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Pathfinder Character Sheet Template

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0% found this document useful (0 votes)
36 views15 pages

Pathfinder Character Sheet Template

Uploaded by

p.a.barrera.n09
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Chaol Westfalia Lawful Neutral

Character Name Alignment Player

Warpriest (15) Not set Not set


Character Level Deity Homeland Campaign

Oread 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
160 Movement
STR
Strength
21 +5 25 +7 Total nonlethal Damage

20 ft. 4 sq. 15 ft. 3 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
16 +3 18 +4
Wounds / Current HP

CON 16 +3 18 +4 Initative 4 4 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
20 +5 22 +6 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 0 =DEX 4 +3 + -7
WIS 18 +4 20 +5
Wisdom Fervor Appraise 6 =INT 6 +0 +0

CHA
x Artistry 6 =INT 6 +0 +0
Charisma
8 -1 10 +0 Power 2
Bluff 0 =CHA 0 +0 +0
x Climb 6 =STR 7 +3 + -4
AC
Armor Class
35 =10+ 11 + 5 + 0 + 0 + 6 + 2 + 1
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 11 =INT 6 +2 +3
x Craft (b) 6 =INT 6 +0 +0
Touch AC 13 Flat Footed AC 34
x Craft (c) 6 =INT 6 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 5 =CHA 0 +2 +3
FortitudeConstitution
26 = 9 + 4 + 3 + 10 + Disable Device 3 =DEX 4 +6 + -7
Disguise 0 =CHA 0 +0 +0
Reflex 17 = 5 + 4 + 3 + 5 +
Dexterity
Escape Artist -2 =DEX 4 +1 + -7

Will 32 = 9 + 5 + 3 + 15 +
Fly 1 =DEX 4 +4 + -7
Wisdom
x Handle Animal 4 =CHA 0 +1 +3
Spell Energy x Heal 13 =WIS 5 +5 +3
B.A.B. 11 Resistance Resistance
x Intimidate 4 =CHA 0 +1 +3
CMB 18 = 11 + 7 + 0 + 0 Knowledge (arcana) 8 =INT 6 +2 +0
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering) 8 =INT 6 +2 +0
CMD 35 =10+ 11 + 7 + 4 + 0 + 3 x Knowledge (engineering) 10 =INT 6 +1 +3
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography) 7 =INT 6 +1 +0
Weapon
Knowledge (history) 10 =INT 6 +4 +0
(Power Attack) Desvivir Knowledge (local) 10 =INT 6 +4 +0
Critical Type Range Ammo
Knowledge (nature) 10 =INT 6 +4 +0
15-20/x2 P Knowledge (nobility) 10 =INT 6 +4 +0
Attack Damage
Knowledge (planes) 12 =INT 6 +6 +0
+22/+17/+12 2d6+27 +1d6 Acid x Knowledge (religion) 14 =INT 6 +5 +3
Weapon Linguistics 11 =INT 6 +5 +0
Desvivir a Distancia x Lore* =INT + +
Critical Type Range Ammo Perception 17 =WIS 5 + 12 +0
20/x3 P 100 ft. Perform (a) 0 =CHA 0 +0 +0
Attack Damage
Perform (b) 0 =CHA 0 +0 +0
+26/+21/+16 1d8+8 +1d6 Acid x Profession (a) 9 =WIS 5 +1 +3
Weapon x Profession (b)* =WIS + +
x Ride 1 =DEX 4 +1 + -4
Critical Type Range Ammo x Sense Motive 9 =WIS 5 +1 +3
Sleight of Hand 1 =DEX 4 +4 + -7
Attack Damage x Spellcraft 16 =INT 6 +7 +3
Stealth 0 =DEX 4 +3 + -7

Weapon
x Survival 12 =WIS 5 +4 +3
x Swim 4 =STR 7 +1 + -4

Critical Type Range Ammo Use Magic Device 5 =CHA 0 +5 +0


X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo


Abyssal, Celestial, Common, Draconic, Giant, Gnoll,
Infernal, Orc

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

Half-plate +3 11 Armor -6 40% 50 lbs. Champion


Heavy steel shield +2 4 Shield -1 15% 15 lbs. Bashing

Totals 15 -7 55% 65 lbs.

