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Talidyr Itinerant NG
Character Name Alignment
Cleric 3
Character Level
Forsaken M
Race Size
Male 75
Gender Age
5'7" 135 lbs
Height Weight
Stringy Burning
Hair Eyes
MalcolmMasher
Player
The Light Lordaeron
Deity Homeland
Healing & Sun 9300/14000
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
14 +2 N/A +2
Dex
Dexterity
15 +2 N/A +2
Con
Constitution
17 +3 N/A +3
Int
Intelligence
10 +0 N/A +0
Wis
Wisdom
18 +4 N/A +4
Cha
Charisma
10 +0 N/A +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
31
None
None
Initiative
Dex
Modifier
+2
+2
+0
BAB
+2
ARMOUR CLASS
Total AC
Armour
Shield
Dex
21
+6
+2
+2
Size
Natural
Deflection
Misc
+0
+1
+0
+0
Touch
13
Flat Footed
19
Flat Footed + Touch
11
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +6 +3 CON +3 +0 +0 +0
Reflex +3 +1 DEX +2 +0 +0 +0
Will +9 +3 WIS +4 +0 +2 +0
Saving Throw Notes

+2 to save against disease, +2 to save against mind-affecting, +2 to save against charm/compulsion

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+4 +2 +2 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
16 10 +2 +2 +2 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
20
-
-
-
-
Languages

Orcish, Gutterspeak, Common

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
4
Y
Y
0
0
0
0
0
0
0
Per Day
Y
2
1
0
0
0
0
0
0
0
Bonus
-
1
1
0
0
0
0
0
0
0
DC
14
15
16
0
0
0
0
0
0
Spell List

Create Water, Enhanced Diplomacy, Guidance, Light | Dream Feast, Inflict Light Wounds, Remove Fear, (D) Cure Light Wounds | Bull's Strength, Spiritual Weapon, (D) Heat Metal

Spellcasting Notes

Channel positive energy, spontaneous cure spells

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +2 (DEX)  +2 +0 +0
  Bluff +0 (CHA)  +0 +0 +0
  Climb +2 (STR)  +2 +0 +0
Diplomacy +4 (CHA)  +0 +1 +3
  Disguise +0 (CHA)  +0 +0 +0
  Escape Artist +2 (DEX)  +2 +0 +0
  Fly +2 (DEX)  +2 +0 +0
Heal +8 (WIS)  +4 +1 +3
  Intimidate +0 (CHA)  +0 +0 +0
Knowledge: Arcana +4 (INT)  +0 +1 +3
  Knowledge: Dungeoneering +0 (INT)  +0 +0 +0
  Knowledge: Local +0 (INT)  +0 +0 +0
  Knowledge: Nature +0 (INT)  +0 +0 +0
Knowledge: Planes +4 (INT)  +0 +1 +3
Knowledge: Religion +4 (INT)  +0 +1 +3
  Perception +4 (WIS)  +4 +0 +0
  Ride +2 (DEX)  +2 +0 +0
Sense Motive +8 (WIS)  +4 +1 +3
Spellcraft* +4 (INT)  +0 +1 +3
  Stealth +2 (DEX)  +2 +0 +0
  Survival +4 (WIS)  +4 +0 +0
  Swim +2 (STR)  +2 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +0 (INT)  +0 +0 +0
  Knowledge: Engineering +0 (INT)  +0 +0 +0
  Knowledge: Geography +0 (INT)  +0 +0 +0
Knowledge: History +4 (INT)  +0 +1 +3
Knowledge: Nobility +0 (INT)  +0 +0 +0
Linguistics* +4 (INT)  +0 +1 +3
Profession: Medic +8 (WIS)  +4 +1 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
3 FC into skill points
1 free point in Profession Medic
Feats

Racial: Blood Drinker [feast on human flesh]
Char 1: Combat Casting (+4 to concentration when casting defensively or in a grapple)
Char 3: Bless Equipment (expend channel energy uses to grant properties to weapons)

Special Abilities

Darkvision 60', harmed by positive energy, healed by negative energy, immune to effects from negative levels (excepting death), aura of good (as cleric), Channel Positive Energy (3+Cha)/day for (Lv/2)d6 within 30'

Traits

Desperate Focus (+2 to Concentration checks)
Focused Disciple (+2 to save vs charm/compulsion)
Healing Domain: (3+Wis)/day touch a living creature below 0HP to restore 1d4+(Lv/2) HP
Sun Domain: When you channel energy to damage undead, add your cleric level to the damage, and ignore channel resistance

WEAPONS
Name AB Critical Type Range Ammo Dmg
Mwk Heavy Mace +5 20x2 B Contact None 1d8+2
Dagger +4 {19-20}x2 S/P 10 One 1d4+2
Mwk Heavy Xbow +5 19-20x2 P 120 16 bolts 1d10
Sling +4 20x2 B 50 20 stones 1d4+2
TouchAttack +4 - - Contact - -
RangedTouch +4 - - Spell - -
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Mwk Chainmail +6 Medium Armor -4 30% 40lbs None
Mwk Hvy Stl Shd +2 Shield -1 15% 15lbs None

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

PFRPG Mythic Adventures

Cure Light Wounds

Cures 1d8 damage + 1/level (max +5).


Conjuration (healing) \ \
1-level
Save: Will half (harmless)
SR: Yes (harmless)

Casting time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Effect: Heals 1d8 + 1/caster level (max 5)
Targets: creature touched
Domain: Healing
Componenent: V,S

Description

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.     Cure Light Wounds, Mass School conjuration (healing Level bard 5, cleric/oracle 5, druid 6, inquisitor 5, shaman 5, witch 6   CASTING   Casting Time 1 standard action Components V, S   EFFECT   Range close (25 ft. + 5 ft./2 levels) Target one creature/level, no two of which can be more than 30 ft. apart Duration instantaneous Saving Throw Will half (harmless) or Will half; see text; Spell Resistance yes (harmless) or yes; see text   DESCRIPTION   You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each selected creature. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

Mythic Effects

The damage cured increases to 2d8 points of damage + 2 points per caster level (maximum +10). The spell cures up to 1 point of ability damage if the target is a living creature. The target chooses what type of ability damage is cured.
PFRPG Core

Inflict Light Wounds

Inflict damage on target


Necromancy \ \
1-level
Save: Will halves
SR: Yes

Casting time: 1 standard action
Range: touch
Duration: instantaneous
Effect: Inflict damage on target
Targets: creature touched
Componenent: Verbal, Somatic

Description

When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5).   Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

Mythic Effects

The damage dealt increases to 2d8 points of damage + 2 points per caster level (maximum +10). A living target is sickened for 1 round per caster level (maximum 5 rounds) if it fails its saving throw.
PFRPG Core

Endure Elements

resist cold and hot environments


Abjuration \ \
1-level
Save: WILL negates
SR: Yes

Casting time: 1 standard action
Range: touch
Duration: 24 hours
Area: target creature touched
Componenent: V, S,

Description

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature’s equipment is likewise protected.   Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.  

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

malcolmmasher.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed