Character Sheet
Pathfinder Player Core (Remaster) — Page One · Statistics · wg-friendly/v1
Hero Points — gain 1 at session start; spend 1 to reroll; spend all to avoid death.
Attributes
Hit Points
Shield
Defenses
Skills
| Skill | Total | Breakdown |
|---|---|---|
| Acrobatics | +4 | Dex T |
| Arcana | +7 | Int T |
| Athletics | +6 | Str T |
| Crafting | +7 | Int T |
| Deception | +0 | Cha U |
| Diplomacy | +0 | Cha U |
| Intimidation | +0 | Cha U |
| Medicine | +0 | Wis U |
| Nature | +3 | Wis T |
| Occultism | +7 | Int T |
| Performance | +0 | Cha U |
| Religion | +3 | Wis T |
| Society | +7 | Int T |
| Stealth | +1 | Dex U |
| Survival | +0 | Wis U |
| Thievery | +1 | Dex U |
| Undead Lore | +7 | Int T |
| Cult Lore | +7 | Int T |
| Lore | — | Int — |
| Lore | — | Int — |
Melee Strikes
| Weapon | Attack | Damage | Notes |
|---|---|---|---|
| Fist | +6 | 1d4+3 B | equipped |
| Halberd | +6 | — | equipped |
| — | — | — |
Ranged Strikes
| Weapon | Attack | Damage | Notes |
|---|---|---|---|
| — | — | — | |
| — | — | — |
Ancestry and General Feats · Class Abilities
Pathfinder Player Core (Remaster) — Page Two
| Lvl | Ancestry and General Feats | Class Feats and Features |
|---|---|---|
| 1 | Ancestry Feat -> Terra Dragonblood | Class Feat |
| 2 | Skill Feat | Class Feat |
| 3 | General Feat | Class Feature |
| 4 | Skill Feat | Class Feat |
| 5 | Ancestry Feat · Boosts | Class Feature |
| 6 | Skill Feat | Class Feat |
| 7 | General Feat | Class Feature |
| 8 | Skill Feat | Class Feat |
| 9 | Ancestry Feat | Class Feature |
| 10 | Skill Feat · Boosts | Class Feat |
| 11 | General Feat | Class Feature |
| 12 | Skill Feat | Class Feat |
| 13 | Ancestry Feat | Class Feature |
| 14 | Skill Feat | Class Feat |
| 15 | General Feat · Boosts | Class Feature |
| 16 | Skill Feat | Class Feat |
| 17 | Ancestry Feat | Class Feature |
| 18 | Skill Feat | Class Feat |
| 19 | General Feat | Class Feature |
| 20 | Skill Feat · Boosts | Class Feat |
Feats & Features · WG Export feats[]
| Feat or Feature | Type | Rules Summary |
|---|---|---|
| Terra Dragonblood | Ancestry Feat | |
| — | — | |
| — | — | |
| — | — |
List every feat for WG export (ancestry, class, general, skill). Omit heritage-only names.
Inventory · WG Export inventory[]
| inventory[].name | inventory[].qty | inventory[].notes |
|---|---|---|
| Backpack | 1 | unequipped |
| Basic Face Mask | 1 | unequipped |
| Fist | 1 | equipped |
| Halberd | 1 | equipped |
| Lattice Armor | 1 | equipped |
List gear and consumables for WG export. Coin totals go in the fields above.
Spells
Pathfinder Player Core (Remaster) — Page Four · spells[]
Cantrips
| Name | Actions | Rank | Prep | Notes |
|---|---|---|---|---|
| Daze | — | C | ||
| Detect Magic | — | C | ||
| Detect Metal | — | C | ||
| Eat Fire | — | C | ||
| Needle Darts | — | C | ||
| Shield | — | C | ||
| Prestidigitation | — | C | ||
| Void Warp | — | C | ||
| Telekinetic Hand | — | C | ||
| Guidance | — | C |
Focus Spells
| Name | Actions |
|---|---|
| — | — |
| — | — |
Innate Spells
| Name | Actions | Freq |
|---|---|---|
| — | — | — |
| — | — | — |
Spell Slots
| Rk 1 | Rk 2 | Rk 3 | Rk 4 | Rk 5 | Rk 6 | Rk 7 | Rk 8 | Rk 9 | Rk 10 |
|---|---|---|---|---|---|---|---|---|---|
| — | — | — | — | — | — | — | — | — | — |
Spells Remaining — fill remaining / total per rank.
Spells
| Name | Actions | Rank | Prep | Name | Actions | Rank | Prep |
|---|---|---|---|---|---|---|---|
| Object Reading | — | 1 | Fear | — | 1 | ||
| Grim Tendrils | — | 1 | Bless | — | 1 | ||
| — | — | — | — | — | — |
Rituals
| Name | Rank | Cost | Name | Rank | Cost |
|---|---|---|---|---|---|
| — | — | — | — | — | — |
WG Export · spells[]
| spells[].name | spells[].rank | spells[].source |
|---|---|---|
| Daze | cantrip | NECROMANCER |
| Detect Magic | cantrip | NECROMANCER |
| Detect Metal | cantrip | NECROMANCER |
| Eat Fire | cantrip | NECROMANCER |
| Needle Darts | cantrip | NECROMANCER |
| Shield | cantrip | NECROMANCER |
| Prestidigitation | cantrip | NECROMANCER |
| Void Warp | cantrip | NECROMANCER |
| Telekinetic Hand | cantrip | NECROMANCER |
| Guidance | cantrip | NECROMANCER |
| Object Reading | 1 | NECROMANCER |
| Fear | 1 | NECROMANCER |
| Grim Tendrils | 1 | NECROMANCER |
| Bless | 1 | NECROMANCER |
Non-casters: leave blank. Casters: rank cantrip or 1–10;
source = UPPERCASE list name (e.g. WIZARD, DRUID, BARD, PSYCHIC, SORCERER)
or alternate list (e.g. CLASS_DIVINE_FONT, WIZARD_FOCUS).
Notes notes
Have you ever thought about how much of you is you ? I’ve put a lot of thought into it. Many long nights wondering if Pharasma will hold my service to Moloch against me. We are the company we keep, after all. Some of our choices are decided for us, not by us. I should start from the beginning… I’m told I hatched an hour before the current century began, in the slums of Litran. Growing up, the clan elders always stoked our sense of community by pointing out how their service to the Lord of the Sixth would culminate in bringing order and stability to the chaotic mess of human society around us. But we never had the chance. Six years ago our warrens were raided by the Grey Gardeners. The lucky ones died in the fighting. The rest? Condemned to the Final Blade Carmine Clarisse . I was on the literal chopping block when fate took an unexpected turn: the Magma Dragon Moschabbatt raided the spectacle. They had long wanted to get their claws on a Final Blade. Getting a novice necromancer out of the deal by abducting me was ‘simply a pleasant bonus’. Through some of Moschabbatt local kobolds I learned about The Architect, God of Personal Potential, and I quietly converted. But through it all, I didn’t trust my new benefactor to have my old clan’s best interests at heart. “We’ll get them out of there,” they would always nod forcefully, “I just need your help figuring out how . I can’t really go out into human society, after all.” But they always felt a little too smooth, like a predator bargaining with their next meal, or at least their next meal’s source . But nonetheless, here I am, off to Druma to drum up the funds to back this endeavor. And maybe, just maybe, find a way to reclaim my soul from Moloch! - We are tasked with going to Reiver's Wright, a log sorting facility down river and figuring out why it went dark. All the Blackjackets are busy upriver at the logging sites. So this had to be be contracted out to us. - On casting Object Reading on the sick log, Kota (the Necromancer) learned the tree it was harvested from was "under attack" long before it was cut down. - At the archives, the party's knowledge of Cults payed off when they identified a symbol of the Cult of Mammon in a ledger purchasing, and modifying, the deed to Reiver's Wright! - There is also indications in the ledger that blighted wood is coming from all over the forest. Indicating a systemic sickness in the land. - Doku (the Toxicologist) was unable to narrow down anything more than what was already known. The apothecary theorized it was fungal in nature, but had hoped for confirmation. - We went to the tavern to seek transport downriver, only to find out we'd need to retrieve logs for the captain. We try to figure out why she's so desperate for these logs, but can't quite feel her out. And so we chalk it up to "It's Druma, everyone needs product two days ago here. And supply is way lower than demand when it comes to lumber right now." - We are non-committal on the log fetching, but she gives us a sled and contract, so if we finish the job we will be allowed to be ferried downriver. - Heading to the map shop, we learned the Fey Courts had gone silent as well, but managed to learn the pass-song to one of them. (The Cedar Court, IIRC?) - Kota went outside to cast Detect Magic on some of the blight residue on his glove. On learning it was, in fact, magical he tried to inform the party. Who were skeptical. - End of Session, still inside the map shop. Ulysses - Spark in sword. Doku's blowgun is loaded. The party decided to at least investigate the logs, and lasso rope around one with Telekinetic Hand. A mindless predatory plant, the [name here] started drifting towards us on the sand bar. And combat ensued! We took out the [plant], and another one who was drifting towards us despite other prey being closer. Someone noticed a freshwater squid lounging on one of the logs to the east. As well as some sort of crustacean and goblin skulking through the water to the northwest. 1 Persistent Fire (Mudajaw)
wg-friendly/v1
Kota Character 1
Kobold Dragonblood Cultist Necromancer
Perception +3
Languages Diabolic, Fey, Hallit, Draconic
Skills Acrobatics +4, Arcana +7, Athletics +6, Crafting +7, Deception +0, Diplomacy +0, Intimidation +0, Medicine +0, Nature +3, Occultism +7, Performance +0, Religion +3, Society +7, Stealth +1, Survival +0, Thievery +1, Undead Lore +7, Cult Lore +7
Str +3, Dex +1, Con +1, Int +4, Wis +0, Cha +0
Items Backpack, Basic Face Mask, Fist, Halberd, Lattice Armor
AC 18; Fort. +6, Ref. +4, Will +3
HP 15 / 15
Spells DC +7, attack +7; Cantrips Daze, Detect Magic, Detect Metal, Eat Fire, Needle Darts, Shield, Prestidigitation, Void Warp, Telekinetic Hand, Guidance; Rank 1 Object Reading, Fear, Grim Tendrils, Bless
TERRA DRAGONBLOOD
(ancestry feat)
DRAGONBLOOD