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micte mori Chaotic Good

Character Name Alignment Player

Zealot/ Splintersoul (3) Not set minkai


Character Level Deity Homeland Campaign

Aasimar Medium female 19 (Adult) norm norm white/black red/grey


Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod. Temp. Temp.


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

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


Base Speed Armor Speed Burrow
DEX
Dexterity
18 +4
Wounds / Current HP

CON 13 +1 Initative 5 4 1 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
14 +2 Damage Skill Names Total Abilit Ranks Misc
Reduction
x Acrobatics 8 =DEX 4 +1 +3
WIS 14 +2
Wisdom Power 1 x Appraise 2 =INT 2 +0 +0

CHA
x Artistry 2 =INT 2 +0 +0
Charisma
14 +2 Power 2
x Bluff 2 =CHA 2 +0 +0
x Climb 0 =STR 0 +0 +0
AC
Armor Class
16 =10+ 2 + 0 + 4 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 2 =INT 2 +0 +0
x Craft (b) 2 =INT 2 +0 +0
Touch AC 14 Flat Footed AC 12
x Craft (c) 2 =INT 2 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 4 =CHA 2 +0 +2
FortitudeConstitution
2 = 1 + 1 + 0 + 0 + Disable Device 5 =DEX 4 +1 +0
x Disguise 2 =CHA 2 +0 +0
Reflex 7 = 3 + 4 + 0 + 0 +
Dexterity x Escape Artist 8 =DEX 4 +1 +3

Will 5 = 3 + 2 + 0 + 0 +
Fly 4 =DEX 4 +0 +0
Wisdom
x Handle Animal 6 =CHA 2 +1 +3
Spell Energy Heal 2 =WIS 2 +0 +0
B.A.B. 2 Resistance Resistance
x Intimidate 2 =CHA 2 +0 +0
CMB 2 = 2 + 0 + 0 + 0 Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 16 =10+ 2 + 0 + 4 + 0 + 0 x Knowledge (engineering) 6 =INT 2 +1 +3
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon
Knowledge (history)* =INT + +
Wakizashi (Masterwork) x Knowledge (local)* =INT + +
Critical Type Range Ammo
Knowledge (nature)* =INT + +
18-20/x2 P or S Knowledge (nobility)* =INT + +
Attack Damage
Knowledge (planes)* =INT + +
+7 1d6+4 x Knowledge (religion) 6 =INT 2 +1 +3
Weapon Linguistics* =INT + +
Hand crossbow x Lore* =INT + +
Critical Type Range Ammo x Perception 6 =WIS 2 +1 +3
19-20/x2 P 30 ft. Perform (a) 6 =CHA 2 +2 +2
Attack Damage
Perform (b) 6 =CHA 2 +2 +2
+6 1d4+4 x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
x Ride 8 =DEX 4 +1 +3
Critical Type Range Ammo x Sense Motive 6 =WIS 2 +1 +3
Sleight of Hand 5 =DEX 4 +1 +0
Attack Damage x Spellcraft 6 =INT 2 +1 +3
x Stealth 11 =DEX 4 +2 +5

Weapon
x Survival 6 =WIS 2 +1 +3
x Swim 0 =STR 0 +0 +0

Critical Type Range Ammo


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

Conditional Modifiers
Attack Damage

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 Domains Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light Darkness (Night) Backpack, common 1


Armor Proficiency, Medium Talents
Rope, hemp (50 ft.) 1 Headband Qty. lbs.

Custom Feat: Amateur Ninja Zealot Smite


Shield Proficiency Social Talents Shinobi shozoku 1
Weapon Finesse Songbird Tent, medium Eyes Qty. lbs.
1
Weapon Proficiency, Martial(all) Other Specials
Weapon Proficiency, Simple Aura
Shoulders Qty. lbs.

Dual Identity
Night Hunter
Quick Change Neck Qty. lbs.

