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Elspeth (Elly) Ó'Faoláin CG
Character Name Alignment
Summoner 5
Character Level
Half-elf (Gronzi Forest raised) M
Race Size
Female 22
Gender Age
5 ft 6 in 145 lb
Height Weight
- -
Hair Eyes
Emma
Player
Desna Gronzi Forest
Deity Homeland
- 15000 XP
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
9 -1 N/A -1
Dex
Dexterity
16 +3 N/A +3
Con
Constitution
7 -2 N/A -2
Int
Intelligence
16 +3 N/A +3
Wis
Wisdom
11 +0 N/A +0
Cha
Charisma
20 +5 N/A +5
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
28
0
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
19
+5
+0
+3
Size
Natural
Deflection
Misc
+0
+1
+0
+0
Touch
14
Flat Footed
16
Flat Footed + Touch
11
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +0 +1 CON -2 +1 +0 +0
Reflex +5 +1 DEX +3 +1 +0 +0
Will +5 +4 WIS +0 +1 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+2 +3 -1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
15 10 +3 -1 +3 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
30
-
-
-
-
Languages

Abyssal
Celestrial
Common
Daemonic
Elven
Infernal
Sylvan

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
6
4
3
0
0
0
0
0
0
0
Per Day
4
2
0
0
0
0
0
0
0
Bonus
-
1
0
0
0
0
0
0
0
0
DC
16
17
0
0
0
0
0
0
0
Spell List

+ Phantom Steed (level 2)

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +3 (DEX)  +3 +0 +0
  Bluff +9 (CHA)  +5 +4 +0
  Climb -1 (STR)  -1 +0 +0
  Diplomacy +9 (CHA)  +5 +4 +0
  Disguise +5 (CHA)  +5 +0 +0
  Escape Artist +3 (DEX)  +3 +0 +0
  Fly +3 (DEX)  +3 +0 +0
  Heal +0 (WIS)  +0 +0 +0
  Intimidate +5 (CHA)  +5 +0 +0
Knowledge: Arcana +8 (INT)  +3 +2 +3
  Knowledge: Dungeoneering +3 (INT)  +3 +0 +0
  Knowledge: Local +4 (INT)  +3 +1 +0
  Knowledge: Nature +3 (INT)  +3 +0 +0
  Knowledge: Planes +5 (INT)  +3 +2 +0
  Knowledge: Religion +3 (INT)  +3 +0 +0
  Perception +0 (WIS)  +0 +0 +0
Ride +7 (DEX)  +3 +1 +3
  Sense Motive +0 (WIS)  +0 +0 +0
Spellcraft* +10 (INT)  +3 +4 +3
  Stealth +7 (DEX)  +3 +4 +0
  Survival +0 (WIS)  +0 +0 +0
  Swim -1 (STR)  -1 +0 +0
Use Magic Device* +12 (CHA)  +5 +4 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +3 (INT)  +3 +0 +0
Craft: Clothing +7 (INT)  +3 +1 +3
  Knowledge: Engineering +3 (INT)  +3 +0 +0
  Knowledge: Geography +3 (INT)  +3 +0 +0
  Knowledge: History +3 (INT)  +3 +0 +0
  Knowledge: Nobility +3 (INT)  +3 +0 +0
Linguistics* +9 (INT)  +3 +3 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Feats

Augment Summoning
Moonlight Summoning
Spell Focus (Conjuration)

Special Abilities

Cantrips
Life Link
Shield Ally
Spells
Storykin Eidolon
Summon Arcana
Summon Monster I
Summon Monster II
Summon Monster III

Traits

Arcane Training
Elf Blood
Elven Immunities
Integrated
Keen Senses
Focused Mind
Charming

WEAPONS
Name AB Critical Type Range Ammo Dmg
Mwk Quarterstaff (Silvered) +3 {20 x2} Silver bludgeoning contact none 1d6-1
Light crossbow +6 (19-20 x2} piercing 100 ft yes 1d8
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
+1 Mithral Chain Shirt+5Light armor010%10 lbs Mithral, Magic

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.

Level 0 Spells

PFSRD

Acid Splash

orb of acid


conjuration \ creation \ acid
0-level
Save: none
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: one missile of acid

Description

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.
PRPG Core Rulebook pg. 244

Arcane Mark

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.


universal \ \

Casting time: 1 standard action
Range: touch
Duration: 30 days on living creature, permanent otherwise
Effect: one personal rune or mark, all of which must fit within 1 sq. ft.

Description

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.   See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.   If an arcane mark is placed on a living being, the effect gradually fades in about a month.   Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).
PRPG Core Rulebook pg. 267

Detect Magic

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.


divination \ \

Casting time: 1 standard action
Range: 60 ft
Duration: concentration, up to 1 min./level (D)
Area: cone-shaped emanation

Description

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 eminates 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.   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\1d6 x 10 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.   (Spell or Object: [Aura power: faint], [Aura power: Moderate], [Aura power: Strong], [Aura power: 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) )
SRD

Mage Hand

5-pound telekinesis


Transmutation \ \
0-level
Save: None
SR: No

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration
Targets: one non-magical, unattended object weighing up to 5 lbs
Componenent: V, S

Description

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
PFRPG Core

Open/Close

Opens or closes small or light things.


Transmutation \ \
0-level
Save: Will negates (Object)
SR: yes (object)

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: Object weighing up to 30 lbs., or a portal that can be opened or closed
Componenent: V, S, F (A brass key)

Description

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.
SRD

Read Magic

You can decipher magical inscriptions on objects


divination \ \

Casting time: 1 standard action
Range: Personal
Duration: 10 min / level

Description

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.

Level 1 Spells

SRD

Grease

A grease spell covers a solid surface with a layer of slippery grease.


conjuration \ (creation) \
bard 1, magus 1, sorcerer/wizard 1, summoner/unchained summoner 1; Elemental School earth 1-level
Save: see text
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 min./level (D)
Targets: one object or 10-ft. square
Componenent: V, S, M (butter)

Description

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.   The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
SRD

Mage Armor


Conjuration \ creation \ Force

Casting time: 1 standard action
Range: Touch
Duration: 1 hour/level (D)
Effect: Will negates (harmless)
Targets: creature touched
Bloodline: Draconic

Description

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.   Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Advanced Player's Guide

Rejuvenate Eidolon, Lesser

Eidolon cured 1d10 damage +1/level (max +5)


Conjuration \ Healing \
1-level
Save: None
SR: No

Casting time: 1 standard action
Range: touch
Duration: instantaneous
Targets: eidolon touched
Componenent: V, S, M (a drop of your blood)

Description

By laying your hand upon an eidolon, you cause its wounds to close and its form to solidify. This spell cures 1d10 points of damage +1 point per caster level (maximum +5).
Core Rulebok

Unseen Servant

Invisible force obeys your commands.


Conjuration \ Creation \
1-level
Save: none
SR: no

Casting time: 1 standard action
Range: close
Duration: 1 hour/lvl
Effect: one invisible, mindless, shapeless servant
Componenent: V, S, M

Description

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet. The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.

Level 2 Spells

PFRPG Core

Glitterdust


Conjuration \ Creation \
2-level
Save: Will negates (blinding only)
SR: None

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Area: creatures and objects within 10-ft.-radius spread
Componenent: V, S, M (ground mica)

Description

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.   Any creature covered by the dust takes a -40 penalty on Stealth checks.
SRD

Haste

One creature/level moves faster, receives +1 on attack rolls, AC, and Ref lex saves


Transmutation \ \
3 (2)-level
Save: Fortitude negates (harmless)
SR: Yes (harmless)

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
Targets: one creature/level, no two of which can be more than 30 ft. apart
Componenent: V, S, M (a shaving of licorice root)

Description

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.   When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)   A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.   All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.

Mythic Effects

Affected creatures gain an additional move action each round. The movement speed increase changes to 50 feet, to a maximum of three times the creature’s normal speed for that movement type.   Augmented (3rd): If you expend two uses of mythic power, the movement speed increase changes to 70 feet, with no limit based on the creature’s normal speed. If an affected creature moves at least 30 feet on its turn, it can travel across liquid as if the liquid were solid. If the liquid deals damage on contact, the creature takes only half damage from moving across it.

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


Created by

You_Fool.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed