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Pathfinder Character Sheet

This document provides character details for a level 4 druid named Doric. It includes information on abilities, skills, feats, and proficiencies. The character has abilities focused on nature, survival, and combat without weapons.

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0% found this document useful (0 votes)
39 views9 pages

Pathfinder Character Sheet

This document provides character details for a level 4 druid named Doric. It includes information on abilities, skills, feats, and proficiencies. The character has abilities focused on nature, survival, and combat without weapons.

Uploaded by

John Roberts
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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Doric

Druid 4
N, Medium, Human, Humanoid, Tiefling
Ancestry: Human Tiefling (Tiefling)
Background: Free Spirit
Alignment: Neutral Neutral
Speed: 30 ft.
Languages: Common, Druidic
Hit Points Focus Points Hero Points
44 1 3
1
Str Dex Con Int Wis Cha 16 Str
14 Dex

+3 +2 +1 +1 +2 +0 12 Con
12 Int Skills
14 Wis
10 Cha +8 * Acrobatics
T* Dex

PERCEPTION +10 * = +8
E* Base +2 Wis +0 Misc +1 * Arcana
U* Int

+11 * Athletics
E* Str

FORTITUDE +9 * = +8
E Base +1 Con +0 Misc
+1 * Crafting
U* Int

REFLEX +8 * = +6
T* Base +2 Dex +0 Misc
+0 * Deception
U* Cha
WILL +10 * = +8
E* Base +2 Wis +0 Misc
+0 * Diplomacy
U* Cha

AC 21 * = +16
T* Base +2 Dex +3 Misc +6 * Intimidation
T* Cha

Defenses +2 * Medicine
U* Wis

Fortitude Save (Wrestler Dedication): +2 circumstance bonus to resist +10 * Nature


E Wis

an opponent’s Grapple or Swallow Whole attempt


+1 * Occultism
U* Int

Hide armor (Trained) +0 * Performance


U* Cha

AC: +3, Max Dex: +2, Armor Check: –, Speed: – +2 * Religion


U* Wis

Fist (Trained) +7 * Settlement Lore


T* Int

Melee: +10/+6/+2 (2d4+3 B, Crit ×2) +1 * Society


U* Int

Traits: nonlethal, agile, finesse, unarmed +8 * Stealth


T* Dex

Sling (Trained) +8 * Survival


T* Wis
Ranged (50 ft.) : +8/+3/-2 (1d6+1 B, Crit ×2)
Traits: propulsive
+2 * Thievery
U* Dex

Skill Modifiers
Special Abilities Nature (Natural Medicine): +2 circumstance bonus to your check to Treat
Anathema Wounds, subject to the GM’s determination
Becoming fully domesticated by the temptations of civilization is anathema to your
order. (This doesn't prevent you from buying and using processed goods or Feats
staying in a city for an adventure, but you can never come to rely on these
conveniences or t Fleet [General Feats Selection]
Low-Light Vision Your Speed increases by 5 feet.
See in dim light as if it were normal light.
Adopted Ancestry (Elf) [General Training Feat]
Treat Wounds (2d8, DC 15) Gain access to a selected ancestry's feats.
Use Medicine to restore HP to adjacent living creature based on check result.
Natural Medicine [Skill Feats Selection]
Wild Empathy Nature can be used to Treat Wounds in addition you may gain a +2
Use Diplomacy to Make an Impression on animals and to make very simple circumstance bonus to your check to Treat Wounds using Nature, subject to
Requests of them. the GM’s determination.
Slippery Prey [Skill Feats Selection]
Feats Reduce MAP for repeated attempts to Escape using Acrobatics or Athletics.
General Training [Ancestry Feats Selection] Forager
Gain a 1st-level general feat. Must meet the prerequisites. You can always find enough food/water to provide yourself a subsistence living
in the wilderness. On a successful Subsist roll you find food/water for 4
Suplex [Class Feats Selection] additional creatures.
Make unarmed melee Strike against target in your grap; target becomes prone and
may take extra damage.
Wrestler Dedication [Class Feats Selection]
You take no penalty when making lethal attacks, and gain bonus to resist Grapple Weapon Proficiencies
and Swallow Whole. Trained: All Simple Weapons, All Unarmed Attacks
Armor Proficiencies
Trained: All Light Armor, All Medium Armor, Unarmored Defense
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Feats Experience & Wealth
Shield Block Career Experience Points: 3,000 (0/1,000 to 5th)
Your shield absorbs damage up to the shield’s Hardness. You and the shield each Current Cash: 7 gp, 5 sp
take any remaining damage.
Titan Wrestler
Attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than
you.
Wild Shape
Gain the wild shape focus spell.

Spells
Druid spells prepared (DC 18)
2nd—animal form (2), heal
1st—feather fall, heal, pest form
Cantrip (at will)—detect magic, guidance, know direction,
light, read aura

Focus Spells
Wild Morph (2nd*)
Wild Shape (Animal Form) (2nd*)
Wild Shape (Pest Form) (2nd*)

Tracked Resources
Healing potion, minor (1d8) ☐
Torch ☐☐☐☐☐

Gear (Encum: 8 bulk, Over: 13 bulk)


Total Bulk Carried: 4.4, Unencumbered
+1 striking handwraps of mighty blows -
Backpack L
Bedroll L
Chalk x10 -
Cloak of feline rest L
Flint and steel -
Healer's tools 1
Healing potion, minor (1d8) L
Hide armor 2
Holly and mistletoe -
Money -
Rations (1 week) x2 0.2
Rope (foot) x50 L
Sling L
Soap -
Torch x5 0.5
Waterskin L

Personal Details

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Doric – Abilities & Gear
(Class, Class Feats Selection, Druid,
Forager (Background Selection, Feat) Suplex Feat)
Traits: General, Skill Traits: Archetype
Prerequisites trained in Survival [1 action]
Prerequisites Wrestler Dedication
While using Survival to Subsist, if you roll any result worse than a Requirements You have a creature grabbed or restrained.
success, you get a success. On a success, you can provide
subsistence living for yourself and four additional creatures, and on Flexing your entire body, you heave your opponent over your head
a critical success, you can take care of twice as many creatures as and slam them into the ground. Make an unarmed melee Strike
on a success. against the creature you have grabbed or restrained; on a success,
the target lands prone, and on a critical success, the target lands
Each time your proficiency rank in Survival increases, double the prone and takes an additional 2d6 bludgeoning damage. Regardless
number of additional creatures you can take care of on a success of whether the Strike is successful, you immediately release your
(to eight if you’re an expert, 16 if you’re a master, or 32 if you’re hold on the target.
legendary). You can choose to care for half the number of
additional creatures and provide a comfortable living instead of Appears In: Lost Omens Grand Bazaar
subsistence living.
(Class, Class Feats Selection, Druid,
Titan Wrestler Feat)
Multiple smaller creatures or creatures with significantly smaller Traits: General, Skill
appetites than a human are counted as a single creature for this Prerequisites trained in Athletics
feat, and larger creatures or those with significantly greater
appetites each count as multiple creatures. The GM determines how You can attempt to Disarm, Grapple, Shove, or Trip creatures up to
much a non-human creature needs to eat. two sizes larger than you, or up to three sizes larger than you if
you’re legendary in Athletics.
Natural Medicine (Feat, Skill Feats Selection)
(Class, Class Feats Selection, Druid,
Traits: General, Skill Wrestler Dedication Feat)
Prerequisites trained in Nature Traits: Archetype, Dedication
Prerequisites trained in Athletics, unarmed attacks, and unarmored
You can apply natural cures to heal your allies. You can use Nature defense
instead of Medicine to Treat Wounds. If you’re in the wilderness,
you might have easier access to fresh ingredients, allowing you to Your training in the wrestling arts has made you particularly adept
gain a +2 circumstance bonus to your check to Treat Wounds using at moving, striking, and grappling while unencumbered. You become
Nature, subject to the GM’s determination. an expert in Athletics and gain the Titan Wrestler skill feat. You
don’t take the –2 circumstance penalty for making a lethal attack
Shield Block (Class, Druid, Feat) with your nonlethal unarmed attacks. In addition, you gain a +2
Traits: General circumstance bonus to your Fortitude DC when resisting an
[reaction] opponent’s attempts to Grapple you or Swallow you Whole.
Trigger While you have your shield raised, you would take damage
from a physical attack. Appears In: Lost Omens Grand Bazaar

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 Anathema (Class, Druid)
Hardness. You and the shield each take any remaining damage,
As stewards of the natural order, druids find affronts to nature
possibly breaking or destroying the shield.
anathema. If you perform enough acts that are anathema to nature,
you lose your magical abilities that come from the druid class,
Slippery Prey (Feat, Skill Feats Selection) including your primal spellcasting and the benefits of your order.
Traits: General, Skill These abilities can be regained only if you demonstrate your
Prerequisites trained in Acrobatics or Athletics repentance by conducting an atone ritual (page 409).

You’re able to escape bonds more easily than others. When you The following acts are anathema to all druids:
attempt to Escape using Acrobatics or Athletics, you reduce the • Using metal armor or shields.
multiple attack penalty for repeated attempts to –4 and –8 if you’re • Despoiling natural places.
trained in the skill. The penalty becomes –3 and –6 if you’re a • Teaching the Druidic language to non-druids.
master in the appropriate skill. If you’re legendary in the skill, you
don’t take penalties for multiple Escape attempts in the same turn. Each druidic order also has additional anathema acts, detailed in
Regardless of your training, your attempts to Escape still have the the order’s entry.
attack trait and incur a multiple attack penalty with other actions.
Wild Druidic Order: Becoming fully domesticated by the temptations
Appears In: Lost Omens Firebrands of civilization is anathema to your order. (This doesn't prevent you
from buying and using processed goods or staying in a city for an
adventure, but you can never come to rely on these conveniences
or truly call such a place your permanent home.)

Low-Light Vision (Ancestry Heritage Selection)


The creature can see in dim light as though it were bright light, so it
ignores the concealed condition due to dim light.

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Doric – Abilities & Gear

Treat Wounds (2d8, DC 15) Gear


Traits: Exploration, Healing, Manipulate
Requirements You’re wearing or holding healer’s tools +1 striking handwraps of mighty blows
Traits: Invested, Magical, Transmutation
You spend 10 minutes treating one injured living creature (targeting
yourself, if you so choose). The target is then temporarily immune to As you invest these embroidered strips of cloth, you must meditate
Treat Wounds actions for 1 hour, but this interval overlaps with the and slowly wrap them around your hands. These handwraps have
time you spent treating (so a patient can be treated once per hour, weapon runes etched into them to give your unarmed attacks the
not once per 70 minutes). benefits of those runes, making your unarmed attacks work like
magic weapons. For example, +1 striking handwraps of mighty blows
The Medicine check DC is usually 15, though the GM might adjust would give you a +1 item bonus to attack rolls with your unarmed
it based on the circumstances, such as treating a patient outside in attacks and increase the damage of your unarmed attacks from one
a storm, or treating magically cursed wounds. If you’re an expert in weapon die to two (normally 2d4 instead of 1d4, but if your fists
Medicine, you can instead attempt a DC 20 check to increase the have a different weapon damage die or you have other unarmed
Hit Points regained by 10; if you’re a master of Medicine, you can attacks, use two of that die size instead).
instead attempt a DC 30 check to increase the Hit Points regained
by 30; and if you’re legendary, you can instead attempt a DC 40 You can upgrade, add, and transfer runes to and from the
check to increase the Hit Points regained by 50. The damage dealt handwraps just as you would for a weapon, and you can attach
on a critical failure remains the same. talismans to the handwraps. Treat the handwraps as melee
weapons of the brawling group with light Bulk for these purposes.
If you succeed at your check, you can continue treating the target Property runes apply only when they would be applicable to the
to grant additional healing. If you treat them for a total of 1 hour, unarmed attack you’re using. For example, a property that must be
double the Hit Points they regain from Treat Wounds. applied to a slashing weapon wouldn’t function when you attacked
with a fist, but you would gain its benefits if you attacked with a
The result of your Medicine check determines how many Hit Points claw or some other slashing unarmed attack.
the target regains.
The entries below list the most typical combinations of fundamental
Critical Success The target regains 4d8 Hit Points, and its wounded runes.
condition is removed.
Success The target regains 2d8 Hit Points, and its wounded Cloak of feline rest
condition is removed. Traits: Enchantment, Invested, Magical
Critical Failure The target takes 1d8 damage.
This black velvet cloak is featureless and very soft to the touch.
Wild Empathy (Class, Druid) Upon wearing it for the first time, you’re momentarily overwhelmed
You have a connection to the creatures of the natural world that with a sense of comfort and coziness. While wearing this cloak you
allows you to communicate with them on a rudimentary level. You can comfortably rest in any space, so long as it’s not wet or
can use Diplomacy to Make an Impression on animals and to make particularly hazardous. While sleeping in this cloak you only take a
very simple Requests of them. In most cases, wild animals will give –2 status penalty to auditory Perception checks, rather than a –4
you time to make your case. status penalty.

Appears In: Secrets of Magic


Weapon Traits Flint and steel
Agile Flint and steel are useful in creating a fire if you have the time to
The multiple attack penalty you take with this weapon on the catch a spark, though using them is typically too time-consuming to
second attack on your turn is –4 instead of –5, and –8 instead of be practical during an encounter. Even in ideal conditions, using flint
–10 on the third and subsequent attacks in the turn. and steel to light a flame requires using at least 3 actions, and
often significantly longer.
Finesse
You can use your Dexterity modifier instead of your Strength Healing potion, minor (1d8)
modifier on attack rolls using this melee weapon. You still use your Traits: Consumable, Healing, Magical, Necromancy, Potion
Strength modifier when calculating damage. [1 action]

Nonlethal A healing potion is a vial of a ruby-red liquid that imparts a tingling


sensation as the drinker’s wounds heal rapidly. When you drink a
Attacks with this weapon are nonlethal, and are used to knock
healing potion, you regain the listed number of Hit Points.
creatures unconscious instead of kill them. You can use a nonlethal
weapon to make a lethal attack with a –2 circumstance penalty.
Minor
The potion restores 1d8 Hit Points.
Propulsive
You add half your Strength modifier (if positive) to damage rolls with Torch
a propulsive ranged weapon. If you have a negative Strength
A torch sheds bright light in a 20-foot radius (and dim light to the
modifier, you add your full Strength modifier instead.
next 20 feet). It can be used as an improvised weapon that deals
1d4 bludgeoning damage plus 1 fire damage.
Unarmed
An unarmed attack uses your body rather than a manufactured
weapon. An unarmed attack isn’t a weapon, though it’s categorized
with weapons for weapon groups, and it might have weapon traits.
Since it’s part of your body, an unarmed attack can’t be Disarmed. It
also doesn’t take up a hand, though a fist or other grasping
appendage generally works like a free-hand weapon.

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Doric – Spells

Wild Morph Focus 1 Wild Shape (Animal Form) Focus 1

Uncommon, Druid, Morph, Transmutation Uncommon, Druid, Polymorph, Transmutation


Traditions Primal Traditions Primal
Cast [1 action] or [2 actions] somatic, verbal Cast [2 actions] somatic, verbal
Duration 1 minute Duration 1 minute

In-Play Information In-Play Information

Heightened to 2nd Level Heightened to 2nd Level


Cast [1 action] or [2 actions] somatic, verbal Cast [2 actions] somatic, verbal
Duration 1 minute Duration 1 minute

Calculation Breakdown: Calculation Breakdown:


Proficiency Level (Trained) Proficiency Level (Trained)
•Ability Bonus (+2): Wisdom 14 (+2) •Ability Bonus (+2): Wisdom 14 (+2)
•Base Bonus (+6): Character Level (+4), Trained Proficiency Modifier •Base Bonus (+6): Character Level (+4), Trained Proficiency Modifier
(+2) (+2)

You morph your body based on your training, choosing one of You call upon primal energy to transform yourself into a Medium
the following effects based on your wild order feats. animal battle form. When you flrst cast this spell, choose ape, bear,
bull, canine, cat, deer, frog, shark, or snake. You can decide the
• If you have Wild Shape, you can morph your hands into wild specific type of animal (such as lion or snow leopard for cat), but this
claws. Your hands transform into incredibly sharp claws. These claws has no affect on the form’s Size or statistics. While in this form, you
are an unarmed attack you’re trained in and deal 1d6 slashing gain the animal trait. You can Dismiss the spell.
damage each (agile, finesse). You can still hold and use items with
your hands while they’re transformed by this spell, but you cannot You gain the following statistics and abilities regardless of which
hold an item while attacking. If you have Insect Shape, you can battle form you choose:
instead transform your mouth into wild jaws, an unarmed attack you’re • AC = 16 + your level. Ignore your armor’s check penalty and
trained in that deals 1d8 piercing damage. Speed reduction.
• If you have Elemental Shape, you can morph your body to be • 5 temporary Hit Points.
partially composed of elemental matter, granting you resistance 5 to • Low-light vision and imprecise scent 30 feet.
critical hits and precision damage. • One or more unarmed melee attacks specific to the battle form
• If you have Plant Shape, you can morph your arms into long you choose, which are the only attacks you can use. You’re trained
vines, increasing your reach to 10 feet (or 15 feet with a reach with them. Your attack modifier is +9, and your damage bonus is +1.
weapon). These attacks are Strength based (for the purpose of the enfeebled
• If you have Soaring Shape, you can cast the spell as a two- condition, for example). If your unarmed attack bonus is higher, you
action activity ( [2 actions] somatic, verbal) to grow wings from your can use it instead.
back. These wings allow you to fly with a fly Speed of 30 feet. • Athletics modifier of +9, unless your own modifier is higher.

Heightened (6th) You can choose up to two of the effects from You also gain specific abilities based on the type of animal you
the list. Wild claws leave terrible, ragged wounds that also deal 2d6 choose:
persistent bleed damage on a hit, and wild jaws are envenomed, also • Ape Speed 25 feet, climb Speed 20 feet; Melee [1 action] fist,
dealing 2d6 persistent poison damage on a hit. Damage 2d6 bludgeoning.
Heightened (10th) You can choose up to three of the effects from • Bear Speed 30 feet; Melee [1 action] jaws, Damage 2d8
the list. Wild claws deal 4d6 persistent bleed damage on a hit, and piercing; Melee [1 action] claw (agile), Damage 1d8 slashing.
wild jaws deal 4d6 persistent poison damage on a hit. • Bull Speed 30 feet; Melee [1 action] horn, Damage 2d8
piercing.
• Canine Speed 40 feet; Melee [1 action] jaws, Damage 2d8
piercing.
• Cat Speed 40 feet; Melee [1 action] jaws, Damage 2d6
piercing; Melee [1 action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [1 action] antler, Damage 2d6
piercing.
• Frog Speed 25 feet, swim Speed 25 feet; Melee [1 action]
jaws, Damage 2d6 bludgeoning; Melee [1 action] tongue (reach 15
feet), Damage 2d4 bludgeoning.
• Shark swim Speed 35 feet; Melee [1 action] jaws, Damage 2d8
piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20
feet; Melee [1 action] fangs, Damage 2d4 piercing plus 1d6 poison.

Heightened (3rd) You instead gain 10 temporary HP, AC = 17 +


your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have
10-foot reach. You must have enough space to expand into or the
spell is lost. You instead gain 15 temporary HP, AC = 18 + your level,
attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have
15-foot reach. You must have enough space to expand into or the
spell is lost. You instead gain 20 temporary HP, AC = 18 + your level,
attack modifier +18, damage bonus +7 and double the number of
damage dice, and Athletics +20.

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Doric – Spells

Wild Shape (Pest Form) Focus 1 Detect Magic Cantrip 1

Uncommon, Druid, Polymorph, Transmutation Cantrip, Detection, Divination, Primal


Traditions Primal Traditions Primal
Cast [2 actions] somatic, verbal Cast [2 actions] somatic, verbal
Duration 10 minutes Area 30-foot emanation

In-Play Information In-Play Information

Heightened to 2nd Level Heightened to 2nd Level


Cast [2 actions] somatic, verbal Cast [2 actions] somatic, verbal
Duration 10 minutes Area 30-foot emanation

Calculation Breakdown: Calculation Breakdown:


Proficiency Level (Trained) Proficiency Level (Trained)
•Ability Bonus (+2): Wisdom 14 (+2) •Ability Bonus (+2): Wisdom 14 (+2)
•Base Bonus (+6): Character Level (+4), Trained Proficiency Modifier •Base Bonus (+6): Character Level (+4), Trained Proficiency Modifier
(+2) (+2)

You transform into a the battle form of a Tiny animal, such as a You send out a pulse that registers the presence of magic. You
cat, insect, lizard, or rat. You can decide the specific type of animal receive no information beyond the presence or absence of magic. You
(such as a rat or praying mantis), but this has no effect on the form’s can choose to ignore magic you’re fully aware of, such as the magic
Size or statistics. While in this form, you gain the animal trait. You can items and ongoing spells of you and your allies.
Dismiss the spell.
You detect illusion magic only if that magic’s effect has a lower
You gain the following statistics and abilities: level than the level of your detect magic spell. However, items that
• AC = 15 + your level. Ignore your armor’s check penalty and have an illusion aura but aren’t deceptive in appearance (such as an
Speed reduction. invisibility potion) typically are detected normally.
• Speed 10 feet.
• Weakness 5 to physical damage. (If you take physical damage Heightened (3rd) You learn the school of magic for the highest-
in this form, you take 5 additional damage.) level effect within range that the spell detects. If multiple effects are
• Low-light vision and imprecise scent 30 feet. equally strong, the GM determines which you learn.
• Acrobatics and Stealth modifiers of +10, unless your own Heightened (4th) As 3rd level, but you also pinpoint the source
modifier is higher; Athletics modifier –4. 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
Heightened (4th) You can turn into a flying creature, such as a cube (or the nearest if larger than that).
bird, which grants you a fly Speed of 20 feet.
Guidance Cantrip 1

Cantrip, Divination, Primal


Traditions Primal
Cast [1 action] verbal
Range 30 feet
Targets 1 creature
Duration until the start of your next turn

In-Play Information

Heightened to 2nd Level


Cast [1 action] verbal
Range 30 feet
Targets 1 creature
Duration until the start of your next turn

Calculation Breakdown:
Proficiency Level (Trained)
•Ability Bonus (+2): Wisdom 14 (+2)
•Base Bonus (+6): Character Level (+4), Trained Proficiency Modifier
(+2)

You ask for divine guidance, granting the target a +1 status


bonus to one attack roll, Perception check, saving throw, or skill check
the target attempts before the duration ends. The target chooses which
roll to use the bonus on before rolling. If the target uses the bonus,
the spell ends. Either way, the target is then temporarily immune for 1
hour.

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Doric – Spells

Know Direction Cantrip 1 Read Aura Cantrip 1

Cantrip, Detection, Divination, Primal Cantrip, Detection, Divination, Primal


Traditions Primal Traditions Primal
Cast [2 actions] somatic, verbal Cast 1 minute (somatic, verbal)
Range 30 feet
In-Play Information Targets 1 object

Heightened to 2nd Level In-Play Information


Cast [2 actions] somatic, verbal
Heightened to 2nd Level
Calculation Breakdown: Cast 1 minute (somatic, verbal)
Proficiency Level (Trained) Range 30 feet
•Ability Bonus (+2): Wisdom 14 (+2) Targets 1 object
•Base Bonus (+6): Character Level (+4), Trained Proficiency Modifier
(+2) Calculation Breakdown:
Proficiency Level (Trained)
•Ability Bonus (+2): Wisdom 14 (+2)
In your mind’s eye, you see a path northward. You immediately •Base Bonus (+6): Character Level (+4), Trained Proficiency Modifier
know which direction is north (if it exists at your current location). (+2)

Heightened (7th) You can instead know the direction to a familiar


location, such as a previous home or a favorite tavern. You focus on the target object, opening your mind to perceive
magical auras. When the casting is complete, you know whether that
Light Cantrip 1 item is magical, and if it is, you learn the school of magic (pages
297–298).
Cantrip, Evocation, Light, Primal
Traditions Primal If the object is illusory, you detect this only if the effect’s level is
Cast [2 actions] somatic, verbal lower than the level of your read aura spell.
Range touch
Targets 1 object of 1 Bulk or less, either unattended or possessed by Heightened (3rd) You can target up to 10 objects.
you or a willing ally Heightened (6th) You can target any number of objects.
Duration until the next time you make your daily preparations
Feather Fall Spell 1
In-Play Information
Abjuration, Primal
Heightened to 2nd Level Traditions Primal
Cast [2 actions] somatic, verbal Cast [reaction] verbal
Range touch Trigger A creature within range is falling.
Targets 1 object of 1 Bulk or less, either unattended or possessed by Range 60 feet
you or a willing ally Targets 1 falling creature
Duration until the next time you make your daily preparations Duration 1 minute

Calculation Breakdown: In-Play Information


Proficiency Level (Trained)
•Ability Bonus (+2): Wisdom 14 (+2) Cast [reaction] verbal
•Base Bonus (+6): Character Level (+4), Trained Proficiency Modifier Range 60 feet
(+2) Targets 1 falling creature
Duration 1 minute

The object glows, casting bright light in a 20-foot radius (and dim Calculation Breakdown:
light for the next 20 feet) like a torch. If you cast this spell again on a Proficiency Level (Trained)
second object, the light spell on the first object ends. •Ability Bonus (+2): Wisdom 14 (+2)
•Base Bonus (+6): Character Level (+4), Trained Proficiency Modifier
Heightened (4th) The object sheds bright light in a 60-foot radius (+2)
(and dim light for the next 60 feet).

You cause the air itself to arrest a fall. The target’s fall slows to
60 feet per round, and the portion of the fall during the spell’s
duration doesn’t count when calculating falling damage. If the target
reaches the ground while the spell is in effect, it takes no damage
from the fall. The spell ends as soon as the target lands.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Doric – Spells

Heal Spell 1 Pest Form Spell 1

Healing, Necromancy, Positive, Primal Polymorph, Primal, Transmutation


Traditions Primal Traditions Primal
Cast [1 action] to [3 actions] Cast [2 actions] somatic, verbal
Range varies Duration 10 minutes
Targets 1 willing living creature or 1 undead creature
In-Play Information
In-Play Information
Cast [2 actions] somatic, verbal
Cast [1 action] to [3 actions] Duration 10 minutes
Range varies
Targets 1 willing living creature or 1 undead creature Calculation Breakdown:
Healing 1d8+8 Proficiency Level (Trained)
•Ability Bonus (+2): Wisdom 14 (+2)
Calculation Breakdown: •Base Bonus (+6): Character Level (+4), Trained Proficiency Modifier
Proficiency Level (Trained) (+2)
•Ability Bonus (+2): Wisdom 14 (+2)
•Base Bonus (+6): Character Level (+4), Trained Proficiency Modifier
(+2) You transform into the battle form of a Tiny animal, such as a cat,
insect, lizard, or rat. You can decide the specific type of animal (such
as a rat or praying mantis), but this has no effect on the form’s Size
You channel positive energy to heal the living or damage the or statistics. While in this form, you gain the animal trait and you can’t
undead. If the target is a willing living creature, you restore 1d8 Hit make Strikes. You can Dismiss the spell.
Points. If the target is undead, you deal that amount of positive
damage to it, and it gets a basic Fortitude save. The number of You gain the following statistics and abilities:
actions you spend when Casting this Spell determines its targets, • AC = 15 + your level. Ignore your armor’s check penalty and
range, area, and other parameters. Speed reduction.
• Speed 20 feet.
[1 action] (somatic) The spell has a range of touch. • Weakness 5 to physical damage. (If you take physical damage
in this form, you take 5 additional damage.)
[2 actions] (verbal, somatic) The spell has a range of 30 feet. If • Low-light vision and imprecise scent 30 feet.
you’re healing a living creature, increase the Hit Points restored by 8. • Acrobatics and Stealth modifiers of +10, unless your own
modifier is higher; Athletics modifier –4.
[3 actions] (material, somatic, verbal) You disperse positive
energy in a 30-foot emanation. This targets all living and undead Heightened (4th) You can turn into a flying creature, such as a
creatures in the burst. bird, which grants you a fly Speed of 20 feet.

Heightened (+1) The amount of healing or damage increases by


1d8, and the extra healing for the 2-action version increases by 8.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Doric – Spells

Animal Form (x2) Spell 2 Heal Spell 2

Polymorph, Primal, Transmutation Healing, Necromancy, Positive, Primal


Traditions Primal Traditions Primal
Cast [2 actions] somatic, verbal Cast [1 action] to [3 actions]
Duration 1 minute or until dismissed Range varies
Targets 1 willing living creature or 1 undead creature
In-Play Information
In-Play Information
Cast [2 actions] somatic, verbal
Duration 1 minute or until dismissed Heightened to 2nd Level
Cast [1 action] to [3 actions]
Calculation Breakdown: Range varies
Proficiency Level (Trained) Targets 1 willing living creature or 1 undead creature
•Ability Bonus (+2): Wisdom 14 (+2) Healing 2d8+16
•Base Bonus (+6): Character Level (+4), Trained Proficiency Modifier
(+2) Calculation Breakdown:
Proficiency Level (Trained)
•Ability Bonus (+2): Wisdom 14 (+2)
You call upon primal energy to transform yourself into a Medium •Base Bonus (+6): Character Level (+4), Trained Proficiency Modifier
animal battle form. When you flrst cast this spell, choose ape, bear, (+2)
bull, canine, cat, deer, frog, shark, or snake. You can decide the
specific type of animal (such as lion or snow leopard for cat), but this
has no affect on the form’s Size or statistics. While in this form, you You channel positive energy to heal the living or damage the
gain the animal trait. You can Dismiss the spell. undead. If the target is a willing living creature, you restore 1d8 Hit
Points. If the target is undead, you deal that amount of positive
You gain the following statistics and abilities regardless of which damage to it, and it gets a basic Fortitude save. The number of
battle form you choose: actions you spend when Casting this Spell determines its targets,
• AC = 16 + your level. Ignore your armor’s check penalty and range, area, and other parameters.
Speed reduction.
• 5 temporary Hit Points. [1 action] (somatic) The spell has a range of touch.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form [2 actions] (verbal, somatic) The spell has a range of 30 feet. If
you choose, which are the only attacks you can Strike with. You’re you’re healing a living creature, increase the Hit Points restored by 8.
trained with them. Your attack modifier is +9, and your damage bonus
is +1. These attacks are Strength based (for the purpose of the [3 actions] (material, somatic, verbal) You disperse positive
enfeebled condition, for example). If your unarmed attack bonus is energy in a 30-foot emanation. This targets all living and undead
higher, you can use it instead. creatures in the burst.
• Athletics modifier of +9, unless your own modifier is higher.
Heightened (+1) The amount of healing or damage increases by
You also gain specific abilities based on the type of animal you 1d8, and the extra healing for the 2-action version increases by 8.
choose:
• Ape Speed 25 feet, climb Speed 20 feet; Melee [1 action] fist,
Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [1 action] jaws, Damage 2d8
piercing; Melee [1 action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [1 action] horn, Damage 2d8
piercing.
• Canine Speed 40 feet; Melee [1 action] jaws, Damage 2d8
piercing.
• Cat Speed 40 feet; Melee [1 action] jaws, Damage 2d6
piercing; Melee [1 action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [1 action] antler, Damage 2d6
piercing.
• Frog Speed 25 feet, swim Speed 25 feet; Melee [1 action]
jaws, Damage 2d6 bludgeoning; Melee [1 action] tongue (reach 15
feet), Damage 2d4 bludgeoning.
• Shark swim Speed 35 feet; Melee [1 action] jaws, Damage 2d8
piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20
feet; Melee [1 action] fangs, Damage 2d4 piercing plus 1d6 poison.

Heightened (3rd) You instead gain 10 temporary HP, AC = 17 +


your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have
10-foot reach. You must have enough space to expand into or the
spell is lost. You instead gain 15 temporary HP, AC = 18 + your level,
attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have
15-foot reach. You must have enough space to expand into or the
spell is lost. You instead gain 20 temporary HP, AC = 18 + your level,
attack modifier +18, damage bonus +7 and double the number of
damage dice, and Athletics +20.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

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