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Charactersheet

The document details a character sheet for Stark Lightfoot, a level 9 halfling cleric aligned with Sarenrea. It includes comprehensive statistics such as abilities, hit points, armor class, skills, spells, and equipment. The character's traits, feats, and background are also outlined, providing a complete overview of the character for gameplay purposes.
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0% found this document useful (0 votes)
30 views11 pages

Charactersheet

The document details a character sheet for Stark Lightfoot, a level 9 halfling cleric aligned with Sarenrea. It includes comprehensive statistics such as abilities, hit points, armor class, skills, spells, and equipment. The character's traits, feats, and background are also outlined, providing a complete overview of the character for gameplay purposes.
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

Stark Lightfoot Neutral Good

Character Name Alignment Player

Cleric (9) Sarenrea Dehliz


Character Level Deity Homeland Campaign

Halfling Small Male 28 (Adult) 1m 15.5kg Brown Brown


Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod. Temp. Temp.


Name Score Mod. HP
Hit Points
57 Movement
STR
Strength
8 -1 Total nonlethal Damage

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


Base Speed Armor Speed Burrow
DEX
Dexterity
14 +2
Wounds / Current HP

CON 12 +1 Initative 6 2 4 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
10 +0 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 0 =DEX 2 +0 + -2
WIS 17 +3 21 +5
Wisdom Power 1 x Appraise 0 =INT 0 +0 +0

CHA
x Artistry 0 =INT 0 +0 +0
Charisma
14 +2 Power 2
Bluff 2 =CHA 2 +0 +0
Climb -3 =STR -1 +0 + -2
AC
Armor Class
29 =10+ 7 + 6 + 2 + 1 + 1 + 2 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 0 =INT 0 +0 +0
x Craft (b) 0 =INT 0 +0 +0
Touch AC 15 Flat Footed AC 27
x Craft (c) 0 =INT 0 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 6 =CHA 2 +1 +3
FortitudeConstitution
10 = 6 + 1 + 2 + 1 + Disable Device* =DEX + +
Disguise 2 =CHA 2 +0 +0
Reflex 8 = 3 + 2 + 2 + 1 +
Dexterity
Escape Artist -2 =DEX 2 +0 + -4

Will 14 = 6 + 5 + 2 + 1 +
Fly -2 =DEX 2 +0 + -4
Wisdom

Handle Animal* =CHA + +


Spell Energy x Heal 9 =WIS 5 +1 +3
B.A.B. 6 Resistance Resistance
Intimidate 2 =CHA 2 +0 +0
CMB 4 = 6 + -1 + -1 + 0 x Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 18 =10+ 6 + -1 + 2 + -1 + 2 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon x Knowledge (history)* =INT + +
Scimitar Knowledge (local)* =INT + +
Critical Type Range Ammo
Knowledge (nature)* =INT + +
18-20/x2 S x Knowledge (nobility)* =INT + +
Attack Damage
x Knowledge (planes)* =INT + +
+6/+1 1d4 x Knowledge (religion) 6 =INT 0 +3 +3
Weapon x Linguistics* =INT + +
x Lore* =INT + +
Critical Type Range Ammo Perception 21 =WIS 5 +9 +7
Perform (a) 2 =CHA 2 +0 +0
Attack Damage
Perform (b) 2 =CHA 2 +0 +0
x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Ride -2 =DEX 2 +0 + -4
Critical Type Range Ammo x Sense Motive 11 =WIS 5 +3 +3
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft 4 =INT 0 +1 +3
Stealth 2 =DEX 2 +0 +0

Weapon
Survival 5 =WIS 5 +0 +0
Swim -5 =STR -1 +0 + -4

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


X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo


Common, Halfling

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

Breastplate +1 7 Armor -3 25% 15 lbs.


Heavy steel shield +1 (Not wo... 3 Shield -1 15% 7 lbs.
Light wooden quickdraw shield... 5 Shield -1 5% 3 lbs.

Totals 15 -5 45% 25 lbs.

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

Armor Proficiency, Light Fire Bedroll 2


Armor Proficiency, Medium Good
Lantern, darklight 1 Headband Qty. lbs.

Extra Channel Other Specials

Improved Initiative Aura Rope, spider's silk (50 ft.) 1 Headband of inspired 1

Selective Channeling Channel Energy (Cleric) +5d6 Tea Phylactery of positive 1


1
Shield Focus Fire Bolt
Eyes Qty. lbs.
Shield Proficiency Fire Resistance 10
Skill Focus: Perception Holy Lance Eyes of the owl 1
Weapon Proficiency, Simple Touch of Good
Shoulders Qty. lbs.

Cloak of resistance +2 1

Neck Qty. lbs.

