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Pippin, Cleric from Khinamay

CLERIC GNOME HUMANOID SMALL

Played by Tillerz

Remastered
Class
Cleric (Life)
Size
small
XP
12
Level
  4  
Hero Points
1
Deity
Erastil
Gnome (Vivacious Gnome)
Acolyte
15
+2
Strength
Modifier
+0
Dexterity
Modifier
+2
Constitution
Modifier
+0
Intelligence
Modifier
+3
Wisdom
Modifier
+2
Charisma
Modifier
Total
19
Base
10
Key
3
Item
0
Prof
6
U T E M L
  +2      

 
Common, Gnomish, Dwarven
HP
52/52
Temp. HP
0
Resistances and Immunities
negative 2
Conditions
drunk
Total
4
Prof. Mod
(1)
Att. Mod (Wis)
3
Item Mod
0
U T E M L
+0        

 
Senses
Low-Light Vision
Total
20
AC Base
10
Dex Bonus (or AC Cap)
0
Item
4
Prof
6
U T E M L
  +2      

 
Unarmored
U T E M L
  +2      

 
Light
U T E M L
  +2      

 
Medium
U T E M L
  +2      

 
Heavy
U T E M L
+0        

 
Shield AC
+2
Hardness
5
Shield HP
20 / 20
BT
10
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 10 2 8 0 4
Reflex (DEX) 6 0 6 0 2
Will (WIS) 11 3 8 0 4
Simple Weapons
U T E M L
  +2      

 
Martial Weapons
U T E M L
+0        

 
MaceTrained
Mace 1d20+8 1d8+2 Shove
Total Prof. Mod Att. Mod Item Mod Armor Mod
+1 Acrobatics (dex) (1) 0 0 0
+7 Arcana (int) 6 0 1
+3 Athlethics (str) (1) 2 0 0
+1 Crafting (int) (1) 0 0
+3 Deception (cha) (1) 2 0
+3 Diplomacy (cha) (1) 2 0
+3 Intimidation (cha) (1) 2 0
+6 Lore: scribing 0 6 0
+9 Medicine (wis) 6 3 0
+4 Nature (wis) (1) 3 0
+6 Occultism (int) 6 0 0
+3 Performance (cha) (1) 2 0
+11 Religion (wis) 8 3 0
+6 Society (int) 6 0 0
+1 Stealth (dex) (1) 0 0 0
+4 Survival (wis) (1) 3 0
+1 Thievery (dex) (1) 0 0 0
Vivacious Gnome
First World Magic
Student of the Canon
Battle Medicine
Glean Contents
Toughness
Divine Spellcasting
Deity
Sentinel Dedication
Second Doctrine
Deadly Simplicity
Domain Initiate

 
Chain Mail
Spell Attack Roll
Total Key Prof
9 3 6
Spell DC
Total Base Key Prof
19 10 3 6
Magic Tradition
Divine
Spells Per Day
Per Day 3 3
Rank 1 2 3 4 5 6 7 8 9 10
Current 3 3
Spellbook
Stuff here.
some stuff here.
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

Statblocks for your spells.

Focus Spells

Healer's Blessing - Focus 1
CLERICNECROMANCYUNCOMMON

Traditions Components
verbal
Cast Range Target Duration Saving Throw
30 feet 1 willing living creature 1 minute -
Description
Domain healing   Your words bless a creature with an enhanced connection to positive energy. When the target regains Hit Points from a healing spell, it regains 2 additional Hit Points.   The target regains additional Hit Points from healer's blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once.   Heightened (+1) The additional healing increases by 2 HP.

Innate Spells

Acid splash - Evocation 1
ACIDATTACKCANTRIPDOUBLE ACTIONEVOCATION

Traditions Components
arcane primal somatic verbal
Cast Range Target Duration Saving Throw
2 actions 30 feet 1 creature or object - -
Description
You splash a glob of acid that splatters creatures and objects alike.
Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage.
On a critical success, the target also takes 1 persistent acid damage.
Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2.
Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2.
Heightened (7th) The initial damage increases to 3d6 + your spellcasting ability modifier, the persistent damage increases to 4, and the splash damage increases to 3.
Heightened (9th) The initial damage increases to 4d6 + your spellcasting ability modifier, the persistent damage increases to 5, and the splash damage increases to 4.

