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Pappy Cade Leagallow NG
Character Name Alignment
Wizard 1
Character Level
Halfling S
Race Size
Male 142
Gender Age
3 ft 37 lb
Height Weight
Cinnamon Brown
Hair Eyes
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
8 -1 ( +0 ) +0
Dex
Dexterity
17 +3 ( +0 ) +0
Con
Constitution
11 +0 ( +0 ) +0
Int
Intelligence
20 +5 ( +0 ) +0
Wis
Wisdom
16 +3 ( +0 ) +0
Cha
Charisma
18 +4 ( +0 ) +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
6
0
0
Initiative
Dex
Modifier
+14
+3
+11
BAB
+0
ARMOUR CLASS
Total AC
Armour
Shield
Dex
14
+0
+0
+3
Size
Natural
Deflection
Misc
+1
+0
+0
+0
Touch
14
Flat Footed
11
Flat Footed + Touch
11
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +1 +1 CON +0 +0 +0 +0
Reflex +4 +1 DEX +3 +0 +0 +0
Will +6 +1 WIS +3 +2 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
-1 +0 -1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
20 10 +0 -1 +3 -1 +9
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
20 ft
-
-
-
-
-
Languages

Abyssal, Common, Draconic, Dwarven, Elven, Goblin, Halfling

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
1
0
0
0
0
0
0
0
0
0
Per Day
3
0
0
0
0
0
0
0
0
0
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +5 (DEX)  +3 +0 +2
  Bluff +4 (CHA)  +4 +0 +0
  Climb +1 (STR)  -1 +0 +2
  Diplomacy +4 (CHA)  +4 +0 +0
  Disguise +4 (CHA)  +4 +0 +0
  Escape Artist +3 (DEX)  +3 +0 +0
  Fly +9 (DEX)  +3 +1 +5
  Heal +3 (WIS)  +3 +0 +0
  Intimidate +4 (CHA)  +4 +0 +0
  Knowledge: Arcana +5 (INT)  +5 +0 +0
  Knowledge: Dungeoneering +5 (INT)  +5 +0 +0
  Knowledge: Local +5 (INT)  +5 +0 +0
  Knowledge: Nature +5 (INT)  +5 +0 +0
  Knowledge: Planes +5 (INT)  +5 +0 +0
  Knowledge: Religion +5 (INT)  +5 +0 +0
  Perception +8 (WIS)  +3 +1 +4
  Ride +3 (DEX)  +3 +0 +0
  Sense Motive +10 (WIS)  +3 +1 +6
  Spellcraft* +9 (INT)  +5 +1 +3
  Stealth +7 (DEX)  +3 +0 +4
  Survival +3 (WIS)  +3 +0 +0
  Swim -1 (STR)  -1 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +9 (INT)  +5 +1 +3
  Knowledge: Engineering +5 (INT)  +5 +0 +0
  Knowledge: Geography +5 (INT)  +5 +0 +0
  Knowledge: History +5 (INT)  +5 +0 +0
  Knowledge: Nobility +5 (INT)  +5 +0 +0
  Linguistics* +9 (INT)  +5 +1 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc
  Profession:Scribe +4 (WIS)  +3 +1 +0

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

Alertness, Improved Initiative, Scribe Scroll, Wizard Weapon Proficiencies

Special Abilities

Fearless, Halfling Luck, Halfling Weapon Familiarity, Keen Senses, Sure-Footed

Traits

Humanoid, Halfling, Reactionary, Secret Scrolls, Suspicious, Sleepy

WEAPONS
Name AB Critical Type Range Ammo Dmg
Dagger +0 19-20/x2 Piercing 5 ft 1 1d3
Dagger (thrown) +4 19-20/x2 Piercing 10 ft 1 1d3
Quarterstaff +0 20/x2 Bludgeoning 5 ft 1 1d4
Unarmed Strike +0 20/x2 Bludgeoning 5 ft 2 1d2

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

Mage Hand

School transmutation;; Level bard 0, magus 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner 0
Casting Time 1 standard action
Components V, S
Range Close
Targets one non-magical, unattended object weighing up to 5 lbs..
Duration concentration

  Saving Throw none; ;
  Spell Resistance No

 
  You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
 


 

Ray of Frost

School evocation [cold]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range Close
Duration instantaneous

  Saving Throw none ;
  Effect ray
Spell Resistance Yes

 
  A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage
 


 

Read Magic

School divination; Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range Personal
Targets You
Duration 10 min./level

  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.
 


 

Level 1 Spells

Identify


divination \ \
1-level
Save: none
SR: no

Casting time: 1 standard action
Range: 60 ft.
Duration: 3 rounds/level (D)
Area: cone-shaped emanation
Componenent: V, S, M (wine stirred with an owl's feather)

Description

This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
Core Rulebook (6th print)

Enlarge Person


transmutation \ \
alchemist 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1-level

Casting time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Domain: strength 1
Bloodline: aberrant 1, boreal 1
Componenent: V, S, M (powdered iron)

Description

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.   A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.   If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it–the spell cannot be used to crush a creature by increasing its size.   All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.   Multiple magical effects that increase size do not stack.   Enlarge person counters and dispels reduce person .   Enlarge person can be made permanent with a permanency spell.

Mythic Effects

You can increase the target’s size by up to two size categories, to a maximum of Huge. If the target grows two sizes, its weight increases by a factor of 25, it gains a +4 size bonus to Strength, and takes a –4 size penalty to Dexterity and a –2 penalty on attack rolls and to AC because of its increased size. A Medium humanoid creature whose size increases to Huge has a space of 15 feet and a natural reach of 10 feet. Mythic enlarge person counters and dispels mythic reduce person.
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.

Sleep


enchantment \ compulsion \ mind-affecting
1-level
Save: Will negates
SR: yes

Casting time: 1 round
Range: medium (100 ft. + 10 ft./level)
Duration: 1 min./level
Area: one or more living creatures within a 10-ft.-radius burst
Componenent: V, S, M (fine sand, rose petals, or a live cricket)

Description

A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

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


Created by

niamleeson.

System

Pathfinder 1e

Statblock Type

Character Sheet

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