Imhotep Lawful Neutral
Character Name Alignment Player
Cyclopean Seer (1) Not set Not set
Character Level Deity Homeland Campaign
Shabti 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
11 Movement
STR
Strength
10 +0 Total nonlethal Damage
30 ft. 6 sq. 30 ft. 6 sq.
Base Speed Armor Speed Burrow
DEX
Dexterity
14 +2
Wounds / Current HP
CON 14 +2 Initative 2 2 0 Fly Maneuverability Swim Climb Temp. Mods
Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
12 +1 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 2 =DEX 2 +0 +0
WIS 12 +1
Wisdom Power 1 Appraise 1 =INT 1 +0 +0
CHA
x Artistry 1 =INT 1 +0 +0
Charisma
17 +3 Power 2
Bluff 3 =CHA 3 +0 +0
Climb 0 =STR 0 +0 +0
AC
Armor Class
13 =10+ 1 + 0 + 2 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 5 =INT 1 +1 +3
x Craft (b) 1 =INT 1 +0 +0
Touch AC 12 Flat Footed AC 11
x Craft (c) 1 =INT 1 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 7 =CHA 3 +1 +3
FortitudeConstitution
2 = 0 + 2 + 0 + 0 + Disable Device* =DEX + +
Disguise 3 =CHA 3 +0 +0
Reflex 2 = 0 + 2 + 0 + 0 +
Dexterity
Escape Artist 2 =DEX 2 +0 +0
Will 3 = 2 + 1 + 0 + 0 +
Fly 2 =DEX 2 +0 +0
Wisdom
Handle Animal* =CHA + +
Spell Energy x Heal 1 =WIS 1 +0 +0
B.A.B. 0 Resistance Resistance
Intimidate 3 =CHA 3 +0 +0
CMB 0 = 0 + 0 + 0 + 0 x Knowledge (arcana) 5 =INT 1 +1 +3
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering)* =INT + +
CMD 12 =10+ 0 + 0 + 2 + 0 + 0 x Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
x Knowledge (geography)* =INT + +
Weapon x Knowledge (history)* =INT + +
x Knowledge (local)* =INT + +
Critical Type Range Ammo
x Knowledge (nature)* =INT + +
x Knowledge (nobility)* =INT + +
Attack Damage
x Knowledge (planes)* =INT + +
x Knowledge (religion) 5 =INT 1 +1 +3
Weapon x Linguistics* =INT + +
x Lore* =INT + +
Critical Type Range Ammo Perception 1 =WIS 1 +0 +0
Perform (a) 3 =CHA 3 +0 +0
Attack Damage
Perform (b) 3 =CHA 3 +0 +0
x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Ride 2 =DEX 2 +0 +0
Critical Type Range Ammo x Sense Motive 5 =WIS 1 +1 +3
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft* =INT + +
Stealth 2 =DEX 2 +0 +0
Weapon
Survival 1 =WIS 1 +0 +0
Swim 0 =STR 0 +0 +0
Critical Type Range Ammo Use Magic Device* =CHA + +
X Class Skill *Trained Only
Conditional Modifiers
Attack Damage
Weapon
Languages
Critical Type Range Ammo
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Silken ceremonial 1 Armor 0 0% 4 lbs.
Totals 1 0 0% 4 lbs.
Feats Curse Equipment Qty. lbs. Head Qty. lbs.
Armor Proficiency, Light Powerless Prophecy
Armor Proficiency, Medium Other Specials
Headband Qty. lbs.
Combat Casting Assume Fate
Shield Proficiency Bonus Spells
Weapon Proficiency, Simple Brutal Trance Eyes Qty. lbs.
Uncanny Dodge
Shoulders Qty. lbs.
Neck Qty. lbs.
Chest Qty. lbs.
Body Qty. lbs.
Belt Qty. lbs.
Wrist Qty. lbs.
Hands Qty. lbs.
Feet Qty. lbs.
Rings Qty. lbs.
Play Notes
Racial Traits
Darkvision
Immortal
Immune to Undeath
Native Outsider
Past-Life Knowledge
Pharaonic Will
Background Traits
Resist Level Drain
Magical Knack
Shattered Soul
Light 33 lbs. or less Lift Over 100 lbs.
Load Head PP 0 Experience Points
GP 0 Not set
Medium 34-66 lbs. Lift Off 200 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
67-100 lbs. Drag or
Push
500 lbs. CP 0 2.000 (Medium Progression)
Oracle Spell Book
Spell Level 0 1 2 3 4 5 6 7 8 9
Spells per day (adjusted) ∞ 3 (4) - - - - - - - -
Spontaneous Caster Spell Use Tracker
Level 1
Known Spells
Known Spell Level 0 School Duration Cast time Range/Area Save SR DC
Create Water Conjuration instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) none no 13
Detect Magic Divination concentration, up to 1 1 standard action 60 ft. cone-shaped emanation none no 13
Guidance Divination 1 minute or until discharged; 1 standard action touch Will negates yes 13
Mending Transmutation instantaneous; 10 minutes 10 ft. Will negates yes 13
Known Spell Level 1 School Duration Cast time Range/Area Save SR DC
Bless Enchantment 1 min./level; 1 standard action 50 ft. The caster and all allies none yes 14
Cure Light Wounds Conjuration instantaneous; 1 standard action touch Will half yes 14
Spell Descriptions (A-Z)
BLESS
School: Enchantment (compulsion)
Level: cleric/oracle 1, paladin 1, inquisitor 1, shaman 1
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S, DF
Range: 50 ft.
Area: The caster and all allies within a 50-ft. burst, centered on the caster
Duration: 1 min./level;
Saving Throw: none
Spell Resistance: yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and
dispels bane.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
CREATE WATER
School: Conjuration (creation)
Level: cleric/oracle 0, druid 0, paladin 1, inquisitor 0, shaman 0, occultist 0
Descriptor: water
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: up to 2 gallons of water/level
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
This 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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
CURE LIGHT WOUNDS
School: Conjuration (healing)
Level: bard 1, cleric/oracle 1, druid 1, paladin 1, ranger 2, witch 1, inquisitor 1, alchemist 1, shaman 1, occultist 1, spiritualist 1
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: instantaneous;
Saving Throw: Will half (harmless); see text
Spell Resistance: yes (harmless); see text
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
DETECT MAGIC
School: Divination
Level: bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, magus 0, shaman 0, occultist 0, psychic 0, mesmerist 0,
spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level;
Saving Throw: none
Spell Resistance: no
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 emanates
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. Spell or Object Aura
Power Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Magic item (caster level)
5th or lower 6th-11th 12th-20th 21st+ (artifact) 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 1d6x10 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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
GUIDANCE
School: Divination
Level: cleric/oracle 0, druid 0, summoner 0, witch 0, inquisitor 0, summoner 0, witch 0, inquisitor 0, shaman 0, occultist 0, spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: 1 minute or until discharged;
Saving Throw: Will negates (harmless)
Spell Resistance: yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill
check. It must choose to use the bonus before making the roll to which it applies.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
MENDING
School: Transmutation
Level: bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0, summoner 0, witch 0, shaman 0, occultist 0, psychic 0, spiritualist 0
Casting time: 10 minutes
Components: V, S
Range: 10 ft.
Targets: one object of up to 1 lb./level
Duration: instantaneous;
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the
object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be
repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or
less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Open Game License and Copyright details available at: [Link]