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Cobalt CN
Character Name Alignment
Druid 4
Character Level
Lizardfolk m
Race Size
m 30
Gender Age
6'7 225 lbs
Height Weight
- green
Hair Eyes
Cordell
Player
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
13 +1 N/A +1
Dex
Dexterity
13 +1 N/A +1
Con
Constitution
15 +2 N/A +2
Int
Intelligence
13 +1 N/A +1
Wis
Wisdom
16 +3 N/A +3
Cha
Charisma
14 +2 N/A +2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
33
0
0
Initiative
Dex
Modifier
+1
+1
+0
BAB
+3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
16
+0
+0
+1
Size
Natural
Deflection
Misc
+0
+5
+0
+0
Touch
16
Flat Footed
15
Flat Footed + Touch
15
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +8 +6 CON +2 +0 +0 +0
Reflex +3 +2 DEX +1 +0 +0 +0
Will +10 +7 WIS +3 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+4 +3 +1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
15 10 +3 +1 +1 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
30
-
-
Languages

Common, sylvan, drudic

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
4
4
3
2
0
0
0
0
0
0
Per Day
100
4
3
2
0
0
0
0
0
0
Spell List

Summon swarm, Cup of dust, Spike growth, stone shape

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +2 (DEX)  +1 +1 +0
  Bluff +3 (CHA)  +2 +1 +0
Climb +5 (STR)  +1 +1 +3
  Diplomacy +3 (CHA)  +2 +1 +0
  Disguise +2 (CHA)  +2 +0 +0
  Escape Artist +1 (DEX)  +1 +0 +0
Fly +1 (DEX)  +1 +0 +0
Heal +10 (WIS)  +3 +4 +3
  Intimidate +2 (CHA)  +2 +0 +0
  Knowledge: Arcana +2 (INT)  +1 +1 +0
  Knowledge: Dungeoneering +1 (INT)  +1 +0 +0
  Knowledge: Local +3 (INT)  +1 +2 +0
Knowledge: Nature +5 (INT)  +1 +1 +3
  Knowledge: Planes +1 (INT)  +1 +0 +0
  Knowledge: Religion +1 (INT)  +1 +0 +0
Perception +10 (WIS)  +3 +4 +3
Ride +1 (DEX)  +1 +0 +0
  Sense Motive +3 (WIS)  +3 +0 +0
  Stealth +3 (DEX)  +1 +2 +0
Survival +3 (WIS)  +3 +0 +0
Swim +1 (STR)  +1 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +1 (INT)  +1 +0 +0
Craft: potion +1 (INT)  +1 +0 +0
Handle Animal* +7 (CHA)  +2 +2 +3
  Knowledge: Engineering +1 (INT)  +1 +0 +0
Knowledge: Geography +1 (INT)  +1 +0 +0
  Knowledge: History +1 (INT)  +1 +0 +0
  Knowledge: Nobility +1 (INT)  +1 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

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

Animal Affinity, Bouncing spell, Trackless step

Special Abilities

Natural Armor: Typically, lizardfolk have a +5 natural armor bonus to AC.
Natural Weapons: Lizardfolk usually have a bite attack (typically 1d4 damage for a Medium lizardfolk) and 2 claw attacks (usually 1d4 damage each).
Hold Breath: Can hold breath for a number of rounds equal to four times his Constitution score. With a Con of 15, Cobalt can hold his breath for 60 rounds (15 × 4).
Swim: Likely has a racial bonus to Swim checks, commonly +8.
Nature Bond (Animal Companion): Specific stats for Charlie, the Deinonychus, would follow the animal companion rules.
Nature Sense: +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: Functions like a Diplomacy check to improve the attitude of an animal. Calculated as 1d20 + Druid level (+4) + Charisma modifier (+2 for Cobalt).
Woodland Stride: Ability to move through natural thorns, briars, overgrown areas, and similar terrain without being slowed down or taking damage.
Trackless Step: Leaves no trail in natural surroundings and cannot be tracked.
Resist Nature's Lure: +4 bonus on saving throws against the spell-like and supernatural abilities of fey.
Wild Shape (1/day): Can transform into Small or Medium animals.

Traits

charms when intimidating and intimidates when charming
squirrels will randomly approach and offer up a nut as an offering at any given moment in any given place. I must stop whatever I'm doing to acknowledge the squirrel and take the nut.

