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Pathfinder Warpriest Character Sheet

This document provides character details for a player named Celaes Sarothier, including abilities, skills, armor class, saving throws, and other stats. It contains statistical information about the character such as ability scores, hit points, skills, and feats to define their capabilities.

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0% found this document useful (0 votes)
11 views9 pages

Pathfinder Warpriest Character Sheet

This document provides character details for a player named Celaes Sarothier, including abilities, skills, armor class, saving throws, and other stats. It contains statistical information about the character such as ability scores, hit points, skills, and feats to define their capabilities.

Uploaded by

p.a.barrera.n09
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Celaes Sarothier Chaotic Good

Character Name Alignment Player

Warpriest (5) Not set Not set


Character Level Deity Homeland Campaign

Aasimar Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod. Temp. Temp.


Name Score Mod. HP
Hit Points
35 Movement
STR
Strength
18 +4 Total nonlethal Damage

30 ft. 6 sq. 20 ft. 4 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
13 +1
Wounds / Current HP

CON 13 +1 Initative 1 1 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
14 +2 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics -4 =DEX 1 +0 + -5
WIS 12 +1
Wisdom Fervor Appraise 2 =INT 2 +0 +0

CHA
x Artistry 2 =INT 2 +0 +0
Charisma
9 -1 Power 2
Bluff -1 =CHA -1 +0 +0
x Climb 5 =STR 4 +3 + -2
AC
Armor Class
24 =10+ 10 + 2 + 1 + 0 + 0 + 0 + 1
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 22
x Craft (c) 2 =INT 2 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 6 =CHA -1 +2 +5
FortitudeConstitution
6 = 4 + 1 + 0 + 1 + Disable Device -2 =DEX 1 +2 + -5
Disguise -1 =CHA -1 +0 +0
Reflex 2 = 1 + 1 + 0 + 0 +
Dexterity
Escape Artist -4 =DEX 1 +0 + -5

Will 5 = 4 + 1 + 0 + 0 +
Fly -3 =DEX 1 +1 + -5
Wisdom
x Handle Animal* =CHA + +
Spell Energy x Heal 5 =WIS 1 +1 +3
B.A.B. 3 Resistance Resistance
x Intimidate -1 =CHA -1 +0 +0
CMB 7 = 3 + 4 + 0 + 0 Knowledge (arcana) 4 =INT 2 +2 +0
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 19 =10+ 3 + 4 + 1 + 0 + 1 x Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon
Knowledge (history)* =INT + +
Rapier +1 Bane Knowledge (local) 3 =INT 2 +1 +0
Critical Type Range Ammo
Knowledge (nature) 3 =INT 2 +1 +0
18-20/x2 P Knowledge (nobility) 3 =INT 2 +1 +0
Attack Damage
Knowledge (planes)* =INT + +
+9 1d8+5 x Knowledge (religion)* =INT + +
Weapon Linguistics* =INT + +
Composite longbow (Masterwork) Adaptive x Lore* =INT + +
Critical Type Range Ammo Perception 6 =WIS 1 +3 +2
20/x3 P 110 ft. Perform (a) -1 =CHA -1 +0 +0
Attack Damage
Perform (b) -1 =CHA -1 +0 +0
+5 1d8+4 x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
x Ride -4 =DEX 1 +0 + -5
Critical Type Range Ammo x Sense Motive 1 =WIS 1 +0 +0
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft 6 =INT 2 +1 +3
Stealth -4 =DEX 1 +0 + -5

Weapon
x Survival 6 =WIS 1 +2 +3
x Swim -1 =STR 4 +0 + -5

Critical Type Range Ammo Use Magic Device 2 =CHA -1 +3 +0


X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo


Draconic, Goblin

Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties

Full plate +1 10 Armor -5 35% 50 lbs.


Heavy steel shield +1 (Not wo... 3 Shield -1 15% 15 lbs. Blinding

Totals 13 -6 50% 65 lbs.

Feats Blessings Equipment Qty. lbs. Head Qty. lbs.

Armor Focus Protection Blessing


Armor Proficiency, Heavy War Blessing
Headband Qty. lbs.

Armor Proficiency, Light Other Specials

Armor Proficiency, Medium


Aura
Combat Reflexes Eyes Qty. lbs.
Blessings
Dodge
Bonus Languages
Point-Blank Shot
Channel Energy (Warpriest) +2d6 Shoulders Qty. lbs.
Power Attack
Fervor +2d6
Shield Proficiency
Focus Weapon
Weapon Focus: Rapier
Increased Defense Neck Qty. lbs.

Weapon Proficiency, Martial(all)


Sacred Weapon
Weapon Proficiency, Simple
Sacred Weapon +1
Chest Qty. lbs.
War Mind

Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Ring of Force Shield 1

Play Notes

Racial Traits

Celestial Resistance
Darkvision
Native Outsider
Skilled
Spell-Like Ability

Background Traits

Iron Liver

Light 100 lbs. or less Lift Over 300 lbs.


Load Head PP 0 Experience Points
GP 0 15,000
Medium 101-200 lbs. Lift Off 600 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
201-300 lbs. Drag or
Push
1500 lbs. CP 0 23,000 (Medium Progression)
Warpriest Spell Book

Spell Level 0 1 2 3 4 5 6

Spells per day (adjusted) ∞ 4 (5) 2 - - - -

Prepared Spells
Prepared Spell Level 0 Metamagic School Duration Cast time Range/Area Save SR DC

Mending Transmutation instantaneous; 10 minutes 10 ft. Will yes 11

Resistance Abjuration 1 minute; 1 standard touch Will yes 11

Scrivener's Chant Transmutation concentration, up to 1 5 ft. Will yes 11

Vigor Transmutation 1 minute or until 1 standard touch Will yes 11

Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC

Doom Necromancy 1 min./level; 1 standard medium (100 ft. + 10 Will yes 12

Guardian Armor Conjuration instantaneous; 1 immediate close (25 ft. + 5 ft./2 none yes 12

Ice Armor Transmutation 1 hour/level or until 1 minute 0 ft. none no 12

Ironbeard Transmutation 1 minute/level; 1 standard touch Fortitude yes 12

Stone Shield Conjuration 1 round; 1 immediate 0 ft. none no 12

Prepared Spell Level 2 Metamagic School Duration Cast time Range/Area Save SR DC

Instant Armor Conjuration 1 minute/level (D); 1 standard personal 13

Ironskin Transmutation 1 minute/level (D; see 1 standard personal 13


Spell Descriptions (A-Z)
DOOM

School: Necromancy
Level: antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, mesmerist 1, spiritualist 1
Descriptor: emotion, fear, mind-affecting
Casting time: 1 standard action
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Targets: one living creature
Duration: 1 min./level;
Saving Throw: Will negates
Spell Resistance: yes
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

GUARDIAN ARMOR

School: Conjuration (teleportation)


Level: antipaladin 1, bloodrager 1, cleric/oracle 1, inquisitor 1, magus 1, occultist 1, paladin 1, sorcerer/wizard 1
Casting time: 1 immediate action
Components: V, S, F (armor worn)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one willing creature
Duration: instantaneous;
Saving Throw: none
Spell Resistance: yes
This spell teleports the suit of armor you are wearing off of your body and onto an ally within range; the target must be the same size and general
shape as you. This armor appears on the target's body fully formed and properly donned, granting the creature the immediate benefit of its
protection. If the target of guardian armor was already wearing armor, the armor wearing it is removed from the target's body and falls undamaged
into an adjacent square.
Section 15 Copyright Notice: Pathfinder Player Companion: Armor Master's Handbook Copyright 2016, Paizo Inc.

ICE ARMOR

School: Transmutation
Level: cleric/oracle 1, druid 1
Descriptor: cold, water
Casting time: 1 minute
Components: V, S, F (5 gallons of water)
Range: 0 ft.
Effect: a suit of armor made of ice
Duration: 1 hour/level or until destroyed;
Saving Throw: none
Spell Resistance: no
You create a suit of armor made of ice. While cold to the touch, it does not harm the wearer, especially if worn over normal clothing (though it can
hasten the effects of exposure in cold environments). It offers the same protection as a breastplate, except it has hardness 0 and 30 hit points. If
the intended wearer is immersed in water when you cast this spell, you may form the armor around the wearer (who may be you); otherwise the
wearer must don the armor normally. Attacks against the wearer that create heat or fire degrade the armor, reducing its armor bonus by 1 for
every 5 points of fire damage the wearer takes; when the armor's bonus to AC reaches 0, the armor is destroyed and the spell ends. Because the ice
is slightly buoyant, the wearer gains a +2 circumstance bonus on Swim checks, except when swimming downward. Druids can wear ice armor
without penalty.
Section 15 Copyright Notice: Pathfinder Campaign Setting: Inner Sea Gods Copyright 2014, Paizo Publishing, LLC

INSTANT ARMOR

School: Conjuration (creation)


Level: cleric/oracle 2, paladin 2, psychic 2
Descriptor: force
Casting time: 1 standard action
Components: V, S, DF
Range: personal
Targets: you
Duration: 1 minute/level (D);
You instantly wrap your body in a suit of armor made from opaque force. At your option, the armor can be decorated with your religion's holy
symbol in a prominent place, such as upon the breastplate or helm. While it exists, this armor replaces any garments or other sort of armor worn,
magical as well as mundane. You lose access to, and all benefits from, armor replaced by this spell until the spell ends and the instant armor
disappears. Instant armor acts in all ways as armor typical of its type (armor bonus, maximum Dexterity bonus, arcane spell failure chance, and so
on). Since instant armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. The sort of armor you can create
with this spell depends on your caster level. Caster Level Armor Created 5th or lower chainmail 6th-8th banded mail 9th-11th half-plate 12th or
higher full plate If you choose to create lesser armor than your level allows you gain a +1 magical enhancement bonus to the armor you do create
for every type of armor you pass over. For instance, if you have the capacity to create full plate instant armor you could instead choose to create +1
half-plate, +2 banded mail, or +3 chainmail. You cannot replace these bonuses with armor special properties.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC

IRONBEARD
School: Transmutation
Level: antipaladin 1, cleric/oracle 1, magus 1, paladin 1, ranger 1
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: 1 minute/level;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1 armor bonus to AC, and this bonus
stacks with any armor worn by the creature. The ironbeard may also be used as a weapon equivalent to cold iron armor spikes. The ironbeard
makes it difficult to speak, so any spellcasting with a verbal component has a 20% spell failure chance.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Race Guide Copyright 2012, Paizo Publishing, LLC

IRONSKIN

School: Transmutation
Level: alchemist 2, antipaladin 2, bloodrager 2, cleric/oracle 2, druid 2, paladin 2, ranger 2, witch 2, psychic 2
Descriptor: earth
Casting time: 1 standard action
Components: V, S, DF/M (a pinch of forge soot)
Range: personal
Targets: you
Duration: 1 minute/level (D; see text);
Your skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus (if you
do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for
every 4 caster levels above 4th, to a maximum of +7 at 15th level. While you're under the effects of this spell, if an opponent confirms a critical hit
or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack
and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Monster Codex Copyright 2014, Paizo Inc

MENDING

School: Transmutation
Level: bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0, summoner 0, witch 0, shaman 0, occultist 0, psychic 0, spiritualist 0
Casting time: 10 minutes
Components: V, S
Range: 10 ft.
Targets: one object of up to 1 lb./level
Duration: instantaneous;
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

RESISTANCE

School: Abjuration
Level: bard 0, cleric/oracle 0, druid 0, paladin 1, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, shaman 0, occultist 0, psychic 0, spiritualist 0
Casting time: 1 standard action
Components: V, S, M/DF (a miniature cloak)
Range: touch
Targets: creature touched
Duration: 1 minute;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made
permanent with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SCRIVENER'S CHANT

School: Transmutation
Level: bard 0, cleric/oracle 0, sorcerer/wizard 0
Components: V, S, M (fine sand and a vial of ink)
Range: 5 ft.
Targets: one or more written objects
Duration: concentration, up to 1 minute/level
Saving Throw: Will (harmless, object);
Spell Resistance: yes (object)
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of
one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the
hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The
scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components. This spell cannot duplicate
magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.
Section 15 Copyright Notice: Pathfinder Chronicles: Seeker of Secrets. Copyright 2009, Paizo Publishing, LLC
STONE SHIELD

School: Conjuration (creation)


Level: cleric/oracle 1, druid 1, magus 2, sorcerer/wizard 1, summoner 1
Descriptor: earth
Casting time: 1 immediate action
Components: V, S, DF
Range: 0 ft.
Effect: stone wall whose area is one 5-ft. square
Duration: 1 round;
Saving Throw: none
Spell Resistance: no
A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice. The stone shield provides
you with cover from that enemy (Core Rulebook 195) until the beginning of your next turn, granting you a +4 bonus to Armor Class and a +2 bonus
on Reflex saving throws. If the opponent's attack misses you by 4 or less, the attack strikes the shield instead. The stone shield has hardness 8 and
15 hit points. If the shield is destroyed, the spell ends and the shield crumbles away into nothingness. Spells and effects that damage an area deal
damage to the shield. You cannot use this spell if you are not adjacent to a large area of earth or stone such as the ground or a wall. At 4th level, a
qinggong monk (Ultimate Magic) may select this spell as a ki power costing 1 ki point to activate.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Race Guide Copyright 2012, Paizo Publishing, LLC

VIGOR

School: Transmutation
Level: adept 0, cleric/oracle 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 infuses the subject with a small surge of strength. The creature gets a +1 competence bonus on a single melee damage roll. It must
choose to use the bonus before making the roll to which it applies. Ranged or spell attacks are unaffected by this spell.
Section 15 Copyright Notice: Pathfinder Companion: Orcs of Golarion. Copyright 2010, Paizo Publishing, LLC

Open Game License and Copyright details available at: [Link]


FEATS

ARMOR FOCUS

Requirements: Base attack bonus +1, proficiency with selected armor.


Select one type of armor, such as chain shirt or splint mail. the AC bonus granted by the selected armor increases by 1.
Section 15 Copyright Notice: Pathfinder Player Companion: Armor Master's Handbook Copyright 2016, Paizo Inc.

ARMOR PROFICIENCY, HEAVY

Requirements: Light Armor Proficiency, Armor Proficiency, Medium.


See Armor Proficiency, Light.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

ARMOR PROFICIENCY, LIGHT

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

ARMOR PROFICIENCY, MEDIUM

Requirements: Light Armor Proficiency.


See Armor Proficiency, Light.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

COMBAT REFLEXES

Requirements: None
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you
may also make attacks of opportunity while flat-footed.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DODGE

Requirements: Dex 13.


You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the
benefits of this feat.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

POINT-BLANK SHOT

Requirements: None
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

POWER ATTACK

Requirements: Str 13, base attack bonus +1.


You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all
melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed
weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif
ier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or
secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty
increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack
roll, and its effects last until your next turn. the bonus damage does not apply to touch attacks or effects that do not deal
hit point damage.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, 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

WEAPON FOCUS

Requirements: Proficiency with selected weapon, base attack bonus +1.


You gain a +1 bonus on all attack rolls you make using the selected weapon.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON PROFICIENCY, MARTIAL(ALL)

Requirements: Awarded by class.


Proficiency with all martial weapons.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON PROFICIENCY, SIMPLE

Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: [Link]


Description
A PFRPG character build.

Notes
No build notes.

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