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!!1st-Level Astral Construct
N Small construct
''Init'' +2; ''Senses'' darkvision 60 ft., low-light vision, ''Perception'' -
!!Defense
''AC'' 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
''HP'' 15 (1d10+10)
''Fort'' +0, ''Ref'' +2, ''Will'' +0
Construct traits
!!Offense
''Speed'' 30 ft.
''Melee'' Slam +4 melee (1d4+3)
''Space'' 5 ft.; ''Reach'' 5 ft.
!!Statistics
''Str'' 15, ''Dex'' 15, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 10
''BAB'' +1, ''CMB'' +2; ''CMD'' 14
''Feats'' -
''Skills'' -
!!Special Abilities
*One ability from Menu A
*Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
!!2nd-Level Astral Construct
N Medium construct
''Init'' +2; ''Senses'' darkvision 60 ft., low-light vision, ''Perception'' -
!!Defense
''AC'' 18, touch 13, flat-footed 16 (+2 Dex, +6 natural)
''HP'' 15 (1d10+10)
''Fort'' +0, ''Ref'' +2, ''Will'' +0
Construct traits
!!Offense
''Speed'' 40 ft.
''Melee'' Slam +5 melee (1d6+4)
''Space'' 5 ft.; ''Reach'' 5 ft.
!!Statistics
''Str'' 17, ''Dex'' 15, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 10
''BAB'' +2, ''CMB'' +5; ''CMD'' 17
''Feats'' -
''Skills'' -
!!Special Abilities
*One ability from Menu A
*Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
''Advanced Player's Guide:'' Oracle base class, spark
''Advanced Race Guide:'' Ifrit, efreeti magic, fire insight, wildfire heart
''Inner Sea Monster Codex:'' powerless prophecy curse
''Inner Sea World Guide:'' Noble Scion, unbreakable heart
''Ultimate Magic:'' Dark Tapestry mystery
*''Acrobatics'' +1 //(untrained)//
**-3 Armor Check Penalty
**+4 circumstance //(Explorer, Once Per Adventure)//
*''Bluff'' +4 //(untrained)//
**+2 vs. nobility on the Isle of Kortos //(Lord Avid's Recommendation)//
**+2 vs. wayangs //(Wayang Body Modification)//
**+2 competence to lie vs. one creature //(Duplicitous Charm, One Adventure)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Climb'' +0 //(untrained)//
**-3 Armor Check Penalty
**+4 circumstance //(Explorer, Once Per Adventure)//
*''Diplomacy'' +10
**+2 vs. dwarves //(Five Kings Negotiator)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+2 vs. nobility on the Isle of Kortos //(Lord Avid's Recommendation)//
**+2 vs. wayangs //(Wayang Body Modification)//
**+2 to request favors from or improve the attitude of one creature //(Duplicitous Charm, One Adventure)//
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Intimidate'' +4 //(untrained)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+2 vs. nobility on the Isle of Kortos //(Lord Avid's Recommendation)//
**+2 vs. wayangs //(Wayang Body Modification)//
*''Knowledge (arcana)'' +8
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
*''Knowledge (planes)'' +8
**+1 vs. demons //(Demonic Scholar)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
*''Knowledge'' //(untrained)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**(Local)+2 about Aspis and make the check untrained. //(Inside Knowledge)//
**(Geography, History, Local, Nobility) +5 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use)//
*''Perception'' +6
*''Profession (scribe)'' +5
*''Sense Motive'' //(untrained)//
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
*''Spellcraft'' +8
*''Stealth'' +7
**-3 Armor Check Penalty
*''Survival'' //(untrained)//
**+2 circumstance //(Explorer, Once Per Adventure)//
*''Swim'' //(untrained)//
**-3 Armor Check Penalty
**+4 circumstance //(Explorer, Once Per Adventure)//
!Experiment 325
Female ifrit dark tapestry oracle 3
N Medium outsider (native)
''Init'' +14; ''Senses'' darkvision 60 ft., Perception +6
!Defenses
''AC'' 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
''hp'' 24 (3d8+6)
''Fort'' +3, ''Ref'' +2, ''Will'' +2
''Defensive Abilities'' uncanny dodge
!Offense
''Speed'' 30 ft.
''Melee'' mwk morningstar +3 (1d8)
''Ranged'' dagger +3 (1d4/19-20)
''Special Attacks'' gift of madness (7/day, DC 15)
''~Spell-Like Abilities'' (CL 3, concentration +7)
*1/day - [[Enlarge Person]] or [[Reduce Person]]
''Spells'' (CL 3, concentration +7)
*1at level (6/day) - [[Cure Light Wounds]], [[Entropic Shield]], [[Liberating Command]], [[Remove Fear]], [[Unbreakable Heart]]
*0 level (at-will) - [[Create Water]], [[Detect Magic]], [[Guidance]], [[Read Magic]], [[Spark]]
!Statistics
''Str'' 10, ''Dex'' 12, ''Con'' 14, ''Int'' 14, ''Wis'' 8, ''Cha'' 18
''Base Atk'' +2; ''CMB'' +2; ''CMD'' 13
''Feats'' [[Improved Initiative]], [[Noble Scion of War|Noble Scion]]
''Traits'' [[Observant]], [[Reactionary]]
''Skills'' Diplomacy +10, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +6, Profession (scribe) +5, Spellcraft +8, Stealth +7
''Languages'' Common, Elven, Ignan, Terran
''SQ'' oracle's curse (powerless prophecy)
''Combat Gear'' alchemist fire x3, //scroll of [[Magic Weapon]]//, //wand of [[Cure Light Wounds]]//
''Other Gear'' dagger x3, mwk breastplate, mwk light wooden shield, mwk morningstar
!Special Abilities
*''Cloak of Darkness (Su)''
**You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
*''Efreeti Magic''
**Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
*''Fire Insight''
**Ifrit spellcasters sometimes find that their elemental heritage makes creatures of fire more willing to serve them. Summon monster and summon nature's ally spells that the ifrit casts last 2 rounds longer than normal when used to summon creatures with the fire subtype. This racial trait replaces fire affinity.
*''Gift of Madness (Su)''
**You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
*''Powerless Prophecy (Ex)''
**You are forewarned of danger but can't act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can't take any actions in a surprise round, including free actions, except for flash of insight. In the absence of a surprise round, you are staggered for the entire first round of combat.
**At 5th level, you gain a +4 insight bonus on initiative checks.
**At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level.
**At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.
*''Uncanny Dodge (Ex)''
**A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
*''Wildfire Heart''
**Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
!Faction Cards
*Season 7 Grand Lodge
**Rewards - 2 goals
***''EXPLORER'' (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
***NEMESIS (4+ goals): Once per adventure, you gain a +2 bonus on your next attack against that agent, and if you hit, you deal additional damage equal to the number of goals you have completed. Alternatively, you impose a –1 penalty on the agent’s next saving throw against a spell you cast; the penalty increases to –2 if you have completed seven or more goals.
***EXPEDITION COORDINATOR (7+ goals) (0/3 boxes checked): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other ~PCs at the table also succeed at the secondary success condition.
**Goals
***(1/8) - Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. //(Mordent Spire)//
***(1/3) - Forgo your Downtime check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
***(0/1) - Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***(0/1) - Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
***(0/1) - Disrupt or sabotage a significant Aspis Consortium operation, such as by ruining an alliance, damaging its reputation in a large city, or preventing them from recovering an artifact.
***(0/1) - Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.
***(0/1) - Save a venture-captain, one of the Pathfinder Society’s three masters, or a similarly high-ranking figure in the Society from harm. The NPC must be at actual risk of death unless you intercede—often denoted by a current hit point total or other conditions—and he must survive the encounter.
***--(5/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.--
*Season 9 Grand Lodge
**Rewards - 2 goals
***''PREPARED AGENT'' (2+ goals): You are more prepared for missions than most Pathfinders. When you attempt a Knowledge check as a part of an adventure’s mission briefing, treat all Knowledge skills as trained. Once per adventure, you can add a bonus equal to half the number of goals you have completed to one Knowledge check or Diplomacy check to gather information.
***GUIDING COMPASS (4+ goals): Your wayfinder guides you to safety in all circumstances. If you fail a saving throw against an effect that allows additional saving throws to mitigate the effect (for example, dominate person or glitterdust), you gain a bonus on subsequent saves against such effects equal to 1 for every three goals you have completed.
***EXPEDITION COORDINATOR (7+ goals) (0/3 boxes checked): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have failed. If you do so, all other ~PCs at the table also succeed at the secondary success condition.
**Goals
***(0/8) - Adventure in a nation other than Absalom. You can receive credit for visiting a particular nation only once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
***(0/2) - Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
***(0/1) - Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt nor contribute to this goal.
***(0/1) - Convince an NPC to work as a Pathfinder Society contact, or convince a disaffected agent to work with the Society again. This requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.
***(0/2) - Participate in an adventure that features Grandmaster Torch, Pasha Muhlia al-Jakri, or Thurl. Faction missions do not fulfill this goal.
***--(2/2) - Successfully complete a scenario in Season 4 of the Pathfinder Adventure Card Guild: Season of Factions’ Favor.--
***--(1/1) - Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation.--
***(0/3 & 0/2) - Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.
!Boons
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Banish the Hag''
**Gyronna’s influence over Rosehaven is no more, emboldening you against hags and their tricks. Before attempting a saving throw against a curse or a witch’s hex, you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your Chronicle sheet when you’re targeted by a spell or effect that would remove a curse; the caster gains a +4 bonus on the caster level check to remove that curse.
*''Confirmed Field Agent''
**Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. --Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).--
*''Demonic Scholar''
**You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
*''Desperate Bargain''
**Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the //confusion// spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Draw from the Deck''
**You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet.
*''Duplicitous Charm''
**As a confidence artist, you are adept at earning the trust of others and bending them to your needs. Choose a creature. Until the end of the scenario you gain a +2 competence bonus on Bluff checks to lie to the creature and Diplomacy checks to improve the creature’s attitude or request favors from it. When this boon is used, cross it off your Chronicle sheet.
*''Explore, Report, Cooperate''
**You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Friend of Janira Gavix''
**The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Grace of Minatan Heroes''
**You’ve earned the attention of powerful Minatan spirits, who now watch over your travels. As a standard action, you may cross this boon off your Chronicle sheet to gain the effects of //greater magic fang// or //greater magic weapon// (CL = your total HD). Regardless of which spell is selected, this effect only lasts for 1 minute per effective caster level.
*''Gremlin’s Token'' //(0/4 checked)//
**While Bujune may have inflicted years of torment on poor Stuinvolk, you were able to see the inner nobility of the fungal gremlin. The tiny fey has given you a small charm to commemorate your friendship; you may activate this charm by checking a box next to this boon as an immediate action, granting you a +2 bonus on saving throws against curse effects for 1 hour.
*''Impressive Find''
**A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
*''Inside Knowledge''
**As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
*''Inahiyi’s Gratitude'' //(2 boxes remaining)//
**By participating in the ritual of Inahiyi, you’ve become intertwined in the wayang’s connection to the Shadow Plane. You may, as an immediate action, check a box that precedes this boon to treat positive and negative energy effects as though you were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts 1 minute once activated.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Leshy Token''
**You calmed the distraught leshy Feather Seed and helped her fight off the evil haunting Rosehaven. In gratitude, she offered you a necklace of feathers and preserved pumpkin seeds. If you wear this as if it were a magic item that occupies the neck slot, you gain a +1 circumstance bonus on all Charisma-based checks (such as Diplomacy or wild empathy) made to influence or control plants and plant creatures. Whether you wear it or not, you can cross this boon off your Chronicle sheet to give the token to a plant creature, instead gaining a +5 circumstance bonus on one such Charisma-based check. If you give the token to a leshy, the bonus increases to +10.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Lord Avid’s Recommendation''
**Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
* ''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Rosehaven Redemption'' //(2 boxes remaining)//
**You have learned much from your time in Rosehaven and with the cleric Bertinard about how Shelyn can teach redemption through art. You can check the box that precedes this boon before attempting a saving throw to roll 1d20 and add your ranks in one Craft or Perform skill; use the result as your saving throw. If you have bonuses to that Craft or Perform skill from class abilities, traits, or feats, add them to this roll.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''True Magic of the Shadowcaster''
**The purest expression of ~Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.
*''Ulfen Ally'' //(0/5 checked)//
**Your journey with the Ulfen skald Stuinvolk Hundrakson has earned you a lifelong friend in the Pathfinder Society. At the start of any adventure, you may gain a single scroll of any 3rd-level or lower bard spell without paying its purchase price, though you must check a number of the boxes that precede this boon equal to the spell’s level. These scrolls are custom-made for you and cannot be sold for profit, but you (and only you) gain a +5 circumstance bonus on Use Magic Device checks to activate a scroll acquired from this boon.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
*''Wayang Body Modification''
**During your time in the wayang city of Inahiyi, you underwent some form of wayang body alteration. Be it ritual piercings, tattoos, or even skin bleaching, you’ve committed to keeping the modifications you received. While the alteration is noticeable, it bears real significance only when viewed by other wayangs. You gain a +2 on all Charisma-based skill checks made to influence wayangs.
*''~Well-Earned Reward''
**Dr. Quolorum’s principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: //gloves of swimming and climbing// (5,000 gp), //necklace of fireballs// (type I, one 3d6 bead remaining) (300 gp), and //robe of useful items// (still has one of each of the following patches: dagger, lit bullseye lantern, steel mirror, 10-foot pole, 50-foot coil of hempen rope, sack, potion of cure serious wounds, 24-foot-long ladder, scroll of glitterdust, a bouquet of roses, 3 adamantine arrows, antitoxin, cauldron containing enough hot lamb stew to serve eight Medium creatures)(2,500 gp).
*''Whispers of the Amberhollow'' //(0/2 checked)//
**Your exposure to the mysterious //amberhollow// has imparted a tiny fragment of the King of Biting Ants’s power. You may check a box next to this boon as a standard action to gain the benefits of a //sanctuary// spell (DC 15) against all creatures with the vermin type with a duration of 1 hour.
[[Additional Resources Needed|325's Additional Resources]]
[[Skill Cheat Sheet|325's Skill Cheat Sheet]]
!!3rd-Level Astral Construct
N Medium construct
''Init'' +2; ''Senses'' darkvision 60 ft., low-light vision, ''Perception'' -
!!Defense
''AC'' 20, touch 13, flat-footed 16 (+2 Dex, +8 natural)
''HP'' 36 (3d10+20)
''Fort'' +1, ''Ref'' +3, ''Will'' +1
Construct traits
!!Offense
''Speed'' 40 ft.
''Melee'' Slam +8 melee (1d6+7)
''Space'' 5 ft.; ''Reach'' 5 ft.
!!Statistics
''Str'' 21, ''Dex'' 15, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 10
''BAB'' +3, ''CMB'' +8; ''CMD'' 20
''Feats'' -
''Skills'' -
!!Special Abilities
*One ability from Menu A
*Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
!4th-Level Astral Construct CR 3
N Medium construct
''Init'' +2; ''Senses'' darkvision 60 ft., low-light vision, Perception -
!!Defense
''AC'' 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
''hp'' 47 (5d10+20)
''Fort'' +1, ''Ref'' +3, ''Will'' +1
''Immune'' construct traits
!!Offense
''Speed'' 40 ft.
''Melee'' slam +12 melee (1d6+10)
!!Statistics
''Str'' 25, ''Dex'' 15, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 10
''BAB'' +5, ''CMB'' +12; ''CMD'' 24
''Feats'' -
''Skills'' -
!!Special Abilities
One ability from Menu B
Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
!!5th-Level Astral Construct
N Large construct
''Init'' +1; ''Senses'' darkvision 60 ft., low-light vision, Perception -
!!Defense
''AC'' 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size)
''HP'' 68 (7d10+30)
''Fort'' +2, ''Ref'' +3, ''Will'' +2
''DR'' 5/magic; Construct traits
!!Offense
''Speed'' 40 ft.
''Melee'' 2 slams +15 melee (1d8+9)
''Space'' 10 ft.; ''Reach'' 10 ft.
!!Statistics
''Str'' 29, ''Dex'' 13, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 10
''BAB'' +7, ''CMB'' +17; ''CMD'' 28
''Feats'' -
''Skills'' -
!!Special Abilities
*One ability from Menu B
*''Construct Traits''
**An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
!6th-Level Astral Construct
N Large construct
''Init'' +1 ''Senses'' darkvision 60 ft., low-light vision, Perception -
!!Defense
''AC'' 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, -1 size)
''HP'' 85 (10d10+30)
''Fort'' +3, ''Ref'' +4, ''Will'' +3
''DR'' 10/magic; Construct traits
!!Offense
''Speed'' 40 ft.
''Melee'' 2 slams +20 melee (1d8+11)
''Space'' 10 ft.; ''Reach'' 10 ft.
!!Statistics
''Str'' 33, ''Dex'' 13, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 10
''BAB'' +10, ''CMB'' +22; ''CMD'' 33
''Feats'' -
''Skills'' -
!!Special Abilities
*One ability from Menu B
*''Construct Traits''
**An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
*1001 - [[RotR Seoni|Seoni - ACG 1001]] (Tier 2)
*1002 - [[Radillo|Radillo - ACG 1002]] (Tier 1.5)
*1003 - [[Zarlova|Zarlova - ACG 1003]] (Tier 1.4)
*1004 - [[WotR Kyra|Kyra - ACG 1004]] (Tier 2.1)
*1005 - [[RotR Ezren|Ezren - ACG 1005]] (Tier 1.2)
*1006 - [[Heggal|Heggal - ACG 1006]] (Tier 7)
*1007 - [[WotR Seelah|Seelah - ACG 1007]] (Tier 7.1)
*1008 - [[CD Alahazra|Alahazra - ACG 1008]] (Tier 7.0)
*1009 - [[CD Damiel|Damiel - ACG 1009]] (Tier 7.0)
*1010 - [[Salim|Salim - ACG 1010]] (Tier 7.0)
*1011 - [[Raheli|Raheli - ACG 1011]] (Tier 1.2)
*1012 - [[Reta|Reta - ACG 1012]] (Tier 2.0)
*1016 - [[Zetha|Zetha - ACG 1016]] (Tier 2.0)
*1017 - [[Yoon|Yoon - ACG 1017]] (Tier 2.0)
*1018 - [[Maznar|Maznar - ACG 1018]] (Tier 2.0)
ACG Global Boons/Unlocks
*''Jirelle'' - unlock this character from the S&S box to use with the Rogue Class Deck (Adventure 0-1)
*''Enora'' - unlock this character from the ~WotR box to use with the Wizard Class Deck (Adventure 0-6)
*''Councilor's Ring'' - add this loot to a character's game box (Season of the Shackles, 1 time use)
*''Alain'' - unlock this character + cohort from the ~WotR box to use with the Paladin Class Deck (Adventure 1-6)
*''Scale of Remembrance'' - add this loot to a character's game box (Season of the Righteous, 1 time use)
*''Sword/Shield of Iomedae'' - one character can use these mythic paths instead of the base 6 (Scenario 1-P reward, 1 time use)
*''Shardra'' - unlock this character from the ~WotR box to use with the Oracle Class Deck (Adventure 2-3)
*''Goblins Fight and Goblins Burn'' - add two of the following cards to GF and two to GB (Adventure 2B-1)
**//Weapons// - Goblin Pegleg, Horsechopper +1
**//Spells// - Fire Sneeze, Vomit Twin
**//Armors// - Goblin Buckler Gun, Goblin Plate +1
**//Items// - Goblin Lockpick, Goblin Skull Bomb
**//Allies// - Chuffy Lickwound, Mogmurch, Poog of Zarongel, Reta Bigbad
**//Blessings// - Blessing of Zarongel, Blessing of Zogmugot
*''Marvaro'' - unlock this character from the MM box to use with the Witch Class Deck (Adventure 2-6)
*''Runewell's Echo'' - add this loot to a character's game box (Season of the Runelords, 1 time use x3)
*''Crowe'' - unlock this character from the MM box to use with the Magus Class Deck (Adventure 4-1)
* Mummy's Mask - [[MM Alahazra|MM Alahazra]] (End of Adventure Path)
* Mummy's Mask - [[MM Simoun|MM Simoun]] (End of Adventure Path)
!Abjuration Implements
Abjuration implements are tied to objects associated with protection and wards.
*''Implements''
**Amulet, armor, bell, brooch, cloak, shield, talisman.
*''Resonant Powers''
**Each time you invest mental focus into an abjuration implement, choose one of the following resonant powers. The implement’s bearer gains the benefits of this power until you refresh your focus.
**''Aegis (Su)''
***You unlock a latent ability from the power of the implement’s history. When you choose this resonant power, select an armor or shield special ability with an equivalent enhancement bonus less than or equal to +1 for every 3 points of mental focus invested in the implement (to a maximum of 1 + 1/4 your occultist level). As long as the implement qualifies for the ability, it gains that armor or shield special ability as long as it contains at least 3 points of mental focus per +1 equivalent of the special ability. You can only choose this ability only with armor or a shield.
**''Guarding Talisman (Su)''
***The implement protects against physical harm. Whoever wears (or holds, for bells) the implement gains a +1 deflection bonus to AC for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1/4 your occultist level. You cannot choose this ability with an armor or shield.
**''Warding Talisman (Su)''
***The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus to saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1/4 your occultist level. You cannot choose this ability with an armor or shield.
*''Base Focus Power:''
**All occultists that learn to use abjuration implements gain the following focus power.
**''Warding Shield (Sp)''
***As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The next time you take damage, the shield reduces the damage by 2 points per occultist level you possess. If you do not take damage before the start of your next turn, the shield expires. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
''Prerequisites:'' Specialist wizard 1st; cannot have conjuration as a forbidden school.
''Benefit:'' Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued.
Source: Curse of the Crimson Throne Player's Guide
Combat Trait
You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth.
''Benefit:'' You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
''Prerequisites:'' Hex class feature
''Benefit:'' When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day. Normal: You can only target a creature with these hexes once per day.
''School'' conjuration (creation) [acid]; ''Level'' bloodrager 2, magus 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (rhubarb leaf and an adder's stomach), F (a dart)
!!EFFECT
''Range'' long (400 ft. + 40 ft./level)
''Effect'' one arrow of acid
''Duration'' 1 round + 1 round per three levels
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.
''School'' conjuration [creation] acid; ''Level'' sorcerer/wizard 4, summoner 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (drop of acid), F (Fine shovel worth 10 gp)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
''Duration'' 1 round + 1 round/level
''Saving Throw'' Reflex negates; see text; ''Spell Resistance'' no
!!DESCRIPTION
This spell functions as create pit, except that it places a 5-foot deep pool of acid at the bottom of the pit. The pit has a maximum depth of 100 feet. Creatures who fall into the pit take falling damage as normal (the acid counts as a yielding surface), plus 2d6 points of acid damage per round spent in contact with the acid. In addition, exposed items carried by a creature in the pit may be harmed. Refer to Table: Items Affected by Magical Attacks (also copied here for convenience).
Items are affected one at a time in the order listed on the table, and must make Fortitude saves after 3 consecutive rounds in the acid or gain the broken condition. Objects with the broken condition (regardless of how they became broken) must make a Fortitude Saving Throw each round spent within the acid or be destroyed. The walls of the pit are quite slippery and have a Climb DC of 30.
|>|!Table: Items Affected by Magical Attacks|
|!Order*|!Item|
|1st|Shield|
|2nd|Armor|
|3rd|Magic helmet, hat, or headband|
|4th|Item in hand (including weapon, wand, or the like)|
|5th|Magic cloak|
|6th|Stowed or sheathed weapon|
|7th|Magic bracer|
|8th|Magic clothing|
|9th|Magic jewelry (including rings)|
|10th| Anything else|
* In order of most likely to least likely to be affected.
''School'' conjuration (creation) [acid]; ''Level'' inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' one missile of acid
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.
''School'' conjuration (creation) [acid]; ''Level'' arcanist 5, magus 5, sorcerer/wizard 5
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, M (a vial of acid worth 10 gp)
!!Effect
''Range'' 60 ft.
''Effect'' 60-ft. line
''Duration'' instantaneous
''Saving Throw'' Reflex partial (see text); ''Spell Resistance'' yes
!!Description
A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6) to each creature within its area (Reflex half). This acid continues to burn for 1 round, dealing 1d6 points of acid damage per two caster levels (maximum 7d6) to any creature that failed its saving throw against the spell (a second Reflex save on the creature's turn negates this additional damage).
Source: Ultimate Magic
Social Trait
Having trained from a young age, you’re capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb.
Source: Ultimate Campaign
You are skilled at leaping, jumping, and flying.
''Benefit:'' You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
|!Source|!Feat|!Description|
|1|[[Combat Expertise]]|-2 to hit for +2 to AC|
|Human|[[Improved Trip]]|+2 to trip attacks, defense against trip|
|Soulknife 1|[[Power Attack]]|-2 to hit for +4 to damage|
|3|[[Psychic Weapon]]|+1 damage w/ focus, +2d6 damage with expending focus|
!Adare Tosso
Male human soulblade 4
CG Medium humanoid
''Init:'' +2; ''Senses:'' Perception: +7
!Defenses
''AC:'' 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
''hp:'' 36 (4d10+8)
''Fort'' +3, ''Ref'' +7, ''Will'' +5
!Offense
''Speed'' 20 ft.
''Melee:'' +1 2-handed mindblade +9 (2d6+7/19-20)
''Ranged:'' +1 1-handed mindblade +7 (1d8+3/19-20)
''Special Attacks:'' trip w/ mindblade +11
!Statistics
''Str:'' 19, ''Dex:'' 14, ''Con:'' 12, ''Int:'' 13, ''Wis:'' 10, ''Cha:'' 10
''Base Atk:'' +4; ''CMB:'' +8; ''CMD:'' 20
[[Feats|Adare's Feats]]'':'' [[Combat Expertise]], [[Improved Trip]], [[Power Attack]], [[Psychic Weapon]]
''Traits:'' Frequent Traveler, Threatening Defender
''Skills:'' Acrobatics +9, Autohypnosis +7, Climb +11, Diplomacy +4, Perception +7, Swim +11
''Languages:'' Common, Dwarven
''SQ:'' List all class abilities and special abilities (short)
''Combat Gear:'' potions and scrolls and such;
''Other Gear:'' anklet of translocation, +1 breastplate, +1 cloak of resistance, wand of cure light wounds
!Special Abilities
Social Trait
You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.
Source: Ultimate Campaign
''Prerequisite:'' Able to manifest astral construct.
''Benefit:'' You gain additional menu options for astral constructs, as detailed below.
*''Menu A''
**''Armor Spikes (Ex):'' The construct's body is covered in spikes, allowing the construct to deal an extra 1d6 points of piercing damage with a successful trample, constrict, bull rush, or grapple attack. The construct also can make a regular melee attack with the spikes, dealing 1d6 points of damage.
**''Dodge (Ex):'' The astral construct gains the Dodge feat even if it does not meet the prerequisites.
**''Psionic Attacks (Su):'' The astral construct's attacks are treated as psionic for the purposes of overcoming damage reduction.
**''Might (Ex):'' The astral construct's melee attacks deal an additional +1 point of damage.
*''Talons (Ex):'' The astral construct replaces its slam attacks with claw attacks that deal either slashing or piercing damage, chosen at time of manifestation.
**''Utility (Ex):'' Your construct can perform tasks for you. This can include such tasks as cleaning, cooking, or setting up camp, or any other activity that requires a DC 10 or lower skill check. An astral construct with this option does not need to stay close to the manifester and will continue following any given order until given other instructions. You can select this menu option multiple times. Each time, the DC of skill checks the construct can attempt increases by 2. An astral construct with this option that is not used in combat has a duration of 1 hr./lvl.. If it later enters combat, its duration resets to 1 round/lvl., but suffers a -2 penalty to its attack rolls.
*''Menu B''
**''Great Cleave (Ex):'' The astral construct gains the [[Great Cleave]] feat even if it does not meet the prerequisites.
**''Improved Might (Ex):'' The astral construct's melee attacks deal an additional +3 points of damage. This does not stack with the Might menu option.
**''Reach (Ex):'' The astral construct's reach increases by 5 feet.
**''Stunning Fist (Ex):'' The astral construct gains the [[Stunning Fist]] feat even if it does not meet the prerequisites. The construct can use Stunning Fist with its slam attack.
*''Menu C''
**''Greater Might (Ex):'' The astral construct's melee attacks deal an additional +5 points of damage. This does not stack with the Improved Might or Might menu option.
**''Tail Slap (Ex):'' The astral construct gains a tail, giving it a tail slap secondary attack. A tail slap deals 2d8 points of damage.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' alchemist 2, cleric/oracle 2, inquisitor 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Target'' living creature touched
''Duration'' 1 min./level
''Saving Throw'' none; ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
!Air Mephit - CR 3
N Small outsider (air)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only in gusty and windy areas)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic
!!OFFENSE
''Speed'' 30 ft., fly 60 ft. (perfect)
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d8 slashing, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/hour — [[Blur]]
*1/day — [[Gust of Wind]], summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of sand and grit that deals 1d8 slashing damage.
''School'' transmutation [air]; ''Level'' alchemist 4, cleric/oracle 4, druid 4, hunter 4, investigator 4, occultist 4, warpriest 4
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!Effect
''Range'' touch
''Target'' creature (Gargantuan or smaller) touched
''Duration'' 10 min./level
''Saving Throw'' none; ''Spell Resistance'' yes (harmless)
!!Description
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed.
A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.
You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.
Campaign Trait
You are a member of one of Magnimar’s wealthiest families... or rather, you used to be. A falling-out left you disowned and disinherited. Now you hope to get away from the city and find fortune enough to shame your former kinsfolk—goals which led you to the Pathfinder Society. Despite your exile, your name still carries considerable weight in Magnimar, and you gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city. Additionally, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. Your last name is probably Derexhi, Kaddren, Mindurian, Niroden, Scarnetti, Valdemar, Vanderale, or Versade (but may be another of your choosing; see Pathfinder Campaign Setting: Magnimar, City of Monuments).
Source: Shattered Star Player's Guide
CD Alahazra - Wandering Prophet
!Stats
*Strength - d4
*Dexterity - d4
*Constitution - d8+2
**Fortitude +2
*Intelligence - d8+1
**Knowledge +2
*Wisdom - d6
*Charisma - d12+4
**Divine +2
!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH □ Light Armors
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 (☑ 2d6) plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☑ If the discarded card is a spell, you may recharge it instead.) (☑ If the discarded card is a blessing, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card. (☑ Then you may draw a card.)
During your exploration, when you succeed at a check that invokes the Fire (☑ or Attack) trait, you may move after you resolve the encounter (□ and/or then move another character to your location).
□ You may recharge a spell to evade a barrier you encounter (□ or to allow a character at your location to evade a barrier he encounters).
☑ At the (□ start and/or) end of your turn, you may examine the top card of your location deck.
//(Adventure 2-4 reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
//(Adventure 2-5 reward)// For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.
!Deck List
|!Spells |!Items |!Allies |!Blessings |
|Cure |Crystal Ball |Clockwork Servant |Blessing of Abadar |
|Divine Blaze |Helpful Haversack|Druid of the Flame|Blessing of Osiris |
|Find Traps |Ruby of Charisma |Imp |Blessing of Pharasma (B)|
|Major Cure | |Wayfarer |Blessing of Pharasma (2)|
|Sign of Wrath| |Wolf |Blessing of Pharasma (6)|
|Scrying | | |Blessing of Sivanah |
|Sirocco | | | |
~RotR Loot Available: Emerald Codex, Fanged Falchion, Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Robe of Runes, Robes of ~Xin-Shalast, Sihedron Medallion (1), Snakeskin Tunic, Staff of Hungry Shadows, Wand of Enervation
!Snapshots
*[[Tier 3.0|Alahazra - ACG 1008 - Tier 3-0]]
*[[Tier 4.0|Alahazra - ACG 1008 - Tier 4-0]]
*[[Tier 5.0|Alahazra - ACG 1008 - Tier 5-0]]
*[[Tier 6.0|Alahazra - ACG 1008 - Tier 6-0]]
*[[Tier 7.0|Alahazra - ACG 1008 - Tier 7-0]]
CD Alahazra - no role
!Stats
*Strength - d4
*Dexterity - d4
*Constitution - d8
**Fortitude +2
*Intelligence - d8
**Knowledge +2
*Wisdom - d6
*Charisma - d12+2
**Divine +2
!Powers
Hand Size --5-- ☑ 6
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card’s adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. ( ☑ If the discarded card is a spell, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
During your exploration, when you succeed at a check that invokes the Fire (□ or Attack) trait, you may move after you resolve the encounter.
!Deck List
|!Spells|!Items|!Allies|!Blessings|
|Cure|Amulet of Life|Boatswain|Blessing of Abadar|
|Detect Magic|Ruby of Charisma|Clockwork Butterfly|Blessing of Pharasma (B)|
|Holy Light|Seer's Headdress|Druid of the Flame|Blessing of Pharasma (2)|
|Find Traps||Wolf|Blessing of the Gods|
|Life Drain|||Blessing of the Gods|
~RotR Loot Available: Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Sihedron Medallion (1), Snakeskin Tunic
CD Alahazra - Wandering Prophet
!Stats
*Strength - d4
*Dexterity - d4
*Constitution - d8
**Fortitude +2
*Intelligence - d8
**Knowledge +2
*Wisdom - d6
*Charisma - d12+3
**Divine +2
!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH □ Light Armors
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 (□ 2d6) plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☑ If the discarded card is a spell, you may recharge it instead.) (□ If the discarded card is a blessing, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card. (□ Then you may draw a card.)
During your exploration, when you succeed at a check that invokes the Fire (☑ or Attack) trait, you may move after you resolve the encounter (□ and/or then move another character to your location).
□ You may recharge a spell to evade a barrier you encounter (□ or to allow a character at your location to evade a barrier he encounters).
☑ At the (□ start and/or) end of your turn, you may examine the top card of your location deck.
!Deck List
|!Spells |!Items |!Allies |!Blessings |
|Cure |Crystal Ball |Clockwork Butterfly|Blessing of Abadar |
|Detect Magic|Ruby of Charisma|Druid of the Flame |Blessing of Pharasma (B)|
|Eloquence |Seer's Headdress|Imp |Blessing of Pharasma (2)|
|Holy Light | |Wolf |Blessing of the Gods |
|Find Traps | | |Blessing of the Gods |
|Life Drain | | | |
~RotR Loot Available: Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Sihedron Medallion (1), Snakeskin Tunic, Wand of Enervation
CD Alahazra - Wandering Prophet
!Stats
*Strength - d4
*Dexterity - d4
*Constitution - d8
**Fortitude +2
*Intelligence - d8
**Knowledge +2
*Wisdom - d6
*Charisma - d12+4
**Divine +2
!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH □ Light Armors
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 (□ 2d6) plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☑ If the discarded card is a spell, you may recharge it instead.) (□ If the discarded card is a blessing, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card. (☑ Then you may draw a card.)
During your exploration, when you succeed at a check that invokes the Fire (☑ or Attack) trait, you may move after you resolve the encounter (□ and/or then move another character to your location).
□ You may recharge a spell to evade a barrier you encounter (□ or to allow a character at your location to evade a barrier he encounters).
☑ At the (□ start and/or) end of your turn, you may examine the top card of your location deck.
//(Adventure 2-4 reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
!Deck List
|!Spells |!Items |!Allies |!Blessings |
|Cure |Crystal Ball |Clockwork Butterfly|Blessing of Abadar |
|Detect Magic|Helpful Haversack|Druid of the Flame |Blessing of Pharasma (B)|
|Divine Blaze|Ruby of Charisma |Imp |Blessing of Pharasma (2)|
|Eloquence | |Wayfarer |Blessing of the Gods |
|Find Traps | |Wolf |Blessing of the Gods |
|Life Drain | | | |
~RotR Loot Available: Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Robe of Runes, Sihedron Medallion (1), Snakeskin Tunic, Wand of Enervation
CD Alahazra - Wandering Prophet
!Stats
*Strength - d4
*Dexterity - d4
*Constitution - d8+1
**Fortitude +2
*Intelligence - d8
**Knowledge +2
*Wisdom - d6
*Charisma - d12+4
**Divine +2
!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH □ Light Armors
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 (□ 2d6) plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☑ If the discarded card is a spell, you may recharge it instead.) (☑ If the discarded card is a blessing, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card. (☑ Then you may draw a card.)
During your exploration, when you succeed at a check that invokes the Fire (☑ or Attack) trait, you may move after you resolve the encounter (□ and/or then move another character to your location).
□ You may recharge a spell to evade a barrier you encounter (□ or to allow a character at your location to evade a barrier he encounters).
☑ At the (□ start and/or) end of your turn, you may examine the top card of your location deck.
//(Adventure 2-4 reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
//(Adventure 2-5 reward)// For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.
!Deck List
|!Spells |!Items |!Allies |!Blessings |
|Cure |Crystal Ball |Clockwork Servant |Blessing of Abadar |
|Divine Blaze|Helpful Haversack|Druid of the Flame|Blessing of Pharasma (B)|
|Find Traps |Ruby of Charisma |Imp |Blessing of Pharasma (2)|
|Life Drain | |Wayfarer |Blessing of Sivanah |
|Major Cure | |Wolf |Blessing of the Gods |
|Scrying | | | |
|Sirocco | | | |
~RotR Loot Available: Emerald Codex, Fanged Falchion, Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Robe of Runes, Sihedron Medallion (1), Snakeskin Tunic, Staff of Hungry Shadows, Wand of Enervation
CD Alahazra - Wandering Prophet
!Stats
*Strength - d4
*Dexterity - d4
*Constitution - d8+2
**Fortitude +2
*Intelligence - d8+1
**Knowledge +2
*Wisdom - d6
*Charisma - d12+4
**Divine +2
!Powers
HAND SIZE 5 ☑ 6
PROFICIENT WITH □ Light Armors
For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 (☑ 2d6) plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits. This counts as playing a spell. (☑ If the discarded card is a spell, you may recharge it instead.) (☑ If the discarded card is a blessing, you may recharge it instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card. (☑ Then you may draw a card.)
During your exploration, when you succeed at a check that invokes the Fire (☑ or Attack) trait, you may move after you resolve the encounter (□ and/or then move another character to your location).
□ You may recharge a spell to evade a barrier you encounter (□ or to allow a character at your location to evade a barrier he encounters).
☑ At the (□ start and/or) end of your turn, you may examine the top card of your location deck.
//(Adventure 2-4 reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
//(Adventure 2-5 reward)// For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.
!Deck List
|!Spells |!Items |!Allies |!Blessings |
|Cure |Crystal Ball |Clockwork Servant |Blessing of Abadar |
|Divine Blaze |Helpful Haversack|Druid of the Flame|Blessing of Osiris |
|Find Traps |Ruby of Charisma |Imp |Blessing of Pharasma (B)|
|Major Cure | |Wayfarer |Blessing of Pharasma (2)|
|Sign of Wrath| |Wolf |Blessing of Pharasma (6)|
|Scrying | | |Blessing of Sivanah |
|Sirocco | | | |
~RotR Loot Available: Emerald Codex, Fanged Falchion, Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Robe of Runes, Robes of ~Xin-Shalast, Sihedron Medallion (1), Snakeskin Tunic, Staff of Hungry Shadows, Wand of Enervation
''School'' abjuration; ''Level'' bard 1, inquisitor 1, ranger 1, sorcerer/wizard 1, summoner 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F/DF (a tiny bell and a piece of very fine silver wire)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Area'' 20-ft.-radius emanation centered on a point in space
''Duration'' 2 hours/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
Alarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible in nature.
//Mental Alarm:// A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
//Audible Alarm:// An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency spell.
''Advanced Class Guide:'' holy weapon balm
''Advanced Player's Guide:'' gravity bow
''Alchemy Guide:'' durable arrows, raining arrows
''Legacy of Dragons:'' draconic ally
''Occult Adventures:'' occultist, extra mental power
''Pathfinder Society Field Guide:'' ghost salt weapon blanch, pathfinder's kit
''Ultimate Equipment:'' various mundane equipment
*''Appraise'' +13
*''Bluff'' +0 //untrained//
**+5 vs. someone from Galt //(One Time Use, Revolutionary Bluster)//
*''Disable Device'' +13
*''Diplomacy'' +11
**+2 vs. dwarves //(Five Kings Negotiator)//
**+4 when dealing with members of the Pathfinder Society your level or lower //(Master of Blades Saved)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+5 vs. a native of Tian Xia //(One Time Use, Dragon Empires Expert)//
*''Disguise'' +0 //untrained//
**+5 vs. someone from Galt //(One Time Use, Revolutionary Bluster)//
*''Intimidate'' +0 //untrained//
**+4 when dealing with members of the Pathfinder Society your level or lower //(Master of Blades Saved)//
**+2 vs. lycanthropes //(Prince of Wolves)//
*''Knowledge (arcana)'' //untrained//
**+13 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (dungeoneering)'' +14
**+2 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (engineering)'' //untrained//
**+13 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (geography)'' //untrained//
**+13 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 vs. about Tian Xia or its citizens //(One Time Use, Dragon Empires Expert)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (history)'' +13
**+2 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 vs. about Tian Xia or its citizens //(One Time Use, Dragon Empires Expert)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (local)'' +13
**+2 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 vs. about Tian Xia or its citizens //(One Time Use, Dragon Empires Expert)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (nature)'' //untrained//
**+13 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (nobility)'' //untrained//
**+13 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 vs. about Tian Xia or its citizens //(One Time Use, Dragon Empires Expert)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (planes)'' //untrained//
**+13 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Knowledge (religion)'' //untrained//
**+13 if you spend 1 minute //(Twice per Adventure, Confidante)//
**+5 at the beginning of a mission //(~Oft-Lectured)//
**+1 in the Grand Lodge //(Friend of Janira Gavix)//
**+5 about the Shadow Plane or shadow magic //(One Time Use, Master of Shadows)//
*''Linguistics'' //untrained//
**+5 to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien //(One Time Use, Dragon Empires Expert)//
*''Perception'' +10
**+X insight (1/2 points in divination implement) //(Third Eye)//
**+2 to find hidden objects for one scenario //(~At-Will in Gloomspires, One Time Use Elsewhere, Gloomspire Explorer)//
*''Sense Motive'' +11
**+5 vs. a native of Tian Xia //(One Time Use, Dragon Empires Expert)//
*''Use Magic Device'' +14
**+1 insight for one scenario, increased to +4 when activiating blindly //(One Time Use, Practiced Artificer)//
Diverse Training (1/day)
|!Skill |!Ability|!Ranks|!Class Skill|!Other |!Total|
|Appraise | 3 | 7 | 3 | | +13 |
|Disable Device | 3 | 7 | 3 | | +13 |
|Diplomacy | 0 | 7 | 3 | +1 trait (fashionable) | +11 |
|Knowledge (dungeoneering) | 3 | 7 | 3 | +1 trait (scholar of ruins) | +14 |
|Knowledge (history) | 3 | 7 | 3 | | +13 |
|Knowledge (local) | 3 | 7 | 3 | | +13 |
|Perception | 0 | 7 | 3 | | +10 |
|Sense Motive | 0 | 7 | 3 | +1 trait (fashionable) | +11 |
|Use Magic Device | 0 | 7 | 3 | +3 (magic item skill) | +13 |
!Alaxtor Higgenstrom
Male Human occultist 7
NG Medium humanoid (human)
''Init'' +3; ''Senses'' Perception +10
!Defenses
''AC'' 21, touch 14, flat-footed 18 (+7 armor, +1 deflection, +3 Dex)
''hp'' 52 (7d8+14)
''Fort'' +8, ''Ref'' +6, ''Will'' +6 //(includes abjuration resonance power)//
!Offense
''Speed'' 30 ft.
''Melee'' greatsword +7 (2d6+3/19-20)
''Ranged'' //+1 adaptive composite longbow// +10 (1d8+3/x3)
''Special Attacks'' legacy weapon +2, warding shield (14 points)
''Spells'' (CL 7, concentration +10)
*3rd level (2/day) - [[Clairaudience/Clairvoyance]]^^D^^, [[Dispel Magic]]^^A^^, [[Draconic Ally]]^^C^^, [[Flame Arrow]]^^T^^
*2nd level (4/day) - [[Glitterdust]]^^C^^, [[Locate Object]]^^D^^, [[Resist Energy]]^^A^^, [[Spider Climb]]^^T^^
*1st level (5/day) - [[Comprehend Languages]]^^D^^, [[Gravity Bow]]^^T^^, [[Shield]]^^A^^, [[Unseen Servant]]^^C^^
*0 level (at-will) - [[Create Water]]^^C^^, [[Guidance]]^^D^^, [[Open/Close]]^^T^^, [[Resistance]]^^A^^
*''Implements'' abjuration, conjuration, divination, transmutation
!Statistics
''Str'' 14, ''Dex'' 17, ''Con'' 14, ''Int'' 16, ''Wis'' 10, ''Cha'' 10
''Base Atk'' +5; ''CMB'' +7; ''CMD'' 21
''Feats'' [[Extra Mental Focus]], [[Point-Blank Shot]], [[Precise Shot]], [[Rapid Shot]], [[Weapon Focus (Composite Longbow)|Weapon Focus]]
''Traits'' [[Fashionable]], [[Scholar of Ruins]]
[[Skills|Alaxtor's Skills]] Appraise +13, Disable Device +13, Diplomacy +11, Knowledge (dungeoneering) +14, Knowledge (history) +13, Knowledge (local) +13, Perception +10, Sense Motive +11, Use Magic Device +14
''Languages'' Celestial, Taldane, Tien
''SQ'' magic item skill +3, mental focus (11 points), object reading
''Ammo'' 4 adamantine durable arrows, 19 blunt arrows, 52 cold iron arrows, 2 //+1 evil outsider bane arrows//, 20 ghost-salted cold iron arrows, 1 //+1 holy arrow//, 4 [[holy weapon balm]], 4 [[raining arrows|raining arrow]], 9 //+1 seeking arrows//, 20 silver-blanched cold iron arrows, 2 //[[tangle arrows]]//
''Combat Gear'' 3 acid flask, 3 alchemist fire, alchemist ice, bottled lightning, 2 //potions of [[cure light wounds|Cure Light Wounds]]//, //wand of [[burning hands|Burning Hands]] (CL 3, 4 charges)//, //wand of [[cure light wounds|Cure Light Wounds]] (14 charges)//
''Other Gear'' armored coat, //[[bag of holding (type I)|bag of holding]]//, //[[efficient quiver]]//, courtier's outfit + 50gp. jewelry, //[[feather token (old floatsam)|feather token]]//, greatclub, greatsword, //[[headband of vast intelligence +2 (knowledge (local))|headband of vast intelligence]]//, //+1 darkwood composite longbow (Str +2)//, masterwork thieves' tools, //+1 mithral agile breastplate//, pathfinder's kit, //[[ring of protection +1|ring of protection]]//, 50ft. silk rope (w/ grappling hook attached), sword cane, thieves' tools, //[[wayfinder]]//
[[Alaxtor's Skill Cheat Sheet]]
!Special Abilities
*''Aura Sight (Su)''
**At 5th level, the occultist can read the auras of creatures around him as a standard action. This functions as the aura sight spell with a duration of 1 round.
*''Focus Power (Su)''
**Starting at 1st level, an occultist learns to use a number of focus powers. At 1st level, he learns the two base focus powers from his implements and can select one more focus power from the list of those made available by his chosen implements. Whenever he gains a new implement, he gains the base power of that implement. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power, selected from all of the powers granted by all of the implements he knows. He can use focus powers only by expending mental focus (see the mental focus class feature). Unless otherwise noted, the DC for any saving throws against a focus power is 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. He cannot select a focus power more than once. Some focus powers require him to reach a specific level of occultist before he can choose them.
**''Energy Shield (Sp)'' //(Abjuration)//
***As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage. The shield can absorb up to 5 points of energy damage per occultist level you possess, as protection from energy. This shield lasts for 1 minute, or until its power is exhausted, and does not stack with itself, with protection from energy, or with resist energy. You can activate this shield as an immediate action by spending 2 points of mental focus instead of 1. You must be at least 3rd level before selecting this focus power.
**''Mind Barrier (Sp)'' //(Abjuration)//
***As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind battier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you would take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus.
**''Servitor (Sp)'' //(Conjuration)//
***As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as [[summon monster I|Summon Monster]], but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the [[Summon Monster]] spell increases by 1, to a maximum of [[summon monster VII|Summon Monster]] at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.
**''Side Step (Sp)'' //(Conjuration)//
***You can create a temporary fissure in space by expending 1 point of mental focus. You can use this ability as part of a move action taken to move. The fissure begins in any square you designate and allows you to teleport to any other square you can see within 10 feet per occultist level. Stepping between these locations requires you to expend 5 feet of movement, and the movement through the rift does not provoke attacks of opportunity. This otherwise functions as teleport. You must be at least 7th level to select this focus power.
**''Danger Sight (Sp)'' //(Divination)//
***As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit. You must be at least 3rd level to select this focus power.
**''Sudden Insight (Sp)'' //(Divination)//
***As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. Before the end of your turn, you can use this insight as a free action before you make any ability check, attack roll, or skill check to gain an insight bonus on that check equal to 1/2 your occultist level (minimum +1). You can use this foresight only once per turn; if not used by the end of your turn, the insight fades and you gain no benefit.
**''Legacy Weapon (Sp)'' //(Transmutation)//
***As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. This bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained from this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from the legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
**''Sudden Speed (Sp)'' //(Transmutation)//
***As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.
*''Implements (Su)''
**At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
**Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
**Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
**Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
*''Knacks''
**An occultist learns a knack, or 0-level psychic spell, for each implement he learns to use. These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots (due to metamagic feats, for example) consume spell slots as normal.
*''Magic Item Skill''
**Starting at 2nd level, the occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device skill checks equal to 1/2 his occultist level.
*''Mental Focus (Su)''
**Starting at 1st level, an occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to perform a variety of abilities depending on the implement and the amount of focus invested in it. Each day, an occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier. He can split this mental focus amongst his implements in any way he desires. If the implement is lost or destroyed, the focus is lost with it, though the occultist refreshed those points of focus normally.
**Once mental focus is invested inside of an implement, the implement gains the resonant power of its implement school, and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonance power until mental focus is once again invested in the implement.
**Once mental focus is stored inside an implement, the occultist gains a resonant power and can spend the focus to activate the implement’s focus powers. Whoever possesses the implement gains the resonant power, so the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells and cannot spend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
**The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
**The occultist can choose to save generic mental focus inside his own body, but spending this focus comes at a higher cost. He can spend his generic focus through any appropriate implement on any focus power he knows, but he doesn’t receive any resonant powers, and any focus power he activates with generic focus costs twice as much focus to use (and to maintain, if applicable).
**//Default implement allocation: 2 points to abjuration, 1 point to conjuration, 4 points to divination, 5 points to transmutation//
*''Object Reading (Su)''
**At 2nd level, the occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its powers and command words as if he had successfully examined the item using detect magic. This does not reveal if the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, the occultist learns one piece of information about the last creature to use the item, so long as it was last used no longer than 1 day ago per occultist level he possesses. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way.
*''Resonance Powers''
**''Warding Talisman (Su)'' //(Abjuration)//
***The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
**''Casting Focus (Su)'' //(Conjuration)//
***The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.
**''Third Eye (Su)'' //(Divination)//
***The implement allows its wearer to notice that which cannot easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum equal to the occultist's level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants low-light vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range by 60 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of //see invisibility//. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.
**''Physical Enhancement (Su)'' //(Transmutation)//
***The implement enhances its bearer's body. When you invest mental focus in the implement, select a physical ability score. The implement grants a temporary +2 enhancement bonus to that physical score for every 3 points of mental focus invested in that implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess.)
*''Shift Focus (Su)''
**At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. This removes a number of points of mental focus from one implement and adds the same amount – 1 to another implement. Doing so takes 1 minute of quiet contemplation while he is touching both implements. The occultist can shift mental focus only from one implement to another implement; he cannot shift generic focus into an implement.
!Faction Card
*Season 6 Sovereign Court
**Rewards - 0 goals
***CONFIDANTE (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
***CONSPIRATOR (4+ goals): Your contact can now perform any of the following services when called: pay any Prestige Point costs associated with getting you out of jail, recover your body and equipment for free if you died in an urban setting, or purchase and deliver to you any item worth up to 10 gp per faction goal you have accomplished (returned at the end of the adventure).
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(0/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***(0/1) - Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.
***(0/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
***(0/1) - Sponsor another PC to join your faction. To fulfill this goal that PC must then join the Sovereign Court by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***(0/3) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
***(0/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***(0/1) - Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.
***(1/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
*Season 7 Sovereign Court
**Rewards - 6 goals
***''CONFIDANTE'' (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
***''ADVOCATE'' (4+ goals): When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce the cost of awards that cost 4 or more Prestige Points by 1.
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(1/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***--(1/1) - Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.--
***--(1/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.--
***--(3/3) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.--
***--(2/2) - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.--
***--(1/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.--
***--(1/1) - Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.--
***(0/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
!!Boons
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Averted Mauling''
**By saving the half-elf courtesan Markov Rutowski in Ardis, you gain a political favor you can trade in while in Ustalav. Within the Immortal Principality, you may trade this political favor for any non-magical item worth up to 400 gp, including but not limited to masterwork weapons and armor and courtier clothing and jewelry.
*''Blessing of Malikeen''
**You gained a statuette of a yeti cradling a child that has absorbed psychic energy from Malikeen Heartsong, which you can discharge to protect yourself from the dangers of high mountains. You may activate the figurine as a standard action to gain the effects of the endure elements spell against cold only, and to treat your altitude zone as one category lower—that is, to treat a high peak zone as a low peak zone, and a low peak zone as a low pass altitude zone (Pathfinder RPG Core Rulebook 430). The benefits of this boon last until the end of the scenario. When you use this boon, cross if off your Chronicle Sheet. If Pathfinder Society Scenario #7–08: Karma Regained is the next scenario you play with this character, you may activate this boon during that scenario without crossing it off your Chronicle Sheet.
*''Confirmed Field Agent''
**Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. --Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).--
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Diverse Training'' //(1st-Level, 1 Star)//
**Kreighton Shaine’s ability to speak at length about virtually any topic is merely an extension of his years of scholarship and his limitless capacity for extemporaneous theory-crafting. You have a talent for distinguishing his facts from his hypotheses, granting you a rudimentary understanding of countless skills. Once per scenario, you may attempt a skill check as if you were trained in that skill. Your bonus on the check is equal to three plus your number of GM stars and is modified by no other modifiers (including armor check penalty, ability modifiers, etc.).
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Ectoplasmic Enhancement''
**You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet.
*''Embeth Hound''
**The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound is a riding dog who receives a +4 racial bonus on all Climb and Swim checks in place of a riding dog’s typical +4 racial bonus on Acrobatic checks while jumping. An Embeth hound is trained for combat and additionally knows the Track trick. If the Embeth hound dies, cross this boon off your Chronicle sheet.
*''Essential Field Agent'' //(5th-Level, 3 Stars)//
**At Kreighton Shaine’s recommendation, the Pathfinder Society recognizes you as a particularly promising agent worth special effort to preserve for future missions. Your wayfinder is decorated with magical silver filigree that does not interfere with the wayfinder’s normal functions and acts as an //aegis of recovery// (Pathfinder RPG Ultimate Equipment 254) that heals you for a number of points of damage equal to 2d8 plus twice your number of GM stars the next time you fall below 0 hit points. When this ability triggers, the filigree tarnishes and loses this extra ability; cross this boon off your Chronicle sheet.
*''Experience with Dark Dreams''
**You have traveled aboard the //Voracious//, a ship inhabiting its own demiplane off the coast of Leng in the Dimension of Dreams. Your experiences there embolden your mind against dark influences from beyond reality. Before attempting a saving throw against a spell or spell-like ability with the mind-affecting and evil descriptors—or attempting a saving throw against any mind-affecting ability of an outsider with the evil subtype—you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your Chronicle sheet on a night when you would be fatigued by a nightmare spell or a similar effect; you are not fatigued by that effect and rest normally that night.
*''Explore, Report, Cooperate''
**You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Friend of Janira Gavix''
**The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Gloomspire Explorer''
**Despite having studied only a small portion of Sevenfingers’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.
*''Goblin Bane''
**By slaying Grulk, the goblin’s bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.
*''Henbane’s Token''
**Inquisitor Henbane leaves you with a token of her favor. This enchanted flower from a henbane plant allows its wearer to step outside of the flow of time. As a purely mental move action action, you can destroy the flower to disappear completely one round. While you are out of time, you cannot be affected by any new spells or effects, and any ongoing durations of spells or effects affecting you do not continue to progress. You also cannot take any actions while out of time. At the beginning of your next turn after disappearing from time, you reappear in the same square you left (or the closest open space if it is occupied). Once you expend the token’s power, cross this boon off your Chronicle sheet.
*''Insights of the Shadowless Sword''
**Your exposure to the Shadowless Sword grants you a moment of peerless perception or incredible alacrity when you most need it. As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds. Alternatively, as a swift action, you gain the benefits of //haste// for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Master of Blades Saved''
**By saving the life of famed adventurer and former Master of Blades Vonran Vilk, you have earned a permanent place in the Pathfinder Chronicles. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower when you mention this boon.
*''Master of Shadows''
**You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''Occult Dabbler (1 line)''
**By dabbling in this class’s secrets, you are able to continue playing this character between the end of the playtest window and the official release date of Occult Adventures. Creating a playtest character after the playtest window ends is impossible.
*''Occult Pioneer (3 lines)''
**Your exposure to occult magic has strengthened your will and mind against its effects. Once per scenario before attempting a saving throw against a mind-affecting spell or effect, you can use this ability to roll 1d4 and add the result to the save.
*''~Oft-Lectured'' //(3rd-level, 2 Stars)//
**The Master of Scrolls is known for his rambling, esoteric talks that favor the elf’s train-of-thought speech patterns. Where others might have lost interest, you have gleaned a multitude of academic knowledge from Shaine’s disjointed thoughts and theories. When you roll a Knowledge check at the beginning of an adventure (such as immediately after a receiving a mission), you gain a bonus on the check equal to your number of GM stars.
*''Opportunistic Strike''
**Your experience fighting demons in the Worldwound and your patience carrying out a long con has granted you insight into when and where demons are the most vulnerable. At any time in the future, when fighting a creature of the demon subtype, you may recognize an opening for an opportunistic strike. As an immediate action, you may declare a single attack roll to be an opportunistic strike, allowing you to bypass the demon’s damage reduction of a value equal to your base attack bonus on a single attack. Once this attack has been made, the GM should cross off this boon.
*''Practiced Artificer''
**Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''~Strix-Slayer''
**Through fighting the strix, you have learned a few tricks for dealing with aerial foes. As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a flying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''Touched by Time''
**You have passed through time-distorting portals in Uringen, and residual magic from that experience clings to you. You may cast either //haste// or //slow// as a spell-like ability, using your character level as your caster level and Charisma as your key ability score. When you use this boon, cross it off your Chronicle sheet.
*''Unidentified Unguent''
**You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
[[Additional Resources Needed|Alaxtor's Additional Resources]]
''School'' transmutation; ''Level'' alchemist 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' S
!!EFFECT
''Range'' personal
''Targets'' you
''Duration'' 1 round
!!DESCRIPTION
This extract causes a pale aura to emanate from your mouth.
If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.
Source: Advanced Player's Guide
''Benefit:'' You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
''School'' transmutation [see text]; ''Level'' cleric/oracle 2, inquisitor 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Target'' weapon touched or 50 projectiles (all of which must be together at the time of casting)
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless, object); ''Spell Resistance'' yes (harmless, object)
!!DESCRIPTION
Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.
You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, align weapon is a chaotic, evil, good, or lawful spell, respectively.
''School'' transmutation (polymorph); ''Level'' alchemist 2, bard 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a piece of the creature whose form you plan to assume)
!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 min./level (D)
!DESCRIPTION
When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.
//Small creature:// If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.
//Medium creature:// If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.
!Ankylosaurus CR 6
N Huge animal
''Init'' +0; ''Senses'' low-light vision, scent; Perception +14
!!Defense
''AC'' 22, touch 8, flat-footed 22 (+14 natural, –2 size)
''hp'' 75 [95] (10d8+30) [10d8+50]
''Fort'' +12 [+14], ''Ref'' +7, ''Will'' +4
!!Offense
''Speed'' 30 ft.
''Melee'' tail +14 [+16] (3d6+12 plus stun) [(3d6+15 plus stun)]
''w/ Power Attack'' tail +12 [+14] (3d6+18 plus stun) [(3d6+21 plus stun)]
''Space'' 15 ft.; ''Reach'' 15 ft.
!!Statistics
''Str'' 27 [31], ''Dex'' 10, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 13, ''Cha'' 8
''Base Atk'' +7; ''CMB'' +17 [+19]; ''CMD'' 27 [29] (31 [33] vs. trip)
''Feats'' [[Great Fortitude]], [[Improved Bull Rush]], [[Improved Overrun]], [[Power Attack]], [[Weapon Focus (tail)|Weapon Focus]]
''Skills'' Perception +14
!!Special Abilities
*''Stun (Ex)''
**The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 [25] save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.
''School'' transmutation; Level alchemist 1, cleric/oracle 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a small pulley)
!!EFFECT
''Range'' touch
''Targets'' creature touched
''Duration'' 2 hours/level
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The target's carrying capacity triples. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.
Source: APG
''Benefit:'' You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
''Diplomacy:'' You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
''Intimidate:'' The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.
Source: Ultimate Magic
''School'' divination; ''Level'' alchemist 1, bard 1, ranger 1, sorcerer/ wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 minute/level or until activated
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
A creature affected by anticipate peril gains a preternatural sense of danger. The first time during this spell's duration that the target has to make an initiative check, the creature adds an insight bonus on that initiative check equal to the spell's caster level (maximum +5). Once this bonus applies, the effects of the spell end.
Source: Ultimate Magic
''School'' abjuration; ''Level'' cleric/oracle 8, sorcerer/wizard 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (pinch of powdered iron or iron filings)
!!EFFECT
''Range'' 10 ft.
''Area'' 10-ft.-radius emanation, centered on you
''Duration'' 10 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' see text
!!DESCRIPTION
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.
Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)
A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsider are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field.
Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
!Gorilla - CR 2
N Large animal
''Init'' +2; ''Senses'' low-light vision, scent; Perception +8
!!Defense
''AC'' 14, touch 11, flat-footed 12; (+2 Dex, +3 natural, –1 size)
''hp'' 19 [25] (3d8+6) [3d8+12]
''Fort'' +7 [+9], ''Ref'' +5, ''Will'' +2
!!Offense
''Speed'' 30 ft., climb 30 ft.
''Melee'' 2 slams +3 [+5] (1d6+2) [1d6+4]
''Space'' 10 ft.; ''Reach'' 10 ft.
!!Statistics
''Str'' 15 [19], ''Dex'' 15, ''Con'' 14 [18], ''Int'' 2, ''Wis'' 12, ''Cha'' 7
''Base Atk'' +2; ''CMB'' +5 [+7]; ''CMD'' 17
''Feats'' [[Great Fortitude]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Acrobatics +6, Climb +14 [+16], Perception +8
''School'' conjuration (creation) [water]; ''Level'' druid 3, magus 3, sorcerer/wizard 3, summoner 3; ''Bloodline'' aquatic 3
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a drop of water and a glass bead)
!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' 10-ft.-diameter sphere
''Duration'' 1 round/level
''Saving Throw'' Reflex negates; ''Spell Resistance'' no
!DESCRIPTION
You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any non-magical fires and functions as dispel magic against magical fires as long as those fires are size Large or less.
Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a Large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell's range.
Source: Advanced Player's Guide
!!ARBITER CR 2
LN Tiny outsider (extraplanar, inevitable, lawful)
''Init'' +3; ''Senses'' darkvision 60 ft., //detect chaos//, low-light vision; Perception +5
!!DEFENSE
''AC'' 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
''hp'' 15 [19] (2d10+4) [2d10+8]; regeneration 2 (chaotic)
''Fort'' +5 [+7], ''Ref'' +3, ''Will'' +3
''Defensive Abilities'' constant vigilance, constructed; ''SR'' 13
!!OFFENSE
''Speed'' 20 ft., fly 50 ft. (average)
''Melee'' short sword +7 (1d3/19–20) [1d3+2/19-20]
''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
''Special Attacks'' electrical burst
''~Spell-Like Abilities'' (CL 2nd; concentration +4)
*Constant—[[Detect Chaos]]
*3/day—[[Command]] (DC 13), [[Make Whole]], [[Protection from Chaos]]
*1/week—[[Commune]] (CL 12th, 6 questions)
!!STATISTICS
''Str'' 11 [15], ''Dex'' 16, ''Con'' 14 [18], ''Int'' 11, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +2; ''CMB'' +3; ''CMD'' 13 [15]
''Feats'' Flyby Attack, [[Weapon Finesse]]^^B^^
''Skills'' Diplomacy +7, Fly +12, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +16
''Languages'' truespeech
''SQ'' locate inevitable
!!SPECIAL ABILITIES
*''Constant Vigilance (Su)''
**An arbiter gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing the chaotic descriptor.
*''Electrical Burst (Ex)''
**An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 3d6 electricity damage (DC 13 Reflex half ). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based.
*''Locate Inevitable (Su)''
**An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to its superiors. It cannot sense the range to this inevitable.
''School'' divination (scrying); ''Level'' alchemist 4, arcanist 4, investigator 4, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 4, witch 4
!!Casting
''Casting Time'' 10 minutes
''Components'' V, S, M (a bit of bat fur)
!!Effect
''Range'' unlimited
''Effect'' magical sensor
''Duration'' 1 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!Description
You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.
The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a gate or similar magical portal.
You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.
''School'' universal; ''Level'' magus 0, sorcerer/wizard 0, summoner 0, witch 0
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' touch
''Effect'' one personal rune or mark, all of which must fit within 1 sq. ft.
''Duration'' permanent
''Saving Throw'' none; ''Spell Resistance'' no
!DESCRIPTION
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).
Source: CR 244
''School'' divination; ''Level'' alchemist 3, inquisitor 3, magus 3, sorcerer/wizard 3, witch 3
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 min./level (D)
!DESCRIPTION
|!Spell or Object|>|>|>|!Aura Power|
|~|!Faint|!Moderate|!Strong|!Overwhelming|
|Functioning spell (spell level)|3rd or lower|4th-6th|7th-9th|10th+ (deity-level)|
|Magic item (caster level)|5th or lower|6th-11th|12th-20th|21st+ (artifact)|
|!Original Strength|>|>|>|!Duration of Lingering Aura|
|Faint|>|>|>|1d6 rounds|
|Moderate|>|>|>|1d6 minutes|
|Strong|>|>|>|1d6x10 minutes|
|Overwhelming|>|>|>|1d6 days|
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell (see tables above.) If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
As with detect magic, you can use this spell to identify the properties of magic items, but not artifacts.
Arcane sight can be made permanent with a permanency spell.
''Prerequisite:'' Ability to cast arcane spells.
''Benefit:'' As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
''Prerequisites:'' [[Archon Style]], [[Combat Expertise]], [[Improved Unarmed Strike]], base attack bonus +4 or monk level 4th.
''Benefit:'' The penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent decreases to –1, and you can spend a move action instead of a standard action to use this ability.
Once per round while using Archon Style, when you have at least one hand free, you can divert one melee weapon attack that would have struck an adjacent ally and take the blow in your ally's stead, using your own AC to determine whether the attack hits you. Whether or not a diverted attack actually hits you, the ally you protected can make an attack of opportunity against the diverted opponent. You expend no action to divert the attack, but you must be aware of it and must not be flat-footed.
You must declare that you are using this feat after your opponent has declared the target of its melee attack but before it makes its attack roll.
Source: Blood of Angels
''Prerequisites:'' Archon Diversion, Archon Style, Combat Expertise, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.
''Benefit:'' You no longer take a penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent, and you can spend a swift action instead of a move action to use this ability.
Whenever you take damage from using Archon Diversion to divert an opponent's attack toward yourself, any allies threatening your opponent can make an attack of opportunity against the diverted opponent.
''Prerequisites:'' [[Combat Expertise]], [[Improved Unarmed Strike]], base attack bonus +2 or monk level 2nd.
''Benefit:'' While using this style, as a standard action, you can actively protect adjacent allies from a single opponent that you are currently adjacent to. This grants any adjacent allies a +2 dodge bonus to AC against that opponent's next melee attack (as long as that attack comes before the beginning of your next turn), but causes you to take a –2 penalty to AC against that opponent until your next turn. The dodge bonus persists even if your allies move away from you, but still only applies against attacks made by the opponent that you designated upon first using this ability.
Source: Blood of Angels
Combat Trait
''Benefit:'' When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Source: Ultimate Campaign
''Benefit:'' When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
''Normal:'' A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.
''Special:'' All characters except monks, sorcerers, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it.
You are skilled at wearing medium armor.
''Prerequisite:'' Light Armor Proficiency.
''Benefit:'' See Armor Proficiency, Light.
''Normal:'' See Armor Proficiency, Light.
''Special:'' Barbarians, clerics, druids, fighters, paladins, and rangers automatically have Medium Armor Proficiency as a bonus feat. They need not select it.
* ''Advanced Player's Guide'' - Aqueous Orb, Parry Spell, Spark, Spell Perfection, Suffocation, Unwilling Shield
* ''Adventurer's Armory'' - spring loaded wrist sheaths, alchemical power components
* ''Cheliax, Empire of Devils'' - Dweomer Retaliation
* ''Pathfinder Society Field Guide'' - fortunate charm, dwoemer essence
* ''Rise of the Runelords Anniversary Edition'' - Blood Money
* ''Seeker of Secrets'' - cracked ioun stones, mulberry pentacle ioun stones, pale green ioun stones, resonance, vibrant purple prism ioun stones, wayfinder
* ''Taldor, Echoes of Glory'' - ring of the sublime
* ''Ultimate Combat'' - Liberating Command, Telekinetic Charge
* ''Ultimate Magic'' - Cold Ice Strike, Control Construct, Fickle Winds
* ''Ultimate Equipment'' - beat of newt prevention, blood reservoir of physical prowess, determination armor quality, haramaki armor, jaunt boots, page of spell knowledge, lesser persistent metamagic rod, robes of arcane heritage, spell storing armor enchantment, steadfast gut stone
|!Level|!Name|!Description|!Source|
|1|[[Dodge]]|+1 dodge bonus to AC|CR|
|Human|[[Toughness]]|+3 hit points, +1 per Hit Die beyond 3|CR|
|3|[[Magical Aptitude]]|+2 bonus on Spellcraft and Use Magic Device checks|CR|
|5|[[Improved Counterspell]]|Counterspell with spell of the same school|CR|
|7|[[Improved Initiative]]|+4 bonus on initiative checks|CR|
|Bloodline|[[Iron Will]]|+2 bonus on Will saves|CR|
|!Level|!Die|!CON|!Toughness|!Favored Class|!Total|
|!1|6|5|3|1|15|
|!2|4|5|||9|
|!3|4|5|||9|
|!4|4|5|1||10|
|!5|4|5|1||10|
|!6|4|5|1||10|
|!7|4|5|1||10|
|!8|4|5|1||10|
|!9|4|5|1||10|
|!10|4|5|1||10|
|!11|4|5|1||10|
|!12|4|5|1||10|
|!13|4|5|1||10|
|!14|4|5|1||10|
|!15|4|5|1||10|
|!16|4|5|1||10|
|!17|4|5|1||10|
|!18|4|5|1||10|
|!19|4|5|1||10|
|!Total|||||193|
|!Qt|!Item|!Description|!Weight|!Where|
|3|[[acid flask]]|Splash weapon for 1d6 acid; Gives +2 to Dispel Magic spells w/ earth subtype; Causes creatures in grease to take 1 acid/round|3 lbs|Handy Haversack|
|1|Adelia Map Collection|+2 circumstance on Knowledge (geography) checks between Katheer and Oppara, from the Inner Sea to the World's Edge Mountains|-|Handy Haversack|
|3|[[alchemical grease]]|½ a grease spell; or increase the save DC & Escape Artist DC by 1 of a grease|3 lbs|Handy Haversack|
|6|[[alchemist's fire]]|Splash weapon for 1d6 fire; causes creatures sturck by a flaming sphere to catch fire; 3 makes resist energy cold 36|6 lbs|Handy Haversack|
|1|[[antiplague]]|+5 alchemical to saves vs. disease; Throw into a hero’s feast to get benefit for 12 hours|-|Handy Haversack|
|1|[[bead of newt prevention]]|Stops you from failing will save vs. polymorph effects|-|On Person|
|1|[[belt of mighty constitution +2|belt of mighty constitution]]|+2 CON|1 lb.|Belt Slot|
|1|[[blood reservoir of physical prowess]]|Heals ability damage|-|On Person|
|1|[[circlet of persuasion]]|+3 competence to all CHA checks|-|Head Slot|
|1|[[Cloak of resistance +5|cloak of resistance]]|+5 resistance to all saves|1 lb|Shoulders Slot|
|1|[[cracked dusty rose prism ioun stone|ioun stone]]|+1 to initative|-|On Person|
|1|[[cracked pale green prism ioun stone (saves)|ioun stone]]|+1 competence bonus to saves|-|On Person|
|1|[[cracked tourmaline sphere ioun stone|ioun stone]]|+1 insight bonus on saves vs. death effects|-|On Person|
|1|[[cracked vibrant purple prism ioun stone|ioun stone]]|Spellstoring stone for 1 lvl spells|-|On Person|
|1|+1 determination glamered spell-storing haramaki|+2 armor to AC, additional abilities described below|1 lb|On Person|
|~|[[determination]]|1/day, when down to 0hp, heal for 5d8+10 like breath of life|~|~|
|~|[[glamered|glamered armor]]|Can make it look like regular clothes|~|~|
|~|[[spell-storing|spell-storing armor]]|Can store a touch spell of 3rd level or lower in it, cast that spell when hit by an attack|~|~|
|1|diamond worth 1,500 gp|Spell component for limited wish|-|On Person|
|1|[[dweomer's essence]]|+5 to a SR check|-|On Person|
|1|[[fortunate charm]]|Reroll a skill or concentration check|-|Neck Slot|
|1|[[glove of storing]]|Access/Put away an item as a free action|-|Hands Slot|
|1|[[handy haversack]]|Store up to 120 lbs of material|5 lbs.|On Person|
|1|[[headband of alluring charisma +6|headband of alluring charisma]]|+6 CHA|1 lb.|Headband Slot|
|3|[[itching powder]]|DC 12 FORT for -2 to att, save, skill; One glitterdusted person can also get itching powder|6 lbs|Handy Haversack|
|1|[[jaunt boots]]|3/day make a 5ft. step a 15ft. step|2 lbs.|Feet Slot|
|1|[[lesser quicken metamagic rod|quicken metamagic rod]]|3/day cast spell as a swift action|5 lbs|On Person|
|1|[[liquid ice]]|Splash weapon for 1d6 cold; makes ray of frost deal +1 cold dmg; 3 makes resist energy fire 36|6 lbs|Handy Haversack|
|1|[[mulberry pentacle ioun stone|ioun stone]]|+5 competence bonus on Bluff, Diplomacy, +2 competence on Sense Motive|- |In Wayfinder|
|1|noble's outfit|Fancy clothes|10 lbs|On Person|
|1|[[page of spell knowledge (blood money)|page of spell knowledge]]|Can cast blood money|-|On Person|
|1|[[page of spell knowledge (vampiric touch)|page of spell knowledge]]|Can cast vampiric touch|-|On Person|
|1|[[persistent metamagic rod|persistent metamagic rod]]|3/day creatures saving vs. spell save twice and pick lowest.|5 lbs|Glove of Storing|
|1|[[ring of feather falling]]|Casts feather fall on you when you fall|-|Ring Slot|
|1|[[ring of the sublime]]|Constant remove fear|-|Ring Slot|
|1|[[robes of arcane heritage]]|Bloodline is treated as 4 levels higher|1 lb.|On Person|
|4|ruby dust (250 gp)|Spell component for unwilling shield|-|On Person|
|1|scroll of [[Break Enchantment]]|Free victim from enchantment, transmutations and curses|-|Handy Haversack|
|1|scroll of [[Breath of Life]]|Heal someone for 5d8+9, UMD 29 to cast, UMD 30 for WIS 15|- |Spring Loaded Wrist Sheath|
|1|scroll of [[Heal]]|Heal target 110 hp, remove most conditions, UMD 31 to cast, UMD 31 for WIS 16|-|Spring Loaded Wrist Sheath|
|1|scroll of [[Word of Recall]]|Teleport yourself and 2 other medium creatures to Oppara, UMD 31 to cast, UMD 31 for WIS 16|-|Handy Haversack|
|1|Signet ring|Fancy ring|-|On Person|
|3|[[sneezing powder]]|~DC12 FORT or be staggered;|6 lbs|Handy Haversack|
|1|[[spellguard bracers]]|+2 to concentration defensively; 3/day roll concentration twice and pick the highest|1 lb|Wrists Slot|
|1|[[steadfast gut stone]]|10 temps vs. precision damage and crits|2 lbs|Handy Haversack|
|5|[[tanglefoot bag]]|Glues creature to the floor; Use in black tentacles to reroll the attack vs. one target|20 lbs|Handy Haversack|
|1|Tomes of Taldan History|+2 circumstance bonus on Knowledge (history) checks regarding Taldor|-|Handy Haversack|
|1|[[tourmaline sphere ioun stone|ioun stone]]|When determining CON score for dying, treat it 2 higher|-|On Person|
|2|[[universal solvent]]|Breaks apart adhesives|-|Handy Haversack|
|3|wand of [[Cure Light Wounds]]|Heal for 1d8+1|-|Handy Haversack|
|1|wand of [[Dispel Magic]] (CL 14)|Dispel an area, a target spell or counter a spell|-|Handy Haversack|
|1|wand of [[False Life]]|1d10+3 temp hp|-|Handy Haversack|
|1|wand of [[Fireball]] (CL 10)|10d6 fire damage in a 20ft. radius burst|-|Handy Haversack|
|1|wand of [[Inflict Moderate Wounds]]|2d8+3 negative energy damage, DC 13 WILL for half|-|Handy Haversack|
|1|wand of [[Magic Missile]]|1d4+1 force damage|-|Handy Haversack|
*Battlefield Control Spells
**Antimagic Field (Sorcerer 6, Abjuration, CR) - Negates magic within 10 ft.
**Wall of Iron (Sorcerer 6, Conjuration, CR) - Flat wall of iron that can be pushed over
*Defensive Spells
**Globe of Invulnerability (Sorcerer 6, Abjuration, CR) - Negates 4th level spells or lower within 10 ft.
**Repulsion (Sorcerer 6, Abjuration, CR) - Creatures can't move closer to you (WILL negates)
*Direct Attack Spells
**Conjure Black Pudding (Sorcerer 6, Conjuration, UM) - Conjure a black pudding
*Healing Spells
*Offensive Buff Spells
*Utility Spells
**Analyze Dweomer (Sorcerer 6, Divination, CR) - Super detect magic
[img[.\Pics\Arthur+Higgenstrom+III.jpg]] ([[Link|.\Pics\Arthur+Higgenstrom+III.jpg]])
[img[.\Pics\Arthur_Token.png]] ([[Link|.\Pics\Arthur_Token.png]])
|!Skill |!Stat|!Trained|!Lv 1|!Lv 2|!Lv 3|!Lv 4|!Lv 5|!Lv 6|!Lv 7|!Lv 8|!Lv 9|!Lv 10|!Lv 11|!Lvl 12|!Lvl 13|!Lvl 14|!Lvl 15|!Lvl 16|!Lvl 17|!Lvl 18|!Luck|!Feat|!Trait|!Items|!Total|
|!Bluff |7 |3 |1 |1 |1 |1 |1 |1 |1 |0 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |0 |1 |5 |!+34 |
|!Diplomacy |7 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |1 |0 |1 |5 |!+14 |
|!Fly |2 |3 |0 |0 |0 |0 |0 |0 |0 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |0 |0 |0 |!+17 |
|!Intimidate |7 |3 |0 |1 |1 |1 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |1 |0 |0 |3 |!+17 |
|!Knowledge(arcana) |2 |3 |1 |0 |1 |1 |1 |1 |1 |1 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |1 |0 |0 |0 |!+13 |
|!Knowledge(nobility) |2 |3 |1 |1 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |0 |1 |0 |0 |0 |!+10 |
|!Sense Motive |0 |3 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |0 |1 |2 |!+25 |
|!Spellcraft |2 |3 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |4 |0 |0 |!+28 |
|!Use Magic Device |7 |3 |0 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |1 |4 |0 |3 |!+35 |
|>|>|>|!Level 0 (8 known)|
|!Name|!Source|!Description|!School|
|bgcolor(#b6f9b6):[[Detect Magic]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Detects all spells and magic items within 60 ft.|bgcolor(#b6b6f9):Divination|
|bgcolor(#b6f9b6):[[Detect Poison]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Detects poison in one creature or object.|bgcolor(#b6b6f9):Divination|
|bgcolor(#b6f9b6):[[Light]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Object shines like a torch.|bgcolor(#f9b6b6):Evocation|
|bgcolor(#b6f9b6):[[Mage Hand]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):5-pound telekinesis.|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Message]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Whisper a message at a distance|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Mending]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Makes minor repairs on an object.|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Prestidigitation]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Performs minor tricks.|''Universal''|
|bgcolor(#b6f9b6):[[Ray of Frost]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Ray deals 1d3 cold damage.|bgcolor(#f9b6b6):Evocation|
|bgcolor(#b6f9b6):[[Spark]]|bgcolor(#b6f9b6):APG|bgcolor(#b6f9b6):Ignites flammable objects.|bgcolor(#f9b6b6):Evocation|
|>|>|>|!Level 1 (5 known + 1 bloodline)|
|!Name|!Source|!Description|!School|
|bgcolor(#f9f9b6):[[Bless]]|bgcolor(#f9f9b6):CR|bgcolor(#f9f9b6):Allies gain +1 on attack rolls and saves against fear.|bgcolor(#b6f9f9):Enchantment|
|bgcolor(#f9b6b6):[[Blood Money]]|bgcolor(#f9b6b6):~RotRAE|bgcolor(#f9b6b6):Use blood to create costly material components for spells.|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Grease]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Makes 10-ft. square or one object slippery.|bgcolor(#f9f9b6):Conjuration|
|bgcolor(#b6f9b6):[[Liberating Command]]|bgcolor(#b6f9b6):UC|bgcolor(#b6f9b6):Subject makes an Escape Artist check with a +20 bonus.|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Magic Missile]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):1d4+1 damage; +1 missile per two levels above 1st (max 5).|bgcolor(#f9b6b6):Evocation|
|bgcolor(#b6f9b6):[[Protection from Evil]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):+2 to AC and saves, plus additional protection against selected alignment.|Abjuration|
|bgcolor(#b6f9b6):[[Silent Image]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Creates minor illusion of your design.|bgcolor(#f9b6f9):Illusion|
|>|>|>|!Level 2 (5 known + 1 bloodline + 2 FC bonus)|
|!Name|!Source|!Description|!School|
|bgcolor(#b6f9b6):[[Darkvision]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):See in the dark for 10 hours.|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[False Life]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Gain 1d10 temporary hp + 1/level (max +10).|bgcolor(#b6b6b6):Necromancy|
|bgcolor(#b6f9b6):[[Flaming Sphere]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Rolling ball of fire deals 3d6 fire damage.|bgcolor(#f9b6b6):Evocation|
|bgcolor(#b6b6f9):[[Glitterdust]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Blinds creatures, outlines invisible creatures.|bgcolor(#f9f9b6):Conjuration|
|bgcolor(#b6b6f9):[[Hideous Laughter]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Subject loses actions for 1 round/level.|bgcolor(#b6f9f9):Enchantment|
|bgcolor(#b6f9b6):[[Invisibility]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Subject is invisible for 1 min./level or until it attacks.|bgcolor(#f9b6f9):Illusion|
|bgcolor(#f9f9b6):[[Resist Energy]]|bgcolor(#f9f9b6):CR|bgcolor(#f9f9b6):Ignores first 10 (or more) points of damage per attack from specified energy type.|Abjuration|
|bgcolor(#b6f9b6):[[See Invisibility]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Reveals invisible creatures or objects|bgcolor(#b6b6f9):Divination|
|>|>|>|!Level 3 (4 known + 1 bloodline + 2 FC bonus + 1 page of spell knowledge)|
|!Name|!Source|!Description|!School|
|bgcolor(#b6f9b6):[[Aqueous Orb]]|bgcolor(#b6f9b6):APG|bgcolor(#b6f9b6):Creates rolling sphere of water|bgcolor(#f9f9b6):Conjuration|
|bgcolor(#b6f9b6):[[Dispel Magic]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Cancels one magical spell or effect.|Abjuration|
|bgcolor(#b6f9b6):[[Displacement]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):50% miss chance on one target|bgcolor(#f9b6f9):Illusion|
|bgcolor(#b6b6f9):[[Dweomer Retaliation]]|bgcolor(#b6b6f9):Cheliax|bgcolor(#b6b6f9):Damages a counterspelled opponent.|Abjuration|
|bgcolor(#b6b6f9):[[Haste]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):One creature/level moves faster, +1 on attack rolls, AC, Reflex saves|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Heroism]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Gives +2 bonus on attack rolls, saves, skill checks.|bgcolor(#b6f9f9):Enchantment|
|bgcolor(#b6f9b6):[[Lightning Bolt]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):1d6/level electricity damage in a line|bgcolor(#f9b6b6):Evocation|
|bgcolor(#f9f9b6):[[Magic Circle Against Evil]]|bgcolor(#f9f9b6):CR|bgcolor(#f9f9b6):As protection spells, but 10-ft. radius and 10 min./level.|Abjuration|
|bgcolor(#f9b6b6):[[Vampiric Touch]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Touch attack to deal 1d6/2lvls, gain that much temps|bgcolor(#b6b6b6):Necromancy|
|>|>|>|!Level 4 (3 known + 1 bloodline + 2 FC bonus)|
|!Name|!Source|!Description|!School|
|bgcolor(#b6f9b6):[[Black Tentacles]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Tentacles grapple all creatures within a 20-ft. spread.|bgcolor(#f9f9b6):Conjuration|
|bgcolor(#b6b6f9):[[Elemental Body I]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Turn into a small elemental|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Enervation]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Subject gains 1d4 negative levels|bgcolor(#b6b6b6):Necromancy|
|bgcolor(#b6f9b6):[[Phantasmal Killer]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Fearsome illusion kills someone or 3d6 damage|bgcolor(#f9b6f9):Illusion|
|bgcolor(#f9f9b6):[[Remove Curse]]|bgcolor(#f9f9b6):CR|bgcolor(#f9f9b6):Frees object or person from curse|Abjuration|
|bgcolor(#b6b6f9):[[Telekinetic Charge]]|bgcolor(#b6b6f9):UC|bgcolor(#b6b6f9):Launches an ally through the air|bgcolor(#f9b6b6):Evocation|
|>|>|>|!Level 5 (4 known + 1 bloodline + 2 FC bonus)|
|!Name|!Source|!Description|!School|
|bgcolor(#b6f9b6):[[Baleful Polymorph]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Make the subject a small creature, even if they don't want to|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#b6f9b6):[[Dismissal]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Forces a creature to return to its native plane.|Abjuration|
|bgcolor(#b6b6f9):[[Feeblemind]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):Creature's Int and Cha scores become 1|bgcolor(#b6f9f9):Enchantment|
|bgcolor(#b6f9b6):[[Fickle Winds]]|bgcolor(#b6f9b6):UM|bgcolor(#b6f9b6):Make ranged attacks on you+allies worthless|bgcolor(#b6f9b6):Transmutation|
|bgcolor(#f9f9b6):[[Flame Strike]]|bgcolor(#f9f9b6):CR|bgcolor(#f9f9b6):Smites foes with divine fire. (1d6/level damage)|bgcolor(#f9b6b6):Evocation|
|bgcolor(#b6b6f9):[[Suffocation]]|bgcolor(#b6b6f9):APG|bgcolor(#b6b6f9):Take the air out of target's lungs. FORT:0hp>-1hp>dead|bgcolor(#b6b6b6):Necromancy|
|bgcolor(#b6f9b6):[[Teleport]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Teleport up to 100 mi/lvl away. w/ 4 Medium creatures|bgcolor(#f9f9b6):Conjuration|
|>|>|>|!Level 6 (3 known + 1 bloodline + 2 FC bonus)|
|!Name|!Source|!Description|!School|
|bgcolor(#b6f9b6):[[Cold Ice Strike]]|bgcolor(#b6f9b6):UM|bgcolor(#b6f9b6):Swift action 30ft. line of ice. 1d6/lvl|bgcolor(#f9b6b6):Evocation|
|bgcolor(#f9f9b6):[[Greater Dispel Magic]]|bgcolor(#f9f9b6):CR|bgcolor(#f9f9b6):As Dispel Magic, but with multiple targets|Abjuration|
|bgcolor(#b6f9b6):[[Mass Suggestion]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):One target/lvl listens to suggestion.|bgcolor(#b6f9f9):Enchantment|
|bgcolor(#b6b6f9):[[Mislead]]|bgcolor(#b6b6f9):CR|bgcolor(#b6b6f9):You go invisible, illusory double of you shows up|bgcolor(#f9b6f9):Illusion|
|bgcolor(#b6f9b6):[[Summon Monster VI|Summon Monster]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Summon Extraplanar creature to fight for you|bgcolor(#f9f9b6):Conjuration|
|bgcolor(#b6b6f9):[[Unwilling Shield]]|bgcolor(#b6b6f9):APG|bgcolor(#b6b6f9):Target takes 1/2 the wounds you receive|bgcolor(#b6b6b6):Necromancy|
|>|>|>|!Level 7 (2 known + 1 bloodline)|
|bgcolor(#f9f9b6):[[Banishment]]|bgcolor(#f9f9b6):CR|bgcolor(#f9f9b6):Like //dismissal//, but for multiple targets.|Abjuration|
|bgcolor(#b6f9b6):[[Limited Wish]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Alter reality (within limits)|''Universal''|
|bgcolor(#b6f9b6):[[Prismatic Spray]]|bgcolor(#b6f9b6):CR|bgcolor(#b6f9b6):Multicolored beams released in 30ft cone.|bgcolor(#f9b6b6):Evocation|
Green = Known normally
Yellow = bloodline
Blue = Favored Class bonus
Red = Page of Spell Knowledge
!Alchemical Power Components
|!Item|!Spell|!M/F|!Effect|
|Acid Flask|[[Dispel Magic]]|M|+2 on dispel checks vs. spells with the earth subtype|
||[[Grease]]|M|The grease is acidic and deals 1 point of acid damage per round to any creature in the are or holding the greased object|
|Alchemical Grease|[[Grease]]|M|Increase the Save DC and the Escape Artist check DC by 1.|
|Alchemist's Fire|[[Flaming Sphere]]|M|Any creature damaged by a flaming sphere catches on fire as if he had been struck by an alchemist's fire.|
||[[Resist Energy]]|M|You may use 3 alchemist fires as a power component to increase the cold resistance to 36.|
|Itching Powder|[[Glitterdust]]|M|For each packet of itching powder you used as a power component, you may designate one creature in the area to be affected by itching powder (DC 12).|
|Liquid Ice|[[Ray of Frost]]|F|The spell deals +1 point of damage.|
|||M|The spell creates an icicle of frozen water that deals 1d3 points of piercing damage and 1 point of cold damage.|
||[[Resist Energy]]|M|You may use 3 liquid ices as a power component to increase the fire resistance to 36.|
|Tanglefoot Bag|[[Black Tentacles]]|M|For each tanglefoot bag used as a power component, you may reroll the tentacles grapple check vs. one creature of your choice.|
!Lord Arthur Higgenstrom III
Male Human Sorcerer 19
LG Medium humanoid
''Init:'' +12; ''Senses:'' Perception: +0
!Defenses
''AC:'' 17, touch 12, flat-footed 12 (+2 armor, +5 Dex)
[[hp:|Arthur's HP]] 193 (19d6+115)
''Fort'' +18, ''Ref'' +18, ''Will'' +20; +1 vs. death, +4 vs. fear, +4 vs. poison ([[calc|Arthur's save calculations]])
''Immune'' acid, cold, petrification, ''Resist'' 10 electricity, 10 fire
!Offense
''Speed'' 30 ft., fly 60 ft.
''Melee:'' touch +9
''Ranged:'' light crossbow +14 (1d8/19-20) or heavenly fire +14 (1d4+12)
''Sorcerer ~Spell-Like Abilities'' (CL 23rd):
* 14/day- Heavenly Fire
[[Sorcerer Spells|Arthur's Spells]] (CL 20th, concentration +32, +38 defensively):
*9th level (5/day)- [[Gate]], [[Time Stop]], [[Wish]]
*8th level (7/day)- [[Mind Blank]], [[Moment of Prescience]], [[Orb of the Void]], [[Prismatic Wall]], [[Summon Monster VIII|Summon Monster]], [[Sunburst]]
*7th level (7/day)- [[Banishment]], [[Control Construct]], [[Limited Wish]], [[Mage's Magnificent Mansion]], [[Phase Door]], [[Prismatic Spray]]
*6th level (7/day)- [[Cold Ice Strike]], [[Greater Dispel Magic]], [[Mass Suggestion]], [[Mislead]], [[Summon Monster VI|Summon Monster]], [[Unwilling Shield]]
*5th level (8/day)- [[Baleful Polymorph]], [[Dismissal]], [[Feeblemind]], [[Fickle Winds]], [[Flame Strike]], [[Suffocation]], [[Teleport]]
*4th level (8/day)- [[Acid Pit]], [[Black Tentacles]], [[Elemental Body I]], [[Enervation]], [[Phantasmal Killer]], [[Remove Curse]], [[Telekinetic Charge]]
*3rd level (8/day)- [[Aqueous Orb]], [[Dispel Magic]], [[Displacement]], [[Dweomer Retaliation]], [[Greater Magic Weapon]], [[Haste]], [[Lightning Bolt]], [[Magic Circle Against Evil]], [[Vampiric Touch]]
*2nd level (8/day)- [[Darkvision]], [[False Life]], [[Flaming Sphere]], [[Glitterdust]], [[Hideous Laughter]], [[Invisibility]], [[Resist Energy]], [[See Invisibility]]
*1st level (9/day)- [[Bless]], [[Blood Money]], [[Grease]], [[Liberating Command]], [[Magic Missile]], [[Protection from Evil]], [[Silent Image]]
*0th level (at-will)- [[Detect Magic]], [[Detect Poison]], [[Light]], [[Mage Hand]], [[Message]], [[Mending]], [[Prestidigitation]], [[Ray of Frost]], [[Spark]]
''Bloodline'' Celestial
!Statistics
''Str:'' 10, ''Dex:'' 20, ''Con:'' 20, ''Int:'' 14, ''Wis:'' 10, ''Cha:'' 33
''Base Atk:'' +9; ''CMB:'' +9; ''CMD:'' 25
[[Feats|Arthur's Feats]]'':'' [[Combat Casting]], [[Dazing Spell]], [[Extend Spell]], [[Eschew Materials]]^^B^^, [[Improved Counterspell]], [[Improved Initiative]], [[Iron Will]], [[Magical Aptitude]], [[Parry Spell]], [[Piercing Spell]], [[Quicken Spell]], [[Spell Penetration]], [[Spell Perfection (Dismissal)|Spell Perfection]], [[Toughness]], [[Weapon Finesse]]
[[Traits|Arthur's Traits]]'':'' [[Fashionable (Sense Motive)|Fashionable]], [[Reactionary]]
[[Skills|Arthur's Skills]]'':'' Bluff +36, Diplomacy +16, Fly +17, Intimidate +19, Knowledge(arcana) +13, Knowledge(nobility) +10, Sense Motive +25, Spellcraft +28, Use Magic Device +37 need to update
''Languages:'' Celestial, Common
''SQ:'' bloodline arcana, celestial resistances, heavenly fire, wings of heaven
[[Item Cheat Sheet|Arthur's Item Cheat Sheet]]
''Combat Gear:'' acid flask x3, alchemical grease x3, alchemist's fire x6, antiplague, [[bead of newt prevention]], [[blood reservoir of physical prowess]] (4 charges), [[dweomer's essence]] x3, itching powder x3, [[lesser persistent metamagic rod|persistent metamagic rod]], [[lesser quicken metamagic rod|quicken metamagic rod]], liquid ice x15, scroll of //break enchantment//, sneezing powder x3, [[staff of the master]], [[steadfast gut stone]], tanglefoot bag x5, 2 doses of [[universal solvent]], wand of //magic missile// (47 charges), wand of //cure light wounds// x3 (34 charges, 50 charges, 50 charges), wand of //dispel magic// (CL 14th, 6 charges), wand of //false life// (20 charges), wand of //fireball// (~CL10, 18 charges), wand of //inflict moderate wounds// (8 charges), 1,000 gp of ruby dust, 1 diamond worth 1,500 gp
''Other Gear:'' noble’s outfit, signet ring, +1 [[determination]] [[glamered|glamered armor]] [[spell-storing|spell-storing armor]] haramaki (with a [[Vampiric Touch]] cast in it), [[belt of physical might DEX/CON +6|belt of physical might]], [[circlet of persuasion]], [[cloak of resistance +5|cloak of resistance]], [[cracked dusty rose prism ioun stone|ioun stone]], [[cracked pale green ioun stone (saves)|ioun stone]], [[cracked tourmaline sphere ioun stone|ioun stone]], [[cracked vibrant purple prism ioun stone|ioun stone]] (with a [[Grease]]), [[fortunate charm]], [[glove of storing]], [[handy haversack]], [[headband of alluring charisma +6|headband of alluring charisma]], [[jaunt boots]], [[mulberry pentacle ioun stone|ioun stone]] (placed in a [[wayfinder]]), [[orange prism ioun stone|ioun stone]], [[page of spell knowledge (blood money)|page of spell knowledge]], [[page of spell knowledge (vampiric touch)|page of spell knowledge]], [[ring of spell knowledge III|ring of spell knowledge]] (with barkskin cast in it), [[ring of feather falling]], [[ring of the sublime]], [[robes of arcane heritage]], [[spectacles of understanding]], [[spellguard bracers]], spring loaded wrist sheath x2 (one with a scroll of //heal//, one with a scroll of //breath of life//), [[stone of good luck]], [[tourmaline sphere ioun stone|ioun stone]]
!Special Abilities
* ''Ability Scores:'' Lord Arthur Higgenstrom III has read a [[tome of leadership and influence +5|tome of leadership and influence]], giving him a +5 to his Charisma score.
* ''Ascension (Su):'' At 20th level, you become infused with the power of the heavens. You gain:
** Immunity to acid, cold, and petrification
** Resist electricity 10
** Resist fire 10
** +4 racial bonus on saves against poison
** Unlimited use of the Wings of Heaven ability
** the ability to speak with any creature that has a language (as per the tongues spell).
* ''Bloodline Arcana:'' Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
* ''Celestial Resistances (Ex):'' At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
* ''Conviction (Su):'' At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
* ''Heavenly Fire (Sp):'' Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
* ''Wings of Heaven (Su):'' At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
!Boons
* ''An Agent Uncovered:'' You have an unique wayfinder stamped with the seal of the Decemvirate. When showing this to another member of the Pathfinder Society, you receive a +2 bonus to a Bluff, Diplomacy, or Intimidate check.
* ''Caravan:'' You may use Bluff for Day Job Rolls.
* ''Cornered Fury:'' Your trials within Round Mountain have given you the will to fight viciously when cut off from friends and allies, a trait many ratfolk possess. Whenever you are reduced to half or fewer of your total hit points, and have no conscious ally within 30 feet, you gain a +2 morale bonus on melee attack rolls and to Armor Class. If you possess the Cornered Fury alternate racial trait (Pathfinder RPG Advanced Race Guide 150), these bonuses do not stack.
* ''Desperate Bargain:'' Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
* ''Distrust of Witches:'' Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
* ''Faithless:'' Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
* ''Fugitive from Numeria:'' You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
* ''A Glimpse of the Future:'' At any time in the future, you may give up this boon to gain the benefits of an //augury// with a 60% success rate.
* ''Height of Fashion:'' Your contacts among the Taldan aristocracy allow you to constantly update and adapt your fashion so as to never appear out of style—be it at court, on the road, or even in combat. You gain a +3 bonus on Diplomacy checks against nobles, politicians, and aristocrats of your race.
* ''Herald:'' You gain the service of a herald to announce your presence and accomplishments at any social gathering, be it a formal ball, theater performance, or diplomatic negotiation.
* ''Hide of Dragons (Blue):'' You defeated Runelord Karzoug’s blue dragon in Part Seven: The Eye of Avarice and skinned it to craft armor from its hide. You may purchase a suit of masterwork armor and a masterwork light or heavy shield sized for a Medium creature. See page 154 of the Pathfinder RPG Core Rulebook for pricing information on armor crafted of dragonhide.
* ''Honored Guests of the Hall:'' Should you rescue a cleric from the grasp of the demons plaguing Cayden's Hall, High Priestess Saphira declares you to be an honored guest and from this day forth all drinks beneath her roof are free for you. Additionally, all clerics of Cayden Cailean in Absalom give you a +1 circumstance bonus when asking them for information pertaining to any Knowledge skill check.
* ''Jestercap Fright Mask:'' You may use this mask to either cast //cause fear// (CL 1, DC 12) or //remove fear// (CL 1).
* ''Lifetimes of Experience:'' You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
* ''Lore of the //Lotus Annals//:'' Your time transcribing or transporting the rare ancient Nagaji text known as the //Lotus Annals// has imparted upon you unique insight about nagas, the nagaji people, the nation of Nagajor, and the goddess Nalinivati. You gain a +2 circumstance bonus on any Knowledge skill check relating to these subjects, and a +1 circumstance bonus on attack rolls and Charisma-based skill checks against nagaji or nagas.
* ''Magical Scrivener:'' Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
* ''Masquerade Veil:'' You may cross off this boon to gain access to //disguise self// with only a +5 bonus to Disguise checks for 1 hour. The person you change into is chosen at random.
* ''Master of Shadows'': You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
* ''Minotaur Rescuer:'' You get a +1 circumstance bonus to all INT or CHA based skill checks while in Absalom.
* ''Noble Title:'' You gain one of the following noble titles: baron, baroness, dame, earl, //lord//, marquis, marquise, visbaronet, visbaronetess, viscount, and viscountess. Among the many hereditary nobles in Taldor, your title means little and grants you few benefits other than an official writ declaring it a legitimate title in the Empire of Taldor, signed by Prince Stavian III himself. You become specialized in Knowledge (nobility).
* ''Owed a Favor:'' You may give up this boon to get a +4 bonus to all Diplomacy checks during a scenario set in Absalom.
* ''Practiced Artificer:'' Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
* ''Prince of Wolves:'' Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
* ''Proud but Discouraged (Taldor):'' The people of Varisia stubbornly resisted Lady Gloriana Morilla’s efforts to found a new aristocracy. In that time, you have learned to rely on your fellow nobles and sympathizers. Increase the bonus of any aid another action you receive from any member of the Taldor faction by 2.
* ''Revolutionary Bluster'': You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
* ''Runelord’s Reputation:'' You defeated Runelord Karzoug, preventing his return to Golarion and the age of destruction and terror he would have ushered in. Your name is known far and wide for discovering ~Xin-Shalast and for bringing one of the mightiest wizards of all time to his ultimate ruin. As a result, your Fame score increases to equal 6 × your character level (as though you had earned maximum prestige in each adventure up to this point).
* ''Scion of Geb:'' You get a +1 circumstance bonus to all CHA based skill checks dealing with native Gebbites.
* ''Seneschal:'' When you rest at your home, you automatically heal as if under long-term care using the Heal skill.
* ''Sihedron Reforged:'' Although the shards of the Sihedron embody sin, the reforged star is an artifact of virtue that embraces harmony and teamwork. You may now benefit from two shard boons simultaneously and only suffer from one of the shards’ penalties (your choice). When you change your shard, you may change one or both shards. In addition, once per day as an immediate action you may unleash a surge of potent magic that grants a willing ally within 120 feet a +2 insight bonus on all saving throws for 1 round and 2d8+10 points of magical healing. This transfer occurs so quickly that it can grant the bonus on a saving throw after the saving throw has been rolled, but it must be made before the result of that roll is confirmed by the GM. Likewise, the healing granted can occur in the instant before a creature actually takes damage from any source, which could heal a heavily wounded target before the additional damage kills it.
* ''Shortcut to the Center of the World:'' With the backdoor into the //Hao Jin Tapestry// secured for the Pathfinder Society's use, travel between the Grand Lodge in Absalom (where the physical tapestry hangs) and the wilds of Varisia is shortened from a costly or time-consuming journey to little more than a quick entry into the tapestry and exit into the Well of Tainted Virtue. Whenever you are adventuring in Varisia, you may take advantage of any boon or vanity that relies on you being in the city of Absalom as if you were in the city.
* ''Tenure:'' If this Chronicle is applied to a retired 12th-level PC, you may opt to take a position on the Academae’s staff, perhaps even as one of the school’s administrators, operating your Pathfinder affairs out of this new headquarters. You gain a +5 bonus on all Knowledge and Spellcraft checks when you have access to the Academae’s resources.
* ''Thassilonian Ioun Stone:'' In your battle against Karzoug and his minions, you encountered several ioun stones from ancient Thassilon that were unknown until you discovered them. While there are a limited number of each, and the means of creating them have been lost since Thassilon’s fall, you were able to keep one ioun stone for personal use. Select one of the four ioun stones listed below, crossing the others off the Chronicle sheet. You gain the selected ioun stone at no cost. For resonant powers of these ioun stones and pricing to purchase additional stones (their effects stack), see Pathfinder Campaign Setting: Seekers of Secrets.
**''Crimson Sphere:'' Grants a +2 enhancement bonus to Intelligence.
* ''The Long Con:'' Your experiences bringing down the Tower of Yath have honed your skills at deceiving those who worship Abyssal forces. You gain a permanent +1 bonus on Bluff checks made against demonic cultists in noncombat situations.
* --''Zahra's Tactics:'' In thanks for saving her from a fate of madness and servitude to the Mad Marid Moukadeem, Zahra grants you additional training in fighting genies in the future. You may, as a swift action, gain a +1 insight bonus on a single attack and damage roll against a genie. This ability may be used three times, each time crossing off one of the uses here. You may stack these uses on a single attack should you so choose, granting a +3 bonus on that attack and damage roll.--
[[Pictures|Arthur's Pictures]]
[[Additional Resources Necessary|Arthur's ARs]]
|!Trait|!Category|!Source|!Benefit|
|[[Fashionable (Sense Motive)|Fashionable]]|Regional (Taldor)|GPSOP|+1 to Bluff, Diplomacy, Sense Motive|
|[[Reactionary]]|Combat|APG|+2 to init|
|!Bonus|!FORT|!REF|!WILL|
|Base|+5|+5|+10|
|Stat|+5|+5|+0|
|Feat|+0|+0|+2|
|Resistance|+5|+5|+5|
|Competence|+1|+1|+1|
|Luck|+1|+1|+1|
|Total|+17|+17|+19|
''Discipline'' Metacreativity (Creation)
''Level'' Shaper 1
!MANIFESTING
''Display'' Visual; see text
''Manifesting Time'' 1 round
!EFFECT
''Range'' Close (25 ft. + 5 ft./2 levels)
''Effect'' One created astral construct
''Duration'' 1 round/level (D)
''Saving Throw'' None; ''Power Resistance'' No
''Power Points'' 1
!DESCRIPTION
This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power’s duration and dissipates at the end of its turn.
Astral construct are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.
''Augment'' For every 2 additional power points you spend, the level of the astral construct increases by one.
[[1st Level Astral Construct]]
[[2nd Level Astral Construct]]
[[3rd Level Astral Construct]]
[[4th Level Astral Construct]]
[[5th Level Astral Construct]]
[[6th Level Astral Construct]]
[[7th Level Astral Construct]]
[[8th Level Astral Construct]]
[[9th Level Astral Construct]]
*''Astral Construct Menu A''
**''Buff (Ex):'' The astral construct gains an extra 5 hit points.
**''Celerity (Ex):'' The astral construct’s land speed is increased by 10 feet.
**''Cleave (Ex):'' The astral construct gains the Cleave feat.
**''Deflection (Ex):'' The astral construct gains a +1 deflection bonus to Armor Class.
**''Fly (Ex):'' The astral construct has physical wings and a fly speed of 20 feet (average).
**''Improved Bull Rush (Ex):'' The astral construct gains the Improved Bull Rush feat.
**''Improved Slam Attack (Ex):'' The astral construct gains the Improved Natural Attack feat.
**''Mobility (Ex):'' The astral construct gains the Mobility feat.
**''Power Attack (Ex):'' The astral construct gains the Power Attack feat.
**''Resistance (Ex):'' Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral construct gains resistance 5 against that energy type.
**''Swim (Ex):'' The astral construct is streamlined and shark like, and gains a swim speed of 30 feet.
**''Trip (Ex):'' If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.
*''Astral Construct Menu B''
**''Compact Form:'' The astral construct is summoned in a smaller form, coming one size category smaller than normal. Its Strength is reduced by 2, its Dexterity is increased by 2, and its modifiers based on size are adjusted appropriately.
**''Energy Touch (Ex):'' The astral construct deals an extra 1d4 points of damage of your active energy type (fire, cold, sonic, or electricity) when you manifest the construct.
**''Extra Attack:'' If the astral construct is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier x 1-1/2. If the astral construct is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.
**''Fast Healing (Ex):'' The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.
**''Heavy Deflection (Ex):'' The astral construct gains a +4 deflection bonus to Armor Class.
**''Improved Buff (Ex):'' The astral construct gains an extra 15 hit points.
**''Improved Critical (Ex):'' The astral construct gains the Improved Critical feat with its slam attacks.
**''Improved Damage Reduction (Ex):'' The astral construct’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).
**''Improved Fly (Ex):'' The astral construct has physical wings and a fly speed of 40 feet (average).
**''Improved Grab (Ex):'' To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself.
**''Improved Swim:'' The astral construct is streamlined and shark-like, and gains a swim speed of 60 feet.
**''Muscle (Ex):'' The astral construct gains a +4 bonus to its Strength score.
**''Poison Touch (Ex):'' If the astral construct hits with a melee attack, the target is affected by astral poison. **Poison (Su): astral poison – injury; save Fort DC 10 + 1/2 astral construct’s HD + astral construct’s Cha modifier; frequency 1/minute for 2 minutes; effect 1 Con damage; cure 1 save.
**''Pounce (Ex):'' If the astral construct charges a foe, it can make a full attack.
**''Smite (Su):'' Once per day the astral construct can choose one target to focus on, dealing additional damage. The astral construct deals extra damage equal to its Hit Dice to this target until the target is dead, the astral construct’s duration is destroyed, expired, or dimissed, or the manifester who summoned it rests to regain daily power points.
**''Trample (Ex):'' As a standard action during its turn each round, a Large or larger astral construct can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 astral construct’s Hit Dice + astral construct’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a –4 penalty.
*''Astral Construct Menu C''
**''Blindsight (Ex):'' The astral construct has blindsight out to 60 feet.
**''Concussion (Sp):'' The astral construct can manifest concussion blast (manifester level 7th) as a free action once per round.
**''Constrict (Ex):'' The astral construct has the improved grab ability with its slam attack. In addition, on a successful grapple check, the astral construct deals damage equal to its slam damage.
**''Dimension Slide (Sp):'' The astral construct can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round.
**''Energy Bolt (Sp):'' The astral construct can manifest energy bolt (manifester level 8th) as a standard action once per round. The creator’s active energy type determines the type of energy used. Kineticists are not restricted to an active energy type when choosing this menu option.
**''Extra Buff (Ex):'' The astral construct gains an extra 30 hit points.
**''Extreme Damage Reduction (Ex):'' The astral construct’s surface forms hard, armor-like plates and provides an additional 6 points of damage reduction.
**''Extreme Deflection (Ex):'' The astral construct gains a +8 deflection bonus to Armor Class.
**''Natural Invisibility (Su):'' The astral construct is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.
**''Power Resistance (Ex):'' The astral construct gains power resistance equal to 10 + its Hit Dice.
**''Rend (Ex):'' The astral construct makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An astral construct that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1-1/2 times its Str modifier.
**''Spring Attack (Ex):'' The astral construct gains the Spring Attack feat.
**''Whirlwind Attack (Ex):'' The astral construct gains the Whirlwind Attack feat.
!Spells
|>|>|>|!Level 0 (6 known)|
|!Name|!Source|!Description|
|[[Brand]]|APG|Creates permanent brand on target creature|
|[[Create Water]]|CR|Creates 2 gallons/level of pure water.|
|[[Detect Magic]]|CR|Detects spells and magic items within 60 ft.|
|[[Light]]|CR|Object shines like a torch.|
|[[Read Magic]]|CR|Read scrolls and spellbooks.|
|[[Stabilize]]|CR|Cause a dying creature to stabilize.|
|>|>|>|!Level 1 (5 known + 3 FC Bonus) 5/day|
|!Name|!Source|!Description|
|[[Bane]]|CR|Enemies take –1 on attack rolls and saves against fear.|
|[[Burst Bonds]]|APG|1d6 damage/level (max 5d6) to restraints.|
|[[Compel Hostility]]|UC|Compels opponents to attack you instead of your allies.|
|[[Disguise Self]]|CR|Changes your appearance.|
|[[Divine Favor]]|CR|You gain +1 per three levels on attack and damage rolls.|
|[[Lock Gaze]]|UC|Compels the target to look only at you for the duration of the spell.|
|[[True Strike]]|CR|+20 on your next attack roll.|
|[[Vocal Alteration]]|UM|Disguise target's voice.|
|>|>|>|!Level 2 (4 known + 1 FC Bonus) 4/day|
|!Name|!Source|!Description|
|[[Blistering Invective]]|UC|Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.|
|[[Castigate]]|APG|Causes target to be shaken and cower.|
|[[Flames of the Faithful]]|APG|Gives weapon flaming property.|
|[[Silence]]|CR|Negates sound in 20-ft. radius.|
|[[Weapon of Awe]]|APG|Weapon gets +2 on damage rolls.|
|>|>|>|!Level 3 (1 known) 1/day|
|!Name|!Source|!Description|
|[[Terrible Remorse]]|UM|Creature is compelled to harm itself.|
!~Spell-Like Abilities
|!Name|!Source|!Description|!Frequency|
|[[Detect Chaos/Evil/Good/Law|Detect Alignment]]|CR|Reveals creatures, spells, or objects of selected alignment.|at-will|
|[[Discern Lies]]|CR|Detect whether something being said is a lie as an immediate action|7 rounds/day|
!Judgments
3/day (1/day as if you were 3 levels higher), activate or switch as a swift action
*''Destruction'' - +3 sacred bonus on weapon damage
*''Healing'' - Fast healing 3
*''Justice'' - +3 sacred bonus on attack rolls
*''Piercing'' - 3 sacred bonus to concentration checks and level checks to overcome SR
*''Protection'' - +2 sacred bonus to AC
*''Purity'' - +2 sacred bonus to saves
*''Resiliency'' - DR 2/magic
*''Resistance'' - Resist 6 (acid, cold, electric, fire or sonic)
*''Smiting'' -Weapon counts as magic and chaotic or good for overcoming DR
!Determination
3/day
*''Aggression'' - Reroll an attack roll
*''Defense'' - Immediate +4 insight bonus to AC for one attack
*''Warning'' - Immediate force reroll on an attack on an ally
!Bane
7 rounds/day
*Swift action - activate the bane
*Standard action - spend 3 rounds to brand a creature, allies have bane vs that creature
|!Level|!Name|!Description|!Source|
|1|[[Fey Foundling]]|+2 HP per die of magic healing|ISWG 286|
|Human|[[Judgment Surge]]|Count your level as 3 higher for judgment 1/day|UM 153|
|3|[[Power Attack]]|-2 hit/+4 damage|CR|
|5|[[Branded for Retribution]]|Spend 3 rounds of bane to give it to everyone|UC 90|
|7|[[Furious Focus]]|Ignore the first Power Attack penalty each turn|APG 161|
|!Level|!Die|!CON|!Favored Class|!Total|
|!1|8|1|1|10|
|!2|5|1|1|7|
|!3|5|1|1|7|
|!4|5|1||6|
|!5|5|1||6|
|!6|5|1||6|
|!7|5|1||6|
|!Total||||48|
|!Skill|!Ability|!Ranks|!Class|!Total|
|!Bluff|2|7||!+12|
|!Diplomacy|2|7||!+12|
|!Intimidate|2|7|3|!+15|
|!Knowledge (arcana)|0|5|(2 on monster knowledge)|!+8|
|!Knowledge (nature)|0|5|(2 on monster knowledge)|!+8|
|!Knowledge (planes)|0|5|(2 on monster knowledge)|!+8|
|!Knowledge (religion)|0|5|(2 on monster knowledge)|!+8|
|!Sense Motive|2|7|3|!+15|
|!Survival|2|1|(3 when tracking)|!+6|
!Athmos Deller
Male Human Inquisitor (Preacher) 7
CG Medium humanoid
''Init:'' +3; ''Senses:'' Perception: +2
!Defenses
''AC:'' 20, touch 12, flat-footed 19 (+8 armor, +1 Dex, +1 deflection)
''hp:'' 48 (7d8+10) ([[calc|Athmos' HP]])
''Fort'' +8, ''Ref'' +4, ''Will'' +9; +2 vs. death ([[calc|Athmos' save calculations]])
''Vulnerable'' cold iron 1
!Offense
''Speed'' 20 ft.
''Melee:'' //+1 shock greatsword// +11 (2d6+8+1d6 electric/19-20)
''Ranged:'' spear +6 (1d8+7/x3)
''Spells'' (CL 7th, concentration +9):
*3rd (1/day) - [[Terrible Remorse]]
*2nd (4/day) - [[Blistering Invective]], [[Castigate]], [[Flames of the Faithful]], [[Silence]], [[Weapon of Awe]]
*1st (5/day) - [[Bane]], [[Burst Bonds]], [[Compel Hostility]], [[Disguise Self]], [[Divine Favor]], [[Lock Gaze]], [[True Strike]]. [[Vocal Alteration]]
*0 (at-will) - [[Brand]], [[Create Water]], [[Detect Magic]], [[Light]], [[Read Magic]], [[Stabilize]]
''Inquisition'' conversion
''~Spell-Like Abilities''
*7 rounds/day - [[Discern Lies]] (as an immediate action)
*~At-Will - [[Detect Chaos]], [[Detect Evil]], [[Detect Good]], [[Detect Law]]
!Statistics
''Str:'' 21, ''Dex:'' 12, ''Con:'' 12, ''Int:'' 10, ''Wis:'' 14, ''Cha:'' 11
''Base Atk:'' +5; ''CMB:'' +10; ''CMD:'' 21
[[Feats|Athmos' Feats]]'':'' [[Branded for Retribution]], [[Fey Foundling]], [[Furious Focus]], [[Judgment Surge]], [[Power Attack]]
[[Traits|Athmos' Traits]]'':'' [[Indomitable Faith]], [[Resilient]]
[[Skills|Athmos' Skills]]'':'' Bluff +12, Diplomacy +12, Intimidate +15, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8 (+2 on monster knowledge), Sense Motive +15, Survival +6 (+3 when tracking)
''Languages:'' Common
''SQ:'' bane (7 rounds/day), cunning initiative, determination (3/day), domain (inquisition), judgment 3/day, monster lore, stern gaze, track
''Gear:'' //anklet of translocation//, //belt of giant strength +2//, //+2 breastplate//, //+1 cloak of resistance//, //gauntlets of throwing//, //ring of protection +1//, //+1 shock greatsword//, 5 spears, wand of //cure light wounds// (50 charges)
!Special Abilities
[[Cheat Sheet|Athmos' Cheat Sheet]]
!!Judgment (Su)
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
''Destruction:'' The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
''Healing:'' The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
''Justice:'' This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
''Piercing:'' This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
''Protection:'' The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
''Purity:'' The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
''Resiliency:'' This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
''Resistance:'' The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
''Smiting:'' This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
!!Determination (Ex)
At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.
''Aggression:'' The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.
''Defense:'' When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.
''Warning:'' When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.
Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one.
This ability replaces solo tactics.
|!Trait|!Category|!Source|!Benefit|
|[[Indomitable Faith]]|Religion|APG 328|+1 Will|
|[[Resilient]]|Combat|APG 328|+1 Fortitude|
|!Bonus|!FORT|!REF|!WILL|
|Base|+5|+2|+5|
|Stat|+1|+1|+2|
|Trait|+1|+0|+1|
|Resistance|+1|+1|+1|
|Total|+8|+4|+9|
!Atomie CR 1
CN Diminutive fey
''Init'' +7; ''Senses'' low-light vision; Perception +7
!!DEFENSE
''AC'' 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
''hp'' 9 [13] (2d6+2) [2d6+6]
''Fort'' +1 [+3], ''Ref'' +6, ''Will'' +5
''DR'' 2/cold iron
!!OFFENSE
''Speed'' 20 ft., fly 50 ft. (good)
''Melee'' rapier +8 (1d2-2/18-20) [1d2/18-20]
''Space'' 1 ft.; ''Reach'' 0 ft.
''Special Attacks'' sneak attack +1d6
''~Spell-Like Abilities'' (CL 6th; concentration +10)
*Constant—[[Speak with Animals]]
*At will—[[Dancing Lights]], [[Reduce Person]] (DC 15)
*3/day—[[Invisibility]] (self only)
*1/day—[[Shrink Item]]
!!STATISTICS
''Str'' 6 [10], ''Dex'' 17, ''Con'' 13 [17], ''Int'' 11, ''Wis'' 14, ''Cha'' 18
''Base Atk'' +1; ''CMB'' +0; ''CMD'' 8 [10]
''Feats'' [[Improved Initiative]]^^B^^, [[Weapon Finesse]]
''Skills'' Acrobatics +8 (+4 when jumping), Bluff +9, Escape Artist +7, Fly +18, Perception +7, Sense Motive +6, Stealth +20
''Languages'' Common, Sylvan; //speak with animals//
Your summoned creatures are more powerful and robust.
''Prerequisites:'' Spell Focus (conjuration).
''Benefit:'' Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
''School'' divination; ''Level'' cleric/oracle 2, witch 2
!!CASTING
''Casting Time'' 1 minute
''Components'' V, S, M (incense worth at least 25 gp), F (a set of marked sticks or bones worth at least 25 gp)
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' instantaneous
!!DESCRIPTION
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:
*Weal (if the action will probably bring good results).
*Woe (for bad results).
*Weal and woe (for both).
*Nothing (for actions that don't have especially good or bad results).
If the spell fails, you get the "nothing" result. A cleric who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same die result as the first casting.
''School'' divination; ''Level'' alchemist 3, arcanist 3, cleric/oracle 3, inquisitor 4, investigator 3, mesmerist 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, warpriest 3, witch 3
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' personal
''Target'' you
''Duration'' 1 minute/level (D)
!!Description
This spell makes your eyes glow and allows you to see alignment auras within 120 feet of you. The effect is similar to that of a detect chaos/evil/good/law spell, but aura sight does not require concentration, and it discerns an aura’s location and power more quickly.
You know the location and power of all chaotic, evil, good, and lawful auras within your sight. An aura’s power depends on a creature’s Hit Dice or an item’s caster level, as noted in the description of the detect evil spell. If an item or a creature bearing an aura is in line of sight, you can attempt a Knowledge (religion) check to determine the aura’s strength (one check per aura; DC 15 + spell level, or 15 + 1/2 caster level for a non-spell effect).
Aura sight can be made permanent with a permanency spell by a caster of 11th level or higher at a cost of 7,500 gp.
Source: Advanced Class Guide
''School'' necromancy [emotion, fear, mind-affecting]; ''Level'' cleric/oracle 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (powdered bone)
!!EFFECT
''Range'' personal
''Area'' 20-ft.-radius emanation centered on you
''Duration'' 10 minute/level
''Saving Throw'' Will negates; ''Spell resistance'' yes
!!DESCRIPTION
You emanate an almost palpable aura of horror. All non-allies within this spell’s area, or that later enter the area, must make a Will save to avoid becoming shaken. A successful save suppresses the effect. Creatures that leave the area and come back must save again to avoid being affected by the effect.
!Aurochs - CR 2
N Large animal
''Init'' +0; ''Senses'' low-light vision, scent; Perception +9
!!Defense
''AC'' 13, touch 9, flat-footed 13 (+4 natural, –1 size)
''hp'' 22 [28] (3d8+9) [3d8+15]
''Fort'' +6 [+8], ''Ref'' +3, ''Will'' +1
!!Offense
''Speed'' 40 ft.
''Melee'' gore +7 [+9] (1d8+9) [1d8+12]
''Space'' 10 ft.; ''Reach'' 5 ft.
''Special Attacks'' stampede, trample (2d6+9 [2d6+12], DC 17 [19])
!!Statistics
''Str'' 23 [27], ''Dex'' 10, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 11, ''Cha'' 4
''Base Atk'' +2; ''CMB'' +9 [+11]; ''CMD'' 19 [21] (23 [25] vs. trip)
''Feats'' [[Endurance]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Perception +9
!!Special Abilities
*''Stampede (Ex)''
**A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample’s save DC increases by +2.
!Babau CR 6
CE Medium outsider (chaotic, demon, evil, extraplanar)
''Init'' +5; ''Senses'' darkvision 60 ft., //see invisibility//; Perception +19
!!Defense
''AC'' 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
''hp'' 73 [87] (7d10+35) [7d10+49]
''Fort'' +10 [+12], ''Ref'' +6, ''Will'' +5
''Defensive Abilities'' protective slime; ''DR'' 10/cold iron or good; ''Immune'' electricity, poison; ''Resist'' acid 10, cold 10, fire 10; ''SR'' 17
!!Offense
''Speed'' 30 ft.
''Melee'' 2 claws +12 [+14] (1d6+5) [(1d6+7)], bite +12 [+14] (1d6+5) [(1d6+7)] or
longspear +12/+7 [+14/+9] (1d8+7/x3) [(1d8+10)], bite +7 [+9] (1d6+2) [(1d6+3)]
''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with longspear)
''Special Attacks'' sneak attack +2d6
''~Spell-Like Abilities'' (CL 7th, concentration +10)
*Constant—[[See Invisibility]]
*At will—[[Darkness]], [[Dispel Magic]], [[Greater Teleport (self plus 50 lbs. of objects only)|Greater Teleport]]
*1/day—summon (level 3, 1 babau at 40%)
!!Statistics
''Str'' 21 [25], ''Dex'' 13, ''Con'' 20 [24], ''Int'' 14, ''Wis'' 13, ''Cha'' 16
''Base Atk'' +7; ''CMB'' +12 [+14]; ''CMD'' 23 [25]
''Feats'' [[Combat Reflexes]], [[Improved Initiative]], [[Iron Will]], [[Skill Focus (Stealth)|Skill Focus]]
''Skills'' Acrobatics +11, Climb +12 [+14], Disable Device +11, Escape Artist +11, Perception +19, Sense Motive +11, Sleight of Hand +11, Stealth +22; ''Racial Modifiers'' +8 Perception, +8 Stealth
''Languages'' Abyssal, Celestial, Draconic; telepathy 100 ft.
!!Special Abilities
*''Protective Slime (Su)''
**A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.
''School'' transmutation (polymorph); ''Level'' druid 5, magus 5, sorcerer/wizard 5, summoner 4, witch 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' permanent
''Saving Throw:'' Fortitude negates, Will partial, see text; ''Spell Resistance:'' yes
!!DESCRIPTION
As beast shape III, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save.
If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.
Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of baleful polymorph, and as long as baleful polymorph remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
*''School'' enchantment (compulsion) [emotion, fear, mind-affecting]
*''Level'' antipaladin 1, cleric/oracle 1, inquisitor 1
*''Casting Time'' 1 standard action
*''Components'' V, S, DF
*''Range'' 50 ft.
*''Area'' 50-ft.-radius burst, centered on you
*''Duration'' 1 min./level
*''Saving Throw'' Will negates
*''Spell Resistance'' yes
Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless.
''Source:'' CR 246
''School'' abjuration; ''Level'' cleric/oracle 6, inquisitor 5, sorcerer/wizard 7, summoner 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (see text)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one or more extraplanar creatures, no two of which can be more than 30 ft. apart
''Duration'' instantaneous
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.
You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's Spell Resistance (if any), and the saving throw DC increases by 2.
Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against Spell Resistance and increasing the save DC by 4).
''School'' transmutation; ''Level'' alchemist 2, druid 2, ranger 2, summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Target'' living creature touched
''Duration'' 10 min./level
''Saving Throw'' none; ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.
The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
!!BASIC HYDROKINESIS
''Element'' water; ''Type'' utility (Sp); ''Level'' 1; ''Burn'' 0
You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.
!Bat Swarm CR 2
N Diminutive animal (swarm)
''Init'' +2; ''Senses'' blindsense 20 ft., low-light vision; Perception +15
!!DEFENSE
''AC'' 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
''hp'' 13 (3d8)
''Fort'' +3, ''Ref'' +7, ''Will'' +3
''Defensive Abilities'' swarm traits; ''Immune'' weapon damage
!!OFFENSE
''Speed'' 5 ft., fly 40 ft. (good)
''Melee'' swarm (1d6)
''Space'' 10 ft.; ''Reach'' 0 ft.
''Special Attacks'' distraction (DC 11), wounding
!!STATISTICS
''Str'' 3, ''Dex'' 15, ''Con'' 11, ''Int'' 2, ''Wis'' 14, ''Cha'' 4
''Base Atk'' +2; ''CMB'' —; ''CMD'' —
''Feats'' [[Lightning Reflexes]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Fly +12, Perception +15; ''Racial Modifiers'' +4 Perception when using blindsense
''SQ'' swarm traits
!!SPECIAL ABILITIES
*''Wounding (Ex)''
**Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
''Prerequisite(s):'' Cha 13; base attack bonus +5 or Perform (act, oratory, or sing) 5 ranks.
''Benefit:'' A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry's effect on her to reroll the failed save. The ally must take the result of the reroll, even if it's lower. Each ally can use this effect only once per use of this feat.
This is a combat feat, and can be selected as a brawler, fighter, gunslinger, swashbuckler, and warpriest bonus feat.
Source: Advanced Class Guide
''School'' transmutation; ''Level'' alchemist 2, cleric/oracle 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2, summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a few hairs, or a pinch of dung, from a bear)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes
!!DESCRIPTION
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.
!Bearded Devil (Barbazu) CR 5
LE Medium outsider (devil, evil, extraplanar, lawful)
''Init'' +6; ''Senses'' darkvision 60 ft., see in darkness; Perception +10
!!Defense
''AC'' 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
''hp'' 57 [69] (6d10+24) [6d10+36]
''Fort'' +9 [+11], ''Ref'' +7, ''Will'' +3
''DR'' 5/good or silver; ''Immune'' fire, poison; ''Resist'' acid 10, cold 10; ''SR'' 16
!!Offense
''Speed'' 40 ft.
''Melee'' glaive +11/+6 [+13/+8] melee (1d10+6 [1d10+9] plus infernal wound) or
2 claws +10 [+12] melee (1d6+4) [(1d6+6)]
''w/ Power Attack'' glaive +9/+4 [+11/+6] melee (1d10+12 [1d10+15] plus infernal wound) or
2 claws +8 [+10] melee (1d6+8) [(1d6+10)]
''Space'' 5 ft.; ''Reach'' 5 ft. (10 ft. with glaive)
''Special Attacks'' beard
''~Spell-Like Abilities'' (CL 12th, concentration +12)
*At will—[[Greater Teleport (self plus 50 lbs. of objects only)|Greater Teleport]]
*1/day—summon (level 3, 1 bearded devil or 6 lemures, 50%)
!!Statistics
''Str'' 19 [23], ''Dex'' 15, ''Con'' 19 [23], ''Int'' 6, ''Wis'' 12, ''Cha'' 10
''Base Atk'' +6; ''CMB'' +10 [+12]; ''CMD'' 22 [24]
''Feats'' [[Improved Initiative]], [[Power Attack]], [[Weapon Focus (glaive)|Weapon Focus]]
''Skills'' Climb +13 [+15], Intimidate +7, Perception +10, Sense Motive +6, Stealth +11
''Languages'' Celestial, Common, Draconic, Infernal; telepathy 100 ft.
!!Special Abilities
*''Beard (Ex)''
**If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC 17 [19] Fortitude save or contract devil chills. The save DC is Constitution-based.
**//Devil Chills:// Disease—injury; //save// Fort DC 17 [19]; //onset// 1d4 days; //frequency// 1/day; //effect// 1d4 Str damage; //cure// 3 consecutive saves.
*''Infernal Wound (Su)''
**The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.
''School'' necromancy [curse]; ''Level'' antipaladin 3, cleric/oracle 3, sorcerer/wizard 4, witch 3; ''Domain'' curse 3; ''Bloodline'' accursed 4
CASTING
''Casting Time'' 1 standard action
''Components'' V, S
EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' permanent
''Saving Throw'' Will negates; ''Spell Resistance'' yes
DESCRIPTION
You place a curse on the subject. Choose one of the following.
* -6 decrease to an ability score (minimum 1).
* -4 penalty on attack rolls, saves, ability checks, and skill checks.
* Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.
''Prerequisites:'' Bluff 1 rank, ki pool class feature, gnome.
''Benefit:'' As a swift action, spend 1 point from your ki pool and make a Bluff check by asking a creature one of the impossible questions you ponder when meditating.
If the creature fails its check*, you choose whether it loses its next action or you gain a +2 bonus on all damage rolls you make against that creature for 1 round.
Source: Gnomes of Golarion
Clarification http://paizo.com/products/btpy8dmh/discuss&page=2?Pathfinder-Companion-Gnomes-of-Golarion#72
!Bison - CR 4
N Large animal
''Init'' +0; ''Senses'' low-light vision, scent; Perception +8
!!DEFENSE
''AC'' 17, touch 9, flat-footed 17 (+8 natural, –1 size)
''hp'' 42 [52] (5d8+20) [5d8+30]
''Fort'' +8 [+10], ''Ref'' +4, ''Will'' +1
!!OFFENSE
''Speed'' 40 ft.
''Melee'' gore +10 [+12] (2d6+12) [2d6+15]
''w/ Power Attack'' gore +9 [+11] (2d6+15) [2d6+18]
''Space'' 10 ft.; ''Reach'' 5 ft.
''Special Attacks'' stampede, trample (2d6+12 [2d6+15], DC 20 [22])
!!STATISTICS
''Str'' 27 [31], ''Dex'' 10, ''Con'' 19 [23], ''Int'' 2, ''Wis'' 11, ''Cha'' 4
''Base Atk'' +3; ''CMB'' +12 [+14]; ''CMD'' 22 [24] (26 [28] vs. trip)
''Feats'' [[Endurance]], [[Improved Bull Rush]], [[Power Attack]]
''Skills'' Perception +8
!!SPECIAL ABILITIES
*''Stampede (Ex)''
**A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2.
* Conjuration (creation)
* ''Level'' sorcerer/wizard 4, summoner 3
* ''Casting Time'' 1 standard action
* ''Components'' V, S, M (octopus or squid tentacle)
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' 20-ft.-radius spread
* ''Duration'' 1 round/level (D)
* ''Saving Throw'' none
* ''Spell Resistance'' no
This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.
Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.
If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.
The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.
''School'' evocation [force]; ''Level'' cleric/oracle 6, inquisitor 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high
''Duration'' 1 min./level (D)
''Saving Throw'' Reflex half or Reflex negates; see text; ''Spell Resistance'' yes
!!DESCRIPTION
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.
If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.
A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.
''School'' necromancy; ''Level'' cleric/oracle 0, inquisitor 0, sorcerer/wizard 0, witch 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one living creature
''Duration'' instantaneous
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
Source: CR 249
''School'' enchantment (compulsion) [mind-affecting]; ''Level'': Cleric 1, Paladin 1
!CASTING
''Components'': V, S, DF
''Casting Time'': 1 Standard Action
!EFFECT
''Range'': 50 ft.
''Area'': The caster and all allies within a 50 ft. burst, centered on the caster
''Duration'': 1 min./level
''Saving Throw'': None; ''Spell Resistance'': Yes (harmless)
!DESCRIPTION
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.
''School'' transmutation [good]; ''Level'' cleric/oracle 1, inquisitor 1, paladin 1; ''Domain'' divine 2
CASTING
''Casting Time'' 1 minute
''Components'' V, S, M (5 pounds of powdered silver worth 25 gp)
EFFECT
''Range'' touch
''Target'' flask of water touched
''Duration'' instantaneous
''Saving Throw'' Will negates (object); ''Spell Resistance'' yes (object)
DESCRIPTION
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
Faith Trait
You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Source: Champions of Purity Pg 7
''School'' transmutation; ''Level'' cleric/oracle 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one creature/level, no two of which can be more than 30 ft. apart
''Duration'' 1 round/level
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
Source: Advanced Player's Guide
''Benefit:'' In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
''Normal:'' Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
''Special:'' The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
''School'' necromancy [curse]; ''Level'' antipaladin 2, bard 2, cleric/oracle 3, sorcerer/wizard 2, witch 2
!CASTING
''Casting Time'' 1 standard action
''Components'' V
!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Target'' one living creature
''Duration'' permanent (D)
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!DESCRIPTION
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
*''School'' evocation [fire, language-dependant]
*''Level'' alchemist 2, bard 2, inquisitor 2
*''Components'' V, S
*''Casting Time'' 1 standard action
*''Range'' personal
*''Area'' 30-ft. radius
*''Duration'' instantaneous
*''Saving Throw'' Reflex partial, see text
*''Spell Resistance'' special, see below
You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you (see page 99 of the Pathfinder RPG Core Rulebook). Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.
''Source:'' UC 224
Your introduction to the ways of the bloatmage allows you to use elaborate rituals and gruesome rites to increase the amount of blood and lymph in your body, expanding your reserves of magical energy.
''Prerequisites:'' Spell Focus (any school).
''Benefit:'' You learn the basics of the ancient art of hemotheurgy. Pick one school of magic in which you possess the Spell Focus feat—you cast spells from this school of magic at +1 caster level. This bonus stacks with the bonus from Spell Focus. Unfortunately, the bloating side effects increase your girth to such a point that you are constantly under the effects of a medium load—your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of –3, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).
Source: City of Strangers
''School'' transmutation; ''Level'' magus 1, sorcerer/wizard 1, witch 1
!!CASTING
''Casting Time'' 1 swift action
''Components'' V, S
!!EFFECT
''Range'' 0 ft.
''Effect'' 1 material component
''Duration'' Instantaneous
!!DESCRIPTION
You cast blood money just before casting another spell. As part of this spell's casting, you must cut one of your hands, releasing a stream of blood that causes you to take 1d6 points of damage. When you cast another spell in that same round, your blood transforms into one material component of your choice required by that second spell. Even valuable components worth more than 1 gp can be created, but creating such material components requires an additional cost of 1 point of Strength damage, plus a further point of damage for every full 500 gp of the component's value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.). You cannot create magic items with blood money.
For example, a sorcerer with the spell stoneskin prepared could cast blood money to create the 250 gp worth of diamond dust required by that spell, taking 1d6 points of damage and 1 point of Strength damage in the process.
Material components created by blood money transform back into blood at the end of the round if they have not been used as a material component. Spellcasters who do not have blood cannot cast blood money, and those who are immune to Strength damage (such as undead spellcasters) cannot use blood money to create valuable material components.
Source: Rise of the Runelords Anniversary Edition
''School'' divination [evil]; ''Level'' alchemist 2, magus 2, wizard 2, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' one dead spellcaster
''Duration'' 24 hours
''Saving Throw'' none; ''Spell resistance'' no
!!DESCRIPTION
By consuming 1 pint of blood from a spellcaster killed within the last 24 hours, you can attempt to learn a spell that spellcaster knew. Select one spell available to the dead spellcaster (this must be a spell on your spell list); you gain the knowledge of this spell for 24 hours. During this time, you may write it down (or teach it to your familiar, if you are a witch) using the normal rules for copying a spell from another source. Once you have learned it, you may prepare the spell normally.
Source: Ultimate Magic
''School'' illusion (glamer); ''Level'' alchemist 2, bard 2, magus 2, sorcerer/wizard 2, summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 min./level (D)
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance).
A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).
!Boar - CR 2
N Medium animal
''Init'' +0; ''Senses'' low-light vision, scent; Perception +6
!!Defense
''AC'' 14, touch 10, flat-footed 14 (+4 natural)
''hp'' 18 [22] (2d8+9) [2d8+13]
''Fort'' +6 [+8], ''Ref'' +3, ''Will'' +1
''Defensive Abilities'' ferocity
!!Offense
''Speed'' 40 ft.
''Melee'' gore +4 [+6] (1d8+4) [1d8+7]
!Statistics
''Str'' 17 [21], ''Dex'' 10, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 13, ''Cha'' 4
''Base Atk'' +1; ''CMB'' +4 [+6]; ''CMD'' 14 [16]
''Feats'' [[Toughness]]
''Skills'' Perception +6
''Prerequisite:'' Combat reflexes.
''Benefit:'' When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
''Normal:'' Aid another is a standard action.
''Prerequisites:'' Animal companion or familiar class ability.
''Benefit:'' The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum bonus equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar, you may apply this feat to the replacement creature.
''Special:'' You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.
''Benefit:'' When you create an astral construct, you can give it one additional special ability from any menu that the construct currently has an ability from.
''Special:'' This effect stacks with the Summoner’s Call ability of the shaper.
You are only awakened by extremely loud noises, or being physically shaken, prodded, etc. Even when you do wake up, you spend 1d4 rounds able to do nothing while you wait for your internal systems to start up and initialize. During this time, if you need to defend yourself, you are considered automatically flat-footed, despite any feats or class features you may have that would indicate otherwise.
Source: Modified from the Deep Sleeper Flaw from http://www.roleplaynexus.com/flawsai.html
!Bralani CR 6
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
''Init'' +8; ''Senses'' darkvision 60 ft., low-light vision; Perception +15
!!Defense
''AC'' 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
''hp'' 66 [80] (7d10+28) [(7d8+42)]
''Fort'' +9 [+11], ''Ref'' +9, ''Will'' +6
''DR'' 10/cold iron or evil; ''Immune'' electricity, petrification; ''Resist'' cold 10, fire 10; ''SR'' 17
!!Offense
''Speed'' 40 ft., fly 100 ft. (perfect)
''Melee'' //+1 scimitar// +13/+8 [+15/+8] (1d6+8 [1d6+11]/18–20) or
slam +12 [+14] (1d6+7) [(1d6+10)]
''Ranged'' //+1 composite longbow// +12/+7 (1d8+6/×3)
''Special Attacks'' whirlwind blast
''~Spell-Like Abilities'' (CL 6th, concentration +8)
*At Will—[[Blur]], [[Charm Person]] (DC 13), [[Gust of Wind]] (DC 14), [[Mirror Image]], [[Wind Wall]]
*2/day—[[Lightning Bolt]] (DC 15), [[Cure Serious Wounds]]
!!Statistics
''Str'' 20 [24], ''Dex'' 18, ''Con'' 19 [23], ''Int'' 13, ''Wis'' 14, ''Cha'' 15
''Base Atk'' +7; ''CMB'' +12 [+14]; ''CMD'' 26 [28]
''Feats'' [[Blind-Fight]], [[Improved Initiative]], [[Iron Will]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14
''Languages'' Celestial, Draconic, Infernal; truespeech
''SQ'' wind form
!!Special Abilities
*''Whirlwind Blast (Su)''
**When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 [19] half). The save DC is Constitution-based.
*''Wind Form (Su)''
**A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it as if under the effects of a //wind walk// spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A //true seeing// spell reveals both forms simultaneously.
*''School'' transmutation [curse]
*''Level'' inquisitor 0
*''Casting Time'' 1 standard action
*''Components'' V, S, DF
*''Range'' touch
*''Targets'' creature touched
*''Duration'' 1 day/level
*''Saving Throw'' Fortitude negates
*''Spell Resistance'' yes
Brand etches an indelible rune or mark of no more than 6 characters onto a creature, inflicting 1 point of damage. The mark may be placed on any exposed portion of the creature, typically the head or forearm. A brand can be hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if the damage is healed.
''Source:'' APG 207
''Prerequisite:'' Bane class feature.
''Benefit:'' As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. If you hit, your target takes no damage but is branded until the start of your next turn. While this brand remains, your allies' weapons are considered to have the bane ability with which your weapon is imbued when they attack the branded creature.
''Source:'' UC 91
''School'' abjuration; Level bard 4, cleric/oracle 5, inquisitor 5, paladin 4, sorcerer/wizard 5, witch 5
!!CASTING
''Casting Time'' 1 minute
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' up to one creature per level, all within 30 ft. of each other
''Duration'' instantaneous
''Saving Throw'' see text; ''Spell Resistance'' no
!!DESCRIPTION
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.
If the spell is one that cannot be dispelled by dispel magic or stone to flesh, break enchantment works only if that spell is 5th level or lower.
If the effect comes from a permanent magic item, break enchantment does not remove the curse from the item, but it does free the victim from the item's effects.
''School'' conjuration (healing); ''Level'' cleric/oracle 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless) or Will half, see text; ''Spell Resistance'' yes (harmless) or yes, see text
!!DESCRIPTION
This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
Creatures slain by death effects cannot be saved by breath of life.
Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.
''Prerequisite:'' Caster level 3rd.
''Benefit:'' You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
!!Brownie CR 1
N Tiny fey
''Init'' +8; ''Senses'' low-light vision; Perception +8
!!DEFENSE
''AC'' 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)
''hp'' 4 [6] (1d6+1) [1d6+3]
''Fort'' +1 [+3], ''Ref'' +6, ''Will'' +4; +2 vs. illusions
''DR'' 5/cold iron; ''SR'' 12
!!OFFENSE
''Speed'' 20 ft.
''Melee'' short sword +6 (1d2–2/19–20) [1d2/19-20]
''Space'' 2–1/2 ft.; ''Reach'' 0 ft.
''~Spell-Like Abilities'' (CL 7th; concentration +10)
*At will-[[Dancing Lights]], [[Mending]], [[Prestidigitation]]
*1/day-[[Lesser Confusion]] (DC 14), [[Dimension Door]] (self only), [[Mirror Image]], [[Ventriloquism]] (DC 14)
!!STATISTICS
''Str'' 7 [11], ''Dex'' 18, ''Con'' 12 [16], ''Int'' 14, ''Wis'' 15, ''Cha'' 17
''Base Atk'' +0; ''CMB'' +2; ''CMD'' 11 [13]
''Feats'' [[Dodge]], [[Improved Initiative]]^^B^^, [[Weapon Finesse]]^^B^^
''Skills'' Acrobatics +8 (+4 jump), Bluff +7, Craft (any one) +6, Escape Artist +8, Handle Animal +4, Perception +8, Sense Motive +6, Stealth +16 (+20 in forest); ''Racial Modifiers'' +2 Perception, +4 Stealth in forests
''Languages'' Common, Elven, Gnome, Sylvan
''School'' transmutation; Level alchemist 2, antipaladin 2, cleric/oracle 2, druid 2, magus 2, paladin 2, sorcerer/wizard 2, summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
''School'' evocation [fire]; ''Level'' druid 2, magus 2, sorcerer/wizard 2, witch 2
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (eye of a mundane salamander)
!EFFECT
''Range'' personal
''Targets'' you
''Duration'' 1 round/level
''Saving Throw'' Fortitude negates (see text); ''Spell Resistance'' yes
!DESCRIPTION
Your eyes burn like hot coals, allowing you to set objects or foes alight with a glance.
As a standard action as long as this spell's effects persist, you may direct your burning gaze against a single creature or object within 30 feet of your location. Targeted creatures must succeed at a Fortitude save or take 1d6 points of fire damage. Unattended objects do not get a save. Creatures damaged by the spell must make a Reflex save or catch fire.
Each round, burning creatures may attempt a Reflex save to quench the flames; failure results in another 1d6 points of fire damage. Flammable items worn by a creature must also save or take the same damage as the creature. If a creature or object is already on fire, it suffers no additional effects from burning gaze.
Note that this spell does not grant an actual gaze attack- foes and allies are not in danger of catching on fire simply by meeting your gaze.
Source: APG
''School'' evocation [fire]; ''Level'' magus 1, sorcerer/wizard 1, witch 1; Domain fire 1
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' 15 ft.
''Area'' cone-shaped burst
''Duration'' instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' yes
!DESCRIPTION
A cone of searing flame shoots from your fingertips.
Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).
Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
*''School'' evocation
*''Level'' inquisitor 1
*''Casting Time'' 1 standard action
*''Components'' V
*''Range'' touch
*''Targets'' one object or creature restraining you
*''Duration'' instantaneous
*''Saving Throw'' Fortitude half (object)
*''Spell Resistance'' yes
You blast your restraints with divine wrath, dealing 1d6 points of damage per caster level to the target object (maximum 5d6), ignoring hardness of 10 or less. A Fortitude save halves the damage, although only magical restraints receive a Saving Throw.
You can also target a creature that is grappling or otherwise restraining you (such as by adhesive or the swallow whole ability) with the spell. You don't need to make a touch attack to use burst bonds against a creature, and you can cast this spell without making a concentration check while grappled or pinned. The creature does not take damage as above. If you are grappled and your target fails its save, you may make an immediate attempt to break the grapple (but not reverse it) as a free action, with a +1 luck bonus to your CMB per caster level (maximum +5). If the target creature fails its save and you are restrained by an ability that originally allowed a Saving Throw, burst bonds allows a new Saving Throw with a +1 luck bonus per two caster levels (maximum +5).
''Source:'' APG 208
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 2, cleric/oracle 2, inquisitor 2, mesmerist 2, occultist 2, psychic 2, sahir-afiyun 2, shaman 2, skald 2, warpriest 2
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!Effect
''Range'' medium (100 ft. + 10 ft./level)
''Area'' creatures in a 20-ft.-radius spread
''Duration'' concentration, up to 1 round/level (D)
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!Description
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
!Cassisian CR 2
NG Small outsider (angel, extraplanar, good)
''Init'' +0; ''Senses'' darkvision 60 ft., //detect evil//, low-light vision; ''Perception'' +5
''Aura'' lesser protective aura
!!Defense
''AC'' 14, touch 11, flat-footed 14 (+3 natural, +1 size) (+2 deflection vs. evil)
''hp'' 13 [17] (2d10+2 [+6])
''Fort'' +4 [+6], ''Ref'' +3, ''Will'' +2; +4 vs. poison
''DR'' 5/cold iron or evil; ''Immune'' acid, cold, petrification; ''Resist'' electricity 10, fire 10
!!Offense
''Speed'' fly 60 ft. (perfect)
''Melee'' slam –1 [+1] (1d3–4) [1d3-2]
''Special Attacks'' breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 12 [14] half, usable every 1d4 rounds)
''~Spell-Like Abilities'' (CL 3rd; concentration +3)
*Constant—[[Detect Evil]], [[Know Direction]]
*1/day—[[Aid]], [[Daylight]]
*1/week—[[Commune]] (six questions, CL 12th)
!!Statistics
''Str'' 3 [7], ''Dex'' 11, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 10
''Base Atk'' +2; ''CMB'' –3 [-1]; ''CMD'' 7 [9] (can’t be tripped)
''Feats'' [[Iron Will]]
''Skills'' Diplomacy +2, Fly +10, Knowledge (planes) +2, Knowledge (religion) +2, Perception +5, Sense Motive +4, Stealth +8
''Languages'' Celestial, Draconic, Infernal; truespeech
''SQ'' change shape (2 of the following forms: Small human-like angel, dove, dog, or Tiny fish, polymorph), perfect memory
!!Special Abilities
*''Perfect Memory (Ex)''
**Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information.
*''Lesser Protective Aura (Su)''
**A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. A cassisian’s protective aura is fragile, and as soon as an evil creature successfully strikes the cassisian, or as soon as the cassisian fails a saving throw against an evil source, its protective aura fades away and is no longer applicable. The cassisian can reactivate its protective aura by spending 1 minute concentrating upon the task.
*''School'' enchantment (compulsion) [emotion, fear, language-dependent, mind-affecting]
*''Level'' inquisitor 2
*''Casting Time'' 1 standard action
*''Components'' V, S, DF
*''Range'' close (25 ft. + 5 ft./2 levels)
*''Targets'' one living creature
*''Duration'' 1 round/level or 1 round; see text
*''Saving Throw'' Will partial
*''Spell Resistance'' yes
You compel the target to beg for forgiveness. On a failed save, the target cowers with fear. On a successful save, it is shaken for 1 round. Each round on its turn, a cowering subject may attempt a new save to end the effect. A creature who worships the same god as you takes a -2 penalty on its Saving Throw.
''Source:'' APG 210
''School'' transmutation; ''Level'' alchemist 2, bard 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2, summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (pinch of cat fur)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes
!!DESCRIPTION
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
!!Clockwork Servant CR 2
N Medium construct (clockwork)
''Init'' +6; ''Senses'' darkvision 60 ft., low-light vision; Perception +0
!!Defense
''AC'' 16, touch 14, flat-footed 12 (+2 Dex, +2 dodge, +2 natural)
''hp'' 31 (2d10+20); fast healing 2
''Fort'' +0, ''Ref'' +4, ''Will'' +0
''Immune'' construct traits
''Weaknesses'' vulnerable to electricity
!!Offense
''Speed'' 30 ft.
''Melee'' slam +6 (1d4+6)
''Ranged'' net +4 (entangle)
!!Statistics
''Str'' 19, ''Dex'' 14, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 1
''Base Atk'' +2; ''CMB'' +6; ''CMD'' 20
''Feats'' [[Improved Initiative]]^^B^^, [[Lightning Reflexes]]^^B^^
''SQ'' repair clockwork, swift reactions, winding
!!Special Abilities
*''Net (Ex)''
**As a standard action, a clockwork servant can launch a net from its shoulder. The launcher itself can contain up to five nets—loading a folded net into the launcher is a standard action. Some clockwork servants are outfitted with masterwork or even magic nets, although the clockwork servant presented here is armed with standard nets.
*''Repair Clockwork (Ex)''
**Clockwork servants are adept at repairing other clockwork constructs. As a standard action that does not provoke an attack of opportunity, a clockwork servant can repair damage done to either itself or an adjacent clockwork creature, healing 1d10 points of damage to the target.
*''Body Slots''
**''Head'' -
**''Headband'' - //[[headband of vast intelligence +2 (knowledge [arcana])|headband of vast intelligence]]//
**''Eyes'' - //[[lens of detection]]//
**''Neck'' - //[[pendant of the souk]]//
**''Shoulders'' - //[[cloak of resistance +2|cloak of resistance]]//
**''Chest'' - //[[quick runner's shirt]]//
**''Body'' -
**''Wrist'' - //[[sleeves of many garments]]//
**''Hands'' - //[[apprentice's cheating gloves]]//
**''Ring'' -
**''Ring'' -
**''Belt'' -
**''Feet'' - //[[boots of the cat]]//
**''Slotless'' - //[[shard of lust]]// (activated with a //[[pink and green sphere ioun stone|ioun stone]]//)
**''Slotless'' - //[[cracked dusty rose prism ioun stone|ioun stone]]//
*''Consumables''
**//scroll of [[heal|Heal]]//
**//wand of [[cure critical wounds|Cure Critical Wounds]]// (10 charges)
**//wand of [[lesser restoration|Lesser Restoration]]// (14 charges)
**//wand of [[magic missile|Magic Missile]]// (30 charges)
**//wand of [[spiritual weapon|Spiritual Weapon]]// (11 charges)
*//[[Handy Haversack|handy haversack]]//
**[[pathfinder's kit]]
**50ft. of rope
**//+1 chain shirt// for Skellington
**//+1 scimitar// for Skellington
**ostentatious garment x7
*''Gear''
**200 gp of jewelry
**noble's outfit
**signet ring
**//+1 mithral chain shirt// for Quinn
**glaive for Quinn
**10 wooden holy symbols of Shelyn for the team
**750.42 gp
*''Left in the Tower''
**500 gp of clockwork to remake Captain Cogsworth
!Gnaeus Gnaru CR 7
Male dhampir magus 8
LE Medium humanoid (dhampir)
''Init'' +2; ''Senses'' darkvision 60 ft., low-light vision; Perception +10
!!DEFENSE
''AC'' 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 shield)
''hp'' 79 (8d8+40)
''Fort'' +10, ''Ref'' +7, ''Will'' +7; +2 vs. disease and mind-affecting effects
''Defensive Abilities'' negative energy affinity, resist level drain
''Weaknesses'' light sensitivity
!!OFFENSE
''Speed'' 30 ft.
''Melee'' //Silverfang// +12/+7 (1d6+6/18–20)
''Ranged'' mwk composite longbow +9/+4 (1d8+5/×3)
''Special Attacks'' improved spell combat, spell combat (–2 attack, +2 concentration), spellstrike
''~Spell-Like Abilities'' (CL 8th; concentration +8)
*3/day—detect undead
''Spells Prepared'' (CL 8th; concentration +10)
*3rd—[[Displacement]], [[Vampiric Touch]]
*2nd—[[Bear’s Endurance]], [[Bull’s Strength]], [[Invisibility]], [[Scorching Ray]], [[Spider Climb]]
*1st—[[Burning Hands]] (DC 13), [[Chill Touch]] (DC 13), [[Magic Missile]], [[Shield]], [[Shocking Grasp]]
*0 (at will)—[[Dancing Lights]], [[Detect Magic]], [[Mage Hand]], [[Prestidigitation]], [[Ray of Frost]]
!!STATISTICS
''Str'' 20, ''Dex'' 14, ''Con'' 16, ''Int'' 14, ''Wis'' 10, ''Cha'' 10
''Base Atk'' +6; ''CMB'' +11; ''CMD'' 24
''Feats'' [[Arcane Strike]], [[Dodge]], [[Lightning Reflexes]], [[Power Attack]], [[Toughness]]
''Skills'' Bluff +2, Knowledge (arcana) +9, Knowledge (nobility) +6, Perception +10, Spellcraft +13, Use Magic Device +11
''Languages'' Common, Infernal, Shadowtongue
''SQ'' arcane pool (6 points, +2), knowledge pool, magus arcana (arcane accuracy, empowered magic), medium armor proficiency, spell recall
''Combat Gear'' wand of detect secret doors (11 charges); ''Other Gear'' Silverfang, masterwork composite longbow with 20 arrows, cloak of resistance +1, spell component pouch, spellbook, 1 week of iron rations and water
!!Quinn CR 5
Graven guardian of Shelyn
N Medium construct
''Init'' +2; ''Senses'' darkvision 60 ft., low-light vision; Perception +1
!!DEFENSE
''AC'' 25, touch 12, flat-footed 23 (+5 armor, +2 Dex, +8 natural)
''hp'' 53 (6d10+20); fast healing 2
''Fort'' +4, ''Ref'' +6, ''Will'' +5
''Defensive Abilities'' protected; ''DR'' 5/adamantine; ''Immune'' construct traits; ''SR'' 16
''Weaknesses'' faith bound
!!OFFENSE
''Speed'' 40 ft.
''Melee'' //+1 keen glaive// +10/+5 (1d10+5/19–20/x3 plus 1d6 vs. evil) or slam +9 (1d6+4)
''Special Attacks'' good weapons, magic weapon
''~Spell-Like Abilities'' (CL 6th; concentration +0)
*1/day—[[Haste]] (self only)
!!STATISTICS
''Str'' 16, ''Dex'' 15, ''Con'' —, ''Int'' —, ''Wis'' 12, ''Cha'' 1
''Base Atk'' +6; ''CMB'' +9; ''CMD'' 21
''SQ'' guardian domains (Good, Protection)
''Gear'' glaive, //+1 mithral chain shirt//
!!SPECIAL ABILITIES
*''Construct Traits''
**No Constitution score. Any ~DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
**Low-light vision.
**Darkvision 60 feet.
**Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
**Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
**Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
**Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
**Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
**Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
**A construct cannot be raised or resurrected.
**A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
**Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
**Proficient with no armor.
**Constructs do not breathe, eat, or sleep.
*''Faith Bound (Su)''
**A graven guardian cannot attack any creature that openly wears or displays the holy or unholy symbol of the deity to which the graven guardian is dedicated unless that creature first attacks the graven guardian.
*''Good Weapons (Su)''
**The graven guardian's weapon and slam attacks are treated as good-aligned. Its magic weapon deals +1d6 points of damage to evil targets.
*''Magic Weapon (Su)''
**A graven guardian that carries its deity's favored weapon treats that weapon as a //+1 weapon// as long as it is wielded by the guardian. If the weapon is a melee weapon, it gains the //keen// weapon special ability (even if the weapon is a bludgeoning weapon). If it is a thrown weapon, it gains the //returning// weapon special ability. If it is a ranged weapon, it gains the //seeking// weapon special ability, and generates new ammunition with each attack (this ammunition is destroyed whether or not it hits).
*''Protected (Su)''
**The graven guardian gains a +2 bonus on all saves.
*Abjuration
**''Resonance Power'' - Warding Talisman (Su)
***The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
**''Focus Power'' - Energy Shield (Sp)
***As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as [[Protection from Energy]]). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with [[Protection from Energy]], or with [[Resist Energy]]. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1. You must be at least 3rd level to select this focus power.
**''Focus Power'' - Mind Barrier (Sp)
***As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
*Conjuration
**''Resonance Power'' - Casting Focus (Su)
***The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.
**''Focus Power'' - Servitor (Sp)
***As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.
**''Focus Power'' - Side Step (Sp)
***You can create a temporary fissure in space by expending 1 point of mental focus. You can use this ability as part of a move action taken to move. The fissure begins in any square you designate and allows you to teleport to any other square you can see within 10 feet per occultist level. Stepping between these locations requires you to expend 5 feet of movement, and the movement through the rift does not provoke attacks of opportunity. This otherwise functions as teleport. You must be at least 7th level to select this focus power.
*Divination
**''Resonance Power'' - Third Eye (Su)
***The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.
**''Focus Power'' - Danger Sight (Sp)
***As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit. You must be at least 3rd level to select this focus power.
**''Focus Power'' - Sudden Insight (Sp)
***As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.
*Enchantment
**''Resonance Power'' - Glorious Presence (Su)
***The implement invokes the presence of those who have worn it in the past. The implement’s wearer gains a +1 competence bonus on all Charisma-based skill checks and ability checks for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
**''Focus Power'' - Cloud Mind (Su)
***As a standard action, you can expend 1 point of mental focus to cloud the mind of one foe within 30 feet. That foe is dazed for 1 round if the number of Hit Dice it possesses is less than or equal to or your occultist level. If it has more Hit Dice than your occultist level, it is staggered for 1 round instead. The foe can attempt a Will saving throw to negate the effect. Whether or not it succeeds at the save, the target is then immune to this effect for 1 day. This is a mind-affecting effect.
*Necromancy
**''Resonance Power'' - Necromantic Focus (Su)
***The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead for every point of mental focus invested in the item (to a maximum number of Hit Dice equal to 4 × your occultist level). Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell he casts to create undead. If he does so, he can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable). Undead creatures take a –1 penalty on saving throws against spells cast by the bearer of this implement for every 4 points of mental focus invested in this implement.
**''Focus Power'' - Mind Fear (Sp)
***As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear. The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.
**''Focus Power'' - Necromantic Servant (Sp)
***As a standard action, you can expend 1 point of mental focus to raise a single [[human skeleton|Cathran's Skeleton]] or [[human zombie|Cathran's Zombie]] from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.
*Transmutation
**''Resonance Power'' - Physical Enhancement (Su)
***The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
**''Focus Power'' - Legacy Weapon (Su)
***As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
!Human Skeleton CR 1/3
NE Medium undead
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +0
!!Defense
''AC'' 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
''hp'' 29 (1d8)
''Fort'' +0, ''Ref'' +2, ''Will'' +2
''DR'' 5/bludgeoning; ''Immune'' cold, undead traits
!!Offense
''Speed'' 30 ft.
''Melee'' 2 claws +8 (1d4+6) or
//+1 scimitar// +9/+4 (1d6+8/18-20)
!!Statistics
''Str'' 15, ''Dex'' 14, ''Con'' —, ''Int'' —, ''Wis'' 10, ''Cha'' 10
''Base Atk'' +6; ''CMB'' +7; ''CMD'' 19
''Feats'' [[Improved Initiative]]^^B^^
''Gear'' broken chain shirt, broken scimitar
|!Skill |!Stat|!Ranks|!CS| !Other |!Total|
|Appraise | 6 | 8 | 3 | +5 competence ([[pendant of the souk]]) | +22 |
|Bluff | 5 | 8 | 3 | +6 (Silksworn Eloquence) | +22 |
|Craft (clockwork) | 6 | 8 | 3 | | +17 |
|Craft (clothing) | 6 | 8 | 3 | | +17 |
|Craft (sculpture) | 6 | 8 | 3 | | +17 |
|Diplomacy | 5 | 8 | 3 | +6 (Silksworn Eloquence) | +22 |
|Knowledge (arcana) | 6 | 8 | 3 | +3 feat ([[Skill Focus]]) | +20 |
|Knowledge (nobility)| 6 | 8 | 3 | +2 ([[Noble Scion]]) | +19 |
|Linguistics | 6 | 8 | 3 | | +17 |
|Perception | 2 | 8 | 3 | +5 competence ([[lens of detection]]) | +18 |
|Spellcraft | 6 | 8 | 3 | +3 feat ([[Skill Focus]]), +2 trait ([[Theoretical Magician]]) | +22 |
|Use Magic Device | 5 | 8 | 3 | +4 (Magic Item Skill) | +20 |
!Cathran Mindurian
Female pureblood azlanti silksworn occultist 8
NG medium humanoid (human)
''Init'' +10; ''Senses'' Perception +18
!Defenses
''AC'' 9, touch 9, flat-footed 9 (-1 Dex)
''hp'' 59 (8d8+16)
''Fort'' +10, ''Ref'' +3, ''Will'' +10; +2 vs. enchantment, illusions
!Offense
''Speed'' 30 ft.
''Implement Schools''
*''Abjuration'' (wrists) - //Resonant// warding talisman; //Focus// energy shield, mind barrier
*''Conjuration'' (shoulders) - //Resonant// casting focus; //Focus// servitor, side step
*''Divination'' (eyes) - //Resonant// third eye; //Focus// danger sight, sudden insight
*''Enchantment'' (neck) - //Resonant// glorious presence; //Focus// cloud mind
*''Necromancy'' (chest) - //Resonant// necromantic focus; //Focus// mind fear, necromantic servant
*''Transmutation'' (feet) - //Resonant// physical enhancement; //Focus// legacy weapon
[[Cathran's Implements]]
''~Spell-Like Abilities'' (CL 8th; concentration +13):
*1/day - [[Suggestion]]
''Spells Known'' (CL 8th; concentration +14):
*3rd level (4/day, DC 19) - [[Arcane Sight]]^^D^^, [[Dispel Magic]]^^A^^, [[Fly]]^^T^^, [[Gentle Repose]]^^N^^, [[Phantom Steed]]^^C^^, [[Suggestion]]^^E^^
*2nd level (7/day, DC 18) - [[Calm Emotions]]^^E^^, [[False Life]]^^N^^, [[Glitterdust]]^^C^^, [[Resist Energy]]^^A^^, [[Rope Trick]]^^T^^, [[See Invisibility]]^^D^^
*1st level (7/day, DC 17) - [[Alarm]]^^A^^, [[Command]]^^E^^, [[Cure Light Wounds]]^^C^^, [[Heightened Awareness]]^^D^^, [[Inflict Light Wounds]]^^N^^, [[Liberating Command]]^^T^^
*0 level - [[Create Water]]^^C^^, [[Detect Magic]]^^D^^, [[Daze]]^^E^^, [[Grave Words]]^^N^^, [[Mending]]^^T^^, [[Resistance]]^^A^^
!Statistics
''Str'' 12, ''Dex'' 9, ''Con'' 14, ''Int'' 23, ''Wis'' 14, ''Cha'' 20
''Base Atk'' +6; ''CMB'' +7; ''CMD'' 16
''Feats'' [[Craft Construct]], [[Craft Magic Arms & Armor]], [[Craft Wondrous Item]], [[Noble Scion of War|Noble Scion]], [[Skill Focus (Knowledge (arcana))|Skill Focus]], [[Skill Focus (Spellcraft)|Skill Focus]]
''Traits'' [[Alabaster Outcast]], [[Theoretical Magician]]
[[Skills|Cathran's Skills]] Appraise +22, Bluff +22, Craft (clockwork) +17, Craft (clothing) +17, Craft (sculpture) +17, Diplomacy +22, Knowledge (arcana) +20, Knowledge (nobility) +19, Linguistics +17, Perception +18, Spellcraft +22, Use Magic Device +20
''Languages'' Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Goblin, Ignan, Infernal, Terran, Thassilonian, Undercommon, Varisian
''SQ'' fast learner, mental focus (19 points), skilled
''Combat Gear'' //scroll of [[heal|Heal]]//, //wand of [[cure critical wounds|Cure Critical Wounds]]// (10 charges), //wand of [[lesser restoration|Lesser Restoration]]// (14 charges), //wand of [[magic missile|Magic Missile]]// (30 charges), //wand of [[spiritual weapon|Spiritual Weapon]]// (11 charges)
''Other Gear'' //[[apprentice's cheating gloves]]//, //[[boots of the cat]]//, //[[cloak of resistance +2|cloak of resistance]]//, //[[dusty rose prism ioun stone, cracked|ioun stone]]//, //[[handy haversack]]//, //[[headband of vast intelligence +2 (knowledge [arcana])|headband of vast intelligence]]//, 200 gp of jewelry, //[[lens of detection]]//, noble's outfit, ostentatious garment x8, pathfinder's kit, //[[pendant of the souk]]//, //[[quick runner's shirt]]//, 50ft. of rope, //[[shard of lust]]// (activated with a //[[pink and green sphere ioun stone|ioun stone]]//), signet ring, //[[sleeves of many garments]]//
[[Cathran's Gear]]
[[Skellington|Cathran's Skeleton]]
[[Quinn|Cathran's Graven Guardian]]
--[[Captain Cogsworth|Cathran's Captain Cogsworth]]--
--[[Gnaeus Gnaru|Cathran's Gnaeus Gnaru]]--
!Special Abilities
*''Aura Sight (Su)''
**At 5th level, the occultist can read the auras of creatures around him as a standard action. This functions as the [[Aura Sight]] spell with a duration of 1 round.
*''Cantrips''
**Each time he selects an implement school, a silksworn gains one cantrip, or 0-level arcane spell (including when he selects a school that he has already learned to use). These cantrips otherwise behave as an occultist’s knacks.
*''Devoted Mystic''
**A silksworn is proficient with only simple weapons and isn’t proficient with any armor or shields. At 1st level, the silksworn gains access to four implement schools instead of two. At 2nd level and every 4 occultist levels thereafter, the silksworn gains access to an additional implement school, to a maximum of nine schools at 18th level. At 8th, 12th, and 16th levels, the silksworn increases the number of spells of each level he can cast each day by one. This does not allow the silksworn to cast spells of a level he does not yet have access to.
**This ability alters implements and the occultist’s weapon and armor proficiencies, and replaces outside contact.
*''Focus Powers (Su)''
**At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.
*''Implements (Su)''
**At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
**Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
**Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
**Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
**When a silksworn chooses an implement school, he does not choose a specific object. Instead, a silksworn must be wearing an ostentatious garment or magic item worth 10 gp or more of the appropriate type and in the appropriate slot: abjuration (wrists), conjuration (shoulders), divination (eyes), enchantment (neck), evocation (hands), illusion (head), necromancy (chest), and transmutation (feet). A silksworn who does not meet this requirement is treated as lacking the appropriate implement for the purpose of his class features, including spellcasting.
*''Inherent Bonuses''
**Cathran has read a //[[tome of clear thought +1|tome of clear thought]]// and therefore has a +1 insight bonus to her Intelligence.
*''Magic Item Skill (Ex)''
**At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.
*''Mental Focus (Su)''
**An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
**The silksworn’s available mental focus is equal to his occultist level + his Intelligence modifier + his Charisma modifier.
**Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
**The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
**The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
**The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
*''Object Reading (Su)''
**At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.
*''Shift Focus (Su)''
**At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can’t shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added.
*''Silksworn Eloquence (Ex)''
**At 8th level, a silksworn gains a +1 bonus on Bluff and Diplomacy checks for each magical article of clothing occupying one of his implement schools’ magic item slots.
*''Spells''
**A silksworn’s spells are considered arcane spells, not psychic spells, and his spells use verbal and somatic components instead of thought and emotion components.
!Human Zombie CR 1/2
NE Medium undead
''Init'' +0; ''Senses'' darkvision 60 ft.; Perception +0
!!Defense
''AC'' 12, touch 10, flat-footed 12 (+2 natural)
''hp'' 25 (2d8+3)
''Fort'' +0, ''Ref'' +0, ''Will'' +3
''DR'' 5/slashing; ''Immune'' undead traits
!!Offense
''Speed'' 30 ft.
''Melee'' slam +8 (1d6+7)
!!Statistics
''Str'' 17, ''Dex'' 10, ''Con'' —, ''Int'' —, ''Wis'' 10, ''Cha'' 10
''Base Atk'' +5; ''CMB'' +7; ''CMD'' 17
''Feats'' [[Toughness]]^^B^^
!!Special Abilities
''Staggered (Ex):'' Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.
!Catrina CR 5
N Medium outsider (extraplanar, psychopomp)
''Init'' +7; ''Senses'' darkvision 60 ft., low-light vision, spiritsense; ''Perception'' +11
''Aura'' calm emotions (30 ft., DC 17)
!!Defense
''AC'' 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
''hp'' 51 [63] (6d10+18) [(6d10+30)]
''Fort'' +5 [+7], ''Ref'' +8, ''Will'' +9
''DR'' 5/adamantine; ''Immune'' death effects, disease, poison; ''Resist'' cold 10, electricity 10; ''SR'' 16
!!Offense
''Speed'' 30 ft.
''Melee'' 2 slams +6 [+8] (1d8) [1d8+2]
''Special Attacks'' compel condemned, kiss of death
''~Spell-Like Abilities'' (CL 6th; concentration +10)
*At will—[[Dancing Lights]], [[Death Watch]], [[Greater Teleport (self plus 50 lbs. of objects only)|Greater Teleport]], [[Invisibility (self only)|Invisibility]], [[Speak with Dead]]
*3/day—[[Major Image]] (DC 20)
!!Statistics
''Str'' 10 [14], ''Dex'' 17, ''Con'' 16 [20], ''Int'' 13, ''Wis'' 14, ''Cha'' 19
''Base Atk'' +6; ''CMB'' +6 [+8]; ''CMD'' 19 [23]
''Feats'' [[Combat Expertise]], [[Improved Initiative]], [[Iron Will]]
''Skills'' Diplomacy +13, Heal +8, Knowledge (planes) +10, Knowledge (religion) +10, Perception +11, Stealth +12, Use Magic Device +10
''Languages'' Abyssal, Celestial, Common, Infernal; tongues, telepathy 100 ft.
''SQ'' spirit touch
!!Special Abilities
*''Calm Emotions Aura (Su)''
**A catrina's aura acts like a [[Calm Emotions]] spell with a radius of 30 feet. A creature that succeeds at its save is immune to that catrina's aura for 24 hours. The save DC is Charisma-based.
*''Compel Condemned (Su)''
**As a standard action, a catrina can force one humanoid within 30 feet to make a DC 17 Will save or be affected as per the spell [[Dominate Person]]. This ability functions exactly as that spell, but the catrina can only command an affected creature to approach and kiss her. This action is not considered to be against the target's nature or self-destructive. Any damage taken by the target (other than damage the catrina deals) immediately ends this effect.
*''Kiss of Death (Su)''
**A catrina can kill a grappled, helpless, or willing target with a long, passionate kiss. The target must succeed at a DC 17 Fortitude save or take 5d6 points of damage. Any creature damaged by the same catrina's kiss for three consecutive rounds instantly dies, regardless of how many hit points it has remaining. Creatures of the old age category take a –2 penalty on saving throws to resist this ability, while those in the venerable age category take a –4 penalty. This is a death effect. The save DCs are Charisma-based.
*''Spirit Touch (Ex)''
**A psychopomp's natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
*''Spiritsense (Su)''
**A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability. This sense does not allow it to detect objects, but it does allow it to notice living things that are not creatures (such as normal trees).
''School'' necromancy [emotion, fear, mind-affecting]; ''Level'' antipaladin 1, bard 1, cleric/oracle 1, inquisitor 1, sorcerer/wizard 1, witch 1
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one living creature with 5 or fewer HD
''Duration'' 1d4 rounds or 1 round; see text
''Saving Throw'' Will partial; ''Spell Resistance'' yes
!DESCRIPTION
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.
''Prerequisites:'' Knowledge (planes) 3 ranks, must worship an empyreal lord.
''Benefit:'' Each empyreal lord requires a different obedience, but all obediences take only 1 hour to perform. Once you've performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the empyreal lord.
If you have at least 12 Hit Dice, you also gain the first boon granted by your empyreal lord upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the empyreal lord's second boon. If you have 20 Hit Dice or more, you also gain the empyreal lord's third boon. Unless a specific duration or number of uses per day is listed, a boon's effects are constant.
Mystery cultists gain access to these boons at lower levels as a benefit of their prestige class. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
* ''Falayna''
** ''Obedience'' Don a jeweled ring on each finger and strike a practice dummy barehanded until the impression of the rings is left in your skin. Gain a +4 sacred bonus to grapple checks and to CMD.
** ''Boon 1 - Martial Excellence (Sp)'' [[Divine Favor]] 3/day, [[Spiritual Weapon]] 2/day, or [[Greater Magic Weapon]] 1/day
** ''Boon 2 - Strong Arm (Su)'' As a swift action, you can increase the damage die of your weapon by one step for a number of rounds per day equal to your HD. These rounds need not be consecutive.
** ''Boon 3 - Falayna's Rings (Su)'' Once per day, you can summon a floating array of giant iron rings that provide cover or attack foes, as if you had cast //crushing hand//.
* ''Lymnieris''
** ''Obedience'' Lie on a hard, flat surface wearing nothing but a cowl. Concentrate on the feeling of the surface and the air while achieving sexual release without touching yourself. Healing spells you cast heal 1 more point of damage per die.
** ''Boon 1 - Tower's Boons (Sp)'' [[Sanctuary]] 3/day, [[Eagle's Splendor]] 2/day, or [[Archon's Aura]] 1/day
** ''Boon 2 - Rite of Passage (Sp)'' You gain the power to usher others into a new state of being. Once per day, you can cast //greater polymorph// on a willing creature. The duration of this effect is permanent until you or the target dismiss the effect or you use this ability again.
** ''Boon 3 - Undo Maturation (Su)'' Once per day with a successful touch attack, you can rewind the sands of time for a single creature, causing the target to revert to the previous age category, taking all the appropriate penalties to mental ability scores without any of the benefits to physical ability scores. If the target is an adult, it gains the simple young creature template. If the target already has the simple young creature template, it rejuvenates even further, reducing all the ability scores by 2 (to a minimum level of 1) and decreasing its size by an additional step.
Source: Chronicle of the Righteous
''School'' transmutation; ''Level'' alchemist 3, bloodrager 3, cleric/oracle 3, inquisitor 3, investigator 3, magus 3, warpriest 3 (Irori)
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' personal
''Target'' you
''Duration'' 1 round/level
!!Description
You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks. When you cast the spell, choose one of the following portions of your self as your focus target. Thereafter, you may change the focus target as a move action. You can gain the benefit of only one channel vigor spell at a time.
Limbs: You gain the benefits of a haste spell.
Mind: You gain a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls.
Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks.
Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks.
Source: Inner Sea Gods
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 2, cleric/oracle 3, sorcerer/wizard 3, witch 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F/DF (a miniature collection plate)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one humanoid creature
''Duration'' 1 round/level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
This spell makes a creature more charitable, compelling it to aid others rather than use violence.
An affected creature practices nonviolent combat behaviors according to the following list of priorities, beginning with the first priority. The subject continues to perform a priority until he can no longer fulfill its demands (at which point he moves to the next priority) or until the spell ends, whichever comes first.
*''1st Priority:'' Heal injured creatures within 30 feet, beginning with the closest creatures and using whatever methods the subject has at hand (including potions, spells, and so on).
*''2nd Priority:'' The subject gives his weapon away to the nearest creature within 30 feet who will accept it. If no creature accepts the weapon, the subject drops the weapon on the ground.
*''3rd Priority:'' Cast beneficial spells and/or use beneficial magic items (including potions, wands, and so on) on creatures within 30 feet, starting with the closest creatures.
*''4th Priority:'' The subject gives away his non-worn possessions—the contents of a backpack or similar item count as one item each, as does the container itself—to creatures within 30 feet. If no creature accepts the items, the subject drops the items on the ground.
*''5th Priority:'' The subject gives away his remaining possessions (including his armor, boots, cloak, and so on) to creatures within 30 feet. If no creature accepts the items, the subject drops them on the ground.
If the subject fulfills all five priorities, the spell effect ends.
The subject cannot attack or take attacks of opportunity, but can defend himself as normal. If the subject is attacked, the spell's effect immediately ends.
Source: Chronicle of the Righteous
''School'' enchantment (charm) [mind-affecting]; ''Level'' bard 3, sorcerer/wizard 4, summoner 3, witch 4
!!CASTING
''Target'' one living creature
''Duration'' 1 day/level
!!DESCRIPTION
This spell functions like [[Charm Person]], except that the effect is not restricted by creature type or size.
''School'' enchantment (charm) [mind-affecting]; ''Level'' bard 1, sorcerer/wizard 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one humanoid creature
''Duration'' 1 hour/level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
!Cheetah - CR 2
N Medium animal
''Init'' +8; ''Senses'' low-light vision, scent; Perception +5
!!Defense
''AC'' 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
''hp'' 19 [25] (3d8+6) [3d8+15]
''Fort'' +5 [+7], ''Ref'' +7, ''Will'' +2
!!Offense
''Speed'' 50 ft.; sprint
''Melee'' bite +6 [+7] (1d6+3 plus trip) [1d6+5 plus trip], 2 claws +6 [+7] (1d3+3) [1d3+5]
!!Statistics
''Str'' 17 [21], ''Dex'' 19, ''Con'' 15 [19], ''Int'' 2, ''Wis'' 12, ''Cha'' 6
''Base Atk'' +2; ''CMB'' +5; ''CMD'' 19 (23 vs. trip)
''Feats'' [[Improved Initiative]], [[Weapon Finesse]]
''Skills'' Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); ''Racial Modifiers'' +4 Stealth in tall grass
!!Special Abilities
*''Sprint (Ex)''
**Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.
Faith
You have long served at a temple in a city, where you picked up on many of the nobility’s customs in addition to spending much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
Source: Ultimate Campaign
''School'' transmutation [cold]; ''Level'' druid 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30 ft. away from any of the rest
''Duration'' 7 rounds
''Saving Throw'' Will negates (object); ''Spell Resistance'' yes (object)
!!DESCRIPTION
Chill metal makes metal extremely cold.
It has the following effects:
Unattended, non-magical metal gets no saving throw.
Magical metal is allowed a saving throw against the spell.
An item in a creature's possession (not an "unattended") uses the creature's saving throw bonus unless its own is higher.
A creature takes cold damage if its equipment is chilled. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.
On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below.
|!Round|!Metal Temperature|!Damage|
|1|Cold|None|
|2|Icy|1d4 points|
|3-5|Freezing|2d4 points|
|6|Icy|1d4 points|
|7|Cold|None|
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it float if unattended.
Chill metal counters and dispels heat metal.
''School'' necromancy; ''Level'' magus 1, sorcerer/wizard 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Targets'' creature or creatures touched (up to one/level)
''Duration'' instantaneous
''Saving Throw'' Fortitude partial or Will negates; see text; ''Spell Resistance'' yes
!!DESCRIPTION
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.
You were raised on tales of heroic knights and benevolent wizards from Taldor’s Golden Age, and try to emulate their great deeds.
''Benefit:'' You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.
''School'' necromancy [death]; ''Level'' inquisitor 6, sorcerer/wizard 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a crushed black pearl worth 500 gp)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Area'' several living creatures within a 40-ft.-radius burst
''Duration'' instantaneous
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!DESCRIPTION
Circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.
''School'' divination (scrying); ''Level'' arcanist 3, bard 3, medium 2, mesmerist 3, occultist 3, psychic 3, shaman 3, skald 3, sorcerer/wizard 3, spiritualist 3, witch 3
!!Casting
''Casting Time'' 10 minutes
''Components'' V, S, F/DF (a small horn or a glass eye)
!!Effect
''Range'' long (400 ft. + 40 ft./level)
''Effect'' magical sensor
''Duration'' 1 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!Description
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known—a place familiar to you, or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell's effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
''Discipline'' psychometabolism (healing)
''Level'' psion/wilder 2
!!MANIFESTING
''Display'' mental and visual
''Manifesting Time'' 3 rounds
!!EFFECT
''Range'' touch
''Target'' living creature touched
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Power Resistance'' Yes (harmless)
''Power Points'' 3
!!DESCRIPTION
You dispel any psionic effects reducing one of the subject’s ability scores or cure 1d4 points of temporary ability damage to one of the subject’s ability scores. You also eliminate any fatigue suffered by the character, and improves an exhausted condition to fatigued. You do not restore permanent ability drain.
''Prerequisites:'' Str 13, Power Attack, base attack bonus +1.
''Benefit:'' As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
!Clockwork Spy - CR 1/2
XP 200
N Tiny construct (clockwork)
''Init'' +5; ''Senses'' darkvision 60 ft., low-light vision; Perception +0
!!Defense
''AC'' 15, touch 15, flat-footed 12 (+1 Dex, +2 dodge, +2 size)
''hp'' 5 (1d10)
''Fort'' +0, ''Ref'' +3, ''Will'' +0
''Immune'' construct traits
''Weaknesses'' vulnerable to electricity
!!Offense
''Speed'' 30 ft., fly 30 ft. (clumsy)
''Melee'' slam +3 (1d2)
''Special Attacks'' record audio, self-destruct
!!Statistics
''Str'' 10, ''Dex'' 13, ''Con'' —, ''Int'' —, ''Wis'' 11, ''Cha'' 1
''Base Atk'' +1; ''CMB'' +0; ''CMD'' 12
''Feats'' [[Improved Initiative]]^^B^^, [[Lightning Reflexes]]^^B^^
''Skills'' Climb +2, Fly –3, Stealth +11; ''Racial Modifiers'' +2 Climb, +2 Stealth
''SQ'' swift reactions, winding
!!Ecology
''Environment'' any
''Organization'' solitary
''Treasure'' incidental (gemstone worth 50 gp)
!!Special Abilities
*''Record Audio (Su)''
**A clockwork spy can record nearby sounds as a swift action, archiving all sound within a 20-foot spread onto a small gemstone worth 50 gp embedded in its body. The clockwork spy can record up to 1 hour of sound per Hit Die it possesses. Starting and stopping playback of recorded sound is a swift action. Removing a gemstone or installing a gemstone into a clockwork spy requires a DC 25 Disable Device check as a full-round action—failure does not damage the gemstone but does erase any recorded sounds on the gemstone. Since clockwork spies are not intelligent, they must be given simple commands as to when they are to start recording sounds. A clockwork spy can differentiate between creature types and subtypes, but not between specific individuals—a spy can be ordered to start recording sound as soon as a humanoid (human) or an aberration comes in range, but it cannot be ordered to start recording when a specific person comes within range. Once a clockwork spy begins recording sound, it cannot cease recording early. Likewise, it cannot record sound onto a gemstone that already contains a recording.
*''~Self-Destruct (Su)''
**Unless specifically programmed otherwise by its creator, a clockwork spy explodes 1 round after it is destroyed. During this round, the thing shrieks and thrashes about as if undergoing convulsions. On what would normally have been the clockwork spy's next action, it explodes, dealing 1d6 points of fire damage in a 5-foot radius (Reflex DC 10 for half damage). A DC 20 Disable Device check made as a standard action can halt the spy's self-destruct sequence, but does not prevent it from dying. A clockwork spy that self-destructs automatically destroys its gemstone, along with any information contained inside it. The save DC is Constitution-based.
''School'' evocation [cold]; ''Level'' cleric/oracle 6, sorcerer/wizard 6
!!CASTING
''Casting Time'' 1 swift action
''Components'' V, S
!!EFFECT
''Range'' 30 feet
''Area'' 30-ft. line
''Duration'' instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' yes
!!DESCRIPTION
You create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6).
Source: Ultimate Magic
''Discipline:'' Psychometabolism; ''Level:'' Vitalist 1
!MANIFESTING
''Display:'' Auditory
''Manifesting Time:'' 1 standard action
!EFFECT
''Range:'' Close (25 ft. + 5 ft./2 levels)
''Target:'' One living creature
''Duration:'' Instantaneous
''Saving Throw:'' Fortitude negates; ''Power Resistance:'' Yes
''Power Points:'' 1
!!DESCRIPTION
You disrupt the muscles and nerves of the target, causing it to be knocked prone on a failed save.
Augment: You can augment this power in one or more of the following ways.
#If you spend 2 additional power points, on a failed save the target is fatigued, sickened, or staggered, at your choice, for 1 round / level, in addition to being knocked prone. Multiple applications of this power do not cause the target to become exhausted.
#If you spend 4 additional power points, on a failed save the target is nauseated for 1 round / level, in addition to being knocked prone.
*In addition, for every 2 power points spent augmenting this power, the save DC increases by 1.
''School'' illusion (pattern) [mind-affecting]; ''Level'' magus 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (red, yellow, and blue powder or colored sand)
!!EFFECT
''Range'' 15 ft.
''Area'' cone-shaped burst
''Duration'' instantaneous; see text
''Saving Throw'' Will negates; Spell Resistance yes
!!DESCRIPTION
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.
//2 HD or less:// The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
//3 or 4 HD:// The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
//5 or more HD:// The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
''Benefit:'' You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
You can increase your defense at the expense of your accuracy.
''Prerequisite:'' Int 13.
''Benefit:'' You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
You can make additional attacks of opportunity.
''Benefit:'' You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
''Normal:'' A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
''Special:'' The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
''School'' enchantment (compulsion) [language-dependent, mind-affecting]; Level adept 1, antipaladin 1, cleric/oracle 1, inquisitor 1, medium 1, mesmerist 1, occultist 1, psychic 1, warpriest 1, witch 1
!!Casting
''Casting Time'' 1 standard action
''Components'' V
!!Effect
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one living creature
''Duration'' 1 round
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!Description
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
''Approach:'' On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
''Drop:'' On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
''Fall:'' On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
''Flee:'' On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
''Halt:'' The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can't carry out your command on its next turn, the spell automatically fails.
''Prerequisites:'' Channel negative energy class feature.
''Benefit:'' As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
You have a secret command word...
''Effect:'' When someone speaks your command word they can directly order to you, as per the Suggestion spell (8th level caster), but without the need to sound reasonable or convincing. You can never be ordered to directly kill or harm your creator, yourself or the person who spoke your command word. You cannot be commanded to reveal your next command word. Only one person can speak your command word at a time, in a group the first person to say it gains control and maintains control for the duration of Suggestion.
Source: http://dandwiki.com/wiki/Command_Word_%283.5e_Flaw%29
''Level'' alchemist 3, cleric 3, druid 3, inquisitor 3, paladin 3, ranger 3, sorcerer/wizard 3, summoner 3
''Target'' creatures touched
!!DESCRIPTION
This spell functions like [[resist energy|Resist Energy]], except you divide the duration in 10-minute intervals among the creatures touched.
''School'' enchantment (compulsion) [emotion, mind-affecting]; ''Level'' bard 2, cleric/oracle 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' 1 round/level
''Saving Throw'' Will negates; ''Spell resistance'' yes
!!DESCRIPTION
At the sight of an injured ally, the target immediately disengages from its current course of action and rushes to provide aid. If the target possesses curative spells or magic items, it utilizes them to help the injured ally. If not, the target provides aid by performing a Heal check. The target remains with the injured ally to assure her safety and refuses to leave the ally’s side until her wounds are fully treated or the spell ends, but can otherwise defend itself and make attacks.
Source: Ultimate Magic
*''School'' enchantment (compulsion) [mind-affecting]
*''Level'' bard 1, cleric 1, inquisitor 1, paladin 1, ranger 1, summoner 1, witch 1
*''Casting Time'' 1 standard action
*''Components'' V, S, M (a drop of your blood)
*''Range'' personal
*''Target'' you
*''Duration'' 1 round/level
*''Saving Throw'' see text
*''Spell Resistance'' see text
Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must first overcome that creature’s spell resistance, and the creature can attempt a Will saving throw to ignore the compulsion.
A summoner casting this spell can choose his eidolon as the target of the spell.
''Source:'' UC 226
''School'' divination; ''Level'' alchemist 1, bard 1, cleric/oracle 1, inquisitor 1, sorcerer/wizard 1, witch 1; ''Domain'' language 1
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (pinch of soot and salt)
!EFFECT
''Range'' personal
''Target'' you
''Duration'' 10 min./level
!DESCRIPTION
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Source: CR 259
''School'' evocation [cold]; ''Level'' magus 5, sorcerer/wizard 5, witch 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a small crystal or glass cone)
!!EFFECT
''Range'' 60 ft.
''Area'' cone-shaped burst
''Duration'' instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' yes
!!DESCRIPTION
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 3, sorcerer/wizard 4, witch 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (three nutshells)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Targets'' all creatures in a 15-ft.-radius burst
''Duration'' 1 round/level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.
|!d% |!Behavior|
|01-25 |Acts normally|
|26-50 |Does nothing but babble incoherently|
|51-75 |Deals 1d8 points of damage + Str modifier to self with item in hand|
|76-100 |Attacks nearest creature (for this purpose, a familiar counts as part of the subject's self)|
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
''School'' evocation [good]; ''Level'' cleric/oracle 2, inquisitor 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a vial of holy water and 25 gp worth of silver dust), DF
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Area'' 20-ft.-radius emanation
''Duration'' 2 hours/level
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
This spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, -2 penalties for undead in the area).
You cannot consecrate an area with a similar fixture of a deity other than your own patron. Instead, the consecrate spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Consecrate counters and dispels desecrate.
!Constrictor Snake - CR 2
N Medium animal
''Init'' +3; ''Senses'' scent; Perception +12
!!Defense
''AC'' 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
''hp'' 19 [25] (3d8+6) [3d8+12]
''Fort'' +4 [+6], ''Ref'' +6, ''Will'' +2
!!Offense
''Speed'' 20 ft., climb 20 ft., swim 20 ft.
''Melee'' bite +5 [+7] (1d4+4 plus grab) [1d4+7 plus grab]
''Special Attacks'' constrict (1d4+4) [1d4+7]
!!Statistics
''Str'' 17 [21], ''Dex'' 17, ''Con'' 12 [16], ''Int'' 1, ''Wis'' 12, ''Cha'' 2
''Base Atk'' +2; ''CMB'' +5 [+7] (+9 [+11] grapple); ''CMD'' 18 [20] (can’t be tripped)
''Feats'' [[Skill Focus (Perception)|Skill Focus]], [[Toughness]]
''Skills'' Acrobatics +15, Climb +11 [+13], Perception +12, Stealth +11, Swim +11 [+13]; ''Racial Modifiers'' +4 Perception, +4 Stealth, +8 Acrobatics
''School'' necromancy [disease, evil]; ''Level'' antipaladin 3, cleric/oracle 3, druid 3, sorcerer/wizard 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' living creature touched
''Duration'' instantaneous
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!DESCRIPTION
The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects.
*''Blinding Sickness''
**//Type// disease, ingested; //Save// Fortitude DC 16
**//Onset// 1d3 days; //Frequency// 1/day
**//Effect// 1d4 Str damage, if more than 2 Str damage, target must make an additional Fort save or be permanently blinded; //Cure// 2 consecutive saves
*''Bubonic Plague''
**//Type// disease, injury or inhaled; //Save// Fortitude DC 17
**//Onset// 1 day; //Frequency// 1/day
**//Effect// 1d4 Con damage and 1 Cha damage and target is fatigued; //Cure// 2 consecutive saves
*''Cackle Fever''
**//Type// disease, inhaled; //Save// Fortitude DC 16
**//Onset// 1 day; //Frequency// 1/day
**//Effect// 1d6 Wis damage; //Cure// 2 consecutive saves
*''Filth Fever''
**//Type// disease, injury; //Save// Fortitude DC 12
**//Onset// 1d3 days; //Frequency// 1/day
**//Effect// 1d3 Dex damage and 1d3 Con damage; //Cure// 2 consecutive saves
*''Leprosy''
**//Type// disease, contact, inhaled, or injury; //Save// Fortitude DC 12 negates, Fortitude DC 20 to avoid effects
**//Onset// 2d4 weeks; //Frequency// 1/week
**//Effect// 1d2 Cha damage; //Cure// 2 consecutive saves
*''Mindfire''
**//Type// disease, inhaled; //Save// Fortitude DC 12
**//Onset// 1 day; //Frequency// 1/day
**//Effect// 1d4 Int damage; //Cure// 2 consecutive saves
*''Red Ache''
**//Type// disease, injury; //Save// Fortitude DC 15
**//Onset// 1d3 days; //Frequency// 1/day
**//Effect// 1d6 Str damage; //Cure// 2 consecutive saves
*''Shakes''
**//Type// disease, contact; //Save// Fortitude DC 13
**//Onset// 1 day; //Frequency// 1/day
**//Effect// 1d8 Dex damage; //Cure// 2 consecutive saves
*''Slimy Doom''
**//Type// disease, contact; //Save// Fortitude DC 14
**//Onset// 1 day; //Frequency// 1/day
**//Effect// 1d4 Con damage, target must make a second Fort save or 1 point of the damage is drain instead; //Cure// 2 consecutive saves
''School'' evocation [light]; ''Level'' cleric/oracle 3, inquisitor 3, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (ruby dust worth 50 gp)
!!EFFECT
''Range'' touch
''Target'' object touched
''Effect'' magical, heatless flame
''Duration'' permanent
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
Light spells counter and dispel darkness spells of an equal or lower level.
''School'' transmutation; ''Level'' sorcerer/wizard 7
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one construct
''Duration'' concentration
''Saving Throw'' none (see text); ''Spell resistance'' no
!!DESCRIPTION
You wrest the control of a construct from its master. For as long as you concentrate, you can control the construct as if you were its master. You must make a Spellcraft check each round to maintain control. The DC of the Spellcraft check is (10 + the construct's HD). If the construct's creator or master is present and trying to control the construct, you both must make opposed Spellcraft checks each round to control the construct.
Source: Ultimate Magic
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 3, cleric/oracle 4, sorcerer/wizard 4, summoner 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one summoned creature
''Duration'' 1 round/level
''Saving Throw'' Will negates; ''Spell resistance'' yes
!!DESCRIPTION
You seize control of a summoned creature by disrupting the bond between it and the caster who summoned it. If the creature fails its save, you may command it as if you had summoned it. The original caster can attempt to regain control of the creature as a standard action by making an opposed Spellcraft check against you. When your spell ends, control reverts to the original summoner. If the summoning spell ends before this spell ends, the remaining duration of this spell is lost.
''School'' transmutation [water]; ''Level'' cleric/oracle 4, druid 4, sorcerer/wizard 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a pinch of dust for lower water or a drop of water for raise water)
!!EFFECT
''Range'' long (400 ft. + 40 ft./level)
''Area'' water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
''Duration'' 10 min./level (D)
''Saving Throw'' none; see text; ''Spell Resistance'' no
!!DESCRIPTION
This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.
Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.
Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.
With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.
''School'' transmutation; ''Level'' cleric/oracle 7, druid 7, sorcerer/wizard 7, witch 7
!!CASTING
''Casting Time'' 10 minutes; see text
''Components'' V, S
!!EFFECT
''Range'' 2 miles
''Area'' 2-mile-radius circle, centered on you; see text
''Duration'' 4d12 hours; see text
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You can also use this spell to cause the weather in the area to become calm and normal for the season.
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather - where lightning strikes, for example, or the exact path of a tornado. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.
Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.
|!Season |!Possible Weather |
|Spring |Tornado, thunderstorm, sleet storm, or hot weather|
|Summer |Torrential rain, heat wave, or hailstorm |
|Autumn |Hot or cold weather, fog, or sleet |
|Winter |Frigid cold, blizzard, or thaw |
|Late winter|Hurricane-force winds or early spring |
''Prerequisites:'' 1 rank in any Craft skill, any item creation feat.
''Benefit:'' You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.
!!Coordinated Maneuvers (Combat, Teamwork)
You are skilled at working with your allies to perform dangerous combat maneuvers.
''Benefit:'' Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.
''Source:'' APG
''Prerequisites:'' [[Stunning Fist]].
''Benefit:'' You may use [[Stunning Fist]] when making melee attacks with special monk weapons as well as when making unarmed attacks.
''Normal:'' You can only use [[Stunning Fist]] when making an attack with an unarmed strike.
''Prerequisites:'' Caster level 5th, Craft Magic Arms and Armor, Craft Wondrous Item.
''Benefit:'' You can create any construct whose prerequisites you meet. The act of animating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must use up raw materials costing half of its base price, plus the full cost of the basic body created for the construct. Each construct has a special section that summarizes its costs and other prerequisites. A newly created construct has average hit points for its Hit Dice.
''Prerequisite:'' Caster level 5th.
''Benefit:'' You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
''Prerequisite:'' Caster level 5th.
''Benefit:'' You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.
''Prerequisite:'' Caster level 3rd.
''Benefit:'' You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
See magic item creation rules for more information.
''School'' transmutation; ''Level'' alchemist 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a tool)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one creature
''Duration'' 1 day/level or until discharged (D)
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check.
Source: Advanced Player's Guide
''Prerequisites:'' [[Crane Style]], [[Crane Wing]], [[Dodge]], [[Improved Unarmed Strike]], base attack bonus +8 or monk level 7th.
''Benefit:'' You take only a –1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent’s attack, you can make an attack of opportunity against that opponent after the attack is deflected.
FAQ: http://paizo.com/paizo/faq/v5748nruor1g1#v5748eaic9rmn
Update: Page 93, in the Crane Riposte feat, in the benefits paragraph, change the second sentence to read as follows: Whenever you are fighting defensively, and you use Crane Wing to add a dodge bonus against one attack, that attack provokes an attack of opportunity from you if it misses. In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack of opportunity against that opponent (even though you could not normally do so while taking the total defense action).
Source: Ultimate Combat
''Prerequisites:'' [[Dodge]], [[Improved Unarmed Strike]], base attack bonus +2 or monk level 1st.
''Benefit:'' You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
''Prerequisites:'' [[Crane Style]], [[Dodge]], [[Improved Unarmed Strike]], base attack bonus +5 or monk level 5th.
''Benefit:'' Benefit: When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn. If you are using the total defense action instead, you can def lect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.
Source: Ultimate Combat
''School'' conjuration (creation); ''Level'' cleric/oracle 3
!!CASTING
''Casting Time'' 10 minutes
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' food and water to sustain three humans or one horse/level for 24 hours
''Duration'' 24 hours; see text
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
The food that this spell creates is simple fare of your choice - highly nourishing, if rather bland. Food so created decays and becomes inedible after 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and drink spell on it. The water created by this spell is just like clean rain water, and it doesn't go bad as the food does.
''School'' conjuration (creation); ''Level'' sorcerer/wizard 2, summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (miniature shovel costing 10 gp)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
''Duration'' 1 round + 1 round/level
''Saving Throw'' Reflex negates; ''Spell Resistance'' no
!!DESCRIPTION
You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to avoid falling into it. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.
Source: APG
''School'' conjuration (creation) [water]; ''Level'' cleric/oracle 0, druid 0, inquisitor 0, paladin 1
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' up to 2 gallons of water/level
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' no
!DESCRIPTION
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large -- possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.
Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
''Source:'' CR 262
You are trained in the art of causing pain.
''Prerequisites:'' Base attack bonus +9.
''Benefit:'' You receive a +4 circumstance bonus on attack rolls made to confirm critical hits
!Crocodile - CR 2
N Large animal
''Init'' +1; ''Senses'' low-light vision; Perception +8
!!Defense
''AC'' 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
''hp'' 22 [28] (3d8+9) [3d8+15]
''Fort'' +6 [+8], ''Ref'' +4, ''Will'' +2
!!Offense
''Speed'' 20 ft., swim 30 ft.; sprint
''Melee'' bite +5 [+7] (1d8+4 plus grab) [1d8+6 plus grab] and tail slap +0 [+2] (1d12+2) [1d12+3]
''Space'' 10 ft.; ''Reach'' 5 ft.
''Special Attacks'' death roll (1d8+6 plus trip) [1d8+9 plus trip]
!!Statistics
''Str'' 19 [23], ''Dex'' 12, ''Con'' 17 [21], ''Int'' 1, ''Wis'' 12, ''Cha'' 2
''Base Atk'' +2; ''CMB'' +7 [+9] (+11 [+13] grapple); ''CMD'' 18 [20] (22 [24] vs. trip)
''Feats'' [[Skill Focus (Perception, Stealth)|Skill Focus]]
''Skills'' Perception +8, Stealth +5 (+13 in water), Swim +12 [+14]; ''Racial Modifiers'' +8 on Stealth in water
''SQ'' hold breath
!!Special Abilities
*''Death Roll (Ex)''
**When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
*''Hold Breath (Ex)''
**A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
*''Sprint (Ex)''
**Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.
''School'' enchantment (compulsion) [emotion, mind-affecting]; ''Level'' bard 3, sorcerer/wizard 4, witch 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M
!!EFFECT
''Range'' 30 ft.
''Area'' cone-shaped burst
''Duration'' 1 min./level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
Crushing despair counters and dispels good hope.
''Discipline'' Metacreativity (Creation)
''Level'' Psion/Wilder 1
!MANIFESTING
''Display'' Auditory and material
''Manifesting Time'' 1 standard action
!EFFECT
''Range'' Close (25 ft. + 5 ft./2 levels)
''Effect'' Ray
''Duration'' Instantaneous
''Saving Throw'' None; ''Power Resistance'' No
''Power Points'' 1
!DESCRIPTION
Upon manifesting this power, you propel a razorsharp crystal shard at your target. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of piercing damage.
''Augment'' You can augment this power in one of the following ways.
# For every additional power point you spend, this power’s damage increases by 1d6 points.
# If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0), but the damage is reduced to 1d3 points of piercing damage and cannot be further augmented.
''School'' conjuration (healing); ''Level'' alchemist 4, bard 4, cleric/oracle 4, druid 5, inquisitor 4, ranger 5, witch 5
!DESCRIPTION
This spell functions like cure light wounds, except that it cures 4d8 points of damage + 1 point per caster level (maximum +20).
''School'' conjuration (healing); ''Level'' alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, witch 1
CASTING
''Casting Time'' 1 standard action
''Components'' V, S
EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Will half (harmless); see text; ''Spell Resistance'' yes (harmless); see text
DESCRIPTION
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
''School'' conjuration (healing); ''Level'' alchemist 2, bard 2, cleric/oracle 2, druid 3, inquisitor 2, paladin 3, ranger 3, witch 2
!DESCRIPTION
This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).
''School'' conjuration (healing); ''Level'' alchemist 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, paladin 4, ranger 4, witch 4
!DESCRIPTION
This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).
''School'' necromancy [evil]; ''Level'' antipaladin 1, cleric/oracle 1, inquisitor 1
CASTING
''Casting Time'' 1 minute
''Components'' V, S, M (5 pounds of powdered silver worth 25 gp)
EFFECT
''Range'' touch
''Target'' flask of water touched
''Duration'' instantaneous
''Saving Throw'' Will negates (object); ''Spell Resistance'' yes (object)
DESCRIPTION
This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.
!D’ZIRIAK CR 3
N Medium outsider (extraplanar)
''Init'' +2; ''Senses'' darkvision 120 ft., low-light vision; Perception +9
!!DEFENSE
''AC'' 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
''hp'' 26 [34] (4d10+4) [4d10+12]
''Fort'' +2 [+4], ''Ref'' +6, ''Will'' +6
!!OFFENSE
''Speed'' 30 ft.
''Melee'' 2 claws +6 [+8] (1d6+1 plus grab) [1d6+3 plus grab]
''Special Attacks'' dazzling burst
''~Spell-Like Abilities'' (CL 3rd; concentration +6)
*1/day—[[Plane Shift]] (self only, to Plane of Shadow only)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 13, ''Wis'' 14, Cha 16
''Base Atk'' +4; ''CMB'' +5 [+7] (+9 [+11] grapple); ''CMD'' 17
''Feats'' [[Combat Reflexes]], [[Weapon Focus (claw)|Weapon Focus]]
''Skills'' Climb +8 [+10], Knowledge (arcana) +8, Knowledge (planes) +8, Perception +9, Sense Motive +9, Stealth +9, Survival +7, Use Magic Device +8
''Languages'' D’ziriak; telepathy 100 ft.
''SQ'' glow
!!SPECIAL ABILITIES
*''Dazzling Burst (Su)''
**Once per day, a d’ziriak can cause its body to flare with intense, colorful light as a swift action. Non-d’ziriaks within a 20-foot radius must make a DC 13 [15] Fortitude save or be dazzled for 1 minute. After using this ability, the d’ziriak’s brilliant glow is extinguished for 24 hours. This ability is a light effect, and creatures that cannot see are immune to it. The save DC is Constitution-based.
*''Glow (Ex)''
**The colorful runes that decorate a d’ziriak’s body create dim light in a 20- foot radius from its body.
''Discipline'' telepathy [mind-affecting];''Level'' dread 1, psion/wilder 1
!!MANIFESTING
''Display'' Auditory
''Manifesting Time'' 1 standard action
!!EFFECT
''Range'' Close (25 ft. + 5 ft./2 levels)
''Target'' One creature
''Duration'' Instantaneous
''Saving Throw'' Will negates; ''Power Resistance'' Yes
''Power Points'' 1
!!DESCRIPTION
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.
''Augment:'' For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1.
CD Damiel - Miscibility Master
!Stats
*Strength - d4
*Dexterity - d12+4
**Disable +1
*Constitution - d6
*Intelligence - d10+3
**Craft +3
*Wisdom - d6
**Perception +2
*Charisma - d4
!Powers
HAND SIZE 5 ☑ 6 ☑ 7
PROFICIENT WITH Light Armors Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it (□ or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill (□+2) to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution noncombat check) (□ or your Strength check when you do not play a weapon).
☑ When you defeat a barrier that has the Obstacle trait (☑ or any barrier), you may explore again.
☑ At the end of your turn, you may recharge a random card (□ or any card) from your discard pile (☑ or your buried cards)
//(Adventure 2-4 Reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
//(Adventure 2-5 Reward)// For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.
!Deck List
|!Weapon |!Spell |!Armor |!Item |!Ally |!Blessing |
|Fire Lance |Brilliance |Steel Ibis Lamellar|Fuse Grenade |Deathtrap in a Jar |Blessing of Erastil |
|Flame Cannon |Major Cure | |Liquid Persuasion | |Blessing of Isis |
|Galvanic Chakram +1|Restoration| |Potion of Healing | |Blessing of Nethys |
|Galvanic Kopis +2 |Stone Skin | |Potion of Heroism | |Blessing of Osiris |
| | | |Potion of Restoration| |Blessing of Ptah |
| | | |Twitch Tonic | | |
~RotR Loot Available: Emerald Codex, Fanged Falchion, Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Morgiv, Robe of Runes, Robes of ~Xin-Shalast, Sihedron Medallion (1), Snakeskin Tunic, Staff of Hungry Shadows, Wand of Enervation
!Snapshots
*[[Tier 3.0|Damiel - ACG 1009 - Tier 3-0]]
*[[Tier 4.0|Damiel - ACG 1009 - Tier 4-0]]
*[[Tier 5.0|Damiel - ACG 1009 - Tier 5-0]]
*[[Tier 6.0|Damiel - ACG 1009 - Tier 6-0]]
*[[Tier 7.0|Damiel - ACG 1009 - Tier 7-0]]
CD Damiel - no role
!Stats
*Strength - d4
*Dexterity - d12+2
**Disable +1
*Constitution - d6
*Intelligence - d10
**Craft +3
*Wisdom - d6
**Perception +2
*Charisma - d4
!Powers
HAND SIZE 5 ☑ 6 □ 7
PROFICIENT WITH Light Armors Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution non-combat check).
!Deck List
|!Weapon|!Spell|!Armor|!Item|!Ally|!Blessing|
|Corrosive Dagger +1|Brilliance|Tussah Silk Coat|Acid Flask|Anesthetizing Slime|Blessing of Erastil|
|Fire Lance|Cure||Alchemist Fire||Blessing of Nethys|
|Galvanic Chakram +1|Stone Skin||Potion of Healing||Blessing of the Elements|
|Poisoned Sand Tube|||Potion of Restoration||Blessing of the Elements|
~RotR Loot Available: Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Sihedron Medallion (1), Snakeskin Tunic
CD Damiel - Miscibility Master
!Stats
*Strength - d4
*Dexterity - d12+3
**Disable +1
*Constitution - d6
*Intelligence - d10
**Craft +3
*Wisdom - d6
**Perception +2
*Charisma - d4
!Powers
HAND SIZE 5 ☑ 6 ☑ 7
PROFICIENT WITH Light Armors Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it (□ or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill (□+2) to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution noncombat check) (□ or your Strength check when you do not play a weapon).
☑ When you defeat a barrier that has the Obstacle trait (□ or any barrier), you may explore again.
□ At the end of your turn, you may recharge a random card (□ or any card) from your discard pile (□ or your buried cards)
!Deck List
|!Weapon |!Spell |!Armor |!Item |!Ally |!Blessing |
|Corrosive Dagger +1|Brilliance|Steel Ibis Lamellar|Acid Flask |Anesthetizing Slime|Blessing of Erastil |
|Fire Lance |Corrosion | |Liquid Persuasion | |Blessing of Nethys |
|Galvanic Chakram +1|Major Cure| |Potion of Healing | |Blessing of the Elements|
|Poisoned Sand Tube |Stone Skin| |Potion of Restoration| |Blessing of the Elements|
~RotR Loot Available: Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Sihedron Medallion (1), Snakeskin Tunic, Wand of Enervation
CD Damiel - Miscibility Master
!Stats
*Strength - d4
*Dexterity - d12+4
**Disable +1
*Constitution - d6
*Intelligence - d10
**Craft +3
*Wisdom - d6
**Perception +2
*Charisma - d4
!Powers
HAND SIZE 5 ☑ 6 ☑ 7
PROFICIENT WITH Light Armors Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it (□ or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill (□+2) to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution noncombat check) (□ or your Strength check when you do not play a weapon).
☑ When you defeat a barrier that has the Obstacle trait (☑ or any barrier), you may explore again.
□ At the end of your turn, you may recharge a random card (□ or any card) from your discard pile (□ or your buried cards)
//{Adventure 2-4 Reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
!Deck List
|!Weapon |!Spell |!Armor |!Item |!Ally |!Blessing |
|Corrosive Dagger +1|Brilliance|Steel Ibis Lamellar|Alkali Flask |Deathtrap in a Jar |Blessing of Erastil |
|Fire Lance |Corrosion | |Liquid Persuasion | |Blessing of Nethys |
|Flame Cannon |Major Cure| |Potion of Healing | |Blessing of Osiris |
|Galvanic Chakram +1|Stone Skin| |Potion of Heroism | |Blessing of the Elements|
| | | |Potion of Restoration| | |
~RotR Loot Available: Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Robe of Runes, Sihedron Medallion (1), Snakeskin Tunic, Wand of Enervation
CD Damiel - Miscibility Master
!Stats
*Strength - d4
*Dexterity - d12+4
**Disable +1
*Constitution - d6
*Intelligence - d10+1
**Craft +3
*Wisdom - d6
**Perception +2
*Charisma - d4
!Powers
HAND SIZE 5 ☑ 6 ☑ 7
PROFICIENT WITH Light Armors Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it (□ or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill (□+2) to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution noncombat check) (□ or your Strength check when you do not play a weapon).
☑ When you defeat a barrier that has the Obstacle trait (☑ or any barrier), you may explore again.
☑ At the end of your turn, you may recharge a random card (□ or any card) from your discard pile (□ or your buried cards)
//(Adventure 2-4 Reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
//(Adventure 2-5 Reward)// For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.
!Deck List
|!Weapon |!Spell |!Armor |!Item |!Ally |!Blessing |
|Fire Lance |Brilliance |Steel Ibis Lamellar|Alkali Flask |Deathtrap in a Jar |Blessing of Erastil |
|Flame Cannon |Major Cure | |Liquid Persuasion | |Blessing of Nethys |
|Galvanic Chakram +1|Restoration| |Potion of Healing | |Blessing of Osiris |
|Galvanic Kopis +2 |Stone Skin | |Potion of Heroism | |Blessing of the Elements|
| | | |Potion of Restoration| | |
| | | |Twitch Tonic | | |
~RotR Loot Available: Emerald Codex, Fanged Falchion, Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Robe of Runes, Sihedron Medallion (1), Snakeskin Tunic, Staff of Hungry Shadows, Wand of Enervation
CD Damiel - Miscibility Master
!Stats
*Strength - d4
*Dexterity - d12+4
**Disable +1
*Constitution - d6
*Intelligence - d10+3
**Craft +3
*Wisdom - d6
**Perception +2
*Charisma - d4
!Powers
HAND SIZE 5 ☑ 6 ☑ 7
PROFICIENT WITH Light Armors Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it (□ or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill (□+2) to your Dexterity combat check (☑ or your Strength, Dexterity, or Constitution noncombat check) (□ or your Strength check when you do not play a weapon).
☑ When you defeat a barrier that has the Obstacle trait (☑ or any barrier), you may explore again.
☑ At the end of your turn, you may recharge a random card (□ or any card) from your discard pile (☑ or your buried cards)
//(Adventure 2-4 Reward)// For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
//(Adventure 2-5 Reward)// For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.
!Deck List
|!Weapon |!Spell |!Armor |!Item |!Ally |!Blessing |
|Fire Lance |Brilliance |Steel Ibis Lamellar|Fuse Grenade |Deathtrap in a Jar |Blessing of Erastil |
|Flame Cannon |Major Cure | |Liquid Persuasion | |Blessing of Isis |
|Galvanic Chakram +1|Restoration| |Potion of Healing | |Blessing of Nethys |
|Galvanic Kopis +2 |Stone Skin | |Potion of Heroism | |Blessing of Osiris |
| | | |Potion of Restoration| |Blessing of Ptah |
| | | |Twitch Tonic | | |
~RotR Loot Available: Emerald Codex, Fanged Falchion, Holy Candle (one-shot), Impaler of Thorns, Medusa Mask, Mokmurian's Club, Morgiv, Robe of Runes, Robes of ~Xin-Shalast, Sihedron Medallion (1), Snakeskin Tunic, Staff of Hungry Shadows, Wand of Enervation
''School'' evocation [light]; ''Level'' bard 0, sorcerer/wizard 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' Up to four lights, all within a 10-ft.-radius area
''Duration'' 1 minute (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.
Dancing lights can be made permanent with a permanency spell.
''School'' evocation [darkness]; ''Level'' antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, M/DF (bat fur and a piece of coal)
!!EFFECT
''Range'' touch
''Target'' object touched
''Duration'' 1 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.
This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.
''School'' transmutation; ''Level'' alchemist 2, antipaladin 2, ranger 3, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (either a pinch of dried carrot or an agate)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 hour/level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight.
Darkvision can be made permanent with a permanency spell.
''School'' evocation [light]; ''Level'' bard 3, cleric/oracle 3, druid 3, inquisitor 3, magus 3, paladin 3, sorcerer/wizard 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' object touched
''Duration'' 10 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.
If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a pinch of wool or similar substance)
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one humanoid creature of 4 HD or less
''Duration'' 1 round
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!DESCRIPTION
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
Source: CR 264
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 2, sorcerer/wizard 2, summoner 1, witch 2
!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Target'' one living creature of 6 HD or less
!DESCRIPTION
This spell functions like [[daze|Daze]], but it can affect any one living creature of any type. Creatures of 7 or more HD are not affected.
You can daze foes with wild attacks.
''Prerequisites:'' Str 13, Power Attack, base attack bonus +11.
''Benefit:'' You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
Source: APG
Your skill with your favored weapon can frighten enemies.
''Prerequisites:'' Weapon Focus, proficiency with the selected weapon.
''Benefit:'' While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
''Prerequisites:'' Dex 13, base attack bonus +1.
''Benefit:'' You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
''School'' necromancy [death, evil]; ''Level'' cleric 4, inquisitor 4, sorcerer/wizard 4, witch 4
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' 20 ft.
''Area'' 20-ft.-radius emanation, centered on you
''Duration'' 1 round/level (D)
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!DESCRIPTION
You gain a shimmering gray aura that feeds on the souls of creatures who die within it. The aura sheds light as a candle. If a creature at –1 or fewer hit points is within the aura at the start of its turn, it must save or die, granting you the benefits of death knell.
Source: Horsemen of the Apocalypse: Book of the Damned, Vol. 3
''School'' necromancy; ''Level'' alchemist 4, cleric/oracle 4, druid 5, inquisitor 4, paladin 4, witch 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Target'' living creature touched
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.
This spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect.
Death ward does not protect against other sorts of attacks, even if those attacks might be lethal.
''School'' necromancy; ''Level'' cleric/oracle 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' 30 ft.
''Area'' cone-shaped emanation
''Duration'' 10 min./level
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.
You are skilled at deceiving others, both with the spoken word and with physical disguises.
''Benefit:'' You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 3, sorcerer/wizard 3, witch 3
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
!DESCRIPTION
This spell functions like [[sleep|Sleep]], except that it affects 10 HD of targets.
''School'' necromancy; ''Level'' cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a Medium creature's skull or femur), DF
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 hour/level or until discharged
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You animate a bone with necromantic energy, giving it the power to float near your body and interpose itself against physical attacks.
You gain damage reduction 5/bludgeoning. Once the bone has prevented a total of 5 points of damage per caster level (maximum 50 points), it is destroyed and the spell is discharged. This spell has no effect if you have damage reduction from another source.
''Prerequisites:'' Dex 13, Improved Unarmed Strike.
''Benefit:'' You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
Growing up in a rough neighborhood or a dangerous environment has honed your senses.
''Benefit:'' You gain a +1 trait bonus on Reflex saves.
You have exceptional manual dexterity.
''Benefit:'' You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
''Discipline'' Psychoportation; ''Level'' Cryptic 2, gifted blade 2, marksman 2, psion/wilder 2, psychic warrior 2
!!MANIFESTING
''Display'' Olfactory
''Manifesting Time'' 1 standard action
!!EFFECT
''Range'' Personal or close (25 ft. + 5 ft./2 levels)
''Target'' You or one willing creature or one object (total weight up to 100 lb./level); see text
''Duration'' 10 min./level (D)
''Saving Throw'' None; ''Power Resistance'' Yes (harmless, object)
''Power Points'' 3
!!DESCRIPTION
You gain the ability move yourself, another creature, or an object up and down as you wish. A creature must be willing to be affected, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).
An affected creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.
Special: When a manifester other than a nomad manifests this power, the target is the manifester (not a willing creature or an object).
''Prerequisites:'' Knowledge (religion) 3 ranks, must worship a deity.
''Benefit:'' Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the god to whom you performed the obedience.
If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the deity’s second boon. If you have 20 Hit Dice or more, you also gain the deity’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
Certain prestige classes (see page 198) gain access to these boons at lower levels as a benefit of their prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.
If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
!Irori
!!Obedience
Over the course of 1 hour, spend an equal amount of time practicing with a weapon or your unarmed strikes, reading any text that you have never read before, and braiding a length of hair while contemplating the mysteries of the multiverse. Hang the length of hair around your neck when your obedience is complete and wear it for the rest of the day. Gain a +4 sacred or profane bonus on all Knowledge checks. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.
!!Sentinel
''1: Masterful Warrior (Sp)'' [[True Strike]] 3/day, [[False Life]] 2/day, or [[Haste]] 1/day
''2: Secrets of the Enemy (Ex)'' The knowledge you’ve gained over the years regarding different creatures lets you strike your foes with unerring insight. As a standard action, you can study your opponent during combat, a task which requires you to succeed at a Knowledge check related to the enemy’s type (Pathfinder RPG Core Rulebook 99). The DC is equal to 10 + your opponent’s Hit Dice. If you succeed at the check, you gain a +2 bonus on weapon attack and damage rolls against that enemy. If you fail at the Knowledge check, you may try again with another action, but all subsequent attempts to use this ability against the same enemy take a cumulative –2 penalty.
''3: Perfection of Form (Ex)'' You develop your body to such a degree of physical perfection that you become almost untouchable by the ravages of toxins and disease. You gain a +4 sacred or profane bonus on saving throws against poison, magical and supernatural diseases, and spells and effects that cause ability damage, ability drain, or negative levels. You also become immune to nonmagical diseases.
!Shelyn
!!Obedience
Paint a small picture, compose a short poem or song, dance a scene from a ballet, or create another work of art, whispering praise to Shelyn’s beauty and grace as you do so. The art piece need be neither large nor complex, but heartfelt and made to the best of your ability. Gift the piece of art to a stranger and pay her a sincere compliment as you do so. If there are no suitable individuals around to receive the gift, leave it in an obvious place with a note praising Shelyn and asking whoever finds it to take it with your warmest wishes. Gain a +4 sacred bonus on Craft and Perform checks.
!!Exalted
''1: Devotionals (Sp)'' unbreakable heart 3/day, calm emotions 2/day, or good hope 1/day
''2: Joyous Ally (Sp)'' Your sense of beauty and the loyalty you bear your goddess have attracted the notice of her celestial servants. Once per day as a standard action, you can summon a lillend azata from Shelyn’s divine realm in Nirvana to aid you. You gain telepathy with the lillend to a range of 100 feet. The lillend follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home on Elysium. The lillend doesn’t follow any commands that would cause it to commit evil acts or destroy works of art, and the creature could even attack you if the command is particularly egregious.
''3: Plumed Blade (Su)'' Even in battle, you partake of the beauty and joy with which Shelyn graces her devoted followers. As a free action, you can cause an illusion of brightly colored feathers to follow every swipe and motion of your weapon. When you do so, a single weapon you hold gains the holy and shock weapon special abilities. (You can use this ability on a ranged weapon, but can’t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, this ability’s effects immediately end. You can grant weapons this ability for a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). The rounds don’t need to be consecutive.
!Deinonychus CR 3
N Medium animal
''Init'' +6; ''Senses'' low-light vision, scent; Perception +14
!!DEFENSE
''AC'' 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
''hp'' 34 [42] (4d8+16) [4d8+24]
''Fort'' +8 [+10], ''Ref'' +6, ''Will'' +2
!!OFFENSE
''Speed'' 60 ft.
''Melee'' 2 talons +5 [+7] (1d8+2) [1d8+4], bite +5 [+7] (1d6+2) [1d6+4], foreclaws +0 [+2] (1d4+1) [1d4+2]
''Special Attacks'' pounce
!!STATISTICS
''Str'' 15 [19], ''Dex'' 15, ''Con'' 19 [23], ''Int'' 2, ''Wis'' 12, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +5 [+7]; ''CMD'' 17 [19]
''Feats'' [[Improved Initiative]], [[Run]]
''Skills'' Acrobatics +10 (+22 jump), Perception +14, Stealth +15; ''Racial Modifiers'' +8 Acrobatics, +8 Perception, +8 Stealth
''School'' conjuration (healing); ''Level'' alchemist 2, bard 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger 1, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 hour/level
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.
''School'' evocation [fire]; ''Level'' sorcerer/wizard 7
!!EFFECT
''Duration'' 5 rounds or less; see text
!!DESCRIPTION
This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6). The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.
''School'' enchantment (compulsion) [emotion, mind-affecting]; ''Level'' bard 1, sorcerer/wizard 1, witch 1
CASTING
''Casting Time'' 1 standard action
''Components'' V, S
EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' 1 minute
''Saving Throw'' Will negates; ''Spell resistance'' yes
DESCRIPTION
The target becomes so distracted by an overblown sense of its worth that it takes a –2 penalty on attacks and skill checks. However, this feeling also gives the target a +2 morale bonus on saves against charm and compulsion effects.
Source: UM 216
''Discipline'' Telepathy [~Mind-Affecting]
''Level'' Psion/Wilder 1
!MANIFESTING
''Display'' Mental and olfactory
''Manifesting Time'' 1 standard action
!EFFECT
''Range'' 30 ft.
''Area'' 30-ft.-radius spread centered on you
''Duration'' 1 min./level
''Saving Throw'' Will negates; ''Power Resistance'' Yes
''Power Points'' 1
!DESCRIPTION
You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an Intelligence score are unaffected.
''Augment'' For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet, and the power’s save DC increases by 1.
''Prerequisites:'' Ki pool, Endurance
''Benefit:'' As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead.
Source: Ultimate Magic
Regional (Qadira)
You move with a quick and quiet grace and your enemies are often taken unawares by your silent speed. When using the Stealth skill to move at full speed you no longer suffer a –5 penalty on your Stealth skill check.
Note
School divination; Level cleric/oracle 1, inquisitor 1
CASTING
Casting Time 1 standard action
Component V, S, DF
EFFECT
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 10 min./ level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.
If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power
An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
|!Creature/Object|>|>|>|>|!Aura Power|
||!None|!Faint|!Moderate|!Strong|!Overwhelming|
|Aligned creature (HD)|5 or lower|5-10|11-25|26-50|51 or higher|
|Aligned Undead (HD)|--|2 or lower|3-8|9-20|21 or higher|
|Aligned Outsider (HD)|--|1 or lower|2-4|5-10|11 or higher|
|Cleric or paladin of an aligned deity (class levels)|--|1|2-4|5-10|11 or higher|
|Aligned magic item or spell (caster level)|5 or lower|6-10|11-15|16-20|21 or higher|
Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
|Original Strength|Duration of Lingering Aura|
|Faint|1d6 rounds|
|Moderate|1d6 minutes|
|Strong|1d6x10 minutes|
|Overwhelming |1d6 days|
Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell.
Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
''School'' divination; ''Level'' arcanist 1, bard 1, cleric/oracle 1, paladin 1, skald 1, sorcerer/wizard 1, warpriest 1
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' 60 ft.
''Area'' cone-shaped emanation
''Duration'' concentration, up to 1 minute/level (D)
!!Description
As //detect magic//, except you immediately detect the strength and location of each charm, compulsion, and possession aura on all creatures in the area. You can attempt to identify the properties of each aura (see Spellcraft in the //Pathfinder RPG Core Rulebook//).
In addition to noticing the targets of these effects, you can recognize when creatures in the area are using these effects on others by making a Sense Motive check as a standard action (DC 20 + caster level). If you succeed, you may make a Spellcraft check to identify what magic it is using (even if the target is not in the area).
Source: Andoran, Spirit of Liberty
''School'' divination; ''Level'' cleric/oracle 1, inquisitor 1
!!CASTING
''Casting Time'' 1 standard action
''Component'' V, S, DF
!!EFFECT
''Range'' 60 ft.
''Area'' cone-shaped emanation
''Duration'' concentration, up to 10 min./ level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
//1st Round:// Presence or absence of evil.
//2nd Round:// Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.
If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.
//3rd Round:// The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
''Aura Power''
An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
|!Creature/Object|>|>|>|>|!Aura Power|
|~|!None|!Faint|!Moderate|!Strong|!Overwhelming|
|Aligned creature^^1^^ (HD)|4 or lower|5-10|11-25|26-50|51 or higher|
|Aligned Undead (HD)|--|2 or lower|3-8|9-20|21 or higher|
|Aligned Outsider (HD)|--|1 or lower|2-4|5-10|11 or higher|
|Cleric or paladin of an aligned deity^^2^^ (class levels)|--|1|2-4|5-10|11 or higher|
|Aligned magic item or spell (caster level)|5 or lower|6-10|11-15|16-20|21 or higher|
^^1^^ Except for Undead and Outsider, which have their own entries on the table.
^^2^^ Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
//Lingering Aura:// An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
|!Original Strength|!Duration of Lingering Aura|
|Faint|1d6 rounds|
|Moderate|1d6 minutes|
|Strong|1d6x10 minutes|
|Overwhelming|1d6 days|
Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell.
Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
''School'' diviniation; ''Level'': bard 0, cleric 0, druid 0, sorcerer/wizard 0
!CASTING
''Components'': V, S
''Casting Time'': 1 Standard Action
!EFFECT
''Range'': 60 ft.
''Area'': Cone-shaped Emanation
''Duration'': Concentration, up to 1 min./level (D)
''Saving Throw'': none; ''Spell Resistance'': no
!DESCRIPTION
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
|!Spell or Object|>|>|>|!Aura Power|
|~|!Faint|!Moderate|!Strong|!Overwhelming|
|Functioning spell (spell level)|3rd or lower|4th-6th|7th-9th|10th+ (deity-level)|
|Magic item (caster level)|5th or lower|6th-11th|12th-20th|21st+ (artifact)|
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
|!Original Strength|!Duration of Lingering Aura|
|Faint|1d6 rounds|
|Moderate|1d6 minutes|
|Strong|1d6x10 minutes|
|Overwhelming|1d6 days|
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
''School'' divination; ''Level'' alchemist 1, arcanist 1, bard 1, investigator 1, skald 1, sorcerer/wizard 1, summoner 1, summoner (unchained) 1
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, F (a magnetized nail or nugget of ore)
!!Effect
''Range'' 60 ft.
''Area'' cone-shaped emanation
''Duration'' concentration, up to 1 minute/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!Description
You detect any metal objects or creatures within a 60-foot cone. You can specify all metal objects or one or more specific types of metal (such as silver, cold iron, or a type of skymetal) when you cast this spell; in the case of the latter, you detect only objects or creatures made of the specified metal.
Source: People of the River
''School'' divination; ''Level'': cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0
!!CASTING
''Components'': V, S
''Casting Time'': 1 Standard Action
!!EFFECT
''Range'': Close (25 ft. + 5 ft./level)
''Target or Area'': One creature, one object, or a 5-ft. cube
''Duration'': Instantaneous
''Saving Throw'': none; ''Spell Resistance'': no
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
''Discipline'' Clairsentience
''Level'' Psion/Wilder 1, Psychic warrior 1, Vitalist 1
!MANIFESTING
''Display'' Auditory and visual
''Manifesting Time'' 1 standard action
!EFFECT
''Range'' 60 ft.
''Area'' Cone-shaped emanation centered on you
''Duration'' Concentration, up to 1 min./level (D)
''Saving Throw'' None; ''Power Resistance'' No
''Power Points'' 1
!DESCRIPTION
You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.
''1st Round:'' Presence or absence of psionic auras.
''2nd Round:'' Number of different psionic auras and the strength of the most potent aura.
''3rd Round:'' The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (Psionics) checks to determine the discipline involved in each aura. (Make one check per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as that of a psionic item.) If the aura emanates from a psionic item, you can attempt to identify its properties (see Spellcraft).
Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.
''Aura Strength:'' A psionic aura’s strength depends on a functioning power’s level or an item’s manifester level. If an aura falls into more than one category, detect Psionics indicates the stronger of the two. Detection of an overwhelming aura (see the accompanying table) dazes you for 1 round and the power ends.
|!Power or Item|>|>|>|!Aura Strength|
|!|!Faint|!Moderate|!Strong|!Overwhelming|
|Functioning power (power level)|3rd or lower|4th-6th|7th-9th|10th+ (deity-level)|
|Psionic item or creature (manifester level)*|5th or lower|6th-11th|12th-20th|21st+ (artifact)|
''Lingering Aura:'' A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed (in the case of a psionic item). If detect Psionics is manifested and directed at such a location, the power indicates an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original strength:
|!Original Strength|!Duration|
|Faint|1d6 minutes|
|Moderate|1d6 x 10 minutes|
|Strong|1d6 hours|
|Overwhelming|1d6 days|
Each round, you can turn to detect Psionics in a new area. You can tell the difference between magical and psionic auras.
The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
''Augment'' This power may be augmented in either of the following ways.
# If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0).
# By spending an additional 2 power points, you gain a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of psionic items in your possession. This power does not allow you to identify artifacts.
''School'' divination [mind-affecting]; ''Level'' alchemist 2, bard 2, inquisitor 2, sorcerer/wizard 2, summoner 2, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F/DF (a copper piece)
!!EFFECT
''Range'' 60 ft.
''Area'' cone-shaped emanation
''Duration'' concentration, up to 1 min./level (D)
''Saving Throw'' Will negates; see text; ''Spell Resistance'' no
!!DESCRIPTION
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.
3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
''School'' divination; Level alchemist 1, cleric/oracle 1, inquisitor 1, paladin 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (earth from a grave)
!!EFFECT
''Range'' 60 ft.
''Area'' cone-shaped emanation
''Duration'' concentration, up to 1 minute/ level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.
//1st Round:// Presence or absence of undead auras.
//2nd Round:// Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
//3rd Round:// The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
//Aura Strength:// The strength of an undead aura is determined by the HD of the undead creature, as given on the table below.
//Lingering Aura:// An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.
|!HD|!Strength|!Lingering Aura Duration|
|1 or lower|Faint|1d6 rounds|
|2-4|Moderate|1d6 minutes|
|5-10|Strong|1d6 x 10 minutes|
|11 or higher|Overwhelming|1d6 days|
Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
''School'' evocation [acid, cold, electricity, or fire]; ''Level'' alchemist 4, arcanist 4, bloodrager 4, investigator 4, magus 4, sorcerer/wizard 4
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, M (two vials; one containing acid and one containing an alkaline solution worth a total of 50 gp)
!!Effect
''Range'' 30 ft.
''Area'' 30-ft.-radius spread centered on you
''Duration'' 1 round, then instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' yes
!!Description
You flood yourself with a potent surge of elemental energy. One round after completing the casting of the spell, the energy explodes from your body.
When this spell creates the explosion of energy, choose one of the following four energy types: acid, cold, electricity, or fire. The explosion inflicts 1d8 points of damage of that energy type per caster level (maximum 10d8) to all creatures and unattended objects within 15 feet, and half that amount to targets past 15 feet but within 30 feet. You automatically take half damage from the explosion, without a saving throw, but any other energy resistance or energy immunity effects you may have in place can prevent or lessen this overflow damage caused by the explosion.
Source: Advanced Player's Guide
''School'' divination; ''Level'' cleric/oracle 1, druid 1, paladin 1, ranger 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target or Area'' one creature, one object, or a 5-ft. cube
''Duration'' instantaneous
''Saving Throw'' none; ''Spell resistance'' no
!!DESCRIPTION
You determine whether a creature, object, or area carries any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4 bonus on Heal checks to treat the creature’s disease. The spell can penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Source: UM
''Prerequisite:'' Endurance.
''Benefit:'' When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
''Normal:'' A character without this feat who is reduced to negative hit points is unconscious and dying.
''Prerequisites:'' 2 ranks each in 5 different Knowledge skills.
''Benefit:'' You gain a +2 bonus on Knowledge checks if you have 1–5 ranks in that skill. This bonus does not stack with Skill Focus. You can make untrained Knowledge checks with ~DCs up to 15.
''Normal:'' You may only make untrained Knowledge checks for common knowledge (DC 10 or lower).
''School'' conjuration (teleportation); ''Level'' bard 4, magus 4, sorcerer/wizard 4, summoner 3, witch 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V
!!EFFECT
''Range'' long (400 ft. + 40 ft./level)
''Target'' you and touched objects or other touched willing creatures
''Duration'' instantaneous
''Saving Throw'' none and Will negates (object); ''Spell Resistance'' no and yes (object)
!!DESCRIPTION
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.
''School'' abjuration; ''Level'' cleric/oracle 4, inquisitor 3, sorcerer/wizard 4, summoner 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' ray
''Duration'' 1 min./level
''Saving Throw'' none; ''Spell Resistance'' yes (object)
!!DESCRIPTION
A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
!Dire Ape (Gigantopithecus) CR 3
N Large animal
''Init'' +2; ''Senses'' low-light vision, scent; Perception +8
!!DEFENSE
''AC'' 15, touch 11, flat-footed 13; (+2 Dex, +4 natural, –1 size)
''hp'' 30 [38] (4d8+12) [4d8+20]
''Fort'' +7 [+9], ''Ref'' +6, ''Will'' +4
!!OFFENSE
''Speed'' 30 ft., climb 30 ft.
''Melee'' bite +6 [+8] (1d6+4) [1d6+6], 2 claws +6 [+8] (1d4+4) [1d4+6]
''Space'' 10 ft.; Reach 10 ft.
''Special Attacks'' rend (2 claws, 1d4+6 [1d4+9])
!!STATISTICS
''Str'' 19 [23], ''Dex'' 15, ''Con'' 16 [20], ''Int'' 2, ''Wis'' 12, ''Cha'' 7
''Base Atk'' +3; ''CMB'' +8 [+10]; ''CMD'' 20 [22]
''Feats'' [[Iron Will]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Acrobatics +6, Climb +16, Perception +8, Stealth +2
!Dire Bat - CR 2
N Large animal
''Init'' +2; ''Senses'' blindsense 40 ft.; Perception +12
!!Defense
''AC'' 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
''hp'' 22 [30] (4d8+4) [4d8+12]
''Fort'' +5 [+7], ''Ref'' +6, ''Will'' +3
!Offense
''Speed'' 20 ft., fly 40 ft. (good)
''Melee'' bite +5 [+7] (1d8+4) [1d8+7]
''Space'' 10 ft.; ''Reach'' 5 ft.
!!Statistics
''Str'' 17 [21], ''Dex'' 15, ''Con'' 13 [17], ''Int'' 2, ''Wis'' 14, ''Cha'' 6
''Base Atk'' +3; ''CMB'' +7 [+9]; ''CMD'' 19 [21]
''Feats'' [[Alertness]], [[Stealthy]]
''Skills'' Fly +9, Perception +12, Stealth +4; ''Racial Modifiers'' +4 Perception when using blindsense
!Boar, Dire (Daeodon) CR 4
N Large animal
''Init'' +4; ''Senses'' low-light vision, scent; Perception +12
!!DEFENSE
''AC'' 15, touch 9, flat-footed 15 (+6 natural, –1 size)
''hp'' 42 [52] (5d8+20) [5d8+30]
''Fort'' +7 [+9], ''Ref'' +4, ''Will'' +2
''Defensive Abilities'' ferocity
!!OFFENSE
''Speed'' 40 ft.
''Melee'' gore +8 [+10] melee (2d6+9) [2d6+12]
!!STATISTICS
''Str'' 23 [27], ''Dex'' 10, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 13, ''Cha'' 8
''Base Atk'' +3; ''CMB'' +10 [+12]; ''CMD'' 20 [22]
''Feats'' [[Improved Initiative]], [[Skill Focus (Perception)|Skill Focus]], [[Toughness]]
''Skills'' Perception +12
!Dire Lion (Spotted Lion) CR 5
N Large Animal
''Init'' +6; ''Senses'' low-light vision, scent; Perception +11
!!Defense
''AC'' 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
''hp'' 60 [76] (8d8+24) [(8d8+40)]
''Fort'' +9 [+11], ''Ref'' +8, ''Will'' +3
!!Offense
''Speed'' 40 ft.
''Melee'' bite +12 [+14] (1d8+7 [1d8+9] plus grab), 2 claws +13 [+15] (1d6+7) [(1d6+9)]
''Space'' 10 ft.; ''Reach'' 5 ft.
''Special Attacks'' pounce, rake (2 claws +13 [+15], 1d6+7 [1d6+9])
!!Statistics
''Str'' 25 [29], ''Dex'' 15, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 12, ''Cha'' 10
''Base Atk'' +6; ''CMB'' +14 [+16] (+18 [+20] grapple); ''CMD'' 26 [28] (30 [32] vs. trip)
''Feats'' [[Improved Initiative]], [[Run]], [[Skill Focus (Perception)|Skill Focus]], [[Weapon Focus (claw)|Weapon Focus]]
''Skills'' Acrobatics +11, Perception +11, Stealth +7 (+11 in undergrowth); ''Racial Modifiers'' +4 Acrobatics, +4 Stealth (+8 in undergrowth)
!Dire Rat - CR 1/3
XP 135
N Small animal
''Init'' +3; ''Senses'' low-light vision, scent; Perception +4
!!Defense
''AC'' 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
''hp'' 5 [7] (1d8+1) [1d8+3]
''Fort'' +3 [5], ''Ref'' +5, ''Will'' +1
!!Offense
''Speed'' 40 ft., climb 20 ft., swim 20 ft.
''Melee'' bite +1 [+3] (1d4 plus disease) [1d4+3 plus disease]
''Special Attacks'' disease
!!Statistics
''Str'' 10 [14], ''Dex'' 17, ''Con'' 13 [15], ''Int'' 2, ''Wis'' 13, ''Cha'' 4
''Base Atk'' +0; ''CMB'' –1 [+1]; ''CMD'' 12 [14] (16 [18] vs. trip)
''Feats'' [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Climb +11, Perception +4, Stealth +11, Swim +11; ''Racial Modifiers'' uses Dex to modify Climb and Swim
!!Special Abilities
*''Disease (Ex)''
**//Filth fever//: Bite—injury; //save// Fort DC 11 [13]; //onset// 1d3 days; //frequency// 1/day; //effect// 1d3 Dex damage and 1d3 Con damage; //cure// 2 consecutive saves. The save DC is Constitution-based.
[] = w/ Augment Summoning
!Wolf, Dire CR 3
N Large animal
''Init'' +2; ''Senses'' low-light vision, scent; Perception +10
!!DEFENSE
''AC'' 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
''hp'' 37 [47] (5d8+15) [5d8+25]
''Fort'' +7 [+9], ''Ref'' +6, ''Will'' +2
!!OFFENSE
''Speed'' 50 ft.
''Melee'' bite +7 [+9] (1d8+6 plus trip) [1d8+9]
''Space'' 10 ft.; ''Reach'' 5 ft.
!!STATISTICS
''Str'' 19 [23], ''Dex'' 15, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 12, ''Cha'' 10
''Base Atk'' +3; ''CMB'' +8 [+10]; ''CMD'' 20 [22] (24 [26] vs. trip)
''Feats'' [[Run]], [[Skill Focus (Perception)|Skill Focus]], [[Weapon Focus (bite)|Weapon Focus]]
''Skills'' Perception +10, Stealth +3, Survival +1 (+5 scent tracking); ''Racial Modifiers'' +4 Survival when tracking by scent
Combat
You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
You can take advantage of a distracted foe.
''Benefit:'' When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
''Special:'' This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.
Source: Dirty Tactics Toolbox
*''School'' divination
*''Level'' alchemist 4, cleric/oracle 4, inquisitor 4, paladin 3, witch 4; Domain nobility 4
*''Casting Time'' 1 standard action
*''Components'' V, S, DF
*''Range'' close (25 ft. + 5 ft./2 levels)
*''Targets'' one creature/level, no two of which can be more than 30 ft. apart
*''Duration'' concentration, up to 1 round/level
*''Saving Throw'' Will negates
*''Spell Resistance'' no
Each round, you concentrate on one target, who must be within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
Each round, you may concentrate on a different target.
''Prerequisites:'' Bardic performance class feature, Perform (oratory or sing) 10 ranks.
''Benefit:'' Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.
''Source:'' Ultimate Combat
*''School'' illusion (glamer)
*''Level'' alchemist 1, antipaladin 1, bard 1, inquisitor 1, sorcerer/wizard 1; Domain trickery 1
*''Casting Time'' 1 standard action
*''Components'' V, S
*''Range'' personal
*''Target'' you
*''Duration'' 10 min./level (D)
You make yourself - including clothing, armor, weapons, and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
''Source:'' CR 271
''School'' abjuration; Level cleric/oracle 4, inquisitor 4, sorcerer/wizard 5, summoner 4; ''Bloodline'' abyssal 5
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one extraplanar creature
''Duration'' instantaneous
''Saving Throw'' Will negates; see text; ''Spell Resistance'' yes
!DESCRIPTION
This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
You are skilled at the art of dispelling.
''Prerequisites:'' Ability to cast dispel magic.
''Benefit:'' Whenever you attempt a dispel check based on your caster level, you gain a +2 bonus on the check.
''Source:'' Monster Summoner's Handbook
* Abjuration
* ''Level'': Bard 3, Cleric 3, Druid 4, Paladin 3, Sorcerer/Wizard 3
* ''Components'': V, S
* ''Casting Time'': 1 Standard Action
* ''Range'': Medium (100 ft. + 10 ft./level)
* ''Target or Area'': One spellcaster, creature or object
* ''Duration'': Instantaneous
* ''Saving Throw'': None
* ''Spell Resistance'': No
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.
''School'' illusion (glamer); ''Level'' alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 3; Domain protean 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, M (a small loop of leather)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 round/level (D)
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance.
''School'' necromancy; ''Level'' inquisitor 0, magus 0, sorcerer/wizard 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' ray
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' yes
!!DESCRIPTION
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
''Prerequisites:'' 6th-level fighter.
''Benefit:'' The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
''Prerequisite(s):'' Caster level 3rd, ability to cast //augury// or //divination//, must worship a deity.
''Benefit(s):'' Whenever you cast //augury// or //divination//, you receive further guidance from your deity's agents. You gain a +1 sacred bonus if your worship a good deity or a +1 profane bonus if you worship an evil deity (if you worship a neutral deity the type of bonus is either determined by the type of energy you channel with the channel energy class feature or, if you don't have that class ability, your choice upon taking this feat) on all saving throws for 1 minute per caster level of the //augury// or //divination// spell you cast.
''Source:'' Inner Sea Gods
!Divination Implements
Implements of the divination school grant powers related to foresight and remote viewing.
*''Implements''
**Crystal ball, goggles, Harrow deck, headband, lenses.
*''Resonant Powers''
**Each time you invest mental focus into a divination implement, choose one of the following resonant powers. The implement’s bearer gains the benefits of this power until you refresh your focus.
**''Divinatory Focus (Su)''
***The implement increases the accuracy and potency of all divinations cast through it. The bearer can add the implement as an additional focus component to any divination spell he casts. Doing so increases the casting time of the spell by 1 round. He can also use it to replace the focus component for augury, divination, or scrying, which does not increase the casting time of those spells. When using the implement as a focus component in this way, the spellcaster adds the amount of mental focus invested in the implement to his d% roll to gain useful information from the spell or to cast a spell through scrying. He additionally increases the caster level of the spell by 1 for every 4 points of mental focus invested in the implement, to a maximum of 1 + 1/4 your occultist level. You can choose this ability only with a crystal ball or harrow deck.
**''Third Eye (Su)''
***The implement allows its wearer to notice that which cannot easily be seen. As long as the implement stores at least 1 point of mental focus, whoever wears the implement gains low-light vision. If you are 3rd level or higher, as long as the implement stores at least 2 points of mental focus, whoever wears the implement also gains darkvision 60 feet. If you are 7th level or higher, as long as the implement stores at least 4 points of mental focus, whoever wears the implement also gains the effects of see invisibility. If you are 13th level or higher, as long as the implement stores at least 6 points of mental focus, whoever wears the implement also gains blindsense 60 feet. If you are 19th level or higher, as long as the implement stores at least 8 points of mental focus, whoever wears the implement also gains blindsight 30 feet. You cannot choose this ability with a crystal ball, harrow deck, or other implement that isn’t worn.
*''Base Focus Power''
**All occultists that learn to use divination implements gain the following focus power.
**''Flash Insight (Sp)''
***As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. Before the end of your turn, you can use this insight as a free action before you make any ability check, attack roll, or skill check to gain an insight bonus on that check equal to 1/2 your occultist level (minimum +1). You can use this ability only once per turn; if not used by the end of your turn, the insight fades and you gain no benefit.
*''School'' evocation
*''Level'' cleric/oracle 1, inquisitor 1, paladin 1
*''Casting Time'' 1 standard action
*''Components'' V, S, DF
*''Range'' personal
*''Target'' you
*''Duration'' 1 minute
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.
''Source:'' CR 273
''Prerequisite:'' Dex 13.
''Benefit:'' You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
!Dog - CR 1/3
XP 135
N Small animal
''Init'' +1; ''Senses'' low-light vision, scent; Perception +8
!!Defense
''AC'' 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
''hp'' 6 [8] (1d8+2) [1d8+4]
''Fort'' +4 [+6], ''Ref'' +3, ''Will'' +1
!!Offense
''Speed'' 40 ft.
''Melee'' bite +2 [+4] (1d4+1) [1d4+4]
!!Statistics
''Str'' 13 [17], ''Dex'' 13, ''Con'' 15 [19], ''Int'' 2, ''Wis'' 12, ''Cha'' 6
''Base Atk'' +0; ''CMB'' +0 [+2]; ''CMD'' 11 [13] (15 [17] vs. trip)
''Feats'' [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); ''Racial Modifiers'' +4 Acrobatics when jumping, +4 Survival when tracking by scent
!Dolphin - CR 1/2
XP 200
N Medium animal
''Init'' +2; ''Senses'' blindsight 120 ft., low-light vision; Perception +9
!!Defense
''AC'' 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
''hp'' 11 [15] (2d8+2) [2d8+6]
''Fort'' +4 [+6], ''Ref'' +5, ''Will'' +1
!!Offense
''Speed'' swim 80 ft.
''Melee'' slam +3 [+4] (1d4+1) [1d4+4]
!!Statistics
''Str'' 12 [16], ''Dex'' 15, ''Con'' 13 [17], ''Int'' 2, ''Wis'' 13, ''Cha'' 6
''Base Atk'' +1; ''CMB'' +2 [+4]; ''CMD'' 14 [16]
''Feats'' [[Weapon Finesse]]
''Skills'' Perception +9, Swim +13 [+15]; ''Racial Modifiers'' +4 Perception
''SQ'' hold breath
!!Special Abilities
*''Hold Breath (Ex)''
**A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 4, sorcerer/wizard 5, witch 5
!!CASTING
''Casting Time'' 1 round
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one humanoid
''Duration'' 1 day/level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Changing your orders or giving a dominated creature a new command is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect does not automatically dispel it.
''School'' necromancy [fear, mind-affecting]; ''Level'' cleric 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Target'' one living creature
''Duration'' 1 min./level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
''Advanced Class Guide:'' cheat sheath, elixir of the thundering voice, Extra Investigator Talent, investigator
''Advanced Player's Guide:'' alchemical allocation, ant haul, bodyguard, crafter's fortune, detonate, thorn body, touch of the sea
''Alchemy Manual:'' bunch of weird alchemical items
''Inner Sea Gods:'' channel vigor, Deific Obedience
''Inner Sea World Guide:'' aldori dueling sword
''Pathfinder Adventure Path #27:'' dream journal of the pallid seer
''Pathfinder Adventure Path #39:'' elixir of spirit sight
''Pathfinder Society Primer:'' kreighton's perusal, discerning wayfinder
''Technology Guide:'' Technologist
''Ultimate Campaign:'' Inspired
''Ultimate Combat:'' remove sickness
''Ultimate Equipment:'' alchemical equipment, hybridization funnel
!!At the Beginning
*Give each player one antiplague, one antitoxin, one vermin repellent.
*Give the archer 5 raining arrows, 3 slow burn arrows, 2 +1 evil outsider bane arrows, 2 tangle arrows
*Use your Personal Fixer to buy up to 250gp of alchemical, magical, or mundane equipment
*Decide whether to use Attuned to the Citysong or Supernatural Investigator or not
!!Alchemical Allocation Options
*Elixir of Hiding - +10 to Stealth
*Elixir of Spirit Sight - See invisibility & ghost touch
*Elixir of Swimming - +10 to Swim
*Elixir of the Thundering Voice - +10 to Intimidate
*Elixir of Tumbling - +10 to Acrobatics
*Elixir of Vision - +10 to Perception
*Potion of Detonate - area effect energy damage
*Potion of Thorn Body - retaliate against melee attackers
!!At the End
*Check off a box on the psychic awakening if you used the communal resist energy wand
*Check out your expedition - Items to possibly pick up
**Elixir of Elemental Protection - 1,800gp
**Ice Floe Elixir - 2,250gp
**Elixir of the Peaks - 2,450gp
[[Skill Cheat Sheet|Doritian's Skill Cheat Sheet]]
[[Combat Cheat Sheet|Doritian's Combat Cheat Sheet]]
|>|>|>|!3rd level spells|
|!Name|!Source|!Description|
|[[Channel Vigor]]|ISG|Focus your energy into a specific part of your body, giving you various enhancements.|
|[[Heroism]]|CR|Gain a +2 bonus on attack rolls, skill checks, saves.|
|>|>|>|!2nd level spells|
|!Name|!Source|!Description|
|[[Alchemical Allocation]]|APG|Reuse a potion or elixir.|
|[[Darkvision]]|CR|Gain darkvision.|
|[[See Invisibility]]|CR|See invisible creatures.|
|>|>|>|!1st level spells|
|!Name|!Source|!Description|
|[[Ant Haul]]|APG|Triple your carrying capacity|
|[[Comprehend Languages]]|CR|Understand all languages|
|[[Crafter's Fortune]]|APG|+5 to your next craft check|
|[[Cure Light Wounds]]|CR|Heal 1d8+lvl damage|
|[[Disguise Self]]|CR|Change appearance to another humanoid|
|[[Endure Elements]]|CR|Exist comfortable in hot or cold regions|
|[[Expeditious Retreat]]|CR|Your base speed increases by 30 ft.|
|[[Shield]]|CR|Invisible disc gives +4 to AC, blocks magic missiles.|
|[[Touch of the Sea]]|APG|Gain a swim speed of 30 ft.|
White = learned free from leveling
|!Qt.|!Item |!Location |!Cost |!Weight|
|1 |[[acid flask]] |In Backpack |3.3gp |1 |
|2 |[[acid neutralizer]] |In Backpack |5gp |- |
|4 |[[alchemist's fire]] |In Backpack |6.7gp |4 |
|4 |[[alchemist's kindness]] |In Backpack |.3gp |- |
|1 |[[alchemist's kit]] |In Backpack |40gp |24 |
|1 |[[alchemist's lab]] |At Home |200gp |40 |
|6 |[[antiplague]] |In Backpack |16.7gp|- |
|6 |[[antitoxin]] |In Backpack |16.7gp|- |
|3 |[[artokus's fire]] |In Backpack |33.3gp|3 |
|1 |//[[bead of newt prevention]]// |On Person |1000gp|- |
|1 |//+1 [[benevolent|benevolent armor]] mithral chain shirt// |Armor Slot |4300gp|12.5 |
|2 |[[blood-boiling pill]] |In Backpack |25gp |- |
|1 |[[bottled lightning]] |In Backpack |13.3gp|1 |
|2 |[[burst jar]] |In Backpack |11.7gp|2 |
|1 |//[[chalice of communal dweomer]]// |On Person |3750gp|1 |
|1 |[[cheat sheath]] |In Backpack |100gp |2 |
|1 |Chronicle of Kyonin |In Backpack |50gp |- |
|1 |//[[cloak of resistance +2|cloak of resistance]]// |Shoulder Slot |4000gp|1 |
|1 |cold iron dagger |On Person |4gp |1 |
|4 |[[congealer spray]] |In Backpack |5gp |- |
|3 |[[desiccating lubricant]] |In Backpack |10gp |- |
|1 |//[[discerning wayfinder]]// |On Person |5PA |1 |
|1 |//[[dream journal of the pallid seer]]// |At Home |600gp |2 |
|10 |earplugs |In Backpack |.03gp |- |
|1 |ear trumpet |In Backpack |5gp |2 |
|1 |//[[elixir of hiding]]// |In Backpack |250gp |- |
|1 |//[[elixir of spirit sight]]// |In Backpack |1000gp|- |
|1 |//[[elixir of swimming]]// |In Backpack |250gp |- |
|1 |//[[elixir of the thundering voice]]// |In Backpack |250gp |- |
|1 |//[[elixir of tumbling]]// |In Backpack |250gp |- |
|1 |//[[elixir of vision]]// |In Backpack |250gp |- |
|2 |//+1 evil outsider bane arrows// |In Backpack |167gp |- |
|1 |//[[handy haversack]]// |On Person |2000gp|5 |
|1 |//[[headband of INT +2 (UMD)|headband of vast intelligence]]// |Headband Slot |4000gp|1 |
|2 |[[holy water]] |In Backpack |8.3gp |2 |
|3 |[[holy weapon balm]] |In Backpack |10gp |1.5 |
|1 |//[[hybridization funnel]]// |In Backpack |200gp |2 |
|1 |[[impact foam]] |In Backpack |8.3gp |1 |
|1 |leather armor |At Home |10gp |15 |
|1 |[[liquid ice]] |In Backpack |13.3gp|2 |
|1 |//+1 longspear// |On Person |2305gp|9 |
|1 |longspear |On Person |5gp |9 |
|2 |[[lyddric essence]] |In Backpack |6.7gp |2 |
|1 |masterwork aldori dueling sword |On Person |320gp |3 |
|1 |masterwork thieves' tools |In Backpack |100gp |2 |
|2 |[[mimic fibers]] |In Backpack |10gp |- |
|1 |//[[pathfinder pouch]]// |On Person |1000gp|1 |
|1 |//potion of [[Detonate]]// |In //Chalice// |1400gp|- |
|1 |//potion of [[Thorn Body]]// |In Backpack |1400gp|- |
|5 |[[raining arrow]] |In Backpack |10gp |- |
|1 |rope (50ft) |On Person |1gp |10 |
|5 |[[rusting powder]] |In Backpack |20gp |- |
|1 |scroll of [[Magic Weapon]] |In Backpack |25gp |- |
|1 |scroll of [[Protection from Evil]] |In Backpack |25gp |- |
|1 |scroll of [[Remove Fear]] |In Backpack |25gp |- |
|1 |scroll of [[Remove Sickness]] |In Backpack |25gp |- |
|1 |scroll of [[Silent Image]] |In Backpack |25gp |- |
|1 |[[shard gel]] |In Backpack |8.3gp |1 |
|2 |[[silence dust]] |In Backpack |20gp |2 |
|1 |silver light mace |On Person |25gp |4 |
|3 |skeleton key |In Backpack |85gp |- |
|3 |[[slime grenade]] |In Backpack |33.3gp|9 |
|1 |sling |On Person |0gp |- |
|10 |sling bullets |On Person |.1gp |5 |
|3 |[[slow burn arrow]] |In Backpack |33.3gp|- |
|2 |[[soul stimulant]] |In Backpack |100gp |- |
|2 |[[suffocating powder]] |In Backpack |15gp |4 |
|3 |[[sun rod]] |In Backpack |.7gp |3 |
|1 |sword cane |On Person |45gp |4 |
|2 |//[[tangle arrows]]// |In Backpack |266gp |- |
|3 |[[tangleburn bag]] |On Person |50gp |15 |
|2 |[[tanglefoot bag]] |In Backpack |16.7gp|8 |
|3 |[[tindertwig]] |In Backpack |.3gp |- |
|2 |[[tunnel creeper]] |In Backpack |93.3gp|2 |
|1 |[[vapors of easy breath]] |In Backpack |25gp |3 |
|8 |[[vermin repellent]] |In Backpack |1.7gp |- |
|1 |Wand of [[Bless]] (21 charges) |In Backpack |315gp |- |
|1 |Wand of [[Burning Hands]] (~CL3, 3/4 charges) |On Person |180gp |- |
|1 |Wand of [[Communal Resist Energy]] (~CL7, 9/10 charges) |In Wrist Sheath|3150gp|- |
|1 |Wand of [[Cure Light Wounds]] |On Person |750gp |- |
|1 |Wand of [[Disguise Self]] (4/5 charges) |On Person |75gp |- |
|1 |Wand of [[Lesser Restoration]] (17 charges) |In Backpack |1530gp|- |
|1 |Wand of [[Kreighton's Perusal]] (35/50 charges) |On Person |2PA |- |
|3 |[[wismuth salix]] |In Backpack |10gp |- |
In Backpack - 109.5 lbs
On Person - 82.5 lbs
*''Acrobatics'' +7
**+10 competence //(Elixir of Tumbling)//
*''Appraise'' +10
*''Bluff'' +8
**+2 to influence residents of Brevoy //(Bound for Brevoy)//
**+2 vs. the faithful of Razmir //(Inside Connection)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Climb'' +5
*''Craft (alchemy)'' +16
**+8 to make alchemical items //(Alchemy)//
*''Diplomacy'' +13
**+1d8 Inspiration for free //(Expanded Inspiration)//
**+2 vs. dwarves //(Five Kings Negotiator)//
**+2 vs. aristocrats from the Inner Sea //(The Court Grows (Baron Bomande Rudyahm or Count Falroun Matsanda))//
**+2 to influence residents of Brevoy //(Bound for Brevoy)//
**+2 vs. the faithful of Razmir //(Inside Connection)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
*''Disable Device'' +17
**+2 circumstance bonus when using the tools //(Masterwork Thieves' Tools)//
**+5 alchemical vs. metal locks or traps, but 75% chance the items is destroyed afterwards (or 100% if check fails) //(Rusting Powder)//
*''Disguise'' +6
**+2 vs. the faithful of Razmir //(Inside Connection)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Escape Artist'' +7
*''Heal'' +5
**+1d8 Inspiration for free //(Expanded Inspiration)//
*''Intimidate'' +7
**+2 to influence residents of Brevoy //(Bound for Brevoy)//
**+2 vs. the faithful of Razmir //(Inside Connection)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+10 competence //(Elixir of the Thundering Voice)//
*''Knowledge (arcana)'' +15
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+5 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**Roll twice and take the highest while on the Isle of Kortos //(The Court Grows (Lady Darchana), ~Three-Time Use)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 or treat the result as a 25 //(Aggressive Researcher, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (dungeoneering)'' +15
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+5 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (engineering)'' +14
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+6 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (geography)'' +14
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+6 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 in Taldor //(Tristeza House)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (history)'' +13
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+5 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 or treat the result as a 25 //(Aggressive Researcher, ~One-Time Use)//
**+5 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (local)'' +14
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+6 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (nature)'' +14
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+6 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (nobility)'' +15
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+5 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 about Tian Xia or its citizens //(Dragon Empires Expert, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (planes)'' +15
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+5 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+1 vs. demons //(Demonic Scholar)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 or treat the result as a 25 //(Aggressive Researcher, ~One-Time Use)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (religion)'' +15
**+1d8 Inspiration for free //(Inspiration)//
**+5 on a check at the beginning of the adventure //(~Oft-Lectured)//
**+5 if you spend a minute calling in a favor //(Confidante, Twice Per Scenario)//
**+2 on elves, elven settlements, elven history when the chronicle is used as a reference for 1d4 rounds //(Chronicle of Kyonin)//
**+5 vs. the Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Linguistics'' +10
**+1d8 Inspiration for free //(Inspiration)//
**+5 to decipher Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien //(Dragon Empires Expert, ~One-Time Use)//
*''Perception'' +12
**+1d8 Inspiration for free //(Expanded Inspiration)//
**+4 vs. traps //(Trapfinding)//
**+10 competence //(Elixir of Vision)//
*''Profession (sailor)'' +5
*''Sense Motive'' +12
**+1d8 Inspiration for free //(Expanded Inspiration)//
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
*''Sleight of Hand'' +6
*''Spellcraft'' +16
**+1d8 Inspiration for free //(Inspiration)//
**+2 to learn a spell from a spellbook or scroll, prepare a spell from a borrowed spellbook, identify the properties of a magic item using //detect magic//, or decipher a scroll //(Cheat Sheath)//
**Roll twice and take the highest while on the Isle of Kortos //(The Court Grows (Lady Darchana), ~Three-Time Use)//
*''Stealth'' +7
**+5 to avoid being heard while walking //(Silence Dust)//
**+10 competence //(Elixir of Hiding)//
*''Survival'' +1 //(untrained)//
**+2 in Taldor //(Tristeza House)//
*''Swim'' +0 //(untrained)//
**+10 competence //(Elixir of Swimming)//
*''Use Magic Device'' +13
**+1 for one scenario, increases to +4 when activating an item blindly //(Practiced Artificer, ~One-Time Use)//
| !Skill | !Ability | !Ranks | !Class Skill | !Other | !Total |
|Acrobatics | 2 | 2 | 3 | | +7 |
|Appraise | 5 | 2 | 3 | | +10 |
|Bluff | 2 | 3 | 3 | | +8 |
|Climb | 0 | 2 | 3 | | +5 |
|Craft (alchemy) | 5 | 8 | 3 | (+8 to make items) | +16 |
|Diplomacy | 2 | 8 | 3 | | +13 |
|Disable Device | 2 | 8 | 3 | +4 (trapfinding) | +17 |
|Disguise | 2 | 1 | 3 | | +6 |
|Escape Artist | 2 | 2 | 3 | | +7 |
|Heal | 1 | 1 | 3 | | +5 |
|Intimidate | 2 | 2 | 3 | | +7 |
|Knowledge (arcana) | 5 | 3 | 3 | +4 obedience | +15 |
|Knowledge (dungeoneering)| 5 | 3 | 3 | +4 obedience | +15 |
|Knowledge (engineering) | 5 | 2 | 3 | +4 obedience | +14 |
|Knowledge (geography) | 5 | 2 | 3 | +4 obedience | +14 |
|Knowledge (history) | 5 | 2 | 3 | +4 obedience | +14 |
|Knowledge (local) | 5 | 2 | 3 | +4 obedience | +14 |
|Knowledge (nature) | 5 | 2 | 3 | +4 obedience | +14 |
|Knowledge (nobility) | 5 | 3 | 3 | +4 obedience | +15 |
|Knowledge (planes) | 5 | 3 | 3 | +4 obedience | +15 |
|Knowledge (religion) | 5 | 3 | 3 | +4 obedience | +15 |
|Linguistics | 5 | 2 | 3 | | +10 |
|Perception | 1 | 8 | 3 | (+4 vs. traps) | +12 |
|Profession (sailor) | 1 | 1 | 3 | | +5 |
|Sense Motive | 1 | 8 | 3 | | +12 |
|Sleight of Hand | 2 | 1 | 3 | | +6 |
|Spellcraft | 5 | 8 | 3 | | +16 |
|Stealth | 2 | 2 | 3 | | +7 |
|Use Magic Device | 2 | 8 | 3 | | +13 |
!Doritian Higgenstrom
Male Human Investigator 8
N humanoid (human)
''Init'' +2; ''Senses'' Perception +11 (+14 vs. traps)
!Defenses
''AC'' 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
''hp'' 51 (8d8+8)
''Fort'' +5, ''Ref'' +10, ''Will'' +9; +6 vs. poison
''Defensive Abilities'' trap sense +2
!Offense
''Speed'' 30 ft.
''Melee'' //+1 longspear// +7/+2 (1d8+1)
''Ranged'' weapon +8
''Special Attacks'' inspiration (1d8, 9/day), studied combat (+4, 5 rounds), studied strike (3d6)
[[Investigator Extracts|Doritian's Formulae Book]] (CL 8):
*3rd level - 3/day
*2nd level - 5/day
*1st level - 6/day
!Statistics
''Str'' 11, ''Dex'' 14, ''Con'' 12, ''Int'' 20, ''Wis'' 12, ''Cha'' 14
''Base Atk'' +6; ''CMB'' +6; ''CMD'' 18
''Feats'' [[Bodyguard]], [[Combat Reflexes]], [[Deific Obedience (Irori)|Deific Obedience]], [[Extra Investigator Talent]], [[Technologist]]
''Traits'' [[Adopted]] ([[Helpful]]), [[Inspired]]
[[Skills|Doritian's Skills]] Acrobatics +7, Appraise +10, Bluff +8, Climb +5, Craft (alchemy) +16 (+24 to make items), Diplomacy +13, Disable Device +17, Disguise +6, Escape Artist +7, Heal +5, Intimidate +7, Knowledge (arcana, dungeoneering, nobility, planes, religion) +15, Knowledge (engineering, geography, history, local, nature) +14, Linguistics +10, Perception +12 (+16 vs. traps), Profession (sailor) +5, Sense Motive +12, Sleight of Hand +6, Spellcraft +16, Stealth +7, Use Magic Device +13
''Languages'' Aklo, Hallit, Polyglot, Taldane, Tian, Vudrani
''SQ'' alchemy, inspiration (8/day), investigator talents (amazing inspiration, effortless aid, expanded inspiration, quick study), keen recollection, trapfinding +4
[[Gear List|Doritian's Gear List]]
[[Cheat Sheet|Doritian's Cheat Sheet]]
!Special Abilities
*''Alchemy (Ex)''
**Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.
**When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
**Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. The power they lend creates powerful effects, but also binds the extract’s effect to its creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.
**An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table 1–7. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
**When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
**Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
**An investigator uses the alchemist formulae list (Pathfinder RPG Advanced Player’s Guide 32), which determines the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is 10 + the extract’s level + the investigator’s Intelligence modifier.
**An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formulae that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying them.
*''Amazing Inspiration (Ex)''
**When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result. An investigator must be at least 7th level to select this talent.
*''Effortless Aid (Ex)''
**The investigator can use an aid another action as a move action instead of as a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action.
*''Expanded Inspiration (Ex)''
**An investigator can use inspiration on any Diplomacy, Heal, Perception, Profession, or Sense Motive checks without expending a use of inspiration, provided he’s trained in the skill.
*''Inspiration (Ex)''
**An investigator is beyond skilled and knowledgeable—he also possesses keen powers of observation and deduction above and beyond the abilities of others. An investigator typically uses these powers to aid in their investigations, but can use these flashes of inspiration for other situations.
**An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence bonus, minimum 1. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check (including any he takes 10 or 20 on). This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided he’s trained in that skill.
**Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
*''Keen Recollection''
**At 3rd level, an investigator can make all Knowledge skills untrained.
*''Poison Lore (Ex)''
**An investigator has a deep understanding and appreciation for poisons. Starting at 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator takes minute and physical examine the poison, he can make a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) to identify any magical poison (DC to identify is equal to the poison’s saving throw DC). Lastly, once a poison is identified, he can spend one minute and make a Craft (alchemy) check (DC equal to the poison’s saving throw DC) to neutralize one dose of the poison. This renders the dose harmless. The investigator has no chance of accidently poisoning himself when examining or attempting to neutralize a poison.
*''Poison Resistance (Ex)''
**At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
*''Quick Study (Ex):''
**An investigator can use his studied combat ability as swift action instead of a standard action.
*''Studied Combat (Ex)''
**With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
**An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
*''Studied Strike (Ex)''
**At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
**If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
**The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
*''Swift Alchemy (Ex)''
**At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.
*''Trapfinding''
**An investigator adds half his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
*''Trap Sense (Ex)''
**At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps giving him a +1 bonus on Reflex saving throws made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase to +2 when the investigator reaches 6th level, and by 1 for every third level thereafter.
!Faction Card
*Season 7 Sovereign Court
**Rewards - 2 goals
***''CONFIDANTE'' (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
***ADVOCATE (4+ goals): When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce the cost of awards that cost 4 or more Prestige Points by 1.
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***(1/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
***--(1/1) - Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.--
***(0/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
***(2/3) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
***(1/2) - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.
***--(1/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.--
***(0/1) - Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.
***(0/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
!!Boons
*''Acquainted with Aslynn''
**The entity known as Aslynn knows who you are and what you did in the Forae Logos. Whether this is to your advantage or detriment is as yet unknown.
*''Aggressive Researcher''
**You have proven your mettle in Absalom’s greatest libraries, and in the course of your research, you uncovered many facts that were not immediately relevant but might one day prove useful. You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check.
*''Alkenstar Prototype (Sovereign Court Faction)''
**Your contacts in Alkenstar have invited you to test an experimental firearm. You may cross this boon off your Chronicle sheet at the beginning of a scenario to gain a musket or pistol (Pathfinder RPG Ultimate Equipment 45–46) and 20 paper cartridges (Ultimate Equipment 42). You must relinquish this firearm (or whatever fragments of it remain, if destroyed) and any leftover ammunition at the end of the scenario. This firearm is modified by one of the following effects of your choice.
**//Increased Stopping Power:// The firearm deals damage as though it were one size category larger.
**//Intuitive:// You may use this weapon as though you were proficient in its use.
**//Rifling:// The range increment of this firearm increases by 50%.
*''An Alchemical Discovery''
**Following the battle Anobaith in the basement of the Tristiza House, you were able to locate Taergan Flinn’s notes and discovered that he developed a handful of incredible potions and extracts. Now that the Tristiza House is in the hands of Cassomir, the town uses these discoveries to bring wealth to the local shopkeepers and townsfolk. So long as you possess this boon, this character can purchase the following potions as if they appeared on the Additional Resources page: potion of cure critical wounds, potion of detonate (Pathfinder RPG Advanced Player’s Guide 215), and potion of thorn body (Advanced Player’s Guide 248). The market price of each potion is 1,400 gp (CL 7th).
*''A Piece of Time'' //(2 boxes remaining)//
**You rescued Dern Fosimuth, an aging member of the adventuring group known as the Golden Watch. To assist you in your coming trials, he has given you his piece of a weirding watch, a fragmented magic item that grants limited control over time. As a swift action, you can activate the watch fragment to gain the benefit of haste (CL 5th) for 3 rounds. You can only activate this ability once per day, and each time you do so, check one of the boxes below. Upon checking the last box, the fragment’s magic is spent; cross this boon off your Chronicle sheet. Unlike a standard weirding watch fragment, your piece does not interact with or benefit from the activation of other weirding watches.
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Bound for Brevoy''
**The key to uniting an army lies in Brevoy, and to prepare, you have begun training to deal with the locals. You gain a +2 bonus on Charisma-based skill checks made to influence residents of Brevoy, and you reduce the non-proficient penalty for the Aldori dueling sword to –2.
*''Budding Friendship''
**You have done a favor for Lady Silviana in Absalom, and she is willing to repay the favor. If you would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, you can cross this boon off your Chronicle sheet to earn 1 Prestige Point instead.
*''Confirmed Field Agent''
**Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. --Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).--
*''~Cross-Cultural Empath''
**Despite differences in language and culture, you are able to acquire allies and forge friendships. Choose a humanoid subtype other than your own. For the duration of the scenario, you gain a +1 bonus on Diplomacy and Sense Motive checks with creatures of that subtype, and you may make a DC 10 Intelligence, Wisdom, or Charisma check to communicate basic concepts with said creatures even if you do not share a language. When this boon is used, cross it off this Chronicle sheet.
*''Demonic Scholar''
**You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
*''Desperate Bargain''
**Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Essential Field Agent (5th-Level, 3 Stars)''
**At Kreighton Shaine’s recommendation, the Pathfinder Society recognizes you as a particularly promising agent worth special effort to preserve for future missions. Your //wayfinder// is decorated with magical silver filigree that does not interfere with the //wayfinder//’s normal functions and acts as an //aegis of recovery// that heals you for a number of points of damage equal to 2d8 plus twice your number of GM stars the next time you fall below 0 hit points. When this ability triggers, the filigree tarnishes and loses this extra ability; cross this boon off your Chronicle sheet.
*''Explore, Report, Cooperate''
**You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
*''Faithless''
**Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Horn of Aroden''
**You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari’s minions. This instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun and in Mendev’s fight against the Worldwound.
*''Impossible Feat''
**The extraordinary actions possible within a dream might not be possible while awake, but you nonetheless dream of performing a similarly spectacular deed. You may cross this boon off your Chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the six-sided die again and combine the results. You may repeat this process up to twice for a maximum additional bonus of +18.
*''Inside Connection''
**You are familiar with the cult of Razmir and receive a +2 bonus on all Charisma-based skill checks against the faithful of Razmir.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Master of Shadows''
**You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''~Oft-Lectured (3rd-level, 2 Stars)''
**The Master of Scrolls is known for his rambling, esoteric talks that favor the elf’s train-of-thought speech patterns. Where others might have lost interest, you have gleaned a multitude of academic knowledge from Shaine’s disjointed thoughts and theories. When you roll a Knowledge check at the beginning of an adventure (such as immediately after a receiving a mission), you gain a bonus on the check equal to your number of GM stars.
*''Outstanding Bounty''
**You have an outstanding bounty document issued by the City of Brass on the Plane of Fire, and you have also secured proof that you have fulfilled the bounty’s conditions. While adventuring in the City of Brass, you can turn in the bounty document in order to restore 4 previously spent Prestige Points. Alternatively, you can give the bounty document to a native of the Plane of Fire with an Intelligence score of at least 8 in order to gain a +10 bonus on any Diplomacy checks made to influence it. You must cross the boon off your Chronicle sheet in order to use either of this boon’s benefits.
*''Personal Guard (Sovereign Court Faction)''
**You have earned the service of a loyal Ulfen bodyguard who accompanies you on your adventures. This character counts as a follower vanity, not taking any space on the battlefield or otherwise serving as a combatant. The body guard grants you a constant +1 bonus to your AC against attack rolls to confirm critical hits. If you would take damage from a critical hit or sneak attack, you can choose for your bodyguard to absorb 20 points of damage from the attack, though this kills the follower. You can spend 4 Prestige Points between adventures to recruit a new bodyguard.
*''Portable Technologist''
**The explorer Isirah Tana may be constrained to the compact AI core into which she’s imprinted, yet she remains as eager to explore as ever. Even though Society scholars jostle for the opportunity to learn from Isirah directly, you can borrow her for the duration of one adventure. During this time, you can perform skill checks and other tasks as though you possessed the [[Technologist]] feat, and at the end of the adventure, you can freely retrain one feat into the [[Technologist]] feat. Alternatively, you can collaborate with Isirah before an adventure in order to restore 1d4+1 charges to one timeworn weapon, armor, or item. After you use either of these benefits, cross this boon off your Chronicle sheet.
*''Practiced Artificer''
**Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Ragdya’s Blessing''
**Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.
*''Redoubt’s Repairs''
**Your discoveries in the Red Redoubt of Karamoss have expanded the Pathfinder Society’s understanding of the advanced technology of Numeria, and you can use these findings and tools to extend the lifespan of a broken piece of equipment. You can forgo your Day Job check and cross this boon off your Chronicle sheet in order to restore 1d4+1 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+5 charges to the item. Any charges that exceed the item’s maximum capacity are lost.
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Stolen Deeds''
**You have recovered several stolen deeds from the Razmiran stronghold. If you kept them for yourself, you find that having the paperwork makes securing the stolen properties easier. If you instead did what you could to return them to their proper owners, you develop a reputation as being a good neighbor. Either way, purchasing any property in Absalom costs 1 less PP than normal (minimum 1).
*''Supernatural Investigator''
**A history of solving mysteries and sniffing out renegades has trained you to look in all of the right places. You gain a +1 competence bonus on Knowledge, Perception, and Survival checks to find clues, locate hidden compartments, and identify tracks, lasting until the end of the scenario in which the boon is used. When this bonus is used, cross it off your Chronicle
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''The Court Grows (Baron Bomande Rudyahm or Count Falroun Matsanda; Sovereign Court Faction)'' //(1 box left)//
**You have impressed an influential aristocrat from Alkenstar and taken an important step in recruiting him into the Sovereign Court. You have received a praise-laden letter of reference from your contact, and if you show this letter to an aristocrat native to the Inner Sea region, you gain a +2 bonus on any Diplomacy check made to influence him or her. You may also check the box included with this boon to use the letter in requisitioning a valuable tool while in Alkenstar; acquire any one item worth 150 gp or less (400 gp or less if you earned this boon in Subtier 4–5) for free. The item is a gift and has no resale value. The letter of reference provides no further benefits once you have checked the box, but the boon may grant other benefits in future adventures.
*''The Court Grows (Lady Darchana of House Madinani)'' //(3 boxes left)//
**You have impressed Lady Darchana, Second Spell Lord of Absalom, and taken an important step in recruiting her to Lady Gloriana Morilla’s cause. You can use this boon and check one of the boxes before attempting a Knowledge (arcana) or Spellcraft check on the Isle of Kortos to roll twice and take the better result. You can attempt such a check untrained. You cannot use this ability if all three boxes are checked, but the boon may grant other benefits in future adventures.
*''Tristeza House (Special Reward)''
**Having cleansed Tristeza House, an estate in northern Taldor, of its evil inhabitants, impressed the citizens of Hope’s Hollow, and made the Verduran Forest a safer place, the city of Cassomir has recognized your accomplishments with ceremonies and property. Increase your Prestige Points and Fame earned for this Chronicle sheet by 2 (1 for slow track). In addition, you are the owner of Tristeza House, granting you a +2 bonus on Knowledge (geography) and Survival checks made while in Taldor.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
[[Doritian's Additional Resources]]
''School'' conjuration (creation) [draconic]; ''Level'' antipaladin 3, arcanist 3, bloodrager 3, occultist 3, paladin 3, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner 3, summoner (unchained) 3
!!Casting
''Casting Time'' 10 minutes
''Components'' V, S, M (a scale from a dragon and 250 gp)
!!Effect
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' one intelligent draconic servant
''Duration'' 1 day/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!Description
You create a semi-living intelligent draconic servant that loyally obeys and serves you. Treat this servant as a pseudodragon with all of the abilities granted by one of the following spells: form of the alien dragon I, form of the dragon I, or form of the exotic dragon I. Your draconic ally can use its breath weapon once per day. Once conjured, the creature is not limited to the spell’s range, and can go a considerable distance to carry out missions at your command. The draconic ally speaks one language of your choice that you know. You cannot have more than one draconic ally at a time. As long as a previous ally exists, you cannot successfully cast this spell again. If you have a breath weapon, you can cast this spell as a standard action by expending one use of your breath weapon as a free action when you cast the spell.
Clerics, inquisitors, oracles, and warpriests who worship Apsu or Dahak add draconic ally to their spell lists as a 3rd-level spell.
Source: Legacy of Dragons
''School'' evocation [acid, cold, electricity, or fire]; ''Level'' alchemist 3, sorcerer/wizard 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a scale from dragon that produces the energy you seek to absorb)
!!EFFECT
''Range'' touch
''Targets'' creature touched
''Duration'' 10 minutes/level or until discharged; see text
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
Draconic reservoir functions as protection from energy, absorbing 6 points of one type of energy damage per caster level (acid, cold, electricity, or fire, maximum 60 points). Each round, as a swift action, the subject can release 1d6 points of the absorbed energy and apply it to any melee attack, as if using an acidic, flaming, frost, or shock weapon. The first creature the subject strikes with this attack takes the energy damage in addition to any other consequences of the attack.
Releasing energy in this way does not "free up" space to absorb still more energy; the maximum amount of energy the spell can absorb remains fixed. The subject cannot release more energy than he currently has absorbed. Once the subject has absorbed all the energy allowed by the spell, he takes damage as normal from that energy type. Once the energy has been released, the spell is discharged.
Draconic reservoir does not stack with protection from energy.
Draconic reservoir overlaps (and does not stack with) resist energy. If a character is warded by draconic reservoir and resist energy, draconic reservoir absorbs damage until it reaches its maximum limit.
!Dretch - CR 2
CE Small outsider (chaotic, demon, evil, extraplanar)
''Init'' +0; ''Senses'' darkvision 60 ft.; Perception +5
!!Defense
''AC'' 14, touch 11, flat-footed 14 (+3 natural, +1 size)
''hp'' 18 [22] (2d10+7) [2d10+11]
''Fort'' +5 [+7], ''Ref'' +0, ''Will'' +3
''DR'' 5/cold iron or good; ''Immune'' electricity, poison; ''Resist'' acid 10, cold 10, fire 10
!!Offense
''Speed'' 20 ft.
''Melee'' 2 claws +4 [+6] (1d4+1) [1d4+3], bite +4 [+6] (1d4+1) [1d4+3]
''~Spell-Like Abilities'' (CL 2nd)
*1/day—[[cause fear|Cause Fear]] (DC 11), [[stinking cloud|Stinking Cloud]] (DC 13), summon (level 1, 1 dretch 35%)
!!Statistics
''Str'' 12 [16], ''Dex'' 10, ''Con'' 14 [16], ''Int'' 5, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +2; ''CMB'' +2 [+4]; ''CMD'' 12 [14]
''Feats'' [[Toughness]]
''Skills'' Escape Artist +5, Perception +5, Stealth +9
''Languages'' Abyssal (cannot speak); telepathy 100 ft. (limited to Abyssal-speaking targets)
!Dust Mephit - CR 3
N Small outsider (air)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only in dusty environments)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic
!!OFFENSE
''Speed'' 30 ft., fly 50 ft. (perfect)
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d4 slashing and sickened, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/hour — [[Blur]]
*1/day — [[Wind Wall]], summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of dust that deals 1d4 slashing damage. The dust also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.
* Abjuration
* ''Level'' sorcerer/wizard 3
* ''Casting Time'' 1 immediate action
* ''Components'' V
* ''Range'' Long (400 f. + 40 f./level) Target one creature you counterspelled since your last turn
* ''Duration'' instantaneous
* ''Saving Throw'' none
* ''Spell Resistance'' yes
You may only cast this spell immediately after successfully counterspelling an opponent. Drawing upon the residual energy of the countered spells, you gain a number of temporary hit points equal to the level of the countered spell plus your Charisma or Intelligence modifier (for sorcerers and wizards, respectively); your counterspelled opponent takes damage equal to this amount.
If the countered spell was at least 4th level, you and your opponent make opposed concentration checks. If you beat your opponent by 10 or more, you retain this spell (or its spell slot, if you are a sorcerer) as if you had not cast it.
!Eagle - CR 1/2
XP 200
N Small animal
''Init'' +2; ''Senses'' low-light vision; Perception +10
!!Defense
''AC'' 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
''hp'' 5 [7] (1d8+1) [1d8+3]
''Fort'' +3 [+5], ''Ref'' +4, ''Will'' +2
!!Offense
''Speed'' 10 ft., fly 80 ft. (average)
''Melee'' 2 talons +3 [+3] (1d4) [1d4+2], bite +3 [+3] (1d4) [1d4+2]
!!Statistics
''Str'' 10 [14], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 2, ''Wis'' 15, ''Cha'' 7
''Base Atk'' +0; ''CMB'' –1 [+1]; ''CMD'' 11 [13]
''Feats'' [[Weapon Finesse]]
''Skills'' Fly +8, Perception +10; ''Racial Modifiers'' +8 Perception
''School'' evocation [sonic]; ''Level'' bard 1, inquisitor 1, sorcerer/wizard 1, witch 1
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' instantaneous; see text
''Saving Throw'' Fortitude partial (see text); ''Spell Resistance'' yes
!DESCRIPTION
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.
Source: Ultimate Magic
!Earth Mephit - CR 3
N Small outsider (earth)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only underground)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic
!!OFFENSE
''Speed'' 30 ft., fly 50 ft. (perfect)
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d8 bludgeoning, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/day — [[Soften Earth and Stone]], summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of rocks that deals 1d8 bludgeoning damage.
*''Change Size''
**Once per day, an earth mephit can enlarge one size category, as //enlarge person//, except that it only works on the earth mephit. This power acts as a 2nd-level spell.
Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views.
''Benefit:'' You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Source: Advanced Player's Guide
''Discipline'' Metacreativity (Creation)
''Level'' Shaper 1
!MANIFESTING
''Display'' Material
''Manifesting Time'' 1 minute
!EFFECT
''Range'' 0 ft.
''Effect'' Unattended, non-psionic, non-magical object of nonliving matter, up to 1 cu. ft./level
''Duration'' 1 hour/level (D)
''Saving Throw'' None; ''Power Resistance'' No
''Power Points'' 1
!DESCRIPTION
You shape raw ectoplasm into a nonmagical, unattended object of nonliving, organic matter. The volume of the item created cannot exceed 1 cubic foot per manifester level. You must succeed on an appropriate Craft skill check to make a complex item. Attempting to use any created object as a material component for spells causes the spell to fail.
''Discipline'' Metacreativity (Creation)
''Level'' Psion/Wilder 1
!MANIFESTING
''Display'' Visual and olfactory
''Manifesting Time'' 1 standard action
!EFFECT
''Range'' Close (25 ft. + 5 ft./2 levels)
''Target or Area'' One object or a 10-ft. square
''Duration'' 1 round/level (D)
''Saving Throw'' See power text; ''Power Resistance'' No
''Power Points'' 1
!DESCRIPTION
You draw forth ectoplasm in an area, causing the surface to become slick. Any creature in the area when the power is manifested must make a successful Reflex save or fall. A creature can walk within or through the area of ectoplasm at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. The power can also be used to create a greasy coating on an item. Material objects not in use are always affected by this power, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the affected item. A creature wearing affected armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
''Augment'' If you spend 6 additional power points, each target that fails a Reflex save to remain standing and falls must first make a Strength check (with the same DC as the Reflex save) to stand. In addition, for every two additional power points you spend augmenting this power, the power’s save DC increases by 1.
''Discipline:'' Metacreativity (Creation); ''Level:'' Cryptic 0, marksman 0, psion/wilder 0, psychic warrior 0
!!MANIFESTING
''Display:'' Material
''Manifesting Time:'' 1 standard action
!!EFFECT
''Range:'' 0 ft.
''Effect:'' Unattended, nonpsionic, nonmagical object of nonliving matter, up to 1 cu. ft.
''Duration:'' 1 minute/level (D)
''Saving Throw:'' None ; ''Power Resistance:'' No
''Power Points:'' Psionic focus or 1
!!DESCRIPTION
You shape raw ectoplasm into a nonmagical, unattended object of nonliving matter. The item created cannot exceed 1 cubic foot in volume or 1 gp in value. You must succeed on an appropriate Craft skill check to make a complex item. Coins and other objects of rare and precious materials (such as adamantine, cold iron, silver, etc.) cannot be created. Objects created in this manner may be used as tools, but have 1 hp and 0 hardness; they are too fragile to be used as weapons except for arrows, bolts, bullets, darts, and shuriken (manifesting this power will create up to three of such at once). Attempting to use any created object as a material component for spells causes the spell to fail.
''Prerequisites:'' Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd.
''Benefit:'' Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
*''Arcane''
**''Arcane Bond (Su):'' At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.
!Electric Eel - CR 2
N Small animal
''Init'' +6; ''Senses'' low-light vision; Perception +4
!!Defense
''AC'' 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
''hp'' 17 [21] (2d8+8) [2d8+12]
''Fort'' +7 [+9], ''Ref'' +5, ''Will'' +0
''Resist'' electricity 10
!!Offense
''Speed'' 5 ft., swim 30 ft.
''Melee'' bite +3 [+5] (1d6+1) [1d6+3] and tail –2 [+0] touch (1d6 electricity)
!!Statistics
''Str'' 13 [17], ''Dex'' 14, ''Con'' 19 [23], ''Int'' 1, ''Wis'' 10, ''Cha'' 6
''Base Atk'' +1; ''CMB'' +1 [+3]; ''CMD'' 13 [15] (can’t be tripped)
''Feats'' [[Improved Initiative]]
''Skills'' Escape Artist +10, Perception +4, Stealth +10, Swim +9; ''Racial Modifiers'' +8 Escape Artist
!!Special Abilities
*''Electricity (Ex)''
**An electric eel can produce a powerful jolt of electricity from its tail, delivering the jolt with a successful touch attack. On a critical hit, the creature struck must make a DC 15 [17] Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based.
