Yorrick Mori | Character Sheet | Pathfinder 2e | Statblocks & Sheets | World Anvil

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Yorrick Mori

HUMANOID

Played by Kilian

Remastered
Class
Cleric
Size
180
XP
5
Level
  3  
Hero Points
Deity
Anbus
Human (Versatile Shadowsent)
Undertaker
25 ft.
+2
Strength
Modifier
+0
Dexterity
Modifier
+2
Constitution
Modifier
+1
Intelligence
Modifier
+2
Wisdom
Modifier
+1
Charisma
Modifier
Total
17
Base
10
Key
2
Item
0
Prof
5
U T E M L
  +2      

 
Chthonian, common, orcish
HP
40/40
Temp. HP
0
Total
7
Prof. Mod
5
Att. Mod (Wis)
2
Item Mod
0
U T E M L
  +2      

 
Total
15
AC Base
10
Dex Bonus (or AC Cap)
0
Item
0
Prof
5
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
+0
Hardness
0
Shield HP
0 / 0
BT
0
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 9 2 7 0 4
Reflex (DEX) 5 0 5 0 2
Will (WIS) 9 2 7 0 4
Simple Weapons
U T E M L
  +2      

 
Martial Weapons
U T E M L
  +2      

 
Anbus Scytheroll:1d20+7+2roll:1d10+2+2slashing
Bladed Gauntletroll:1d20+7roll:1d4+2slashing/bludgeoning
Total Prof. Mod Att. Mod Item Mod Armor Mod
+0 Acrobatics (dex)   0 0
+6 Arcana (int) 5 1 0
+7 Athlethics (str) 5 2 0
+1 Crafting (int)   1 0
+1 Deception (cha)   1 0
+1 Diplomacy (cha)   1 0
+1 Intimidation (cha)   1 0
+0 Lore: local undead +6 0 0 0
+7 Medicine (wis) 5 2 0
+7 Nature (wis) 5 2 0
+6 Occultism (int) 5 1 0
+1 Performance (cha)   1 0
+7 Religion (wis) 5 2 0
+1 Society (int)   1 0
+0 Stealth (dex)   0 0
+7 Survival (wis) 5 2 0
+0 Thievery (dex)   0 0
Bladed Gauntlet
Anbus Scythe
Explorer's Clothing
Caltrops 2x
Religious Symbol (Wooden)
Gold Pieces 15x
Backpack
-Rope
-Waterskin
-Chalk 10x
-Flint and Steel
-Rations 2x
-Torch 5x
-Bedroll
-Soap

 
Spell Attack Roll
Total Key Prof
7 2 5
Spell DC
Total Base Key Prof
17 10 2 5
Magic Tradition
Divine
Spells Per Day
Per Day
Rank 1 2 3 4 5 6 7 8 9 10
Current
Spellbook
Rosenkranz
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

Ancestry Feats & Abilities

Unconventional Weaponry - Feat 1
HUMAN

Description You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon.
If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.

Class Feats & Abilities

Warpriest Doctrine - Doctrine
TRAIT

Description You have trained in the more militant doctrine of your church, focusing on both spells and battle.
Applications
  • First Doctrine (1st): You’re trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat, a reaction to reduce damage with a shield. If your deity’s weapon is simple, you gain the Deadly Simplicity cleric feat. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.
  • Second Doctrine (3rd): You’re trained in martial weapons.
  • Third Doctrine (7th): You gain expert proficiency with your deity’s favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon’s critical specialization effect; use your divine spell DC if necessary.
  • Fourth Doctrine (11th):: Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
  • Fifth Doctrine (15th):: Your proficiency rank for Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead.
  • Final Doctrine (19th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
Shield Block
REACTION

Description Trigger While you have your shield raised, you would take damage from a physical attack.   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 Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Emblazon Armament - Class Feat 2
CLASS FEAT 2CLERICEXPLORATION


Action

Exploration
Description Carefully etching a sacred image into a physical object, you steel yourself for battle.
Applications You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents.
  • Shield The shield gains a +1 status bonus to its Hardness. (This causes it to reduce more damage with the Shield Block reaction.)
  • Weapon The wielder gains a +1 status bonus to damage rolls.

Statblocks for your spells.

Innate Spells

[block: Harm Heal]

Cantrips

Chill Touch - Cantrip 1
DOUBLE ACTION

Requirements somatic or verbal components
Description Range touch; Targets 1 living or undead creature Saving Throw Fortitude Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. 
Applications The effect depends on whether the target is living or undead. • Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure. • Undead Creature The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.   Heightened (+1) The negative damage to living creatures increases by 1d4.
Detect Magic - Cantrip 1
DOUBLE ACTION

Requirements somatic or verbal components
Description Area- 30-foot emanation   You send out a pulse that registers the presence of magic.
Applications You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.   You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.   Heightened (3rd) You learn the school of magic for the highest level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.   Heightened (4th) As 3rd level, but you also pinpoint the source 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 cube (or the nearest if larger than that).
Shield - Cantrip 1
SINGLE ACTION

Requirements verbal components
Description
  • Duration 1 Turn
You raise a magical shield of force.
Applications This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell. Heightening the spell increases the shield’s Hardness.
  • Heightened (3rd) The shield has Hardness 10.
  • Heightened (5th) The shield has Hardness 15.
  • Heightened (7th) The shield has Hardness 20.
  • Heightened (9th) The shield has Hardness 25.
[block: Guidance]

Level 1 Spells

[block: Runic Weapon Schadenfreude Animate Dead]

Level 2 Spells

[block: Blood Vendetta Final Sacrifice]

Created by

SirKilian.

System

Pathfinder 2e

Statblock Type

Character Sheet

Link/Embed