Sun, Oct 10th 2021 07:27   Edited on Thu, Mar 2nd 2023 06:58

Examples

Sun, Oct 10th 2021 07:31   Edited on Sat, Feb 18th 2023 02:37

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  Character Sheet:

Pippin, Cleric from Khinamay

CLERIC GNOME HUMANOID SMALL

Played by Tillerz

Remastered
Class
Cleric (Life)
Size
small
XP
12
Level
  4  
Hero Points
1
Deity
Erastil
Gnome (Vivacious Gnome)
Acolyte
15
+2
Strength
Modifier
+0
Dexterity
Modifier
+2
Constitution
Modifier
+0
Intelligence
Modifier
+3
Wisdom
Modifier
+2
Charisma
Modifier
Total
19
Base
10
Key
3
Item
0
Prof
6
U T E M L
  +2      

 
Common, Gnomish, Dwarven
HP
52/52
Temp. HP
0
Resistances and Immunities
negative 2
Conditions
drunk
Total
4
Prof. Mod
(1)
Att. Mod (Wis)
3
Item Mod
0
U T E M L
+0        

 
Senses
Low-Light Vision
Total
20
AC Base
10
Dex Bonus (or AC Cap)
0
Item
4
Prof
6
U T E M L
  +2      

 
Unarmored
U T E M L
  +2      

 
Light
U T E M L
  +2      

 
Medium
U T E M L
  +2      

 
Heavy
U T E M L
+0        

 
Shield AC
+2
Hardness
5
Shield HP
20 / 20
BT
10
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 10 2 8 0 4
Reflex (DEX) 6 0 6 0 2
Will (WIS) 11 3 8 0 4
Simple Weapons
U T E M L
  +2      

 
Martial Weapons
U T E M L
+0        

 
MaceTrained
Mace 1d20+8 1d8+2 Shove
Total Prof. Mod Att. Mod Item Mod Armor Mod
+1 Acrobatics (dex) (1) 0 0 0
+7 Arcana (int) 6 0 1
+3 Athlethics (str) (1) 2 0 0
+1 Crafting (int) (1) 0 0
+3 Deception (cha) (1) 2 0
+3 Diplomacy (cha) (1) 2 0
+3 Intimidation (cha) (1) 2 0
+6 Lore: scribing 0 6 0
+9 Medicine (wis) 6 3 0
+4 Nature (wis) (1) 3 0
+6 Occultism (int) 6 0 0
+3 Performance (cha) (1) 2 0
+11 Religion (wis) 8 3 0
+6 Society (int) 6 0 0
+1 Stealth (dex) (1) 0 0 0
+4 Survival (wis) (1) 3 0
+1 Thievery (dex) (1) 0 0 0
Vivacious Gnome
First World Magic
Student of the Canon
Battle Medicine
Glean Contents
Toughness
Divine Spellcasting
Deity
Sentinel Dedication
Second Doctrine
Deadly Simplicity
Domain Initiate

 
Chain Mail
Spell Attack Roll
Total Key Prof
9 3 6
Spell DC
Total Base Key Prof
19 10 3 6
Magic Tradition
Divine
Spells Per Day
Per Day 3 3
Rank 1 2 3 4 5 6 7 8 9 10
Current 3 3
Spellbook
Stuff here.
some stuff here.
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03
  Kingdom Block:
Farenian Empire
CharterN/A
HeartlandN/A
Government
Capital CityQueenshaven
MapLink
ArticleFarenian Empire
Size8
RP0
Unrest1
Unrest Penalty0
Consumption5
Experience Points3000
Resource Dice6
Level1
Level Max10
  Feat Block:
Battle Medicine - Feat 1
GENERALHEALINGMANIPULATESKILL

Requirements Trained in Medicine
Description You can patch up yourself or an adjacent ally, even in combat.
Applications Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
  Item Block:
Sturdy Shield - ITEM 4
ABJURATIONMAGICAL

Usage held in 1 hand; Bulk 1;

With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy.

Type minor; Level 4; Price 100 gp;
The shield has Hardness 8, HP 64, and BT 32.

Type lesser; Level 7; Price 360 gp;
The shield has Hardness 10, HP 80, and BT 40.

Type moderate; Level 10; Price 1000 gp;
The shield has Hardness 13, HP 104, and BT 52.

Type greater; Level 13; Price 3000 gp;
The shield has Hardness 15, HP 120, and BT 60.

Type major; Level 19; Price 10000 gp;
The shield has Hardness 17, HP 136, and BT 68.

Type supreme; Level 19; Price 40000 gp;
The shield has Hardness 20, HP 160, and BT 80.

  Monster / Creature Block:
Trumpet Archon - Creature 14
UNCOMMONLGMEDIUMARCHONCELESTIAL

Trumpet archons are messengers, emissaries, and storytellers—embodiments of the virtue of kindness. They use stories and allegories to prevent bloodshed, and among all archons they are the most likely to work together with angels, perhaps leading to the similarities in their forms. When diplomacy is impossible, trumpet archons rally the righteous to battle—one reassuring glance from a trumpet archon is often all it takes to instill a shaken ally with resounding courage once again.
Perception +26; darkvision
Languages Celestial, Draconic, Infernal; tongues
Skills Acrobatics +25, Diplomacy +29, Intimidation +28, Nature +23, Religion +23, Performance +31, Stealth +25

STR +7 , DEX +5 , CON +5 , INT +3 , WIS +6 , CHA +8

Items Archon Trumpet
AC 36
Saving Throws Fort +24, Ref +24, Will +27 , +1 status to all saves vs. magic
HP285 - Weaknesses evil 15 - Resistances sonic 15
Speed 35 ft, fly 60 ft
Melee bastard sword +29 (good, magical, versatile P), Damage 2d12+13 slashing plus 2d6 sonic and 1d6 good
Special Abilities Retributive Strike
Spells Divine Innate Spells DC 34
7th heal (×2), sound burst
6th heroism, zealous conviction
5th banishment, breath of life
4th dimension door (at will)
3rd circle of protection (against evil only; ×2)
Cantrips (6th) message; Constant (5th) tongues   Archon’s Door As hound archon.   Kind Word (one action, auditory, divine, emotion, enchantment, linguistic, mental) The trumpet archon offers an ally praise or encouragement. The archon attempts to counteract one emotion effect on the ally (with a counteract modifier of +24), and the archon and the ally both gain a +1 status bonus to attack rolls and saving throws for 1 round.   Trumpet Blast (one action, auditory, divine, emotion, enchantment, mental) The trumpet archon blows mightily on their horn, creating a tone of such beauty and grandeur those who hear it are paralyzed in awe. Non-archons within 100 feet must attempt a DC 34 Fortitude save. They are temporarily immune for 10 minutes. Critical Success: The creature is unaffected. Success: The creature is flat-footed. Failure: The creature is stunned 1 and flat-footed as long as it’s stunned. Critical Failure: The creature is paralyzed for 1 round.
STAR ARCHON   Embodiments of the virtue of prudence, star archons serve as philosophers and administrators, and in times of war as the tacticians, strategists, and generals of archon armies. Star archons burn with the glory and intensity of a sun, and their sense of duty and desire to defeat evil are as indefatigable as the light of the stars. While their dazzling intellects and unmatched strategic cunning make them most useful in war rooms rather than on battlefields, star archons are fierce opponents when motivated to enter the fray. Those who witness the self-sacrifice of a star archon and live to tell the tale describe the experience in terms that might befit the sight of a supernova at the instant the star collapses in on itself.
  Spell Block:

Spell:
Inspire Competence - Conjuration 1
BARDCANTRIPCOMPOSITIONEMOTIONENCHANTMENTMENTALUNCOMMON

Traditions Components
occult verbal
Cast Range Target Duration Saving Throw
1 action 60-feet 1 Ally 1 round Will
Description
  • Your encouragement inspires your ally to succeed at a task.
  • This counts as having taken sufficient preparatory actions to Aid your ally on a skill check of your choice, regardless of the circumstances.
  • When you later use the Aid reaction, you can roll Performance instead of the normal skill check, and if you roll a failure, you get a success instead.
  • If you are legendary in Performance, you automatically critically succeed.
  • The GM might rule that you can’t use this ability if the act of encouraging your ally would interfere with the skill check (such as a check to Sneak quietly or maintain a disguise).
  •          
    Focus:
    Inspire Heroics - Focus 4
    BARDCOMPOSITIONCONJURATIONENCHANTMENTUNCOMMON

    Traditions Components
    occult verbal
    Cast Range Target Duration Saving Throw
    Free action - Self - Will
    Description
    You call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances.  The effect of your inspire courage or inspire defense composition depends on the result of your check. 
  • Critical Success The status bonus from your inspire courage or inspire defense increases to +3. 
  • Success The status bonus from inspire courage or inspire defense increases to +2. 
  • Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don’t spend the Focus Point for casting this spell.
  • Curse:
    Mariner's Curse - Curse 5
    ARCANENECROMANCYOCCULTPRIMAL

    Traditions Components
    arcane occult primal somatic verbal
    Cast Range Target Duration Saving Throw
    2 actions Touch 1 living Creature - Fortitude
    Description
    You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.  
    • Critical Success The target is unaffected.
    • SuccessThe target becomes sickened 1. Reducing its sickened condition to 0 ends the curse.
    • FailureThe target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.
    • Critical FailureAs failure, but the target becomes sickened 2.
      Generic Block:

    Plane:
    Material Plane - Plane
    N

    Category Inner Plane
    Divinities Elder Mythos pantheon, Gozreh
    Native Inhabitants dwarves, elves, halflings, humans, gnomes, goblins, and countless other ancestries

