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Delta Owl LG
Character Name Alignment
Mageknight 2
Character Level
Elf (Criador) M
Race Size
Male 121
Gender Age
6'2" 135
Height Weight
White Green
Hair Eyes
The White The White City
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
8 -1 N/A -1
Dex
Dexterity
17 +3 N/A +3
Con
Constitution
10 +0 N/A +0
Int
Intelligence
16 +3 N/A +3
Wis
Wisdom
13 +1 N/A +1
Cha
Charisma
10 +0 N/A +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
22
0
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+2
ARMOUR CLASS
Total AC
Armour
Shield
Dex
17
+4
+0
+3
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
13
Flat Footed
14
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +4 +3 CON +0 +0 +1 +0
Reflex +4 +0 DEX +3 +0 +1 +0
Will +5 +3 WIS +1 +0 +1 +0
Saving Throw Notes

Misc is Resist Magic: +1 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects.

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+1 +2 -1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
14 10 +2 -1 +3 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Common, Elven, Draconic, Celestial, Orc

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +8 (DEX)  +3 +2 +3
  Bluff +0 (CHA)  +0 +0 +0
Climb -1 (STR)  -1 +0 +0
Diplomacy +0 (CHA)  +0 +0 +0
  Disguise +0 (CHA)  +0 +0 +0
  Escape Artist +3 (DEX)  +3 +0 +0
  Fly +3 (DEX)  +3 +0 +0
  Heal +1 (WIS)  +1 +0 +0
  Intimidate +0 (CHA)  +0 +0 +0
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 +6 (WIS)  +1 +2 +3
  Ride +3 (DEX)  +3 +0 +0
  Sense Motive +3 (WIS)  +1 +2 +0
Spellcraft* +8 (INT)  +3 +2 +3
  Stealth +5 (DEX)  +3 +2 +0
Survival +6 (WIS)  +1 +2 +3
Swim -1 (STR)  -1 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +3 (INT)  +3 +0 +0
  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

* only usable when trained (rank 1 and higher)
Feats

Skill Focus (Perception)- +3 to Perception

Special Abilities

Form-Breaker (Su)
You may spend a spell point as a swift action to empower your next attack with magical energies disruptive to shapechangers. If the attack successfully strikes a creature under a polymorph effect (such as shapeshift, beast shape, polymorph, or change shape), make an MSB check against the effect’s MSD. You gain a +4 bonus on this check. If successful, the polymorph effect immediately ends and the target cannot benefit from polymorph effects for a number of rounds equal to your CAM. (Intelligence)

~Casting~

Drawbacks: Verbal Casting, Somatic Casting, Prepared Caster, Galvanized
Boons: Easy Focus
Spheres: Divination
Sphere Drawbacks: Limited Divination (Can use Senses, can't use Divination)

6 spell points

Sense: As a standard action, you may grant yourself paranormal senses for 1 hour/level. There is no limit to the number of different senses you may have active at a time. When you gain the Divination sphere, you gain the following sense.

Read Magic: You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + 1/2 caster level).

Ghost Sight: You may spend a spell point to gain a sense that adds your caster level to Perception checks made to notice invisible or ethereal creatures. If you succeed at this check, the creature’s outline becomes visible to you. This negates both the usual penalties you would suffer attacking an invisible creature, and the bonuses the creature would normally gain against you. This continues until you lose line of sight to the creature, in which case you must succeed at a new Perception check to see them.

Prescience: You may spend a spell point to gain a special sense granting a +1 insight bonus to attack and combat maneuver rolls. In addition, you may dismiss this sense before making an attack or combat maneuver to instead gain an insight bonus of 10 to the roll as a free action.

Traits

Equipment Talents: Expert Reloading: Reload Xbow as free action
Mechanical Savant: +1/2 BAB to Xbow damage.
Armor Expert: +1 AC to armor

Scout: As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

Identify Rhythms: As long as you have martial focus, whenever you have successfully used the scout ability against a creature, you gain a +1 dodge bonus to AC against all of their attacks.

Target Weakness: If you have successfully used the scout ability to identify a target’s weaknesses, you may use scavenged materials collected as you travel to improvise a weapon targeting one of those weaknesses as a move action that does not provoke attacks of opportunity; you may expend your martial focus to instead use this ability as a free action. The next attack you make against the target with a manufactured or natural weapon attack, including traps, is treated as though half the total damage it deals (rounded down) were of an energy type the target has vulnerability to (for example, if you fire an arrow at a red dragon, who has vulnerability to cold damage, and would normally deal 14 points of piercing damage, you instead deal 7 points of piercing damage and 14 points of cold damage if this attack is not made before the end of your next turn, this effect is wasted.

Additional energy damage dealt by the attack, such as from the flaming or frost weapon special abilities, is calculated separately from this effect. Alternatively, your weapons are treated as having one type listed in the target’s damage reduction (for example, if an enemy has DR 5/cold iron or good, you may treat your attacks as either good or cold iron for 1 round).

WEAPONS
Name AB Critical Type Range Ammo Dmg
Heavy Crossbow +5 19-20/x2 Piercing 120 30 1d10+1
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Masterwork Studded Leather 3 Light 0 15% 20 Max Dex 5

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.

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


Created by

LordNecroMage.

System

Pathfinder 1e

Statblock Type

Character Sheet

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