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Nisid Ninsab

CHAMPION DWARF HUMANOID PALADIN
Class
Champion 15 (Paladin)
Size
Medium
Alignment
Lawful Good
XP
Level
  1  
Hero Points
Deity
Tenukha
Death Warden Dwarf
Acolyte
20ft
+5
Str
Modifier
Strength
Score
20
+3
Dex
Modifier
Dexterity
Score
16
+5
Con
Modifier
Constitution
Score
20
+2
Int
Modifier
Intelligence
Score
14
+3
Wis
Modifier
Wisdom
Score
16
+2
Cha
Modifier
Charisma
Score
14
Total
44
Base
10
Key
5
Item
24
Prof
5
U T E M L
    +4    

 
Common, Dwarven, Terran
HP
235/235
Temp. HP
0
Total
8
Prof. Mod
5
Att. Mod (Wis)
3
Item Mod
0
U T E M L
    +4    

 
Senses
Darkvision Vision
Total
25
AC Base
10
Dex Bonus (or AC Cap)
0
Item
8
Prof
7
U T E M L
      +6  

 
Unarmored
U T E M L
      +6  

 
Light
U T E M L
      +6  

 
Medium
U T E M L
      +6  

 
Heavy
U T E M L
      +6  

 
Shield AC
+2
Hardness
13
Shield HP
0 / 0
BT
0
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 12 5 7 0 6
Reflex (DEX) 8 3 5 0 4
Will (WIS) 10 3 7 0 6
Simple Weapons
U T E M L
      +6  

 
Martial Weapons
U T E M L
      +6  

 
UnarmedMaster;
Taskhammer 1d20+28+28 3d8+11Bludgeoning 1d6Law ;
Javelin 1d20+24 1d6+11Piercing ;
Total Prof. Mod Ability Mod Item Mod Armor Mod
+3 Acrobatics (dex)   3 0
+2 Arcana (int)   2 0
+5 Athlethics (str)   5 0
+11 Crafting (int) 9 2 0
+2 Deception (cha)   2 0
+9 Diplomacy (cha) 7 2 0
+2 Intimidation (cha)   2 0
+20 Lore: scribery 17 +3 0
+3 Medicine (wis)   3 0
+3 Nature (wis)   3 0
+2 Occultism (int)   2 0
+2 Performance (cha)   2 0
+10 Religion (wis) 7 3 0
+5 Society (int) 3 2 0
+3 Stealth (dex)   3 0
+3 Survival (wis)   3 0
+6 Thievery (dex) 3 3 0
Dwarven- Unburdened Iron
Adventurer's Pack, Crowbar, Grappling Hook, Clan Dagger, 4 Javelins, Taskhammer, Sturdy Shield, Plate of Obligation
Spell Attack Roll
Total Key Prof
9 2 7
Spell DC
Total Base Key Prof
19 10 2 7
Magic Tradition
Divine
Spells Per Day
Per Day
Level 1 2 3 4 5 6 7 8 9 10
Current
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

Ancestry Feats & Abilities

Darkvision - Familiar Action
TRAIT

Description A creature with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block normal darkvision. 
Death Warden Dwarf
TRAIT

Requirements Dwarf Ancestry
Description Your ancestors have been tomb guardians for generations, and the power they cultivated to ward off necromancy has passed on to you. 
Applications If you roll a success on a saving throw against a necromancy effect, you get a critical success instead.
Unburdened Iron - Ancestry Feat 1
TRAIT

Requirements Dwarf Ancestry
Description You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. 
Applications Ignore the reduction to your Speed from any armor you wear.   In addition, any time you’re taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.  
Dwarven Doughtiness - Ancestry Feat 1
TRAIT

Requirements Dwarf Ancestry
Description You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it.
Applications At the end of your turn, reduce your frightened condition by 2 instead of 1.
Dwarven Reinforcement - Ancestry Feat 5
DWARF

Requirements Expert in Crafting

Action

By spending 1 hour working on an item, you can give it a +1 circumstance bonus to its Hardness for 24 hours. If you're a master in Crafting, the bonus is +2, and if you're legendary, the bonus is +3. You can reinforce a portion of a structure, though 1 hour usually reinforces only a door, a few windows, or another section that fits within a 10-foot cube.
Description You can use your knowledge of engineering and metalwork to temporarily strengthen thick objects and structures.
Stone Bones
DWARFREACTION


Trigger You are struck by a critical hit that deals physical damage.