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

SRD

Guidance

This spell imbues the subject with a touch of divine guidance.


divination \ \

Casting time: 1 standard action
Range: Touch
Duration: 1 minute
Targets: creature touched

Description

The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
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.
Advanced Player's Guide

Spark

Magical Lighter, catch something on fire


Evocation \ \ Fire

Casting time: 2 standard action
Range: close ( 25 ft + 5/2 lvl)
Duration: Instant.
Effect: A spark of fire
Targets: 1 Fine object

Description

You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

Mending


transmutation; \ \ bard 0, cleric/oracle 0, druid 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0;

Casting time: 10 minutes
Range: 10 ft.
Duration: instantaneous
Targets: one object of up to 1 lb./level

Description

Components V, S
Saving Throw: Will negates (harmless, object Spell Resistance: yes (harmless, object)

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Level 1 Spells

Entangle


transmutation; \ \ druid 1, ranger 1, shaman 1;

Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: 1 min./level (D
Area: plants in a 40-ft.-radius spread
Domain: plant 1;

Description

Components V, S, DF
Saving Throw Reflex partial; see text; Spell Resistance no

This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.   If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
PFRPG Core

Goodberry

creates 2d4 healing berries


Transmutation, \ \
1-level
Save: no
SR: yes

Casting time: 1 standard action
Range: touch
Area: 2d4 fresh berries touched
Componenent: V, S, DF,

Description

Casting goodberry makes 2d4 freshly picked berries magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
PRPG Core Rulebook pg. 317

Obscuring Mist


conjuration \ (Creation) \

Casting time: 1 standard action
Range: 20 ft
Duration: 1 min./level (D)
Effect: cloud spreads in 20-ft. radius from you, 20 ft. high

Description

A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).   A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.   This spell does not function underwater.
druid 1, shaman 1;

Produce Flame


evocation [fire]; \ \

Casting time: 1 standard action
Range: 0 ft.
Duration: 1 min./level (D
Effect: flame in your palm
Domain: fire 2

Description

Components V, S   Saving Throw none; Spell Resistance yes   Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.   In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.   This spell does not function underwater.
PFRPG Core

Shillelagh

enhance your quarterstaff's attack and damage


Transmutation, \ \
1-level

Casting time: 1 standard action
Range: touch
Duration: 1 min./level
Targets: one touched non-magical oak club or quarterstaff
Componenent: V, S, DF,

Description

Your own non-magical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.

Level 2 Spells

bard 2, druid 2, psychic 2, ranger 1, shaman 2

Animal Messenger


enchantment (compulsion) [mind-affecting]; \ \

Casting time: 1 minute
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 day/level
Targets: one tiny animal

Description

Components V, S, M (a morsel of food the animal likes)   Saving Throw none; see text; Spell Resistance yes   You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.   Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.   During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it’s written in a language he doesn’t know, for example).  
PFAPP

Eagle Eye

Creates a magical sensor directly above you


Divination \ \
druid 2, psychic 2, ranger 2, shaman 2-level

Casting time: 1mn
Range: 120m + 12m/level
Duration: 1mn/level
Area: Directly above the caster
Componenent: V, S, DF

Description

Eagle eye creates a magical sensor directly above you. The sensor can appear anywhere above you, to a maximum height equal to the spell’s range. You can see from this vantage as if you were actually there, rotating your viewpoint 360 degrees.   You perceive with your normal visual senses. A caster using eagle eye can easily see for a considerable distance. The spell does not penetrate any solid surface, although it is unaffected by foliage and the like.
Core Rulebok

Flaming Sphere

Rolling ball of fire deals 3d6 fire damage.


Evocation \ Fire \
2-level
Save: Reflex negates
SR: Yes

Casting time: 1 standard action
Range: medium
Duration: 1 round/lvl
Effect: 5-ft.-diameter sphere
Componenent: V, S, M/DF

Description

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would. The sphere moves as long as you actively direct it (a move action for you otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.
PFRPG Core

Spider Climb

Grants ability to walk on walls and ceilings.


Transmutation, \ \
2-level
Save: WILL negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Range: touch
Duration: 10 min./level
Targets: creature touched
Componenent: V, S, M (a live spider)

Description

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

When augmented

Spider Climb, Communal

School transmutation; Level alchemist 3, druid 3, occultist 3, psychic 3, sorcerer/wizard 3, summoner/unchained summoner 3

CASTING

Casting Time: 1 standard action
Components: V, S, M (a live spider)

EFFECT

Range touch
Target creatures touched
Duration 10 min./level
Saving Throw Will negates (harmless Spell Resistance yes (harmless)

DESCRIPTION

This spell functions like spider climb, except you divide the duration in 10-minute intervals among the creatures touched.

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


Created by

MrDrProfCoco.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed