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Faerith the Collector

CHARACTER NAME

Aaron Ellis

PLAYER NAME

Cleric 1 Wizard 1

BASE CLASSES

Sivanah

DEITY/RELIGION

Neutral Good

ALIGNMENT

Half-Elf

RACE (TYPE/SUBTYPE)

2

CHAR LVL

Medium

SIZE

ABILITY NAME

20

AGE

ABILITY SCORE

Male

GENDER

ABILITY MOD

6 ' 0 " 72 185 lb.

HEIGHT

TEMP SCORE TEMP MOD

White hair, green eyes

DESCRIPTION 0 TOTAL LETHAL

NONLETHAL

CHARACTER RECORD SHEET SPEED

CONDITION DAMAGE REDUCTION SPELL RESISTANCE ENCUMBRANCE

GROUND

WEIGHT (lb.)

HP Mod:

STR

Other Mods

STRENGTH 0

10

10 0

+0 +2

2

HP

HITPOINTS

12 12

TOTAL No

Light

=

30 ft. / x 4

MV Mod:

0 OTHER

DEX

Other Mods

DEXTERITY 0

14

14

AC

ARMOR CLASS

INCLUDE 1ST MISC BONUS

10

+

0

ARMOR

+

0

SHIELD

+

2

DEX MOD No

+

0

SIZE

+

0

OTHER

+

NATURAL

+

DEFLECT

+

0

DODGE

+

MISC 1

+

MISC 2

+

MISC 3

CON

CONSTITUTION Other Mods 0

13

13

1

+1 +4

4

INCLUDE 1ST MISC BONUS

TOUCH

ARMOR CLASS

12

FLAT-FOOTED

ARMOR CLASS

10

Perception

SENSES

MODIFIER PASSIVE SPECIAL

INT

INTELLIGENCE Other Mods 0

18

18 12

WIS

WISDOM

Other Mods

+1

1

MISC AC NOTES

Spells add 4, 8 or more to AC

+6

16

Low-Light Vision

CONDITIONAL MODIFIERS / OTHER

0

12

INITIATIVE +0

MODIFIER

+6

TOTAL

=

2

DEX MOD

+

4

MISC. MOD

CLASS?

CHA

CHARISMA

Other Mods

10

0

10 0

SP Mod:

0

SKILLS

SKILL NAME

Skill Points

KEY ABILITY

SKILL MOD

13 of 13

ABILITY MOD RANK

Armor Check Penalty CALC MODS

0

MISC MOD

CONDITIONAL MODIFIERS SAVING THROWS TOTAL

BASE ABILITY RACE OTHER MISC TEMP

FORTITUDE

(CONSTITUTION)

+3 +2 +5

=

2 0 4

+

1 2 1

+

0 0 0

+

0 0 0

+

+

REFLEX

(DEXTERITY)

=

+

+

+

+

+

Immune to sleep; +2 racial bonus vs. enchantments

WILL

(WISDOM)

=

+

+

+

+

+

SAVE ITEMS COMBAT MANEUVERS CMB

MODIFIER

SPECIAL RULES +

+0

TOTAL

=

0

BAB

+

0

ABILITY

0

SIZE

+

0

OTHER

+

MISC

CMD

TARGET DC

12

TOTAL

=

10

+

0

BAB

+

0

STR

+

2

DEX

+

0

SIZE

+

0

DODGE

+

0

DEFLECT

+

0

OTHER

+

MISC

ATTACK TYPE

TOTAL

BASE ATTACK BONUS

ABILITY

SIZE

MISC

TEMP

MELEE RANGED WEAPON

RANGE WEIGHT TYPE

+0 +2

Melee

= =

0 0

0

+0

+ +

Str Dex

+ +

0 0

+ +

0 0

+ +

Other Attack Mods

BONUS

Apply Str Multiplier 100% Other Damage Mods 0 +0

TOTAL ATTACK BONUS DAMAGE CRITICAL

Dagger

CATEGORY

0

SPECIAL PROPERTIES

1d4

19-20 / x2

0

lb. B or S

Light

0

+0

AMMUNITION

Note: weights for all weapons on next page

WEAPON

RANGE WEIGHT TYPE

Melee

Other Attack Mods

BONUS

Apply Str Multiplier 150% Other Damage Mods 0 +0

TOTAL ATTACK BONUS DAMAGE CRITICAL

Club (in pack)

CATEGORY

0

SPECIAL PROPERTIES

1d6

20

/ x3

0

lb.

B

1-handed

Melee

Other Attack Mods

BONUS

AMMUNITION

WEAPON

RANGE WEIGHT TYPE

0

+0

Apply Str Multiplier 50% Other Damage Mods 0 +0

TOTAL ATTACK BONUS DAMAGE CRITICAL

0

CATEGORY SPECIAL PROPERTIES

/

lb.

AMMUNITION Ranged

Other Attack Mods

BONUS

WEAPON

RANGE WEIGHT TYPE

0

+0

Apply Str Multiplier 100% Other Damage Mods 0 +0

TOTAL ATTACK BONUS DAMAGE CRITICAL

Dagger (if thrown)

CATEGORY

+2

SPECIAL PROPERTIES

1d4

19-20 / x2

+0 CRITICAL

10 ft.

lb. P or S

Light

Ranged

Other Attack Mods

BONUS

AMMUNITION

WEAPON

RANGE WEIGHT TYPE

0

+0

Apply Str Multiplier 0% Other Damage Mods 0

TOTAL ATTACK BONUS DAMAGE

Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q Q

Acrobatics Appraise Bluff Climb Craft (Alchemy) Craft (Bowmaking) Craft (Calligraphy)

Dex* Int Cha Str* Int Int Int

+2 +11 +0 +0 +8 +8 +8

= = = = = = = = = =

2 4 0 0 4 4 4

+ + + + + + + + + +

+

1

+ + +

1 1 1

+ + + + + + + + + +

0 3 0 0 3 3 3

+ + + + + + + + + +

3

Diplomacy Disguise Escape Artist Fly Heal Intimidate Perception Perform (untrained) Ride Sense Motive Stealth Survival Swim

Cha Cha Dex* Dex* Wis Cha Wis Cha Dex* Wis Dex* Wis Str*

+0 +0 +2 +2 +5 +0 +6 +0 +2 +3 +6 +1 +0 NA +1 +8 NA NA NA NA +8 NA NA NA +8 NA NA NA +13 NA

= = = = = = = = = = = = = =

0 0 2 2 1 0 1 0 2 1 2 1 0 2 0 4 4 4 4 4 4 4 4 4 4 4 1 2 4 0

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

1 1

+ + + + + +

1

+ + + + +

0 0 0 0 3 0 2 0 0 0 3 0 0 0 0 3 0 0 0 0 3 0 0 0 3 0 0 0 3 0

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

2

2

Disable Device Dex* Handle Animal Cha Knowledge (arcana) Int Knowledge (dungeoneering) Int Knowledge (engineering) Int Knowledge (geography) Int Knowledge (history) Int Knowledge (local) Int Knowledge (nature) Int Knowledge (nobility) Int Knowledge (planes) Int Knowledge (religion) Int Linguistics Int Profession (untrained) Wis Sleight of Hand Dex* Spellcraft Int Use Magic Device Cha

* Armor Check Penalty applies.

= = = = = = = = = = = = = = = = =

1 1

+ + + + + +

1

+ + + +

1

+ + + +

4

2

+ +

4

Longbow

CATEGORY

+2

SPECIAL PROPERTIES

1d8

+0

20

/ x3

NA skills cannot be used untrained.

100 ft.

lb.

P

Ranged

0

+0

SKILL NOTES

AMMUNITION

20x Normal Arrows, 5xSilver Arrows (homemade)

Spellcraft Bonuses: Classically Trained (+1), Half Elf Skill Focus Feat (+3) Initiative Bonuses: Dexterity Mod (+2), First Feat - Improved Initiative (+4) Raven Familiar: +3 on Appraise skill checks (if within one mile) +2 on Perception & Sense Motive checks (reach)

WEAPON

RANGE WEIGHT TYPE CATEGORY

Other Attack Mods

BONUS

Apply Str Multiplier 0% Other Damage Mods 0

TOTAL ATTACK BONUS DAMAGE

CRITICAL

+2

SPECIAL PROPERTIES

xdY

/

Racial:

LANGUAGES

Taldane and Elven Draconic | Orc | | | | Chelaxian | | | |

Common:

Taldane

lb.

AMMUNITION

CHANNEL ENERGY (1d6, 30' burst, Will DC 10)

Effective Level

1

Other DC Mods

Cleric Times/Day

3

Used

| Celestial | | | |

Council of Thieves

CAMPAIGN

2,706

/

EXPERIENCE POINTS

5,000

Medium

ARMOR PROFICIENCIES

Light, Medium; all Shields (except tower shields) |

EXPERIENCE POINT PROGRESSION

MAGIC ITEMS

ITEM GP WGT ITEM GP WGT

ARMOR, SHIELD, & OTHER PROTECTION

Head (circlet, crown, hat, helms, or mask)

Belt (belt or girdle)

ARMOR

CATEGORY ARMOR BONUS MAX DEX CHECK PENALTY SPELL FAILURE SPD RED WGT

Body (robe or vestment)

Headband (headband or phylactery)

No

SPECIAL PROPERTIES

lb.

Chest (mantle, vest, or shirt)

Neck (amulet, brooch, medallion, necklace, periapt, or scarab)

SHIELD/OTHER

BONUS TYPE BONUS MAX DEX BONUS CHECK PENALTY SPELL FAILURE WGT

Eyes (pair of lenses or goggles)

Ring

SHIELD

SPECIAL PROPERTIES

lb.

Feet (pair of boots, shoes, or slippers)

Ring

Hand (one glove or gauntlet)

Shoulders (cloak or cape)

WEAPON PROFICIENCIES

Weapons: All Simple

|

Hand (one glove or gauntlet)

Wrists (pair of bracers or bracelets)

Bladed Scarf quarterstaff

club, dagger, heavy crossbow, light crossbow,

GEAR / OTHER POSSESSIONS

GEAR CARRIED

ITEM GP WGT QTY ITEM

GEAR STORED

GP WGT QTY

OTHER NOTES

Typically selects fire or acid as his Abjuration School DR for the day (gets to ignore first five points of damage from every fire-based attack).

Worn Starting Outfit (worn) Dagger Longbow (homemade) Silvered Arrows (homemade) Silvered Arrows (homemade) Potion: Cure Light Wounds Sunrod (captured) Wayfinder (donated)

Mount (Name) 2.00

25.00

5.00 1.00 3.00 0.15 0.15 0.15 1.00 1.00

0.05 0.66

-

1 1 1 20 5 1 1 1

Backpack (capacity 50 lb) Starting Spell book Trail Rations (1 day) Club Scroll Case Scroll: Mage Armor (homemade)

2.00

2.00 3.00 1.00 3.00 0.50

0.50

1.00

12.50

-

1 1 1 1 1 1

Spell Component Pouch

5.00

0.50

1

Gear Stored at Home Artisan's Tools (bowmaking)

5.00 5.00 1

Weapons & Armor Weight

12.00

Adventure Expenses

0.00

TOTAL WEIGHT CARRIED

24.94

TYPE

TOTAL GP VALUE

57.30

TYPE COINS WGT

CARRYING INFO

COINS

MONEY

WGT

33

LIGHT LOAD

66

MED LOAD

100

HEAVY LOAD

Platinum: Silver: 2

OTHER VALUABLES

0.04

Gold: Copper:

GP Value

WGT

100

LIFT OVER HEAD

200

LIFT OFF GROUND

500

PUSH DRAG

Starting Gold:

70.00

GP Variance:

942.50

SPELLS & ABILITIES

QTY WIZARD SPELLS ENSCRIBED/TYPICALLY PREPARED QTY CLERIC SPELLS AVAILABLE/TYPICALLY PREPARED

CASTER LEVEL

1/1

SPELLS CAST TODAY

WIZARD/CLERICSPELL DCs

SAVE DC TOTAL PER DAY SPELLS PER DAY

Arcane Spell Failure

0%

Resistance, AcidSplash(*), DetectMagic Detect Poison, Read Magic, Daze,

Create water,DetectMagic(*),Detect Poison, Guidance(*),Light,Mending,Purify Food/Drink, Read Magic,Resistance,Stabilize(*),Virtue

LEVEL

BONUS SPELLS

TOTAL KNOWN

0

Flare, Dancing Lights, Ray of Frost(*), Mage Hand(*), Mending, Message, Open/Close,ArcaneMark,Prestidigitation,Light

QTY WIZARD SPELLS ENSCRIBED/PREPARED QTY

14/11 15/12

0 1 2

At Will

3/3

3/3 1/1 2/2

16 / 12 7 / 18

CLERIC SPELLS AVAILABLE/TYPICALLY PREPARED SPELLS CAST TODAY

0 0 0 0 0 0 0 0

Med: 100 Long: 400

KEY ABILITY

Shield (*SCH), Mage Armor, Sleep(*INT), True Strike, MagicMissile(*), Floating Disk

Disguise Self(*DOM), Bless(*WIS),Bless(*) Bless water,Command,Comprehend Languages(dom) Cure Light Wounds,Detect C/E/G/L,Detect Undead, Divine Favor,Endure Elements,Enropic Shield, Hide from Undead,Mg Stone,Mg Weap,Shield/Faith

QTY CLERIC SPELLS AVAILABLE/TYPICALLY PREPARED

3 4 5 6 7 8 9

1st

Obscuring Mist Wish List: Silent Image($),Burning Hands($)

QTY WIZARD SPELLS ENSCRIBED/TYPICALLY PREPARED

2nd

QTY

WIZARD SPELLS ENSCRIBED/TYPICALLY PREPARED

QTY

CLERIC SPELLS AVAILABLE/TYPICALLY PREPARED SPELLS CAST TODAY

SPELLS CAST TODAY

Short:

25

/

0

3rd

DOMAIN, SCHOOL & BLOODLINE

BLOODLINE: SPECIALTY SCHOOL:

QTY

WIZARD SPELLS ENSCRIBED/TYPICALLY PREPARED

QTY

CLERIC SPELLS AVAILABLE/TYPICALLY PREPARED SPELLS CAST TODAY

Abjuration Illusion Necromancy

DOMAIN:

OPPOSITION SCHOOL: OPPOSITION SCHOOL: DOMAIN:

4th

Knowledge

Trickery

QTY

WIZARD SPELLS ENSCRIBED/TYPICALLY PREPARED

QTY

CLERIC SPELLS AVAILABLE/TYPICALLY PREPARED SPELLS CAST TODAY

DOMAIN/SCHOOL/BLOODLINE POWERS & BONUS SPELLS

Energy Resist:

ignore 5 points of damage per attack

from one energy type for one day. The energy type is selected at spell preparation. (usually picks acid or fire) Protective Ward: +1 Deflection bonus to AC for 3 rnds

5th

QTY

WIZARD SPELLS ENSCRIBED/TYPICALLY PREPARED

QTY

CLERIC SPELLS AVAILABLE/TYPICALLY PREPARED SPELLS CAST TODAY

with allies gaining the bonus for 1 round. Can be used 7 times per day, (3+INT Bonus) Lore Keeper: You can touch a creature to learn about its abilities & weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 17 (15+CL+Wis) Copycat (Sp): You can create an illusory double of yourself as a move action 4x/day. This double functions as a single mirror image and lasts for a number of rnds equal to your CL.

6th

QTY

WIZARD SPELLS ENSCRIBED/TYPICALLY PREPARED

QTY

CLERIC SPELLS AVAILABLE/TYPICALLY PREPARED SPELLS CAST TODAY

7th

QTY

WIZARD SPELLS ENSCRIBED/TYPICALLY PREPARED

QTY

CLERIC SPELLS AVAILABLE/TYPICALLY PREPARED SPELLS CAST TODAY

FAMILIAR & BOND ITEM

Charn

NAME

8th

Raven

RACE/TEMPLATE

QTY

WIZARD SPELLS ENSCRIBED/TYPICALLY PREPARED

QTY

CLERIC SPELLS AVAILABLE/TYPICALLY PREPARED SPELLS CAST TODAY

Familiar

CLASS ABILITY TOTAL DEFENSE LEVEL/HD TOTAL TOTAL

2

9th

STR DEX CON

2 15 8 6 15 7

1ST

AC FORT REF WILL SPD HP

12 1 4 2 40/fly 6

4TH

CMB CMD

0 6

SCROLLS

INT

1x Mage Armor (cast as a Level 1 Spell)

WIS CHA

ATTACK

ATTACK BONUSES 2ND 3RD

DAMAGE & CRIT.

Bite

4

1d3-4 (1)

SPECIAL ABILITIES & QUALITIES

Speaks Celestial Skills: Fly +5, Perception +6 Feats Skill Focus (Perception), Weapon Finesse Init +2; Senses low-light vision; Perception +6

RACIAL ABILITIES

CLASS ABILITIES

CLERIC - Aura (Ex): Powerful aura corresponds to deity's alignment - Cleric spells: Casts divine spells from cleric spell list (alignment may restrict selection); must choose and prepare spells in advance; Wisdom is primary ability for bonus spells and DC; must choose specific time to spend 1 hour each day to regain daily allotment of spells: 1st level: (DC 12): 2 spells per day - Channel Energy (Su): Standard Action (no AoO); 3/day, may present holy symbol to cause 30' radius positive energy burst that affects all undead or living creatures (may exclude self), dealing/healing 1d6 dmg; Will save half (DC 10) - Domains: Gain 2 domains: Knowledge: All Knowledge skills are class skills; Lore Keeper (Sp) - Touch attack grants knowledge of foes abilities/weaknesses as if making a Knowledge skill check with a result of 17 Trickery: Gain Bluff, Disguise, and Stealth as class skills; Copycat (Sp) - Move Action, 4/day, create illusory double that lasts 1 rnd(s) or until dispelled/destroyed - Orisons: 3 orisons per day (DC 11), cast like any other spell, but do not expend any slots and may be used again) - Spontaneous Casting [Clerical]: May 'lose' any prepared spell that is not an orison/domain spell to cast 'cure' spell without preparation - Chaotic, Evil, Good, and Lawful Spells: Cannot cast spells with these descriptor(s): 'evil' FALSE - Bonus Languages: May select Celestial, Abyssal, and Infernal as bonus languages in addition to those available because of race WIZARD - Spells: Casts arcane spells from sorcerer/wizard spell list; must choose and prepare spells in advance by getting 8 hrs of sleep and spending 1 hr studying spellbook; Intelligence is primary ability for bonus spells and DC; must spend 1 hour each day to regain daily allotment of spells: 1st level: (DC 15): 2 spells per day - Bonus Languages: Substitute Draconic for 1 bonus language availabledue to race - Arcane Bond (Ex): Magical pet enhances your skills/senses and can aid in magic - Arcane School: [Abjuration] Resistance (Ex) - gain resistance 5 to energy type chosen when you prepare spells Protective Ward (Su) - Standard Action, 7/day, create 10'-radius field centered on you that lasts 4 rnds, you and all allies w/in receive +1 Deflection bonus to AC for 1 rnd - Cantrips: 3 cantrips per day (DC 14), cast like any other spell, but do not expend any slots and may be used again (cantrip from opposition school uses up two of available slots) - Scribe Scroll: Gain Scribe Scroll as bonus feat - Spellbooks: Begins play with spellbook containing all 0-level wizard spells (except those from prohibited schools, if any) plus 7 1st-level spells; gains 2 new spells per class level; must study spellbook each day to prepare spells, cannot prepare any spell not recorded in spellbook except for read magic

Low-Light Vision (see twice as far in dim light); Adaptability (receive Skill Focus as bonus feat at 1st level); Elf Blood (both elven and human for any effect related to race); Elven Immunities (immune to magic sleep effects, +2 racial bonus vs. enchantment spells/effects); Keen Senses (+2 racial bonus on Perception checks); Multitalented: (choose two favored classes at 1st level)

TRAITS

Classically Schooled [Basic (Magic)]: You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you. Pathfinder Exile [Region (Cheliax)]: Using your Wayfinder, you gain +2 circumstance bonus to survival checks to prevent getting lost. Also your Wayfinder can be commanded to emit light (as the spell, CL5) as a standard action, effect lasts 50 minutes.

FEATS

- Armor Proficiency, Light: No penalties on attack rolls while wearing light armor - Armor Proficiency, Medium: No penalties on attack rolls while wearing medium armor - Improved Initiative: +4 bonus on initiative checks - Shield Proficiency: No penalties on attack rolls when using a shield - Simple Weapon Proficiency: No penalty on attacks made with simple weapons - Skill Focus: +3 bonus on one skill (+6 at 10 ranks) - Scribe Scroll: Create magic scrolls

BACKGROUND / DEVELOPMENTS

Born in Hermea, of an Elven father and Human mother, Faerith Alacaster was trained in the traditional manner of Hermean children until the age of sixteen. Faerith's natural curiosity for all things lead him to explore many skills at a young age (often abandoning those pursuits quickly). His tutors noted that Faerith exhibited a general lack of discipline and an overarching distrust for authority, traits that were not welcome in Mengkare's Glorious Endeavor. Faerith found freedom from the watchful gaze of his schoolmasters & the torments of his peers within the deep and rich libraries of Promise, Hermea's capital city. It was within those halls and among those tomes that Faerith felt most at ease. Although not unexpected, Faerith was denied Hermean citizenship upon reaching his 16th birthday and was sent from the only home he had ever known aboard the next cargo ship bound for the mainland. Landing in the city of Westcrown, Faerith once again found himself under the harsh scrutiny of unsympathetic eyes. Alone, in a hostile new world, Faerith stumbled into the Pathfinder lodge of Delvehaven with little money and even less hope for his future. It was in this raucous, smoke-filled lodge where he discovered a library unlike any he had ever imagined. The stories told there captured his imagination and ignited his sense of purpose. For almost a year, Faerith found a new home at Delvehaven, living by his craft skills to supply adventuring Pathfinders with inexpensive bows & cheap arrows. When the lodge was shut down and sealed by the city guard Faerith was once again, torn from his home. After two years of wandering, Faerith returned to find Delvehaven closed, in great disrepair, yet still surrounded by intrigue. Faerith began searching for answers in all the wrong places, and was soon aided by an anonymous ally.

PORTRAIT / SYMBOL

REGIONS / PLACES Hermea, Cheliax

PEOPLE / ORGANIZATIONS Pathfinder Society (aquaintance), Children of Westcrown (co-conspiritor)

CREATURES

OTHER NOTES

Information

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