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Calla Lilybrook in Pathfinder 2e

Calla Lilybrook

HALFLING HUMANOID SMALL

Played by Orcadius

Remastered
Class
Cleric
Size
Small
XP
0
Level
  2  
Hero Points
3
Deity
Shelyn
Hillock Halfling
Acolyte
25 ft
Ground
+0
Strength
Modifier
+2
Dexterity
Modifier
+0
Constitution
Modifier
+0
Intelligence
Modifier
+4
Wisdom
Modifier
+3
Charisma
Modifier
Total
18
Base
10
Key
4
Item
0
Prof
4
U T E M L
  +2      

 
Common, Halfling
HP
22/22
Temp. HP
0
Total
8
Prof. Mod
4
Att. Mod (Wis)
4
Item Mod
0
U T E M L
  +2      

 
Senses
Keen Eyes
Total
16
AC Base
10
Dex Bonus (or AC Cap)
2
Item
0
Prof
4
U T E M L
  +2      

 
Unarmored
U T E M L
  +2      

 
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) 4 0 4 0 2
Reflex (DEX) 6 2 4 0 2
Will (WIS) 10 4 6 0 4
Simple Weapons
U T E M L
  +2      

 
Martial Weapons
U T E M L
+0        

 
UnarmedTrained
GlaiveTrained
Dagger 1d20+6 1d4 Piercing
Light Mace 1d20+5 1d4 Blunt
Glaive 1d20+3 1d8 Slashing
Total Prof. Mod Att. Mod Item Mod Armor Mod
+2 Acrobatics (dex)   2 0 0
+0 Arcana (int)   0 0
+0 Athlethics (str)   0 0 0
+0 Crafting (int)   0 0
+3 Deception (cha)   3 0
+7 Diplomacy (cha) 4 3 0
+3 Intimidation (cha)   3 0
+4 Lore: scribing 4 +0 0
+4 Lore: shelyn 4 +0 0
+8 Medicine (wis) 4 4 0
+4 Nature (wis)   4 0
+0 Occultism (int)   0 0
+7 Performance (cha) 4 3 0
+8 Religion (wis) 4 4 0
+0 Society (int)   0 0
+2 Stealth (dex)   2 0 0
+4 Survival (wis)   4 0
+2 Thievery (dex)   2 0 0
Backpack, basic crafter’s book, bedroll, belt pouch, caltrops (x2), chalk (x10), fine clerical robes, flint & steel, healer’s tools, rations (2 weeks), wooden religious symbol, religious text, rope (50’), soap, torch (x5), waterskin
Spell Attack Roll
Total Key Prof
8 4 4
Spell DC
Total Base Key Prof
18 10 4 4
Magic Tradition
Divine
Spells Per Day
Per Day 3 0 0 0 0 0 0 0 0 0
Rank 1 2 3 4 5 6 7 8 9 10
Current
Focus Points
1
Spellbook
Cantrips: Disrupt Undead, Divine Lance, Guidance, Light, Stabilize

1st Rank Spells: Bless, Color Spray, Magic Weapon

Divine Font: Heal (x4)
© 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.

Focus Spells

Creative Splash - Focus 1
CLERICCONCENTRATEILLUSIONMANIPULATEUNCOMMONVISUAL

Traditions Components
divine somatic verbal
Cast Range Target Duration Saving Throw
30 feet 5-foot burst Varies Will
Description
A deluge of paint or colorful illusions descend on the area, reflecting your personal creative specialty. Roll 1d4 to determine the color of the illusion. Each creature in the area must succeed at a Will save or take the effect listed on the table for the color.  
1d4ColorFailureCritical Failure
1WhiteDazzled 1 roundDazzled 1 minute
2RedEnfeebled 1 for 1 roundEnfeebled 2 for 1 round
3YellowFrightened 1Frightened 2
4BlueClumsy 1 for 1 roundClumsy 2 for 1 round

Cantrips

Divine Lance - Evocation 1
ATTACKCANTRIPCONCENTRATEMANIPULATESANCTIFIEDSPIRIT

Traditions Components
divine somatic verbal
Cast Range Target Duration Saving Throw
60 feet 1 creature Instant -
Description
You unleash a beam of divine energy. Make a ranged spell attack against the target’s AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit).
Heightened (+1) The damage increases by 1d4.
Guidance - Divination 1
CANTRIPCONCENTRATE

Traditions Components
divine occult primal verbal
Cast Range Target Duration Saving Throw
30 feet 1 creature Until the start of your next turn -
Description
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
Light - Evocation 1
CANTRIPCONCENTRATELIGHTMANIPULATE

Traditions Components
arcane divine occult primal somatic verbal
Cast Range Target Duration Saving Throw
120 feet - Until your next daily preparations -
Description
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.   Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).
Stabilize - Necromancy 1
CANTRIPCONCENTRATEHEALINGMANIPULATEVITALITY

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

Traditions Components
arcane divine occult material somatic verbal
Cast Range Target Duration Saving Throw
- - 1 hour -
Description
You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays for only you. It vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears.   Heightened (5th) The instrument is instead a virtuoso handheld instrument.
Vitality Lash - Necromancy 1
CANTRIPCONCENTRATEDIVINEMANIPULATEVITALITY

Traditions Components
divine somatic verbal
Cast Range Target Duration Saving Throw
30 feet 1 creature that is undead or otherwise has void healing - basic Fortitude
Description
You demolish the target’s corrupted essence with energy from Creation’s Forge. You deal 2d6 vitality damage with a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 until the start of your next turn.   Heightened (+1) The damage increases by 1d6.   Critical Success The creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage.
Critical Failure The creature takes double damage.

Level 1 Spells

Bless - Enchantment 1
AURACONCENTRATEMANIPULATEMENTAL

Traditions Components
divine occult somatic verbal
Cast Range Target Duration Saving Throw
15 foot emanation - 1 minute -
Description
Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation’s radius by 10 feet. Bless can counteract bane.
Dizzying Colors - Evocation 1
CONCENTRATEILLUSIONINCAPACITATIONMANIPULATEVISUAL

Traditions Components
arcane occult somatic verbal
Cast Range Target Duration Saving Throw
15 foot cone - 1 or more rounds (see below) Will
Description
You unleash a swirling multitude of colors that overwhelms creatures based on their Will saves.   Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.
Critical Failure The creature is stunned for 1 round and blinded for 1 minute.
Heal - Necromancy 1
HEALINGMANIPULATEVITALITY

Traditions Components
divine primal
Cast Range Target Duration Saving Throw
to Varies 1 willing living creature or 1 undead creature - -
Description
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.   I ActionThe spell has a range of touch.
2 Actions The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
3 Actions You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.   Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Runic Weapon - Transmutation 1
CONCENTRATEMANIPULATE

Traditions Components
arcane divine occult primal somatic verbal
Cast Range Target Duration Saving Throw
Touch 1 weapon that is unattended or wielded by a willing creature 1 minute -
Description
The weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.   Heightened (6th) The weapon is +2 greater striking.
Heightened (9th) The weapon is +3 major striking.

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