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Shi'jian Yishu CN/NE
Character Name Alignment
Vigilante (Cabalist) 2
Character Level
Human M
Race Size
Female 21
Gender Age
5 ft 110 lb
Height Weight
Black/Blue Red/Green
Hair Eyes
- Mahantua
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
14 +2 N/A +2
Con
Constitution
12 +1 N/A +1
Int
Intelligence
16 +3 N/A +3
Wis
Wisdom
10 +0 N/A +0
Cha
Charisma
18 +4 N/A +4
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
18
0
0
Initiative
Dex
Modifier
+4
+2
+2
BAB
+1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
15
+2
+0
+2
Size
Natural
Deflection
Misc
+0
+0
+0
+1
Touch
13
Flat Footed
13
Flat Footed + Touch
11
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +1 +0 CON +1 +0 +0 +0
Reflex +5 +3 DEX +2 +0 +0 +0
Will +3 +3 WIS +0 +0 +0 +0
Saving Throw Notes

You take a –2 penalty on saves against spells with the evil descriptor.

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+0 +1 -1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
12 10 +1 -1 +2 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
20
0
0
0
0
Languages

Common, Mahantuan, Eternian, Khuch, Read Lips

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
1
3
0
0
0
0
0
0
0
0
Per Day
1
3
0
0
0
0
0
0
0
0
Bonus
-
0
0
0
0
0
0
0
0
0
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +2 (DEX)  +2 +0 +0
  Bluff +9 (CHA)  +4 +2 +3
  Climb -1 (STR)  -1 +0 +0
  Diplomacy +9 (CHA)  +4 +2 +3
  Disguise +9 (CHA)  +4 +2 +3
  Escape Artist +2 (DEX)  +2 +0 +0
  Fly +2 (DEX)  +2 +0 +0
  Heal +0 (WIS)  +0 +0 +0
  Intimidate +9 (CHA)  +4 +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 +0 (WIS)  +0 +0 +0
  Ride +2 (DEX)  +2 +0 +0
  Sense Motive +0 (WIS)  +0 +0 +0
  Stealth +7 (DEX)  +2 +2 +3
  Survival +0 (WIS)  +0 +0 +0
  Swim +5 (STR)  -1 +2 +4
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
  Linguistics* +8 (INT)  +3 +2 +3
  Sleight of Hand* +7 (DEX)  +2 +2 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
Using Background Skills, FCB: 1/2 lvl to Disuise Checks.

+4 intimidate as vigilante when in area of renown

+20 to disguise checks to appear as your current identity.
WEAPONS
Name AB Critical Type Range Ammo Dmg
Dagger +2 19-20/x2 Piercing or Slashing Contact None 1d4
Hankyu +2 20x3 Piercing 60 ft Arrows 1d6-1
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Leather +2 Light 0 0 2 lbs

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

PFRPG Core

Leather

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
2 6 0 10 30 ft 20 ft

Special: Special things
Cost: 10 gp
Weight: 15 lbs.

 
https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/dagger/

Dagger

Damage (S) Damage (M) Type Critical Range
1d3 1d4 piercing or slashing 19-20/x2 Contact

Special: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body
Cost: 2gp
Weight: 1 lb

A dagger has a blade that is about 1 foot in length.


 
https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/shortbow/

Hankyu

Damage (S) Damage (M) Type Critical Range
1d4 1d6 Piercing x3 60 ft

Special: You need two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow, but not a regular shortbow. A shortbow fires arrows.
Cost: 30 gp
Weight: 2 lbs

This shorter bow is similar to the diakyu in form and construction and is equivalent to a shortbow.


 

The statblocks of your class features

Dual Identity

A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.


Benefits

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret.   Changing identities is more than just changing outfits and clothing (although that is certainly a part of it the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.   Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.   A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.   Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise


Benefits

A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Social Talent: Renown

Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.


Benefits

The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.

Vigilante Specialization: Spill Blood


Benefits

A cabalist can cause bleeding when he deals piercing or slashing damage with a melee attack (or a ranged attack within 30 feet) against a living foe who is unaware of his presence, who considers him an ally, or who is denied its Dexterity bonus to AC. The amount of bleed damage is equal to the cabalist’s level. A cabalist can’t deal this bleed damage to a creature with total concealment.

