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Pazu Quiebrahuesos Chaotic Neutral

Character Name Alignment Player

Possessed Oracle (1) Urgathoa Not set


Character Level Deity Homeland Campaign

Gnoll Medium hombre 6 (Adult) 7 ft 300lb Not set Cafe


Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod. Temp. Temp.


Name Score Mod. HP
Hit Points
10 Movement
STR
Strength
15 +2 Total nonlethal Damage

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


Base Speed Armor Speed Burrow
DEX
Dexterity
13 +1
Wounds / Current HP

CON 15 +2 Initative 1 1 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
13 +1 Damage Skill Names Total Abilit Ranks Misc
Reduction
x Acrobatics 1 =DEX 1 +0 +0
WIS 10 +0
Wisdom Power 1 Appraise 1 =INT 1 +0 +0

CHA
x Artistry 1 =INT 1 +0 +0
Charisma
14 +2 Power 2
Bluff 3 =CHA 2 +1 +0
x Climb 2 =STR 2 +0 +0
AC
Armor Class
17 =10+ 4 + 0 + 1 + 0 + 2 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 1 =INT 1 +0 +0
x Craft (b) 1 =INT 1 +0 +0
Touch AC 11 Flat Footed AC 16
x Craft (c) 1 =INT 1 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 6 =CHA 2 +1 +3
FortitudeConstitution
2 = 0 + 2 + 0 + 0 + Disable Device* =DEX + +
Disguise 2 =CHA 2 +0 +0
Reflex 1 = 0 + 1 + 0 + 0 +
Dexterity
Escape Artist 1 =DEX 1 +0 +0

Will 2 = 2 + 0 + 0 + 0 +
Fly 1 =DEX 1 +0 +0
Wisdom

Handle Animal* =CHA + +


Spell Energy x Heal 4 =WIS 0 +1 +3
B.A.B. 0 Resistance Resistance
x Intimidate 2 =CHA 2 +0 +0
CMB 2 = 0 + 2 + 0 + 0 Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 13 =10+ 0 + 2 + 1 + 0 + 0 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon x Knowledge (history)* =INT + +
Morningstar Knowledge (local)* =INT + +
Critical Type Range Ammo
Knowledge (nature)* =INT + +
20/x2 B and P Knowledge (nobility)* =INT + +
Attack Damage
x Knowledge (planes)* =INT + +
+2 1d8+2 x Knowledge (religion) 5 =INT 1 +1 +3
Weapon Linguistics* =INT + +
x Lore* =INT + +
Critical Type Range Ammo Perception 0 =WIS 0 +0 +0
x Perform (a) 2 =CHA 2 +0 +0
Attack Damage x Perform (b) 2 =CHA 2 +0 +0
x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Ride 1 =DEX 1 +0 +0
Critical Type Range Ammo x Sense Motive 0 =WIS 0 +0 +0
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft 5 =INT 1 +1 +3
Stealth 1 =DEX 1 +0 +0

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

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


X Class Skill *Trained Only

Conditional Modifiers
Attack Damage

Weapon
Languages

Critical Type Range Ammo


Common, Gnoll

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

Hide 4 Armor -3 20% 25 lbs.

Totals 4 -3 20% 25 lbs.

Feats Mystery Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light Flame Kit, oracle's 1


Armor Proficiency, Medium Two Minds
Outfit, Cold-Weather 1 Headband Qty. lbs.

Extra Revelation Revelations

Shield Proficiency Cinder Dance Tent, medium 1


Weapon Proficiency, Simple Other Specials Eyes Qty. lbs.

Shoulders Qty. lbs.

Neck Qty. lbs.

Chest Qty. lbs.

Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Weapon Cord 1

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Darkvision
Natural Armor

Background Traits

Spirit Talker

Light 66 lbs. or less Lift Over 200 lbs.


Load Head PP 0 Experience Points
GP 70 Not set
Medium 67-133 lbs. Lift Off 400 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
134-200 lbs. Drag or
Push
1000 lbs. CP 0 2.000 (Medium Progression)
Oracle Spell Book

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

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

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

Guidance Divination 1 minute or until discharged; 1 standard action touch Will negates yes 12

Mending Transmutation instantaneous; 10 minutes 10 ft. Will negates yes 12

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

Bonus Ghost Sound Illusion 1 round/level; 1 standard action close (25 ft. + 5 ft./2 levels) Will disbelief no 12

Bonus Mage Hand Transmutation concentration; 1 standard action close (25 ft. + 5 ft./2 levels) none no 12

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

Barbed Chains Conjuration Duration: instantaneous 1 standard action close (25 ft. + 5 ft./level) Will partial no 13

Murderous Command Enchantment 1 round; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 13

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

Bonus Ventriloquism Illusion 1 min./level; 1 standard action close (25 ft. + 5 ft./2 levels) Will disbelief no 13
Spell Descriptions (A-Z)
BARBED CHAINS

School: Conjuration (summoning)


Level: antipaladin 1, bloodrager 1, cleric/oracle 1, inquisitor 1, occultist 1, shaman 1, summoner 1
Descriptor: emotion, fear, mind-affecting
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./level)
Duration: Duration: instantaneous
Saving Throw: Will partial (see text)
Spell Resistance: no
You summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell's range. You can have the
chain either make a melee attack (dealing 1d6 points of slashing damage) or attempt a trip combat maneuver against the target. The chain uses
your base attack bonus plus your key spellcasting ability score modifier as its attack bonus and combat maneuver bonus. On a successful hit or
combat maneuver check, the target must attempt a Will save. If it fails its save, the creature is shaken for 1d4 rounds. You summon one additional
chain every 3 levels after 1st, for a total of two chains at 4th level, three at 7th level, and a maximum of four at 10th level. Multiple chains can attack
the same target but the shaken effect doesn't stack.
Section 15 Copyright Notice: Horror Adventures. Copyright 2016 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

GHOST SOUND

School: Illusion (figment)


Level: bard 0, sorcerer/wizard 0, magus 0, occultist 0, psychic 0, mesmerist 0
Casting time: 1 standard action
Components: V, S, M (a bit of wool or a small lump of wax)
Range: close (25 ft. + 5 ft./2 levels)
Effect: illusory sounds
Duration: 1 round/level;
Saving Throw: Will disbelief
Spell Resistance: no
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound
ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level.
You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching,
or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of
rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans,
while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost sound can
enhance the effectiveness of a silent image spell. Ghost sound 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

MAGE HAND

School: Transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, occultist 0, psychic 0, mesmerist 0, spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one nonmagical, unattended object weighing up to 5 lbs.
Duration: concentration;
Saving Throw: none
Spell Resistance: no
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in
any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

MENDING

School: Transmutation
Level: bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0, summoner 0, witch 0, shaman 0, occultist 0, psychic 0, spiritualist 0
Casting time: 10 minutes
Components: V, S
Range: 10 ft.
Targets: one object of up to 1 lb./level
Duration: instantaneous;
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the
object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be
repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or
less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

MURDEROUS COMMAND

School: Enchantment (compulsion)


Level: antipaladin 1, cleric/oracle 1, occultist 1, psychic 1, mesmerist 1
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Targets: one living creature
Duration: 1 round;
Saving Throw: Will negates
Spell Resistance: yes
You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its next turn with
a melee weapon or natural weapon. If necessary, it moves to or charges to the nearest ally in order to make this attack. If it is unable to reach its
closest ally on its next turn, the target uses its turn to get as close as possible to the ally.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, 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

VENTRILOQUISM

School: Illusion (figment)


Level: bard 1, sorcerer/wizard 1, summoner 1, psychic 1, mesmerist 1, spiritualist 1
Casting time: 1 standard action
Components: V, F (parchment rolled into cone)
Range: close (25 ft. + 5 ft./2 levels)
Effect: intelligible sound, usually speech
Duration: 1 min./level;
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: no
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you
know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
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 REVELATION

Requirements: Revelation class feature.


You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, 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

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