Desmond Crestflaw (PDF)




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Title: Pathfinder Character Sheet
Author: Wayne F. Patnode II

This PDF 1.6 document has been generated by Adobe Illustrator CS4 / Adobe PDF library 9.00, and has been sent on pdf-archive.com on 09/01/2017 at 20:33, from IP address 81.108.x.x. The current document download page has been viewed 344 times.
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Options

1

INT

10

0

WIS

22

CHA

12

6
1

EV
IL

✔ 1 AA Cleric

2

Hit Die

d 8

Level

7

d
d

2
3
4

Effective
Character
Level

d

SKILLS
*Armor Check Penalty Applies

Acrobatics*

6
n/a

SURVIVAL

0

Traits:

4

Pact Servant: You may treat Asmodeus as a neutral deity for the

Climb*

-3

purposes of determining your own alignment.

Diplomacy

1

Birthmark: Holy symbol birthmark, +2 to will vs charm+comp. Disable Device*

n/a

Feats:

Disguise

3

1st: Toughness (+7hp)

EscapeArtist*

0
0

2nd: Improved Familiar (Imp)

Fly*
Handle Animal

7th: Evolved familiar, imp has reach of 5 instead of 0.

Heal

Languages: Common, Tengu, Infernal, Abyssal,

n/a

11
+ Size
diff x4

Intimidate

1

Linguistics

9

Perception

8

Ride*

0

Sense Motive

6

Sleight of Hand*

n/a

Spellcraft

n/a

Stealth*

0

Survival
Track

Trained

Swim*

-3

Use Magical Device

n/a

Knowledge: Arcana

n/a

Knowledge: Dungeoneering

n/a

Knowledge: Religion

Class
Skills
+3

2
DEX
0
INT
1
CHA
-1
STR
1
CHA
2
DEX
1
CHA
2
DEX
2
DEX
1
CHA
6
WIS
1
CHA
0
INT
6
WIS
2
DEX
6
WIS
2
DEX
0
INT
2
DEX
6
WIS

0

Bluff

3rd: Warrior Priest: +1 initiative, +2 concentration checks.

Ranks Used:

Usable Skill
Untrained Bonus

Appraise

Gifted Linguist: +4 to linguistics checks

7

51,000

+ 1/2 cleric level to Profession Barrister (can be used for diplo and bluff)

Deft Sword: +2 to CMD when using swords

Skill Ranks

Next Level:

Gain Viper Familiar (+3 to bluff)

Sword Trained: Proficient with all sword-like weapons

Hit Points

Notes:

EXPERIENCE

Trickery Domain:

Race traits:

Favored class bonuses:

Current: Medium

Asmodean Advocate Cleric: only 1 domain, must be trickery

Race: Tengu (+2 Dex, +2 Wis, -2 Con)

VISION
■ Normal
■ Low-Light
Dark Vision:

7

+ CON
+ INT
per level per level

Favored class
+1 hp or skill rank per level

FEATS & SPECIAL ABILITIES

LANGUAGES

Level
Adjustment

7

Knowledge: Nature

n/a

Knowledge: The Planes

n/a

Ranks

21 / 21
Misc.



3


2



2



2

4

2




6

-1
STR
1
CHA
0
INT
0
INT
0
INT
0
INT
0
INT

Profession - WIS

12

Skill
Ranks

CLASSES





Knowledge - INT

CON

Player

4



Perform - CHA

2

Size

0

Knowledge: History

INT

n/a

0



Knowledge: Nobility

INT

n/a

0



Knowledge: Local

INT

8

0



5

Profession: Barrister

WIS

16

6



4

3

Other skills: Craft - INT

14

Campaign

Temp
Modifier

MALE

G

DEX

Race

FEMALE

-1

L

8

Desmond Crestflaw
Size
Tengu
Medium

FU
W

STR

Temp
Score

C
TI
O

Modifier

A

Score

H

ABILITIES

C

CHARACTER SHEET v2.6.2

CHARACTER

Name

LA

O
O
D

Bad-Ass Bandanna Studios presents:

6

Dodge
Bonus

12

Touch

Unarmed Strike

(Wis)

4 11

Ability
Mod.

1

2

6

Base Save
Bonus

5

2

5

1st

2nd

11 /

/
/
/
/
/
/

Damage Reduction/
Energy Resistance

Uncanny
Dodge

Will

(Dex)

(Con)

Total

Deflect.
Bonus

Armor
Bonus

9

Natural
Armor

Size
Mod.

0
Reflex

Dex
Mod.

2

Fortitude

Str
Mod.

-1

FlatFooted

Bastard Sword

Misc.
CMD

16

19

19

Misc.
AC

21

WEAPONS

C.M.D.

Modified
Attacks

AMMUNITION

3rd

/
/
/
/
/
/
/

4th

/
/
/
/
/
/
/

5th

/
/
/
/
/
/
/

Attack
Bonus

Damage

Improved
Evasion

Defensive
Combat Training

Trap
Sense

Sq. Feet

20

20

30

-10

4

6

1

Class

Misc.

Temp.

Misc.

x2

Deals Lethal
Damage

Quantity

Ea.
(Lbs.)

Wand Name

#

#

COMBAT ABILITIES
A
DESCRIPTIONS
Temp.

Slow &
Steady
Feet

Fly

Multiplier 1 rd.(ft) 1 min.(ft) 1 hr. (mi) 1 day (mi)

x1

20

200

2

Hustle

x2

40

400

4

Run

x3

60

600

16

Burrow
Climb
Swim

COMBAT ABILITIES
Name

5th

19-20

Details

SPEED
Base

Walk

0

Critical

4th

Wand Name

Total

(normal)

+7

Details

Spell Resistance

Current

4

1d10

/ / / /

Misc.

Evasion
Endurance

7

3rd

/ / /

Weight
(Lbs.)

No
Shield

0

2nd

5 /

Ranged

DEFENSES
Including
Shield

-1

1st

Increment
(Ft.)

(Str)

0

CHARGES

C.M.B.

-1
2

CHARGES

(Dex)

Temp.

Unconscious

/ / /
/ / /
4 / / / /

(Str)

Ranged

BASE
ATTACK BONUS

Light, 1H,
or 2H

Stable

5th

4 /
7 /

Melee

Misc.

4th

Type

Dying

2

3rd

Damage
Bonus

Nonlethal Damage

2nd

Weapon
Damage

2

Attacks
1st

Dex
Mod.

Size
Mod.

INITIATIVE

42

Finesse

Current

Temp.
Max

Attack
Bonus

Max.

HP
Hit Points

Ability
Mod.

COMBAT
A & ATTACKS

HEALTH

Uses Per Day

Melee: +1 Guided Bastard Sword: +12 to hit / 1d10 + 7 damage
(BAB +5, Wis + 6, enchanted weapon +1)
Wand of Searing Light: (25 charges, tally here)
140ft ranged touch attack
3d8 vs normal
7d6 vs undead
7d8 vs light vulnerable creatures
3d6 vs constructs
Trickery Domain Ability: Copycat 9/day
Move action to create 1 mirror image of self (as per mirror image)
lasts 7 rounds. If targetted, roll randomly to determine if figment or
self is hit.

METAMAGIC

+Lvl

EFFECTS

INVENTORY

WORN CLOTHING & EQUIPMENT
Bag# Weight

Headband

+1 Spell Storing Agile Breastplate

0

4,550g

0

MW Steel Shield 170g

0

Wand of Searing light (25 charges)

0

4500g

0

Authoritative Vestements 450g

0

Muleback Cords 1000g

0

495g left over

0

1

Face / Eyes

(Goggles, lenses, masks, spectacles,
third eyes)

Head

Neck

Shoulders

(Capes, cloaks, mantles, shawls)

Muleback Cords

(Amulets, badges, brooches, collars,
medals, medallions, pendants, periapts,
scarabs, scarfs, torcs)

Weight

SHIELD 0.25

Armor
7
Unequipped

-1

Weight

(Shirts, tunics, vests, vestments)

25

4

Weight

Chest

Weight

+1 SS Agile Breastplate
Type

Weight

Weight

(Circlets, crowns, hats, helmets)

Body

Encumb.

0

Of Wisdom

Weight

15

Authoratative Vestements

Waist

Hands

(Gauntlets, gloves)

Weight

Shield

Weight

MW Heavy Steel Shield

Arms / Wrists

-1

AC
Bonus

Check
Penalty

15

2

Heavy
Type

Unequipped

Weight

(Belts, girdles, sashes)

Weight

(Armbands, bracelets, bracers)

Spell
Failure
(%)

Headband of Wisdom 4k

Weight

(Headbands, phylactery, etc.)

0

Spell
Failure
(%)

1

+1 Guided Bastard Sword 8335g

Check
Penalty

Item Name

Max.
DEX

Ea

AC
Bonus

Qty

Fingers
(Rings) – Left

Feet

Weight

(Boots, sandals, shoes, slippers)

(Rings) – Right

Illustration by A. Swekel. ©1995-2007 Wizards of the Coast, Inc.

ITEM NOTES

Authoritative Vestements: 450g
Channel Foci
Swift action expend one use of
channel to try one diplomacy
check to all viewers within 60ft
to change attitude towards you.

Starting Attitude Diplomacy DC
Hostile 25+ creature's Cha Mod
Unfriendly20+creature Cha mod
Indifferent15+creature Cha mod

Medium
Heavy

Bag#

1
2
3
4
5
6

Name

Bastard Sword Weight

EX?

Volume

/
/
/
/
/
/

x4

8

13

x4

8

-6

1

13

x3

8

Weight
(Lbs.)

Speed
(ft./rd.)

Max.
Run

Ant Haul
Capacity

Lift Off Ground

2x Max.

460

5

5

Push or Drag

5x Max.

1150

5

5

6.00

lb

Coins
lb
Coin Bag#

Wand Name

WANDS

Details

#
#

Wand Name
Details

MONEY
Copper

ENCUMBRANCE

Bags

0

STR
Bonus

20

3

Weight

6

Max.
Run

Normal

-3

Quadruped

BAGS & CONTAINERS

Speed
(ft./rd.)

0

77

Helpful 0+ creature's Cha Mod

CHARGES

- 76
- 153
154 - 230

Max.
DEX

Weight Range (Lbs.)

Light

Check
Penalty

LOADS & LIFT

Friendly10+ creature's Cha Mod

CHARGES

Spell Storing Armor:
Cast inflict serious wounds into
it each morning. When melee
attacked, spell is discharged into
enemy with an immediate action.
3d8 + 7, will save 19 to halve.

cp

Silver

Carried Items

0.00

lb

Armo r & Shield

40.00

lb

Worn Items

16.25

lb

Platinum

Total Weight

62.25

lb

Total

Gold

sp
gp
pp

0

Options
NOTES

Spells
Bonus Spells from high Wis:
1st: 2
2nd: 2
3rd: 1
4th: 1
Extra spell at each level (Domain)
1st:Disguise Self
2nd: Invisibility
3rd: Nondetection
4th: Confusion

Channel Energy:
(Positive)
4
Standard Action (doesn't provoke)
Heal: 4d6
30ft Radius from me
To damage undead: DC 14 Will
halves damage
4d6

Familiar (Imp) Valet Archetype
-Can cast prestidigitation 1/hour
- Shares masters teamwork feats
- can move before and after
delivering touch spells + aid.
Jazz the Imp:
Detect Good, Detect Magic
constant
Darkvision
Str:10 Dex: 17 Con: 10
Int: 13 Wis: 12 Cha: 14

Total Spells per day:
0th: 4
1st: 6 +1D
2nd: 5 +1D
3rd: 3 +1D
4th: 2+1D

AC:21
HP: 22
DR5/good or silver
Immune Fire + poison
Resist: Acid 10, cold 10
Skills:
Bluff +6
Fly +21
Knowledge Arcana: +7
Knowledge Planes: + 7
Use Magic Device: +16
Feats: Additional Traits
: Skill Focus UMD
Traits:
Dangerously Curious:
UMD class skill and +1
Inspired:
Once per day, roll twice and take
better on skill check.
Fort: +1 Ref: +6 (imp evas) W+4
At will: Invisibility for self only
1/day Augury + suggestion DC15
1/week Commune 6 Q's CL12th
Touch +5

Options
MORE NOTES

0's: Spark, Mending, Create Water, Light.
1st: DC17
-Barbed Chains: 60ft range, will negates, shaken 1d4 rounds. 3 chains, +9 to hit (1d6 slash) or +9 to trip.
-Carrion Compass: Led to an undead's controller
- Grasping Corpse: 40ft to corpse, choose target 30ft from it, corpse moves to
trip or grapple +13, cmd 17 to break free from grapple
- Sanctuary: Cannot attack, cannot be attacked without will save. 7 rounds
- Remove Fear: 40ft range, ends fear.
- Remove Sickness: 40ft, ends sickness.
Domain SpellDisguise Self: +10 to disguise check, 70mins. DC vs perception check, to impersonate an indiviual, associates of
individual get +6 to perception check.

2nd: DC18
- Shield Other: Give ally 1AC, take half ally's damage.
- Pilfering Hand: 40ft, disarm attempt +14, if successful, pull towards and catch.
- Shatter - 40ft range, shatter nonmagical item up to 30kg (average weight of a doberman)
- Spiritual Weapon: 170ft range, 7 rounds, +11 to hit ,1d8 +2 force damage, move action to change targets.
- Shackle: 7 hours, summon MW mithral manacles, if cast as a full round, can touch two creatures to manacle
together. Hardness 15, 30 hit points, DC30 Str check to break, DC28 Disable device.
Domain SpellInvisibility: 7 mins, +20 to stealth checks when moving, attacks or attack spells break.

3rd: DC19
- Archon Aura: 7 mins, hostiles only, 20ft radius, DC 19 will or -2 to attack, save and AC.
- Inflict Serious wounds (stored in armour every morning) 3d8 + 3
- Chain of Perdition: 7 rounds, 40ft range, chain with 10ft reach can blind, entangle, drag, reposition or trip + 13
Domain spellNondetection: cast on self every morning, 7 hours. resists magical scrying etc.

4th: DC20
- Air Walk: 70 min duration, one creature, walk on air.
- Fleshworm Infestation: 7 rounds, Fort save every round, fail=1d6 damage + 1d2 dex damage + Staggered
: Successful save means sickened for the round
Domain spellConfusion: 140ft range, 15ft burst, 7 rounds, will attack last creature that attacked them, otherwise roll to act.
: 01-25% = act normally
:26-50% = Does nothing but babble incoherently
:51-75% = Deal 1d8+str to self with item in hand
:76-100% = Attack the nearest creature






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