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Tango Tek CN
Character Name Alignment
Witch 1
Character Level
Tiefling M
Race Size
Male 44
Gender Age
6ft 2in 205lb
Height Weight
Blond Red
Hair Eyes
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
14 +2 N/A +2
Dex
Dexterity
13 +1 N/A +1
Con
Constitution
13 +1 N/A +1
Int
Intelligence
19 +4 N/A +4
Wis
Wisdom
12 +1 N/A +1
Cha
Charisma
14 +2 N/A +2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
7
0
0
Initiative
Dex
Modifier
+1
+1
+0
BAB
+0
ARMOUR CLASS
Total AC
Armour
Shield
Dex
11
+0
+0
+1
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
11
Flat Footed
10
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +1 +0 CON +1 +0 +0 +0
Reflex +3 +0 DEX +1 +0 +2 +0
Will +3 +2 WIS +1 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+2 +0 +2 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
13 10 +0 +2 +1 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
All
7
0
0
0
0
0
0
0
0
Per Day
3
1
0
0
0
0
0
0
0
0
Bonus
-
1
0
0
0
0
0
0
0
0
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +1 (DEX)  +1 +0 +0
  Bluff +4 (CHA)  +2 +0 +2
  Climb +2 (STR)  +2 +0 +0
  Diplomacy +2 (CHA)  +2 +0 +0
  Disguise +2 (CHA)  +2 +0 +0
  Escape Artist +1 (DEX)  +1 +0 +0
  Fly +1 (DEX)  +1 +0 +0
  Heal +5 (WIS)  +1 +1 +3
  Intimidate +6 (CHA)  +2 +1 +3
  Knowledge: Arcana +4 (INT)  +4 +0 +0
  Knowledge: Dungeoneering +4 (INT)  +4 +0 +0
  Knowledge: Local +4 (INT)  +4 +0 +0
  Knowledge: Nature +4 (INT)  +4 +0 +0
  Knowledge: Planes +4 (INT)  +4 +0 +0
  Knowledge: Religion +4 (INT)  +4 +0 +0
  Perception +1 (WIS)  +1 +0 +0
  Ride +1 (DEX)  +1 +0 +0
  Sense Motive +1 (WIS)  +1 +0 +0
  Spellcraft* +8 (INT)  +4 +1 +3
  Stealth +3 (DEX)  +1 +0 +2
  Survival +1 (WIS)  +1 +0 +0
  Swim +2 (STR)  +2 +0 +0
  Use Magic Device* +6 (CHA)  +2 +1 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +4 (INT)  +4 +0 +0
  Knowledge: Engineering +4 (INT)  +4 +0 +0
  Knowledge: Geography +4 (INT)  +4 +0 +0
  Knowledge: History +4 (INT)  +4 +0 +0
  Knowledge: Nobility +4 (INT)  +4 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)

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 0 Spells

PRPG Core Rulebook pg. 267

Detect Magic

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.


divination \ \

Casting time: 1 standard action
Range: 60 ft
Duration: concentration, up to 1 min./level (D)
Area: cone-shaped emanation

Description

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 eminates 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.   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\1d6 x 10 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.   (Spell or Object: [Aura power: faint], [Aura power: Moderate], [Aura power: Strong], [Aura power: 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) )
PFRPG Core

Light


evocation \ light \ bard 0, cleric 0, druid 0, sorcerer/ wizard 0 Components V, M/DF (a firefly)

Casting time: 1 standard action
Range: touch
Duration: 10 min./level
Targets: object touched

Description

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.
PFRPG Core

Resistance


abjuration \ \
0-level
Save: Will negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Range: touch
Duration: 1 minute
Targets: creature touched
Componenent: V, S, M/DF(a minature cloak)

Description

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.

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


Created by

Pi0Human.

System

Pathfinder 1e

Statblock Type

Character Sheet

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