Action

Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.
Description Your intractable nature can help you shrug off even the most grievous injuries.
Telluric Power - Ancestry Feat 13
DWARF


Action

When making a melee Strike against a target who is standing on the same earth or stone surface as you are, you gain a circumstance bonus to the damage roll equal to the number of weapon damage dice.
Description You channel strength from the earth beneath your feet to pummel your enemies.

Skill Feats

Student of the Canon - Skill Feat 1, General Feat 1
TRAIT

Requirements trained in Religion
Description You’ve researched many faiths enough to recognize notions about them that are unlikely to be true.
Applications If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.
Assured Identification - Skill Feat 2
TRAITSKILL FEAT 2ARCANANATUREOCCULTISMRELIGIONAPG

Description You rarely misidentify an item.
Applications When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can't identify it instead.
Magical Shorthand - General Feat 2
TRAIT

Requirements expert in Arcana, Nature, Occultism, or Religion
Description Learning spells comes easily to you. If you’re an expert in a tradition’s associated skill, you take 10 minutes per spell level to learn a spell of that tradition, rather than 1 hour per spell level. If you fail to learn the spell, you can try again after 1 week or after you gain a level, whichever comes first. If you’re a master in the tradition’s associated skill, learning a spell takes 5 minutes per spell level, and if you’re legendary, it takes 1 minute per spell level.   You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost.
Magical Crafting - Skill Feat 2
TRAITSKILL FEAT 2CRAFTING

Requirements Expert in Crafting
Description You can Craft magic items, though some have other requirements.
Applications When you select this feat, you gain formulas for four common magic items of 2nd level or lower.
Battle Prayer - Skill Feat 7
DIVINESKILLRELIGION

Requirements Master of Religion, Devotion to a Deity
Description Calling out to your deity, you recite scripture to harm a foe.
Applications When you select this feat, choose chaos, evil, good, or law. Your choice must match one of your deity’s alignment components. This action has the trait corresponding to the chosen alignment.   Attempt a Religion check against the Will DC of a foe within 30 feet. The foe is then temporarily immune to Battle Prayers from your deity for 1 day. Degrees of Performance
  • Critical Success You deal 2d6 damage of the chosen alignment type, or 6d6 damage if you have legendary proficiency in Religion.
  • Success You deal 1d6 damage of the chosen alignment type, or 3d6 damage if you have legendary proficiency in Religion.
  • Failure There is no effect.
  • Critical Failure The backlash of your foe’s will against your prayer prevents you from using Battle Prayer again for 10 minutes.
Sacred Defense - Skill Feat 7
DIVINESKILLRELIGION

Requirements Master of Religion, Devotion to a Deity
Description You call upon your deity to grant you their protective blessing.
Applications Attempt a DC 30 Religion check. If you have legendary proficiency in Religion, you can instead attempt a DC 40 Religion check to increase the temporary Hit Points you gain on a successful check to 15 (25 on a critical success). Degrees of Performance
  • Critical Success You gain 10 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.
  • Success You gain 5 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.
  • Critical Failure Your deity withholds their blessing. You cannot attempt to call to your deity again for 1 day
Inventor - Skill Feat 7
TRAITSKILL FEAT 7CRAFTING

Requirements Master in Crafting
Description You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know.
Applications This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.
Glad-Hand - Skill Feat 2, General Feat 2
TRAIT

Requirements expert in Diplomacy
Description First impressions are your strong suit. 
Applications When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
Sanctify Water - Skill Feat 7
DIVINESKILLRELIGION

Requirements Master of Religion, Devotion to a Deity
Description You imbue water with your deity’s blessing.
Applications Choose a container of water on your person that is of light Bulk. For 1 round, if you or an ally throw this container at a foe, it has the damaging effects of holy water (if you follow a good deity) or unholy water (if you follow an evil deity). The water’s transient power doesn’t make it gain any value, allow it to be used to supply the cost for a spell or ritual, and so on. If you have legendary proficiency in Religion, you can sanctify three containers held by you or allies within your reach instead of one.
Rapid Affixture - Skill Feat 7
TRAITSKILL FEAT 7CRAFT

Description You can access the fundamental abilities of any school of magic.
Applications During your daily preparations, choose one of the eight school spells gained by 1st-level specialist wizards. You can use that school spell until your next daily preparations. When you Refocus, you can choose a different school spell from among those eight school spells, replacing the previous one. Increase the number of Focus Points in your focus pool by 1.
Craft Anything - Skill Feat 15
TRAITSKILL FEAT 15CRAFT

Requirements Legendary in Craft
Description You can find ways to craft just about anything, despite restrictions.
Applications As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item’s level and proficiency requirement, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. The only exceptions are requirements that add to the item’s cost, including castings of spells that themselves have a cost, and requirements of special items such as the philosopher’s stone that have exclusive means of access and Crafting. The GM decides whether you can ignore a requirement.

General Feats

Ancestral Paragon - General Feat 3
TRAIT

Description Whether through instinct, study, or magic, you feel a deeper connection to your ancestry.
Applications You gain a 1st-level ancestry feat.

Class Feats & Abilities

Paladin's Code - Code
TRAIT

Requirements Paladin's Code
Trigger An enemy damages your ally, and both are within 15 feet of you.
Description You’re honorable, forthright, and committed to pushing back the forces of cruelty. After the tenets of good, add these tenets: • You must act with honor, never taking advantage of others, lying, or cheating. • You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.
Applications You gain the Retributive Strike champion’s reaction and the lay on hands devotion spell.
Paladin's Smite - Code
PALADIN'S CODETRAIT

Requirements Paladin's Code
Description You surround evil targets in a punishing halo.
Applications If you hit with your Retributive Strike, the target takes persistent good damage equal to your Charisma modifier.
Deific Weapon
TRAIT

Requirements Champion 1
Description You zealously bear your deity’s favored weapon.
Applications If it’s uncommon, you gain access to it. If it’s a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).
Tenet of Good - Class Feature 1
TENET

Requirements Champion 1
Description You follow a code of conduct, beginning with tenets shared by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, Torag’s champions can’t show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause). Only rules for good champions appear in this book. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren’t in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if an evil king asked you if you’re hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.  
  • You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
  • You must never knowingly harm an innocent or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future or to sacrifice your life to protect them.

Applications If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual, but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.
Tenukhast - Character Feature
DEITY

Description You are a Devotee of Tenukha, The Dwarven God of Duty.
Applications
  • Alignments- Lawful Good, Lawful Neutral, Lawful Evil, Neutral
  • Edicts- Perfect a craft or trade, carve runes, destroy undead, aid others to complete unfinished tasks.
  • Anathema- Treat graves irreverently, mistreat your tools, create undead, damage a soul.
  • Domains- Death, Duty, Earth, Glyph
  • Favored Weapon- Warhammer.
  • Favored Animal- Mole.
Shield Block
REACTION

Description Trigger While you have your shield raised, you would take damage from a physical attack.   You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Deity's Domain - Class Feat 1
COMPANION

Description You embody an aspect of your deity.
Applications Choose one of your deity’s domains . You gain the domain’s initial domain spell as a devotion spell.
Shining Oath - Class Feat 2
CHAMPIONOATH

Description You’ve sworn an oath to put the undead to rest.   Add the following tenet to your champion’s code after the other tenets:   “You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace.”  
Applications Your Retributive Strike gains a +4 circumstance bonus to damage against an undead, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an undead is 7 + your level. If you use Liberating Step triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.   You don’t consider undead to be legitimate authorities, even in nations ruled by undead.
Aura of Courage - Class Feat 4
CHAMPION

Requirements Tenet of Good
Description You stand strong in the face of danger and inspire your allies to do the same.
Applications Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 15 feet.
Loyal Warhorse - Class Feat 4
CHAMPION

Requirements Divine Ally (Steed)
Description You and your mount have grown closer, and your loyalty to each other is unbreakable.
Applications The mount you gained through the divine ally class feature is now a mature animal companion. In addition, your mount never attacks you, even if it is magically compelled to do so.
Advanced Deity's Domain - Class Feat 8
CHAMPION

Requirements Deity's Domain
Description Through your conviction, you have glimpsed the deeper secrets of your deity’s domain.
Applications You gain an advanced domain spell from the domain you chose with Deity’s Domain. You can cast that spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1.
Imposing Destrier - Class Feat 10
CHAMPIONSTEED

Requirements Loyal Warhorse
Description Under your care, your mount has realized its innate potential.
Applications The mount you gained through the divine ally class feature is now a nimble or savage animal companion. During an encounter, even if you don't use the Command an Animal action, your mount can still use 1 action on your turn to Stride or Strike.
Divine Wall - Class Feat 12
CHAMPION

Requirements Wielding Shield
Description You use your shield to harry your enemies, preventing them from stepping away from or around you.
Applications All spaces adjacent to you are difficult terrain for your enemies.
Aura of Life - Class Feat 14
CHAMPIONSHINING OATH

Requirements Shining Oath
Description Your aura protects against necromantic effects.
Applications You and all allies within 15 feet gain resistance 5 to negative energy and a +1 status bonus to saves against necromancy effects.
Divine Ally
TRAIT

Requirements Champion 1
Description Your devotion attracts a spirit of your deity's alignment.
Applications Once you choose an ally, your choice can't be changed.   The following are divine allies:  
  • Blade Ally: A spirit of battle dwells within your armaments. Select one weapon or handwraps of mighty blows when you make your daily preparations. In your hands, the item gains the effect of a property rune and you also gain the weapon's critical specialization effect. For a champion following the tenets of good, choose disrupting, ghost touch, returning, or shifting. For a champion following the tenets of evil, choose fearsome, returning, or shifting.
  • Shield Ally: A spirit of protection dwells within your shield. In your hands, the shield's Hardness increases by 2 and its HP and BT increase by half.
  • Steed Ally: You gain a young animal companion as a mount. Ordinarily, your animal companion is one that has the mount special ability, such as a horse. You can select a different animal companion (GM's discretion), but this ability doesn't grant it the mount special ability.
Weapon Expertise - Class Feature 5
Description You’ve dedicated yourself to learning the intricacies of your weapons.
Applications Your proficiency ranks for Weapons you have been trained in and unarmed attacks increase to expert.
Armor Expertise - Class Feature 7 and 13
TRAIT

Description You’ve learned how to defend yourself while wearing armor. 
Applications Your proficiency ranks for armors you are trained in and unarmored defense increase to expert.
Weapon Specialization - Class Feature 7 and 13
TRAIT

Description You’ve learned to inflict grave wounds with your practiced weapons.
Applications You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.
Champion Expertise - Class Feature 9
Description Prayers strengthen your divine power.
Applications Your proficiency ranks for your champion class DC and divine spell attack rolls and DCs increase to expert.
Juggernaut - Class Feature 7, 9, 11
TRAIT

Description Your body has become accustomed to physical hazards and resistant to pathogens and ailments.
Applications Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Lightning Reflexes - Class Feature 7, 9
TRAIT

Description Your reflexes are lightning-fast.
Applications Your proficiency rank for Reflex saves increases to expert.
Alertness - Class Feature 9, 11
TRAIT

Description You remain alert to threats around you.
Applications Your proficiency rank for Perception increases to expert.
Divine Will - Class Feature 11
TRAIT

Description Your rage makes it difficult to control you.
Applications Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Armor Mastery - Class Feature 13, 19
TRAIT

Description Your skill with Armors you are expert with with improves, increasing your ability to dodge blows.
Applications Your proficiency ranks for expert defense increase to master.
Weapon Mastery - Class Feature 13
TRAIT

Description You fully understand your weapons.
Applications Your proficiency ranks for Expert attacks increase to master.
Greater Weapon Specialization - Class Feature 15
TRAIT

Description The weapons you’ve mastered become truly fearsome in your hands.
Applications Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary. You gain a greater benefit from your instinct’s specialization ability.

Statblocks for your spells.

Innate Spells

Detect Magic - Cantrip 1
DOUBLE ACTION

Requirements somatic or verbal components
Description Area- 30-foot emanation   You send out a pulse that registers the presence of magic.
Applications You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.   You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.   Heightened (3rd) You learn the school of magic for the highest level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.   Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

Created by

JMTyranny.

System

Pathfinder 2e

Statblock Type

Character Sheet

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