This is a ready-made template that can be used as a base for new character entry. Replace X with the actual value.

Krog
Male, Half-Orc Barbarian, Level 1
Alignment
Init +1; Senses ; Perception +X


Defense


AC 16 (total ac), touch 11X, flat-footed X (Breakdown of total AC example: +X armor, +X deflection, +X Dex)
hp X (Hitdie + bonuses)
Fort +4, Ref +1, Will +0;
DR (if any); Immune (if any); Resist (if any); SR (if any)


Offense Offense weapons, special abilities and spells. Examples below


Speed 30 ft.
Melee WEAPON attack bonuses +x (weapon hitdie + damage bonuses XdX+X) or
Ranged WEAPON'' attack bonuses +x (weapon hitdie + damage bonuses XdX+X) or
Special Attacks this is just an axample list, fill in your characters special attacks, spell-like abilities, spells
arcane pool (+1, 2 points), bane (8 rounds/day), judgment 3/day (2 simultaneous), rage (10 rounds/day), smite good, spell combat
Spell-Like Abilities (CL 9th; concentration +12)
:3/day—darkness, poison
:1/day—contagion, desecrate, unholy blight
Inquisitor Spell-Like Abilities (CL 8th; concentration +13)
:At will—detect alignment, discern lies (8 rounds/day)
Inquisitor Spells Known (CL 8th; concentration +13)
:3rd (3/day)—burst of speed[UC], cure serious wounds, invisibility purge
:2nd (5/day)—align weapon, cure moderate wounds, knock, see invisibility
:1st (6/day)—burst bonds[APG] (DC 16), cure light wounds, interrogation[UM] (DC 16), touch of combustion[ARG] (DC 16), wrath[APG]
:0 (at will)—bleed (DC 15), brand[APG] (DC 15), create water, detect magic, disrupt undead, stabilize
:Domain Anger inquisition
Magus (Fiend Flayer) Spells Prepared (CL 1st; concentration +2)
:1st—shield (2)
:0 (at will)—acid splash, prestidigitation, spark[APG] (DC 11)


Statistics


Str 19, Dex 13, Con 15, Int 8, Wis 10, Cha 9
Base Atk +2; CMB +5; CMD 16
Feats List all feats here
Traits List all traits here
Skills List all skills with ranks, set total bonus per skill, example: Acrobatics +1, Appraise +1, Bluff +1, Climb +4 Diplomacy -1, Disguise -1, Escape Artist +1 Fly +1, Intimidate +5, Perception +4, Ride +1, Stealth +1; Racial Modifiers +2 Perception
Languages List all languages here
SQ List all misc non attack special ablities here
Combat Gear ''List all combat gear (armor, weapons, potions, items) here, 1 per row


Special Abilities all special abilites with details (helpful but not mandatory). Example below


Arcane Pool +1 (2/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Bane (+2 / 2d6, 8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Contagion (1/day) (Sp) Granted by Half-Fiend heritage.

Infects subject with chosen disease.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage.

20-ft. radius of supernatural shadow.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Desecrate (1/day) (Sp) Granted by Half-Fiend heritage.

Fills area with negative energy, making undead stronger.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisite: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Fly (60 feet, Good) You can fly!
Hateful Retort (1/day) (Ex) Immediate, when hit make a melee attack vs. the one who hit you.
Immunity to Poison You are immune to poison.
Infernal Mortification (Su) As a standard action, increase arcane pool by 1 pt per 2 Con dam (only time can heal).
Inquisitor Domain (Anger Inquisition) Deities: Gorum, Rovagug.

Granted Powers: Holy (or unholy) rage, granted by your patron deity, ensures that when you fight, the battle ends with a bloody victory.

Divine Rage: At 6th level, you gain the ability to rage l
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Poison (3/day) (Sp) Granted by Half-Fiend heritage.

Touch deals 1d10 Con damage, repeats in 1 min.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Second Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Smite Good (1/day) (Su) +3 to hit, +9 to damage, +3 deflection bonus to AC when used.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Resistance (21) You have Spell Resistance.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Track +4 Add the listed bonus to survival checks made to track.
Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage.

Harms and sickens good creatures (1d8 damage/2 levels).
Vital Strike Standard action: x2 weapon damage dice.

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