Pathfinder Character Sheet
Pathfinder Character Sheet
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
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 ☐☐☐☐☐
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.)
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Doric – Abilities & Gear
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Doric – Spells
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.
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Doric – Spells
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
In-Play Information
Calculation Breakdown:
Proficiency Level (Trained)
•Ability Bonus (+2): Wisdom 14 (+2)
•Base Bonus (+6): Character Level (+4), Trained Proficiency Modifier
(+2)
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Doric – Spells
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
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
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.