion (Ex) [ CR ]
Wondrous Item, secret chest, Slot: none
You can avoid damage from many area-effect attacks. If you make a successful
Traveler's Any-Tool Equipped 1 2 / 250
Reflex saving throw against an attack that normally deals half damage on a
Silk Rope (50 ft.) Equipped 1 5 / 10 successful save, you instead take no damage. Evasion can only be used if you are
Plural: No
wearing light armor or no armor. If you are helpless, you do not gain the benefit
Thieves' Tools (Concealable) Equipped 1 0.5 / 190
of evasion.
+4 on Sleight of Hand checks to conceal these on your body.Plural: No
Arcane Bond (Familiar) [ CR ]
TOTAL WEIGHT CARRIED/VALUE 31.5 lbs. 9,862gp
A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It
WEIGHT ALLOWANCE retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and
feats of the normal animal it once was, but is now a magical beast for the purpose
Light 33 Medium 66 Heavy 100
of effects that depend on its type. Only a normal, unmodified animal may become
Lift over head 100 Lift off ground 200 Push / Drag 500
a familiar. An animal companion cannot also function as a familiar.
MONEY A familiar grants special abilities to its master, as given on the table below. These
special abilities apply only when the master and familiar are within 1 mile of each
Total= 0 gp [Unspent Funds = 318 gp]
other.
MAGIC Levels of different classes that are entitled to familiars stack for the purpose of
determining any familiar abilities that depend on the master's level.
Languages If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through
Abyssal, Common, Elven, Undercommon a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to
complete.
Other Companions Familiar's Alertness ability Active (Ex) [ CR ]
PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach,
Traits the master gains the Alertness feat.
Magical Knack (Sorcerer) [Paizo Inc. - Advanced Fiendish Language (Ex) [ B1 ]
Player's Guide, p.329] Tieflings speak either Abyssal or Infernal.
You were raised, either wholly or in part, by a magical creature, either after it Fiendish Resistance (Ex) [ B1 ]
found you abandoned in the woods or because your parents often left you in the Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
care of a magical minion. This constant exposure to magic has made its mysteries Finesse Training (Ex) [ PU ]
easy for you to understand, even when you turn your mind to other devotions
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting
and tasks. Your caster level in Sorcerer gains a +2 trait bonus as long as this bonus
at 3rd level, she can select any one type of weapon that can be used with
doesn't raise your caster level above your current Hit Dice.
Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot
Reactionary [Paizo Inc. - Advanced be changed. Whenever she makes a successful melee attack with the selected
Player's Guide, p.328] weapon, she adds her Dexterity modifier instead of her Strength modifier to the
You were bullied often as a child, but never quite developed an offensive damage roll. If any effect would prevent the rogue from adding her Strength
response. Instead, you became adept at anticipating sudden attacks and reacting modifier to the damage roll, she does not add her Dexterity modifier. The rogue
to danger quickly. You gain a +2 trait bonus on Initiative checks. can select a second weapon at 11th level and a third at 19th level.
Innocuous Servant (Ex) [ ISI ]
Special Attacks The rogue is an expert at appearing to be an unimportant servant, be it an
Sneak Attack (Ex) [ CR ] attaché, bodyguard, driver, maid, kitchen assistant, or similar staff member. The
If you can catch an opponent when he is unable to defend himself effectively rogue gains a +2 bonus on Disguise checks to appear to be a servant, but not
from your attack, you can strike a vital spot for extra damage. Your attack deals to impersonate a particular servant. She also gains a +2 bonus on Bluff checks
2d6 points of extra damage anytime your target would be denied a Dexterity to lie to maintain this guise. While disguised as a servant, she gains a +2 bonus
bonus to AC, or when you flank your target. Should you score a critical hit with on Diplomacy checks to gather information among servants. Because she is
a sneak attack, this extra damage is not multiplied. Ranged attacks can count easily overlooked as a servant, she can gather information from those she serves
as sneak attacks only if the target is within 30 feet. With a weapon that deals without asking them questions directly or alerting them to her interest. Doing so
nonlethal damage, you can make a sneak attack that deals nonlethal damage takes 1d4 days and requires a successful Bluff check instead of a Diplomacy check.
instead of lethal damage. You cannot use a weapon that deals lethal damage to Prehensile Tail [ ARG ]
deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You Many tieflings have tails, but some have long, flexible tails that can be used to
must be able to see the target well enough to pick out a vital spot and must be carry items. While they cannot wield weapons with their tails, they can use them
able to reach such a spot. You cannot sneak attack while striking a creature with to retrieve small, stowed objects carried on their persons as a swift action. This
concealment. racial trait replaces fiendish sorcery.
Resistance to Cold (Ex) [ B1 ]
Special Qualities You may ignore 5 points of Cold damage each time you take cold damage.
Arcane Bloodline [ CR ] Resistance to Electricity (Ex) [ B1 ]
Your family has always been skilled in the eldritch art of magic. While many of You may ignore 5 points of Electricity damage each time you take electricity
your relatives were accomplished wizards, your powers developed without the damage.
need for study and practice.
Resistance to Fire (Ex) [ B1 ]
Arcane Bond (Su) [ CR ]
You may ignore 5 points of Fire damage each time you take fire damage.
You gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer
Spells [ CR ]
levels stack with any wizard levels you possess when determining the powers of
your familiar or bonded object. This ability does not allow you to have both a A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell
familiar and a bonded item. Once per day, your bonded item allows you to cast list. She can cast any spell she knows without preparing it ahead of time. To learn
any one of your spells known (unlike a wizard's bonded item, which allows him to or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the
cast any one spell in his spellbook). spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 14
+ the spell level.
Beguiling Liar [ ARG ]
Trapfinding (Ex) [ PU ]
Many tieflings find that the best way to get along in the world is to tell others
what they want to hear. These tieflings' practice of telling habitual falsehoods You add +1 to Perception skill checks made to locate traps and to Disable Device
grants them a +4 racial bonus on Bluff checks to convince an opponent that what skill checks. You can use the Disable Device skill to disarm magical traps.
they are saying is true when they tell a lie. This racial trait replaces skilled. Weapon and Armor Proficiency [ CR ]
Bloodline Arcana [ CR ] Sorcerers are proficient with all simple weapons. They are not proficient with
Whenever you apply a metamagic feat to a spell that increases the slot used by any type of armor or shield. Armor interferes with a sorcerer's gestures, which
at least one level, increase the spell's DC by +1. This bonus does not stack with can cause her spells with somatic components to fail.
itself and does not apply to spells modified by the Heighten Spell feat.
Cantrips [ CR ]

