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Ygrum Bane-Luz Neutral Good

Character Name Alignment Player

Spellbreaker (1) Not set Not set


Character Level Deity Homeland Campaign

Duergar 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
11 Movement
STR
Strength
16 +3 Total nonlethal Damage

20 ft. 4 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
12 +1 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics -6 =DEX 1 +0 + -7
WIS 16 +3
Wisdom Judgement Appraise 1 =INT 1 +0 +0

CHA
x Artistry 1 =INT 1 +0 +0
Charisma
6 -2 Power 2
x Bluff -2 =CHA -2 +0 +0
x Climb 0 =STR 3 +1 + -4
AC
Armor Class
19 =10+ 6 + 2 + 1 + 0 + 0 + 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 18
x Craft (c) 1 =INT 1 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy -2 =CHA -2 +0 +0
FortitudeConstitution
4 = 2 + 2 + 0 + 0 + Disable Device* =DEX + +
x Disguise -2 =CHA -2 +0 +0
Reflex 4 = 0 + 1 + 0 + 3 +
Dexterity
Escape Artist -6 =DEX 1 +0 + -7

Will 5 = 2 + 3 + 0 + 0 +
Fly -6 =DEX 1 +0 + -7
Wisdom

Handle Animal* =CHA + +


Spell Energy x Heal 7 =WIS 3 +1 +3
B.A.B. 0 Resistance Resistance
x Intimidate -1 =CHA -2 +0 +1
CMB 3 = 0 + 3 + 0 + 0 x Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering)* =INT + +
CMD 14 =10+ 0 + 3 + 1 + 0 + 0 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon
Knowledge (history)* =INT + +
Longsword (Masterwork) Knowledge (local)* =INT + +
Critical Type Range Ammo
x Knowledge (nature) 5 =INT 1 +1 +3
19-20/x2 S Knowledge (nobility)* =INT + +
Attack Damage
x Knowledge (planes)* =INT + +
+4 1d8+3 x Knowledge (religion)* =INT + +
Weapon Linguistics 2 =INT 1 +1 +0
Dagger x Lore* =INT + +
Critical Type Range Ammo x Perception 7 =WIS 3 +1 +3
19-20/x2 P or S 10 ft. Perform (a) -2 =CHA -2 +0 +0
Attack Damage
Perform (b) -2 =CHA -2 +0 +0
+3 1d4+3 x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Trident x Ride -6 =DEX 1 +0 + -7
Critical Type Range Ammo x Sense Motive 8 =WIS 3 +1 +4
20/x2 P 10 ft. Sleight of Hand* =DEX + +
Attack Damage x Spellcraft* =INT + +
-1 1d8+3 x Stealth -6 =DEX 1 +0 + -7

Weapon
x Survival 7 =WIS 3 +1 +3

Greatsword
x Swim -4 =STR 3 +0 + -7

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


X Class Skill *Trained Only
19-20/x2 S
Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.
-1 2d6+4
Weapon
Languages

Critical Type Range Ammo


Common, Draconic, Dwarven, Goblin, Undercommon

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

Four-mirror 6 Armor -5 30% 45 lbs.


Heavy steel shield 2 Shield -2 15% 15 lbs.

Totals 8 -7 45% 60 lbs.

Feats Domains Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light Persistence Inquisition


Armor Proficiency, Medium Other Specials
Headband Qty. lbs.

Lightning Reflexes Darkvision


Shield Proficiency Judgement 1/per day
Step Up Relentless Footing Eyes Qty. lbs.

Weapon Proficiency, Simple Stern Gaze


Strong-Willed
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

Daysighted
Ironskinned
Magic Resistant
Slow and Steady
Stability
Superior Darkvision
Background Traits

Chosen One
Deft Dodger

Light 76 lbs. or less Lift Over 230 lbs.


Load Head PP 0 Experience Points
GP 15 Not set
Medium 77-153 lbs. Lift Off 460 lbs.
Load Ground
SP 4 Next Level
Heavy
Load
154-230 lbs. Drag or
Push
1150 lbs. CP 7 2.000 (Medium Progression)
Inquisitor Spell Book

Spell Level 0 1 2 3 4 5 6

Spells per day (adjusted) ∞ 1 (2) - - - - -

Spontaneous Caster Spell Use Tracker

Level 1

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

Acid Splash Conjuration instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) none no 13

Detect Magic Divination concentration, up to 1 1 standard action 60 ft. cone-shaped emanation none no 13

Guidance Divination 1 minute or until discharged; 1 standard action touch Will negates yes 13

Stabilize Conjuration instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 13

Bonus Light Evocation 10 min./level; 1 standard action touch none no 13

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 14

Shield of Faith Abjuration 1 min./level; 1 standard action touch Will negates yes 14

Bonus Invisibility Illusion 1 min./level (D); 1 standard action personal or touch Will negates yes 14

Bonus Ironskin Transmutation 1 minute/level (D; see text); 1 standard action personal 14
Spell Descriptions (A-Z)
ACID SPLASH

School: Conjuration (creation)


Level: sorcerer/wizard 0, summoner 0, inquisitor 0, magus 0
Descriptor: acid
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: one missile of acid
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.
This acid disappears after 1 round.
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

INVISIBILITY
School: Illusion (glamer)
Level: bard 2, sorcerer/wizard 2, alchemist 2, summoner 2, inquisitor 2, antipaladin 2, magus 2, occultist 2, psychic 2, mesmerist 2, spiritualist 2
Casting time: 1 standard action
Components: V, S, M/DF (an eyelash encased in gum arabic)
Range: personal or touch
Targets: you or a creature or object weighing no more than 100 lbs./level
Duration: 1 min./level (D);
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: yes (harmless) or yes (harmless, object)
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone
else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or
put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light,
however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an
item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain
other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary
invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks
any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe
depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an
attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge
while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly,
however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this
purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

IRONSKIN

School: Transmutation
Level: alchemist 2, antipaladin 2, bloodrager 2, cleric/oracle 2, druid 2, paladin 2, ranger 2, witch 2, psychic 2
Descriptor: earth
Casting time: 1 standard action
Components: V, S, DF/M (a pinch of forge soot)
Range: personal
Targets: you
Duration: 1 minute/level (D; see text);
Your skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus (if you
do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for
every 4 caster levels above 4th, to a maximum of +7 at 15th level. While you're under the effects of this spell, if an opponent confirms a critical hit
or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack
and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Monster Codex Copyright 2014, Paizo Inc

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

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

LIGHTNING REFLEXES

Requirements: None
You get a +2 bonus on all Reflex saving throws.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. 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

STEP UP

Requirements: Base attack bonus +1.


Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an
immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot
take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your
total movement.
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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