    The Material Plane is the prosaic universe and the home of mortal life. Innumerable galaxies play host to countless stars and their planets, each housing unique settings for any campaign, with Golarion as the classic example. Other worlds of note like Castrovel, Akiton, and Eox exist within Golarion’s own solar system, and then beyond this, orbiting other distant stars or in other galaxies still, worlds such as Androffa, Carcosa, and even Earth swirl within the Material Plane’s vast and silent void. Yet for all the profound wonder and diversity of life that the Material Plane houses, in the dark places between the stars, known as the Dark Tapestry, lurk the inimical gods known as the Outer Gods and Great Old Ones, the sinister collective known as the Dominion of the Black.
    The Material Plane serves as the destination for pre-incarnate souls, each mortal life born, living, and dying before sending its spirit toward the planes of the Outer Sphere for judgment. The Material Plane is likewise the focus of the gods, each of whom is invested in fostering their own particular portfolio among mortal worshippers and the material world at large.
    Nation:
    Andoran - Nation
    NG

    Fledgling democracy in pursuit of freedom for all.
    Government The People’s Council (parliamentary democracy)
    Capital Almas (76,600)
    Population humans (Taldan), halflings, kobolds, dwarves
    Languages Common
    Religions Abadar, Cayden Cailean, Erastil, Iomedae, Shelyn


    Primary Exports ancient treasures and artifacts, financial credit, lumber, minerals
    Enemies autocratic governments concerned about potential domestic revolts, Cheliax, Katapesh, slavers
    Factions Bellflower Network, Eagle Knights, Lumber Consortium
    Threats rising aggression from Cheliax, retaliation from slavers, corruption among elected officials

    Andira Marusek (LG female human warrior) Supreme Elect of the Executive Office and mayor of Almas
    Reginald Cormoth (LG male human commander) Eagle Knight Commander General
    Felandriel Morgethai (CG female elf wizard) Almas University provost
    Settlement:
    Otari - Settlement 4
    NTOWN

    Diverse lumber town and trade port with a storied past and a fair share of sinister secrets.
    Government Mayor (elected leader)
    Population 1,240 (60% humans, 8% halflings, 7% half-elves, 6% elves, 5% dwarves, 5% gnomes, 3% half-orcs, 2% goblins, 4% other)
    Languages Common, Dwarven, Elven, Gnomish, Halfling


    Religions Cayden Cailean, Erastil, Gozreh, Nethys, Sarenrae
    Threats aberrant horrors, eerie hauntings, kobolds, smugglers
    Trinket Trade Otari has a long tradition of catering to adventurers, and consumable items of up to level 10 can be purchased in its markets ands shops.


    Lardus Longsaddle (CN male human soldier) foul-mouthed and short-tempered captain of the town guard
    Oseph Menhemes (N male human mayor) current mayor of Otari, patriarch of one of three local lumber companies
    Vandy Banderdash (NG female halfling cleric) chatty priestess of Sarenrae and unusually knowledgeable town historian
    Wrin Sivinxi (CG female tiefling merchant) eccentric occult items dealer, artisan, and collector of stories and rumors
    Obstacle:
    Trap - Obstacle
    Infiltration Points 3 (group Overcome hard or very hard Thievery
    A trap bars the characters’ passage. This obstacle follows the normal degrees of success for an obstacle, with the following modification for critical failure.


    Critical Failure The PCs accrue 2 AP as normal, and the PC who critically fails the Thievery check also triggers the trap.
    Weapon:
    Fist - Weapon
    AGILEFINESSENONLETHALUNARMED

    Source Core Rulebook pg. 280
    Favored Weapon Angazhan, Irori, Korada, Monad
    Price —; Damage 1d4 B; Bulk
    Hands 1
    Category Unarmed
    Group Brawling; Traits Agile, Finesse, Nonlethal, Unarmed

    Critical Specialization Effects


    Source Core Rulebook pg. 283
    Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

    Brawling: The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.
    Hazard:
    Locking Door - Hazard -1
    HAUNT

    Source Book of the Dead pg. 64
    Complexity Simple
    Stealth DC 18 to notice the door sway slightly, even though there's no breeze
    Description A door (or other portal) slams shut and locks.

    Disable DC 14 Athletics to push back against the door, DC 14 Crafting to wedge the door open, or DC 20 Thievery (trained) to jam the lock or open the lock afterward
    Shut In Trigger A creature ends their move after passing through the doorway; Effect With an ethereal gust shimmering in the air, the door creaks as it swings shut and locks. The haunted door pushes anyone in its space into an adjacent space in the connecting chamber. A creature that would be pushed and succeeds at a DC 16 Reflex save selects which side of the door they end up on.
    Condition:
    Blinded - Condition
    Source Core Rulebook pg. 618
    You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks. You are immune to visual effects. Blinded overrides dazzled.
    Very generic blocks like Influence:
    Influence
    CONCENTRATIONLINGUISTIC

    You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC’s preferences (typically found in the NPC’s influence stat block).

    Critical Success You gain 2 Influence Points with the chosen NPC.
    Success You gain 1 Influence Point with the chosen NPC.
    Failure You gain no Influence Points with the chosen NPC.
    Critical Failure You lose 1 Influence Point with the chosen NPC.
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