''School'' transmutation (polymorph); ''Level'' alchemist 4, magus 4, sorcerer/wizard 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (the element you plan to assume)
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 min/level (D)
!!DESCRIPTION
When you cast this spell, you can assume the form of a Small air elemental, Small earth elemental, Small fire elemental, or Small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.
*//Air elemental:// If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
*//Earth elemental:// If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to earth glide.
*//Fire elemental:// If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.
*//Water elemental:// If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.
''School'' divination [air, earth, fire, or water]; ''Level'' bard 3, cleric/oracle 3, druid 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (iron filings)
!!EFFECT
''Range'' personal
''Targets'' you
''Duration'' 1 minute/level
!!DESCRIPTION
This spell enables you to converse with creatures associated with a chosen element, including but not limited to true elemental creatures. This spell gains the elemental subtype based on the version of the spell you cast. Elemental speech does not guarantee a friendly reaction; it merely enables communication. You may converse with all creatures of the selected type with an Intelligence score of 1 or greater, even if they do not understand one another.
*When cast as an air spell, you can converse in Auran and with any creature that has the air subtype or a fly speed.
*When cast as an earth spell, you can converse in Terran and with any creature that has the earth subtype or a burrow speed.
*When cast as a fire spell, you can converse in Ignan and with any creature that has the fire subtype.
*When cast as a water spell, you can converse in Aquan and with any creature that has the water subtype or a swim speed.
Source: APG
''Discipline'' Psychometabolism (Healing); ''Level'' Psion/wilder 2, vitalist 2
!!MANIFESTING
''Display'' Olfactory
''Manifestation Time'' One standard action
!!EFFECT
''Range'' Touch
''Target'' Creature touched
''Duration'' Instantaneous
''Saving Throw'' Fortitude negates (harmless); ''Power Resistance'' Yes (harmless)
''Power Points'' 3
!!DESCRIPTION
You cleanse the subject’s body of unhealthy influences and relieve 1d2+1 rounds’ worth of debilitating conditions - dazed, confused, nauseated, shaken, and/or stunned. The subject gains instant relief if she is dazed, confused, nauseated, shaken, and/or stunned. If the duration of the debilitating condition is longer than the relief provided by this power, the subject can either, at your choice, remain affected by the debilitating condition, but for a reduced time, or gain 1d2+1 rounds unaffected by the condition. So, if the subject is dazed for 10 rounds, using this power can either grant them 1d2+1 rounds not being dazed or shorten that period by 1d2+1 rounds. You could manifest this power again to relieve the additional rounds of the specified debilitating conditions.
''Augment'' This power can be augmented in one or more of the following ways.
1. For every 2 additional power points you spend, the number of rounds of relief extends by 1.
2. If you spend 8 additional power points, you can restore a petrified creature back to its normal state, although the subject must make a successful DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.
''Discipline'' telepathy [mind-affecting]; ''Level'' gifted blade 3, psion/wilder 4, psychic warrior 3, vitalist 4
!!MANIFESTING
''Display'' auditory and material
''Manifesting Time'' 1 standard action
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 10 min./level
''Saving Throw'' Will negates; see text; ''Power Resistance'' Yes
''Power Points'' gifted blade 5, psion/wilder 7, psychic warrior 5, vitalist 7
!!DESCRIPTION
You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it takes damage equal to one quarter the amount it dealt to you (rounded down, minimum 1) unless it succeeds on a Will save. This damage is empathic in nature, so powers and abilities the attacker may have such as damage reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage your attacker. The damage from empathic feedback is a mind-affecting effect, a successful Will save negates this damage, and the damage is subject to power resistance.
''Augment:'' This power may be augmented in one of the following ways.
#By spending 3 additional power points, the damage suffered by your attacker increases to one half the damage dealt to you.
#By spending 6 additional power points, the damage suffered by your attacker is equal to the damage dealt to you.
You can increase the power of your spells, causing them to deal more damage.
''Benefit:'' All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
Harsh conditions or long exertions do not easily tire you.
''Benefit:'' You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
''Normal:'' A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
''School'' abjuration; ''Level'' alchemist 1, cleric/oracle 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1, summoner 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 24 hours
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected.
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
''Discipline'' Psychokinesis [see text]; ''Level'' Kineticist 4
!!MANIFESTING
''Display'' Auditory
''Manifesting Time'' 1 standard action
!!EFFECT
''Range'' Long (400 ft. + 40 ft./level)
''Area'' 20-ft.-radius spread
''Duration'' Instantaneous
''Saving Throw'' Reflex half or Fortitude half; see text; ''Power Resistance'' Yes
''Power Points'' 7
!!DESCRIPTION
You create an explosion of energy of your active energy type (cold, electricity, fire, or sonic) that deals 7d6 points of damage to every creature or object within the area. The explosion creates almost no pressure.
*''Cold'' A ball of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold ball is a Fortitude save instead of a Reflex save.
*''Electricity'' Manifesting a ball of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
*''Fire'' A ball of this energy type deals +1 point of damage per die.
*''Sonic'' A ball of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
''Augment:'' For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.
''Special:'' A kineticist does not need to select an energy type for this power when he gains psionic focus. He may choose the type of damage at the time the power is manifested.
''Discipline:'' Psychokinesis [see text]; ''Level:'' Psion/wilder 0
!!MANIFESTING
''Display:'' Auditory
Manifesting Time: 1 standard action
!!EFFECT
''Range:'' Close (25 ft. + 5 ft./2 levels)
''Effect:'' Ray
''Duration:'' Instantaneous
''Saving Throw:'' None ; ''Power Resistance:'' Yes
''Power Points:'' Psionic focus or 1
!!DESCRIPTION
You create a ray of your active energy type (cold, electricity, fire, or sonic) that shoots forth from your fingertip and strikes a target within range, dealing damage if you succeed on a ranged touch attack with the ray.
//Cold:// A ray of this energy type deals 2 points of damage. Alternately, the manifester can choose to deal no damage but instead chill up to 1 pound of non-living material (such as cooling a drink).
//Electricity:// A ray of this energy type deals 1 point of damage. Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Alternately, the manifester can choose to deal no damage but instead cause a relatively harmless static shock. This shock is painful enough to wake someone sleeping, but is not painful to interrupt concentration or spellcasting.
//Fire:// A ray of this energy type deals 2 points of damage. Alternately, the manifester can choose to deal no damage but instead light a readily flammable object such as a lantern or torch, or warm up to 1 pound of nonliving material (such as heating food).
//Sonic:// A ray of this energy type deals 1 point of damage and ignores an object’s hardness. Alternately, the manifester can choose to deal no damage but instead cause a loud bang at the target location (DC 10 Perception check to hear it).
This power’s subtype is the same as the type of energy you manifest.
''Discipline'' Metacreativity (Creation) [see text]
''Level'' Psion/Wilder 3
!!MANIFESTING
''Display'' Auditory
''Manifesting Time'' 1 standard action
!!EFFECT
''Range'' Medium (100 ft. + 10 ft./ level)
''Area'' An opaque sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up to 5 ft./2 levels; either form 20 ft. high
''Duration'' Concentration + 1 round/ level
''Saving Throw'' Reflex half or Fortitude half; see text; ''Power Resistance'' Yes
''Power Points'' 5
!!DESCRIPTION
You create an immobile sheet of energy of your active energy type (cold, electricity, fire, or sonic) formed out of unstable ectoplasm. One side of the wall, selected by you, sends forth waves of energy, dealing 2d6 points of damage to creatures and objects within 10 feet and 1d6 points of damage to those beyond 10 feet but within 20 feet. In addition, anyone passing though the energy wall takes 2d6 points of damage +1 point per manifester level (maximum +20).
If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.
If you manifest this power in the form of a ring of energy, you choose whether the waves of energy radiate inward or outward from the ring.
*''Cold'' A sheet of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold wall is a Fortitude save instead of a Reflex save.
*''Electricity'' Manifesting a sheet of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
*''Fire'' A sheet of this energy type deals +1 point of damage per die.
*''Sonic'' A sheet of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
''Special'' A kineticist does not need to select an energy type for this power when he gains psionic focus. He may choose the type of damage at the time the power is manifested.
''School'' necromancy; ''Level'' sorcerer/wizard 4, witch 4; ''Domain'' loss 5, undead 4
CASTING
''Casting Time'' 1 standard action
''Components'' V, S
EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' ray of negative energy
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' yes
DESCRIPTION
You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels (see Special Abilities). Negative levels stack.
Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don't last long enough to do so.
An undead creature struck by the ray gains 1d4 x 5 temporary hit points for 1 hour.
''School'' transmutation; ''Level'' bard 1, cleric/oracle 1, paladin 1
!CASTING
''Casting Time'' 1 round
''Components'' V, S
!EFFECT
''Range'' touch
''Target'' 1 pint of water/level
''Duration'' instantaneous
''Saving Throw'' Fortitude negates (object); ''Spell Resistance'' yes (object)
!DESCRIPTION
This spell transforms water into an alcoholic beverage, typically ale, beer, mead, or wine. The alcohol is of middling quality but drinkable. The spell also serves to remove poisons, disease, minerals, and other toxins from the water as it transforms. The more contaminants exist in the water, the darker the ale and the more full-bodied the wine. The alcohol content does not change.
This spell does not work on unholy water, potions, or other liquids with magical power.
Source: Faiths of Purity
''School'' divination; ''Level'' cleric 0, druid 0
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 minute or until discharged
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!DESCRIPTION
You imbue the subject with divine diplomacy skills. The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check. It must choose to use the bonus before making the roll to which it applies.
Source: Taldor, Echoes of Glory
''School'' transmutation; ''Level'' alchemist 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
CASTING
''Casting Time'' 1 round
''Components'' V, S, M (powdered iron)
EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one humanoid creature
''Duration'' 1 min./level (D)
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it - the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack.
Enlarge person counters and dispels reduce person .
Enlarge person can be made permanent with a permanency spell.
|!Size|!Size Modifier|
|Colossal|–8|
|Gargantuan|–4|
|Huge|–2|
|Large|–1|
|Medium|+0|
|Small|+1|
|Tiny|+2|
|Diminutive|+4|
|Fine|+8|
|!Medium Weapon Damage|!Large Weapon Damage|
|1d2|1d3|
|1d3|1d4|
|1d4|1d6|
|1d6|1d8|
|1d8|2d6|
|1d10|2d8|
|1d12|3d6|
|2d4|2d6|
|2d6|3d6|
|2d8|3d8|
|2d10|4d8|
''School'' transmutation; ''Level'' druid 1, ranger 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' long (400 ft. + 40 ft./level)
''Area'' plants in a 40-ft.-radius spread
''Duration'' 1 min./level (D)
''Saving Throw'' Reflex partial; see text; ''Spell Resistance'' no
!!DESCRIPTION
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
''Discipline'' Metacreativity (Creation)
''Level'' Psion/Wilder 1
!MANIFESTING
''Display'' Material and visual
''Manifesting Time'' 1 standard action
!EFFECT
''Range'' Close (25 ft. + 5 ft./2 levels)
''Target'' One Medium or smaller creature
''Duration'' 5 rounds
''Saving Throw'' None; ''Power Resistance'' No
''Power Points'' 1
!DESCRIPTION
You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of the power’s duration. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to 11 + the manifester’s key ability modifier.
''Augment'' For every 2 additional power points you spend, this power can affect a target one size category larger and the DC to break free increases by 1.
''School'' enchantment (charm) [language-dependent, mind-affecting, sonic]; ''Level'' bard 2, cleric/oracle 2, inquisitor 2, witch 2
!CASTING
''Casting Time'' 1 round
''Components'' V, S
!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Targets'' any number of creatures
''Duration'' 1 hour or less
''Saving Throw'' Will negates; see text; ''Spell Resistance'' yes
!DESCRIPTION
If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.
A target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.
''School'' abjuration; ''Level'' cleric/oracle 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 min./level (D)
!!DESCRIPTION
A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.
''School'' transmutation; ''Level'' bard 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one scroll or two pages
''Duration'' instantaneous
''Saving Throw'' see text; ''Spell Resistance'' no
!!DESCRIPTION
Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.
Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure on this check. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.
You can cast many spells without needing to utilize minor material components.
''Benefit:'' You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
''School'' transmutation; ''Level'' cleric/oracle 7, sorcerer/wizard 7, summoner 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 round/level (D)
!!DESCRIPTION
You become ethereal, along with your equipment. For the duration of the spell, you are in the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence.
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.
Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.
Treat other ethereal creatures and ethereal objects as if they were material.
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.
!Kyton CR 6
LE Medium outsider (evil, extraplanar, kyton, lawful)
''Init'' +7; ''Senses'' darkvision 60 ft.; Perception +14
!!Defense
''AC'' 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)
''hp'' 60 [76] (8d10+16) [(8d10+32)]; regeneration 2 (good weapons and spells, silver weapons)
''Fort'' +8 [+10], ''Ref'' +9, ''Will'' +3
''DR'' 5/silver or good; ''Immune'' cold; ''SR'' 17
!!Offense
''Speed'' 30 ft.
''Melee'' 4 chains +11 [+13] (2d4+2) [(2d4+4)]
''Space'' 5 ft; ''Reach'' 5 ft. (10 ft. with chains)
''Special Attacks'' dancing chains, unnerving gaze
!!Statistics
''Str'' 15 [19], ''Dex'' 17, ''Con'' 14 [18], ''Int'' 11, ''Wis'' 12, ''Cha'' 12
''Base Atk'' +8; ''CMB'' +10 [+12]; ''CMD'' 23 [25]
''Feats'' [[Alertness]], [[Blind-Fight]], [[Improved Initiative]], [[Weapon Focus (chain)|Weapon Focus]]
''Skills'' Acrobatics +14, Climb +13 [+15], Craft (blacksmithing) +11, Escape Artist +14, Intimidate +12, Perception +14
''Languages'' Common, Infernal
''SQ'' chain armor
!!Special Abilities
*''Chain Armor (Ex)''
**The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.
*''Dancing Chains (Su)''
**A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based.
*''Unnerving Gaze (Su)''
**Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
!Evercold
Agender Vine Leshy Spellslinger Wizard 1/Crossblooded Sorcerer (Orc/Silver Draconic) 1
Alignment Size Type
''Init'' +3; ''Senses'' darkvision 90 ft., Perception +0
!Defenses
''AC'' 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
''hp'' 15 (1d6+1d6+5)
''Fort'' +3, ''Ref'' +3, ''Will'' +2
!Offense
''Speed'' 20 ft.
''Melee'' weapon +# (#d#/threat range and multiplier)
''Ranged'' battered pistol +3 (1d6/x4)
''Special Attacks'' description (bonus to hit / damage)
''Sorcerer Spells'' (CL 1st, concentration +2):
* 1st level (4/day) -
* 0 level (at-will) -
''Wizard Spells'' (CL 2nd, concentration +4)
* 1st level - X, X
!Statistics
''Str'' 10, ''Dex'' 16, ''Con'' 14, ''Int'' 14, ''Wis'' 10, ''Cha'' 12
''Base Atk'' +0; ''CMB'' -1; ''CMD'' 12
''Feats'' [[Eschew Materials]], [[Exotic Weapon Proficiency (firearms)|Exotic Weapon Proficiency]], [[Gunsmithing]], [[Point-Blank Shot]]
''Traits'' [[Balance Defensive]], [[Magical Knack (wizard)|Magical Knack]], [[Resilient]]
''Skills'' Craft (gunsmithing) +8, Knowledge (arcana) +8, Linguistics +8, Spellcraft +8
''Languages'' Ancient Osiriani, Aquan, Common, Sylvan, Terran, Thassilonian
''SQ'' List all class abilities and special abilities (short)
''Combat Gear'' potions and scrolls and such;
''Other Gear'' all other gear (weapons and armor too)
!Special Abilities
*''Arcane Gun (Su)''
**The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger's hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier.
**A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun's enhancement bonus (if any) is a bonus to the spell's attack rolls or to the spell's saving throw DCs. Yet there are dangers inherent to this method. If any of the spells' attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger's space (spellslinger's choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.
**A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed. This ability replaces arcane bond.
*''Gunsmith''
**The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a gunslinger gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun. This ability replaces scribe scroll.
*''Mage Bullets (Su)''
**A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements. This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.
*''School of the Gun''
**The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. This ability replaces arcane school.
''Prerequisites:'' Manifester level 3rd.
''Benefit:'' Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline’s list or even from another class’s list, even if that power is already on your class’s power list.
''Special:'' You can gain this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest.
''School'' transmutation; ''Level'' alchemist 1, bard 1, inquisitor 1, magus 1, sorcerer/wizard 1, summoner 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 min./level (D)
!!DESCRIPTION
This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).
In your youth, you spent countless hours perfecting the art of the duel, focusing your feints on defeating a single foe. You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when denied your Dexterity bonus.
You can make your spells last twice as long.
''Benefit'': An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.
''Level Increase'': +1 (an extended spell uses up a spell slot one level higher than the spell's actual level.)
!!EXTENDED RANGE
''Element'' universal; ''Type'' form infusion; ''Level'' 1; ''Burn'' 1
''Associated Blasts'' any
''Saving Throw'' none
Your kinetic blast can strike any target within 120 feet.
''Prerequisites:'' Eidolon class feature.
''Benefit:'' Your eidolon’s evolution pool increases by 1.
''Special:'' You can gain Extra Evolution multiple times, but only once for every five summoner levels you possess.
''Prerequisite:'' Hex class feature.
''Benefit:'' You gain one additional hex. You must meet all of the prerequisites for this hex.
''Special:'' You can gain Extra Hex multiple times.
''Prerequisite(s):'' Investigator talent class feature.
''Benefit:'' You gain one additional investigator talent. You must meet the prerequisites for this investigator talent.
''Special:'' You can take this feat multiple times. Each time you do, you gain another investigator talent.
Source: Advanced Class Guide
''Prerequisites:'' Non-humanoid body shape.
''Benefit:'' Choose one magic item slot not normally available to creatures with your shape. You can now use magic items in that slot.
Source: Animal Archive
You can use your ki pool more times per day than most.
''Prerequisite:'' Ki pool class feature.
''Benefit:'' Your ki pool increases by 2.
''Special:'' You can gain Extra Ki multiple times. Its effects stack.
You possess increased mental focus.
''Prerequisite:'' Mental focus class feature.
''Benefit:'' You gain 2 additional points of mental focus.
Source: Occult Adventures
''Prerequisite:'' Revelation class feature.
''Benefit:'' You gain one additional revelation. You must meet all of the prerequisites for this revelation.
''Special:'' You can gain Extra Revelation multiple times.
''School'' necromancy [emotion, pain]; Level alchemist 6, bard 6, sorcerer/wizard 6, witch 6
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one living creature
''Duration'' 1 round/level
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!DESCRIPTION
Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects.
|HD|Effect|
|10 or more|Sickened|
|5-9|Panicked, sickened|
|4 or less|Comatose, panicked, sickened|
The effects are cumulative and concurrent.
Sickened: Sudden pain and fever sweeps over the subject's body. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.
Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.
Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.
You must spend a swift action each round after the first to target a foe.
''Role:'' A factotum is a jack of all trades. For short periods of time, he can stand in for almost any other member of the party. His intellect, training, and experiences allows him to bolster his efforts in almost any situation. But his magical abilities are at best limited. He can master potent spells, but his lack of formal training makes it difficult for him to use them more than once each day. Furthermore, his understanding of magic is broad rather than deep.
''Alignment:'' Any.
''Hit Dice:'' d8.
!CLASS SKILLS
A factotum has every skill as a class skill.
''Skill Ranks per Level:'' 6 + Int modifier.
!CLASS FEATURES
A factotum has the following class features:
|!Level|!BAB|!Fort|!Ref|!Will|!Spell Level|!Inspiration Points|!Special|
|1|+0|+0|+2|+0|—|2|Inspiration, cunning insight, cunning knowledge, trapfinding|
|2|+1|+0|+3|+0|0|3|Arcane dilettante (1 spell)|
|3|+2|+1|+3|+1|1|3|Brains over brawn, cunning defense|
|4|+3| +1|+4|+1|1|3|Arcane dilettante (2 spells), cunning strike|
|5|+3| +1|+4|+1|2|4|Opportunistic piety|
|6|+4|+2|+5|+2|2|4|—|
|7|+5|+2|+5|+2|2|4|Arcane dilettante (3 spells)|
|8|+6|+2|+6|+2|3|5|Cunning surge|
|9|+6|+3|+6|+3|3|5|Arcane dilettante (4 spells)|
|10|+7|+3|+7|+3|4|5|Opportunistic piety (+1 use)|
|11|+8|+3|+7|+3|4|6|Cunning breach|
|12|+9|+4|+8|+4|4|6|Arcane dilettante (5 spells)|
|13|+9|+4|+8|+4|5|6|Cunning dodge|
|14|+10|+4|+9|+4|5|7|Arcane dilettante (6 spells)|
|15|+11|+5|+9|+5|6|7|Opportunistic piety (+1 use)|
|16|+12|+5|+10|+5|6|7|Improved cunning defense|
|17|+12|+5|+10|+5|6|8|Arcane dilettante (7 spells)|
|18|+13|+6|+11|+6|7|8|—|
|19|+14|+6|+11|+6|7|8|Cunning brillance|
|20|+15|+6|+12|+6|7|10|Arcane dilettante (8 spells), opportunistic piety (+1 use)|
''Weapon and Armour Proficiency:'' A factotum is proficient with all simple and martial weapons and with light armour and shields (except tower shields). Because he uses spells as if they were spell-like abilities, a factotum can cast his spells while wearing armour or while using a shield without incurring the normal arcane spell failure chance. A multiclass factotum still incurs the normal arcane spell failure chance for arcane spells received from other classes.
''Inspiration:'' A factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to get a basic understanding of spells. He offers prayers to a variety of different deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough.
To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level (see above table).
''Cunning Insight (Ex):'' Before making an attack roll, damage roll, or saving throw, a factotum can spend 1 inspiration point to gain a competence bonus on the roll equal to his Intelligence modifier. Cunning insight does not require an action, and he can use it as often as he wishes during his turn or others’ turns—provided that he has the inspiration points to spend. Because this ability provides a competence bonus, it doesn’t stack with itself.
''Cunning Knowledge (Ex):'' When making a check involving a skill in which he has at least 1 rank, a factotum can spend 1 inspiration point to gain a competence bonus on the skill check equal to his class level. Because this ability provides a competence bonus, it doesn’t stack with itself. He can use this once per day for a particular skill. For example, if he uses cunning knowledge to gain a bonus on Stealth, he cannot use this ability to improve Stealth checks for the rest of the day, though he can use it on different skills.
''Trapfinding (Ex):'' A factotum adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A factotum can use Disable Device to disarm magic traps.
''Arcane Dilettante (Ex):'' At 2nd level, a factotum acquires a vague understanding of magic. He knows that with a few weird hand gestures and an array of grunts and bizarre words, he can conjure up something that looks like a spell. By spending 1 inspiration point, he can mimic a spell as a spell-like ability.
At the start of each a day, a factotum chooses a number of spells from the sorcerer/wizard spell list based on his factotum level. He can choose one spell at 2nd level, and he gains additional spells as shown on the table above. The maximum level of spell he can choose, according to his class level, is also shown on the table above. He can select any sorcerer/wizard spell up to that level, but he can prepare only one spell of his maximum level. His caster level equals his factotum level. The Difficulty Class for a saving throw against his spell is 10 + spell level + his Int modifier.
Once a factotum has used a spell, he cannot use it again until he has rested for eight hours. After resting for this time, he chooses new spells and loses any unused spells from the previous day, though he can select the same spell on consecutive days. He cannot prepare the same spell mulitple times to use it more than once during the same day.
He must provide the necessary material components of spells as normal.
If a factotum wishes to enhance a spell with metamagic feats, he must apply the feat when he prepares the spell. In addition, he must be capable of using a spell of the modified spell’s level.
''Brains over Brawn (Ex):'' At 3rd level, a factotum gains his Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Acrobatics, Climb, and Stealth.
''Cunning Defense (Ex):'' A factotum studies his opponents and learns to anticipate their attacks. Starting at 3rd level, he can spend 1 inspiration point to gain his Intelligence bonus as a dodge bonus to Armour Class for 1 round. Using this ability is a free action usable once per round. He gains this benefit even while wearing medium or heavy armour.
''Cunning Strike (Ex):'' With a quick study of a vulnerable opponent’s defenses, a factotum can spot the precise area he needs to hit to score a telling blow. Starting at 4th level, he can spend 1 inspiration point to gain 1d6 points of sneak attack (Core Rulebook, pg. 68) damage. He must spend the inspiration point to activate this ability before making the attack roll. When determining if he can use sneak attack against a target that has uncanny dodge (Core Rulebook, pg. 69), a factotum uses his factotum level as his rogue level.
''Opportunistic Piety (Su):'' Factotums are legendary for the number of holy symbols, lucky trinkets, and blessed items they keep handy. As the saying goes, there are no atheists in the dungeon. Starting at 5th level, a factotum can spend 1 inspiration point to channel divine energy as a standard action that does not provoke attacks of opportunity. He can use this energy to heal injuries or harm undead. At 5th level, he can use this ability a number of times equal to 3 + his Wisdom bonus (if any). He gains one extra daily use of this ability at 10th level, 15th level, and 20th level. He cannot use opportunistic piety if he has exhausted his daily uses, even if he has the inspiration points to spend.
If a factotum uses this ability to heal injuries, he channels positive energy to heal a living creature of a number of points of damage equal to twice his factotum level + his Int modifier. The energy will also deal the same amount of damage to undead targets.
''Cunning Surge (Ex):'' Starting at 8th level, a factotum learns to push himself when needed. By spending 3 inspiration points, he can take an extra standard action during his turn.
''Cunning Breach (Su):'' Starting at 11th level, a factotum’s broad knowledge allows him to study an opponent and gain a brief flash of insight to breach her defenses. By spending 2 inspiration points as a free action, a factotum can ignore a single target’s spell resistance and damage reduction for 1 round.
''Cunning Dodge (Ex):'' Starting at 13th level, a factotum’s luck, reflexes, and intuition allow him to avoid an attack or spell that would otherwise defeat him. If a factotum takes damage that would reduce him to 0 or fewer hit points, he can spend 4 inspiration points as an immediate action to ignore the damage. He dodges out of the way, takes cover from a spell, or otherwise escapes. He can use this ability once per day.
''Improved Cunning Defense (Ex):'' At 16th level, a factotum gains his Intelligence bonus as a dodge bonus to his Armour Class. He no longer needs to spend an inspiration point to gain this benefit. Unlike the standard cunning defense ability, he does not gain this ability when wearing medium or heavy armour.
''Cunning Brilliance (Ex):'' At 19th level, a factotum becomes the ultimate jack of all trades. His sharp mind and keen sense of his surroundings allows him to duplicate almost any ability he witnesses. At the start of each day, a factotum chooses three extraordinary class abilities. Each ability must be available to a standard character class (for this campaign, any base class open to players is fine) at 15th level or lower, and must appear in the advancement table or in the text description for that class. By spending 4 inspiration points as a free action, he gains the benefits and drawbacks of one chosen ability for one minute. He can use the ability as if his level in the relevant class was equal to his factotum level. He can use each chosen class ability once per day.
For example, if he uses a monk’s flurry of blows ability, he gains all the benefits and drawbacks described under Flurry of Blows (Core Rulebook, pg. 57). He does not gain the benefits of unarmed strike, because that is a separate ability in the monk’s description.
(Note: text copied from [[here|http://www.obsidianportal.com/campaign/redcaps-corner-pathfinder/wikis/factotum]]. The link has the most up-to-date text)
* Necromancy
* ''Level'' alchemist 2, sorcerer/wizard 2
* ''Casting Time'' 1 standard action
* ''Components'' V, S, M (a drop of blood)
* ''Range'' personal
* ''Target'' you
* ''Duration'' 1 hour/level or until discharged; see text
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).
Regional (Taldor)
You spent your youth as a young blade in Oppara, and learned the ins and outs of using fashion to improve your relations with others. So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (your choice) is always a class skill for you.
''Prerequisites:'' Notebook class feature.
''Benefit:'' You can add two notes per day to your notebook.
''Normal:'' You can add one note per day to your notebook.
Source: New Paths Compendium
You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
''Benefit:'' You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Source: Advanced Player's Guide
Religion Trait
''Benefit:'' Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Source: Ultimate Campaign
''School'' necromancy [emotion, fear, mind-affecting]; ''Level'' antipaladin 4, bard 3, bloodrager 4, inquisitor 4, sorcerer/wizard 4, witch 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (the heart of a hen or a white feather)
!!EFFECT
''Range'' 30 ft.
''Area'' cone-shaped burst
''Duration'' 1 round/level or 1 round; see text
''Saving Throw'' Will partial; ''Spell Resistance'' yes
!!DESCRIPTION
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
''School'' transmutation; ''Level'' bard 1, magus 1, sorcerer/wizard 1, summoner 1; ''Domain'' feather 1
CASTING
''Casting Time'' 1 immediate action
''Components'' V
EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one Medium or smaller free-falling object or creature/level, no two of which may be more than 20 ft. apart
''Duration'' until landing or 1 round/level
''Saving Throw'' Will negates (harmless) or Will negates (object); ''Spell Resistance'' yes (object)
DESCRIPTION
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' sorcerer/wizard 5, witch 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a handful of clay, crystal, or glass spheres)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Target'' one creature
''Duration'' instantaneous
''Saving Throw'' Will negates; see text; ''Spell Resistance'' yes
!!DESCRIPTION
Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.
''Prerequisite:'' You must be at least a 5th-level Wizard to select this discovery.
''Benefit:'' You gain the supernatural ability to speak with and understand the response of any animal as if using speak with animals, though each time you speak to animals, you must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. You can make yourself understood as far as your voice carries. This discovery does not predispose any animal addressed toward you in any way. When you reach 12th level, you can also use this ability to communicate with vermin.
Source: Ultimate Magic
''Prerequisites:'' You may only select this feat at 1st level.
''Benefit:'' Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 hit points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
''Source:'' ISWG 286
''School'' transmutation [air]; ''Level'' cleric/oracle 5, druid 5, ranger 3, sorcerer/wizard 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' Unofficial: V, S^^1^^
!!EFFECT
''Targets'' one or more Medium creatures/level, no two of which can be more than 30 ft. apart
''Duration'' 1 minute/level (D)
''Saving Throw'' none (see text); ''Spell Resistance'' yes
!!DESCRIPTION
You create a mobile cylinder of wind encompassing every target of the spell and protecting them as wind wall, but not interfering with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.
A Large creature counts as 4 Medium creatures for the purpose of how many targets you can effect with the spell; a Huge creature counts as 8, a Gargantuan creature as 16, and a Colossal creature as 32. This spell has no effect within the area of a higher-level wind or weather spell.
^^1^^ This information missing from source material. Sean K. Reynolds addressed this question [[here|http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/paizo/ultimateMagicErrata&page=6#296]]. This is an unofficial response though.
Source: Ultimate Magic
''School'' necromancy [death]; ''Level'' druid 8, sorcerer/wizard 7
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' instantaneous
''Saving Throw'' Fortitude partial; ''Spell Resistance'' yes
!!DESCRIPTION
This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.
!Fire Mephit - CR 3
N Small outsider (fire)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only while in contact with fire)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic; ''Immune'' fire
''Weaknesses'' vulnerability to cold
!!OFFENSE
''Speed'' 30 ft.
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d8 fire, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/hour — [[Scorching Ray]]
*1/day — [[Heat Metal]], summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of flames that deals 1d8 fire damage.
!Fire Beetle - CR 1/3
XP 135
N Small vermin
''Init'' +0; ''Senses'' low-light vision; Perception +0
!!Defense
''AC'' 12, touch 11, flat-footed 12 (+1 natural, +1 size)
''hp'' 4 [6] (1d8) [1d8+2]
''Fort'' +2 [+4], ''Ref'' +0, ''Will'' +0
''Immune'' mind-affecting effects
!!Offense
''Speed'' 30 ft., fly 30 ft. (poor)
''Melee'' bite +1 [+3] (1d4) [1d4+3]
!!Statistics
''Str'' 10 [14], ''Dex'' 11, ''Con'' 11 [15], ''Int'' —, ''Wis''' 10, ''Cha'' 7
''Base Atk'' +0; ''CMB'' –1 [+1]; ''CMD'' 9 [11] (17 [19] vs. trip)
''Skills'' Fly –2
''SQ'' luminescence
!!Special Abilities
*''Luminescence (Ex)''
**A fire beetle's glowing glands provide light in a 10-foot radius. A dead fire beetle's luminescent glands continue to glow for 1d6 days after its death.
''School'' evocation [fire]; ''Level'' magus 3, sorcerer/wizard 3; ''Domain'' fire 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a ball of bat guano and sulfur)
!!EFFECT
''Range'' long (400 ft. + 40 ft./level)
''Area'' 20-ft.-radius spread
''Duration'' instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' yes
!!DESCRIPTION
A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
''Prerequisites:'' Cha 15.
''Benefit:'' As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).
''School'' transmutation [fire]; ''Level'' arcanist 3, bloodrager 3, magus 3, occultist 3, red mantis assassin 3, sorcerer/wizard 3
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, M (a drop of oil and a small piece of flint)
!!Effect
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' fifty projectiles, all of which must be together at the time of casting
''Duration'' 10 min./level
''Saving Throw'' none; ''Spell Resistance'' no
!!Description
This spell allows you to turn ammunition (such as arrows, crossbow bolts, shuriken, and sling stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.
''School'' evocation [fire]; ''Level'' cleric/oracle 5, druid 4, inquisitor 5; ''Domain'' sun 5, war 5
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Area'' cylinder (10-ft. radius, 40-ft. high)
''Duration'' instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' yes
!DESCRIPTION
A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
*''School'' transmutation [fire]
*''Level'' inquisitor 2
*''Casting Time'' 1 standard action
*''Components'' V
*''Range'' touch
*''Targets'' weapon touched
*''Duration'' 1 round/level
*''Saving Throw'' Fortitude negates (object, harmless)
*''Spell Resistance'' yes (object, harmless)
With a touch, you cause a glowing rune to appear on a single weapon, granting that weapon the flaming property (and allowing it to cause an extra 1d6 points of fire damage on a successful hit). If you are using the judgment class feature, your weapon gains the flaming burst property instead.
The spell functions only for weapons that you wield. If the weapon leaves your hand for any reason, the spell effect ends. The effects of this spell do not stack with any existing flaming or flaming burst weapon property that the target weapon may already possess.
''Source:'' APG 222
* Evocation [fire]
* ''Level'' druid 2, sorcerer/wizard 2
* ''Casting Time'' 1 standard action
* ''Components'' V, S, M/DF (tallow, brimstone, and powdered iron)
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Effect'' 5-ft.-diameter sphere
* ''Duration'' 1 round/level
* ''Saving Throw'' Reflex negates
* ''Spell Resistance'' yes
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.
''School'' evocation [light]; ''Level'' bard 0, druid 0, magus 0, sorcerer/wizard 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' V
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' burst of light
''Duration'' instantaneous
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!DESCRIPTION
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
''School'' evocation [cold, water]; ''Level'' druid 2, magus 2, sorcerer/wizard 2, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' 30 ft.
''Effect'' cone-shaped burst
''Duration'' instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' no
!!DESCRIPTION
You send a flurry of snowballs hurtling at your foes.
Any creature in the area takes 4d6 points of cold damage from being pelted with the icy spheres.
Source: People of the North
''School'' transmutation; ''Level'' alchemist 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3; ''Domain'' azata (chaos, good) 3, feather 3, travel 3
CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a wing feather)
EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
DESCRIPTION
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.
Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
This creature can make an attack before and after it moves while flying.
''Prerequisite:'' Fly speed.
''Benefit:'' When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
''Normal:'' Without this feat, the creature takes a standard action either before or after its move.
Source; Bestiary
''Element universal''; ''Type'' form infusion; ''Level'' 2; ''Burn'' 2
''Associated Blasts'' any
''Saving Throw'' none
You focus your blast in a concentrated attack. You gain a +1 enhancement bonus on your attack roll with the blast and your caster level check to overcome spell resistance. You can increase the burn cost of this infusion by 2 to increase the enhancement bonus by 1, to a maximum of +5 for 10 burn. You can reduce your blast’s total damage by half to reduce the burn cost of this infusion by half as well.
Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
''Benefit:'' You gain a +2 trait bonus on concentration checks.
''Prerequisite:'' Int 15, inspiration class feature
''Special:'' You can gain this feat multiple times. Its effects stack. The maximum number of times you can take this feat is equal to your Intelligence modifier.
You gain 1 inspiration point.
''School'' evocation [force]; ''Level'' sorcerer/wizard 7
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (ruby dust worth 500 gp)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Area'' barred cage (20-ft. cube) or windowless cell (10-ft. cube)
''Duration'' 1 round/level (D)
''Saving Throw'' Reflex negates; ''Spell Resistance'' no
!!DESCRIPTION
This spell creates an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).
Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.
Like a wall of force, a forcecage resists dispel magic, although a mage's disjunction still functions. The walls of a forcecage can be damaged by spells as normal, except for disintegrate, which automatically destroys it. The walls of a forcecage can be damaged by weapons and supernatural abilities, but they have a Hardness of 30 and a number of hit points equal to 20 per caster level. Contact with a sphere of annihilation or rod of cancellation instantly destroys a forcecage.
Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined within the barred cage. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.
Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.
''Prerequisites:'' Ability to cast divination spells.
''Benefit:'' Upon taking this feat, choose a focus item for your divination magic—a crystal ball, runes, a harrow deck, or some such item. Whenever you cast a spell from the divination school, you may use this focus item instead of the spell’s material component, as long as the cost of the material component is no more than 1,000 gp. If you choose to perform the spell using your focus item and the spell’s normal material component (regardless of that component’s cost), you cast the spell at +1 caster level.
Source: Inner Sea World Guide
''School'' abjuration; ''Level'' alchemist 4, bard 4, cleric/oracle 4, druid 4, inquisitor 4, ranger 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a leather strip bound to the target), DF
!!EFFECT
''Range'' personal or touch
''Target'' you or creature touched
''Duration'' 10 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.
Social Trait
You have no problem making friends and learning information from them wherever you go.
''Benefits:'' You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.
''Source:'' Ultimate Campaign
''School'' evocation (cold); ''Level'' druid 2, sorcerer/wizard 2, witch 2
CASTING
''Casting Time'' 1 standard action
''Components'' V, S
EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Area'' 5-foot radius burst
''Duration'' 1 round/2 levels
''Saving Throw'' Fortitude partial; ''Spell Resistance'' yes
DESCRIPTION
The area of this spell is covered in chilling frost, dealing 2d6 points of cold damage to all creatures within it. Creatures that the spell initially damages must succeed at a Fortitude save or become staggered for 1 round. The area remains chilled for the spell’s duration. Any creature that starts your turn within the spell’s area takes 1d6 points of cold damage (Fortitude saving throw for half) but does not become staggered even on a failed saving throw.
Source: Ultimate Combat
''School'' transmutation [cold]; ''Level'' druid 1, magus 1, witch 1
CASTING
''Casting Time'' 1 standard action
''Components'' V, S
EFFECT
''Range'' touch
''Targets'' creature touched
''Duration'' instantaneous
''Saving Throw'' none; ''Spell Resistance'' yes
DESCRIPTION
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.
Source: UM 221
''Prerequisites:'' Str 13, Power Attack, base attack bonus +1.
''Benefit:'' When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
''Source:'' APG 161
!Arthur Higgenstrom III
Possibly pick up a Page of Spell Knowledge for Blood Money so that he can cast True Seeing/Limited Wish a bunch?
!Markas Shortcloak
10th level - Bitey takes Shake it Off so that Bitey and Markas benefit from the teamwork feat all the time
Buy 2 vibrant purple cracked ioun stones - one gets grease, the other gets swift girding
!Theodric Alspine
Theodric's Items: Cackling Hag's Blouse, Pearl of Power II
Riddlywipple's Items: Jingasa of the Fortunate Soldier, Bonebreaker Gauntlets
!Komana Higgenstrom
Possibly Disruptive + Spellbreaker?
Or Following Step + Step Up and Strike
Improved Dirty Trick?
Power Attack + Improved Bull Rush?
Possibly into Varisian Tattoo so I can increase the caster level on Liberating Command.
Should probably be things that give her more options
Sell off the sansetsukon and buy a tonfa. Start buying a golf bag of weapons and other consumables for different situations (potions of fly anyone?)
Save money for partially charged wands off of chronicle sheets
Boon Companion to get up to a mephit familiar?
!Iacobus Higgenstrom
Need to GM credit Green Market onto him once he hits lvl 5 for the Day Job boon.
Lvl 5 Feat - Spellsong (perform to hide casting/concentrate on spells)
Lvl 7 Feat - Lingering Performance
Lvl 9 Feat - Flagbearer w/ Banner of the Ancient Kings (+2/+2 morale and +3/+3 competence)
Lvl 11 Feat - Discordant Voice (while in performance, allies weapons deal +d6 sonic)
Possible Masterpieces:
*The Dance of 23 steps
*The Dance of Kindled Desires
*The Requiem of the Fallen Priest King
*Triple Time
Unbreakable Heart?
!Prisencolinensinainciusol
Next Feat - Deep Drinker
!Honwa Dashiro
Lvl 5 Feat - Greater Spell Focus: Enchantment, Trade out oppressive boredom now that I have hideous laughter
!Xantrian Higgenstrom
Put rank in UMD and get wand of ablative barrier for life link shenanigans
!Prig Lil
4 levels of Cavalier - Rest is Weapon Master.
''School'' divination; ''Level'' bard 2
!!CASTING
''Casting Time'' 1 immediate action
''Components'' V
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one living creature
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes
!!DESCRIPTION
This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively.
If the bonus is enough to turn the failure into a success, the roll succeeds.
Source: Advanced Player's Guide
''School'' transmutation; ''Level'' alchemist 3, bard 3, magus 3, sorcerer/wizard 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' S, M/DF (a bit of gauze and a wisp of smoke)
!!EFFECT
''Range'' touch
''Target'' willing corporeal creature touched
''Duration'' 2 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
''School'' conjuration (creation or calling); ''Level'' cleric/oracle 9, sorcerer/wizard 9
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (see text)
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' see text
''Duration'' instantaneous or concentration (up to 1 round/level); see text
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
Casting a gate spell has two effects.
First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.
Second, you may then call a particular individual or kind of being through the gate.
The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice) oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.
A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.
Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you — anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.
You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.
Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has a material cost of 10,000 gp in rare incense and offerings. This cost is in addition to any cost that must be paid to the called creatures.
If you choose to call a kind of creature instead of a known individual, you may call either a single creature or several creatures. In either case, their total HD cannot exceed twice your caster level. In the case of a single creature, you can control it if its HD does not exceed your caster level. A creature with more HD than your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.
If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. Some creatures may want their payment in "livestock" rather than in coin, which could involve complications. Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.
Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.
Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.
|!Modifier |!To hit|!Damage|!Crit|
|Greatsword | +5| 2d6+7|19-20|
|Mutagen | +2| +3| |
|>|>|>|!1st level spells|
|!Name|!Source|!Description|
|[[Cure Light Wounds]]|CR|Heal 1d8+lvl damage|
|[[Monkey Fish]]|ACG|Gain a climb speed and a swim speed.|
|[[Shield]]|CR|Invisible disc gives +4 to AC, blocks magic missiles.|
!Gellius Dandrae
Male Human (Varisian) Beastmorph Alchemist 1
CN Medium humanoid (human)
''Init'' +5; ''Senses'' Perception: +4
!Defenses
''AC'' 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
''hp'' 13 (1d8+5)
''Fort'' +3, ''Ref'' +3, ''Will'' +0
!Offense
''Speed'' 30 ft.
''Melee'' greatsword +5 (2d6+7/19-20)
[[Buff Math|Gellius' Attacks]]
''Ranged'' bomb +2 (1d6+1)
''Special Attacks'' bomb (2/day, DC 11)
[[Extracts|Gellius' Formula Book]] (CL 1)
*1st level- 2/day
!Statistics
''Str'' 20, ''Dex'' 13, ''Con'' 13, ''Int'' 13, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +0; ''CMB'' +5; ''CMD'' 16
''Feats'' [[Brew Potion]]^^B^^, [[Martial Weapon Proficiency (greatsword)|Martial Weapon Proficiency]], [[Toughness]], [[Throw Anything]]^^B^^
''Traits'' [[Accelerated Drinker]], [[Teacher's Pet]]
''Skills'' Craft (alchemy) +5, Knowledge (arcana) +7, Perception +4, Spellcraft +5, Survival +4
''Languages'' Common, Varisian
''SQ'' mutagen (+4 Strength, 10 min)
''Gear'' alchemist's kit, alchemy crafting kit, common grappling hook, 50ft. silk rope, greatsword, leather armor, 14gp
!Special Abilities
*''Bomb (Su)''
**In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
**Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as ~Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
**Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.
*''Brew Potion (Ex)''
**At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
*''Mutagen (Su)''
**At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
**When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
**A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
*''Throw Anything (Ex)''
**All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
''School'' necromancy; ''Level'' cleric/oracle 2, sorcerer/wizard 3, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (salt and a copper piece for each of the corpse's eyes)
!!EFFECT
''Range'' touch
''Target'' corpse touched
''Duration'' 1 day/level
''Saving Throw'' Spell Resistance negates (object); ''Spell Resistance'' yes (object)
!!DESCRIPTION
You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a slain (and thus decaying) comrade less unpleasant.
The spell also works on severed body parts and the like.
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''School'' conjuration (creation) [fire, water]; ''Level'' arcanist 5, druid 4, hunter 4, magus 5, sorcerer/wizard 5
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a piece of lava rock)
!!Effect
''Range'' long (400 ft. + 40 ft./level)
''Effect'' spout of boiling water filling a 5 ft. square and spraying upward 10 ft./2 levels
''Duration'' concentration + 1 round/level
''Saving Throw'' Reflex partial (see below); ''Spell Resistance'' no
!!Description
You cause a column of boiling water to spring forth from any horizontal surface, knocking over creatures directly over it and exposing nearby creatures to searing droplets as its spray falls back to the ground.
Any creature entering the geyser, or occupying the square it appears in, must make a Reflex saving throw to avoid being hurled into the air and then tossed to the ground. If the creature fails its saving throw, it takes 3d6 points of fire damage from the boiling water and also takes falling damage based upon the height of the geyser (e.g., if the geyser is 50 feet tall, the creature takes 5d6 falling damage), landing prone in a random square adjacent to the geyser. A successful saving throw halves the damage and negates the falling damage, and the creature is moved to the closest square adjacent to the geyser (Large-sized or larger creatures are moved enough so that they are not on top of the geyser but still adjacent to it). This movement does not provoke attacks of opportunity and does not count toward the creature’s normal movement.
In addition, the geyser sprays boiling water in a hemispherical emanation around its square. The radius of this emanation is equal to one-half the geyser’s height (e.g., a 50-foot geyser has a 25-foot-radius emanation). Any creature within this area, including yourself, takes 1d6 points of fire damage each round as droplets of boiling water cascade on them.
You can choose to make a smaller geyser than your level permits if an obstruction prevents it from reaching its full height, or if you simply want to create a spread of boiling rain that’s smaller than what would be created by a full-height geyser spell.
Source: Advanced Player's Guide
''School'' illusion (figment); ''Level'' bard 0, magus 0, sorcerer/wizard 0
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a bit of wool or a small lump of wax)
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' illusory sounds
''Duration'' 1 round/level (D)
''Saving Throw'' Will disbelief; ''Spell Resistance'' no
!DESCRIPTION
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.
''School'' transmutation; ''Level'' bard 2, cleric/oracle 2, inquisitor 2, paladin 1, shaman 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (an old reed from a wind instrument)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one incorporeal creature
''Duration'' 1 round/level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.
Source: APG
''School'' necromancy [poison (stench aspect only)]; ''Level'' sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (cloth from a ghoul or earth from a ghoul's lair)
!!EFFECT
''Range'' touch
''Target'' living humanoid touched
''Duration'' 1d6+2 rounds
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!DESCRIPTION
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.
A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. This is a poison effect.
!Giant Ant Drone - CR 3
N Medium vermin
''Init'' +2; ''Senses'' darkvision 60 ft., scent; Perception +7
!!DEFENSE
''AC'' 19, touch 12, flat-footed 17; (+7 natural, +2 dexterity)
''hp'' 22 [26] (2d8+13) [2d8+17]
''Fort'' +8 [+10], ''Ref'' +2, ''Will'' +3
''Immune'' mind-affecting effects
!!OFFENSE
''Speed'' 50 ft., climb 20 ft., fly 30 ft. (average)
''Melee'' bite +5 [+7] (1d6+4 [1d6+6] plus grab), sting +5 [+7] (1d4+4 [1d4+6] plus poison)
!!STATISTICS
''Str'' 18 [22], ''Dex'' 14, ''Con'' 21 [25], ''Int'' —, ''Wis'' 17, ''Cha'' 15
''Base Atk'' +1; ''CMB'' +5 [+7] (+9 [+11] grapple); ''CMD'' 17 [19] (25 [27] vs. trip)
''Feats'' Toughness^^B^^
''Skills'' Climb +12 [+14], Perception +7, Survival +5; ''Racial Modifiers'' +4 Perception, +4 Survival
!!SPECIAL ABILITIES
*''Poison (Ex)''
**Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
!Giant Ant - CR 2
N Medium vermin
''Init'' +0; ''Senses'' darkvision 60 ft., scent; Perception +5
!!Defense
''AC'' 15, touch 10, flat-footed 15; (+5 natural)
''hp'' 18 [22] (2d8+9) [2d8+13]
''Fort'' +6 [+8], ''Ref'' +0, ''Will'' +1
''Immune'' mind-affecting effects
!!Offense
''Speed'' 50 ft., climb 20 ft.
''Melee'' bite +3 [+5] (1d6+2 [1d6+4] plus grab), sting +3 [+5] (1d4+2 [1d4+4] plus poison)
!!Statistics
''Str'' 14 [18], ''Dex'' 10, ''Con'' 17 [21], ''Int'' —, ''Wis'' 13, ''Cha'' 11
''Base Atk'' +1; ''CMB'' +3 [+5] (+7 [+9] grapple); ''CMD'' 13 [15] (21 [23] vs. trip)
''Feats'' [[Toughness]]^^B^^
''Skills'' Climb +10 [+12], Perception +5, Survival +5; ''Racial Modifiers'' +4 Perception, +4 Survival
!!Special Abilities
* ''Poison (Ex)'' Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
!Giant Ant - CR 1
XP 400
N Medium vermin
''Init'' +0; ''Senses'' darkvision 60 ft., scent; Perception +5
!!Defense
''AC'' 15, touch 10, flat-footed 15; (+5 natural)
''hp'' 18 [22] (2d8+9) [2d8+13]
''Fort'' +6 [+8], ''Ref'' +0, ''Will'' +1
''Immune'' mind-affecting effects
!!Offense
''Speed'' 50 ft., climb 20 ft.
''Melee'' bite +3 [+5] (1d6+2) [1d6+6]
!!Statistics
''Str'' 14 [18], ''Dex'' 10, ''Con'' 17 [21], ''Int'' —, ''Wis'' 13, ''Cha'' 11
''Base Atk'' +1; ''CMB'' +3 [+5]; ''CMD'' 13 [15] (21 [23] vs. trip)
''Feats'' [[Toughness]]^^B^^
''Skills'' Climb +10 [+12], Perception +5, Survival +5; ''Racial Modifiers'' +4 Perception, +4 Survival
!Giant Centipede - CR 1/2
XP 200
N Medium vermin
''Init'' +2; ''Senses'' darkvision 60 ft.; Perception +4
!!Defense
''AC'' 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
''hp'' 5 [7] (1d8+1) [1d8+3]
''Fort'' +3 [+5], ''Ref'' +2, ''Will'' +0
''Immune'' mind-affecting effects
!!Offense
''Speed'' 40 ft., climb 40 ft.
''Melee'' bite +2 (1d6–1 plus poison) [1d6+1 plus poison]
''Special Attacks'' poison
!!Statistics
''Str'' 9 [13], ''Dex'' 15, ''Con'' 12 [16], ''Int'' —, ''Wis'' 10, ''Cha'' 2
''Base Atk'' +0; ''CMB'' –1 [+1]; ''CMD'' 11 [13] (can't be tripped)
''Feats'' [[Weapon Finesse]]^^B^^
''Skills'' Climb +10 [+12], Perception +4, Stealth +10; ''Racial Modifiers'' +4 Perception, +8 Stealth
!!Special Abilities
*''Poison (Ex)''
**Bite—injury; //save// Fort DC 13 [15]; //frequency// 1/round for 6 rounds; //effect// 1d3 Dex damage; //cure// 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
!Giant Frog - CR 1
XP 400
N Medium Animal
''Init'' +1; ''Senses'' low-light vision, scent; Perception +3
!!Defense
''AC'' 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
''hp'' 15 [19] (2d8+6) [2d8+10]
''Fort'' +6 [+8], ''Ref'' +6, ''Will'' –1
!!Offense
''Speed'' 30 ft., swim 30 ft.
''Melee'' bite +3 [+5] (1d6+2 plus grab) [1d6+4 plus grab] or tongue +3 [+5] touch (grab)
''Space'' 5 ft.; ''Reach'' 5 ft. (15 ft. with tongue)
''Special Attacks'' pull (tongue, 5 feet), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp), tongue
!!Statistics
''Str'' 15 [19], ''Dex'' 13, ''Con'' 16 [20], ''Int'' 1, ''Wis'' 8, ''Cha'' 6
''Base Atk'' +1; ''CMB'' +3 [+5] (+7 [+9] grapple); ''CMD'' 14 [16] (18 [20] vs. trip)
''Feats'' [[Lightning Reflexes]]
''Skills'' Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim +10 [+12]; ''Racial Modifiers'' +4 Acrobatics (+8 jumping), +4 Stealth
!!Special Abilities
*''Pull (Ex)''
**A creature with this ability can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls a creature closer. The distance pulled is set by this ability. The type of attack that causes the pull and the distance pulled are included in the creature's description. This ability only works on creatures of a size equal to or smaller than the pulling creature. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.
*''Swallow Whole (Ex)''
**If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.
*''Tongue (Ex)''
**A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.
!Giant Moray Eel CR 5
N Large animal (aquatic)
''Init'' +6; ''Senses'' low-light vision, scent; Perception +7
!!Defense
''AC'' 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
''hp'' 52 [66] (7d8+21) [(7d8+35)]
''Fort'' +8 [+10], ''Ref'' +9, ''Will'' +3
!!Offense
''Speed'' swim 30 ft.
''Melee'' bite +11 [+13] (2d6+9 [2d6+12] plus grab)
''Space'' 10 ft.; ''Reach'' 10 ft.
''Special Attacks'' gnaw
!!Statistics
''Str'' 22 [26], ''Dex'' 14, ''Con'' 16 [20], ''Int'' 1, ''Wis'' 12, ''Cha'' 8
''Base Atk'' +5; ''CMB'' +12 [+14] (+16 [+18] grapple); ''CMD'' 24 [26] (can't be tripped)
''Feats'' [[Improved Initiative]], [[Lightning Reflexes]], [[Skill Focus (Stealth)|Skill Focus]], [[Weapon Focus (bite)|Weapon Focus]]
''Skills'' Escape Artist +10, Perception +7, Stealth +8, Swim +14; ''Racial Modifiers'' +8 Escape Artist
!!Special Abilities
*''Gnaw (Ex)''
**If a giant moray begins a round with a grabbed foe, it inflicts automatic bite damage (2d6+9 [2d6+12] points of damage). A giant moray eel possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack (+11 [+13] attack, 1d6+3 [1d6+4]) against a foe it has already grabbed.
!Giant Scorpion CR 3
N Large vermin
''Init'' +0; ''Senses'' darkvision 60 ft., tremorsense 60 ft.; Perception +4
!!DEFENSE
''AC'' 16, touch 9, flat-footed 16 (+7 armor, –1 size)
''hp'' 37 [47] (5d8+15) [5d8+25]
''Fort'' +7 [+9], ''Ref'' +1, ''Will'' +1
''Immune'' mind-affecting effects
!!OFFENSE
''Speed'' 50 ft.
''Melee'' 2 claws +6 [+8] (1d6+4 plus grab) [1d6+6], sting +6 [+8] (1d6+4 plus poison) [1d6+6]
''Space'' 10 ft.; ''Reach'' 10 ft.
''Special Attacks'' constrict (1d6+4) [1d6+6]
!!STATISTICS
''Str'' 19 [23], ''Dex'' 10, ''Con'' 16 [20], ''Int'' —, ''Wis'' 10, ''Cha'' 2
''Base Atk'' +3; ''CMB'' +8 (+12 grapple); ''CMD'' 18 (30 vs. trip)
''Skills'' Climb +8, Perception +4, Stealth +0; ''Racial Modifiers'' +4 Climb, +4 Perception, +4 Stealth
!!SPECIAL ABILITIES
*''Poison (Ex)''
**Sting—injury; //save// Fort DC 17 [19]; //frequency// 1/round for 6 rounds; //effect// 1d2 Strength damage; //cure// 1 save. The save DC is Constitutuion-based and includes a +2 racial bonus.
!Giant Spider - CR 1
XP 400
N Medium vermin
''Init'' +3; ''Senses'' darkvision 60 ft., tremorsense 60 ft.; Perception +4
!!Defense
''AC'' 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
''hp'' 16 [22] (3d8+3) [3d8+9]
''Fort'' +4 [+6], ''Ref'' +4, ''Will'' +1
''Immune'' mind-affecting effects
!!Offense
''Speed'' 30 ft., climb 30 ft.
''Melee'' bite +2 [+4] (1d6 plus poison) [1d6+3 plus poison]
''Special Attack'' web (+5 ranged, DC 12, hp 2)
!!Statistics
''Str'' 11 [15], ''Dex'' 17, ''Con'' 12 [16], ''Int'' —, ''Wis'' 10, ''Cha'' 2
''Base Atk'' +2; ''CMB'' +2 [+4]; ''CMD'' 15 [17] (27 [29] vs. trip)
''Skills'' Climb +16 [+18], Perception +4 (+8 in webs), Stealth +7 (+11 in webs); ''Racial Modifiers'' +4 Perception, +4 Stealth (+8 in webs), +16 Climb
!!Special Abilities
*''Poison (Ex)''
**Bite—injury; //save// Fort DC 14; //frequency// 1/round for 4 rounds; //effect// 1d2 Strength damage; //cure// 1 save.
*''Web (Ex)''
**Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 creature's HD + creature's Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty.
**Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—.
**A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
!Giant Wasp CR 3
N Large vermin
''Init'' +1; ''Senses'' darkvision 60 ft.; Perception +9
!!DEFENSE
''AC'' 14, touch 10, flat-footed 13; (+1 Dex, +4 natural, –1 size)
''hp'' 34 [42] (4d8+16) [4d8+24]
''Fort'' +8 [+10], ''Ref'' +2, ''Will'' +2
''Immune'' mind-affecting effects
!!OFFENSE
''Speed'' 20 ft., fly 60 ft. (good)
''Melee'' sting +6 [+8] (1d8+6 plus poison) [1d8+8]
''Space'' 10 ft.; ''Reach'' 5 ft.
!!STATISTICS
''Str'' 18 [22], ''Dex'' 12, ''Con'' 18 [22], ''Int'' —, ''Wis'' 13, ''Cha'' 11
''Base Atk'' +3; ''CMB'' +8 [+10]; ''CMD'' 19 [21]
''Skills'' Fly +3, Perception +9; ''Racial Modifiers'' +8 Perception
!!SPECIAL ABILITIES
* ''Poison (Ex)''
**Sting—injury; //save// Fort DC 18 [20]; //frequency// 1/round for 6 rounds; //effect// 1d2 Dexterity damage; //cure// 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
* Conjuration (creation)
* ''Level'' bard 2, sorcerer/wizard 2, summoner 2
* ''Casting Time'' 1 standard action
* ''Components'' V, S, M (ground mica)
* ''Range'' medium (100 ft. + 10 ft./level)
* ''Area'' creatures and objects within 10-ft.-radius spread
* ''Duration'' 1 round/level
* ''Save'' Will negates (blinding only)
* ''Spell Resistance'' no
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.
Any creature covered by the dust takes a -40 penalty on Stealth checks.
!Star Recharge
*Spent (4/5 remaining)
**27: Our Lady of Silver
**35: Voice in the Void
**36: Echoes of the Everwar, Part 1: The Prisoner of Skull Hill
**2-00: Year of the Shadow Lodge
**2-13: Murder on the Throaty Mermaid
**3-11: Quest for Perfection, Part 2: On Hostile Waters
**3-16: The Midnight Mauler
**5-00: Siege of the Diamond City
**5-04: Elven Entanglement
**5-13: Weapon in the Rift
**7-21: The Sun Orchid Elixir
**Thornkeep: Forgotten Laboratory
*Recharged
**Season 6: Recharged 5
**Season 7: Recharged 3
**Season 8: Recharged 3
!Scenario Global Boons
*4-26 The Waking Rune
**''Student of Thassilon'' on [[Komana|Komana's Stat Block]]
***Through the study of Krune’s sanctum and personal effects, Pathfinder sages have deciphered many of the secrets of Thassilonian magic and how to avoid the sinful excesses that twisted Xin’s magic. When building a new character for Pathfinder Society Organized Play, you may make use of the Thassilonian magic rules on page 17 of Pathfinder Campaign Setting: Inner Sea Magic. As with other rules outside the core assumption, you must provide a legal copy of the book to use this option.
*5-08 Port Godless
**''Riftwarden Magic'' on [[Xantrian|Xantrian's Stat Block]]
***In gratitude for your heroism, the Riftwardens have shared several of their organizations’ spells with the Pathfinder Society. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Slayer’s Handbook as if they appeared on the Additional Resources page: //anti-summoning shield//, //protection from outsiders//, and //telepathic censure//.
*5-13 Weapon in the Rift
**''Ghalcor’s Spellcraft'' on [[Prisencolinensinainciusol|Pris's Stat Block]] and [[Rutlius|Rutlius' Stat Block]]
***Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: //burst with light//, //detect demon//, and //righteous blood//.
*6-11 Slave Master's Mirror
**''Gnoll Tactics'' on [[Doritian|Doritian's Stat Block]]
***You first-hand experience with gnoll tactics and cultural traditions gives you a headstart in incorporating their unique styles into your own training. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
*6-98 Serpent's Rise
**''Spoils of the Siege (322)'' on [[Shiradaz|Shiradaz's Stat Block]]
***If you bring this Chronicle Sheet to an adventure in which the Pathfinder Society deals with 322 or her schemes, you can qualify to receive a special boon at the end of the adventure to reflect 322’s increased resources.
*6-99 True Dragons of Absalom
**''~Field-Commissioned Kobold'' on [[Zarishu|Zarishu's Stat Block]]
***When you could play a 4th-level pregenerated character in a Pathfinder Society scenario, you can cross this boon off the Chronicle sheet to play your kobold PC from this scenario. //(GM credit - need to pick a kobold)//
*7-00 The Sky Key Solution
**''Councilor of Time'' on [[Iacobus|Iacobus' Stat Block]]
***Your kindness and compassion granted Lady Arodeth a moment’s peace before she sacrificed herself to save the Pathfinders, and your compassion attracts members of the Harbingers of Fate with intellect and care for others to join the Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: caretaker, charming, or ease of faith.
**''Defender of Time'' on [[Sorry|Sorry's Stat Block]]
***You boldly stood against an unceasing horde of time-knitted duplicates afforded your companions the chance to defeat Lady Arodeth, and your bravery attracts members of the Harbingers of Fate with courage and reliability to join the Pathfinder Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: courageous, indomitable faith, or resilient.
*7-04 The Ironbound Schism
**''~Averaka-Trained'' on [[Rutlius|Rutlius' Stat Block]]
***By cooperating closely with the half-orcs of Averaka, you have forged a close partnership and opened up new avenues for training. So long as you possess this boon, all of your Pathfinder Society Roleplaying Guild characters have access to the Averaka Arbiter archetype on page 15 of Pathfinder Player Companion: Bastards of Golarion as if it appeared on the Additional Resources page. If one of your characters is a half-orc bard, you may check the box that precedes this boon in order to retrain any of that character’s bard class archetypes and replace them with the Averaka Arbiter archetype at no cost.
*8-08 Tyranny of Winds, Part 1: The Sandstorm Prophecy
**''Genie Heritage'' on [[Sorry, I'm Not Good With Names|Sorry's Stat Block]]
***Your ifrit, oread, sylph, and undine characters have a stronger connection to their genie forbears. Characters only gain access to these options if they do not trade out the air, earth, fire, or water affinity racial traits. If you use the benefits of this boon on a different character than the one who receives this Chronicle sheet, include a copy of this Chronicle sheet with that character’s records.
***//Ifrit//
****Ifrit bloodragers^^ACG^^ with the elemental (fire) bloodline and ifrit sorcerers with the efreeti^^UM^^ bloodline treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
***//Oread//
****Oread bloodragers^^ACG^^ with the elemental (earth) bloodline and oread sorcerers with the deep earth^^APG^^ or shaitan^^UM^^ bloodlines treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
***//Slyph//
****Sylph bloodragers^^ACG^^ with the elemental (air) bloodline and sylph sorcerers with the djinni^^UM^^ or stormborn^^APG^^ bloodlines treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
***//Undine//
****Undine bloodragers^^ACG^^ with the elemental (water) bloodline and undine sorcerers with the aquatic^^APG^^ or marid^^UM^^ bloodlines treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities.
*8-25 Unleashing the Untouchable
**''Liberated Divinity'' on [[Markas Shortcloak|Markas' Stat Block]]
***You have released the elemental lord of air Ranginori, long sealed within the Untouchable Opal. He is a legal deity in Pathfinder Society Roleplaying Guild for any characters you play or create. Ranginori is a neutral good deity who grants the Air, Good, Travel, and Weather domains (and the Clouds, Exploration, Storms, and Wind subdomains). His favored weapon is the whip.
*Bonekeep 3
**''Bonekeep Cure'' on [[Xantrian|Xantrian's Stat Block]]
***With your help, the Pathfinder Society has created a treatment for the plagues developed in Bonekeep. You may cross any Bonekeep Malady boons off any Chronicle sheets acquired by any of your characters.
*Student of Spells
**''The Spells Know All Secrets'' //(9th-Level, 5 Stars)// on [[Xantrian|Xantrian's Stat Block]]
***Together with Aram Zey, you have studied the spellcasting secrets of another race and reverse-engineered a closely-guarded incantation. Choose one legal, race-specific spell from Chapter 1 of Pathfinder RPG Advanced Race Guide (except paragon surge). So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to this spell as if they were members of that race.
***Spell chosen with this was //blend//.
''School'' abjuration; ''Level'' sorcerer/wizard 6
!!DESCRIPTION
This spell functions like [[Lesser Globe of Invulnerability]], except that it also excludes 4th-level spells and spell-like effects.
!Goblin Dog - CR 1
XP 400
N Medium animal
''Init'' +2; ''Senses'' low-light vision, scent; Perception +1
!!Defense
''AC'' 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
''hp'' 9 [11] (1d8+5) [1d8+7]
''Fort'' +4 [+6], ''Ref'' +4, ''Will'' +1
''Immune'' disease
!!Offense
''Speed'' 50 ft.
''Melee'' bite +2 [+4] (1d6+3 plus allergic reaction) [1d6+6 plus allergic reaction]
!!Statistics
''Str'' 15 [19], ''Dex'' 14, ''Con'' 15 [19], ''Int'' 2, ''Wis'' 12, ''Cha'' 8
''Base Atk'' +0; ''CMB'' +2; ''CMD'' 14
''Feats'' [[Toughness]]
''Skills'' Stealth +6
!!Special Abilities
*''Allergic Reaction (Ex)''
**A goblin dog's dander is highly irritating to all creatures save those with the goblinoid subtype. A non-goblinoid creature damaged by a goblin dog's bite, who deals damage to a goblin dog with a natural weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (including attempts to grapple or ride the creature) must make a DC 12 [14] Fortitude save or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect. The save DC is Constitution-based.
''School'' abjuration; ''Level'' cleric/oracle 2, paladin 1, warpriest 2
!!Casting
''Casting Time'' 1 swift action
''Components'' V
!!Effect
''Range'' personal
''Target'' you
''Duration'' see text
!!Description
Until the end of your turn, your movement does not provoke attacks of opportunity.
Source: Advanced Player's Guide
''School'' necromancy [language-dependent]; ''Level'' medium 0, occultist 0, psychic 0, spiritualist 0
!!Casting
''Casting Time'' 1 minute
''Components'' S
!!Effect
''Range'' touch
''Target'' one dead creature
''Duration'' 1 round
!!Description
With this spell and a touch, you can force a corpse talk to you, but you can’t ask it specific questions or communicate with it at all. The corpse will start babbling for 1 round, spitting out random sentences. There is a 10% chance this information is of some use to the caster, but it is difficult to distinguish whether the information is useful (the GM makes the percentile roll in secret).
Useful information may include warnings about dangers deeper in a dungeon, the command word to a magic item, or even vague and spectral warnings of your or your companions’ future. The GM decides what information, useful or not, the corpse spews out in its babbling.
Once a corpse has been subject to grave words by any caster, any new attempt to cast grave words on that corpse fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the head of the corpse must have a mouth in order to speak at all. This spell doesn’t affect a corpse that has been turned into an undead creature.
Source: Occult Adventures
''School'' transmutation; ''Level'' ranger 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Targets'' you
''Duration'' 1 minute/level (D)
!!DESCRIPTION
Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see table on this page for associated increase/decrease in damage due to size change). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.
Source: Advanced Player's Guide
''School'' conjuration (creation); ''Level'' bard 1, sorcerer/wizard 1, summoner 1
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (butter)
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one object or 10-ft. square
''Duration'' 1 min./level (D)
''Save'' see text; ''SR'' no
!DESCRIPTION
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
''Prerequisites:'' Str 13, Cleave, Power Attack, base attack bonus +4.
''Benefit:'' As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
You are resistant to poisons, diseases, and other maladies.
''Benefit:'' You get a +2 bonus on all Fortitude saving throws.
Your bull rush attacks throw enemies off balance.
''Prerequisites:'' Improved Bull Rush, Power Attack, base attack bonus +6, Str 13.
''Benefit:'' You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
''Normal:'' Creatures moved by bull rush do not provoke attacks of opportunity.
''School'' abjuration; ''Level'' bard 5, cleric/oracle 6, druid 6, inquisitor 6, magus 6, sorcerer/wizard 6, summoner 5, witch 6
!!EFFECT
''Target or Area'' one spellcaster, creature, or object; or a 20-ft.-radius burst
!!DESCRIPTION
This spell functions like [[dispel magic|Dispel Magic]], except that it can end more than one spell on a target and it can be used to target multiple creatures.
You choose to use greater dispel magic in one of three ways: a targeted dispel, area dispel, or a counterspell:
Targeted Dispel: This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells.
Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. The DC of this check is equal to the curse's DC.
Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell: This functions as dispel magic, but you receive a +4 bonus on your dispel check to counter the other spellcaster's spell.
''School'' illusion (glamer); ''Level'' alchemist 4, antipaladin 4, bard 4, inquisitor 4, magus 4, sorcerer/wizard 4, summoner 3
!!CASTING
''Components'' V, S
!!EFFECT
''Target'' you or creature touched
''Duration'' 1 round/level (D)
''Saving Throw'' Will negates (harmless)
!!DESCRIPTION
This spell functions like [[Invisibility]], except that it doesn't end if the subject attacks.
''School'' transmutation; ''Level'' antipaladin 3, cleric/oracle 4, inquisitor 3, magus 3, paladin 3, sorcerer/wizard 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (powdered lime and carbon)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one weapon or 50 projectiles (all of which must be together at the time of casting)
''Duration'' 1 hour/level
''Saving Throw'' Will negates (harmless, object); ''Spell Resistance'' yes (harmless, object)
!!DESCRIPTION
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.
Alternatively, you can affect as many as 50 arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation after they are used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.
Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.
''Prerequisite:'' Spell Focus.
''Benefit:'' Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
''Special:'' You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat.
''School'' conjuration (teleportation); ''Level'' sorcerer/wizard 7, summoner 5, witch 7
!!DESCRIPTION
This spell functions like [[teleport|Teleport]], except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.
!Brown Bear (or Grizzly, Kodiak, Russian Brown) CR 5
N Large animal
''Init'' +1; ''Senses'' low-light vision, scent; Perception +6
!!DEFENSE
''AC'' 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)
''hp'' 42 [52] (5d8+20) [5d8+30]
''Fort'' +8 [+10], ''Ref'' +5, ''Will'' +2
!!OFFENSE
''Speed'' 40 ft.
''Melee'' 2 claws +7 [+9] (1d6+5 plus grab) [1d6+7], bite +7 [+9] (1d6+5) [1d6+7]
''Space'' 10 ft.; ''Reach'' 5 ft.
!!STATISTICS
''Str'' 21 [25], ''Dex'' 13, ''Con'' 19 [23], ''Int'' 2, ''Wis'' 12, ''Cha'' 6
''Base Atk'' +3; ''CMB'' +9 [+11] (+13 [+15] grapple); ''CMD'' 20 [22] (24 [26] vs. trip)
''Feats'' [[Endurance]], [[Run]], [[Skill Focus (Survival)|Skill Focus]]
''Skills'' Perception +6, Survival +5, Swim +14; ''Racial Modifiers'' +4 Swim
''School'' divination; ''Level'' cleric/oracle 0, druid 0, inquisitor 0, summoner 0, witch 0
CASTING
''Casting Time'' 1 standard action
''Components'' V, S
EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 minute or until discharged
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes
DESCRIPTION
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Source: CR 292
''School'' divination; ''Level'' cleric/oracle 3, ranger 2, witch 3
!CASTING
''Casting Time'' 1 minute
''Components'' V, S, M (a spool of thread or string)
!EFFECT
''Range'' personal
''Targets'' you
''Duration'' 1 day/level (D)
!DESCRIPTION
You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Source: APG
''School'' evocation [air]; ''Level'' bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' 60 ft.
''Effect'' line-shaped gust of severe wind emanating out from you to the extreme of the range
''Duration'' 1 round
''Saving Throw'' Fortitude negates; ''Spell Resistance'' yes
!!DESCRIPTION
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.
A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet.
Small creatures are knocked prone by the force of the wind.
Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check.
Large or larger creatures may move normally within a gust of wind effect.
This spell can't move a creature beyond the limit of it's range.
Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind.
The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
Gust of wind can be made permanent with a permanency spell.
''Prerequisites:'' Bardic performance ability.
''Benefit:'' Whenever you cast a 1st or higher level spell while you are maintaining a bardic performance, you can maintain the bardic performance for that round without expending one of your rounds of performance for the day. In addition, you can switch from one bardic performance to another as a swift action when you cast a spell while maintaining a bardic performance.
Source: Inner Sea World Guide
Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life.
''Benefit:'' You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.
''Source'' Inner Sea World Guide
''School'' divination; ''Level'' bard 3, shaman 3, sorcerer/wizard 3, witch 3
!!CASTING
''Casting Time'' 10 minutes
''Components'' V, S, F (a Harrow deck)
!!EFFECT
''Range'' touch
''Target'' one creature
''Duration'' 1 day/level or until fulfilled
!!DESCRIPTION
You use a Harrow deck to tell a fortune for yourself or someone else. If you cast harrowing on another creature, you must remain adjacent to the target for the duration of the casting time. A harrowing must describe one set of events or course of action (for example, “hunting down the pirate king,” or “traveling to Viperwall to search for a magic sword”) that the target of the spell intends to undertake at some point during the spell’s duration. If you have access to a Harrow deck, draw nine cards when this spell is cast. If you do not have a Harrow deck, you can simulate the draws by rolling a d6 and a d10 for each of the nine cards.
Record the ability score and alignment associated with each card. Each of these cards grants a luck bonus or a penalty on a specific type of d20 check; the magnitude of the penalty or bonus depends upon how closely that particular card’s alignment matches the target creature’s alignment. If the card and target’s alignments are identical, that card provides a +2 luck bonus on the associated suit’s check. If the card and target’s alignments are of the opposite alignment (see below), the card inflicts a –1 penalty on that associated check. If the card has any other alignment, it provides a +1 luck bonus on the associated suit’s check.
While penalties persist on all associated checks for as long as the harrowing persists, the bonuses are one-use bonuses that the harrowed character can “spend” at any time to modify that card’s associated check. You can spend a bonus to modify an appropriate roll after the die is rolled, but cannot spend the bonus once you know the result of the roll. Since all of the bonuses granted by a harrowing are luck bonuses, they do not stack with each other. Penalties, on the other hand, do stack. Once you spend all of the bonuses granted by a harrowing, or once the spell’s duration ends, the spell ends and the penalties are removed.
A single creature can only be under the effects of one harrowing at a time. If it is subjected to a second harrowing while a previous harrowing is still in effect, the new harrowing automatically fails.
Source: Inner Sea World Guide
|!Suit|!Associated check|
|Hammer (Str)|Attack rolls (ranged and melee)|
|Key (Dex)|Reflex saving throws|
|Shield (Con)|Fortitude saving throws|
|Book (Int)|Skill checks|
|Star (Wis)|Will saving throws|
|Crown (Cha)|Any d20 roll|
|!Alignment|!Opposition|
|LG|CE|
|NG|NE|
|CG|LE|
|LN|CN|
|N|LG, LE, CG, or CE<br>(pick one when spell is cast)|
|CN|LN|
|LE|CG|
|NE|NG|
|CE|LG|
''School'' transmutation; ''Level'' alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 2
CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a shaving of licorice root)
EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one creature/level, no two of which can be more than 30 ft. apart
''Duration'' 1 round/level
''Saving Throw'' Fortitude negates (harmless); ''Spell Resistance'' yes (harmless)
DESCRIPTION
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
''School'' illusion (glamer); ''Level'' bard 0, sorcerer/wizard 0
!!CASTING
''Casting Time'' 1 standard action
''Components'' S
!!EFFECT
''Range'' Personal
''Target'' You
''Duration'' 1 round/level (D)
!!DESCRIPTION
You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage.
Source: Ultimate Combat
''School'' conjuration (healing); Level alchemist 6, cleric/oracle 6, druid 7, inquisitor 6, witch 7
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
Heal does not remove negative levels or restore permanently drained ability score points.
If used against an undead creature, heal instead acts like harm.
''Discipline'' psychometabolism (Healing); ''Level'' Vitalist 6
!!MANIFESTING
''Display'' Material, visual
''Manifesting Time'' 1 standard action
!!EFFECT
''Range'' touch
''Target'' Living creature touched
''Duration'' instantaneous
''Saving Throw'' Fort negates (harmless); ''Power Resistance'' Yes
''Power Points'' 11
!!DESCRIPTION
You psionically augment the healing ability of the targets with your power. The targets heal 110 points of damage total, divided among the targets at your discretion.
''Augment:'' You can augment this power in one or both of the following ways.
#For every additional power point you spend, the total amount healed increases by 10 points of damage.
#If you spend 6 additional power points, you can heal all living creatures within 20 feet of you.
''School'' conjuration (healing); ''Level'' paladin 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' your mount touched
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
This spell functions like heal, but it affects only the paladin's special mount (typically a horse).
''School'' transmutation [fire]; ''Level'' druid 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, all of which must be within a 30-ft. circle
''Duration'' 7 rounds
''Saving Throw'' Will negates (object); ''Spell Resistance'' yes (object)
!!DESCRIPTION
|!Round|!Metal Temperature|!Damage|
|1|Warm|None|
|2|Hot|1d4 points|
|3-5|Searing|2d4 points|
|6|Hot|1d4 points|
|7|Warm|None|
Heat metal causes metal objects to become red-hot. Unattended, non-magical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.
A creature takes fire damage if its equipment is heated. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.
On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, and causes more damage, as shown on the table.
Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water.
Heat metal counters and dispels chill metal.
''School'' divination; ''Level'' alchemist 1, bard 1, druid 1, inquisitor 1, ranger 1, shaman 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, M/DF (a coffee bean)
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 10 minutes/level (D)
!!DESCRIPTION
You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a 2 bonus on Perception checks and on all Knowledge checks that you are trained in.
If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.
Source: Advanced Class Guide
''School'' transmutation; ''Level'' bard 2, skald 2
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' 30 ft.
''Area'' allies within a 30-ft.-radius burst centered on you
''Duration'' 1 minute/level or until discharged
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!Description
You grant each of your allies within the area a +10 competence bonus on a single Reflex saving throw. Each ally must decide whether to use the bonus before making the roll to which it applies. When an ally uses the bonus, the spell ends for that individual.
Source: Advanced Class Guide
!Hell Hound CR 3
LE Medium outsider (evil, extraplanar, fire, lawful)
''Init'' +5; ''Senses'' darkvision 60 ft., scent; Perception +7
!!DEFENSE
''AC'' 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
''hp'' 30 [38] (4d10+8) [4d10+16]
''Fort'' +6 [+8], ''Ref'' +5, ''Will'' +1
''Immune'' fire
''Weaknesses'' vulnerability to cold
!!OFFENSE
''Speed'' 40 ft.
''Melee'' bite +5 [+7] (1d8+1 plus 1d6 fire) [1d8+3]
''Special Attacks'' breath weapon (10-ft. cone, once every 2d4 rounds, 2d6 fire damage, Reflex DC 14 for half)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 13, ''Con'' 15 [19], ''Int'' 6, ''Wis'' 10, ''Cha'' 6
''Base Atk'' +4; ''CMB'' +5 [+7]; ''CMD'' 16 [18] (20 [22] vs. trip)
''Feats'' [[Improved Initiative]], [[Run]]
''Skills'' Acrobatics +8, Perception +7, Stealth +13, Survival +7; ''Racial Modifiers'' +5 Stealth
''Languages'' Infernal (cannot speak)
Race Trait (Halfling)
You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2
Source; Halflings of Golarion
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 4, skald 4
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!Description
You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end the performance, and one creature within range affected by your bardic performance can make a move action or a standard action of their choice.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' alchemist 3, bard 2, inquisitor 3, sorcerer/wizard 3, summoner 3
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 10 min./level
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!DESCRIPTION
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.
''School'' abjuration; ''Level'' cleric/oracle 1, inquisitor 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Targets'' one touched creature/level
''Duration'' 10 min./level (D)
''Saving Throw'' Will negates (harmless); see text; ''Spell Resistance'' yes
!!DESCRIPTION
Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Non-intelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 1, sorcerer/wizard 2
!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (tiny fruit tarts and a feather)
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one creature; see text
''Duration'' 1 round/level
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!DESCRPITION
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 4, inquisitor 4, sorcerer/wizard 5, summoner 4, witch 5
!!CASTING
''Components'' V, S, M/DF (one hard metal bar or rod, which can be as small as a three-penny nail)
!!EFFECT
''Target'' one living creature
!!DESCRIPTION
This spell functions like [[Hold Person]], except that it affects any living creature that fails its Will save.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, sorcerer/wizard 3, witch 2
CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F/DF (a small, straight piece of iron)
EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Target'' one humanoid creature
''Duration'' 1 round/level (D); see text
''Saving Throw'' Will negates; see text; ''Spell Resistance'' yes
DESCRIPTION
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
''School'' transmutation; ''Level'' bard 2, inquisitor 2, paladin 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, M/DF (a drop of honey)
!!EFFECT
''Range'' personal
''Targets'' you
''Duration'' 10 minutes/level
!!DESCRIPTION
This spell augments your diplomacies. While under the effects of spell, you roll two dice each time you make a Diplomacy check to change a creature's attitude, taking the highest roll.
If this results in a roll low enough to reduce the creature's attitude by a step, that creature gets some clue that you are manipulating it with a spell. Alternatively you can cast this spell before making a Diplomacy check to gather information, gaining a +5 competence bonus on the check.
Source: APG
* ''Advanced Race Guide'' - kitsune, kitsune sorcerer favored class bonus
* ''Inner Sea World Guide'' - Noble Scion
* ''Ultimate Equipment'' - sorcerer's robe
* ''Ultimate Magic'' - Delusional Pride, Oppressive Boredom
!Honwa Dashiro
Male Kitsune Sorcerer 6
NG Medium humanoid (kitsune)
''Init:'' +9; ''Senses:'' Perception: +0, low-light vision
!Defenses
''AC:'' 11, touch 11, flat-footed 10 (+1 Dex)
''hp:'' 38 (6d6+12)
''Fort'' +5, ''Ref'' +4, ''Will'' +7
!Offense
''Speed'' 30 ft.
''Melee:'' bite +1 (1d4-2)
''Kitsune ~Spell-Like Abilities'' (CL 6th):
*3/day - [[Dancing Lights]]
''Bloodline ~Spell-Like Abilities'' (CL 6th):
*9/day - Laughing Touch (touch +1)
''Spells'' (CL 6th, concentration +15):
*3rd level (4/day) - [[Hold Person]] (DC 25)
*2nd level (7/day) - [[Hideous Laughter]] (DC 24), [[Glitterdust]] (DC 18), [[Oppressive Boredom]] (DC 24)
*1st level (8/day) - [[Delusional Pride]] (DC 23), [[Entangle]] (DC 17), [[Grease]] (DC 17), [[Magic Missile]], [[Silent Image]] (DC 17)
*0th level (at-will) - [[Acid Splash]], [[Daze]] (DC 22), [[Detect Magic]], [[Disrupt Undead]], [[Light]], [[Mage Hand]], [[Prestidigitation]]
''Bloodline'' fey
!Statistics
''Str:'' 6, ''Dex:'' 12, ''Con:'' 14, ''Int:'' 10, ''Wis:'' 10, ''Cha:'' 22
''Base Atk:'' +3; ''CMB:'' +1; ''CMD:'' 12
''Feats:'' [[Eschew Materials]]^^B^^, [[Greater Spell Focus (enchantment)|Greater Spell Focus]], [[Noble Scion of War|Noble Scion]], [[Spell Focus (enchantment)|Spell Focus]]
''Traits:'' [[Ease of Faith]], [[Mind over Matter]]
''Skills:'' Acrobatics +3, Bluff +13, Diplomacy +14, Intimidate +13, Spellcraft +6, Use Magic Device +18
''Languages:'' Celestial, Common, Senzar, Tien
''SQ:'' bloodline arcana, change shape (//alter self//), kitsune magic, woodland stride
''Combat Gear:'' [[acid flask]], 2x [[alchemist's fire]], [[necklace of fireballs]] //(type II)(one 2d6 sphere)//, //oil of [[Daylight]]//, [[sorcerer's robe]]
''Other Gear:'' [[circlet of persuasion]], [[+1 cloak of resistance|cloak of resistance]], [[clockwork spy|Clockwork Spy]] w/ one gem, noble's outfit (w/ 100 gp jewelry), //wand of [[Bull's Strength]] (10 charges)//, //wand of [[Cure Light Wounds]] (8 charges)//
!Special Abilities
*''Agile (Ex)'': Kitsune receive a +2 racial bonus on Acrobatics checks.
*''Bloodline Arcana'': Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
*''Change Shape (Su)'': A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
*''Kitsune Sorcerer Favored Class Bonus'': Each time you take this favored class bonus, increase the ~DCs of enchantment spells you cast by 1/4.
*''Kitsune Magic (Ex/Sp)'': Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
*''Laughing Touch (Sp)'': At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
*''Natural Weapons (Ex)'': In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
*''Woodland Stride (Ex):'' At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
!Boons
* ''Desperate Bargain:'' Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
* ''Distrust of Witches:'' Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
* ''Dragon Empires Expert:'' Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
* ''Duplicitous Charm:'' As a confidence artist, you are adept at earning the trust of others and bending them to your needs. Choose a creature. Until the end of the scenario you gain a +2 competence bonus on Bluff checks to lie to the creature and Diplomacy checks to improve the creature’s attitude or request favors from it. When this boon is used, cross it off your Chronicle sheet.
* ''Faithless:'' Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
* ''Fugitive from Numeria:'' You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
* ''Gift of the Kirin (Lantern Lodge):'' ~Venture-Captain Amara Li realized her goal with your help, and she assists you in securing a necessary tool in the future. You may treat your Fame score as 2 points higher when purchasing any single item. When you use this boon, cross it off of your Chronicle sheet.
* ''House Thrune’s Favor:'' Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax’s ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
* ''Lifetimes of Experience:'' You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
* ''Magical Scrivener:'' Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
* ''Master of Shadows'': You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
* ''Masterful Performance:'' As a reward for exonerating the Umbra Carnival, Amara Delisen taught you a few tricks of stage presence and misdirection. You gain one of the following benefits, chosen at the time you use this ability (a swift action): a +3 bonus on a Bluff check to feint in combat or create a diversion to hide, a +3 bonus on an Intimidate check to demoralize an opponent, a +3 bonus on any Sleight of Hand check, or a +1 bonus to the caster level and DC of any one enchantment or illusion spell you cast. When you use this ability, cross it off the Chronicle sheet.
*''Nidalese Apostate:''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
* ''Prince of Wolves:'' Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
* ''Revolutionary Bluster'': You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
* ''Temple Trained:'' Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
* ''The Long Con:'' Your experiences bringing down the Tower of Yath have honed your skills at deceiving those who worship Abyssal forces. You gain a permanent +1 bonus on Bluff checks made against demonic cultists in noncombat situations.
* ''Triumph of the Lantern Lodge:'' The Lantern Lodge has realized its ambitious goals, and the victory is bittersweet. Although Amara Li spares no expense in providing you special training, she dissolves the Lantern Lodge in Absalom. Before August 14, 2013, you may change from Lantern Lodge to a new faction without spending Prestige Points or losing any faction-specific Prestige Awards. When you complete this change to a new faction, choose one ability score. As the culmination of years of service to the Lantern Lodge and Amara Li’s guidance, you receive a permanent +1 bonus to that ability score. If you are not a member of the Lantern Lodge faction, cross this boon off your Chronicle sheet. As of August 14, 2013, the Lantern Lodge is no longer a legal faction. As a result, no character may receive this boon. //Used for Charisma//
*''True Magic of the Shadowcaster''
**The purest expression of ~Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.
* ''~Vulpine-Blooded'': Your ancestors come from a race of shapeshifting fox folk, known throughout the Dragon Empires for their love of art, beauty, and whimsical trickery. You may play a kitsune character beginning at level 1 as normal.
[[Additional Resources Needed|Honwa's ARs]]
!!Horse - CR 1
XP 400
N Large animal
''Init'' +2; ''Senses'' low-light vision, scent; Perception +6
!!Defense
''AC'' 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
''hp'' 15 [19] (2d8+6) [2d8+10]
''Fort'' +6 [+8], ''Ref'' +5, ''Will'' +1
!!Offense
''Speed'' 50 ft.
''Melee'' 2 hooves –2 [+0] (1d4+1) [1d4+2]
''Space'' 10 ft.; ''Reach'' 5 ft.
!!Statistics
''Str'' 16 [20], ''Dex'' 14, ''Con'' 17 [21], ''Int'' 2, ''Wis'' 13, ''Cha'' 7
''Base Atk'' +1; ''CMB'' +5 [+7]; ''CMD'' 17 [19] (21 [23] vs. trip)
''Feats'' [[Endurance]], [[Run]]^^B^^
''Skills'' Perception +6
''SQ'' docile
!!Special Abilities
*''Docile (Ex)''
**Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.
''Prerequisite:'' Expert trainer class feature, Ride 6 ranks.
''Benefit:'' Use your character level to determine your effective druid level for determining the powers and abilities of your mount.
''Normal:'' You use your cavalier level to determine your effective druid level for determining the powers and abilities of your mount.
!Hound Archon CR 4
LG Medium outsider (archon, extraplanar, good, lawful)
''Init'' +4; ''Senses'' darkvision 60 ft., detect evil, low-light vision, scent; Perception +10
''Aura'' aura of menace (DC 16), //magic circle against evil//
!!DEFENSE
''AC'' 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
''hp'' 39 [51] (6d10+6) [6d10+18]
''Fort'' +6 [+8], ''Ref'' +5, ''Will'' +5; +4 vs. poison, +2 resistance vs. evil
''DR'' 10/evil; ''Immune'' electricity, petrification; ''SR'' 15
!!OFFENSE
''Speed'' 40 ft.
''Melee'' bite +8 [+10] (1d8+3) [1d8+6], slam +8 [+10] (1d4+1) [1d4+2] or
mwk greatsword +9/+4 [+11/+6] (2d6+3) [2d6+6], bite +3 [+5] (1d8+2) [1d8+4]
''w/ Power Attack'' bite +6 [+8] (1d8+9) [1d8+12], slam +6 [+8] (1d4+3) [1d4+4] or
mwk greatsword +7/+2 [+9/+4] (2d6+9) [2d6+12], bite +1 [+3] (1d8+6) [1d8+8]
''~Spell-Like Abilities'' (CL 6th)
*Constant—[[Detect Evil]], [[Magic Circle Against Evil]]
*At Will—[[Aid]], [[Continual Flame]], [[Greater Teleport]] (self plus 50 lbs. of objects only), [[Message]]
!!STATISTICS
''Str'' 15 [19], ''Dex'' 10, ''Con'' 13 [17], ''Int'' 10, ''Wis'' 13, ''Cha'' 12
''Base Atk'' +6; ''CMB'' +8 [+10]; ''CMD'' 18 [20]
''Feats'' [[Improved Initiative]], [[Iron Will]], [[Power Attack]]
''Skills'' Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14; ''Racial Modifiers'' +4 Stealth, +4 Survival
''Languages'' Celestial, Draconic, Infernal; truespeech
''SQ'' change shape (beast shape II)
!!SPECIAL ABILITIES
*''Aura of Menace (Su)''
**A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
*''Change Shape (Su)''
**A hound archon can assume any canine form of Small to Large size, as if using beast shape II. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any dog-like or wolf-like creature of the animal type.
''School'' conjuration (creation); ''Level'' arcanist 5, sorcerer/wizard 5, summoner 5, summoner (unchained) 5
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S, F (miniature shovel costing 10 gp)
!!Effect
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
''Duration'' 1 round + 1 round/level
''Saving Throw'' Reflex negates, Reflex half, see text; ''Spell Resistance'' no
!!Description
This spell functions as create pit, except that the pit has the ability to squeeze and crush any creature trapped within it and has a maximum depth of 100 feet. Creatures who fall into the hole take falling damage as normal. In addition, anyone within the pit, not just those on the bottom, takes 4d6 points of bludgeoning damage each round as the pit contracts and then returns to its normal size (a successful Reflex save halves this damage). The ever-shifting walls of the pit are quite difficult to scale and have a Climb DC of 35.
Source: Advanced Player's Guide
''Discipline'' psychometabolism; ''Level'' egoist 3, gifted blade 3, marksman 3, psychic warrior 2
!!MANIFESTING
''Display'' Auditory
''Manifesting Time'' 1 swift action
!!EFFECT
''Range'' Personal
''Target'' You
''Effect'' 1 extra move action
''Duration'' Instantaneous
''Power Points'' egoist 5, gifted blade 5, marksman 5, psychic warrior 3
!!DESCRIPTION
You gain an additional move action in the current round. Taking a full round’s worth of attacks and then using this power to move away from your foe does provoke attacks of opportunity.
!Hyena - CR 1
XP 400
N Medium animal
''Init'' +2; ''Senses'' low-light vision, scent; Perception +7
!!Defense
''AC'' 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
''hp'' 13 [17] (2d8+4) [2d8+8]
''Fort'' +5 [+7], ''Ref'' +5, ''Will'' +1
!!Offense
''Speed'' 50 ft.
''Melee'' bite +3 [+5] (1d6+3 plus trip) [1d6+6 plus trip]
!!Statistics
''Str'' 14 [18], ''Dex'' 15, ''Con'' 15 [19], ''Int'' 2, ''Wis'' 13, ''Cha'' 6
''Base Atk'' +1; ''CMB'' +3 [+5]; ''CMD'' 15 [17] (19 [21] vs. trip)
''Feats'' [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Perception +8, Stealth +6 (+10 in tall grass); ''Racial Modifiers'' +4 Stealth in tall grass
''School'' illusion (pattern) [mind-affecting]; ''Level'' bard 2, sorcerer/wizard 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V (bard only), S, M (a stick of incense or a crystal rod); see text
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Effect'' colorful lights in a 10-ft.-radius spread
''Duration'' Concentration + 2 rounds
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of HD of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.
A wizard or sorcerer need not utter a sound to cast this spell, but a bard must perform as a verbal component.
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 1, sorcerer/wizard 1, witch 1
!CASTING
''Casting Time'' 1 round
''Components'' V, S
!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Area'' several living creatures, no two of which may be more than 30 ft. apart
''Duration'' 2d4 rounds (D)
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!DESCRIPTION
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.
If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.
While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.
A creature that fails its saving throw does not remember that you enspelled it.
* ''Advanced Class Guide'' - heightened awareness, heightened reflexes
* ''Advanced Player's Guide'' - gallant inspiration, heroic finale, honeyed tongue, jester's jaunt, saving finale, sift
* ''Advanced Race Guide'' - focused study, human bard favored class bonus
* ''Chronicle of the Righteous'' - charitable impulse
* ''Faction Guide'' - Maestro of the Society
* ''Inner Sea Gods'' - Deific Obedience, trail of the rose
* ''Inner Sea World Guide'' - Flagbearer, Harmonic Spell, Noble Scion, unbreakable heart
* ''Land of the Linnorm Kings'' - banner of ancient kings
* ''Pathfinder Adventure Path #27'' - dream journal of the pallid seer
* ''Seeker of Secrets'' - scrivener's chant
* ''Ultimate Combat'' - Discordant Voice, liberating command, pilfering hand
* ''Ultimate Magic'' - anticipate peril, mad monkeys, Requiem of the Fallen Priest King, Spellsong, sound striker, Triple Time
*''AC/T/FF'' 16/11/15
**+2/+2/+2 vs. an activated magical item for 1d4 rounds //(Fugitive from Numeria, ~One-Time Use)//
**+2/+2/+2 insight vs. one creature //(Lifetimes of Experience, ~One-Time Use)//
*''Fort/Ref/Will'' +8/+11/+10
**+4/+4/+4 vs. bardic performance, sonic, and language-dependent effects //(~Well-Versed)//
**+0/+0/-- replace a Will save with a Perform (dance) check vs. evil or fear descriptor //(Actor of the Eleven Acts, ~One-Time Use)//
**+2/+2/+2 vs. spells with the emotion descriptor, but -1 to saves vs. fatigue/exhaust //(Debauchery, ~One-Time Use)//
**+4/+4/+4 vs. a witch hex, curse effect, or spell or effect with the pain descriptor //(Distrust of Witches, ~One-Time Use)//
**+2/+2/+2 vs. an activated magical item for 1d4 rounds //(Fugitive from Numeria, ~One-Time Use)//
*''Acrobatics'' +35
**//(Versatile Performance - Dance)//
*''Appraise'' +6
*''Bluff'' +36
**//(Versatile Performance - String)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Diplomacy'' +36
**//(Versatile Performance - String)//
**+2 to gather information in Riddleport //(Debt of Cyphers)//
**+2 vs. dwarves //(Five Kings Negotiator)//
**+3 vs. nobles, politicians, and aristocrats of your own race //(Height of Fashion)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+2 vs. girtabilu //(Sacred Scorpion Tattoo)//
*''Disguise'' +10 //(untrained)//
**+5 vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Fly'' +35
**//(Versatile Performance - Dance)//
*''Intimidate'' +10 //(untrained)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+2 in Riddleport //(Riddleport Respect)//
*''Knowledge (arcana)'' +21
**+2 in Riddleport when consulting Gurukaza //(Debt of Cyphers)//
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (dungeoneering)'' +13
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (engineering)'' +12
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (geography)'' +12
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (history)'' +13
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (local)'' +13
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (nature)'' +12
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (nobility)'' +13
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (planes)'' +12
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+5 about the Shadow Plane and shadow magic //(Master of Shadows, ~One-Time Use)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Knowledge (religion)'' +13
**+3 insight about Sky Citadels and dwarven history //(Hero of the Hold)//
**+1 about Sky Citadels and the Quest for the Sky //(Sky Citadel Scholar)//
**+2 about dangers in the Darklands (or +4 about duergar) //(Darklands Delver)//
*''Linguistics'' +7
**+2 in Riddleport when consulting Gurukaza //(Debt of Cyphers)//
*''Perception'' +19
*''Perform (dance)'' +35
**+4 on any one Perform check //(Crystalhue Artisan, ~One-Time Use)//
*''Perform (sing)'' +29
**+4 on any one Perform check //(Crystalhue Artisan, ~One-Time Use)//
*''Perform (string)'' +36
**+4 on any one Perform check //(Crystalhue Artisan, ~One-Time Use)//
**+1 to Day Job checks //(Prosperity)//
*''Sense Motive'' +29
**//(Versatile Performance - Sing)//
*''Sleight of Hand'' +5
*''Spellcraft'' +13
*''Stealth'' +5
*''Use Magic Device'' +24
**+1 for one scenario, increases to +4 when activating an item blindly //(Practiced Artificer, ~One-Time Use)//
|!Skill|!Stat|!Ranks|!Class|!Other|!Total|
|Acrobatics|>|>|>| Perform (dance) | +35|
|Appraise|2|1|3|| +6|
|Bluff|>|>|>| Perform (string) | +36|
|Diplomacy|>|>|>| Perform (string) | +36|
|Fly|>|>|>| Perform (dance) | +35|
|Intimidate|7|0|0|+3 (//circlet of persuasion//)| +10|
|Knowledge (arcana)|2|11|3|+5 (bardic knowledge)| +21|
|Knowledge (dungeoneering)|2|2|3|+5 (bardic knowledge) +1 (sky citadel scholar)| +13|
|Knowledge (engineering)|2|2|3|+5 (bardic knowledge)| +12|
|Knowledge (geography)|2|2|3|+5 (bardic knowledge)| +12|
|Knowledge (history)|2|2|3|+5 (bardic knowledge) +1 (timelost chronicler)| +13|
|Knowledge (local)|2|3|3|+5 (bardic knowledge)| +13|
|Knowledge (nature)|2|2|3|+5 (bardic knowledge)| +12|
|Knowledge (nobility)|2|2|3|+5 (bardic knowledge) +1 (noble title)| +13|
|Knowledge (planes)|2|2|3|+5 (bardic knowledge)| +12|
|Knowledge (religion)|2|3|3|+5 (bardic knowledge)| +13|
|Linguistics|2|2|3|| +7|
|Perception|0|11|3|+5 (//eyes of the eagle//)| +19|
|Peform (dance)|7|11|3|+6 (skill focus) +1 (noble scion) +3 (//circlet of persuasion//) +4 (deific obedience)| +35|
|Peform (sing)|7|11|3|+1 (noble scion) +3 (//circlet of persuasion//) +4 (deific obedience)| +29|
|Peform (string)|7|11|3|+6 (skill focus) +1 (noble scion) +3 (//circlet of persuasion//) +1 (performance artist) +4 (deific obedience)| +36|
|Sense Motive|>|>|>| Perform (sing) | +29|
|Sleight of Hand|1|1|3|| +5|
|Spellcraft|2|8|3|| +13|
|Stealth|1|1|3|| +5|
|Use Magic Device|7|11|3|+3 (//circlet of persuasion//)| +24|
!Iacobus Higgenstrom
Male Human Sound Striker 11
NG humanoid (human)
''Init'' +1; ''Senses:'' Perception +18
!Defenses
''AC'' 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
''hp'' 72 (11d8+22)
''Fort'' +8, ''Ref'' +11, ''Will'' +10
!Offense
''Speed'' 30 ft.
''Melee'' mwk longsword +9 (1d8/19-20)
''Ranged'' shortbow +9 (1d6/x3)
''Special Attacks'' bardic performance 37 rounds/day (move action; countersong, dirge of doom, distraction, fascinate [DC 21], inspire courage +3, inspire greatness, weird words +9 (4d6+7, 2 attacks), wordstrike 1d4+11)
''Spells'' (CL 11th, concentration +21):
*4th level (3/day, DC 21) - [[Dimension Door]], [[Freedom of Movement]], [[Heroic Finale]]
*3rd level (6/day, DC 20) - [[Dispel Magic]], [[Displacement]], [[Haste]], [[Jester's Jaunt]], [[Mad Monkeys]], {[[The Requiem of the Fallen Priest-King]]}
*2nd level (6/day, DC 19) - [[Charitable Impulse]], [[Gallant Inspiration]], [[Glitterdust]], [[Heightened Reflexes]], [[Honeyed Tongue]], [[Pilfering Hand]], [[Tongues]], [[Trail of the Rose]]
*1st level (7/day, DC 18) - [[Feather Fall]], [[Heightened Awareness]], [[Hideous Laughter]], [[Liberating Command]], [[Saving Finale]], [[Silent Image]], [[Unbreakable Heart]], [[Unseen Servant]], {[[Triple Time]]}
*0th level (at-will) - [[Dancing Lights]], [[Detect Magic]]. [[Ghost Sound]], [[Mage Hand]], [[Message]], [[Prestidigitation]], [[Read Magic]], [[Scrivener's Chant]], [[Sift]]
!Statistics
''Str'' 11, ''Dex'' 12, ''Con'' 14, ''Int'' 14, ''Wis'' 10, ''Cha'' 24
''Base Atk'' +8; ''CMB'' +8; ''CMD'' 19
''Feats'' [[Deific Obedience (Shelyn)|Deific Obedience]], [[Discordant Voice]], [[Flagbearer]], [[Harmonic Spell]], [[Noble Scion of the Arts|Noble Scion]], [[Skill Focus (Perform (dance))|Skill Focus]], [[Skill Focus (Perform (string instruments))|Skill Focus]], [[Spellsong]]
''Traits'' [[Maestro of the Society]], [[Performance Artist (string instruments)|Performance Artist]]
[[Skills|Iacobus' Skills]]'':'' (Acrobatics +35), Appraise +6, (Bluff +36), (Diplomacy +36), (Fly +35), Intimidate +10, Knowledge (arcana) +21, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +12, Knowledge (nobility) +13, Knowledge (planes) +12, Knowledge (religion) +13, Linguistics +7, Perception +19, Perform (dance) +35, Perform (sing) +29, Perform (string) +36, (Sense Motive +29), Sleight of Hand +5, Spellcraft +13, Stealth +5, Use Magic Device +24
''Languages'' Celestial, Dwarven, Elven, Taldane, Thassilonian
''SQ'' bardic knowledge, lore master (2/day), versatile performance (string), well-versed
''Combat Gear'' [[acid flask]] x2, [[bead of blessing|strand of prayer beads]], //oil of [[Daylight]]//, //wand of [[Cure Light Wounds]]// (38 charges), //wand of [[Daylight]]// (8 charges), //wand of [[Dimension Door]]// (4 charges), //wand of [[Endure Elements]]// (10 charges). //wand of [[Greater Invisibility]]// (8 charges), //wand of [[Remove Blindness/Deafness]]// (7 charges)
''Other Gear'' antitoxin x2, [[banner of the ancient kings]], [[bead of newt prevention]], [[belt of mighty constitution +2|belt of mighty constitution]], [[circlet of persuasion]], [[cloak of resistance +2|cloak of resistance]], [[cracked pale green prism ioun stone (saves)|ioun stone]], [[dream journal of the pallid seer]], [[eyes of the eagle]], flag of the pathfinder society, [[headband of alluring charisma +4|headband of alluring charisma]], +1 mithral chain shirt, mwk chain shirt, mwk guitar, longsword, mwk longsword, mwk cold iron morningstar, mwk silver light mace, short bow with 32 arrows, [[universal solvent]]
!Special Abilities
*''Bardic Knowledge (Ex)'' A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
*''Bardic Performance'' A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
**Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
**At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
**Each bardic performance has audible components, visual components, or both.
**If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
**If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
**''Countersong (Su)'' At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
**''Dirge of Doom (Su)'' A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
**''Distraction (Su)'' At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
**''Fascinate (Su)'' At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
***Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
***Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
**''Inspire Courage (Su)'' A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
**''Inspire Greatness (Su)'' A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
**''Weird Words (Su)'' At 6th level the bard can start a performance that is always a standard action to speak up to one word per 4 bard levels laden with sonic energy. Each word deals 4d6 points of sonic damage as a ranged touch attack with a range of 30 feet. The bard adds his charisma modifier on damage rolls with weird words. Multiple words that strike the same target stack into a single powerful attack, applying energy resistance and bonuses on damage rolls only once. The bard can target all words at the same or different targets, but he unleashes all words simultaneously. Each word costs 1 round of bardic performance.
**''Wordstrike (Su)'' At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.
*''Focused Study'' All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
*''~Jack-of-All-Trades (Ex)'' At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.
*''Lore Master (Ex)'' At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
*''Versatile Performance (Ex)'' At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
**The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), ''Dance (Acrobatics, Fly)'', Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), ''Sing (Bluff, Sense Motive)'', ''String (Bluff, Diplomacy)'', and Wind (Diplomacy, Handle Animal).
*''~Well-Versed (Ex)'' At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
!Faction Card
*Season 7 Sovereign Court
**Rewards - 4 goala
***''CONFIDANTE'' (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
***''ADVOCATE'' (4+ goals): When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce the cost of awards that cost 4 or more Prestige Points by 1.
***SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a +4 competence bonus on checks using that skill and halve their armor check penalty when using the skill.
**Goals
***--(3/3) - Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).--
***(0/1) - Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.
***--(1/1) - Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.--
***--(3/3) - Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.--
***(1/2) - Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.
***(0/1) - Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
***--(1/1) - Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.--
***(0/5) - Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
!Boons
* ''Actor of the Eleven Acts:'' You participated in one of the Ascendance Day morality plays that recreate the early miracles that Iomedae performed in the face of fearsome threats and overwhelming evil. When you would make a Will saving throw against a spell, spell-like ability, or effect that has the evil or fear descriptor, you may instead make a Perform (act, dance, or oratory) check and use the result of the skill check as your saving throw. When you use this boon, cross it off the Chronicle sheet.
* ''Belkzen Veteran:'' //(0/1 checked)// You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.
* --''Bonekeep Malady 2:'' You suffer from a lingering malady after your exploration in Bonekeep. While the mental damage you suffered while inside the dungeon has faded, your mind is still quite fragile. Whenever you take any Intelligence, Wisdom, or Charisma damage (or drain), you are also confused for a number of rounds equal to the damage taken. In addition, any Will saving throw penalty you accumulated in the dungeon fades upon leaving, but should be noted below.--
** --Penalty = 0--
**//Removed by Xantrian//
* ''Councilor of Time:'' Your kindness and compassion granted Lady Arodeth a moment’s peace before she sacrificed herself to save the Pathfinders, and your compassion attracts members of the Harbingers of Fate with intellect and care for others to join the Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: caretaker, charming, or ease of faith.
* ''Crown of Spring and Summer:'' Expertly whittled from a single branch of yew, this circlet resembles a fully-drawn bow wreathed in early summer flowers. Earned for your exemplary performance in the many contests and festivities of Archerfeast, the crown allows you to relive the glories of Erastil's annual festival of skill and fertility. As a swift action, you may compliment a single ally, granting both the ally and you a +1 morale bonus on skill checks, ability checks, and saving throws for 1d4+1 rounds. If either you or your ally rolls a natural 20 on a skill check, ability check, or saving throw while this bonus is in effect, extend the duration of this effect for 1 round. After the crown has been used once, the magic fades and it becomes a mundane keepsake of Archerfeast 4712 AR.
* ''Crystalhue Artisan:'' You attended a Crystalhue celebration and showed off your arts and crafts or you made use of one of your Perform skills to entertain the other attendees. You gain a +4 bonus on any one Craft or Perform check. (This bonus can be used for a Day Job check.) You must declare that you are using this boon before attempting the check. Once you have used this boon, cross it off the Chronicle sheet.
* ''Darklands Delver:'' Your experience navigating the treacherous tunnels of Nar-Voth has taught you much about its hazards and denizens. You gain a +2 bonus on all Knowledge checks related to dangers you encounter in the Darklands and can make those checks untrained. This bonus increases to +4 for checks relating to duergar. Before making a Knowledge check related to duergar, you can decide to take 20 on the check. When you do, cross this boon off your Chronicle sheet.
* ''Debauchery:'' While the faithful of Erastil slept, you indulged in private parties, drinking and trysting, and nothing can ruin your mood. Until the end of the scenario, you suffer a -1 penalty on saving throws against sleep effects that would make you fatigued or exhausted. You also gain a +2 bonus on saving throws against spells with the emotion descriptor, and on spells and effects that would make you shaken, frightened, or panicked. When this boon is used, cross it off your chronicle sheet.
* ''Debt of Cyphers:'' You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the bands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus to Diplomacy checks made in the city to gather information.
* ''Defender of Absalom:'' You aided Absalom in its hour of need, breaking the siege of demon-flesh monstrosities, undead saboteurs, and ghastly ships. The people of Absalom witnessed your triumphs and will remember your courage for several deeds in particular. Choose one (or two, if so instructed by the Overseer GM) of the following rewards corresponding to a faction’s objective that you successfully completed, and cross the others off your Chronicle sheet. You do not need to be a member of a particular faction to choose its associated reward.
** //Tempest Guardian (Grand Lodge):// You led the Muckruckers to victory in reclaiming Fort Tempest, which also salvaged some of the fort’s besmirched reputation. The militia makes you an honorary Muckrucker, teaching you or a protégé some of their favorite tricks. You can check the box that precedes this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: fast-talker, resilient, or suspicious. Alternatively, you can gain the trait.
** //Maestro of Manumission (Liberty’s Edge):// You oversaw the manumission of hundreds of Absalom’s slaves, which might mark the end of slavery in the city and recruit new talent to the Society. You can check this box when creating a new character to begin that character at 2nd level with 3 XP, 1,500 gp, and 6 Prestige Points.
* ''Demonic Scholar:'' You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
* ''Desperate Bargain:'' Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
* ''Distrust of Witches:'' Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
* --''Driven by Glory:'' You learned of the political climate in Taldor so far as the Mendevian Crusade is concerned, and the news has inspired you and Lady Gloriana Morilla to pursue an ambitious project. This grants you a +2 bonus on any skill check you attempt to further the Taldor faction’s goals, including the faction missions from earlier seasons and goals listed in the Faction Notes section of a scenario. This bonus lasts for 1 year from the date of this Chronicle sheet.--
* ''Faithless:'' Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
* ''Five Kings Negotiatior:'' Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
* ''Fugitive from Numeria:'' You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
* ''Height of Fashion:'' Your contacts among the Taldan aristocracy allow you to constantly update and adapt your fashion so as to never appear out of style—be it at court, on the road, or even in combat. You gain a +3 bonus on Diplomacy checks against nobles, politicians, and aristocrats of your race.
* ''Hero of the Hold:'' Once you have Chronicle sheets for all three parts of the Glories of the Past campaign arc, you become one of the Pathfinder Society’s experts on Sky Citadels. You gain a +3 insight bonus on Knowledge checks pertaining to Sky Citadels and dwarven history. You also gain a +1 insight bonus on saves, ability checks, and skill checks while inside a dwarven Sky Citadel.
* ''Impressive Influence:'' During the course of the feast at Fiddlemourn Manor, you impressed one or more of the guests in attendance. How this will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with the following influential members of Absalom society.
** Scion Lord Kerkis of House Damaq
** Lady Darchana of House Madinani
** Grand Ambassador Dremdhet Salhar
* ''Kalistrade Appraisal:'' You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
* ''Lifetimes of Experience:'' You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
* ''Legacy of Porthmos (Taldor):'' Having successfully led Gloriana Morilla’s Army of Exploration against the forces of the Worldwound, you have followed in the footsteps of previous army commanders dating back to General Porthmos, who led the first Army of Exploration. You can use this boon to cast //heroism// as a spell-like ability with a caster level equal to your character level. Alternatively, you can use this boon when you cast heroism to increase the morale bonus the spell grants by 1. Each time you use this boon, check one of the boxes. When both boxes are checked, cross this boon off your Chronicle sheet. 2 uses remaining
* ''Magical Scrivener:'' Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
* ''Martyr’s Shard 1:'' The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits.
**If you are a paladin or lawful good character capable of casting divine spells, the +1 enhancement bonus stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability). Furthermore, you can check the box that precedes this boon to instead cast //dispel magic// as a spell-like ability using your character level as the spell’s caster level.
**Any character with this boon can choose to purchase an //avenging dagger// (120,604 gp; functions as a //holy avenger// but is a dagger rather than a longsword) as though her effective Fame were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively.
* ''Master of Shadows'': You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
* ''Nemesis of the Aspis'': You are an expert at sabotaging the Aspis Consortium's nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an Aspis agent to reroll a single d20 and take the worst result. Once you have used this boon, cross it off the Chronicle sheet.
* ''Nidalese Apostate:'' Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
* ''Noble Title:'' You gain one of the following noble titles: baron, baroness, dame, earl, //lord//, marquis, marquise, visbaronet, visbaronetess, viscount, and viscountess. Among the many hereditary nobles in Taldor, your title means little and grants you few benefits other than an official writ declaring it a legitimate title in the Empire of Taldor, signed by Prince Stavian III himself. You become specialized in Knowledge (nobility).
* ''Practiced Artificer:'' Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
* ''Prince of Wolves:'' Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
* ''Prosperity'': Thanks to an excellent contract, a newly discovered trade secret, or just the luck of being in the right profession at the right time, your business is booming. You gain a +1 bonus on all Day Job checks. In addition, a DC 45 Day Job check now earns you 200 gp, and a DC 50 Day Job check now earns you 300 gp.
* ''Proud but Discouraged (Taldor):'' The people of Varisia stubbornly resisted Lady Gloriana Morilla’s efforts to found a new aristocracy. In that time, you have learned to rely on your fellow nobles and sympathizers. Increase the bonus of any aid another action you receive from any member of the Taldor faction by 2.
* ''Revolutionary Bluster'': You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Riddleport Respect:'' Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscles, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.
*''Sacred Scorpion Tattoo:'' You have earned the trust and respect of Anahita and Ardashir. The girtablilu siblings offer to tattoo a scorpion on your arm, shoulder, or neck using cactus flower ink and a scorpion’s stinger. If you choose not to be tattooed, cross this boon off your Chronicle sheet. Whenever the tattoo is visible, you gain scorpion empathy (as wild empathy using your character level as your effective druid level, save that it works only on scorpions) and a +2 bonus on Diplomacy checks to influence girtablilus. However, you suffer a permanent –2 penalty on Fortitude saves against girtablilu and scorpion venom.