Feats Blessings Equipment Qty. lbs. Head Qty. lbs.

Ally Shield Healing Blessing Arrow, bleeding (1) 1


Armor Proficiency, Heavy War Blessing
Bag Of Holding Type III 1 Headband Qty. lbs.

Armor Proficiency, Light Other Specials

Armor Proficiency, Medium Aura Coffee, exotic 1 Headband of Mental 1

Artful Dodge Battle Lust Flag, nautical, personal 1 Eyes Qty. lbs.

Combat Casting Blessings


Potion of Barkskin +5 5
Combat Expertise Bonus Languages
Combat Reflexes Channel Energy (Warpriest) +5d6 Potion of Shield of faith +5 5 Shoulders Qty. lbs.

Dodge Fast Healing Thorn (20) 20 Cloak of resistance +3 1


Improved Critical: Rapier Fervor +5d6
Point-Blank Shot Focus Weapon Neck Qty. lbs.

Power Attack Powerful Healer Amulet of natural armor +3 1


Rapid Shot Sacred Armor +3
Shield Focus Sacred Weapon Chest Qty. lbs.

Shield Material Expertise Sacred Weapon +3


Shield Proficiency War Mind
Body Qty. lbs.

Vital Strike
Weapon Focus: Rapier
Weapon Proficiency, Martial(all) Belt Qty. lbs.

Weapon Proficiency, Simple


Belt of Physical Perfection +2 1

Belt of giant strength +4 1

Wrist Qty. lbs.

Hands Qty. lbs.

Portal-Finding Gloves 1

Feet Qty. lbs.

Boots of levitation 1

Rings Qty. lbs.

Ring Of The Godless +2 1

Racial Traits Ring of the Ram 1

Crystalline Form
Play Notes
Darkvision
Granite Skin
Native Outsider
Slow Speed
Spell-Like Ability

Background Traits

Demon Slayer

Light 266 lbs. or less Lift Over 800 lbs.


Load Head PP 0 Experience Points
GP 250000 635,000
Medium 267-533 lbs. Lift Off 1600 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
534-800 lbs. Drag or
Push
4000 lbs. CP 0 890,000 (Medium Progression)
Warpriest Spell Book

Spell Level 0 1 2 3 4 5 6

Spells per day (adjusted) ∞ 5 (7) 5 (6) 5 (6) 4 (5) 3 (4) -

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

Detect Magic Divination concentration, up to 1 1 standard 60 ft. cone-shaped none no 15

Light Evocation 10 min./level; 1 standard touch none no 15

Mending Transmutation instantaneous; 10 minutes 10 ft. Will yes 15

Resistance Abjuration 1 minute; 1 standard touch Will yes 15

Vigor Transmutation 1 minute or until 1 standard touch Will yes 15

Bonus Light Evocation 10 min./level; 1 standard touch none no 15

Bonus Virtue Transmutation 1 min.; 1 standard touch none yes 15

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

Bless Enchantment 1 min./level; 1 standard 50 ft. The caster and all none yes 16

Detect Evil Divination concentration, up to 10 1 standard 60 ft. cone-shaped none no 16

Divine Favor Evocation 1 minute; 1 standard personal 16

Entropic Shield Abjuration 1 min./level (D); 1 standard personal 16

Guardian Armor Conjuration instantaneous; 1 immediate close (25 ft. + 5 ft./2 none yes 16

Ironbeard Transmutation 1 minute/level; 1 standard touch Fortitude yes 16

Protection from Evil Abjuration 1 min./level (D); 1 standard touch Will no; 16

Prepared Spell Level 2 Metamagic School Duration Cast time Range/Area Save SR DC

Blood of the Martyr Necromancy 1 round/level; 1 standard medium (100 ft. + 10 Fortitude yes 17

Early Judgment Divination 1d4 rounds; 1 standard close (25 ft. + 5 ft./2 Will yes 17

Ironskin Transmutation 1 minute/level (D; see 1 standard personal 17

Protection from Evil, Communal Abjuration 1 min./level (D); 1 standard touch Will no; 17

Shield of Fortification Abjuration 1 minute/level; 1 standard touch Fortitude yes 17

Shield of Shards Transmutation 1 round/level; 1 standard personal none no 17

Prepared Spell Level 3 Metamagic School Duration Cast time Range/Area Save SR DC

Channel Vigor Transmutation 1 round/level; 1 standard personal 18

Dispel Magic Abjuration instantaneous; 1 standard medium (100 ft. + 10 none no 18

Iron Stake Conjuration instantaneous or 1 1 standard close (25 ft. + 5 ft./2 Fortitude no 18

Protection from Energy Abjuration 10 min./level or until 1 standard touch Fortitude yes 18

Resist Energy, Communal Abjuration 10 min./level; 1 standard touch Fortitude yes 18

Toxic Blood Transmutation 1 minute/level 1 standard touch Fortitude no 18

Prepared Spell Level 4 Metamagic School Duration Cast time Range/Area Save SR DC

Ancestral Gift Conjuration 10 minutes/level; 1 standard personal 19

Dimensional Anchor Abjuration 1 min./level; 1 standard medium (100 ft. + 10 none yes 19

Divine Power Evocation 1 round/level; 1 standard personal 19

Magic Weapon, Greater Transmutation 1 hour/level; 1 standard close (25 ft. + 5 ft./2 Will yes 19

Shield of Fortification, Greater Abjuration 1 minute/level; 1 standard touch Fortitude yes 19

Prepared Spell Level 5 Metamagic School Duration Cast time Range/Area Save SR DC

Contact Entity III Evocation Duration: instantaneous 1 minute 200 miles Effect: up to 20 none no 20

Dispel Evil Abjuration 1 round/level or until 1 standard touch see text see 20

Pillar of Life Conjuration 1 round/level; 1 standard medium (100 ft. + 10 none no 20

Serenity Enchantment 1 round/level; 1 standard medium (100 ft. + 10 Will yes 20


Spell Descriptions (A-Z)
ANCESTRAL GIFT

School: Conjuration (summoning)


Level: bard 4, cleric/oracle 4
Casting time: 1 standard action
Components: V, S, F/DF (stone or metal image of your ancestor)
Range: personal
Effect: magical weapon
Duration: 10 minutes/level;
A ghostly manifestation of one of your ancestors appears before you bearing a weapon of your choice in its hands. The weapon may be any simple,
martial, or dwarven weapon. It has a +1 enhancement bonus and one weapon special ability (your choice) from the PFRPG Core Rulebook with a
price equivalent to a +1 bonus (if the weapon is a double weapon, the ability and the enhancement bonus only apply to one end, or the weapon can
have a +1 enhancement bonus on both ends but no other magical abilities). You may use the weapon as if you were proficient in it. The weapon
may not be wielded by anyone else, and if removed from your grasp, it vanishes and the spell ends immediately. If you conjure a weapon with the
flaming, frost, shock, or thundering property, this spell has the fire, cold, electricity, or sonic descriptor (respectively).
Section 15 Copyright Notice: Pathfinder Companion: Elves of Golarion. Copyright 2009, Paizo Publishing, LLC

BLESS

School: Enchantment (compulsion)


Level: cleric/oracle 1, paladin 1, inquisitor 1, shaman 1
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S, DF
Range: 50 ft.
Area: The caster and all allies within a 50-ft. burst, centered on the caster
Duration: 1 min./level;
Saving Throw: none
Spell Resistance: yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and
dispels bane.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

BLOOD OF THE MARTYR

School: Necromancy
Level: cleric/oracle 2, inquisitor 3
Casting time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Targets: one living creature
Duration: 1 round/level;
Saving Throw: Fortitude negates
Spell Resistance: yes
You cause the target to bleed from every orifice, and her organs and blood become suffused with positive energy. If the subject fails her Fortitude
save, she takes 1d6 points of bleed damage per 4 caster levels (to a maximum of 4d6 at 16th level) when you cast this spell. Any creature that takes
a full-round action to sup the blood of the bleeding subject heals a number of hit points equal to twice as many as the subject lost that round due to
the bleed effect. The subject must be willing or helpless to sup her blood, which provokes attacks of opportunity. Only one creature can be healed
in this way per round. The subject can lick her own wounds in this way to regain half as many hit points as she lost that round. If the bleeding effect
is stopped or the spell's duration ends, the subject's blood no longer heals those who drink it, though in the latter case the subject continues to
bleed until the bleeding is stopped via magical healing or a successful DC 15 Heal check.
Section 15 Copyright Notice: Pathfinder Campaign Setting: Chronicle of the Righteous. Copyright 2013 Paizo Publishing, LLC

CHANNEL VIGOR

School: Transmutation
Level: alchemist 3, cleric/oracle 3, inquisitor 3, magus 3
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 round/level;
You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain
tasks. When you cast the spell, choose one of the following portions of your self as your focus target. Thereafter, you may change the focus target as
a move action. You can gain the benefit of only one channel vigor spell at a time. Limbs: You gain the benefits of a haste spell. Mind: You gain a +4
competence bonus on Knowledge and Perception skill checks and on ranged attack rolls. Spirit: You gain a +6 competence bonus on Will saving
throws and Bluff and Intimidate checks. Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks.
Section 15 Copyright Notice: Pathfinder Campaign Setting: Inner Sea Gods Copyright 2014, Paizo Publishing, LLC

CONTACT ENTITY III

School: Evocation
Level: cleric/oracle 5, medium 3, occultist 4, psychic 5, shaman 5, sorcerer/wizard 5, summoner 4, witch 5
Casting time: 1 minute
Range: 200 miles Effect: up to 20 entities of 18 HD or fewer
Duration: Duration: instantaneous
Saving Throw: none
Spell Resistance: no
This spell functions like contact entity II, except that you can contact creatures from the contact entity III list, and as noted above. Additionally, if a
contacted creature has telepathy, it can send a telepathic message to you of up to 10 words.
Section 15 Copyright Notice: Horror Adventures. Copyright 2016 Paizo Publishing, LLC

DETECT EVIL

School: Divination
Level: cleric/oracle 1, inquisitor 1, shaman 1, spiritualist 1
Casting time: 1 standard action
Components: V, S, DF
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 10 min./ level;
Saving Throw: none
Spell Resistance: no
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round:
Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura
present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at
least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is
outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil
creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more
than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the
case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil 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 Animals, traps, poisons, and
other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the
purpose of this spell. Each round, you can turn to detect evil 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 Chaos/Evil/Good/Law Creature/Object Aura Power None Faint Moderate Strong
Overwhelming Aligned creature1 (HD) 5 or lower 5-10 11-25 26-50 51 or higher Aligned Undead (HD) -- 2 or lower 3-8 9-20 21 or higher Aligned
outsider (HD) -- 1 or lower 2-4 5-10 11 or higher Cleric or paladin of an aligned deity2 (class levels) -- 1 2-4 5–10 11 or higher Aligned magic item or
spell (caster level) 5th or lower 6th-10th 11th-15th 16th-20th 21st or higher 1 Except for undead and outsiders, which have their own entries on the
table. 2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
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

DIMENSIONAL ANCHOR

School: Abjuration
Level: cleric/oracle 4, sorcerer/wizard 4, summoner 3, inquisitor 3, occultist 4, psychic 4, spiritualist 4
Casting time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: ray
Duration: 1 min./level;
Saving Throw: none
Spell Resistance: yes (object)
A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with
a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral
projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The
spell also prevents the use of a gate or teleportation circle for the duration of the spell. A dimensional anchor does not interfere with the movement
of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also,
dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DISPEL EVIL
School: Abjuration
Level: cleric/oracle 5, paladin 4, inquisitor 5, shaman 5
Descriptor: good
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: you and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first;
Saving Throw: see text
Spell Resistance: see text
Shimmering, white holy energy surrounds you. This energy has three effects. First, you gain a +4 deflection bonus to AC against attacks by evil
creatures. Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature
back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the
spell. Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Spells that can't be
dispelled by dispel magic also can't be dispelled by dispel evil. Saving throws and spell resistance do not apply to this effect. This use discharges and
ends the spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DISPEL MAGIC