Cantrips

Stabilize - Necromancy 1
CANTRIPDOUBLE ACTIONHEALINGNECROMANCYPOSITIVE

Traditions Components
divine primal somatic verbal
Cast Range Target Duration Saving Throw
- 30 feet 1 dying creature - -
Description
Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
Detect magic - Divination 1
CANTRIPDETECTIONDIVINATIONDOUBLE ACTION

Traditions Components
arcane divine occult primal somatic verbal
Cast Range Target Duration Saving Throw
2 actions Area 30 foot emanation - - -
Description
You send out a pulse that registers the presence of magic.
You receive no information beyond the presence or absence of magic.
You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highestlevel effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic.
Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Acid splash - Evocation 1
ACIDATTACKCANTRIPDOUBLE ACTIONEVOCATION

Traditions Components
arcane primal somatic verbal
Cast Range Target Duration Saving Throw
2 actions 30 feet 1 creature or object - -
Description
You splash a glob of acid that splatters creatures and objects alike.
Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage.
On a critical success, the target also takes 1 persistent acid damage.
Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2.
Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2.
Heightened (7th) The initial damage increases to 3d6 + your spellcasting ability modifier, the persistent damage increases to 4, and the splash damage increases to 3.
Heightened (9th) The initial damage increases to 4d6 + your spellcasting ability modifier, the persistent damage increases to 5, and the splash damage increases to 4.
Read aura - Divination 1
CANTRIPDETECTIONDIVINATION

Traditions Components
arcane divine occult primal somatic verbal
Cast Range Target Duration Saving Throw
1 minute 30 feet 1 object - -
Description
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297–298). If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
Light - Evocation 0
CANTRIPEVOCATIONLIGHT

Traditions Components
arcane divine occult primal somatic verbal
Cast Range Target Duration Saving Throw
2 actions touch 1 unattended, non-magical object of 1 Bulk or less until the next time you make your daily preparations -
Description
The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.   Heightened (4th) The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).

Level 1 Spells

Bless - Enchantment Spell 1
ENCHANTMENTMENTAL

Traditions Components
divine occult somatic verbal
Cast Range Target Duration Saving Throw
2 Actions 5-foot Emanation - 1 Minute -
Description
Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. Bless can counteract bane.
Sanctuary - Abjuration 1


Traditions Components
divine occult somatic verbal
Cast Range Target Duration Saving Throw
touch 1 creature 1 minute -
Description
You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends.   Critical Success Sanctuary ends.
Success The creature can attempt its attack and any other attacks against the target this turn.
Failure The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn.
Critical Failure The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration.
Detect Poison - Divination 1
DETECTIONDIVINATIONUNCOMMON

Traditions Components
divine primal somatic verbal
Cast Range Target Duration Saving Throw
30 feet 1 object or creature - -
Description
You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons.   Heightened (2nd) You learn the number and types of poison.

Level 2 Spells

Comprehend Languages - Divination 2
DIVINATION

Traditions Components
arcane divine occult somatic verbal
Cast Range Target Duration Saving Throw
2 actions 30 feet 1 creature 1 hour -
Description
The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn’t let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.   Heightened (3rd) The target can also speak the language.   Heightened (4th) You can target up to 10 creatures, and targets can also speak the language.
Restoration - Necromancy 2
HEALINGNECROMANCY

Traditions Components
divine occult primal somatic verbal
Cast Range Target Duration Saving Throw
1 minute touch 1 creature - -
Description
Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can’t benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.   • Reduce a Condition Reduce the value of the target’s clumsy, enfeebled, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each. • Lessen a Toxin Reduce the stage of one toxin the target suffers from by one stage. This can’t reduce the stage below stage 1 or cure the affliction.     Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target’s doomed value by 1. You can’t use this to reduce a permanent doomed condition.   Heightened (6th) As the 4th-level restoration, but you can reduce a permanent doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you provide 100 gp worth of diamond dust as a cost.
Water Breathing - Transmutation 2
TRANSMUTATION

Traditions Components
arcane divine primal somatic verbal
Cast Range Target Duration Saving Throw
1 minute 30 feet up to 5 creatures 1 hour -
Description
Spell List elemental   The targets can breathe underwater.   Heightened (3rd) The duration increases to 8 hours.
Heightened (4th) The duration increases to until your next daily preparations.

Created by

Tillerz.

System

Pathfinder 2e

Statblock Type

Character Sheet

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