Tonpa PF2 Kirk Dickson
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Level feat, misc Perception Prof Weapon Prof
Level 1 ancestry feat, background, channel energy, divine spellcasting, +2 +1 1
Level 2 Cleric feat, skill feat +3 +1 2
Level 3 2nd-level spells, general feat, skill increase +4 +2 3
Level 4 Cleric feat, skill feat - +5 +1 4
Level 5 3rd-level spells, ancestry feat, Ability Boost, skill increase +6 +2 5
Level 6 Cleric feat, skill feat - +7 +2 6
Level 7 th-level spells, general feat skill increase +10 +2 7

Healing Your healing magic is particularly potent. Healer’s blessing Healing font (2)
Light You harness the power of the sun and other light sources and punish undead. Undead’s bane Dazzling flash (2)

HEAL SPELL 1
Casting Somatic Casting or more
Range touch, Range 30 feet, or Area 30-foot aura
(see text); Targets one willing living creature or one
undead creature
You channel positive energy to heal the living or damage the
undead. You restore Hit Points equal to 1d8 plus your spellcasting
ability modifier to a willing living target, or deal that amount of
positive damage to an undead target. The number of actions you
spend when Casting this Spell determines its targets, range, area,
and other parameters.
• Somatic Casting The spell has a range of touch. You must
succeed at a melee touch attack to damage an undead target.
• Somatic Casting, Verbal Casting The spell has a range of
30 feet and doesn’t require a touch attack when targeting an
undead creature. An undead target must attempt a Fortitude
save, taking half damage on a success, no damage on a critical
success, or double damage on a critical failure.
• Material Casting, Somatic Casting, Verbal Casting
You disperse positive energy in a 30-foot aura. This has the
same effect as the two-action version, but it targets all living
and undead creatures in the burst and reduces the amount of
healing or damage to your spellcasting ability modifier.
Heightened (+1) The amount of healing or damage increases by 1d8,
or by 2d8 if you’re using the 1- or 2-action version to heal the living.

HEALER’S BLESSING POWER 1
Casting Somatic Casting; Trigger You cast a
heal spell to heal a living creature.
The amount healed by the triggering spell increases by 2 points per
die. If you’re both healing living creatures and damaging undead,
the healing increases by that amount but the damage does not.
HEALING FONT POWER 2
Casting Somatic Casting; Trigger You use
channel energy to cast a heal spell.
You draw power from your pool of Spell Points to cast heal, and
thus this casting of heal doesn’t expend a use of channel energy.

UNDEAD’S BANE POWER 1
Casting Verbal free action; Trigger You cast a
heal spell to damage undead creatures.
Increase the amount the amount of damage dealt by your level
(apply this increase after halving, if applicable). If you’re healing
living creatures and damaging undead, only the damage increases.

DAZZLING FLASH POWER 2
Casting Material Casting, Verbal Casting
Area 20-foot cone
You raise your religious symbol and create a blinding flash. Creatures
in the area are dazzled or blinded, depending on their Fortitude save.
Success The target is dazzled for 1 round.
Critical Success The target is unaffected.
Failure Blinded for its next action and dazzled for 1 minute.
Critical Failure Blinded for 2 rounds and dazzled for 1 hour.

CREATE FOOD SPELL 2
Casting 10 minutes (Somatic, Verbal)
Range 30 feet
You create enough food to feed six Medium creatures for a day;
it’s bland and unappealing and leaves the eater unsatisfied. After 1
day, if no one has eaten the food, it decays and becomes inedible.
Most Small creatures eat one-fourth as much as a Medium creature
(one-sixteenth as much for most Tiny creatures), and most Large
creatures eat 10 times as much (100 times as much for Huge
creatures and so on).
Heightened (4th) You can feed 12 Medium creatures.
Heightened (6th) You can feed 50 Medium creatures.
Heightened (8th) You can feed 200 Medium creatures.

CREATE WATER SPELL 1
Casting Somatic Casting, Verbal Casting
Range touch
Cupping your hands, water begins to flow. You create 2 gallons of
water. If no one drinks it, it evaporates after 1 day.

FIREBALL SPELL 3
Casting Somatic Casting, Verbal Casting
Range 500 feet; Area 20-foot burst
A burst of fire explodes, dealing 6d6 fire damage;
creatures in the area must attempt a Reflex save.
Success The creature takes half damage.
Critical Success The creature is unaffected.
Failure The creature takes full damage.
Critical Failure The creature takes double damage.
Heightened (+1) The damage increases by 2d6.

BURNING HANDS SPELL 1
Casting Somatic Casting, Verbal Casting
Area 15-foot cone
Gouts of flame rush from your hands. You deal 2d6 fire damage to
creatures in the area; they must each attempt a Reflex save.
Success The creature takes half damage.
Critical Success The creature takes no damage.
Failure The creature takes full damage.
Critical Failure The creature takes double damage.
Heightened (+1) The damage increases by 2d6.

REMOVE DISEASE SPELL 3
Casting 10 minutes (Material, Somatic, Verbal)
Range touch; Targets one creature
You attempt to completely remove one disease afflicting the
target. Treat this as counteracting the disease (see page 319).

LIGHT CANTRIP
Casting Somatic Casting, Verbal Casting
Range touch; Targets one unattended, nonmagical
object of 1 Bulk or less
Duration 1 day or until dismissed
The object begins to glow with pure light, casting bright light in a
20-foot radius like a torch. If you cast this spell again on another
object, the light on the last object you cast it on is dismissed.
Heightened (4th) The object instead sheds bright light in a 60-
foot radius.

Deity Areas of Concern Alignment Channel Skill Weapon Domains Spells
Sarenrae Healing, honesty,
redemption, and the sun
NG (LG, NG, CG) Positive Survival Scimitar Fire, healing,
light, truth
1st: burning hands, 3rd:
fireball, 4th: wall of fire
Your
Level
Spell Level
1st *3 2nd *3 3rd *3 4th *2

Gender male Age 29 Height 6' 1'' Hair Dark Skin Light Eyes Brown
STR 10 CON 10 DEX 16 INT 10 WIS 18 CHA 18
HP 71 Speed 20 (25) AC 26+Shield TAC 23 Penalty -4 Misc Clumsy
ATTACK ??? DAM ??? DEX Cap +3 FORT +3 Ref +5 Will +1
SKILL Value Signature
DIPLOMACY MASTER (CHA) Yes
MEDICINE (WIS) Yes
PERFORMANCE (CHA) Yes
RELIGION (WIS) YES
SURVIVAL (WIS) YES
NOBILITY LORE (INT) YES
SOCIETY EXPERT (CHA) NO
DECEPTION (CHA) No

Languages Common, One additional language, selected from those to which you have access
Traits Human Humanoid

Ancestry Feat: Gain Two Skills

NOBLE BACKGROUND
To the common folk, the life of a noble seems one of idyllic luxury,
but growing up as a noble or member of the aspiring gentry, you
know the reality: a noble’s lot is obligation and intrigue. Whether
you seek to escape your duties by adventuring or to thereby
better your station, you have traded silks and pageantry for an
adventurer’s life.
Choose two ability boosts. One must be to Intelligence or
Charisma, and one is a free ability boost.
You gain the Courtly Graces skill feat, and you’re trained in the
Nobility Lore skill.

Armor
Breastplate 80 sp +4 +2 +3 –4 –5 ft. 2 Clumsy MAGICAL +1 Armor
SpellGuard SHIELD MAGICAL Heavy Steel Shield

Weapons
Gauntlets *2. 4sp
Scimitar Forceful +1 Disrupting

Backback 1 sp (can carry 4 bulk) - Clothes, bedroll, lantern, oils, flints, rations, cookeare
Bedroll 1 cp L
Clothess Ordinary 1 sp
Rations 10 day 5 sp 10x L
Flint & steel x 2 1sp
Bulls eye Lantern 10 sp 1 bulk
Oil 10 pints 1 sp
Waterskin x2 1sp L x 2
Cookware 2 bulk

Satchel 1 sp (can carry 2 bulk) -
Waterskin x2 1sp L x 2
Expert Crowbarr 5Sp L
Tent pup 8 sp L
Hammer 1 sp L
Mirror 10 sp

Belt Pouch 5 Cp (can carry 4 L)
Rations 2 days 1 sp 2 L
Waterskins x 2 1 sp 2 L

KEY ABILITY
Wisdom
HIT POINTS
8 plus your Constitution modifier
PROFICIENCIES
Perception
Trained
Saving Throws
Expert in Fortitude
Trained in Reflex
Expert in Will
Skills
Trained in a number of skills equal to
5 plus your Intelligence modifier
Weapons
Trained in all simple weapons and the
favored weapon of your deity. If your
deity’s favored weapon is uncommon, you
also gain access to that weapon.
Armor
Trained in light armor, medium armor,
and shields
Spells
Trained in divine spell rolls and DCs and in
attack rolls for divine spells
SIGNATURE SKILLS
Diplomacy
Medicine
Performance
Religion
One skill determined by your deity
Used 147,6 sp

EXPANDED DOMAIN FEAT 1
Prerequisites domain
Choose a domain that you don’t already have from your deity’s list and gain its initial domain power (see page 73). You use this additional domain power at a cost of 1 Spell Point per use. Increase your Spell Point pool by 1.
Special You can select this feat up to two times, each time selecting a domain you don’t already have.

ADVANCED DOMAIN FEAT 4
Prerequisites domain
Your studies or prayers have unlocked the deeper secrets of your deity’s domain. You gain the
advanced domain power from one of your domains (as listed on Table 3–10: Domains on pages 72–73).
Increase your Spell Point pool by the number of points this new domain power costs to cast. Special You can select this feat once per domain for which you have the initial domain power. Each time, you
gain an advanced domain power for a different domain.

LIGHTNING REFLEXES FEAT 1
Prerequisites trained in Reflex saves
Your reflexes are lightning fast. You gain expert proficiency in
Reflex saves.

TOUGHNESS FEAT 1
You can withstand more punishment than most
before going down. Increase your maximum Hit Points by your

CONNECTIONS FEAT 2
Prerequisites expert in Society, Courtly Graces
You have social connections you can leverage to
trade favors or meet important people. Whenever you’re in an
area where you have connections (typically in a settlement
where you’ve spent downtime building connections, or possibly
in another settlement in the same nation), you can attempt a
Society check to either arrange a meeting with an important
political figure or attempt to get a favor in exchange for a
later favor of your contact’s choice. The GM decides the DC of
the Society check based on the difficulty of the favor and the
prominence of the figure.

COURTLY GRACES FEAT 1 (BONUS)
Prerequisites trained in Society
You either were raised among the nobility or have
learned proper etiquette and bearing as well as noble lineages,
allowing you to present yourself as a member of the nobility. You
can use the Recall Knowledge action with Society to gain useful
facts about these topics, using the DC for Nobility Lore if it is
lower, and you can use your Society modifier on all Nobility Lore
checks. If you want to impersonate a specific noble or create a
false noble backstory for yourself, you still need to additionally
use Deception when presenting yourself in your noble persona.

GROUP IMPRESSION FEAT 1
Prerequisites trained in Diplomacy
When you Make an Impression, you can compare
your Diplomacy check result to the Will DCs of two targets
instead of one. It’s possible to get a different degree of success
for each target. The number of targets increases to four if you’re
an expert, 10 if you’re a master, and 25 if you’re legendary.

SHAMELESS REQUEST FEAT 7
Requirements: master in Diplomacy
You can downplay the potential consequences or
outrageousness of your requests through sheer brazenness and
charm. When Requesting something, you treat a critical failure
as a failure.

ADVANCED DOMAIN FEAT 4
Prerequisites domain
Your studies or prayers have unlocked the deeper
secrets of your deity’s domain. You gain the
advanced domain power from one of your domains
(as listed on Table 3–10: Domains on pages 72–73).
Increase your Spell Point pool by the number of
points this new domain power costs to cast.
Special You can select this feat once per domain for
which you have the initial domain power. Each time, you
gain an advanced domain power for a different domain.

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