Charactersheet 5
Charactersheet 5
Charactersheet 5
CHA
x Artistry 2 =INT 2 +0 +0
Charisma
10 +0 Power 2
Bluff 0 =CHA 0 +0 +0
x Climb 0 =STR 0 +0 +0
AC
Armor Class
14 =10+ 2 + 0 + 2 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 2 =INT 2 +0 +0
x Craft (b) 2 =INT 2 +0 +0
Touch AC 12 Flat Footed AC 12
x Craft (c) 2 =INT 2 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 0 =CHA 0 +0 +0
FortitudeConstitution
2 = 2 + 0 + 0 + 0 + Disable Device* =DEX + +
Disguise 0 =CHA 0 +0 +0
Reflex 2 = 0 + 2 + 0 + 0 +
Dexterity
Escape Artist 2 =DEX 2 +0 +0
Will 5 = 2 + 3 + 0 + 0 +
x Fly 2 =DEX 2 +0 +0
Wisdom
x Handle Animal* =CHA + +
Spell Energy x Heal 7 =WIS 3 +1 +3
B.A.B. 0 Resistance Resistance
Intimidate 0 =CHA 0 +0 +0
CMB 0 = 0 + 0 + 0 + 0 Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 12 =10+ 0 + 0 + 2 + 0 + 0 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
x Knowledge (geography) 6 =INT 2 +1 +3
Weapon
Knowledge (history)* =INT + +
Longbow Knowledge (local)* =INT + +
Critical Type Range Ammo
x Knowledge (nature) 8 =INT 2 +1 +5
20/x3 P 100 ft. Knowledge (nobility)* =INT + +
Attack Damage
Knowledge (planes)* =INT + +
+2 1d8
Knowledge (religion)* =INT + +
Weapon Linguistics* =INT + +
x Lore* =INT + +
Critical Type Range Ammo x Perception 9 =WIS 3 +1 +5
Perform (a) 0 =CHA 0 +0 +0
Attack Damage
Perform (b) 0 =CHA 0 +0 +0
x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
x Ride 2 =DEX 2 +0 +0
Critical Type Range Ammo Sense Motive 3 =WIS 3 +0 +0
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft 6 =INT 2 +1 +3
Stealth 2 =DEX 2 +0 +0
Weapon
x Survival 9 =WIS 3 +1 +5
x Swim 0 =STR 0 +0 +0
Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Elven Accuracy
Nature Sense
Shield Proficiency
Spontaneous Casting
Eyes Qty. lbs.
Wild Empathy
Play Notes
Racial Traits
Elven Immunities
Elven Magic
Keen Senses
Low-Light Vision
Weapon Familiarity
Background Traits
Warrior of Old
Alert
Spell Level 0 1 2 3 4 5 6 7 8 9
Prepared Spells
Prepared Spell Level 0 Metamagic School Duration Cast time Range/Area Save SR DC
Purify Food and Drink Transmutation instantaneous; 1 standard 10 ft. Will yes 13
Stabilize Conjuration instantaneous; 1 standard close (25 ft. + 5 ft./2 Will yes 13
Bonus Create Water Conjuration instantaneous; 1 standard close (25 ft. + 5 ft./2 none no 13
Bonus Flare Evocation instantaneous; 1 standard close (25 ft. + 5 ft./2 Fortitude yes 13
Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC
Cure Light Wounds Conjuration instantaneous; 1 standard touch Will half yes 14
Entangle Transmutation 1 min./level (D); 1 standard long (400 ft. + 40 ft./level) Reflex no 14
School: Transmutation
Level: alchemist 1, druid 0, ranger 1, sorcerer/wizard 0
Casting time: 1 standard action
Components: V, S, DF
Range: personal
Targets: you
Duration: 10 minutes/level (D);
You temporarily alter the color of your skin, hide, or scales to another option legal for your race. You take no penalty for using Disguise to appear as
a member of a different race as long as that race has the same type and color of skin, hide, or scales as you.
Section 15 Copyright Notice: Pathfinder Player Companion: Kobolds of Golarion. Copyright 2013 Paizo Publishing, LLC
CREATE WATER
ENTANGLE
School: Transmutation
Level: druid 1, ranger 1, shaman 1
Casting time: 1 standard action
Components: V, S, DF
Range: long (400 ft. + 40 ft./level)
Area: plants in a 40-ft.-radius spread
Duration: 1 min./level (D);
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
FLARE
School: Evocation
Level: bard 0, druid 0, sorcerer/wizard 0, magus 0, occultist 0, psychic 0, mesmerist 0
Descriptor: light
Casting time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Effect: burst of light
Duration: instantaneous;
Saving Throw: Fortitude negates
Spell Resistance: yes
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a
successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
School: Transmutation
Level: cleric/oracle 0, druid 0, shaman 0, occultist 0
Casting time: 1 standard action
Components: V, S
Range: 10 ft.
Targets: 1 cu. ft./level of contaminated food and water
Duration: instantaneous;
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This
spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and
drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water
contains roughly 8 gallons and weighs about 60 pounds.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
STABILIZE
TEARS TO WINE
School: Transmutation
Level: alchemist 1, bard 1, cleric/oracle 2, druid 1, medium 1, occultist 1, shaman 1, sorcerer/wizard 2, witch 2
Casting time: 1 standard action
Components: V, S, M (a single grape)
Range: 10 ft.
Targets: 1 cu. ft./2 levels of liquid (see text)
Duration: 10 minutes/level;
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
Legend claims runelords used this spell to literally benefit from drinking the tears of their captured foes. This spell turns nonmagic liquids-including
spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids-into mead or wine of average quality.
This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar liquids of significance are spoiled by tears to wine, but
the spell has no effect on creatures of any type or on magic potions. Creatures that drink the mead or wine created by this spell become sharp-
witted and clear-minded, gaining a +2 enhancement bonus on all Intelligence- and Wisdom-based skill checks. This increases to a +5 bonus at caster
level 9th, and to +10 (the maximum) at caster level 15th.
Section 15 Copyright Notice: Pathfinder Player Companion: Arcane Anthology Copyright 2016, Paizo Inc.
DEFENSE
OFFENSE
Speed: 30 ft.
Melee: Bite +3 (1d4+1 );
Ranged:
STATISTICS
Str 12 (+1) Dex 15 (+2) Con 12 (+1) Int 2 (-4) Wis 12 (+1) Cha 5 (-3)
Base Atk: +1 CMB 1 CMD 14
SPECIAL ABILITIES
Feats: Dodge;
Equipment:
FEATS
Requirements: None
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to
Dexterity- and Strength-based skill checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
ELVEN ACCURACY
Requirements: Elf.
If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows),
you can reroll your miss chance roll one time to see if you actually hit.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing,
LLC
SHIELD PROFICIENCY
Requirements: None
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-
based skills.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Notes
No build notes.