Character: Riksen PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:5 (CR:4)
Player: Max Created using PCGen v6.08.00 RC8 on Aug 31, 2021 at 3:39:14 PM Page 2
Feats
Accomplished Sneak Attacker [DTT]
Your strikes against a foe's vital spots are extra deadly.
Your sneak attack damage increases by 1d6. Your number of sneak attack dice
cannot exceed 3.
Improved Initiative [CR]
Your quick reflexes allow you to react quickly to danger.
You get a +4 bonus on initiative checks.
Toughness [CR]
You have enhanced physical stamina.
You gain +5 hit points.
Eschew Materials [Paizo Inc. - Core
Rulebook, p.123]
You can cast many spells without needing to utilize minor material components.
You can cast any spell with a material component costing 1 gp or less without
needing that component. The casting of the spell still provokes attacks of
opportunity as normal. If the spell requires a material component that costs more
than 1 gp, you must have the material component on hand to cast the spell, as
normal.
Weapon Finesse [Paizo Inc. - Core
Rulebook, p.136]
You are trained in using your agility in melee combat, as opposed to brute
strength.
With a light weapon, rapier, whip, or spiked chain made for a creature of your
size category, you may use your Dexterity modifier instead of your Strength
modifier on attack rolls. If you carry a shield, its armor check penalty applies to
your attack rolls.
Alertness (Granted) [CR]
You often notice things that others might miss.
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10
or more ranks in one of these skills, the bonus increases to +4 for that skill.

