Pathfinder Warpriest Character Sheet
Pathfinder Warpriest Character Sheet
Aasimar Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes
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
Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Play Notes
Racial Traits
Celestial Resistance
Darkvision
Native Outsider
Skilled
Spell-Like Ability
Background Traits
Iron Liver
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
Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC
Guardian Armor Conjuration instantaneous; 1 immediate close (25 ft. + 5 ft./2 none yes 12
Prepared Spell Level 2 Metamagic School Duration Cast time Range/Area Save SR DC
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
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
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
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
ARMOR FOCUS
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
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
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: 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
No build notes.