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Will 8 = 3 + 4 + 0 + 1 +
Fly -4 =DEX 3 +0 + -7
Wisdom
x Handle Animal* =CHA + +
Spell Energy x Heal 12 =WIS 4 +3 +5
B.A.B. 2 Resistance Resistance
x Intimidate 8 =CHA 1 +2 +5
CMB 6 = 2 + 4 + 0 + 0 Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 19 =10+ 2 + 4 + 3 + 0 + 0 x Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon
Knowledge (history)* =INT + +
Morningstar Knowledge (local)* =INT + +
Critical Type Range Ammo
Knowledge (nature)* =INT + +
20/x2 B and P Knowledge (nobility)* =INT + +
Attack Damage
Knowledge (planes) 5 =INT 2 +3 +0
+7 1d8 +4 x Knowledge (religion) 8 =INT 2 +3 +3
Weapon Linguistics 3 =INT 2 +1 +0
x Lore* =INT + +
Critical Type Range Ammo Perception 7 =WIS 4 +3 +0
Perform (a) 1 =CHA 1 +0 +0
Attack Damage
Perform (b) 1 =CHA 1 +0 +0
x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
x Ride -4 =DEX 3 +0 + -7
Critical Type Range Ammo x Sense Motive 4 =WIS 4 +0 +0
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft* =INT + +
Stealth -4 =DEX 3 +0 + -7
Weapon
x Survival 6 =WIS 4 +0 +2
x Swim -3 =STR 4 +0 + -7
Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Outfit, Peasant's 1
Outfit, Traveler's 1
Belt Qty. lbs.
Pot, iron 1
Pouch, belt 1
Wrist Qty. lbs.
Rations, trail 1
Hands Qty. lbs.
Saddle, pack 1
Feet Qty. lbs.
Soap 1
Stretcher 1
Rings Qty. lbs.
Tent, small 1
Tools, Surgeon's 1
Play Notes
Torch 1
Waterskin 1
Racial Traits
Guardian - Fast Healing (5)/1 min
Intimidating
Guardian - Sudden Block (Su)
Orc Blood
Sacred Tattoo Hierophant - Inspired Spell (Su)
Skilled Surge (Su): 1d6
Weapon Familiarity Hard To Kill (Ex)
Magic Key (Freedom) 1
Background Traits
- Knock Spell /At Will
- CMD +15 VS Grapple/Pin
- No Dex Penalty to AC
- Fervor Heals 2d8+Wis
- Add ML to Fervor per day
Spell Level 0 1 2 3 4 5 6
Prepared Spells
Prepared Spell Level 0 Metamagic School Duration Cast time Range/Area Save SR DC
Create Water Conjuration instantaneous; 1 standard close (25 ft. + 5 ft./2 none no 14
Purify Food and Drink Transmutation instantaneous; 1 standard 10 ft. Will yes 14
Spark Evocation instantaneous; 1 standard close (25 ft. + 5 ft./2 Fortitude yes 14
Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC
Bless Enchantment 1 min./level; 1 standard 50 ft. The caster and all none yes 15
CREATE WATER
DIVINE FAVOR
School: Evocation
Level: cleric/oracle 1, paladin 1, inquisitor 1
Casting time: 1 standard action
Components: V, S, DF
Range: personal
Targets: you
Duration: 1 minute;
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have
(at least +1, maximum +3). The bonus doesn't apply to spell damage.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
GUIDANCE
School: Divination
Level: cleric/oracle 0, druid 0, summoner 0, witch 0, inquisitor 0, summoner 0, witch 0, inquisitor 0, shaman 0, occultist 0, spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: 1 minute or until discharged;
Saving Throw: Will negates (harmless)
Spell Resistance: yes
This spell imbues the subject with a touch of divine guidance. 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.
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
REINFORCE ARMAMENTS
School: Transmutation
Level: cleric/oracle 1, magus 1, sorcerer/wizard 1, witch 1, occultist 1
Casting time: 1 standard action
Components: V, S, M/DF (a metal pin)
Range: touch
Targets: one armor suit or weapon touched
Duration: 10 minutes/level;
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
You reinforce a weapon or armor suit to give it a temporarily upgrade or mitigate the fragile quality (see page 146). A suit of armor or weapon
touched that has the fragile quality is not considered to have the fragile quality for the spell's duration. Normal armor suits or weapons subjected to
this spell instead gain the masterwork quality for the spell's duration and their hardness is doubled. If this spell is cast on masterwork or magical
armor or weapons, their hardness is doubled for the duration of the spell.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC
SHIELD OF FAITH
School: Abjuration
Level: cleric/oracle 1, inquisitor 1
Casting time: 1 standard action
Components: V, S, M (parchment with a holy text written on it)
Range: touch
Targets: creature touched
Duration: 1 min./level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus
to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
SPARK
School: Evocation
Level: bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, witch 0, magus 0, occultist 0
Descriptor: fire
Casting time: 1 standard action
Components: V or S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one Fine object
Duration: instantaneous;
Saving Throw: Fortitude negates (object)
Spell Resistance: yes (object)
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.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC
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
QUICK DRAW
SELF-SUFFICIENT
Requirements: None
You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the
bonus increases to +4 for that skill.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
SHIELD FOCUS
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
WEAPON FOCUS
Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Notes
Has a donkey