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Aronius Fagleface CE
Character Name Alignment
Sorcerer 6
Character Level
Elf- Ghost M
Race Size
Male 123
Gender Age
6'2" NA
Height Weight
Black Black
Hair Eyes
Blue Dragon Vesdyva
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
0 -5 N/A -5
Dex
Dexterity
12 +1 N/A +1
Con
Constitution
0 -5 N/A -5
Int
Intelligence
16 +3 N/A +3
Wis
Wisdom
16 +3 N/A +3
Cha
Charisma
21 +5 N/A +5
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
55
0
5/Electricity
Initiative
Dex
Modifier
+5
+1
+4
BAB
+3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
15
+0
+0
+1
Size
Natural
Deflection
Misc
+0
+1
+3
+0
Touch
15
Flat Footed
14
Flat Footed + Touch
14
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude -3 +2 CON -5 +0 +0 +0
Reflex +3 +2 DEX +1 +0 +0 +0
Will +8 +5 WIS +3 +0 +0 +0
Saving Throw Notes

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

channel resistance +4

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+1 +3 -5 +0 +3
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
23 10 +3 -5 +1 +0 +14
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
-
-
30 ft (Perfect)
-
-
-
Languages

Common, Elvish, Draconic, Abyssal

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
7
4
2
1
0
0
0
0
0
0
Per Day
i
6
5
3
0
0
0
0
0
0
Bonus
-
2
1
1
1
1
0
0
0
0
Spellcasting Notes

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items

bloodline spells mage armor (3rd), resist energy (5th) Fly (7th),

cantrip; Disrupt Undead, Message, Shock Shield 2; Command Undead, Elemental Touch, Steal Size 3;Infernal Challenger Sands of Time

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +8 (DEX)  +1 +4 +3
  Bluff +10 (CHA)  +5 +2 +3
  Climb -2 (STR)  -5 +0 +3
  Diplomacy +5 (CHA)  +5 +0 +0
  Disguise +8 (CHA)  +5 +0 +3
  Escape Artist +1 (DEX)  +1 +0 +0
  Fly +1 (DEX)  +1 +0 +0
  Heal +3 (WIS)  +3 +0 +0
  Intimidate +10 (CHA)  +5 +2 +3
  Knowledge: Arcana +3 (INT)  +3 +0 +0
  Knowledge: Dungeoneering +3 (INT)  +3 +0 +0
  Knowledge: Local +3 (INT)  +3 +0 +0
  Knowledge: Nature +3 (INT)  +3 +0 +0
  Knowledge: Planes +3 (INT)  +3 +0 +0
  Knowledge: Religion +3 (INT)  +3 +0 +0
  Perception +21 (WIS)  +3 +2 +16
  Ride +1 (DEX)  +1 +0 +0
  Sense Motive +6 (WIS)  +3 +0 +3
  Spellcraft* +9 (INT)  +3 +3 +3
  Stealth +12 (DEX)  +1 +0 +11
  Survival +3 (WIS)  +3 +0 +0
  Swim -5 (STR)  -5 +0 +0
  Use Magic Device* +10 (CHA)  +5 +2 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +8 (INT)  +3 +2 +3
  Knowledge: Engineering +3 (INT)  +3 +0 +0
  Knowledge: Geography +3 (INT)  +3 +0 +0
  Knowledge: History +3 (INT)  +3 +0 +0
  Knowledge: Nobility +3 (INT)  +3 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc
  Craft: Alchemy +4 (INT)  +3 +1 +0

* only usable when trained (rank 1 and higher)
Skill Notes
Fly +5 Ranks: 2 Modifiers: 3

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail
Feats

Extend Spell, Empower Spell, Improved Initiative, Spell Focus (Necromancy), Quicken Spell

Special Abilities

Sorcerer Favored Class: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Eschew Materials, Draconic Bloodline, Draconic Claws, Spectral Rejuvenation, Spectral Malevolence

Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier.

Corrupting Touch
All ghosts gain this incorporeal touch attack. Bypassing part of its incorporeal body through a foe’s body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.

Telekinesis
The ghost’s death involved great physical trauma. The ghost can use telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the ghost’s HD, whichever is higher).

Traits

Darkvision 60 ft

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Incorporeal Undead:

WEAPONS
Name AB Critical Type Range Ammo Dmg
Claws +4 {20} x2 Incorporal Slashing close na 1d4+2

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

The statblocks of your class features

Spectral Rejuvenation


Prerequisite(s)

Ghost

Benefits

In most cases, it’s difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM.

Spectral Malevolence


Prerequisite(s)

Ghost

Benefits

The ghost’s jealousy of the living is particularly potent. Once per round, the ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours.
SRD

Magic Jar


Necromancy \ \

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 hour/level or until you return to your body
Effect: Will negates; see text; Spell Resistance yes
Targets: one living creature

Description

By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.   While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)   You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.   Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature’s soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.   If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body.   As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.   If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.   If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host’s location.

Incorporeal


Prerequisite(s)

Ghost

Benefits

An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.   An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).   An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.   An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.   An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.   Format: incorporeal; Location: Defensive Abilities.

Draconic Claws


Prerequisite(s)

Draconic Bloodline Lvl-1,

Benefits

Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Empower Spell

You can increase the power of your spells, causing them to deal more damage.


Benefits

All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.   Saving throws and opposed rolls are not affected, nor are spells without random variables.  

Special

Level Increase: +2 (an empowered spell uses up a spell slot two levels higher than the spell’s actual level.)

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Jolt


Transmutation \ \ Electricity

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one living creature

Description

You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals electricity damage .

Bleed

You cause a living creature that is below 0 hit points but stabilized to resume dying.


Necromancy \ \

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: Saving Throw Will negates; Spell Resistance yes
Targets: one living creature
Deity: Gruumsh

Description

You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
SRD

Prestidigitation


universal \ \

Casting time: 1 standard action
Range: 10 ft.
Duration: 1 hour

Description

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Pathfinder Roleplaying Game Ultimate Combat.

Haunted Fey Aspect


Illusion \ \ Glamer

Casting time: 1 standard action
Range: Personal
Duration: 1 round/ Per Level
Area: Personal

Description

You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage.

Level 1 Spells

Advanced Player’s Guide.

Crafter’s Fortune


Transmutation \ \ Industry

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 day/level or until discharged (D)
Effect: Will negates (harmless
Targets: one living creature
Domain: Artifice

Description

The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check.
SRD

Mage Armor


Conjuration \ creation \ Force

Casting time: 1 standard action
Range: Touch
Duration: 1 hour/level (D)
Effect: Will negates (harmless)
Targets: creature touched
Bloodline: Draconic

Description

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.   Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
SRD

Hypnotism


Enchantment \ Compulsion, Mind Affecting \

Casting time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Duration: 2d4 rounds (D)
Area: several living creatures, no two of which may be more than 30 ft. apart
Effect: Saving Throw Will negates; Spell Resistance yes

Description

Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.   If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.   While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.   A creature that fails its saving throw does not remember that you enspelled it.

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


Created by

JMTyranny.

System

Pathfinder 1e

Statblock Type

Character Sheet

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