Torchbearer
Torchbearer
Torchbearer
of Abel Veldwalker
Robert's Companion
Calistria
Jinin
Chaotic Good
Character Name
Player Name
Deity
Region
Alignment
Oracle 3
Changeling / Humanoid
Medium / 5 ft.
Darkvision (60
ft.)
CLASS
RACE
SIZE / FACE
HEIGHT / WEIGHT
VISION
Purple
Jet Black,
Braided
3 (2)
5000 / 9000
17
Female
EXP/NEXT LEVEL
AGE
GENDER
ABILITY NAME
STR
HP
15
+2
hit points
DEX 16
+3
armor class
Strength
Dexterity
INT
Intelligence
WIS
Wisdom
AC
+0
Constitution
12
+1
18
+4
CHA 18
HAIR
25
22
10 + 10 + 0
BASE
TOUCH
=
+3
modifier
14
FLAT
INITIATIVE
TOTAL
+3
DEX
MODIFIER
ARMOR
BONUS
BASE
SAVE
+1
+4
(dexterity)
WILL
+7
(wisdom)
ABILITY
+1
+1
+
+
+3
MAGIC
+0
+3
+4
MISC
+0
+0
+0
EPIC
+0
+0
+
+
+0
+0
+0
+
+
+0
+4
+5
+4
STAT
+2
+2
+2
SIZE
+2
+3
+2
MISC
+0
+0
+0
DISARM
SUNDER
CMB
+4
+4
+4
+4
CMD
18
18
18
TEMP
EPIC
+0
+0
To Hit
Dam
+5
+1
+5
1d6+3
1d6+2
1d6+3
HAND
Primary
18
TYPE SIZE
BULL
RUSH
OVERRUN
+4
+4
18
18
CRITICAL
REACH
20/x2
5 ft.
To Hit
Dam
-1
+1
-5
1d6+3
1d6+3
1d6+2
2W-P-(OH)
2W-P-(OL)
2W-OH
HAND
*Claw
Primary
M
DAMAGE
+5/+5
1d4+2
To Hit
2H
TYPE SIZE
HAND
*Gauntlet
1H-O
0
SPELL
RESIST
Perform (Untrained)
Profession (Courtesan)
Ride
Sense Motive
Stealth
Survival
Swim
Special Properties: deals 1d6 points of bleed damage per hit, Count as an alchemical silver weapon,
immune to all rust
1H-P
-3
ARMOR
CHECK
PENALTY
TRIP
2H
25
Arcane
Spell
Failure
1
DEFLECTION
GRAPPLE
1H-O
NATURAL
ARMOR
attack bonus
1H-P
attack bonus
CMB
0
SIZE
Acrobatics
Acrobatics (Jump)
Appraise
Bluff
Climb
Craft (Armor)
Craft (Untrained)
Craft (Weapons)
Diplomacy
Disguise
Escape Artist
Fly
Heal
Intimidate
Knowledge (Dungeoneering)
Knowledge (Planes)
Knowledge (Religion)
Perception
TEMP
attack bonus
RANGED
TOTAL SKILLPOINTS: 15
TOTAL
MELEE
3
STAT
SKILL NAME
FORTITUDE
REFLEX
MISS
CHANCE
TOTAL
(constitution)
SHIELD
BONUS
+0
MISC
MODIFIER
Light
Encumbrance
SAVING THROWS
+5
+1
+5
Off-hand
TYPE SIZE
Dam
1d3+2
1d3+1
1d3+2
SPEED
DAMAGE REDUCTION
Walk 20 ft.
+4
Charisma
Points
SUBDUAL DAMAGE
24
TOTAL
CON 10
EYES
WOUNDS/CURRENT HP
CRITICAL
REACH
20/x2
5 ft.
CRITICAL
20/x2
Insight
Sacred
KEY ABILITY
SKILL
MODIFIER
ABILITY
MODIFIER
DEX
DEX
INT
CHA
STR
INT
INT
INT
CHA
CHA
DEX
DEX
WIS
CHA
INT
INT
INT
WIS
WIS
CHA
WIS
DEX
WIS
DEX
WIS
STR
0
-4
6
4
0
5
1
6
8
4
0
0
4
4
2
6
5
4
6
4
8
0
9
0
5
-1
Profane
0
MISC
SKILLS
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
3
3
1
4
2
1
1
1
4
4
3
3
4
4
1
1
1
4
4
4
4
3
4
3
4
2
RANKS
MISC
MODIFIER
+
+
+
1
1
2
1
+
+
+
+
+
+
+
+
+
1
2
1
+
+
-3
3
3
3
-3
-3
3
3
3
-3
3
-3
-3
+
+
-3
-7
3
+
+
5 ft.
-1
+1
-3
1d3+2
1d3+2
1d3+1
2W-OH
0
Morale
REACH
Dam
2W-P-(OL)
To Hit
2W-P-(OH)
0
DODGE
*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off
hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.
ARMOR
TYPE
AC
Medium +11
MAXDEX
CHECK
SPELL FAILURE
+3
-3
25
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen v6.05.00 on Feb 16, 2015 at 11:15:44 PM
Level:3 (CR:2)
Page 1
EQUIPMENT
ITEM
LOCATION
Equipped
QTY
1
WT / COST
4 / 2,795
by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal,
Protean, or Terran.
Special Qualities
Bonus Oracle Curse Level (3x)
Claw
Full Plate +1 ( AC Bonus (Deflection)
(+1)/Mithral)
Equipped
0/0
Traits
[Paizo Inc. - Advanced
Player's Guide, p.333]
You worked in one of Calistria's temples as a sacred prostitute, and you know how to
flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks
and Diplomacy checks to gather information, and one of these skills (your choice) is
always a class skill for you.
Coincunning
[Paizo Inc. - Varisia,
Birthplace of Legend,
p.24]
Whether from working with dwarven merchants or being one yourself, you've
developed a distinctly dwarven business sense. You receive a +2 trait bonus on
Perception checks to notice coins, gems, jewelry, and valuable trade goods. You gain
a chance to notice such goods whenever you pass within 10 feet of them, whether or
not you are actively looking.
Heirloom Weapon
[Paizo Inc. - Adventurer's
Armory, p.30]
When you select this trait, choose one of the following benefits: proficiency with that
specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon,
a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
Unintentional Linguist (Celestial)
[Paizo Publishing Ultimate Campaign, p.61]
You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and
you begin play knowing one of the following languages (in addition to those granted
Feats
Additional Traits
Proficiencies
Aldori Dueling Sword, Amentum, Amentum (Javelin), Atlatl, Axe (Boarding), Axe
(Throwing), Bardiche, Battle Aspergillum, Battle Poi, Battleaxe, Bayonet, Bec
de Corbin, Bill, Blade Boot, Blowgun, Boar Spear, Boarding Pike, Brass Knife,
Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cat-O'-Nine-Tails,
Cestus, Chakram, Claw, Club, Combat Scabbard, Crossbow (Heavy), Cutlass,
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen v6.05.00 on Feb 16, 2015 at 11:15:44 PM
Level:3 (CR:2)
Page 2
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen v6.05.00 on Feb 16, 2015 at 11:15:44 PM
Level:3 (CR:2)
Page 3
Oracle Spells
LEVEL
KNOWN
PER DAY
Concentration
0
5
at will
+7
1
6
6
School
Conjuration (Creation) [Water]
Create Water
Time
1 standard action
Duration
Instantaneous
Range
Close (30 ft.)
Source
CR:p.262
spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually
contain the liquid, or in an area three times as large-possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note:
Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs
about 60 pounds. [SR:No]
Divination
1 standard action
Concentration, up to 3 minutes [D]
60 ft.
CR:p.267
Detect Magic
[V, S] TARGET: Cone-shaped emanation; EFFECT: 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. [SR:No]
Divination
1 standard action
Instantaneous
Close (30 ft.)
CR:p.268
Detect Poison
[V, S] TARGET: Or Area one creature, one object, or a 5-ft. cube; EFFECT: You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type
of poison with a DC 20 Wisdom check. A character with the Craft [alchemy] skill may try a DC 20 Craft [alchemy] check if the Wisdom check fails, or may try the Craft [alchemy]
check prior to the Wisdom check. 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. [SR:No]
Evocation [Light, WoodSchool]
1 standard action
30 minutes
Touch
CR:p.304
Light
[V, M/DF] TARGET: Object touched; EFFECT: This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional
20 feet by one step, up to normal light [darkness becomes dim light, and dim light becomes normal light]. In an area of normal or bright light, this spell has no effect. The effect is
immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous
casting is dispelled. If you make this spell permanent [through permanency or a similar effect], it does not count against this limit. Light can be used to counter or dispel any
darkness spell of equal or lower spell level. [SR:No]
Conjuration (Healing)
1 standard action
Instantaneous
Close (30 ft.)
CR:p.348
Stabilize
[V, S] TARGET: One living creature; EFFECT: Upon casting this spell, you target a living creature that has - 1 or fewer hit points. That creature is automatically stabilized and does not lose
any further hit points. If the creature later takes damage, it continues dying normally. [SR:Yes (harmless); DC:14, Will negates (harmless)]
School
Transmutation [Fire]
Burning Disarm
Time
1 standard action
Duration
Instantaneous
Range
Close (30 ft.)
Source
CEOD:p.22
[V, S] TARGET: Held metal item of one creature or 15 lbs. of unattended metal; EFFECT: Causes
a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to
drop it and take no damage, otherwise the hot metal deals 3d4 points of fire damage. [SR:Yes (object); DC:15, Reflex negates (object; see text)]
Enchantment (Compulsion) [Language-Dependent,
1 standard
Mind-Affecting]
action
1 round
Close (30 ft.)
CR:p.256
Command
[V] TARGET: One living creature; EFFECT: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following
options. Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it
provokes attacks of opportunity for this movement as normal. Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall:
On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee: On its turn, the subject
moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell
automatically fails. [SR:Yes; DC:15, Will negates]
Conjuration (Healing)
1 standard action
Instantaneous
Touch
CR:p.263
Cure Light Wounds
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level
[maximum +5]. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance,
and can attempt a Will save to take half damage. [SR:Yes (harmless); see text; DC:15, Will half (harmless); see text]
Transmutation
1 standard action
3 minutes [D]
Personal
APG:p.230
Lead Blades
[V, S] TARGET: touch; EFFECT: Melee weapons damage as if one size bigger.
Murderous Command
[V] TARGET: One living creature; EFFECT: Target is compelled to kill its ally. [SR:Yes; DC:15, Will negates]
Conjuration (Summoning)
Summon Monster I
1 round
1 round
UM:p.230
3 rounds [D]
CR:p.350
spell summons an extraplanar creature [typically an outsider, elemental, or magical beast native to another plane]. It appears
where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to
attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10-5. You choose which kind of creature
to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any
teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells
or spell-like abilities that duplicate spells with expensive material components [such as wish]. When you use a summoning spell to summon a creature with an alignment or
elemental subtype, it is a spell of that type. Creatures on Table 10-5 marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if
you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless
of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment. [Table Not Included] [SR:No]
* =Domain/Speciality Spell
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen v6.05.00 on Feb 16, 2015 at 11:15:44 PM
Level:3 (CR:2)
Page 4
17
AGE
Female
GENDER
Chaotic Good
ALIGNMENT
Ambidextrous
DOMINANT HAND
5' 4"
HEIGHT
120 lbs.
WEIGHT
Purple
EYE COLOUR
Pale
SKIN COLOUR
,
PERSONALITY TRAITS
INTERESTS
,
SPOKEN STYLE / CATCH PHRASE
RESIDENCE
LOCATION
Jinin
REGION
Calistria
DEITY
Humanoid
Race Type
Race Sub Type
Description:
Biography:
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen v6.05.00 on Feb 16, 2015 at 11:15:44 PM
Level:3 (CR:2)
Page 5