Carl
Carl
Human Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes
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
Conditional Modifiers
Attack Damage
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Smite Evil
Play Notes
Racial Traits
Skilled
Background Traits
Spell Level 1 2 3 4
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
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
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
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
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
CLEAVE
POWER ATTACK
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
WEAPON FOCUS
Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC