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Holo NG
Character Name Alignment
LClericLWizard 12
Character Level
Kitsune M
Race Size
Female 120
Gender Age
5"5 120
Height Weight
Soft blond Blue
Hair Eyes
PB:10/12/14/18/11/10
Player
Mystra Arcani
Deity Homeland
Magic 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
8 -1 N/A -1
Dex
Dexterity
14 +2 N/A +2
Con
Constitution
14 +2 N/A +2
Int
Intelligence
32 +11 N/A +11
Wis
Wisdom
11 +0 N/A +0
Cha
Charisma
10 +0 N/A +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
109
-
-
Initiative
Dex
Modifier
+2
+2
+0
BAB
+6
ARMOUR CLASS
Total AC
Armour
Shield
Dex
22
+0
+0
+2
Size
Natural
Deflection
Misc
+0
+0
+0
+10
Touch
22
Flat Footed
20
Flat Footed + Touch
20
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +8 +6 CON +2 +0 +0 +0
Reflex +5 +3 DEX +2 +0 +0 +0
Will +6 +6 WIS +0 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+5 +6 -1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
17 10 +6 -1 +2 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Common
sylvan
celestial
draconic
dwarven

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
5
2
0
0
0
0
0
0
0
0
Per Day
0
1
3
0
0
0
0
0
0
0
Bonus
-
1
0
0
0
0
0
0
0
0
DC
21
22
23
24
25
0
0
0
0
Spell List

0 level spells wizard (prepared)


Arcane Mark
Prestidigitation
Mage Hand
Scrivener's Chant

1 level spells wizard


magic missle (P) (mythic)
Silent Image
Identify
Windy Escape (P)
Thunderstomp
Jump (P)
Snowball (P)
Mount (P)
Grease
Detect Secret Doors

2 level spells wizard


Invisibility (P)
Scorching Ray (P)
Fox’s Cunning (p)
Hideous Laughter (p)

3 level spells wizard


Fireball (p) (mythic)
Haste (p) (mythic)
lightning bolt (mythic)
Dispel Magic (p)

4 level spells wizard



Thunderlance
emergency force phere
Flaming Sphere, Greater
Dimension Door

5 level spells wizard


Hold Monster
Telekinesis
Wall of Force
Create Mindscape

6 level spells wizard


Disintegrate
Chain Lightning
Psychic Asylum
Move Earth

0 level spells Cleric (prepared)


Create Water
Mending
Read Magic
Light

1 level spells Cleric (Prepared)


magic aura (domain)
Bless
Summon Monster 1
Shield of Faith
Cure Light Wounds
Kreighton's Perusal

2 level spells Cleric


magic mouth (domain)
Spiritual Weapon
Book Ward
Shatter
Summon Monster II

3 level spells Cleric



Cure Serious Wounds
Remove Curse

4 level spells Cleric


Summon Monster 4
Cure Critical Wounds(mythic)
greater magic aura

5level spells Cleric



Summon Monster 5
Fickle Winds (Mythic)

6level spells Cleric

[br
heal
Commune with Texts

Hammer of Mending

Spellcasting Notes

spell points 252/252
3 hero point

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +12 (DEX)  +2 +12 -2
  Bluff +0 (CHA)  +0 +0 +0
  Climb -3 (STR)  -1 +0 -2
  Diplomacy +12 (CHA)  +0 +12 +0
  Disguise +0 (CHA)  +0 +0 +0
  Escape Artist +0 (DEX)  +2 +0 -2
Fly +0 (DEX)  +2 +0 -2
Heal +26 (INT)  +11 +12 +3
  Intimidate +0 (CHA)  +0 +0 +0
Knowledge: Arcana +26 (INT)  +11 +12 +3
Knowledge: Dungeoneering +23 (INT)  +11 +9 +3
Knowledge: Local +26 (INT)  +11 +12 +3
Knowledge: Nature +11 (INT)  +11 +0 +0
Knowledge: Planes +26 (INT)  +11 +12 +3
Knowledge: Religion +26 (INT)  +11 +12 +3
  Perception +12 (WIS)  +0 +12 +0
  Ride +0 (DEX)  +2 +0 -2
Sense Motive +0 (WIS)  +0 +0 +0
Spellcraft* +28 (INT)  +11 +12 +5
  Stealth +0 (DEX)  +2 +0 -2
  Survival +0 (WIS)  +0 +0 +0
  Swim -3 (STR)  -1 +0 -2
  Use Magic Device* +12 (CHA)  +0 +12 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +11 (INT)  +11 +0 +0
Knowledge: Engineering +23 (INT)  +11 +9 +3
Knowledge: Geography +23 (INT)  +11 +9 +3
Knowledge: History +26 (INT)  +11 +12 +3
Knowledge: Nobility +11 (INT)  +11 +0 +0
Linguistics* +23 (INT)  +11 +9 +3
Profession: librarian +8 (WIS)  +0 +5 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
6 background rank
15 int rank
6 legendary cleric rank
12 class rank
3 FCB (L Wizard)
Feats

Mdrawback
flaw 1. Student of the Canon (cleric features based on int)
flaw 2. Empower Spell (Metamagic) [Mythic ]
Scribe Scroll: Scribe Scroll
1. Craft Wondrous Item
Cleric 2 Craft Potion
3. skill focus (spellcraft)
educated metamagic 4 selective spell
augment spells 4 Quicken Spell (Metamagic)
5 Dazing Spell (Metamagic)
7 widen spell
8 Selective spell
8 (cleric) Silent Spell
9 Heighten Spell (Metamagic)

11 initate of mystra (3.5)
12 maxamise spell

Traits

Major Drawback Clumsy

Bane: When in difficult terrain if you roll a natural 1 or 2 on any d20 check you make (attack, ability or skill check, or saving throw), you fall prone. You may not take Nimble Moves or Acrobatic Step.

Vulnerable
You are not good at defending yourself.

Effect
You take a -1 penalty to Armor Class.

Feeble
You are unathletic and uncoordinated.

Effect
You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.

Magic: Curator of Mystic Secrets
Your broad collection of lore grants unparalleled understanding of magic’s underlying principles. Twice per day when spontaneously casting a spell altered by metamagic, you can do so without increasing the spell’s casting time. For each other magic trait you have, you can use this trait’s benefit an additional time each day.

Spark of Creation
Benefit(s): You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

Sheltered
Effect: Whenever you have less than half your maximum hit points, you are shaken.

Helpless
Effect The first time per combat encounter that an ally within 30 feet falls unconscious or dies as the result of an attack, you are dazed until the end of your next turn.

Hedge Magician
Benefit: Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.

Category Basic (Magic)
Requirement(s) Dwarf
You are learned in the secret lore of the forge, rituals handed down for generations that some say come from Torag himself. Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.
social

Arcane Discovery

Arcane Buffer

Benefit: Select one type of magic item (potions, wondrous items, and so on). You gain the related item creation feat (such as Craft Wondrous Item) and create items of this type 50% faster than normal, also gaining a +6 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type. You must meet all prerequisites of this item creation feat.

Special: You may select this discovery multiple times; its effects do not stack. Each time you select this discovery, it applies to a different type of magic item.




 


Idealize

Race

Outsider (good, kitsune, native, shapechanger): Zenko are outsiders with the good, kitsune, native, and shapechanger subtypes. This racial trait replaces the normal kitsune’s type and subtypes.
Celestial Messenger (Su): A zenko has a connection to the whims of celestial beings and powerful gods; once per week, while the zenko sleeps, they can contact a powerful good-aligned being and receive a message or duty. If they know of a particular being, they can attempt to contact them (if that being is willing otherwise, the contacted being is determined by the GM. If the zenko delivers the message properly or fulfills the given duty, the next time they contact that being, they are entitled to answers as if they had used a commune spell with a caster level equal to the zenko’s character level or Wisdom modifier, whichever is higher. A zenko that repeatedly fails to deliver messages or fulfill duties may find themselves cut off from new or easy jobs when they use this ability. However, when a zenko contacts a celestial, they become aware of the zenko’s strengths and abilities. Most celestials will assign duties that befit the zenko’s standing or power. This racial trait replaces kitsune magic.
Darkvision (Ex): Zenko see perfectly in the dark up to 60 feet. (Editor's Note: Though not listed in the original source, the Outsider type always grants the darkvision ability, so I have listed it here.)
Sworn Secrecy (Ex): A zenko cannot be magically forced to reveal the details of a message or duty they have received with their celestial messenger ability, even if an effect would normally cause them to do so. This ability even protects against compulsion or dominate effects, allowing the zenko to ignore orders to reveal the secrets in question. In addition, zenko gain a +1 racial bonus on saving throws against mind-affecting effects. This racial trait replaces agile

Yokai (Su)
The kitsune gains the beastblood subtype, and their natural form is a single specific Small-sized fox; they have the ability to change shape as if by the beast shape I spell, but only to this form. The kitsune can still assume the appearance of their specific human form, but cannot take the form of a humanoid fox. Antimagic fields and effects that return the kitsune to their natural form revert them to their fox form, and effects that pierce through magical disguises (such as true seeing) reveal the kitsune’s true form. Because of telltale foxlike features (such as a poorly concealed tail or sharp fangs), a kitsune with this racial trait only gains a +5 bonus on Disguise checks to appear fully human when in their human form. However, they gain a +20 bonus on Disguise checks to appear as normal foxes when in their natural form, and do not take the normal penalty for disguising as a smaller creature when doing so. As a yokai kitsune’s natural form is a fox, they gain their racial bite attack in that form. The kitsune can speak and cast spells in their fox form, and has access to any material and focus components that are melded to their form when they transform back into a fox (though expending them will cause them to be used when the fox transforms into a human again). This racial trait alters change shape, but otherwise functions as that ability.

Yokai kitsune reach adulthood at 50 years of age, and use the the table on page 11 for their aging effects, rather than aging like a normal kitsune.

For every 100 years a yokai kitsune is alive, they grow one additional tail. This tail is purely cosmetic and does not grant them the Magical Tail feat (though one with that feat may appear older to other kitsune). A yokai kitsune who reaches 1,000 years of age ascends, body and spirit, to another plane (treat this as if they had died of old age). Normally, a kitsune can only grow a maximum of eight extra tails (if they have the Magical Tail feat, they will eventually stop growing extra tails from age once they’ve reached the limit, and further selections of that feat will replace existing tails). A kitsune who slows their aging in some way, such as through a huli jing’s devour essence ability or the timeless body class feature, will still grow additional tails as they age.

Class Features

L Cleric


Faith (Su)
A legendary cleric’s power is drawn from their faith, a deep and powerful belief in a greater power or meaning.

This may take the form of a deity or pantheon, spirits, ancestor worship, a deep reverence of nature, or any other religious or spiritual belief. A legendary cleric’s alignment must be appropriate to their religion; if they worship a deity, their alignment must be within one step of that deity’s. Otherwise, they should choose an alignment which reflects the values of their faith.

At 1st level, the cleric’s faith manifests itself in a pool of points which fuel their domain powers. The cleric’s faith pool is equal to ½ their level plus their Wisdom modifier (minimum 1). When casting a spell, they can expend 1 point of faith to increase their effective caster level by 1 or increase the DC of the spell by 1. The legendary cleric regains all expended faith when they regain spells each day.

Aura (Ex)
A legendary cleric treats their level as 5 higher when determining the strength of their alignment aura. If they worship a deity or an aligned faith, they gain a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Spellcasting
A legendary cleric casts divine spells which are drawn from the legendary cleric spell list. They cannot cast spells whose alignments oppose theirs or their faith’s. A legendary cleric must choose and prepare their spells in advance.

To prepare or cast a spell, a legendary cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a legendary cleric’s spell is 10 + the spell level + the legendary cleric’s Wisdom modifier.

Like other spellcasters, a legendary cleric can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table 1-1: Legendary Cleric Class Features. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Legendary clerics must meditate, pray, or otherwise focus to gain their spells. A legendary cleric must spend 1 hour each day in quiet contemplation or supplication to regain their daily allotment of spells. Time spent resting has no effect on whether a legendary cleric can prepare spells, but they must wait at least 24 hours to regain their spells again.

Orisons: Legendary clerics can prepare a number of orisons, or 0-level spells, each day as noted on Table 1-1: Legendary Cleric Class Features under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.


Knowledge of the Faith (Ex)
A legendary cleric automatically gains a number of ranks in Knowledge (religion) equal to their class level and may use Wisdom in place of Intelligence for Knowledge (religion) checks. In addition, they automatically succeed at any Knowledge check related to their faith, though if it isn’t about their faith specifically (for instance, a story about a different deity that theirs is involved in), they only know the parts that involve their faith.

Channel Energy (Su)
A legendary cleric can release a wave of energy by channeling the power of their faith through a divine focus, typically a holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. At 1st level, the legendary cleric must choose whether they channel positive or negative energy.

A legendary cleric who channels positive energy can choose to deal damage to undead creatures or to heal living creatures. A legendary cleric who channels negative energy can choose to deal damage to living creatures or to heal undead creatures. Channeling energy creates a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the legendary cleric. When channeling, they can select a number of targets in the area of up their Wisdom modifier. These targets are unaffected by the channel (this counts as having the Selective Channeling feat as well as 13 Charisma for the purpose of meeting prerequisites).

The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two legendary cleric levels beyond 1st. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + ½ the legendary cleric’s level + the legendary cleric’s Wisdom modifier. A legendary cleric may channel energy a number of times per day equal to 3 + their Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A legendary cleric can choose whether or not to include themselves in this effect.

Domain: Magic (SU)
Magic Sense (Sp)
You constantly benefit from detect magic. You can exclude the presence of magical auras you already know the presence and location of, such as your allies’ magic items. At 10th level, this effect becomes arcane sight instead.

L Wizard (Universalist)


Path of the Mage
A path of the diligent wizard gains the following class feature:

Spells: A path of the diligent wizard casts arcane spells drawn from the sorcerer/wizard spell list (additional wizard spells can be found here). A path of the diligent wizard must choose and prepare their spells ahead of time.

To learn, prepare, or cast a spell, the path of the diligent wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a path of the diligent wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

A path of the diligent wizard can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Wizard. In addition, they receive bonus spells per day if they have a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A path of the diligent wizard may know any number of spells. They must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their spellbook. While studying, the path of the diligent wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A path of the diligent wizard begins play with a spellbook containing all 0-level wizard spells (except those from their opposed schools, if any; see Arcane Schools) plus three 1st-level spells of their choice. The path of the diligent wizard also selects a number of additional 1st-level spells equal to their Intelligence modifier to add to the spellbook. At each new wizard level, they gain two new spells of any spell level or levels that they can cast (based on their new wizard level) for their spellbook. At any time, a path of the diligent wizard can also add spells found in other wizards’ spellbooks to their own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, they gains two spells of their choice to add to their spellbook. The two free spells must be of spell levels they can cast.

Arcane School
A wizard must choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed.

The wizard gains opposition schools based on their choice of specialization, with certain schools having more opposed schools than others:

A wizard who prepares spells from their opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of their available 3rd-level spell slots to prepare a fireball, regardless of their path. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of their opposition schools as a prerequisite.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards increase their caster level by +1 for spells of their specialty school. At 5th level and every five levels afterwards, their caster level increases by an additional +1, to a maximum of +5 to their caster level when casting spells from their speciality school at 20th level.

(Wizard Arcane Schools can be found here)

Bonded Object (spelbook)
At 1st level, a wizard must select a bonded object from the following list: orb, spellbook, or staff. Each object grants a bonus while held:

Orb: +1 insight bonus to armor class
Spellbook: +2 insight bonus to all skill checks
Staff: +1 insight bonus to all attack rolls
At 8th level and every eight levels thereafter, this bonus increases by +1, to a maximum of +3 at 16th level.

If a wizard attempts to cast a spell without their bonded object in hand, they must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level.

A wizard can add additional magic abilities to their bonded object as if they has the required Item Creation Feats regardless of their level, and an orb is treated as though it was an amulet while a spellbook is treated as a ring (this does not allow a wizard to gain the benefit of two amulets or three rings unless they would otherwise be able to, and the book or orb may be magical in its own right, such as a blessed book). The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares their spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as their bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane Discovery
Unschooled
A universalist does not select a school in which to specialize, and gains no increase to their caster level. However, they can select a single passive ability from any school, gaining it as if they had specialized in that school.

In addition, a universalist can use their educated metamagic class feature with any spell rather than requiring the spell to be from a specialty school. All spells are treated as though they were the universalist’s specialty school for the purpose of their genius insight class feature.

This ability alters the arcane school and educated metamagic class feature

Show spoiler
Passive: Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

Possessions & Property

+6 headband of vast int

Allies, Companions & Retinue

mythic 3

dual path

inspired spell

wild arcana
Throw Spell (Su)
When casting a melee touch spell, you can expend one use of mythic power to throw that spell as a ranged touch attack. The range of this thrown spell is 10 feet per tier. If the spell allows you to make multiple melee touch attacks, you may make any number of the attacks as melee touch attacks and throw the rest as you see fit.
Mythic Spellcasting (Ex)
mythic spellcasting 2x

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

RogueNek0.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed