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Pathfinder Character Sheet Template

Tobias Winchester is a Level 6 Royal Accuser/Sanctified Slayer character with a Lawful Neutral alignment. He is a human with various abilities and skills, including high Dexterity and a range of spells. His equipment includes a Savage Longbow and a Dagger, along with several magical items that enhance his capabilities.

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Diogo Carvalho
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0% found this document useful (0 votes)
30 views9 pages

Pathfinder Character Sheet Template

Tobias Winchester is a Level 6 Royal Accuser/Sanctified Slayer character with a Lawful Neutral alignment. He is a human with various abilities and skills, including high Dexterity and a range of spells. His equipment includes a Savage Longbow and a Dagger, along with several magical items that enhance his capabilities.

Uploaded by

Diogo Carvalho
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

Tobias Winchester Lawful Neutral

Character Name Alignment Player

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

Ability Score Mod. Temp. Temp.


Name Score Mod. HP
Hit Points
44 Movement
STR
Strength
14 +2 Total nonlethal Damage

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


Base Speed Armor Speed Burrow
DEX
Dexterity
21 +5 23 +6
Wounds / Current HP

CON 12 +1 Initative 8 6 2 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
10 +0 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 8 =DEX 6 +4 + -2
WIS 14 +2
Wisdom Judgement Appraise 0 =INT 0 +0 +0

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

Handle Animal* =CHA + +


Spell Energy x Heal 6 =WIS 2 +1 +3
B.A.B. 4 Resistance Resistance
x Intimidate -2 =CHA -2 +0 +0
CMB 6 = 4 + 2 + 0 + 0 x Knowledge (arcana) 5 =INT 0 +2 +3
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering) 4 =INT 0 +1 +3
CMD 22 =10+ 4 + 2 + 6 + 0 + 0 Knowledge (engineering) 1 =INT 0 +1 +0
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon
Knowledge (history) 1 =INT 0 +1 +0
Savage Longbow +1 x Knowledge (local) 7 =INT 0 +4 +3
Critical Type Range Ammo
Knowledge (nature)* =INT + +
20/x3 P 110 ft. Knowledge (nobility)* =INT + +
Attack Damage
x Knowledge (planes) 4 =INT 0 +1 +3
+13 1d8+3 x Knowledge (religion) 5 =INT 0 +2 +3
Weapon Linguistics* =INT + +
Devourer of Metal Longbow +1 x Lore* =INT + +
Critical Type Range Ammo x Perception 20 =WIS 2 +6 + 12
20/x3 P Perform (a) -2 =CHA -2 +0 +0
Attack Damage
Perform (b) -2 =CHA -2 +0 +0
+10 2d6+3 x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Dagger +1 x Ride 8 =DEX 6 +1 +1
Critical Type Range Ammo x Sense Motive 6 =WIS 2 +1 +3
19-20/x2 P or S 10 ft. Sleight of Hand* =DEX + +
Attack Damage x Spellcraft* =INT + +
+11 1d4+3 x Stealth 13 =DEX 6 +6 +1

Weapon
x Survival 11 =WIS 2 +6 +3
x Swim 4 =STR 2 +1 +1

Critical Type Range Ammo Use Magic Device* =CHA + +


X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo


Common, Dwarven

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

Hide +3 7 Armor -2 20% 25 lbs.

Totals 7 -2 20% 25 lbs.

Feats Domains Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light Trickery Thieves' tools, masterwork 1


Armor Proficiency, Medium Favored Enemies
Headband Qty. lbs.

Point-Blank Shot Undead


Precise Shot Other Specials

Shield Proficiency Bane Eyes Qty. lbs.

Weapon Focus: Composite longbow Copycat Eyes of the eagle 1


Weapon Proficiency, Simple Cunning Initiative
Detect Monsters and Secrets Shoulders Qty. lbs.

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.

Belt of incredible dexterity +2 1

Wrist Qty. lbs.

Bracers of Archery, Lesser 1

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Skilled

Background Traits

Seeker
Goldfinger

Light 58 lbs. or less Lift Over 175 lbs.


Load Head PP 0 Experience Points
GP 0 24.000
Medium 59-116 lbs. Lift Off 350 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
117-175 lbs. Drag or
Push
875 lbs. CP 0 35.000 (Medium Progression)
Inquisitor Spell Book

Spell Level 0 1 2 3 4 5 6

Spells per day (adjusted) ∞ 4 (5) 3 (4) - - - -

Spontaneous Caster Spell Use Tracker

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

Light Evocation 10 min./level; 1 standard action touch none no 12

Read Magic Divination 10 min./level; 1 standard action personal 12

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

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

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

Anticipate Thoughts Divination 1 round/level; 1 standard action close (25 ft. + 5 ft./2 levels) Will partial yes 14

Bloodhound Transmutation 1 hour/level; 1 standard action personal 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

School: Conjuration (creation)


Level: sorcerer/wizard 0, summoner 0, inquisitor 0, magus 0
Descriptor: acid
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: one missile of acid
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.
This acid disappears after 1 round.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

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

School: Conjuration (creation)


Level: cleric/oracle 0, druid 0, paladin 1, inquisitor 0, shaman 0, occultist 0
Descriptor: water
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: up to 2 gallons of water/level
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the
liquid, or in an area three times as large--possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not
consumed. Note: Conjuration spells can't create substances or objects within a creature. 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

CURE LIGHT WOUNDS

School: Conjuration (healing)


Level: bard 1, cleric/oracle 1, druid 1, paladin 1, ranger 2, witch 1, inquisitor 1, alchemist 1, shaman 1, occultist 1, spiritualist 1
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: instantaneous;
Saving Throw: Will half (harmless); see text
Spell Resistance: yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum
+5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply
spell resistance, and can attempt a Will save to take half damage.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

CURE MODERATE WOUNDS

School: Conjuration (healing)


Level: bard 2, cleric/oracle 2, druid 3, paladin 3, ranger 3, witch 2, inquisitor 2, alchemist 2, shaman 2, occultist 2, spiritualist 2
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: instantaneous;
Saving Throw: Will half (harmless); see text
Spell Resistance: yes (harmless); see text
This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

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

EARS OF THE CITY

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

School: Illusion (glamer)


Level: bard 2, sorcerer/wizard 2, alchemist 2, summoner 2, inquisitor 2, antipaladin 2, magus 2, occultist 2, psychic 2, mesmerist 2, spiritualist 2
Casting time: 1 standard action
Components: V, S, M/DF (an eyelash encased in gum arabic)
Range: personal or touch
Targets: you or a creature or object weighing no more than 100 lbs./level
Duration: 1 min./level (D);
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: yes (harmless) or yes (harmless, object)
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone
else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or
put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light,
however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an
item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain
other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary
invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks
any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe
depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an
attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge
while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly,
however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this
purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

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

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

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

Requirements: Point-Blank Shot.


You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on
your attack roll.
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, 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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