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Pathfinder Character Sheet Overview

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0% found this document useful (0 votes)
10 views4 pages

Pathfinder Character Sheet Overview

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

Character

Name
Ancestry and Heritage
Human (Skilled Heritage)
Level
Character Edderd
Sheet
Background
Barrister 11
PROFICIENCY  Single Action Class
Player Hero Points
Untrained +0  Two-Action Activity Name Wizard
Trained 2+Level  Three-Action Activity Size Alignment Traits
Expert 4+Level L.G.
Master 6+Level  Free Action Experience Deity
Legendary 8+Level  Reaction Points (XP) Dol Hammer

Ability Scores Armor Class Hit Points


ITEM 129
+0 STR STRENGTH 10 AC DC BASE
DEX CAP PROF
T E M L CURRENT TEMPORARY
MODIFIER SCORE = 10 4 OR 5 13 1 MAX

+4 DEX DEXTERITY 18
28 UNARMORED
T E M L
LIGHT
T E M L
MEDIUM
T E M L
HEAVY
T E M L DYING WOUNDED
MODIFIER SCORE

HARDNESS MAX HP BT CURRENT HP

+4 CON
MODIFIER
CONSTITUTION
SCORE
18 Shield + RESISTANCES AND IMMUNITIES

INT INTELLIGENCE 20
Saving Throws
+5 MODIFIER SCORE FORTITUDE REFLEX WILL
CONDITIONS

WIS WISDOM +20 +20 +19


+3 MODIFIER SCORE
16
CON PROF DEX PROF WIS PROF
+18
Perception
4 15 4 15 3 15
+0 CHA MODIFIER
CHARISMA
SCORE
10 ITEM ITEM ITEM
WIS PROF T E M L ITEM
T E M L T E M L T E M L 3 15 0
Class DC 1 1 1
SENSES
DC BASE KEY PROF T E M L ITEM NOTES
= 10 Darkvision

speed 25 feet
MOVEMENT TYPES & NOTES Skills
DEX PROF ITEM ARMOR
ACROBATICS +4 = 4
T E M L

Melee Strikes 0 0 -
INT PROF ITEM
ARCANA +24 = 5
Weapon T E M L
STR PROF ITEM
+1 Staff 16 = 0
T E M L 17 2
15 1 STR PROF ITEM ARMOR

ATHLETICS +0 = 0
T E M L
Damage
DICE STR B W SPEC OTHER TRAITS
0 0 -
P INT PROF ITEM
1d4 0 S
0 Two-Hand d8, Magical
CRAFTING +18 = 5 13
T E M L
0
Weapon STR PROF ITEM
T E M L CHA PROF ITEM
= DECEPTION +0 = 0 0
T E M L
0
Damage CHA PROF ITEM

DIPLOMACY +15 = 0
T E M L
DICE STR B W SPEC OTHER TRAITS
P
15 0
S CHA PROF ITEM

INTIMIDATION +13 = 0
T E M L
Weapon STR PROF
T E M L
ITEM 13 0
= INT PROF ITEM
+18 = 5
T E M L
Damage
Legal LORE 13 0
DICE STR B W SPEC OTHER TRAITS INT PROF ITEM
P LORE = T E M L

S
WIS PROF ITEM
MEDICINE +16 = 3
T E M L
Ranged Strikes 13 0
Weapon DEX PROF ITEM
T E M L WIS PROF ITEM
NATURE +16 = 3
T E M L
= 13 0
Damage INT PROF ITEM
OCCULTISM +20 = 5
T E M L
DICE SPECIAL W SPEC OTHER TRAITS
B
P
15 0
S CHA PROF ITEM
PERFORMANCE +13 = 0
T E M L
Weapon DEX PROF
T E M L
ITEM 13 0
= WIS PROF ITEM
RELIGION +16 = 3
T E M L
Damage 13 0
DICE SPECIAL B W SPEC OTHER TRAITS INT PROF ITEM
SOCIETY +20 = 5
T E M L
P
S
15 0
Weapon DEX PROF ITEM ARMOR
STEALTH +17 = 4
DEX PROF ITEM T E M L
T E M L
= 13 0 -
WIS PROF ITEM
+3 = 3
Damage T E M L
DICE SPECIAL B W SPEC OTHER TRAITS SURVIVAL 0 0
P DEX PROF ITEM ARMOR
+4 = 4
T E M L
S
THIEVERY 0 0 -
Weapon Proficiencies
SIMPLE MARTIAL OTHER OTHER
Languages
T E M L T E M L T E M L T E M L
Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Halfling
©2019 Paizo Inc., Paizo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Permission granted to photocopy for personal use only.
Ancestry Feats and Abilities Class Feats and Abilities
SPECIAL 1st Drain Bonded Item FEATURE 1st
Skilled Heritage HERITAGE 1st Arcane Bond FEATURE 1st
Witch Warden FEAT 1st FEAT 1st
Gloomseer FEAT 5th Nonlethal Spell FEAT 2nd
Darkseer FEAT 9th FEATURE 3rd
FEAT 13th Silent Spell FEAT 4th
FEAT 17th Low-Light Vision FEATURE 5th
Skill Feats Widen Spell FEAT 6th
Group Impression BACKGROUND Expert Spellcaster FEATURE 7th
Recognize Spell 2nd Spell Penetration FEAT 8th
Arcane Sense 4th Darkvision FEATURE 9th
Magical Shorthand 6th Quickened Casting FEAT 10th
Dubious Knowledge 8th Alertness FEATURE 11th
Eyes of the City 10th FEAT 12th
12th FEATURE 13th
14th FEAT 14th
16th FEATURE 15th
18th FEAT 16th
20th FEATURE 17th
General Feats FEAT 18th
Incredible Initiative 3rd FEATURE 19th
Toughness 7th FEAT 20th
Thorough Search 11th Bonus Feats
15th
19th

Inventory
WORN ITEMS INVEST BULK READIED ITEMS BULK OTHER ITEMS BULK
(MAX 10)
Backpack 0.0
Bracers of Armor I Bedroll 0.1

Hat of the Magi Yes 0.0 Chalk (10) 0.0

Ring of Wizardry (Type II) Yes 0.0 Flint and Steel 0.0

Rope 0.1

Rations (2) 0.2

Torch (5) 0.5

Waterskin 0.1

ENCUMBERED
BULK BASE STR
+5 =5 +0 0 0 15 0
MAXIMUM
2.3 BASE STR
CP SP GP PP
+10 =10 +0
©2019 Paizo Inc., Paizo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Permission granted to photocopy for personal use only.
Character Sketch ETHNICITY NATIONALITY BIRTHPLACE AGE GENDER & PRONOUNS HT WT
27 Male
APPEARANCE

Personality
ATTITUDE

BELIEFS

LIKES DISLIKES

CATCHPHRASES

Campaign Notes
NOTES ALLIES

ENEMIES

ORGANIZATIONS

Actions and Activities


NAME ACTIONS TRAITS PAGE NAME ACTIONS TRAITS PAGE

DESCRIPTION DESCRIPTION

NAME ACTIONS TRAITS PAGE NAME ACTIONS TRAITS PAGE

DESCRIPTION DESCRIPTION

NAME ACTIONS TRAITS PAGE NAME ACTIONS TRAITS PAGE

DESCRIPTION DESCRIPTION

Free Actions and Reactions


NAME FREE ACTION TRAITS PAGE NAME FREE ACTION TRAITS PAGE
REACTION REACTION

TRIGGER TRIGGER
DESCRIPTION DESCRIPTION

NAME FREE ACTION TRAITS PAGE NAME FREE ACTION TRAITS PAGE
REACTION REACTION

TRIGGER TRIGGER
DESCRIPTION DESCRIPTION

©2019 Paizo Inc., Paizo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Permission granted to photocopy for personal use only.
Spell Attack Roll Spell Slots Per Day
KEY PROF T E M L
+20 = 5 15 CANTRIP 3 3 3 3 3 2
LEVEL
1 2 3 4 5 6 7 8 9 10
Spell DC 6
DC BASE KEY PROF T E M L
30 = 10 5 15 SPONTANEOUS SPELL SLOTS REMAINING

Magic Traditions Spells


PREP PREP
1: Acidic Burst 2: False Life
ARCANE OCCULT ACTIONS ACTIONS
No description 2 Gain temporary HP 2
M S V M S V
PRIMAL DIVINE 1: Air Bubble PREP
2: Gentle Repose PREP

ACTIONS ACTIONS
React to create air for a creature to A corpse doesn't decay and can't
breathe. R become undead. 2
PREPARED SPONTANEOUS M S V M S V
PREP PREP
Cantrips 1: Alarm 2: Glitterdust
ACTIONS ACTIONS
Be alerted if a creature enters a warded Sparkling dust breaks invisibility and
Bullhorn PREP
area. impedes vision. 2
M S V M S V
ACTIONS
Magnify your voice to be heard at a PREP PREP
distance. 2 1: Burning Hands 2: Invisibility
M S V ACTIONS ACTIONS
A small cone of flame rushes from your A creature can't be seen until it attacks.
Chill Touch PREP
hands. 2 2
M S V M S V
ACTIONS PREP PREP
Your touch hurts the living or disorients
2 1: Feather Fall 2: Knock
undead. ACTIONS ACTIONS
M S V Make a door, lock, or container easier to
React to slow a creature's fall. R 2
PREP open, and possibly open it immediately.
Dancing Lights M S V M S V
ACTIONS PREP PREP
Create four floating lights you can move.
2 1: Kinetic Ram 2: Mirror Image
ACTIONS ACTIONS
M S V Illusory duplicates of you cause attacks
No description to miss. 2
PREP
Deep Breath M S V
PREP
M S V
PREP

No description
ACTIONS 1: Mage Armor 2: Phantom Steed
1 ACTIONS ACTIONS
M S V Ward yourself with magical armor. 2 Conjure a magical horse
PREP M S V M S V
Detect Magic PREP PREP
ACTIONS 1: Magic Missile 2: Scorching Ray
Sense whether magic is nearby. 2 ACTIONS ACTIONS
Pelt creatures with unerring bolts of Fire one to three rays of heat and flame
M S V
magical force. at different foes.
PREP M S V M S V
Eat Fire PREP PREP
ACTIONS 1: Pocket Library 2: Sudden Bolt
No description R Withdraw books from a pocket library for
ACTIONS
You call down a small bolt of lightning on
ACTIONS
M S V study. 3 the target 2
M S V M S V
PREP
Electric Arc 1: Scorching Blast PREP
3: Crashing Wave PREP
ACTIONS
Zap one or two creatures with lightning. ACTIONS ACTIONS
2 No description 1 Smash a cone of water against foes.
2
M S V
M S V M S V
Innate Spells 1: Sleep PREP
3: Fireball PREP

FREQ ACTIONS ACTIONS


Detect Magic Cause creatures in a small area to fall
2 An explosion of fire in an area burns
2
ACTIONS asleep. creatures.
Sense whether magic is nearby. 2 M S V M S V
PREP PREP
M S V 1: Snowball 3: Glyph of Warding
FREQ ACTIONS ACTIONS
You throw a magically propelled and Store a spell in a symbol to make a trap.
ACTIONS chilled ball of dense snow. 2
M S V M S V
PREP PREP
M S V 2: Acid Arrow 3: Haste
ACTIONS ACTIONS
Focus Spells Magical arrow deals acid damage
persistently. 2 Speed up a creature so it can attack or
move more often. 2
CURRENT MAXIMUM M S V M S V
FOCUS POINTS 1 PREP PREP
2: Continual Flame 3: Lightning Bolt
ACTIONS ACTIONS ACTIONS
Force Bolt 1 A magical flame burns indefinitely. 3 Lightning strikes all creatures in a line.
2
M S V M S V M S V
ACTIONS PREP PREP
2: Dispel Magic 3: Mind Reading
ACTIONS ACTIONS
M S V End a spell or suppress an item's magic. Read a creature's surface thoughts.
ACTIONS 2 2
M S V M S V
PREP PREP
M S V 2: Endure Elements 3: Phantom Prison
ACTIONS ACTIONS ACTIONS
Protect a creature from severe cold or Trap a creature in illusory walls until it
heat. disbelieves. 3
M S V M S V M S V

©2019 Paizo Inc., Paizo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Permission granted to photocopy for personal use only.

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