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Carl

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0% found this document useful (0 votes)
5 views6 pages

Carl

Uploaded by

gio.fnk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Carl Lawful Good

Character Name Alignment Player

Paladin (8) 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
112 Movement
STR
Strength
20 +5 24 +7 Total nonlethal Damage

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


Base Speed Armor Speed Burrow
DEX
Dexterity
12 +1
Wounds / Current HP

CON 14 +2 Initative 1 1 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
7 -2 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 1 =DEX 1 +0 +0
WIS 12 +1 Channel
Wisdom
Energy Appraise -2 =INT -2 +0 +0

CHA
x Artistry -2 =INT -2 +0 +0
Charisma
14 +2 Lay On
Hands
Bluff 2 =CHA 2 +0 +0
Climb 7 =STR 7 +0 +0
AC
Armor Class
20 =10+ 9 + 0 + 1 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) -2 =INT -2 +0 +0
x Craft (b) -2 =INT -2 +0 +0
Touch AC 11 Flat Footed AC 19
x Craft (c) -2 =INT -2 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 13 =CHA 2 +8 +3
FortitudeConstitution
10 = 6 + 2 + 0 + 2 + Disable Device* =DEX + +
Disguise 2 =CHA 2 +0 +0
Reflex 5 = 2 + 1 + 0 + 2 +
Dexterity
Escape Artist 1 =DEX 1 +0 +0

Will 9 = 6 + 1 + 0 + 2 +
Fly 1 =DEX 1 +0 +0
Wisdom
x Handle Animal* =CHA + +
Spell Energy x Heal 1 =WIS 1 +0 +0
B.A.B. 8 Resistance Resistance
Intimidate 2 =CHA 2 +0 +0
CMB 15 = 8 + 7 + 0 + 0 Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 26 =10+ 8 + 7 + 1 + 0 + 0 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon
Knowledge (history)* =INT + +
Bane Knowledge (local)* =INT + +
Critical Type Range Ammo
Knowledge (nature)* =INT + +
19-20/x2 S x Knowledge (nobility)* =INT + +
Attack Damage
Knowledge (planes)* =INT + +
+19/+14 2d6+13 x Knowledge (religion)* =INT + +
Weapon Linguistics* =INT + +
x Lore* =INT + +
Critical Type Range Ammo Perception 9 =WIS 1 +8 +0
Perform (a) 2 =CHA 2 +0 +0
Attack Damage
Perform (b) 2 =CHA 2 +0 +0
x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
x Ride 1 =DEX 1 +0 +0
Critical Type Range Ammo x Sense Motive 1 =WIS 1 +0 +0
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft* =INT + +
Stealth 1 =DEX 1 +0 +0

Weapon
Survival 1 =WIS 1 +0 +0
Swim 7 =STR 7 +0 +0

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


X Class Skill *Trained Only

Conditional Modifiers
Attack Damage

Weapon
Languages

Critical Type Range Ammo

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

Full plate (Masterwork) 9 Armor -5 35% 50 lbs.

Totals 9 -5 35% 50 lbs.

Feats Mercies Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Heavy Enfeebled


Armor Proficiency, Light Shaken
Headband Qty. lbs.

Armor Proficiency, Medium Other Specials

Cleave Aura of Courage


Power Attack Aura of Good Eyes Qty. lbs.

Shield Proficiency Aura of Resolve


Toughness Channel Energy (Paladin) +4d6
Shoulders Qty. lbs.
Vital Strike Code of Conduct
Weapon Focus: Greatsword Detect Evil
Weapon Proficiency, Martial(all) Divine Bond Neck Qty. lbs.

Weapon Proficiency, Simple Divine Grace


Divine Health
Lay On Hands Chest Qty. lbs.

Smite Evil

Body Qty. lbs.

Belt Qty. lbs.

Belt of giant strength +4 1

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Skilled

Background Traits

Spirit of the Law

Light 233 lbs. or less Lift Over 700 lbs.


Load Head PP 0 Experience Points
GP 0
Medium 234-466 lbs. Lift Off 1400 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
467-700 lbs. Drag or
Push
3500 lbs. CP 0 75.000 (Medium Progression)
Paladin Spell Book

Spell Level 1 2 3 4

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

Prepared Spells
Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC

Cure Light Wounds Conjuration instantaneous; 1 standard touch Will half yes 13

Restoration, Lesser Conjuration instantaneous; 3 rounds touch Will yes 13

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

Arrow of Law Evocation instantaneous (1 round); 1 standard close (25 ft. + 5 ft./2 Will partial yes 14

Ironskin Transmutation 1 minute/level (D; see 1 standard personal 14


Spell Descriptions (A-Z)
ARROW OF LAW

School: Evocation
Level: cleric/oracle 2, paladin 2
Descriptor: lawful
Casting time: 1 standard action
Components: V, S, DF (a holy symbol)
Range: close (25 ft. + 5 ft./2 levels)
Effect: arrow-shaped projectile of lawful energy
Duration: instantaneous (1 round); see text;
Saving Throw: Will partial (see text)
Spell Resistance: yes
You fire a shimmering arrow of pure order from your holy symbol at any one target in range as a ranged touch attack. A chaotic creature struck by
an arrow of law takes 1d8 points of damage per two caster levels (maximum 5d8). A chaotic outsider instead takes 1d6 points of damage per caster
level (maximum 10d6) and is dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect. This spell deals only
half damage to creatures that are neither chaotic nor lawful, and they are not dazed. The arrow has no effect on lawful creatures.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, 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

IRONSKIN

School: Transmutation
Level: alchemist 2, antipaladin 2, bloodrager 2, cleric/oracle 2, druid 2, paladin 2, ranger 2, witch 2, psychic 2
Descriptor: earth
Casting time: 1 standard action
Components: V, S, DF/M (a pinch of forge soot)
Range: personal
Targets: you
Duration: 1 minute/level (D; see text);
Your skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus (if you
do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for
every 4 caster levels above 4th, to a maximum of +7 at 15th level. While you're under the effects of this spell, if an opponent confirms a critical hit
or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack
and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Monster Codex Copyright 2014, Paizo Inc

RESTORATION, LESSER

School: Conjuration (healing)


Level: cleric/oracle 2, druid 2, paladin 1, inquisitor 2, alchemist 2, shaman 2, mesmerist 2, spiritualist 2
Casting time: 3 rounds
Components: V, S
Range: touch
Targets: creature touched
Duration: instantaneous;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of
the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not
restore permanent ability drain.
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


FEATS

ARMOR PROFICIENCY, HEAVY

Requirements: Light Armor Proficiency, Armor Proficiency, Medium.


See Armor Proficiency, Light.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

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

CLEAVE

Requirements: Str 13, Power Attack, base attack bonus +1.


As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit,
you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is
adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you
use this feat, you take a -2 penalty to your Armor Class until your next turn.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

POWER ATTACK

Requirements: Str 13, base attack bonus +1.


You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all
melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed
weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif
ier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or
secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty
increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack
roll, and its effects last until your next turn. the bonus damage does not apply to touch attacks or effects that do not deal
hit point damage.
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

TOUGHNESS

Requirements: None
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more
than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

VITAL STRIKE

Requirements: Base attack bonus +6.


When you use the attack action, you can make one attack at your highest base attack bonus that deals additional
damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from
Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra
weapon damage dice are not multiplied on a critical hit, but are added to the total.
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, MARTIAL(ALL)

Requirements: Awarded by class.


Proficiency with all martial weapons.
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

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