Pathfinder Character Sheet Template
Pathfinder Character Sheet Template
Royal Accuser/ Sanctified Slayer (6) (VMC Rogue) Not set Not set
Character Level Deity Homeland Campaign
Human 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 0 =INT 0 +0 +0
Charisma
7 -2 Power 2
x Bluff -2 =CHA -2 +0 +0
x Climb 4 =STR 2 +1 +1
AC
Armor Class
21 =10+ 7 + 0 + 4 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 0 =INT 0 +0 +0
x Craft (b) 0 =INT 0 +0 +0
Touch AC 14 Flat Footed AC 17
x Craft (c) 0 =INT 0 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy -2 =CHA -2 +0 +0
FortitudeConstitution
6 = 5 + 1 + 0 + 0 + x Disable Device 16 =DEX 6 +6 +4
x Disguise -2 =CHA -2 +0 +0
Reflex 8 = 2 + 6 + 0 + 0 +
Dexterity
Escape Artist 4 =DEX 6 +0 + -2
Will 7 = 5 + 2 + 0 + 0 +
Fly 7 =DEX 6 +3 + -2
Wisdom
Weapon
x Survival 11 =WIS 2 +6 +3
x Swim 4 =STR 2 +1 +1
Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Discern Lies
Favored Enemy
Neck Qty. lbs.
Informed Hunch
Maximum Favored Enemy Bonus: +2
Meticulous Inspection Chest Qty. lbs.
Monster Lore
Sneak Attack +1d6
Body Qty. lbs.
Studied Target
Track
Trapfinding
Belt Qty. lbs.
Play Notes
Racial Traits
Skilled
Background Traits
Seeker
Goldfinger
Spell Level 0 1 2 3 4 5 6
Level 1
Level 2
Known Spells
Known Spell Level 0 School Duration Cast time Range/Area Save SR DC
Acid Splash Conjuration instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) none no 12
Create Water Conjuration instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) none no 12
Detect Magic Divination concentration, up to 1 1 standard action 60 ft. cone-shaped emanation none no 12
Detect Poison Divination instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) none no 12
Cure Light Wounds Conjuration instantaneous; 1 standard action touch Will half yes 13
Ears of the City Divination 1 round/level; 1 standard action touch Will negates yes 13
Litany of Weakness Necromancy 1 round; 1 swift action close (25 ft. + 5 ft./2 levels) no yes 13
Anticipate Thoughts Divination 1 round/level; 1 standard action close (25 ft. + 5 ft./2 levels) Will partial yes 14
Cure Moderate Wounds Conjuration instantaneous; 1 standard action touch Will half yes 14
Invisibility Illusion 1 min./level (D); 1 standard action personal or touch Will negates yes 14
Spell Descriptions (A-Z)
ACID SPLASH
ANTICIPATE THOUGHTS
School: Divination
Level: bard 2, inquisitor 2, magus 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature
Duration: 1 round/level;
Saving Throw: Will partial
Spell Resistance: yes
This spell taps into the target's mind so you get an impression of the actions it will take. You gain a +2 insight bonus to AC against the target's
attacks. If the target fails its Will save, you also see how the target will react to your attacks, and the bonus applies on your attack rolls and damage
rolls against the target. These bonuses apply only while the target is within range of the spell, though if it goes out of range, the bonuses return
once it's back in range. Whenever the target misses you with an attack, the spell's bonuses increase by 1 until the spell ends (to a maximum of +5).
Section 15 Copyright Notice: Pathfinder Roleplaying Game Occult Adventures Copyright 2015, Paizo Inc
BLOODHOUND
School: Transmutation
Level: alchemist 3, inquisitor 2, ranger 2, occultist 3
Casting time: 1 standard action
Components: V, S, M (a drop of blood and a pinch of cinnamon)
Range: personal
Targets: you
Duration: 1 hour/level;
You gain the scent special quality, including the ability to track by scent. You receive a +8 competence bonus on Perception checks involving smell
and a +4 competence bonus on Survival checks to track using scent. You take a -4 penalty on saving throws against odor-related effects such as the
stench ability and stinking cloud. A creature under the effects of bloodhound can detect poison by scent with a DC 20 Perception check.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC
CREATE WATER
DETECT MAGIC
School: Divination
Level: bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, magus 0, shaman 0, occultist 0, psychic 0, mesmerist 0,
spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level;
Saving Throw: none
Spell Resistance: no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or
absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and
location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the
school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates
from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster
level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Spell or Object Aura
Power Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Magic item (caster level)
5th or lower 6th-11th 12th-20th 21st+ (artifact) Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is
destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even
weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura
Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves,
but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a
permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
DETECT POISON
School: Divination
Level: cleric/oracle 0, druid 0, paladin 1, ranger 1, inquisitor 0, sorcerer/wizard 0, shaman 0, occultist 0, psychic 0, mesmerist 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Area: one creature, one object, or a 5-ft. cube
Targets: one creature, one object, or a 5-ft. cube
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20
Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft
(alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3
feet of wood or dirt blocks it.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
School: Divination
Level: bard 1, cleric/oracle 1, inquisitor 1, shaman 1, sorcerer/wizard 1, witch 1
Casting time: 1 standard action
Components: V, S, M/DF (a small piece of a brick)
Range: touch
Targets: one creature
Duration: 1 round/level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. The flashes are so
brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece
together a coherent narrative told in a multitude of changing voices in her mind. Each round for the duration of the spell, the target can attempt a
Diplomacy check to gather information as though she had spent 1d4 hours talking to local people. Since the information gathering doesn't involve
actual interaction with people, only observation, the target can use her Perception skill instead of her Diplomacy skill. While thus concentrating, the
target is effectively blind and deaf.
Section 15 Copyright Notice: Pathfinder Player Companion: Heroes of the Street Copyright 2015, Paizo Inc
INVISIBILITY
LIGHT
School: Evocation
Level: bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0, shaman 0, occultist 0, psychic 0, mesmerist 0,
spiritualist 0
Descriptor: light
Casting time: 1 standard action
Components: V, M/DF (a firefly)
Range: touch
Targets: object touched
Duration: 10 min./level;
Saving Throw: none
Spell Resistance: no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light
level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of
normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active
at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent
(through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or
lower spell level.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
LITANY OF WEAKNESS
School: Necromancy
Level: antipaladin 1, inquisitor 1
Descriptor: language-dependent
Casting time: 1 swift action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature
Duration: 1 round;
Saving Throw: no
Spell Resistance: yes
Your litany proclaims your target weak, sapping its strength. The target is fatigued for 1 round. While subject to this spell, the target cannot be the
target of another spell that has the word "litany" in the title.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC
READ MAGIC
School: Divination
Level: bard 0, cleric/oracle 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, magus 0, shaman 0, occultist 0,
psychic 0, mesmerist 0, spiritualist 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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Open Game License and Copyright details available at: [Link]
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
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
PRECISE SHOT
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
No build notes.