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Bloodrager Character Sheet

This document summarizes the character sheet of a level 20 human bloodrager. In 3 sentences: The bloodrager has high strength, constitution, and charisma scores which fuel powerful melee attacks and intimidating presence. They possess 340 hit points and powerful rage abilities. Their skills focus on physical feats like climbing and intimidation as well as knowledge of arcana.
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0% found this document useful (0 votes)
239 views14 pages

Bloodrager Character Sheet

This document summarizes the character sheet of a level 20 human bloodrager. In 3 sentences: The bloodrager has high strength, constitution, and charisma scores which fuel powerful melee attacks and intimidating presence. They possess 340 hit points and powerful rage abilities. Their skills focus on physical feats like climbing and intimidation as well as knowledge of arcana.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Bloodrager Neutral

Character Name Alignment Player

Bloodrager (20) 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
340 Movement
STR
Strength
32 +11 Total nonlethal Damage

40 ft. 8 sq. 30 ft. 6 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
24 +7
Wounds / Current HP

CON 28 +9 Initative 13 7 6 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT 14 +2 Damage
Intelligence
Reduction 5/- Skill Names Total Abilit Ranks Misc

x Acrobatics 22 =DEX 7 + 15 +0
WIS 18 +4
Wisdom Rage Appraise 2 =INT 2 +0 +0

CHA
x Artistry 2 =INT 2 +0 +0
Charisma
24 +7 Power 2
Bluff 7 =CHA 7 +0 +0
x Climb 24 =STR 11 + 10 +3
AC
Armor Class
34 =10+ 11 + 0 + 3 + 0 + 5 + 5 + 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 18 Flat Footed AC 31
x Craft (c) 2 =INT 2 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 7 =CHA 7 +0 +0
FortitudeConstitution
28 = 12 + 9 + 5 + 2 + Disable Device* =DEX + +
Disguise 7 =CHA 7 +0 +0
Reflex 19 = 6 + 7 + 5 + 1 +
Dexterity
Escape Artist 4 =DEX 7 +0 + -3

Will 18 = 6 + 4 + 5 + 3 +
Fly 4 =DEX 7 +0 + -3
Wisdom
x Handle Animal 20 =CHA 7 + 10 +3
Spell Energy Heal 4 =WIS 4 +0 +0
B.A.B. 20 Resistance Resistance
x Intimidate 25 =CHA 7 + 15 +3
CMB 31 = 20 + 11 + 0 + 0 x Knowledge (arcana) 20 =INT 2 + 15 +3
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 53 =10+ 20 + 11 + 7 + 0 + 5 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon
Knowledge (history)* =INT + +
(Power Attack) Greatsword +5 Knowledge (local)* =INT + +
Critical Type Range Ammo
Knowledge (nature)* =INT + +
17-20/x2 S Knowledge (nobility)* =INT + +
Attack Damage
Knowledge (planes)* =INT + +
+30/+25/+20/+15 2d6+39
Knowledge (religion)* =INT + +
Weapon Linguistics* =INT + +
(Power Attack) Guisarme +5 x Lore* =INT + +
Critical Type Range Ammo x Perception 27 =WIS 4 + 20 +3
20/x3 S Perform (a) 7 =CHA 7 +0 +0
Attack Damage
Perform (b) 7 =CHA 7 +0 +0
+30/+25/+20/+15 2d4+39 Profession (a)* =WIS + +
Weapon Profession (b)* =WIS + +
x Ride 17 =DEX 7 + 10 +0
Critical Type Range Ammo Sense Motive 4 =WIS 4 +0 +0
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft 25 =INT 2 + 20 +3
Stealth 4 =DEX 7 +0 + -3

Weapon
x Survival 22 =WIS 4 + 15 +3
x Swim 21 =STR 11 + 10 +0

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


X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo

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

Agile breastplate +5 11 Armor -3 25% 25 lbs.

Totals 11 -3 25% 25 lbs.

Feats Bloodlines Equipment Qty. lbs. Head Qty. lbs.

Arcane Strike Aberrant


Armor Proficiency, Light Other Specials
Headband Qty. lbs.

Armor Proficiency, Medium Aberrant Form


Blooded Arcane Strike Aberrant Fortitude
Combat Reflexes Aberrant Resistance Eyes Qty. lbs.

Eschew Materials Abnormal Reach


Furious Finish Blood Casting
Shoulders Qty. lbs.
Great Fortitude Blood Sanctuary
Greater Vital Strike Bloodrage Cloak of resistance +5 1
Improved Critical: Greatsword Damage Reduction (Bloodrager) 5/-
Neck Qty. lbs.
Improved Initiative Eschew Materials
Improved Unarmed Strike Fast Movement Amulet of natural armor +5 1
Improved Vital Strike Greater Bloodrage
Chest Qty. lbs.
Iron Will Improved Uncanny Dodge
Power Attack Indomitable Will
Raging Brutality Mighty Bloodrage Body Qty. lbs.

Raging Vitality Staggering Strike


Shield Proficiency Tireless Bloodrage
Vital Strike Uncanny Dodge Belt Qty. lbs.

Weapon Proficiency, Martial(all) Unusual Anatomy


Weapon Proficiency, Simple
Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Ring of Protection +5 1

Play Notes

Racial Traits

Background Traits

Reactionary
Indomitable Faith
Finding Your Kin
Deft Dodger

Light 692 lbs. or less Lift Over 2080 lbs.


Load Head PP 0 Experience Points
GP 0
Medium 696-1384 lbs. Lift Off 4160 lbs.
Load Ground
SP 0 Next Level
Heavy 1388-2080 lbs. Drag or 10400 lbs. CP 0
Load Push
Bloodrager Spell Book

Spell Level 1 2 3 4

Spells per day (adjusted) 4 (6) 4 (6) 3 (5) 2 (3)

Spontaneous Caster Spell Use Tracker

Level 1

Level 2

Level 3

Level 4

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

Blade Lash Transmutation instantaneous; 1 standard action touch none no 18

Long Arm Transmutation 1 minute/level (D); 1 standard action personal 18

Shield Abjuration 1 min./level; 1 standard action personal 18

Stone Shield Conjuration 1 round; 1 immediate action 0 ft. none no 18

True Strike Divination see text; 1 standard action personal 18

Windy Escape Transmutation instantaneous; 1 immediate action personal 18

Bonus Enlarge Person Transmutation 1 min./level (D); 1 round close (25 ft. + 5 ft./2 levels) Fortitude yes 18

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

Brow Gasher Necromancy 1 round/level or until 1 standard action touch one slashing melee Will negates yes 19

Bullet Shield Abjuration 10 minutes/level (D); 1 standard action touch Will negates yes 19

Ghoul touch Necromancy 1d6+2 rounds; 1 standard action touch Fortitude yes 19

Glitterdust Conjuration 1 round/level; 1 standard action medium (100 ft. + 10 ft./level) Will negates no 19

Mirror Image Illusion 1 min./level; 1 standard action personal 19

Resist Energy Abjuration 10 min./level; 1 standard action touch Fortitude yes 19

Bonus See Invisibility Divination 10 min./level; 1 standard action personal 19

Known Spell Level 3 School Duration Cast time Range/Area Save SR DC

Countless Eyes Transmutation 1 hour/level; 1 standard action touch Will negates yes 20

Fireball Evocation instantaneous; 1 standard action long (400 ft. + 40 ft./level) 20- Reflex half yes 20

Fly Transmutation 1 min./level; 1 standard action touch Will negates yes 20

Haste Transmutation 1 round/level; 1 standard action close (25 ft. + 5 ft./2 levels) Fortitude yes 20

Heroism Enchantment 10 min./level; 1 standard action touch Will negates yes 20

Phantom Steed Conjuration 1 hour/level (D); 10 minutes 0 ft. none no 20

Bonus Displacement Illusion 1 round/level; 1 standard action touch Will negates yes 20

Known Spell Level 4 School Duration Cast time Range/Area Save SR DC

Absorbing Inhalation Transmutation 1 round/level; see text; 1 standard action close (25 ft. + 5 ft./2 levels) see text no 21

Enervation Necromancy instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) none yes 21

False Life, Greater Necromancy 1 hour/level or until 1 standard action personal 21

Monstrous Physique II Transmutation 1 minute/level (D); 1 standard action personal 21

Shocking Image Illusion 1 minute/level; 1 standard action personal none see 21

Bonus Black Tentacles Conjuration 1 round/level (D); 1 standard action medium (100 ft. + 10 ft./level) none no 21
Spell Descriptions (A-Z)
ABSORBING INHALATION

School: Transmutation
Level: alchemist 4, druid 4, sorcerer/wizard 4, bloodrager 4
Descriptor: air
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one cloud-like effect, up to one 10-ft. cube/level
Duration: 1 round/level; see text;
Saving Throw: see text
Spell Resistance: no
You grant your lungs inhuman strength and capacity, allowing you to harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-
like effect. If the targeted cloud is a magical effect, you must succeed at a caster level check (DC 11 + the effect's caster level) to inhale it. Inhaling
the cloud removes it from the area, leaving normal air in its place. If the cloud is too large for you to affect with a single casting of this spell, you
may instead inhale a portion of the cloud, but you must inhale the portion of the cloud closest to you. This spell has no effect on gaseous creatures.
It can only affect an instantaneous-duration cloud (such as a breath weapon) if you ready an action to cast the spell in response. While inhaled, the
cloud does not harm you. You may keep the cloud harmlessly contained within you for up to 1 round per level, but you must hold your breath to do
so (even if you do not normally have to breathe). If the cloud has a duration, the time the cloud is contained within you counts toward that
duration. As a standard action, you may release the stored cloud as a breath weapon, filling a 60-foot cone (or the cloud's original area, if smaller
than a 60-foot cone). Any creature in the breath's area is subject to its normal effects, making saving throws and spell resistance checks as
appropriate against the cloud's original DC. The exhaled cloud resumes its duration, if any. Exhaling the stored cloud ends this spell. If you do not
exhale the cloud before this spell's duration expires, you suffer the cloud's effects and automatically fail any saving throw to resist it.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Race Guide Copyright 2012, Paizo Publishing, LLC

BLACK TENTACLES

School: Conjuration (creation)


Level: sorcerer/wizard 4, witch 4, summoner 3, magus 4, bloodrager 4, psychic 4, spiritualist 4
Casting time: 1 standard action
Components: V, S, M (octopus or squid tentacle)
Range: medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D);
Saving Throw: none
Spell Resistance: no
This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area. Every creature
within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round
that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of
opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to
their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect. If
the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move
without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a
+5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles
succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is
equal to 10 + its CMB. The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is
considered difficult terrain while the tentacles last.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

BLADE LASH

School: Transmutation
Level: bloodrager 1, magus 1
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: your melee weapon
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
Your weapon elongates and becomes whiplike. As part of casting this spell, you can use this weapon to attempt a trip combat maneuver against one
creature within 20 feet, and you gain a +10 bonus on your roll, after which the weapon returns to its previous form.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc

BROW GASHER

School: Necromancy
Level: inquisitor 2, magus 2, ranger 2, sorcerer/wizard 2, bloodrager 2, occultist 2
Casting time: 1 standard action
Components: V, S
Range: touch
Area: one slashing melee weapon touched
Duration: 1 round/level or until discharged;
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
You imbue a slashing melee weapon with the ability to deal a gruesome head wound. When the target weapon hits a living creature, in addition to
the normal effects of that hit, the wielder can discharge this spell as a free action to open a gash on the target's forehead that deals bleed damage
equal to half your caster level. At the start of each of the target's turns, when it takes bleed damage, it also takes a cumulative -1 penalty on all
attack rolls. When that penalty reaches -3, the target also treats all targets as having concealment (20% miss chance). When the penalty reaches -5,
the target is blinded. Stopping the bleed damage ends the effects this spell imposes on the bleeding creature. A target that is immune to bleed
damage is also immune to all this spell's effects.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

BULLET SHIELD

School: Abjuration
Level: alchemist 2, sorcerer/wizard 2, bloodrager 2, occultist 2, psychic 2
Casting time: 1 standard action
Components: V, S, M (a bullet)
Range: touch
Targets: creature touched
Duration: 10 minutes/level (D);
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The warded creature gains a +4 deflection bonus to AC against firearm and ranged attacks, with an additional +1 to the bonus for every five caster
levels you have (to a maximum of +8 at 20th level). Though the spell is called bullet shield, it also grants this protection from attacks made from
firearms with the scatter weapon quality.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

COUNTLESS EYES

School: Transmutation
Level: alchemist 3, inquisitor 3, sorcerer/wizard 3, witch 3, bloodrager 3, occultist 3, psychic 3
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: 1 hour/level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The target sprouts extra eyes all over its body, including on the back of its head. It gains all-around vision (Bestiary 2 294) and cannot be flanked.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC

DISPLACEMENT

School: Illusion (glamer)


Level: bard 3, sorcerer/wizard 3, alchemist 3, summoner 3, magus 3, occultist 3, psychic 3, mesmerist 3, spiritualist 3
Casting time: 1 standard action
Components: V, M (a small loop of leather)
Range: touch
Targets: creature touched
Duration: 1 round/level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total
concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its
true location and negates the miss chance.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

ENERVATION

School: Necromancy
Level: sorcerer/wizard 4, witch 4, bloodrager 4, mesmerist 4, spiritualist 4
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray of negative energy
Duration: instantaneous;
Saving Throw: none
Spell Resistance: yes
You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged
touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels (see Appendix 1). Negative levels stack. Assuming the subject survives,
it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming
permanent, but the negative levels from enervation don't last long enough to do so. An undead creature struck by the ray gains 1d4 x 5 temporary
hit points for 1 hour.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

ENLARGE PERSON

School: Transmutation
Level: sorcerer/wizard 1, alchemist 1, summoner 1, witch 1, magus 1, bloodrager 1, occultist 1, psychic 1
Casting time: 1 round
Components: V, S, M (powdered iron)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one humanoid creature
Duration: 1 min./level (D);
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's
size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty
on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10
feet. This spell does not change the target's speed. If insufficient room is available for the desired growth, the creature attains the maximum
possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without
harm by the materials enclosing it-the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is
similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see page 145). Other magical properties are not affected by
this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal
size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack. Enlarge person counters and dispels reduce person. Enlarge person can be made
permanent with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

FALSE LIFE, GREATER

School: Necromancy
Level: alchemist 4, sorcerer/wizard 4, witch 4, bloodrager 4, shaman 4, occultist 4, psychic 4, mesmerist 3, spiritualist 4
Casting time: 1 standard action
Components: V, S, M (a drop of blood)
Range: personal
Targets: you
Duration: 1 hour/level or until discharged; see text;
This spell functions as false life, except you gain temporary hit points equal to 2d10 + 1 point per caster level (maximum +20). The effects of this
spell do not stack with those of false life.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC

FIREBALL

School: Evocation
Level: sorcerer/wizard 3, magus 3, bloodrager 3, occultist 3
Descriptor: fire
Casting time: 1 standard action
Components: V, S, M (a ball of bat guano and sulfur)
Range: long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: instantaneous;
Saving Throw: Reflex half
Spell Resistance: yes
A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum
10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger
and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless
it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact
results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening
with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages
objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing
barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any
other spell effect does.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

FLY

School: Transmutation
Level: sorcerer/wizard 3, alchemist 3, summoner 3, witch 3, magus 3, bloodrager 3, shaman 3, occultist 3, psychic 3, spiritualist 3
Casting time: 1 standard action
Components: V, S, F (a wing feather)
Range: touch
Targets: creature touched
Duration: 1 min./level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half
speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the
subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum
load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level. Should the spell duration expire while the
subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of
time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it,
the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

GHOUL TOUCH

School: Necromancy
Level: sorcerer/wizard 2, bloodrager 2, spiritualist 2
Casting time: 1 standard action
Components: V, S, M (cloth from a ghoul or earth from a ghoul's lair)
Range: touch
Targets: living humanoid touched
Duration: 1d6+2 rounds;
Saving Throw: Fortitude negates
Spell Resistance: yes
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee
touch attack. A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened
(Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the
stench. This is a poison effect.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

GLITTERDUST

School: Conjuration (creation)


Level: bard 2, sorcerer/wizard 2, summoner 2, witch 2, magus 2, bloodrager 2, occultist 2, mesmerist 2
Casting time: 1 standard action
Components: V, S, M (ground mica)
Range: medium (100 ft. + 10 ft./level)
Area: creatures and objects within 10-ft.-radius spread
Duration: 1 round/level;
Saving Throw: Will negates (blinding only)
Spell Resistance: no
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

HASTE

School: Transmutation
Level: alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 2, bloodrager 3, occultist 3, psychic 3, spiritualist 3
Casting time: 1 standard action
Components: V, S, M (a shaving of licorice root)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

HEROISM

School: Enchantment (compulsion)


Level: bard 2, sorcerer/wizard 3, alchemist 3, summoner 3, witch 3, inquisitor 3, bloodrager 3, psychic 3, spiritualist 3
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: 10 min./level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill
checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

LONG ARM

School: Transmutation
Level: alchemist 1, bloodrager 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1, psychic 1
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 minute/level (D);
Your arms temporarily grow in length, increasing your reach with those limbs by 5 feet.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc

MIRROR IMAGE
School: Illusion (figment)
Level: bard 2, sorcerer/wizard 2, magus 2, bloodrager 2, occultist 2, psychic 2, mesmerist 2
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 min./level;
This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and
attack you. When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images
remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a
spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see
whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is
destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack
roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a
figment. An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the
normal miss chances still apply).
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

MONSTROUS PHYSIQUE II

School: Transmutation (polymorph)


Level: alchemist 4, magus 4, sorcerer/wizard 4, bloodrager 4
Casting time: 1 standard action
Components: V, S, M (a piece of the creature whose form you plan to assume)
Range: personal
Targets: you
Duration: 1 minute/level (D);
This spell functions as monstrous physique I, except it also allows you to assume the form of a Tiny or Large creature of the monstrous humanoid
type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60
feet, darkvision 60 feet, low-light vision, scent, freeze, grab, leap attack, mimicry, pounce, sound mimicry, speak with sharks, and trip. If the creature
has the undersized weapons special quality, you gain that quality. Tiny monstrous humanoid: If the form you take is that of a Tiny monstrous
humanoid, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus. Large monstrous humanoid: If
the form you take is that of a Large monstrous humanoid, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural
armor bonus.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC

PHANTOM STEED

School: Conjuration (creation)


Level: bard 3, sorcerer/wizard 3, summoner 2, magus 3, bloodrager 3, occultist 3, spiritualist 2
Casting time: 10 minutes
Components: V, S
Range: 0 ft.
Effect: one quasi-real, horselike creature
Duration: 1 hour/level (D);
Saving Throw: none
Spell Resistance: no
You conjure a Large, quasi-real, horselike creature (the exact coloration can be customized as you wish). It can be ridden only by you or by the one
person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored,
insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack
it. The mount is AC 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points + 1 hit point per caster level. If it loses all its hit points, the phantom steed
disappears. A phantom steed has a speed of 20 feet per two caster levels, to a maximum of 100 feet at 10th level. It can bear its rider's weight plus
up to 10 pounds per caster level. These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower
caster levels. 8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. 10th Level: The
mount can use water walk at will (as the spell, no action required to activate this ability). 12th Level: The mount can use air walk at will (as the spell,
no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground. 14th Level: The mount can fly at its speed
with a bonus on Fly skill checks equal to your caster level.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

RESIST ENERGY

School: Abjuration
Level: alchemist 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger 1, sorcerer/wizard 2, summoner 2, bloodrager 2, shaman 2, occultist 2,
psychic 2, spiritualist 2
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: creature touched
Duration: 10 min./level;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or
sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether
from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy
resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as
well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Resist energy overlaps (and does not stack with)
protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is
exhausted.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SEE INVISIBILITY
School: Divination
Level: bard 3, sorcerer/wizard 2, alchemist 2, summoner 2, witch 2, inquisitor 2, bloodrager 2, occultist 2, psychic 2, mesmerist 3, spiritualist 2
Casting time: 1 standard action
Components: V, S, M (talc and powdered silver)
Range: personal
Targets: you
Duration: 10 min./level;
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible.
Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal
creatures. The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects.
It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see. See invisibility can be made permanent with a permanency
spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SHIELD

School: Abjuration
Level: sorcerer/wizard 1, alchemist 1, summoner 1, magus 1, bloodrager 1, occultist 1, psychic 1, spiritualist 1
Descriptor: force
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 min./level;
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4
shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane
spell failure chance.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SHOCKING IMAGE

School: Illusion (figment)


Level: bard 4, sorcerer/wizard 4, bloodrager 4, occultist 4, mesmerist 4
Descriptor: electricity
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 minute/level;
Saving Throw: none
Spell Resistance: see text
This spell works like mirror image, except the illusory doubles it creates discharge an electric shock when destroyed. An opponent that uses a melee
attack to destroy one of your images takes 2d6 points of electricity damage. You must overcome a target's spell resistance the first time you deal
this electricity damage to it. Failure renders the target immune to damage from this spell.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

STONE SHIELD

School: Conjuration (creation)


Level: cleric/oracle 1, druid 1, magus 2, sorcerer/wizard 1, summoner 1
Descriptor: earth
Casting time: 1 immediate action
Components: V, S, DF
Range: 0 ft.
Effect: stone wall whose area is one 5-ft. square
Duration: 1 round;
Saving Throw: none
Spell Resistance: no
A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice. The stone shield provides
you with cover from that enemy (Core Rulebook 195) until the beginning of your next turn, granting you a +4 bonus to Armor Class and a +2 bonus
on Reflex saving throws. If the opponent's attack misses you by 4 or less, the attack strikes the shield instead. The stone shield has hardness 8 and
15 hit points. If the shield is destroyed, the spell ends and the shield crumbles away into nothingness. Spells and effects that damage an area deal
damage to the shield. You cannot use this spell if you are not adjacent to a large area of earth or stone such as the ground or a wall. At 4th level, a
qinggong monk (Ultimate Magic) may select this spell as a ki power costing 1 ki point to activate.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Race Guide Copyright 2012, Paizo Publishing, LLC

TRUE STRIKE

School: Divination
Level: sorcerer/wizard 1, alchemist 1, inquisitor 1, magus 1, bloodrager 1, psychic 1
Casting time: 1 standard action
Components: V, F (small wooden replica of an archery target)
Range: personal
Targets: you
Duration: see text;
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of
the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed
target.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
WINDY ESCAPE

School: Transmutation
Level: bard 1, druid 1, magus 1, sorcerer/wizard 1, bloodrager 1
Descriptor: air
Casting time: 1 immediate action
Components: V, S
Range: personal
Targets: you
Duration: instantaneous;
You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you. You gain DR 10/magic
against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack. You cannot use windy escape against an
attack of opportunity you provoked by casting a spell, using a spell-like ability, or using any other magical ability that provokes an attack of
opportunity when used.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Race Guide Copyright 2012, Paizo Publishing, LLC

Open Game License and Copyright details available at: https://pathbuilder2e.com/legacy/license.html


FEATS

ARCANE STRIKE

Requirements: Ability to cast arcane spells.


As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1
damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you
possess, this bonus increases by +1, to a maximum of +5 at 20th level.
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

BLOODED ARCANE STRIKE

Requirements: Arcane Strike, ability to cast arcane spells, bloodrage class feature.
While you are bloodraging, you don't need to spend a swift action to use your Arcane Strike-it is always in effect. When
you use this ability with Vital Strike, Improved Vital Strike, or Greater Vital Strike, the bonus on damage rolls for Arcane
Strike is multiplied by the number of times (two, three, or four) you roll damage dice for one of those feats.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc

COMBAT REFLEXES

Requirements: None
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you
may also make attacks of opportunity while flat-footed.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

ESCHEW MATERIALS

Requirements: None
You can cast any spell with a material component costing 1 gp or less without needing that component. the casting of
the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than
1 gp, you must have the material component on hand to cast the spell, as normal.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

FURIOUS FINISH

Requirements: Rage class feature, Vital Strike, base attack bonus +6.
While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage
equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued
(even if you would not normally be).
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

GREAT FORTITUDE

Requirements: None
You get a +2 bonus on all Fortitude saving throws.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
GREATER VITAL STRIKE

Requirements: Improved Vital Strike, Vital Strike, base attack bonus +16.
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 four times and add the results together before adding bonuses
from Strength, weapon abilities (such as flaming), precision-based damage (such as sneak attack), 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

IMPROVED CRITICAL

Requirements: Proficient with weapon, base attack bonus +8.


When using the weapon you selected, your threat range is doubled.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

IMPROVED INITIATIVE

Requirements: None
You get a +4 bonus on initiative checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

IMPROVED UNARMED STRIKE

Requirements: None
You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes
while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

IMPROVED VITAL STRIKE

Requirements: Vital Strike, base attack bonus +11.


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 three times 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

IRON WILL

Requirements: None
You get a +2 bonus on all Will saving throws.
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

RAGING BRUTALITY

Requirements: Str 13, rage class feature, Power Attack, base attack bonus +12.
While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your
Constitution bonus on damage rolls for melee attacks or thrown weapon attacks you make on your turn. If you are using
the weapon two-handed, instead add 1-1/2 times your Constitution bonus. This bonus damage is not multiplied on a
critical hit.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

RAGING VITALITY

Requirements: Con 15, rage class feature.


Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you
become unconscious. While unconscious you must still expend rounds of rage per day each round.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, 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

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 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: https://pathbuilder2e.com/legacy/license.html


Description
A PFRPG character build.

Notes
Custom skill points added to build

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