Proficiencies
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Boarding Pike, Brass
Knife, Brass Knuckles, Cestus, Club, Hand Crossbow, Heavy Crossbow,
Light Crossbow, Dagger, Chain Dagger, Punching Dagger, Dart, Gaff,
Gauntlet, Spiked Gauntlet, Grapple, Hanbo, Hook Hand, Javelin, Khakkhara,
Kumade, Kunai, Longspear, Heavy Mace, Light Mace, Mere Club,
Morningstar, Pliers, Quarterstaff, Rapier, Rock, Sap, Shortbow, Shortspear,
Sickle, Skull, Sling, Spear, Boar Spear, Ray Spells, Touch Spells, Splash
Weapon, Stake, Stingchuck, Stonebow, Short Sword, Unarmed Strike,
Underwater Heavy Crossbow, Underwater Light Crossbow, Weighted Spear

Character: Riksen PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:5 (CR:4)
Player: Max Created using PCGen v6.08.00 RC8 on Aug 31, 2021 at 3:39:14 PM Page 3
Sorcerer Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 5 4 — — — — — — — —
PER DAY at will 6 — — — — — — — —
Concentration +9

LEVEL 0 / Per Day:0 / Caster Level:5


Name School Time Duration Range Source
❏❏❏❏❏ Detect Magic Divination 1 standard action Concentration, up to 5 minutes [D] 60 ft. CR:p.267
[V, S] TARGET: Cone-shaped emanation; EFFECT: You detect magical auras. [SR:No]
❏❏❏❏❏ Mage Hand Transmutation 1 standard action Concentration Close (35 ft.) CR:p.306
[V, S] TARGET: One nonmagical, unattended object weighing up to 5 lbs.; EFFECT: You point your finger at an object and can lift it and move it at will from a distance. [SR:No]
❏❏❏❏❏ Message Transmutation, AirSchool [Language-Dependent] 1 standard action 50 minutes Medium (150 ft.) CR:p.313
[V, S, F] TARGET: 5 creatures; EFFECT: You can whisper messages and receive whispered replies. [SR:No]
❏❏❏❏❏ Open/Close Transmutation 1 standard action Instantaneous Close (35 ft.) CR:p.317
[V, S, F] TARGET: Object weighing up to 30 lbs. or portal that can be opened or closed; EFFECT: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container. [SR:Yes (object); DC:14, Will
negates (object)]
❏❏❏❏❏ Ray of Frost Evocation, WaterSchool [Cold] 1 standard action Instantaneous Close (35 ft.) CR:p.330
[V, S] TARGET: Ray; EFFECT: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. [SR:Yes]

LEVEL 1 / Per Day:6 / Caster Level:5


Name School Time Duration Range Source
❏❏❏❏❏ Color Spray Illusion (Pattern) [Mind-Affecting] 1 standard action Instantaneous; see text 15 ft. CR:p.256
[V, S, M] TARGET: Cone-shaped burst; EFFECT: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. [SR:Yes; DC:15, Will
negates]
❏❏❏❏❏ Comprehend Languages Divination 1 standard action 50 minutes Personal CR:p.258
[V, S, M/DF] TARGET: You; EFFECT: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
❏❏❏❏❏ Grease Conjuration, EarthSchool (Creation) 1 standard action 5 minutes [D] Close (35 ft.) CR:p.291
[V, S, M] TARGET: One object or 10-ft. square; EFFECT: A grease spell covers a solid surface with a layer of slippery grease. [SR:No; DC:15, See text]
❏❏❏❏❏ Magic Missile Evocation [Force] 1 standard action Instantaneous Medium (150 ft.) CR:p.309
[V, S] TARGET: Up to five creatures, no two of which can be more than 15 ft. apart; EFFECT: 3 missiles that do 1d4+1 damage each. [SR:Yes]
* =Domain/Speciality Spell

Character: Riksen PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:5 (CR:4)
Player: Max Created using PCGen v6.08.00 RC8 on Aug 31, 2021 at 3:39:14 PM Page 4
Riksen
Tiefling (Rakshasa-Spawn)
RACE
32
AGE
Male
GENDER
Darkvision (60 ft.)
VISION
None
ALIGNMENT
Right
DOMINANT HAND
0' 0"
HEIGHT
0 lbs.
WEIGHT

EYE COLOUR

SKIN COLOUR
,
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
The Darklands
REGION
Andirifhku
DEITY
Outsider
Race Type

Race Sub Type

Description:
Biography:

Character: Riksen PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:5 (CR:4)
Player: Max Created using PCGen v6.08.00 RC8 on Aug 31, 2021 at 3:39:14 PM Page 5

You might also like