School: Abjuration
Level: bard 3, cleric/oracle 3, druid 4, paladin 3, sorcerer/wizard 3, summoner 3, witch 3, inquisitor 3, antipaladin 3, magus 3, shaman 3, occultist 3,
psychic 3, mesmerist 3, spiritualist 3
Casting time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area: one spellcaster, creature, or object
Targets: one spellcaster, creature, or object
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a
magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their
descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The of a spell with
an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use
dispel magic in one of two ways: a targeted dispel or a counterspell. Targeted Dispel: One object, creature, or spell is the target of the dispel magic
spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level).
If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have
dispelled one spell affecting the target, or you have failed to dispel every spell. For example, a 7th-level caster casts dispel magic, targeting a
creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end
the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check
resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would
have been affected. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall
of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it
ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or
creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that
conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the
item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical
properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is
temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact).
Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast
yourself. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell,
however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.
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

DIVINE POWER

School: Evocation
Level: cleric/oracle 4, inquisitor 4, shaman 4
Casting time: 1 standard action
Components: V, S, DF
Range: personal
Targets: you
Duration: 1 round/level;
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls,
weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster levels you have (maximum +6). You also gain 1
temporary hit point per caster level. Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus, plus
any appropriate modifiers. This additional attack is not cumulative with similar effects, such as haste or weapons with the speed special ability.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
EARLY JUDGMENT

School: Divination
Level: cleric/oracle 2, inquisitor 2, witch 1
Casting time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Targets: one humanoid creature
Duration: 1d4 rounds;
Saving Throw: Will negates
Spell Resistance: yes
You show one creature the effect of its life so far and what it might expect when it passes under Pharasma's impartial gaze at the end of its life.
Depending on the creature's alignment and its adherence to its ethos, you can provide it a brief glimpse of the reward or punishment that waits for
it when it dies by showing it a mental image of its destined plane in the Great Beyond. If the target is good-aligned, it is fascinated for 1d4 rounds
on a failed save. If the target is neutral-aligned, it is confused for 1d4 rounds on a failed save. If the target is evil-aligned, it is shaken for 1d4 rounds
on a failed save.
Section 15 Copyright Notice: Pathfinder Campaign Setting: Inner Sea Gods Copyright 2014, Paizo Publishing, LLC

ENTROPIC SHIELD

School: Abjuration
Level: cleric/oracle 1, psychic 1
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 min./level (D);
A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged
attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of
concealment). Other attacks that simply work at a distance are not affected.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

GUARDIAN ARMOR

School: Conjuration (teleportation)


Level: antipaladin 1, bloodrager 1, cleric/oracle 1, inquisitor 1, magus 1, occultist 1, paladin 1, sorcerer/wizard 1
Casting time: 1 immediate action
Components: V, S, F (armor worn)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one willing creature
Duration: instantaneous;
Saving Throw: none
Spell Resistance: yes
This spell teleports the suit of armor you are wearing off of your body and onto an ally within range; the target must be the same size and general
shape as you. This armor appears on the target's body fully formed and properly donned, granting the creature the immediate benefit of its
protection. If the target of guardian armor was already wearing armor, the armor wearing it is removed from the target's body and falls undamaged
into an adjacent square.
Section 15 Copyright Notice: Pathfinder Player Companion: Armor Master's Handbook Copyright 2016, Paizo Inc.

IRON STAKE

School: Conjuration (creation)


Level: cleric/oracle 3, druid 3, inquisitor 2, ranger 2, sorcerer/wizard 3, witch 3
Casting time: 1 standard action
Components: V, S, M (a pinch of iron filings)
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous or 1 round/level; see text
Saving Throw: Fortitude partial
Spell Resistance: no
This spell creates a 1-foot-long spike of cold iron that you fling at your target as a ranged touch attack. The stake is treated as a magic and cold iron
weapon for the purpose of overcoming damage reduction, and deals 1d6 points of piercing damage for every 2 caster levels you have (maximum
10d6 at 20th level). Additionally, if a creature with DR/cold iron takes damage from this spell, it is sickened for 1 round and must attempt a Fortitude
save. If it fails, for a number of rounds equal to your caster level, it must succeed at a concentration check (in addition to any normally required
concentration checks) to use any spells or spell-like abilities it has-the DC of this check is equal to 15 + twice the spell's level. If the creature fails this
concentration check, its spell is wasted.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Wilderness Copyright 2017, Paizo Publishing, LLC

IRONBEARD

School: Transmutation
Level: antipaladin 1, cleric/oracle 1, magus 1, paladin 1, ranger 1
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: 1 minute/level;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1 armor bonus to AC, and this bonus
stacks with any armor worn by the creature. The ironbeard may also be used as a weapon equivalent to cold iron armor spikes. The ironbeard
makes it difficult to speak, so any spellcasting with a verbal component has a 20% spell failure chance.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Race Guide Copyright 2012, 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

MAGIC WEAPON, GREATER

School: Transmutation
Level: cleric/oracle 4, paladin 3, sorcerer/wizard 3, inquisitor 3, antipaladin 3, magus 3, bloodrager 3, shaman 4, occultist 3
Casting time: 1 standard action
Components: V, S, M/DF (powdered lime and carbon)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one weapon or 50 projectiles (all of which must be together at the time of casting)
Duration: 1 hour/level;
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels
(maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic. Alternatively, you can affect as many as 50
arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles,
but not thrown weapons, lose their transmutation after they are used. Treat shuriken as projectiles, rather than as thrown weapons, for the
purpose of this spell.
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

PILLAR OF LIFE
School: Conjuration (healing)
Level: cleric/oracle 5
Descriptor: light
Casting time: 1 standard action
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Effect: 5-ft.-square pillar of positive energy, 20 ft. high
Duration: 1 round/level;
Saving Throw: none
Spell Resistance: no
You conjure a pillar of positive energy in a single 5-foot square within range that radiates light as if it were a sunrod. Living creatures adjacent to the
pillar can spend a standard action to touch the pillar and heal 2d8 points of damage + 1 point per caster level (maximum +20). Creatures can move
into the square containing the pillar, but if an undead creature moves into the pillar it takes 1d6 points of damage per caster level (maximum 10d6).
Undead creatures vulnerable to bright light take 1d8 points if damage per caster level (maximum 10d8). A creature cannot benefit or suffer more
than once from a single casting of this spell.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC

PROTECTION FROM ENERGY

School: Abjuration
Level: cleric/oracle 3, druid 3, ranger 2, sorcerer/wizard 3, alchemist 3, summoner 3, inquisitor 3, bloodrager 3, shaman 3, occultist 3, psychic 3,
spiritualist 3
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: creature touched
Duration: 10 min./level or until discharged;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the
spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged. Protection from energy
overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs
damage until its power is exhausted.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

PROTECTION FROM EVIL

School: Abjuration
Level: cleric/oracle 1, inquisitor 1, paladin 1, sorcerer/wizard 1, summoner 1, bloodrager 1, shaman 1, spiritualist 1
Descriptor: good
Casting time: 1 standard action
Components: V, S, M/DF
Range: touch
Targets: creature touched
Duration: 1 min./level (D);
Saving Throw: Will negates (harmless)
Spell Resistance: no; see text
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around
the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to
AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject
immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control
over the creature (including enchantment [charm] effects and enchantment [compulsion] effects such as charm person, command, and dominate
person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for
the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to
any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or
spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created
by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural
weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that
are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against
or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded
creature.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

PROTECTION FROM EVIL, COMMUNAL

School: Abjuration
Level: cleric/oracle 2, inquisitor 2, paladin 2, sorcerer/wizard 2, summoner 2
Descriptor: good
Casting time: 1 standard action
Components: V, S, M/DF
Range: touch
Targets: creatures touched
Duration: 1 min./level (D);
Saving Throw: Will negates (harmless)
Spell Resistance: no; see text
This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

RESIST ENERGY, COMMUNAL


School: Abjuration
Level: alchemist 3, cleric/oracle 3, druid 3, inquisitor 3, paladin 3, ranger 3, sorcerer/wizard 3, summoner 3, occultist 3, psychic 3
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: creatures touched
Duration: 10 min./level;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
This spell functions like resist energy, except you divide the duration in 10-minute intervals among the creatures touched.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

RESISTANCE

School: Abjuration
Level: bard 0, cleric/oracle 0, druid 0, paladin 1, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, shaman 0, occultist 0, psychic 0, spiritualist 0
Casting time: 1 standard action
Components: V, S, M/DF (a miniature cloak)
Range: touch
Targets: creature touched
Duration: 1 minute;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made
permanent with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SERENITY

School: Enchantment (compulsion)


Level: bard 4, cleric/oracle 5, sorcerer/wizard 6, psychic 5, mesmerist 4
Descriptor: emotion, mind-affecting
Casting time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Targets: one creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level;
Saving Throw: Will negates
Spell Resistance: yes
You fill the targets' minds with feelings of tranquility. Those attempting to commit violence become stricken with wracking pain and take 3d6 points
of nonlethal damage each round they attempt to harm another creature. If attacked, affected individuals can defend themselves and may
participate in combat by using Combat Expertise, fighting defensively, or taking the total defense action without triggering the spell's nonlethal
damage.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC

SHIELD OF FORTIFICATION

School: Abjuration
Level: cleric/oracle 2, inquisitor 1, paladin 1, psychic 2
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: creature touched
Duration: 1 minute/level;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
You create a magical barrier that protects a target's vital areas. When the target is struck by a critical hit or a sneak attack, there is a 25% chance
that the critical hit or sneak attack is negated and damage is instead rolled normally. This benefit does not stack with other effects that can turn
critical hits or sneak attacks into normal attacks, such as the fortification armor special ability.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc

SHIELD OF FORTIFICATION, GREATER

School: Abjuration
Level: cleric/oracle 4, inquisitor 3, paladin 3, psychic 4
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: creature touched
Duration: 1 minute/level;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
This spell functions as shield of fortification, except there is a 50% chance that the critical hit or sneak attack is negated and damage is instead be
rolled normally, rather than 25%.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc

SHIELD OF SHARDS
School: Transmutation
Level: bloodrager 1, cleric/oracle 2, inquisitor 2, magus 2, medium 2, paladin 1, shaman 2
Casting time: 1 standard action
Components: V, S, F (a shield)
Range: personal
Targets: one shield you wield
Duration: 1 round/level;
Saving Throw: none
Spell Resistance: no
This defensive spell must be cast on a shield you are currently wielding, and fractures the shield into two shards, plus one additional shard per 2
caster levels (to a maximum of 12 shards at 20th level). While shield of shards is active, you lose your shield's bonus to AC as its broken pieces orbit
you. On your turn, you can direct the shards to attack an adjacent opponent as a move action. The shards' attack bonus is equal to your caster level
+ the modifier for the ability score that determines your spell save DCs. The shards deal an amount of slashing and piercing damage equal to 1d4
points + 1 point per shard beyond the first, and have a threat range of 19-20. They are considered magic weapons for the purpose of bypassing
damage reduction. Additionally, if your shield is made from a special material (such as adamantine), the shards penetrate damage reduction and
hardness as if they were weapons made from the same material. At the end of this spell's duration, the shards reform into their original shield
form. You regain its shield bonus to AC, provided you still have a free hand in which to wield it. Otherwise, the shield falls at your feet in your
square.
Section 15 Copyright Notice: Pathfinder Player Companion: Armor Master's Handbook Copyright 2016, Paizo Inc.

TOXIC BLOOD

School: Transmutation
Level: alchemist 3, arcanist 3, bloodrager 3, cleric 3, druid 3, hunter 3, investigator 3, magus 3, oracle 3, ranger 3, sorcerer 3, summoner 3,
summoner (unchained) 3, witch 3, wizard 3
Descriptor: poison;
Casting time: 1 standard action
Components: V, S, M (vial of black adder venom)
Range: touch
Targets: creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates; see text;
Spell Resistance: no
The target creature’s blood becomes poisonous. Anytime the target takes piercing or slashing damage, a spray of acidic blood spurts from its body
in the direction of the opponent who inflicted the wound. This blood travels in a 10-foot line, striking the first creature or object it touches. A
creature struck by the blood is exposed to black adder venom and must save against the poison as normal, with a DC equal to the spell’s DC. Toxic
blood can be made permanent with a permanency spell cast by a caster of 11th level or higher, at a cost of 7,500 gp.
Section 15 Copyright Notice: Pathfinder Player Companion: Potions and Poisons Copyright 2017, Paizo Inc

VIGOR

School: Transmutation
Level: adept 0, cleric/oracle 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 infuses the subject with a small surge of strength. The creature gets a +1 competence bonus on a single melee damage roll. It must
choose to use the bonus before making the roll to which it applies. Ranged or spell attacks are unaffected by this spell.
Section 15 Copyright Notice: Pathfinder Companion: Orcs of Golarion. Copyright 2010, 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


FEATS

ALLY SHIELD

Requirements: None
Whenever you are the target of a melee or ranged attack and are adjacent to an ally who also has this feat, you can
initiate this feat to skillfully pull the abettor into harm's way or dodge behind the abettor as an immediate action. You
gain cover against that attack (and only that attack). If the attack misses you but would have hit you if not for the cover
bonus to your Armor Class, the abettor becomes the target of the attack and the attacker must make a new attack roll
(with all the same modifiers) against the abettor's Armor Class.
Section 15 Copyright Notice: Pathfinder Player Companion: Champions of Corruption Copyright 2014, Paizo Inc

ARMOR PROFICIENCY, HEAVY

Requirements: Light Armor Proficiency, Armor Proficiency, Medium.


See Armor Proficiency, Light.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

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

ARTFUL DODGE

Requirements: Int 13.


If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent. The
Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge. You can use
Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite.
Section 15 Copyright Notice: Pathfinder Player Companion: Melee Tactics Toolbox Copyright 2015, Paizo Inc

COMBAT CASTING

Requirements: None
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the
defensive or while grappled.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

COMBAT EXPERTISE

Requirements: Int 13.


You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to
your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and
the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack
or a full-attack action with a melee weapon. the effects of this feat last until your next turn.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

COMBAT REFLEXES

Requirements: None
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you
may also make attacks of opportunity while flat-footed.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DODGE

Requirements: Dex 13.


You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the
benefits of this feat.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

IMPROVED CRITICAL

Requirements: Proficient with weapon, base attack bonus +8.


When using the weapon you selected, your threat range is doubled.
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

POWER ATTACK

Requirements: Str 13, base attack bonus +1.


You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all
melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed
weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif
ier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or
secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty
increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack
roll, and its effects last until your next turn. the bonus damage does not apply to touch attacks or effects that do not deal
hit point damage.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

RAPID SHOT

Requirements: Dex 13, Point-Blank Shot.


When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest
bonus. All of your attack rolls take a -2 penalty when using Rapid Shot.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SHIELD FOCUS

Requirements: Shield Proficiency, base attack bonus +1.


Increase the AC bonus granted by any shield you are using by 1.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SHIELD MATERIAL EXPERTISE

Requirements: Shield Focus, base attack bonus +6 or fighter level 4th.


When wielding a shield made of one of the materials listed below, you can use the listed ability twice per day.
Darkwood: As a free action as part of an attack with your shield, you can drive splinters of your shield into your
opponent, dealing an amount of bleed damage equal to 1 + the shield's enhancement bonus. Dragonhide: As an
immediate action when you take energy damage of the type to which the dragonhide shield is immune, you can reduce
the amount of damage you take by 10 hit points. Living Steel: As a free action as part of an attack with your shield, you
can attempt a sunder combat maneuver check against a metal weapon wielded by your target. If you succeed at the
attempt, the weapon gains the broken condition; if the weapon already has the broken condition, it is destroyed.
Section 15 Copyright Notice: Pathfinder Player Companion: Armor Master's Handbook Copyright 2016, Paizo Inc.

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

VITAL STRIKE

Requirements: Base attack bonus +6.


When you use the attack action, you can make one attack at your highest base attack bonus that deals additional
damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from
Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra
weapon damage dice are not multiplied on a critical hit, but are added to the total.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON FOCUS

Requirements: Proficiency with selected weapon, base attack bonus +1.


You gain a +1 bonus on all attack rolls you make using the selected weapon.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON PROFICIENCY, MARTIAL(ALL)

Requirements: Awarded by class.


Proficiency with all martial weapons.
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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