Amulet of natural armor +1 1

Chest Qty. lbs.

Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Ring of Protected Life 1

Ring of Protection +2 1

Racial Traits Play Notes

Fearless
Halfling Luck
Keen Senses
Slow Speed
Small
Sure-Footed
Background Traits
Weapon Familiarity

Light 19 lbs. or less Lift Over 60 lbs.


Load Head PP 0 Experience Points
GP 4000
Medium 20-39 lbs. Lift Off 120 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
40-60 lbs. Drag or
Push
300 lbs. CP 0 105.000 (Medium Progression)
Cleric Spell Book

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

Spells per day (adjusted) ∞ 4 (6) 4 (5) 3 (4) 2 (3) 1 (2) - - - -

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

Create Water Conjuration instantaneous; 1 standard close (25 ft. + 5 ft./2 none no 15

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

Guidance Divination 1 minute or until 1 standard touch Will yes 15

Vigor Transmutation 1 minute or until 1 standard touch Will 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

Burning Disarm Transmutation Instantaneous; 1 standard Short (25 ft. + 5 ft./2 Reflex Yes 16

Remove Fear Abjuration 10 minutes; see text; 1 standard close (25 ft. + 5 ft./2 Will yes 16

Sanctuary Abjuration 1 round/level; 1 standard touch Will no 16

Shield of Faith Abjuration 1 min./level; 1 standard touch Will yes 16

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

Bull's Strength Transmutation 1 min./level; 1 standard touch Will yes 17

Bull's Strength Transmutation 1 min./level; 1 standard touch 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

Restoration, Lesser Conjuration instantaneous; 3 rounds touch Will yes 17

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

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

Fireball Evocation instantaneous; 1 standard long (400 ft. + 40 ft./level) Reflex half yes 18

Prayer Enchantment 1 round/level; 1 standard 40 ft. all allies and foes none yes 18

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

Blessing of Fervor Transmutation 1 round/level; 1 standard close (25 ft. + 5 ft./2 Fortitude yes 19

Freedom of Movement Abjuration 10 min./level; 1 standard personal or touch Will yes 19

Warp Metal Transmutation instantaneous; 1 standard close (25 ft. plus 5 ft./2 Will yes 19

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

Plane Shift Conjuration instantaneous; 1 standard touch Will yes 20


Spell Descriptions (A-Z)
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

BLESSNG OF FERVOR

School: Transmutation
Level: cleric/oracle 4
Casting time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this
spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice). • Increase its speed by 30
feet. • Stand up as a swift action without provoking an attack of opportunity. • Make one extra attack as part of a full attack action, using its highest
base attack bonus. • Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. •Cast a single spell of 2nd level or lower as if it
were an enlarged, extended, silent, or still spell. These effects are not cumulative with similar effects, such as those provided by haste or a speed
weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing
of fervor does not stack with haste.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC

BULL'S STRENGTH

School: Transmutation
Level: cleric/oracle 2, druid 2, paladin 2, sorcerer/wizard 2, summoner 2, alchemist 2, antipaladin 2, magus 2, bloodrager 2, shaman 2, psychic 2
Casting time: 1 standard action
Components: V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
Range: touch
Targets: creature touched
Duration: 1 min./level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage
rolls, and other uses of the Strength modifier.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

BURNNG DSARM

School: Transmutation
Level: cleric/oracle 1, druid 1, sorcerer/wizard 1
Descriptor: fire
Casting time: 1 standard action
Components: V, S
Range: Short (25 ft. + 5 ft./2 levels)
Targets: Held metal item of one creature or 15 lbs. of unattended metal
Duration: Instantaneous;
Saving Throw: Reflex negates (object, see text)
Spell Resistance: Yes (object)
This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage
(even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the
creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does
not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater,
burning disarm deals half damage and boils the surrounding water.
Section 15 Copyright Notice: Pathfinder Chronicles - Cheliax: Empire of Devils Copyright 2009, Paizo Publishing, LLC

CREATE WATER
School: Conjuration (creation)
Level: cleric/oracle 0, druid 0, paladin 1, inquisitor 0, shaman 0, occultist 0
Descriptor: water
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: up to 2 gallons of water/level
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the
liquid, or in an area three times as large--possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not
consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of
water contains roughly 8 gallons and weighs about 60 pounds.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DETECT MAGC

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

DSPEL MAGC

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

FREBALL
School: Evocation
Level: sorcerer/wizard 3, magus 3, bloodrager 3, occultist 3
Descriptor: fire
Casting time: 1 standard action
Components: V, S, M (a ball of bat guano and sulfur)
Range: long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: instantaneous;
Saving Throw: Reflex half
Spell Resistance: yes
A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum
10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger
and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless
it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact
results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening
with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages
objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing
barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any
other spell effect does.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

