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4630329

paizo.com, Mikaela Irish <kaela.irish@gmail.com>, Apr 11, 2024

About Kyra
Kyra is a priestess of Sarenrae, the sun goddess who teaches Kyra
her followers to heal the wounded and destroy evil. Kyra

grew up admiring the beautiful stained glass of Sarenrae’s

temple and the graceful priestesses who practiced with


the Cleric
their scimitars each dawn. When bandits attacked

Kyra’s village, those priestesses fought to the death

to protect the villagers, but the bandits were too

many and the village burned. Kyra was one of

the few survivors, and on the smoking ruins

of the beautiful temple she swore her life and

sword arm to Sarenrae, promising

to protect those who could not

protect themselves and to


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slay those who would harm 4630329

the innocent. Kyra has a fierce

will and is proud of her faith

and her skill with


PLAY A CLERIC IF YOU WANT TO...
the scimitar. • Support and heal your allies with divine spells

• Know about religious writing and images

• Oppose and destroy evil undead creatures

22993941
paizo.com, Mikaela Irish <kaela.irish@gmail.com>, Apr 11, 2024 22993941
CHARACTER SHEET
BEGINNER BOX CHARACTER NAME NAME PRONOUNS L LEVEL Your Character Sheet d10 N SPELLCASTING P ADVENTUR
She/her 1
Kyra
This character sheet has all the statistics, abilities, spells, and equipment for
SPELL ATTACK 7 = 4 + 3 T
E
DATE
DICE PLAYER NAME XP playing Kyra the cleric. Take a reference card from the box for details on rolls,
ATT
WIS PROF
DCs, and actions. The action counters can help you track your actions. Each
A ANCESTRY B BACKGROUND C CLASS portion of the character sheet has a letter code. You can find out more about SPELL DC 17 =10+ 4 + 3
T
E

d4
Human Acolyte Cleric what they mean below. For statistics, a higher number is always better. d12 WIS
ATT PROF

Warden
HERITAGE BACKGROUND ABILITY CLASS ABILITIES

ANCESTRY ABILITY
Student of the Canon: You don’t get
false information when you critically
(LEVEL 1)
Divine Font: When you prepare your spells, you
A ANCESTRY You
CANTRIPS have prepared the spells breathe fire, runic
PREPARED
5 weapon,
PER DAY and four heal spells
You have extra Hit Points from being a human. from your divine font ability. When you cast a spell, check it off. At the start of
4 extra Hit Points fail to Recall Knowledge using prepare four extra 1st-rank heal spells in PREP PREP
(already included) Religion, and you know information addition to the spells you choose. each day, your spells come back and you uncheck them.
about your deity even if you fail. (LEVEL 2)
Sarenrae: Kyra worships Sarenrae, goddess of B BACKGROUND d20 ❏ Breathe Fire [two-actions] A gout of flame sprays from your mouth in a 15-foot cone.
d6 D ATTRIBUTE MODIFIERS E HIT POINTS healing, honesty, redemption, and the sun. As an acolyte, you learned about writing texts, giving you the Scribing Lore The fire deals 2d6 fire damage to each creature in the area. Each creature can
(LEVEL 3) ACTIONS
+1
skill, and you gained the student of the canon ability for Religion checks. attempt a Reflex save, taking no damage on a critical success, half damage
STRENGTH STR MAXIMUM CURRENT
Q NOTES
on a success, full damage on a failure, and double damage on a critical failure.
DEXTERITY +1 DEX
21 H PERCEPTION C CLASS
One Action
❏ Runic Weapon [two-actions] Touch a weapon. For 1 minute, Strikes with it get a +1
CONSTITUTION +1 CON Dying You’re a cleric of Sarenrae, which gives you spells and the ability listed here. item bonus to the attack roll and have two damage dice instead of one.
+7 = 4 + 3
SENSES AND NOTES
d8 Wounded
T
❏ ❏ ❏ ❏ Heal [one-action], [two-actions], or [three-actions] If the target’s a willing living creature, they
+0
E
INTELLIGENCE INT WIS PROF
D ATTRIBUTE MODIFIERS 1ST-RANK
heal 1d8 HP. SPELLS
If they’re undead, they take 1d8 vitality
PREPARED
PER DAYdamage but get a
F
25
SPEED
WISDOM +4 WIS
FEET
I SAVING THROWS
These numbers represent your basic physical and mental capabilities.
Two ActionsThey’re basic Fortitude save. The number of actions you take changes the spell.
PREP
+2
STRIDE [one-action] (move) used to determine your other statistics. [one-action] Target one creature you can touch.
d10
CHARISMA CHA Move up to your Speed FORTITUDE +6 = 1 + 5 T NOTES
E [two-actions] Target one creature within 30 feet. If healing, increase the amount to 1d8+8.
G SKILLS CON PROF
E HIT POINTS [three-actions] Affect all living and undead creatures within 30 feet of you.
+4 1 3
T
= +
+1
REFLEX
ACROBATICS T = 1 + 0 – 0 DEX PROF
E You can take 21 damage before being knocked out. Healing can restore
Three lost Hit
Actions
E Points, but your Hit Points can’t go above this maximum. Other Spells: If you want to prepare different spells in your two spell slots, see
+9
DEX PROF ARMOR
4 5
T
= +
+0
WILL page 22 of the Hero’s Handbook. The spells you can choose are breathe fire,
0 0
E
= +
d12
ARCANA T
E
INT PROF
WIS PROF F SPEED command, fear, heal, infuse vitality, runic weapon, and sanctuary.
Reaction R SPELLBOOK
+1 J DEFENSES When you use the Stride action, you move up to 25 feet.
ATHLETICS T
E
= 1 + 0 – 0 Cantrips
Armor Class Shield Hardness
PROFICIENCY
STR PROF ARMOR
G SKILLS You can cast these five spells any number of times per day.
+0 0 0 AC Armor Proficiencies
= + UNTRAINED
16
T
CRAFTING E
Unarmored Light Medium Heavy + HP Skills are things anyone can do, like climb using Athletics or try to remember Detect Magic [two-actions] You detect any magic in effect within 30 feet of you.
PREPARED
d20 INT PROF T T T T 0 add the
something using Nature. For a skill check, roll a 20-sided die (d20) and 2ND-RANK
Light SPELLS
[two-actions] Create an orb that sheds light of a color youPER
choose
DAY in a 20-foot radius
+2 2 0
E E E E
T = + skill statistic (in the leftmost box). until the next time you prepare your spells. You can have it follow a willing
ACTIONS DECEPTION E
10 + 1 +
3+2
Max HP BT PREP
CHA PROF
/ TRAINED creature. You can have up to four light spells active at one time.
+5 2 3
Base Dex* Prof Item
DIPLOMACY T
E
= + * Use armor’s Dex cap if lower You have a shield, described on the facing page. H PERCEPTION
2 + level
Message [two-actions] Words you speak go directly to the ears of one creature within
CHA PROF You use this ability to try to find things using your senses. For a Perception 120 feet. The target can give a brief response as a reaction.
One Action K WEAPONS AND ATTACKS
INTIMIDATION T
E
+2 = 2 + 0
WEAPON Simple Martial Fist
check, roll a 20-sided die (d20) and add the Perception statistic (the number Stabilize [two-actions] One creature within 30 feet loses the dying condition and
CHA PROF
PROFICIENCIES
T
E
T
E
T
E in the magnifying glass). EXPERT remains unconscious at 0 Hit Points.
LORE T +3 = 0 + 3 Other Weapon Proficiencies 4 + level Vitality Lash [two-actions] Deal 2d6 vitality damage to an undead
Two Actions E

Scribing
INT PROF
T
E I SAVING THROWS creature within 30 feet. It can attempt a Fortitude save,
scimitar To resist some spells, poisons, and other dangers, you need to make a saving taking no damage on a critical success, half on a
MEDICINE T
E
+7 = 4 +
3 MELEE WEAPON
+4 = 1 + 3 T
throw. Roll a 20-sided die (d20) and add one of three savingPermission
throw tostatistics
photocopy.
© Paizo Inc. 2024
success, full on a failure, and double on a critical
E determined by the effect you’re rolling against: Fortitude, Reflex, or Will. failure. If it critically fails, for 1 round it takes a
Scimitar
WIS PROF
Three Actions
+4
ATTACK STR
STR/DEX PROF
= 4 +
0
–1 status penalty to melee attack rolls, melee
1d6 1
T
NATURE E
WIS PROF
DAMAGE + BLUDGEONING PIERCING J DEFENSES damage rolls, and Athletics checks.
PZO2106 Character Sheet-3rd Printing.indd 2

+0
SLASHING
0 Your Armor Class represents how hard it is for enemies to hit you. As a cleric,
DIE STR

Reaction
OCCULTISM T
E
= +
0 TRAITS you can wear light or medium armor. You currently have a chain shirt. Shield
INT PROF forceful, sweep

PROFICIENCY PERFORMANCE T
E
+2 = 2 +
0 MELEE WEAPON
= + T
E K WEAPONS AND ATTACKS
You carry a shield and have the Shield
Block reaction to protect yourself.
CHA PROF
ATTACK

+7
STR/DEX PROF You can make a melee attack with the Strike action (see your reference card). Raise a Shield [one-action] You lift up your shield to get
UNTRAINED 4
RELIGION T = +
3 DAMAGE + BLUDGEONING PIERCING Roll a 20-sided die (d20), add the attack statistic, and compare it to the a +2 circumstance bonus to AC until
0 E
WIS PROF
SLASHING
DIE STR target’s AC. the start of your next turn.
SOCIETY T
E +0 = 0 + 0 TRAITS Shield Block [reaction] If your shield is raised, you
TRAINED INT PROF
L LEVEL can spend your reaction to block a physical
+1 0
RANGED WEAPON
1 0
T
2 + level T = + – = + You’re a 1st-level cleric. As you gain Experience Points in adventures, you can attack. Reduce the amount of damage by 5, but then
STEALTH E
E
DEX PROF ARMOR ATTACK DEX PROF
track them in the XP box. you and your shield both take any damage leftover.
EXPERT SURVIVAL T +7 = 4 + 3 DAMAGE + PIERCING This might break or destroy your shield. Your shield
M
E FEET

4 + level
WIS PROF DIE STR (thrown) RANGE INC. RELOAD EQUIPMENT has a maximum of 20 Hit Points.
THIEVERY T
E
+1 = 1 + 0 - 0 TRAITS AMMO backpack chalk (10 pieces) rations (2 weeks) scimitar torches (5)
DEX PROF ARMOR
SKILL NOTES
bedroll flint and steel religious symbol of Sarenrae shield waterskin
Permission to photocopy.
© Paizo Inc. 2024
M N Equipment
ARE ON THEand
FACING PAGE
Spells on Reverse Side chain shirt healer’s toolkit rope (50 feet) soap 1 gold piece (gp)

PZO2106 Character Sheet-3rd Printing.indd 1 10/23/23 6:03 PM

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