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) )
PRPG Core Rulebook pg. 244

Arcane Mark

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.


universal \ \

Casting time: 1 standard action
Range: touch
Duration: 30 days on living creature, permanent otherwise
Effect: one personal rune or mark, all of which must fit within 1 sq. ft.

Description

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.   See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.   If an arcane mark is placed on a living being, the effect gradually fades in about a month.   Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).
SRD

Read Magic

You can decipher magical inscriptions on objects


divination \ \

Casting time: 1 standard action
Range: Personal
Duration: 10 min / level

Description

You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).   Read magic can be made permanent with a permanency spell.
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.
SRD

Daze

This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.


Enchantment \ Compulsion \ Mind-Affecting

Casting time: 1 standard action - Components V, S, M (a pinch of wool or similar substance)
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round
Effect: Saving Throw Will negates; Spell Resistance yes
Targets: one humanoid creature of 4 HD or less

Description

Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute. Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

When augmented

Daze, Mass School enchantment (compulsion) [mind-affecting]; Level bard 4, inquisitor 4, psychic 3, sorcerer/wizard 4, summoner/unchained summoner 4, witch 4   CASTING   Components V, S   EFFECT   Range medium (100 ft. + 10 ft./level) Targets one or more humanoid creatures, no two of which may be more than 30 ft. apart   DESCRIPTION   This spell functions as daze, except as noted above.
PRPG Core Rulebook pg. 312

Mending


Transmutation \ \ Saving Throw Will negates (harmless, object Spell Resistance yes (harmless, object)

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

Description

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.    
PRPG Core Rulebook pg. 313

Message


transmutation \ \ language-dependent

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 10 min./level
Targets: 1 creature

Description

You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Level 1 Spells

Cheetah’s Sprint


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

Casting time: 1 swift action
Range: personal
Duration: 1 round
Targets: you

Description

Components V
    A wild surge of energy courses through your body and propels you into a sprint.   If you take a charge or run action before the end of your turn, you can move a total distance of up to 10 times your base land speed. This adjustment is an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with other effects that increase your speed, this spell affects your jumping distance.   Section 15: Copyright Notice Pathfinder Player Companion: Heroes of the Wild © 2015, Paizo Inc.; Authors: Tyler Beck, Pedro Coelho, Justin Juan, Mikko Kallio, Jason Keeley, Nick Salestrom, and William Thrasher.
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.
PRPG Core Rulebook pg. 330

Reduce Person


transmutation \ \

Casting time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 min./level (D)
Targets: one humanoid creature

Description

This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.   A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.   All equipment worn or carried by a creature is similarly reduced by the spell.   Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).   Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person.   Reduce person can be made permanent with a permanency spell.
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.
Pathfinder Roleplaying Game Core Rulebook.

Charm Person


Enchantment \ Charm \ Mind-Affecting

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 hour/level
Effect: Saving Throw Will negates; Spell Resistance yes
Targets: one humanoid creature
Domain: Charm, Slavery, Wood

Description

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.   The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

When augmented

Charm Person, Mass Source PZO1134   School enchantment (charm) [mind-affecting]; Level bard 4, mesmerist 4, occultist 4, psychic 5, shaman 5, sorcerer/wizard 5, witch 5   EFFECT   Target one or more humanoid creatures, no two of which can be more than 30 ft. apart Duration 1 hour/level   DESCRIPTION   This spell functions like charm person, except that it affects a number of humanoid creatures whose combined Hit Dice don’t exceed twice your level. If there are more potential targets than you can affect, you choose them one at a time until you reach the limit of HD you can affect. If you target only one creature, you ignore the spell’s HD limit.
Pathfinder Roleplaying Game Advanced Race Guide

Urban Grace

You become one with the city around you, allowing you to move more easily through its crowds and buildings.


transmutation \ \

Casting time: 1 standard action
Range: personal
Duration: 1 minute/level
Targets: you

Description

For the duration of this spell, your base land speed increases by 10 feet. In addition, it does not cost you 2 squares of movement to enter a square with crowds, though the crowd still provides cover to you. This ability does not allow you to enter the space of enemy creatures without making the appropriate Acrobatics check. In addition, you receive a +4 circumstance bonus on Acrobatics checks made to move across uneven urban surfaces, such as roofs and broken pavement, and on Climb checks made to scale walls and other artificial surfaces. Whenever you make an Acrobatics check to make a long jump between two buildings or artificial structures, you are always treated as if you had a running start, regardless of the actual distance traveled.

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


Created by

MrVandalous.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed