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Leoril Chaotic Good

Character Name Alignment Player

Archaeologist (1) Not set Korvosa - South Shore


Character Level Deity Homeland Campaign

Half-Elf Medium Male 20 (Adult) 5'8" 140 Dark BlondeGreen


Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod Temp. Temp.


Name Score Modifi HP
Hit Points
10 Movement
STR
Strength
10 +0 Total nonlethal Damage

30 ft. 6 sq. 30 ft. 6 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
14 +2
Wounds / Curent HP

CON 14 +2 Initative 2 2 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
13 +1 Damage Skill Names Total Abilit Ranks Misc
Reduction
x Acrobatics 2 =DEX 2 +0 +0
WIS 12 +1 Bardic
Wisdom
Performanc x Appraise 1 =INT 1 +0 +0

CHA
x Artistry 1 =INT 1 +0 +0
Charisma
18 +4 Power 2
x Bluff 8 =CHA 4 +1 +3
x Climb 0 =STR 0 +0 +0
AC
Armor Class
17 =10+ 4 + 1 + 2 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 1 =INT 1 +0 +0
x Craft (b) 1 =INT 1 +0 +0
Touch AC 12 Flat Footed AC 15
x Craft (c) 1 =INT 1 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 4 =CHA 4 +0 +0
FortitudeConstitution
2 = 0 + 2 + 0 + 0 + Disable Device 3 =DEX 2 +1 +0
x Disguise 4 =CHA 4 +0 +0
Reflex 4 = 2 + 2 + 0 + 0 +
Dexterity x Escape Artist 6 =DEX 2 +1 +3

Will 3 = 2 + 1 + 0 + 0 +
Fly 2 =DEX 2 +0 +0
Wisdom

Handle Animal* =CHA + +


Spell Energy Heal 1 =WIS 1 +0 +0
B.A.B. 0 Resistance Resistance
x Intimidate 4 =CHA 4 +0 +0
CMB 0 = 0 + 0 + 0 + 0 x Knowledge (arcana) 6 =INT 1 +1 +4
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering) 2 =INT 1 +0 +1
CMD 12 =10+ 0 + 0 + 2 + 0 + 0 x Knowledge (engineering) 2 =INT 1 +0 +1
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
x Knowledge (geography) 2 =INT 1 +0 +1
Weapon x Knowledge (history) 2 =INT 1 +0 +1
Whip x Knowledge (local) 6 =INT 1 +1 +4
Critical Type Range Ammo
x Knowledge (nature) 2 =INT 1 +0 +1
20/x2 S x Knowledge (nobility) 2 =INT 1 +0 +1
Attack Damage
x Knowledge (planes) 2 =INT 1 +0 +1
+1 1d3 +2 x Knowledge (religion) 2 =INT 1 +0 +1
Weapon x Linguistics* =INT + +
Javelin x Lore* =INT + +
Critical Type Range Ammo x Perception 10 =WIS 1 +1 +8
20/x2 P 30 ft. x Perform (a) 4 =CHA 4 +0 +0
Attack Damage x Perform (b) 4 =CHA 4 +0 +0
+2 1d6 x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Sickle Ride 2 =DEX 2 +0 +0
Critical Type Range Ammo x Sense Motive 1 =WIS 1 +0 +0
20/x2 S x Sleight of Hand* =DEX + +
Attack Damage x Spellcraft 5 =INT 1 +1 +3
+2 1d6 x Stealth 2 =DEX 2 +0 +0

Weapon
Survival 1 =WIS 1 +0 +0
Swim 0 =STR 0 +0 +0

Critical Type Range Ammo


x Use Magic Device 8 =CHA 4 +1 +3
X Class Skill *Trained Only

Conditional Modifiers
Attack Damage

Weapon
Languages

Critical Type Range Ammo


Common, Elven, Infernal

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

Lamellar (leather) 4 Armor -2 20% 25 lbs.


Buckler 1 Shield -1 5% 5 lbs.

Totals 5 -3 25% 30 lbs.

Feats Other Specials Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light


Archaeologist's Luck
Shield Proficiency
Bardic Knowledge Headband Qty. lbs.

Skill Focus: Perception


Weapon Finesse
Weapon Proficiency, Simple Eyes Qty. lbs.

Shoulders Qty. lbs.

Neck Qty. lbs.

Chest Qty. lbs.

Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Adaptability
Elf Blood
Elven Immunities
Keen Senses
Low-Light Vision
Multitalented Background Traits

Fate's Favored

Light 33 lbs. or less Lift Over 100 lbs.


Load Head PP 0 Experience Points
GP 0 0
Medium 34-66 lbs. Lift Off 200 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
67-100 lbs. Drag or
Push
500 lbs. CP 0 2,000 (Medium Progression)
Bard Spell Book

Spell Level 0 1 2 3 4 5 6

Spells per day (adjusted) 1 (2) - - - - -

Spontaneous Caster Spell Use Tracker

Level 1

Known Spells
Known Spell Level 0 School Duration Cast time Range/Area Save SR DC

Detect Magic Divination concentration, up to 1 1 standard action 60 ft. cone-shaped emanation none no 14

Read Magic Divination 10 min./level; 1 standard action personal 14

Sift Divination instantaneous; 1 standard action 30 ft. one 10-ft. cube none no 14

Unwitting Ally Enchantment 1 round; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 14

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

Comprehend Languages Divination 10 min./level; 1 standard action personal 15

Identify Divination 3 rounds/level; 1 standard action 60 ft. cone-shaped emanation none no 15


Spell Descriptions (A-Z)
COMPREHEND LANGUAGES

School: Divination
Level: bard 1, cleric/oracle 1, sorcerer/wizard 1, witch 1, inquisitor 1, alchemist 1, shaman 1, occultist 1, psychic 1, mesmerist 1, spiritualist 1
Casting time: 1 standard action
Components: V, S, M/DF (pinch of soot and salt)
Range: personal
Targets: you
Duration: 10 min./level;
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily
impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is
magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal
messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell.
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

IDENTIFY

School: Divination
Level: bard 1, sorcerer/wizard 1, alchemist 1, summoner 1, witch 1, alchemist 1, summoner 1, witch 1, occultist 1, psychic 1, spiritualist 1
Casting time: 1 standard action
Components: V, S, M (wine stirred with an owl's feather)
Range: 60 ft.
Area: cone-shaped emanation
Duration: 3 rounds/level;
Saving Throw: none
Spell Resistance: no
This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and
command words of magic items in your possession. This spell does not allow you to identify artifacts.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, 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

SIFT
School: Divination
Level: bard 0, inquisitor 0, occultist 0, psychic 0
Casting time: 1 standard action
Components: V, S
Range: 30 ft.
Area: one 10-ft. cube
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified
as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or
hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch.
Sift detects only objects and features, not actual creatures.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC

UNWITTING ALLY

School: Enchantment (charm)


Level: bard 0, psychic 1, mesmerist 0
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one living creature
Duration: 1 round;
Saving Throw: Will negates
Spell Resistance: yes
You befuddle the target's mind. The target has difficulty telling friend from foe for a short period of time. The subject is considered your ally and not
your enemies' ally while determining flanking. The subject takes no other hostile action against your enemies due to this spell's effect.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC

Open Game License and Copyright details available at: http://pathbuilder.x10host.com/license.html


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

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

SKILL FOCUS

Requirements: None
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus
increases to +6.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON FINESSE

Requirements: None
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may
use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check
penalty applies to your attack rolls.
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: http://pathbuilder.x10host.com/license.html