Seamless Guise
Splintered Identity
Chest Qty. lbs.
Sudden Change
Zealot Spellcasting

Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Celestial Resistance
Darkvision
Heritage: Azata-Blooded
Native Outsider
Skilled
Spell-Like Ability Background Traits

Harrow Born
Dirty Fighter

Light 33 lbs. or less Lift Over 100 lbs.


Load Head PP 0 Experience Points
GP 0
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 9,000 (Medium Progression)
Vigilante Spell Book

Spell Level 0 1 2 3 4 5 6

Spells per day (adjusted) ∞ 3 (4) - - - - -

Spontaneous Caster Spell Use Tracker

Level 1

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

Create Water Conjuration instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) none no 12

Detect Magic Divination concentration, up to 1 1 standard action 60 ft. cone-shaped emanation none no 12

Detect Poison Divination instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) none no 12

Light Evocation 10 min./level; 1 standard action touch none no 12

Stabilize Conjuration instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 12

Virtue Transmutation 1 min.; 1 standard action touch none yes 12

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

Burst Bonds Evocation instantaneous; 1 standard action touch Fortitude half yes 13

Cure Light Wounds Conjuration instantaneous; 1 standard action touch Will half yes 13

Divine Favor Evocation 1 minute; 1 standard action personal 13

Shield of Faith Abjuration 1 min./level; 1 standard action touch Will negates yes 13
Spell Descriptions (A-Z)
BURST BONDS

School: Evocation
Level: inquisitor 1
Casting time: 1 standard action
Components: V
Range: touch
Targets: one object or creature restraining you
Duration: instantaneous;
Saving Throw: Fortitude half (object)
Spell Resistance: yes
You blast your restraints with divine wrath, dealing 1d6 points of damage per caster level to the target object (maximum 5d6), ignoring hardness of
10 or less. A Fortitude save halves the damage, although only magical restraints receive a saving throw. You can also target a creature that is
grappling or otherwise restraining you (such as by adhesive or the swallow whole ability) with the spell. You don't need to make a touch attack to
use burst bonds against a creature, and you can cast this spell without making a concentration check while grappled or pinned. The creature does
not take damage as above. If you are grappled and your target fails its save, you may make an immediate attempt to break the grapple (but not
reverse it) as a free action, with a +1 luck bonus to your CMB per caster level (maximum +5). If the target creature fails its save and you are
restrained by an ability that originally allowed a saving throw, burst bonds allows a new saving throw with a +1 luck bonus per two caster levels
(maximum +5).
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, 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

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

DETECT POISON

School: Divination
Level: cleric/oracle 0, druid 0, paladin 1, ranger 1, inquisitor 0, sorcerer/wizard 0, shaman 0, occultist 0, psychic 0, mesmerist 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Area: one creature, one object, or a 5-ft. cube
Targets: one creature, one object, or a 5-ft. cube
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20
Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft
(alchemy) check prior to the Wisdom check. 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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DIVINE FAVOR

School: Evocation
Level: cleric/oracle 1, paladin 1, inquisitor 1
Casting time: 1 standard action
Components: V, S, DF
Range: personal
Targets: you
Duration: 1 minute;
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have
(at least +1, maximum +3). The bonus doesn't apply to spell damage.
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

SHIELD OF FAITH

School: Abjuration
Level: cleric/oracle 1, inquisitor 1
Casting time: 1 standard action
Components: V, S, M (parchment with a holy text written on it)
Range: touch
Targets: creature touched
Duration: 1 min./level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus
to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

STABILIZE

School: Conjuration (healing)


Level: cleric/oracle 0, druid 0, witch 0, inquisitor 0, shaman 0, occultist 0, psychic 0, spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one living creature
Duration: instantaneous;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature is automatically stabilized and does not lose any
further hit points. If the creature later takes damage, it continues dying normally.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

VIRTUE

School: Transmutation
Level: cleric/oracle 0, druid 0, paladin 1, inquisitor 0, shaman 0, psychic 0, spiritualist 0
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: creature touched
Duration: 1 min.;
Saving Throw: none
Spell Resistance: yes (harmless)
With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
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

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