FREEDOM OF MOVEMENT

School: Abjuration
Level: bard 4, cleric/oracle 4, druid 4, ranger 4, alchemist 4, inquisitor 4, alchemist 4, inquisitor 4, occultist 4, psychic 4, mesmerist 4, spiritualist 4
Casting time: 1 standard action
Components: V, S, M (a leather strip bound to the target), DF
Range: personal or touch
Targets: you or creature touched
Duration: 10 min./level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that
usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail.
The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The spell also
allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning
weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell
does not, however, grant water breathing.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

GUDANCE

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

IRONSKN

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

PLANE SHFT

School: Conjuration (teleportation)


Level: cleric/oracle 5, sorcerer/wizard 7, summoner 5, witch 7, shaman 7, psychic 5, spiritualist 5
Casting time: 1 standard action
Components: V, S, F (a forked metal rod attuned to the plane of travel)
Range: touch
Targets: creature touched, or up to eight willing creatures joining hands
Duration: instantaneous;
Saving Throw: Will negates
Spell Resistance: yes
You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as
many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh
impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. Plane
shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back (including casting plane
shift again).
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

PRAYER

School: Enchantment (compulsion)


Level: cleric/oracle 3, paladin 3, inquisitor 3
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S, DF
Range: 40 ft.
Area: all allies and foes within a 40-ft.-radius burst centered on you
Duration: 1 round/level;
Saving Throw: none
Spell Resistance: yes
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on
attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

PROTECTON FROM EVL, 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

REMOVE FEAR

School: Abjuration
Level: bard 1, cleric/oracle 1, inquisitor 1, shaman 1, psychic 1, mesmerist 1, spiritualist 1
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes; see text;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear
effect when receiving the spell, that effect is suppressed for the duration of the spell. Remove fear counters and dispels cause fear.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

RESTORATON, LESSER

School: Conjuration (healing)


Level: cleric/oracle 2, druid 2, paladin 1, inquisitor 2, alchemist 2, shaman 2, mesmerist 2, spiritualist 2
Casting time: 3 rounds
Components: V, S
Range: touch
Targets: creature touched
Duration: instantaneous;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of
the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not
restore permanent ability drain.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SANCTUARY

School: Abjuration
Level: cleric/oracle 1, inquisitor 1, spiritualist 1
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: creature touched
Duration: 1 round/level;
Saving Throw: Will negates
Spell Resistance: no
Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the
opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that
part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject
remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot
attack without breaking the spell but may use nonattack spells or otherwise act.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SHELD OF FATH

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

VGOR

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

WARP METAL

School: Transmutation
Level: bloodrager 4, cleric/oracle 4, druid 4, medium 4, occultist 4, psychic 4, sorcerer/wizard 4
Descriptor: earth
Casting time: 1 standard action
Components: V, S, M (a twisted wire)
Range: close (25 ft. plus 5 ft./2 levels)
Targets: 1 Small metal object/level, all within a 20-ft. Radius
Duration: instantaneous;
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
You cause metal to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck,
requiring a successful Strength check to open, at your option). A vehicle grinds to a halt and ceases to operate. Warped ranged weapons are
useless. A warped melee weapon imposes a -4 penalty on attack rolls. You can warp one Small or smaller object or its equivalent per caster level. A
Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32.
Alternatively, you can unwarp metal (effectively warping it back to normal) with this spell. Make whole, on the other hand, does nothing to repair a
warped item. You can combine multiple consecutive castings of warp metal to warp (or unwarp) an object that is too large for you to warp with a
single casting. Until the object is completely warped, it suffers no ill effects.
Section 15 Copyright Notice: Pathfinder Player Companion: Magic Tactics Toolbox, Copyright 2016, Paizo Publishing, LLC

Open Game License and Copyright details available at: https://pathbuilder2e.com/legacy/license.html


FEATS

ARMOR PROFCENCY, LGHT

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 PROFCENCY, MEDUM

Requirements: Light Armor Proficiency.


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

EXTRA CHANNEL

Requirements: Channel energy class feature.


You can channel energy two additional times per day.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

IMPROVED INTATVE

Requirements: None
You get a +4 bonus on initiative checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SELECTVE CHANNELNG

Requirements: Cha 13, channel energy class feature.


When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets
are not affected by your channeled energy.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SHELD 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

SHELD PROFCENCY

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

SKLL FOCUS

Requirements: None
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus
increases to +6.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON PROFCENCY, SMPLE

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
Sarenreaden +2 perception geliyo

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