Professional Documents
Culture Documents
Human Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes
CHA
x Artistry 9 =INT 2 +1 +6
Charisma
20 +5 Power 2
x Bluff 15 =CHA 5 +4 +6
x Climb -1 =STR -1 +0 +0
AC
Armor Class
23 =10+ 4 + 3 + 5 + 0 + 0 + 1 + 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 16 Flat Footed AC 18
x Craft (c) 2 =INT 2 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 15 =CHA 5 +4 +6
FortitudeConstitution
5 = 1 + 3 + 0 + 1 + Disable Device* =DEX + +
x Disguise 12 =CHA 5 +1 +6
Reflex 10 = 4 + 5 + 0 + 1 +
Dexterity x Escape Artist 9 =DEX 5 +1 +3
Will 10 = 4 + 5 + 0 + 1 +
Fly 5 =DEX 5 +0 +0
Wisdom
Weapon
Survival 0 =WIS 0 +0 +0
Swim -1 =STR -1 +0 +0
Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Feats Divine Fighting Techniques Equipment Qty. lbs. Head Qty. lbs.
Ring of Protection +1 1
Play Notes
Racial Traits
Skilled
Background Traits
Avid Reader
Calculated Bribe
Spell Level 0 1 2 3 4 5 6
Level 1
Level 2
Known Spells
Known Spell Level 0 School Duration Cast time Range/Area Save SR DC
Dancing Lights Evocation 1 minute; 1 standard action medium (100 ft. + 10 ft./level) none no 15
Detect Magic Divination concentration, up to 1 1 standard action 60 ft. cone-shaped emanation none no 15
Ghost Sound Illusion 1 round/level; 1 standard action close (25 ft. + 5 ft./2 levels) Will disbelief no 15
Lullaby Enchantment concentration + 1 round/level; 1 standard action medium (100 ft. + 10 ft./level) Will negates yes 15
Mage Hand Transmutation concentration; 1 standard action close (25 ft. + 5 ft./2 levels) none no 15
Charm Person Enchantment 1 hour/level; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 16
Cure Light Wounds Conjuration instantaneous; 1 standard action touch Will half yes 16
Ear-Piercing Scream Evocation instantaneous; see text; 1 standard action close (25 ft. + 5 ft./2 levels) Fortitude yes 16
Ventriloquism Illusion 1 min./level; 1 standard action close (25 ft. + 5 ft./2 levels) Will disbelief no 16
Blistering Invective Evocation instantaneous; 1 standard action personal 30-ft. radius Reflex partial, speci 17
Invisibility Illusion 1 min./level (D); 1 standard action personal or touch Will negates yes 17
Spell Descriptions (A-Z)
BLISTERING INVECTIVE
School: Evocation
Level: alchemist 2, bard 2, inquisitor 2, mesmerist 2
Descriptor: fire, language-dependent
Casting time: 1 standard action
Components: V, S
Range: personal
Area: 30-ft. radius
Duration: instantaneous;
Saving Throw: Reflex partial, see text
Spell Resistance: special, see below
You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make
an Intimidate check to demoralize each enemy within 30 feet of you (see page 99 of the PFRPG Core Rulebook). Enemies that are demoralized this
way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell resistance can negate the fire damage caused by this
spell, but does not protect the creature from the demoralizing effect.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC
CHARM PERSON
DANCING LIGHTS
School: Evocation
Level: bard 0, sorcerer/wizard 0, witch 0, magus 0, shaman 0, occultist 0, psychic 0, mesmerist 0
Descriptor: light
Casting time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: Up to four lights, all within a 10-ft.-radius area
Duration: 1 minute;
Saving Throw: none
Spell Resistance: no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four
glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-
foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or
turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's
range. You can only have one dancing lights 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, it does not count against this limit. Dancing lights can be made permanent with a
permanency spell.
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
EAR-PIERCING SCREAM
School: Evocation
Level: bard 1, inquisitor 1, sorcerer/wizard 1, witch 1, bloodrager 1, psychic 1
Descriptor: sonic
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature
Duration: instantaneous; see text;
Saving Throw: Fortitude partial (see text)
Spell Resistance: yes
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two
caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC
GHOST SOUND
INVISIBILITY
LULLABY
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
SUMMON INSTRUMENT
VENTRILOQUISM
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
POINT-BLANK SHOT
Requirements: None
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
QUICKEN SPELL
Requirements: None
Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same
round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 fullround action cannot be
quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened
spell doesn't provoke an attack of opportunity.
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
STEADFAST PERSONALITY
Requirements: None
Add your Charisma modifier instead of your Wisdom bonus to Will saves. If you have a Wisdom penalty, you must apply
both your Wisdom penalty and your Charisma modifier.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc
TWO-WEAPON FIGHTING
Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Notes
Herança da Mulher
Lv1 - Vitalidade da Mãe
Sua fé lhe concede maior vitalidade, você ganha +2 de vida todo nível.
Lv3 - Dama da Sorte
Você é concedido com uma sorte superior, você pode 3 vezes por dia escolher rerolar um dado da sua escolha
(apenas rolados por você) mas apenas antes do resultado ser revelado
**Sacrifícios**
Você deve sempre proteger a vida
Você não deve machucar os indefesos e inocentes
Custom skill points added to build
Custom feat choice add at level: 2
Custom feat choice add at level: 4