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Omega Ditalis

Played by Nox

Class
Sorcerer
Size
Medium
Alignment
NG
XP
0
Level
  6  
Hero Points
Deity
None
Human (Versatile Heritage)
Scholar
25ft
+0
Str
Modifier
Strength
Score
10
+0
Dex
Modifier
Dexterity
Score
10
+2
Con
Modifier
Constitution
Score
14
+4
Int
Modifier
Intelligence
Score
18
+2
Wis
Modifier
Wisdom
Score
14
+4
Cha
Modifier
Charisma
Score
19
Total
14
Base
10
Key
4
Item
0
Prof
0
U T E M L
+0        

 
HP
56/56
Temp. HP
0
Total
10
Prof. Mod
8
Att. Mod (Wis)
2
Item Mod
0
U T E M L
  +2      

 
Total
10
AC Base
10
Dex Bonus (or AC Cap)
0
Item
0
Prof
0
U T E M L
+0        

 
Unarmored
U T E M L
+0        

 
Light
U T E M L
+0        

 
Medium
U T E M L
+0        

 
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) 2 2 0 0 0
Reflex (DEX) 0 0 0 0 0
Will (WIS) 2 2 0 0 0
Simple Weapons
U T E M L
+0        

 
Martial Weapons
U T E M L
+0        

 
Total Prof. Mod Ability Mod Item Mod Armor Mod
+8 Acrobatics (dex) 8 0 0
+14 Arcana (int) 10 4 0
+8 Athlethics (str) 8 0 0
+4 Crafting (int)   4 0
+4 Deception (cha)   4 0
+14 Diplomacy (cha) 10 4 0
+12 Intimidation (cha) 8 4 0
+12 Lore: academia 0 12 0
+2 Medicine (wis)   2 0
+2 Nature (wis)   2 0
+4 Occultism (int)   4 0
+4 Performance (cha)   4 0
+12 Religion (wis) 8 2 2
+12 Society (int) 8 4 0
+0 Stealth (dex)   0 0
+2 Survival (wis)   2 0
+0 Thievery (dex)   0 0
Spell Attack Roll
Total Key Prof
0 0 0
Spell DC
Total Base Key Prof
10 10 0 0
Magic Tradition
Arcane
Spells Per Day
Per Day 4 4 3
Level 1 2 3 4 5 6 7 8 9 10
Current
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

Statblocks for your spells.

Cantrips

Touch of Undeath - Necromancy 1
NECROMANCYNEGATIVESORCERERUNCOMMON

Traditions Components
somatic
Cast Range Target Duration Saving Throw
1 action touch 1 living creature touched 1 minute Will
Description
You instill within a creature the touch of the grave. For the duration, harm spells treat the creature as undead and heal spells treat the creature as living. In addition, harm spells gain a +2 status bonus to the Hit Points restored to the target.   If the target wishes to avoid the spell, it can attempt a Will save to reduce the effects.   Critical Success The target is unaffected.
Success The target heals half as much from heal and takes half as much damage from harm for 1 round.
Failure Effects as described in the text.   Heightened (+1) The status bonus to the Hit Points restored increases by 2.
Stabilize - Necromancy 1
CANTRIPDOUBLE ACTIONHEALINGNECROMANCYPOSITIVE

Traditions Components
divine primal somatic verbal
Cast Range Target Duration Saving Throw
- 30 feet 1 dying creature - -
Description
Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
Presdigitation - Evocation 1
CANTRIPDOUBLE ACTIONEVOCATION

Traditions Components
arcane divine occult primal somatic verbal
Cast Range Target Duration Saving Throw
2 actions 10 feet 1 object (cook, lift or tidy only) Sustained -
Description
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or spell component.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.
Shield - Abjuration 0
ABJURATIONCANTRIPFORCE

Traditions Components
arcane divine occult verbal
Cast Range Target Duration Saving Throw
1 action - - until the start of your next turn -
Description
You raise a magical shield of force. 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 (see the sidebar). 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.   SHIELD ACTIONS
The shield spell works like a raised shield, and it also gives you the ability to use the Shield Block reaction.   SHIELD BLOCK (Reaction)
Trigger While you have your shield raised, you take damage from a physical attack. You place your shield 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.   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.
Detect magic - Divination 1
CANTRIPDETECTIONDIVINATIONDOUBLE ACTION

Traditions Components
arcane divine occult primal somatic verbal
Cast Range Target Duration Saving Throw
2 actions Area 30 foot emanation - - -
Description
You send out a pulse that registers the presence of magic.
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 highestlevel 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).

Created by

NoxHusky.

System

Pathfinder 2e

Statblock Type

Character Sheet

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