* ''Sky Citadel Reclaimer:'' You succeeded in reclaiming the sky citadel Jormurdun, an immense fortress city abandoned millennia ago. You were able to claim a small boon for yourself either by studying the lore left behind by the dwarves or earning a divine favor by restoring a shrine to working order. Choose one of the following rewards, and cross the other four off your Chronicle sheet.
**//Shrine Savior (Temple District):// Thanks to your efforts, the shrines of Jormurdun are better understood and cleansed of evil influence. You may use this boon to reduce the Prestige Point cost of a spellcasting service by 2 (minimum 0 Prestige Points). When you use this boon, cross it off your Chronicle sheet.
**//Sight of the Unseeing (Seer’s District):// You exposure to Jormurdun’s prophecies and ancient cults has given you exceptional insight into future events. You gain a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round. You may cross this boon off your Chronicle sheet before rolling attack roll, initiative check, ability check, skill check, or saving throw to add 1d6 to the result. Alternatively, you may cross this boon off your Chronicle sheet before rolling d% as part of a divination spell (such as augury, divination, or contact other plane) to either add or subtract 1d6 from the result.
* ''Sky Citadel Scholar:'' You gain a permanent +1 bonus on Knowledge checks made about dwarven Sky Citadels or the Quest for the Sky. In addition, you either become specialized in Knowledge (dungeoneering) or learn the Dwarven language for free.
* ''Sky Key Core:'' You assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears this is just one piece of a larger device. Each time you earn a Sky Key Component boon, you also recover one spent Prestige Point.
* ''Timelost Chronicler:'' You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.
* ''True Magic of the Shadowcaster:'' The purest expression of ~Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.
[[Additional Resources Needed|Iacobus' ARs]]
[[Iacobus' Skill Cheat Sheet]]
[[Iacobus' Defense Cheat Sheet]]
!Ice Mephit - CR 3
N Small outsider (cold)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only in areas below freezing)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic; ''Immune'' cold
''Weaknesses'' vulnerbaility to fire
!!OFFENSE
''Speed'' 30 ft.
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d4 cold and sickened, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/hour — [[Magic Missile]]
*1/day — [[Chill Metal]], summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of ice that deals 1d4 cold damage. The cold also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.
''School'' conjuration (creation) [cold]; ''Level'' sorcerer/wizard 1, summoner 1, witch 1
CASTING
''Casting Time'' 1 standard action
''Components'' V, S
EFFECT
''Range'' 0 ft.
''Effect'' one icicle
''Duration'' 1 minute/level
''Saving Throw'' none; ''Spell Resistance'' no
DESCRIPTION
You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends. At 6th level, the dagger functions as a +1 frost dagger. At 11th level, it gains the returning property when thrown, melting away and reforming in your hand just before your next turn.
Source: UM 224
''School'' evocation [cold]; ''Level'' sorcerer/wizard 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Target'' one creature
''Duration'' 1 minute/level; see text
''Saving Throw'' Reflex partial; ''Spell Resistance'' yes
!!DESCRIPTION
You trap the target in solid ice 1 inch thick per caster level. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is helpless or entangled in the ice. The ice has hardness 0 and 3 hit points per inch of thickness; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 15 + your caster level).
''School'' divination; ''Level'' alchemist 1, bard 1, sorcerer/wizard 1, summoner 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (wine stirred with an owl's feather)
!!EFFECT
''Range'' 60 ft.
''Area'' cone-shaped emanation
''Duration'' 3 rounds/level (D)
''Saving Throw:'' none; ''Spell Resistance:'' no
!!DESCRIPTION
This spell functions as //detect magic//, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
''School'' enchantment (compulsion) [curse, mind-affecting]; ''Level'' witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (hair from a black cat)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one creature
''Duration'' 1 round/level or until discharged
''Saving Throw'' none; ''Spell Resistance'' yes
!!DESCRIPTION
You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).
A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.
Source: APG
Your grandiose posturing often makes it difficult for anyone to concentrate around you. Once per day as a full-round action, you may attempt to distract adjacent foes with a lengthy display of your martial prowess. All adjacent foes must succeed at a Will save (DC 10 + 1/2 your level + your Charisma modifier) or gain the shaken condition. This condition persists for 1 round.
Source: Guide to Society Organized Play (Taldor)
You are skilled at pushing your foes around.
''Prerequisite:'' Str 13, Power Attack, base attack bonus +1.
''Benefit:'' You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
''Normal:'' You provoke an attack of opportunity when performing a bull rush combat maneuver.
''Benefit:'' When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
''Normal:'' Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.
Prerequisite: Int 13, [[Combat Expertise]].
Benefit: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.
Normal: You provoke an attack of opportunity when performing a disarm combat maneuver.
This feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.
''Prerequisites:'' Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).
''Benefit:'' When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).
Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
Prerequisite: Dex 13, [[Improved Unarmed Strike]].
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.
''Benefit:'' You get a +4 bonus on initiative checks.
You are skilled at running down your foes.
''Prerequisite:'' Str 13, Power Attack, base attack bonus +1.
''Benefit:'' You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
''Normal:'' You provoke an attack of opportunity when performing an overrun combat maneuver.
''Prerequisite:'' Int 13, [[Combat Expertise]].
''Benefit:'' You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
''Normal:'' You provoke an attack of opportunity when performing a trip combat maneuver.
''Benefit:'' You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
''Normal:'' Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Religion
You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
''Source:'' APG 328
''Discipline'' Psychokinesis [Force]
''Level'' Psion/Wilder 1, psychic warrior 1
!MANIFESTING
''Display'' Visual; see text
''Manifesting Time'' 1 standard action
!EFFECT
''Range'' Personal
''Target'' You
''Duration'' 1 hour/level (D)
''Power Points'' 1
!DESCRIPTION
Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. Your inertial armor can be invisible or can appear as a colored glow, at your option. The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.
''Augment'' For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.
''School'' conjuration (healing) [evil]; ''Level'' cleric/oracle 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
!!CASTING
''Casting Time'' 1 round
''Components'' V, S, M (1 drop of devil blood or 1 dose of unholy water)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 minute
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.
''School'' necromancy; ''Level'' antipaladin 1, cleric/oracle 1, inquisitor 1, occultist 1, shaman 1, spiritualist 1, warpriest 1, witch 1
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Will half; ''Spell Resistance'' yes
!!Description
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
''School'' necromancy; Level antipaladin 3, cleric/oracle 2, inquisitor 2, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Will half; ''Spell Resistance'' yes
!!DESCRIPTION
When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage + 1 point per caster level (maximum +10).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Religion Trait
A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Source: Ultimate Campaign
''Requirement(s)'' Shelyn
Your devotion to Shelyn has caused you to delve more deeply into your art. Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.
Source: Inner Sea Gods
''School'' illusion (glamer); ''Level'' alchemist 2, bard 2, inquisitor 2, sorcerer/wizard 2 , summoner 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (an eyelash encased in gum arabic)
!!EFFECT
''Range'' personal or touch
''Target'' you or a creature or object weighing no more than 100 lbs./level
''Duration'' 1 min./level (D)
''Saving Throw'' Will negates (harmless) or Will negates (harmless, object); ''Spell Resistance'' yes (harmless) or yes (harmless, object)
!!DESCRIPTION
The creature or object touched becomes invisible. If the ecipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Invisibility can be made permanent (on objects only) with a permanency spell.
''School'' evocation; ''Level'' cleric/oracle 3, inquisitor 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 min./level (D)
!!DESCRIPTION
You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.
Anything invisible becomes visible while in the area.
*''Antidotes and Remedies''
**Among the poisonous plants in the Sarini garden, you found four potent medicinal plants, each of which has a different effect. You collected a bundle of leaves and roots from each of these plants for future use. You may chew a bundle of plants as a standard action to produce one of the following effects. Once you use one of the bundles, cross it off your Chronicle sheet.
***Heal 1d4+1 points of damage.
***Gain a +2 alchemical bonus on Fortitude saves against disease for 1 hour.
***Gain a +2 alchemical bonus on Fortitude saves against poison for 1 hour.
***Gain a +2 alchemical bonus on Fortitude saves against effects that would nauseate or sicken you for 1 hour.
*''Apprentices Returned''
**You defeated Gellion and rescued the apprentices he was holding prisoner. The masters of the apprentices that you rescued provide you with handmade gifts from their businesses as a token of their appreciation. When you receive this boon, cross off the rewards for each apprentice you did not rescue. These rewards increase if you apply the Chronicle sheets for one or both of the other chapters of Gallows of Madness to the same character.
**//Dependable Drummady’s (Rescued Pavolus Laterna)//
***Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallows of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When would purchase magic item that occupies the feet slot, you may apply enchantment directly to these shoes, reducing the price by the shoe’s value. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit.
**//Gunty’s Hearty Breads (Rescued Noemi Tauralio)//
***Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.
**//Petrello’s Haberdashery (rescued Betrona Pindlion)//
***Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier’s outfit. If you apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble’s outfit.
**//Pricknettle’s Potions and Poultices (rescued Gellion Vazarro)//
***You only receive this boon if Gellion survives to the end of the adventure and you speak on his behalf to Mayor Trinelli. You may check the box that precedes this boon to purchase a potion from Majara Pricknettle at a 10% discount. This discount increases to 20% if you apply credit for two chapters of Gallows of Madness to this character, or 30% if you apply credit for all three chapters to this character.
**//Temple of Erastil (rescued Nolaria Wintren)//
***The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 3 charges remaining. The wand gains 3 charges each time you apply an additional Gallows of Madness Chronicle sheet to this character. Additionally, Nolaria provides you with the following benefits during the other chapters of Gallows of Madness. If you play “What Lurks in the Woods”, she gives you a map of the area around Saringallow that grants a +2 circumstance bonus on Survival checks during this adventure. She also warns you that she has seen fiendish goblins in the area, and provides you with information about these creatures as if you had rolled a 40 on your Knowledge check to identify them. If you play “Festering Blot” with this character, show this boon to your GM. Nolaria provides you with a rough description of the layout of the areas labeled ~K1-K17 before you leave Saringallow in their direction.
**//Witch’s End Tavern (Rescued Morvinarr Albusin)//
***The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other ~PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple ~PCs have earned it.
*''Attuned to the Citysong''
**Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
*''Bringing the Truth to Light'' //(0/2 boxes checked)//
**You recovered records of the Sarini family’s unspeakable deeds from the secret chambers below their manor. In addition to bringing closure to families of Saringallow, these documents provide you with insights about the forces of Hell. You may check off a box at the beginning of your turn to treat the DR of devils as if it were 5 lower and the SR of devils as if it were 2 lower until the beginning of your next turn. Alternatively, you may check off a box before this boon to grant a devil that you have summoned or called a +2 resistance bonus on saving throws and a +2 enhancement bonus to its natural armor for 1 round. Checking off a box is a free action. After checking off the second box, cross this boon off your Chronicle sheet.
*''Courageous Recruit''
**You rescued Nixa Volsetti, a new recruit to Isger’s army, from Mezodarath’s prison. During “A Foul Breed,” Nixa grants you a +2 circumstance bonus on Diplomacy checks to gather information. During “The Festering Blot,” you gain a +2 circumstance bonus on skill checks pertaining to searching or performing research in libraries. Additionally, Nixa provides you with one additional rumor about Saringallow.
*''Demonic Scholar''
**You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
*''Desperate Bargain''
**Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
*''Distrust of Witches''
**Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
*''Dragon Empires Expert''
**Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
*''Five Kings Negotiatior''
**Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
*''Friends in Saringallow'' //(0/3 boxes checked)//
**You rescued both Nolaria Wintren and Nixa Volsetti from Wormgnash’s minions. The cousins decide to provide you with assistance on your future adventures. Using any of these favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Nolaria and Nixa return to Saringallow; cross this boon off your Chronicle sheet.
***Ask Nixa to share her expertise (Knowledge [planes] +5)
***Ask Nolaria to share her wisdom (Heal +6 or Survival +6)
***Ask Nolaria to cast //bless// (CL 3rd, concentration +5)
***Ask Nolaria to cast //cure light wounds// (CL 3rd, concentration +5)
***Ask Nixa to make a full attack against one of your foes. Melee mwk longsword +4 (1d8+3/19–20), light shield +3 (1d3+3)
*''Fugitive from Numeria''
**You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
*''Goblin Slayer'' //(0/1 boxes checked)//
**You defeated the goblins who were terrorizing the Escoro family and other local shepherds. You may check off the box before this boon to gain a +1 bonus on Bluff, Knowledge, Sense Motive, and Survival checks against creatures with the goblinoid subtype, as well as a +1 bonus on attack and damage rolls against them. If you have the favored enemy class feature and chose golbinoid as one of your favored enemies, increase your favored enemy bonus against golbinoids by +2 instead. Activating this boon is a free action, and these benefits last for 1 minute.
*''Kalistrade Appraisal''
**You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
*''Lifetimes of Experience''
**You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
*''Loci Spirit Ritual'' //(0/3 boxes checked)//
**You have learned how to propitiate a powerful positive emotional resonance known as a loci spirit. At the beginning of an adventure, you can pend 10 minutes performing this special ritual to gain the spirit's blessing for 24 hours (or until expended). When you first use this boon, choose one of the spirits below, and cross the others off your Chronicle sheet.
**A loci spirit is always good-aligned, and evil deeds and acts of depravity can corrupt or destroy it. Each time you cast a spell with the evil descriptor (yourself or through a magic item), kill a helpless living creature (not including evil-aligned outsiders), or perform a particularly atrocious act (e.g. setting fire to an Iomedaean church, robbing an orphanage, or performing an especially violent interrogation), you must check one of the boxes below. Once all of the boxes have been checked, the loci spirit becomes corrupted and perpetually haunts you, imposing a -2 penalty on your saving throws. You can expend 2 Prestige Points to perform the necessary rituals to destroy the corrupted spirit and remove this penalty. When you destroy this spirit cross this boon off your Chronicle sheet.
**//Spirit of Healing//: The spirit infuses you with positive energy, granting you a +2 sacred bonus on saving throws against negative energy effects that deal hit point damage. You can expend this blessings as a standard action to touch a creature and cure 1d8 points of damage plus your character level.
*''Magical Scrivener''
**Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
*''Master of Shadows''
**You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
*''Nidalese Apostate''
**Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
*''Prince of Wolves''
**Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
*''Pushing Back the Abyss''
**You stopped Wormgnash’s plots, and, with the help of the town guard, eradicated the last traces of demon bile from Saringallow. Your experiences in Saringallow have taught you to recognize signs of demonic influence. You gain a +2 circumstance bonus on Knowledge (planes) checks concerning demons, and may attempt such checks as though you were trained in the skill. This bonus does not stack with the benefits provided by tools like Pathfinder Chronicles.
*''Repurposed Trap'' //(1/2 boxes checked)//
**On your way up to Highfort, you encountered a trap made of bottled brown mold. You recovered some these jars for your own future use; immediately check one of the boxes that precede this boon if you did not disable the trap. So long as you carry a jar with you, you gain the benefits of endure elements in in hot environments and take a –2 penalty on saving throws against environmental cold. Check one of the boxes that precede this boon to throw a jar at a square as a ranged attack roll against an AC of 5 (range increment 10 feet). If you miss, use the rules for missing with a thrown splash weapon to determine where the jar lands //(Pathfinder RPG Core Rulebook 202)//. When the jar hits the ground, it splits open, filling the square with brown mold. The mold deals 2d6 points of nonlethal cold damage per round to anyone it its square. Unlike typical brown mold, it does not expand when fire is nearby—the jarred samples have become somewhat sickly from their long confinement. After you check the second box, cross this entire boon off your Chronicle sheet.
*''Revolutionary Bluster''
**You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
*''Shameless Opportunist''
**Years of practice with a blade, a brick, or any other weapon at hand have taught you what matters most in a fight—striking quickly and striking hard. When you hit with an attack against a flat-footed target, as a free action you may increase the damage dealt by 4. When this boon is used, cross it off your Chronicle sheet.
*''~Strix-Slayer''
**Through fighting the strix, you have learned a few tricks for dealing with aerial foes. As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a flying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.
*''Temple Trained''
**Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
*''Urban Tenacity''
**Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
!Actions in Combat
*''Standard Action''
**''Attack'' - Attack w/ whip or sling, or use combat maneuver
**''Cast a Spell'' - Cast any of her spells
**''Heal w/ Loci Spirit'' - Heal 1d8+3 damage on a touch
**''Replace Teamwork Feat'' - Replace Coordinated Maneuvers with another teamwork feat
**''Treacherous Earth'' - 10ft radius from her becomes difficult terrain
*''Move Action''
**''Move 20 feet'' (see Agile Feet)
*''Swift Action''
**''Judgment'' - Choose one from a list of bonuses for this combat.
**''Bane'' - Add //bane// to her weapon for 1-5 rounds
*''Free Action''
**''Agile Feet'' - move freely through difficult terrain for 1 round
**''Deflect Ray'' - deflect one ray as if you had the [[Deflect Arrows]] feat
!Weapon Buffs
|!Effect|!Attack|!Damage|!Type|
|mwk whip| +8 | 1d3 + 4 ||
|Divine Favor| +2 | +2 | luck |
|Judgment (destruction) | +0 | +2 | sacred |
|Judgment (justice) | +2 | +0 | sacred |
|Bane | +2 | +2+2d6 ||
|Coordinated Maneuvers | +2 | - | competence |
!Defenses
*''AC'' 19 / ''touch'' 11 / ''flat-footed'' 18
** +2/+2/+2 sacred //(Judgment (protection)//
** +2/+2/+2 racial vs. rays //(Crystalline Form)//
** +2/+2/+2 vs. an activated magical item //(Fugitive from Numeria, ~One-Time Use)//
** +2/+2/+2 vs. one creature //(Lifetimes of Experience, ~One-Time Use)//
*''Fort'' +7 / ''Ref'' +3 / ''Will'' +8
** +2/+2/+2 sacred //(Judgent (resiliency))//
** +4/+4/+4 vs. witch hex, curse, or pain effect //(Distrust of Witches, ~One-Time Use)//
** +2/+2/+2 vs. an activated magical item //(Fugitive from Numeria, ~One-Time Use)//
** +2/+2/+2 vs. negative energy effects that deal hit point damage //(Loci Spirit Ritual)//
** +2/+2/+2 vs. effect with the pain or shadow descriptor //(Nidalese Apostate, ~One-Time Use)//
** +2/+0/+0 alchemical vs. poison //(Antidotes and Remedies, ~One-Time Use)//
** +2/+0/+0 alchemical vs. disease //(Antidotes and Remedies, ~One-Time Use)//
** +2/+0/+0 alchemical vs. sicken/nauseate //(Antidotes and Remedies, ~One-Time Use)//
*''Bluff'' +0 //(untrained)//
**+5 circumstance vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Diplomacy'' +8
**+2 vs. dwarves //(Five Kings Negotiator)//
**+2 vs. lycanthropes //(Prince of Wolves)//
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
*''Disguise'' +0 //(untrained)//
**+5 circumstance vs. someone from Galt //(Revolutionary Bluster, ~One-Time Use)//
*''Heal'' +3 //(untrained)//
**1d20+6 from Nolaria //(Friends in Saringallow, ~Three-Time Use)//
*''Intimidate'' +6
**+2 vs. lycanthropes //(Prince of Wolves)//
*''Knowledge (planes)'' +8
**+3 to identify creatures //(Monster Lore)//
**+1 vs. demons //(Demonic Scholar)//
**+2 circumstance vs. demons //(Pushing Back the Abyss)//
**+5 vs. Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (religion)'' +8
**+3 to identify creatures //(Monster Lore)//
**+5 vs. Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
*''Knowledge (other)'' +0 //(untrained)//
**+3 to identify creatures //(Monster Lore)//
**+5 vs. Shadow Plane or shadow magic //(Master of Shadows, ~One-Time Use)//
**(local) +1 in a city for one adventure //(Attuned to the Citysong, ~One-Time Use)//
**(geography, history, local, nobility) +5 vs. Tian Xia or its citizens. //(Dragon Empires Expert, ~One-Time Use)//
*''Linguistics'' +7
**+5 to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. //(Dragon Empires Expert, ~One-Time Use)//
*''Perception'' +11
**+1 in a city for one adventure //(Attuned to the Citysong, ~One-Time Use)//
*''Sense Motive'' +13
**+5 vs. a native of Tian Xia //(Dragon Empires Expert, ~One-Time Use)//
*''Stealth'' -2 //(untrained)//
**+3 if you take off your armor //(Armor Check Penalty)//
**+1 in a city for one adventure //(Attuned to the Citysong, ~One-Time Use)//
*''Survival'' +8
**+1 to follow tracks //(Track)//
**+1 in a city for one adventure //(Attuned to the Citysong, ~One-Time Use)//
|!Skill |!Ability|!Ranks|!CS?|!Other |!Total|
|Diplomacy | 0 | 5 | 3 | | +8 |
|Intimidate | 0 | 1 | 3 | +2 morale (stern gaze) | +6 |
|Knowledge (planes) | 0 | 5 | 3 | | +8 |
|Knowledge (religion)| 0 | 5 | 3 | | +8 |
|Linguistics | 0 | 3 | 3 | +1 trait | +7 |
|Perception | 3 | 5 | 3 | | +11 |
|Sense Motive | 3 | 5 | 3 | +2 morale (stern gaze) | +13 |
|Survival | 3 | 1 | 3 | +1 trait | +8 |
''Advanced Player's Guide:'' coordinated maneuvers, ghostbane dirge, inquisitor, weapon of awe
''Dirty Tactics Toolbox:'' dirty fighting
''PAP #27:'' dream journal of the pallid seer
''PFS #8-25:'' Ranginori
''Pathfinder Society Field Guide:'' pathfinder's kit
''Ultimate Campaign:'' weathered emissary
''Ultimate Combat:'' compel hostility, whip mastery
!Irice Stonethrow
Female oread inquisitor of Ranginori 5
NG Medium outsider (native)
''Init'' +5; ''Senses'' darkvision 60 ft., Perception +11
!Defenses
''AC'' 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 natural); +2 racial vs. rays
''hp'' 43 (5d8+15)
''Fort'' +7, ''Ref'' +3, ''Will'' +8; +2 sacred vs. negative energy effects that deal hit point damage
!Offense
''Speed'' 30 ft. (20 ft. in armor)
''Melee'' //+1 whip// +8 (1d3+4)
''Ranged'' sling +4 (1d4+3)
''Special Attacks'' bane 5 rounds/day, judgment 2/day, treacherous earth 1/day
''Spells'' (CL 5th, concentration +8):
*2nd level (3/day) - [[Ghostbane Dirge]], [[Tongues]], [[Weapon of Awe]]
*1st level (5/day) - [[Compel Hostility]], [[Divine Favor]], [[Expeditious Retreat]], [[Shield of Faith]]
*0th level (at-will) - [[Create Water]], [[Detect Magic]], [[Detect Poison]], [[Guidance]], [[Light]], [[Stabilize]]
!Statistics
''Str'' 17, ''Dex'' 12, ''Con'' 14, ''Int'' 11, ''Wis'' 16, ''Cha'' 10
''Base Atk'' +3; ''CMB'' +6; ''CMD'' 17
''Feats'' [[Coordinated Maneuvers]]^^T^^, [[Dirty Fighting]], [[Weapon Focus (whip)|Weapon Focus]], [[Whip Mastery]]
''Traits'' [[Fate's Favored]], [[Weathered Emmisary]]
[[Skills|Irice's Skills]] Diplomacy +8, Intimidate +6, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +7, Perception +11, Sense Motive +13, Survival +8; ''ACP'' -3, ''Monster Lore'' +3
''Languages'' Auran, Aquan, Common, Ignan, Terran
''SQ'' agile feet (6/day), crystalline form, domain (travel), granite skin, monster lore, stern gaze
''Combat Gear'' 2 acid flasks, 2 //scrolls of cure light wounds//, //scroll of magic weapon//
''Other Gear'' //[[amulet of natural armor +1|amulet of natural armor]]//, mwk breastplate, //[[cloak of resistance +1|cloak of resistance]]//, cold iron dagger, mwk cold iron morningstar, //[[cracked dusty rose prism ioun stone|ioun stone]]//, //[[dream journal of the pallid seer]]//, alchemical silver morningstar, morningstar, pathfinder's kit, 50 ft. of rope, //+1 whip//
!Special Abilities
*''Bane (Su)''
**At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
*''Crystalline Form''
**Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.
*''Cunning Initiative (Ex)''
**At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
*''Detect Alignment (Sp)''
**At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
*''Discern Lies (Sp)''
**At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
*''Domain''
**Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
**Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
**''Travel Domain''
***//Granted Powers:// You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
***//Agile Feet (Su):// As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
*''Granite Skin''
**Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.
*''Judgment (Su)''
**Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
**At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
**When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
***//Destruction// The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
***//Healing// The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
***//Justice// This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
***//Piercing// This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
***//Protection// The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
***//Purity// The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
***//Resiliency// This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
***//Resistance// The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
***//Smiting// This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
*''Monster Lore (Ex)''
**The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
*''Solo Tactics (Ex)''
**At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
*''Stern Gaze (Ex)''
**Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
*''Teamwork Feat''
**At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
**As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
*''Track (Ex)''
**At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
*''Treacherous Earth''
**Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread’s level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.
!Boons
*''Antidotes and Remedies'' - Use each of the effects below once.
**Heal 1d4+1 points of damage.
**Gain a +2 alchemical bonus on Fortitude saves against disease for 1 hour.
**Gain a +2 alchemical bonus on Fortitude saves against poison for 1 hour.
**Gain a +2 alchemical bonus on Fortitude saves against effects that would nauseate or sicken you for 1 hour.
*''Apprentices Returned''
**//Dependable Drummady’s (Rescued Pavolus Laterna)// - Nice shoes, count as jewelry, discount feet slot magic items
**//Gunty’s Hearty Breads (Rescued Noemi Tauralio)// - 4 trail rations every adventure
**//Petrello’s Haberdashery (rescued Betrona Pindlion)// - Free courtier's/noble's outfit
**//Pricknettle’s Potions and Poultices (rescued Gellion Vazarro) (0/1 boxes checked)// - Discount on one potion
**//Temple of Erastil (rescued Nolaria Wintren)// - Free CLW wand, knowledge in Gallows of Madness
**//Witch’s End Tavern (Rescued Morvinarr Albusin)// - Reduce lodging costs
*''Attuned to the Citysong'' - +1 init, Know(local), Perception, Stealth, Survival in one city for one adventure (+2 if Magnimar)
*''Bringing the Truth to Light'' //(0/2 boxes checked)// - Treat devil's DR as 5 lower and SR as 2 lower for 1 round.
*''Courageous Recruit'' - +2 to search/perform research in libraries in "The Festering Blot"
*''Demonic Scholar'' - +1 Know(planes) vs. demons
*''Desperate Bargain'' - When you go below 0, 2d10+lvl temps, confused for 3 rounds
*''Distrust of Witches'' - +4 to save vs. witch hex, curse, pain spell/effect. One-time use.
*''Dragon Empires Expert'' +5 to Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. One-time use.
*''Five Kings Negotiatior'' - +2 Diplomacy vs. dwarves
*''Friends in Saringallow'' //(0/3 boxes checked)// - Use the following abilities three times in some combination.
**Ask Nixa to share her expertise (Knowledge [planes] +5)
**Ask Nolaria to share her wisdom (Heal +6 or Survival +6)
**Ask Nolaria to cast //bless// (CL 3rd, concentration +5)
**Ask Nolaria to cast //cure light wounds// (CL 3rd, concentration +5)
**Ask Nixa to make a full attack against one of your foes. Melee mwk longsword +4 (1d8+3/19–20), light shield +3 (1d3+3)
*''Fugitive from Numeria'' - +2 to AC and saves vs. activated magical item for 1d4 rounds. One-time use.
*''Goblin Slayer'' //(0/1 boxes checked)// - +1 to Bluff, Knowlesge, Sense Motive, Survival, attack, damage vs. goblinoids for 1 minute. If you have favored enemy, increase that by +2 vs. goblinoids. One-time use.
*''Kalistrade Appraisal'' - Sell one item at 75% instead of 25%.
*''Lifetimes of Experience'' - Immediate action to gain +2 insight to AC vs. one creature. One-time use.
*''Loci Spirit Ritual'' //(0/3 boxes checked)// - +2 sacred to saves vs. negative energy effects that deal hp damage. 1/adventure heal 1d8+lvl. Check boxes if you do evil things.
*''Magical Scrivener'' - Increase one scroll's caster level by 2. One-time use.
*''Master of Shadows'' - +5 circumstance on Knowledge vs. Shadow Plane and shadow magic. One-time use.
*''Nidalese Apostate'' - +2 vs. magic effect w/ pain or shadow descriptor. One-time use.
*''Prince of Wolves'' - +2 Diplomacy, Intimidate vs. lycanthropes. Intimidate DC +2 vs. lycanthropes.
*''Pushing Back the Abyss'' - +2 Knowledge (planes) vs. demons
*''Repurposed Trap'' //(1/2 boxes checked)// - Endure elements in hot weather, -2 vs. environmental cold. Can throw jar of brown mold as a splash weapon.
*''Revolutionary Bluster'' - +5 circumstance on Disguise, Bluff vs. someone from Galt. One-time use.
*''Shameless Opportunist'' - +4 to damage vs. a flat-footed target. One-time use.
*''~Strix-Slayer'' - +2 circumstance bonus to attack a flying creature, +1d6 damage, Fly DC +10. One-time use.
*''Temple Trained'' - Immediate action +4 competence bonus to CMD. One-time use
*''Urban Tenacity'' - Immediate action to stabilize. Bonuses if you use this in the community for Attuned to the Citysong. One-time use.
[[Full Text of Boons|Irice's Boons]]
[[Irice's Combat Cheat Sheet]]
[[Irice's Skill Cheat Sheet]]
[[Irice's Sources]]
''Benefit:'' You get a +2 bonus on all Will saving throws.
|>|>|!0th level spells|
|!Name|!Source|!Description|
|[[Acid Splash]]|CR|Orb deals 1d3 acid damage.|
|[[Arcane Mark]]|CR|Inscribes a personal rune on an object or creature (visible or invisible).|
|[[Bleed]]|CR|Cause a stabilized creature to resume dying.|
|[[Dancing Lights]]|CR|Creates torches or other lights.|
|[[Daze]]|CR|A single humanoid creature with 4 HD or less loses its next action.|
|[[Detect Magic]]|CR|Detects all spells and magic items within 60 ft.|
|[[Detect Poison]]|CR|Detects poison in one creature or small object.|
|[[Disrupt Undead]]|CR|Deals 1d6 damage to one undead.|
|[[Flare]]|CR|Dazzles one creature (–1 on attack rolls).|
|[[Ghost Sound]]|CR|Figment sounds.|
|[[Haunted Fey Aspect]]|UC|You surround yourself with disturbing illusions.|
|[[Light]]|CR|Object shines like a torch.|
|[[Mage Hand]]|CR|5-pound telekinesis.|
|[[Mending]]|CR|Makes minor repairs on an object.|
|[[Message]]|CR|Whisper conversation at distance.|
|[[Open/Close]]|CR|Opens or closes small or light things.|
|[[Prestidigitation]]|CR|Performs minor tricks.|
|[[Ray of Frost]]|CR|Ray deals 1d3 cold damage.|
|[[Read Magic]]|CR|Read scrolls and spellbooks.|
|[[Resistance]]|CR|Subject gains +1 on saving throws.|
|[[Spark]]|APG|Ignites flammable objects.|
|[[Touch of Fatigue]]|CR|Touch attack fatigues target.|
|>|>|!1st level spells|
|!Name|!Source|!Description|
|bgcolor(#f9b6b6):[[Alarm]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Wards an area for 2 hours/level.|
|bgcolor(#f9b6b6):[[Burning Hands]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):1d4/level fire damage (max 5d4).|
|[[Blood Money]]|~RotRAE|Use your blood to create material components for spells.|
|bgcolor(#f9b6b6):[[Charm Person]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Makes one person your friend.|
|[[Comprehend Languages]]|CR|You understand all spoken and written languages.|
|[[Crafter's Fortune]]|APG|Subject gains +5 on next Craft check.|
|bgcolor(#f9b6b6):[[Disguise Self]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Changes your appearance.|
|[[Enlarge Person]]|CR|Humanoid creature doubles in size.|
|[[Grease]]|CR|Makes 10-ft. square or one object slippery.|
|[[Heightened Awareness]]|ACG|+2 to Perception and Knowledges for 10min/lvl.|
|[[Identify]]|CR|Gives +10 bonus to identify magic items.|
|[[Infernal Healing]]|ISWG|Fast healing 1 for 1 minute.|
|[[Mage Armor]]|CR|+4 force armor bonus.|
|[[Magic Missile]]|CR|1d4+1 force damage.|
|[[Mount]]|CR|Summons horse for 2 hours/level.|
|bgcolor(#f9b6b6):[[Obscuring Mist]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Fog surrounds you.|
|bgcolor(#f9b6b6):[[Ray of Enfeeblement]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Ray causes 1d6 Str penalty + 1 per 2 levels.|
|[[Shield]]|CR|+4 force shield bonus, blocks magic missiles.|
|[[Silent Image]]|CR|Creates minor illusion of your design.|
|bgcolor(#f9b6b6):[[Summon Monster I|Summon Monster]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Summons extraplanar creature to fight for you.|
|bgcolor(#f9b6b6):[[True Strike]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):+20 on your next attack roll.|
|[[Unseen Servant]]|CR|Mindless, shapeless force does things for you.|
|>|>|!2nd level spells|
|!Name|!Source|!Description|
|bgcolor(#f9b6b6):[[Acid Arrow]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.|
|[[Blood Transcription]]|UM|Learn a spell from the target's blood.|
|bgcolor(#f9b6b6):[[Create Pit]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Creates an extradimensional pit.|
|bgcolor(#f9b6b6):[[Darkness]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):20-ft. radius of supernatural shadow.|
|bgcolor(#f9b6b6):[[Darkvision]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):See 60 ft. in total darkness.|
|[[False Life]]|CR|1d10+lvl temporary hit points.|
|[[Glitterdust]]|CR|Blinds creatures, outlines invisible creatures.|
|bgcolor(#f9b6b6):[[Invisibility]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Subject is invisible for 1 min./level or until it attacks.|
|[[Life Pact]]|ACG|Affected creatures automatically donate hp to stabilize fallen ally.|
|[[Mirror Image]]|CR|Creates decoy duplicates of you.|
|bgcolor(#f9b6b6):[[Protection from Arrows]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Subject gains DR 10/magic against ranged attacks.|
|[[Rope Trick]]|CR|As many as eight creatures hide in extradimensional space.|
|bgcolor(#f9b6b6):[[See Invisibility]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Reveals invisible creatures or objects.|
|[[Spider Climb]]|CR|Grants ability to walk on walls and ceilings.|
|[[Summon Swarm]]|CR|Summon swarm of bats, rats or spiders|
|>|>|!3rd level spells|
|!Name|!Source|!Description|
|[[Dispel Magic]]|CR|Cancels one magical spell or effect.|
|bgcolor(#f9b6b6):[[Displacement]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Attacks miss subject 50% of the time.|
|[[Gentle Repose]]|CR|Preserves one corpse.|
|[[Haste]]|CR|One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.|
|bgcolor(#f9b6b6):[[Heroism]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Gives +2 bonus on attack rolls, saves, skill checks.|
|bgcolor(#f9b6b6):[[Lightning Bolt]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Electricity deals 1d6/level damage.|
|[[Protection from Energy]]|CR|Absorbs 12 points/level of damage from one kind of energy.|
|[[Resist Energy, Communal|Communal Resist Energy]]|UC|As resist energy, but you may divide the duration among creatures touched.|
|bgcolor(#f9b6b6):[[Slow]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.|
|bgcolor(#f9b6b6):[[Stinking Cloud]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Nauseating vapors, 1 round/level|
|[[Summon Monster III|Summon Monster]]|CR|Summon an extraplanar creature to fight for you.|
|[[Tiny Hut]]|CR|Creates shelter for 10 creatures.|
|[[Tongues]]|CR|Speak and understand any language.|
|>|>|!4th level spells|
|!Name|!Source|!Description|
|[[Black Tentacles]]|CR|Tentacles grapple all creatures within a 20-ft. spread.|
|bgcolor(#f9b6b6):[[Confusion]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Subjects behave oddly for 1 round/level.|
|[[Contagion]]|CR|Infects subject with chosen disease.|
|[[Control Summoned Monster]]|UM|Direct a summoned monster as if you had summoned it.|
|[[Dimension Door]]|CR|Teleports you a short distance.|
|bgcolor(#f9b6b6):[[Greater Invisibility]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):As invisibility, but subject can attack and stay invisible.|
|[[Solid Fog]]|CR|Blocks vision and slows movement.|
|bgcolor(#f9b6b6):[[Stoneskin]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Grants DR 10/adamantine.|
|>|>|!5th level spells|
|!Name|!Source|!Description|
|bgcolor(#f9b6b6):[[Dominate Person]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Controls humanoid telepathically.|
|bgcolor(#f9b6b6):[[Feeblemind]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Subject's Int and Cha drop to 1.|
|[[Life Bubble]]|APG|Protects creature from sustained environmental effects.|
|[[Permanency]]|CR|Makes certain spells permanent.|
|bgcolor(#f9b6b6):[[Teleport]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Instantly transports you as far as 100 miles per level.|
|bgcolor(#f9b6b6):[[Wall of Force]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Wall is immune to damage.|
|>|>|!6th level spells|
|!Name|!Source|!Description|
|bgcolor(#f9b6b6):[[Circle of Death]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Kills 1d4/level HD of creatures.|
|bgcolor(#f9b6b6):[[Mass Suggestion]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):As suggestion, affects 1 subject/level.|
|>|>|!7th level spells|
|!Name|!Source|!Description|
|bgcolor(#f9b6b6):[[Finger of Death]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Deals 10 damage/level to one subject.|
|bgcolor(#f9b6b6):[[Forcecage]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):Cube or cage of force imprisons all inside.|
|[[Greater Teleport]]|CR|As //teleport//, but no range limit and no off-target arrival.|
|>|>|!9th level spells|
|!Name|!Source|!Description|
|bgcolor(#f9b6b6):[[Wish]]|bgcolor(#f9b6b6):CR|bgcolor(#f9b6b6):As //limited wish//, but with fewer limits.|
Red = spells only in other people's spellbooks
Spells from Spider Lady's Spellbook:
*9th level - [[Wish]]
*7th level - [[Finger of Death]], [[Forcecage]], [[Greater Teleport]]
*6th level - [[Circle of Death]], [[Mass Suggestion]]
*5th level - [[Dominate Person]], [[Feeblemind]], [[Teleport]], [[Wall of Force]]
*4th level - [[Confusion]], [[Greater Invisibility]], [[Stoneskin]]
*3rd level - [[Displacement]], [[Haste]], [[Slow]], [[Stinking Cloud]]
*2nd level - [[Darkness]], [[Invisibility]], [[Protection from Arrows]], [[See Invisibility]]
*1st level - [[Charm Person]], [[Disguise Self]], [[Obscuring Mist]], [[Ray of Enfeeblement]], [[Shield]]
Spells from Stoned Elf's Spellbook:
*3rd level - [[Heroism]], [[Lightning Bolt]]
*2nd level - [[Acid Arrow]], [[Create Pit]], [[Darkvision]], [[False Life]], [[Invisibility]]
*1st level - [[Alarm]], [[Burning Hands]], [[Crafter's Fortune]], [[Grease]], [[Mage Armor]], [[Magic Missile]], [[Summon Monster I|Summon Monster]], [[True Strike]]
|>|>|!0th level spells|
|!Name|!Source|!Description|
|[[Bleed]]|CR|Cause a stabilized creature to resume dying.|
|[[Create Water]]|CR|Creates 2 gallons/level of pure water.|
|[[Detect Magic]]|CR|Detects spells and magic items within 60 ft.|
|[[Detect Poison]]|CR|Detects poison in one creature or object.|
|[[Enhanced Diplomacy]]|Taldor|+2 on one Diplomacy or Intimidate check.|
|[[Guidance]]|CR|+1 on one attack roll, saving throw, or skill check.|
|[[Light]]|CR|Object shines like a torch.|
|[[Mending]]|CR|Makes minor repairs on an object.|
|[[Purify Food and Drink]]|CR|Purifies 1 cu. ft./level of food or water.|
|[[Read Magic]]|CR|Read scrolls and spellbooks.|
|[[Resistance]]|CR|Subject gains +1 on saving throws.|
|[[Spark]]|APG|Ignites flammable objects.|
|[[Stabilize]]|CR| Cause a dying creature to stabilize.|
|[[Virtue]]|CR|Subject gains 1 temporary hp.|
|>|>|!1st level spells|
|!Name|!Source|!Description|
|[[Bless]]|CR|Allies gain +1 on attack rolls and saves against fear.|
|[[Cure Light Wounds]]|CR|Cures 1d8 damage + 1/level (max +5).|
|[[Divine Favor]]|CR|+1 to hit damage/3 levels|
|[[Endure Elements]]|CR|Exist comfortably in hot or cold regions.|
|[[Hide from Undead]]|CR|Undead can't perceive 1 subject/level.|
|[[Magic Weapon]]|CR|Weapon gains +1 bonus.|
|[[Protection from Evil]]|CR|+2 to AC and saves, plus additional protection against selected alignment.|
|[[Remove Fear]]|CR|Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.|
|[[Unbreakable Heart]]|ISWG|Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions.|
|[[Weapons Against Evil]]|ISG|Enchant one weapon per level to bypass the DR of evil creatures, as long as it is 5 or less and not epic DR.|
|>|>|!2nd level spells|
|!Name|!Source|!Description|
|[[Cure Moderate Wounds]]|CR|Cures 2d8 damage + 1/level (max +10).|
|[[Defending Bone]]|ISG|You animate a bone which gives you damage reduction 5/bludgeoning.|
|[[Gentle Repose]]|CR|Preserves one corpse.|
|[[Lesser Restoration]]|CR|Dispels magical ability penalty or repairs 1d4 ability damage.|
|[[Life Pact]]|ACG|Affected creatures automatically donate hp to stabilize ally.|
|[[Make Whole]]|CR|Repairs an object.|
|[[Path of Glory]]|ACG|Create an expanding glow that heals allies within it 1 hp of damage.|
|>|>|!3rd level spells|
|!Name|!Source|!Description|
|[[Contagion]]|CR|Infects subject with chosen disease.|
|[[Create Food & Water]]|CR|Feeds three humans (or one horse)/level.|
|[[Daylight]]|CR|60-ft. radius of bright light.|
|[[Dispel Magic]]|CR|Cancels one magical spell or effect.|
|[[Invisibility Purge]]|CR|Dispels invisibility within 5 ft./level.|
|[[Prayer]]|CR|Allies get +1 bonus on most rolls, enemies –1 penalty.|
|[[Protection from Energy]]|CR|Absorb 12 points/level of damage from one kind of energy.|
|[[Remove Blindness/Deafness]]|CR|Cures normal or magical blindness or deafness.|
|[[Remove Curse]]|CR|Frees object or person from curse.|
|[[Remove Disease]]|CR|Cures all diseases affecting subject.|
|[[Resist Energy, Communal|Communal Resist Energy]]|UC|As resist energy, but you may divide the duration among creatures touched.|
|[[Summon Monster III|Summon Monster]]|CR|Summon an extraplanar creature.|
|[[Water Breathing]]|CR|Subjects can breathe underwater.|
|>|>|!4th level spells|
|!Name|!Source|!Description|
|[[Aura of Doom]]|UM|Creatures in your aura become shaken.|
|[[Blessing of Fervor]]|APG|Gives allies a choice of benefits.|
|[[Death Ward]]|CR|Grants bonuses against death spells and negative energy.|
|[[Freedom of Movement]]|CR|Subject moves normally despite impediments to movement.|
|[[Restoration]]|CR|Restores level and ability score drains.|
|>|>|!5th level spells|
|!Name|!Source|!Description|
|[[Breath of Life]]|CR|Cures 5d8 damage + 1/level and restores life to recently slain creatures.|
|[[Raise Dead]]|CR|Restores life to subject who died as long as one day/level ago.|
!Lepus
Rabbit familiar
N Tiny animal
''Init'' +3; ''Senses'' low-light vision; Perception +1
!!DEFENSE
''AC'' 19, touch 15, flat-footed 16 (+3 Dex, +4 natural armor, +2 size)
''hp'' 32 (1d8–1 [9HD])
''Fort'' +2, ''Ref'' +6, ''Will'' +7
!!OFFENSE
''Speed'' 50 ft.
''Melee'' bite +2 (1d3–4)
''Space'' 2-1/2 ft.; Reach 0 ft.
!!STATISTICS
''Str'' 3, ''Dex'' 16, ''Con'' 9, ''Int'' 9, ''Wis'' 12, ''Cha'' 5
''Base Atk'' +4; ''CMB'' +5; ''CMD'' 11 (15 vs. trip)
''Feats'' [[Spell Sponge]]
''Skills'' Appraise +7, Craft (sculpture) +10, Knowledge (arcana) +7, Knowledge (planes) -1, Knowledge (religion) +7, Linguistics +6, Perception +13, Profession (sailor) +13, Stealth +15, Spellcraft +7; Racial Modifiers +8 Acrobatics when jumping
!!SPECIAL ABILITIES
*''Able Assistant (Ex)''
**A valet's master treats the valet as if it possessed the [[Cooperative Crafting]] feat and shared all Craft skills and item creation feats he possesses.
*''Deliver Aid (Ex)''
**At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed.
*''Deliver Touch Spells (Su)''
**At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed.
*''Empathic Link (Su)''
**The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
*''Improved Evasion (Ex)''
**When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
*''Prestidigitation (Sp)''
**A valet can use [[Prestidigitation]] once per hour.
*''Share Spells''
**The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
*''Speak with Animals of Its Kind (Ex)''
**If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
*''Speak with Master (Ex)''
**If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
*''Teammate (Ex)''
**A valet is considered to have all the teamwork feats its master has.
*Weapons
**//+2 light-generating longsword//
**//+2 dagger//
*Armor
**//+1 arrow-deflecting light wooden shield//
**//+2 light steel shield//
**//ring of protection +2// -> Tom
*Save Bonus
**//+1 cloak of resistance// -> Grunyar
**//+1 cloak of resistance// -> Transmutatum
**//ring of resistance +2//
***acts like the cloak, but takes up a ring slot
*Other
**//headband of intelligence +2//
**//headband of wisdom +2// -> Transmutatum
**//belt of giant strength +2// -> Grunyar
**//necklace of fireballs, type IV// (4d6 and 2d6 spheres missing) -> Marquis
|>|>|>|>|!Scrolls|
|!Qt.|!Spell |!A/D |!CL |!Cost |
| 1|[[Antimagic Field]]<br>[[Rage]]<br>--[[Rope Trick]]--<br>[[Shocking Grasp]]<br>--[[Wall of Stone]]--| arcane | 13 | 5525gp|
| 1|--[[Blade Barrier]]--<br>[[Dispel Magic]]| arcane | 11 | 2475gp|
| 1|[[Break Enchantment]] | arcane | 9 | 1125gp|
| 1|[[Comprehend Languages]]| arcane | 1 | 25gp|
| 1|--[[Cone of Cold]]--<br>--[[Fireball]]--<br>[[Read Magic]]| arcane | 11 |2337.5gp|
| 1|[[Control Weather]]<br>--[[Ethereal Jaunt]]--<br>[[Prismatic Wall]]| arcane | 15 | 8250gp|
| 2|[[Cure Light Wounds]] | divine | 1 | 25gp|
| 2|[[Dimension Door]] | arcane | 7 | 700gp|
| 1|[[Fickle Winds]] | arcane | 9 | 1125gp|
| 1|[[Glitterdust]] | arcane | 3 | 150gp|
| 1|[[Heal Mount]]<br>[[Greater Magic Weapon]]<br>--[[Prayer]]--| divine | 12 | 2700gp|
| 2|[[Magic Weapon]] | divine | 1 | 25gp|
| 1|[[Plane Shift]] | divine | 9 | 1125gp|
| 2|[[Protection from Evil]]| divine | 1 | 25gp|
| 7|[[Remove Disease]] | divine | 16 | 1200gp|
| 1|[[Restoration]] | divine | 7 | 800gp|
| 2|[[Silent Image]] | arcane | 1 | 25gp|
| 1|[[Wall of Stone]] | arcane | 9 | 1125gp|
| 2|[[Weapons Against Evil]]| divine | 2 | 50gp|
|>|>|>|>|!Potions/Oils|
|!Qt.|!Spell |!A/D |!CL |!Cost |
| 1|[[Blur]] | - | 3 | 150gp|
| 1|[[Cat's Grace]] | - | 3 | 150gp|
| 1|[[Darkvision]] | - | 3 | 150gp|
| 1|[[Etherealness|Ethereal Jaunt]] | - | 13 | 4550gp|
| 1|[[Gaseous Form]] | - | 5 | 750gp|
| 1|[[Ghoul Touch]] | - | 3 | 150gp|
| 1|[[Haste]] | - | 5 | 750gp|
| 1|[[Levitate]] | - | 3 | 150gp|
| 1|[[Lesser Restoration]] | - | 3 | 150gp|
| 1|[[Remove Disease]] | - | 5 | 750gp|
| 1|[[Remove Paralysis]] | - | 3 | 150gp|
| 5|[[Restoration]] (for neg levels)| - | 7 | - |
| 1|[[Shield of Faith]] | - | 18 | 900gp|
| 1|[[Touch of the Sea]] | - | 1 | 50gp|
| 1|[[Water Breathing]] | - | 5 | 750gp|
!Jerupe Nethys
Male human theurge 9
N Medium humanoid (human)
''Init:'' +11; ''Senses:'' Perception: +16
!Defenses
''AC:'' 18, touch 13, flat-footed 17 (+5 armor, +1 Dex, +2 luck)
''hp:'' 65 (9d6+27)
''Fort'' +11, ''Ref'' +10, ''Will'' +16
''SR'' 18
''Immune'' webs
!Offense
''Speed'' 30 ft., //spider climb// 20ft.
''Melee:'' //+2 quarterstaff// +7 (1d6+3)
''Ranged:'' touch +5
''Special Attacks'' spell synthesis (1/day)
''~Spell-Like Abilities'' (CL 9th, concentration +14 arcane, +13 divine):
*1/day - [[Identify]], [[Make Whole]]
''Spells'' (CL 9th, concentration +14 arcane, +13 divine):
*5th level - @@color(red):(Arcane)@@, @@color(purple):(Arcane/Divine)@@
*4th level - @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(blue):(Divine)@@ @@color(blue):(Divine)@@
*3rd level - @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(purple):(Arcane/Divine)@@, @@color(blue):(Divine)@@, @@color(blue):(Divine)@@
*2nd level - @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(blue):(Divine)@@, @@color(blue):(Divine)@@, @@color(blue):(Divine)@@
*1st level - @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(blue):(Divine)@@, @@color(blue):(Divine)@@, @@color(blue):(Divine)@@
*0 level - @@color(red):(Arcane)@@, @@color(red):(Arcane)@@, @@color(blue):(Divine)@@. @@color(blue):(Divine)@@
[[Arcane Spellbook|Jerupe's Arcane Spellbook]] & [[Divine Prayerbook|Jerupe's Divine Prayerbook]]
!Statistics
''Str:'' 13, ''Dex:'' 12, ''Con:'' 14, ''Int:'' 20, ''Wis:'' 18, ''Cha:'' 10
''Base Atk:'' +4; ''CMB:'' +5; ''CMD:'' 16
''Feats:'' [[Craft Construct]], [[Craft Magic Arms & Armor]], [[Craft Wondrous Item]], [[Craft Wand]], [[Eldritch Heritage (arcane)|Eldritch Heritage]], [[Improved Initiative]], [[Scribe Scroll]]^^B^^, [[Skill Focus (Knowledge (arcana), Spellcraft)|Skill Focus]]
''Traits:'' [[Reactionary]], [[Seeker]]
''Skills:'' Appraise +17, Craft (sculpture) +17, Knowledge (arcana) +20, Knowledge (planes) +9, Knowledge (religion) +17, Linguistics +16, Perception +17, Profession (sailor) +16, Spellcraft +20 (+22 w/ sheath)
''Languages:'' Abyssal, Aklo, Auran, Aquan, Celestial, Common, Draconic, Giant, Ignan, Infernal, Terran, Undercommon
''SQ:'' focused caster, combined spells (2nd-level)
''Combat Gear:'' acid flask, 3 alchemist fires, //[[golden lion figurines of wondrous power|figurines of wondrous power]]//, oil of //[[daylight|Daylight]]// x2, [[scroll library|Jerupe's Scroll Library]], //[[staff of power]]// (0 charges)
''Other Gear:'' [[cheat sheath]], //[[cloak of arachnida]]//, longspear, haramaki, //[[gem of brightness]] (40 charges)//, //[[headband of mental prowess (Int/Wis, Craft(sculpture)) +2|headband of mental prowess]]//, pathfinder's kit, //[[pearl of power I|pearl of power]] x6//, //[[pearl of power II|pearl of power]]//, //[[pearl of power III|pearl of power]]//, //[[pearl of power IV|pearl of power]]//, //reed whistle (consumable //confusion//, CL 7 DC 16)//, //[[ring of counterspells]] (empty)//, //[[robe of the archmagi (gray)|robe of the archmagi]]//, //[[lesser extend metamagic rod|extend metamagic rod]]//, //wand of cure light wounds (23 charges)//, 50ft. silk rope, 3 spell component pouches
[[Unclaimed Gear|Jerupe's Party Unclaimed Gear]]
[[Transmutatum|Jerupe's Transmutatum]]
[[Willow|Jerupe's friend Willow]]
[[Lepus|Jerupe's Lepus]]
!Special Abilities
*''Combined Spells (Su)''
**Starting at 4th level, the theurge can prepare and cast arcane spells using available divine spell slots and vice versa. Spells prepared and cast in this way take up a slot one level higher than they otherwise would have occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists.
**At 4th level, a theurge can prepare 1st-level arcane spells using available 2nd-level divine spell slots or 1st-level divine spells using available 2nd-level arcane spell slots. Every three levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 6th-level spells at 19th level (such spells would take up 7th-level spell slots). Despite being prepared and cast using a higher spell slot, a combined spell is still treated in all ways like a spell of its actual level.
**For example, a 7th level theurge who has already prepared all his allotted third-level arcane spells for the day could still prepare a fireball spell by preparing it using an available fourth-level divine spell slot. The fireball would still be considered in all ways a third level arcane spell, the theurge simply used the higher divine spell slot to prepare and cast it.
*''Focused Caster (Ex)''
**Beginning at 3rd level, a theurge may roll twice on any concentration check and take the higher result.
*''Focused Study''
**All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
*''Innate Spells (Sp)''
**As the theurge’s mastery of magic grows deeper, he learns to cast a small number of spells spontaneously. Beginning at 6th level, a theurge may select one 1st-level arcane or divine spell he knows and is able to cast. He may now cast this spell once per day as a spell-like ability without needing to prepare it ahead of time. A spell cast in this way is in addition to the theurge’s normal allotment of spells and does not count against his standard spells per day. The caster level for this spell is equal to the theurge’s caster level.
*''Spell Synthesis (Su)''
**At 5th level, a theurge can cast two spells he has prepared, one arcane and one divine, using one action. Both of the spells must have the same casting time. The theurge can make any decisions concerning the spells independently of each other. Any target affected by both of the spells takes a –4 penalty on saves made against each spell. A theurge receives a +4 bonus on caster level checks made to overcome spell resistance with these two spells. The theurge may use this ability once per day at 5th level and one additional time per day at 11th and 17th level.
!Transmutatum
Graven guardian of Nethys //(Pathfinder Bestiary 3 pg 140)//
N Medium construct
''Init'' +2; ''Senses'' darkvision 60 ft., low-light vision; Perception +1
!!DEFENSE
''AC'' 28, touch 12, flat-footed 26 (+6 armor, +2 Dex, +10 natural)
''hp'' 58 (7d10+20); fast healing 2
''Fort'' +5, ''Ref'' +7, ''Will'' +7
''DR'' 5/adamantine; ''Immune'' construct traits; ''Special Defenses'' rune of shielding; ''SR'' 21
''Weaknesses'' faith bound
!!OFFENSE
''Speed'' 40 ft.
''Melee'' //+1 keen quarterstaff// +11/+6 (1d6+5/19–20) or
slam +10 (1d6+4)
''Special Attacks'' magic weapon
''~Spell-Like Abilities'' (CL 6th; concentration +1)
*1/day—[[Haste]] (self only)
!!STATISTICS
''Str'' 16, ''Dex'' 15, ''Con'' —, ''Int'' —, ''Wis'' 14, ''Cha'' 1
''Base Atk'' +7; ''CMB'' +10; ''CMD'' 22
''SQ'' guardian domains (Magic, Protection)
''Gear'' //[[+1 cloak of resistance|cloak of resistance]]//, //headband of wisdom +2//, //+2 mithral chain shirt//, mwk quarterstaff
!!SPECIAL ABILITIES
*''Construct Traits''
**No Constitution score. Any ~DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
**Low-light vision.
**Darkvision 60 feet.
**Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
**Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
**Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
**Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
**Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
**Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
**A construct cannot be raised or resurrected.
**A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
**Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
**Proficient with no armor.
**Constructs do not breathe, eat, or sleep.
*''Faith Bound (Su)''
**A graven guardian cannot attack any creature that openly wears or displays the holy or unholy symbol of the deity to which the graven guardian is dedicated unless that creature first attacks the graven guardian.
*''Magic Weapon (Su)''
**A graven guardian that carries its deity’s favored weapon treats that weapon as a +1 weapon as long as it is wielded by the guardian. If the weapon is a melee weapon, it gains the keen weapon special ability (even if the weapon is a bludgeoning weapon). If it is a thrown weapon, it gains the returning weapon special ability. If it is a ranged weapon, it gains the seeking weapon special ability, and generates new ammunition with each attack (this ammunition is destroyed whether or not it hits).
*''Rune of Shielding''
***Aura faint abjuration; CL 3rd
**TRIGGER AND EFFECT
***This rune is triggered the first time the modified construct is attacked with a melee attack, ranged attack, or magic missile. The construct gains a +4 shield bonus to its Armor Class for 3 minutes. This is a force effect and applies against incorporeal touch attacks.
**MODIFICATION
***''Requirements'' shield; ''Cost'' 1,200 gp
*''Upgrades bought''
** +1 Hit Die
** +2 natural armor
!!Construction
''CL'' 7th; ''Price'' 18,500 gp
''Requirements'' [[Craft Construct]], //greater magic weapon//, //haste//, //imbue with spell ability//, //make whole//, //stone shape//, creator must be caster level 7th; ''Skill'' Craft (sculpture) or Craft (pottery) DC 15; ''Cost'' 9,500 gp
!Willow - CR 4
Male pixie //(Pathfinder Bestiary pg. 228)//
NG Small fey
''Init'' +5; ''Senses'' low-light vision; Perception +9
!!DEFENSE
''AC'' 18, touch 17, flatfooted 12 (+5 Dex, +1 dodge, +1 natural, +1 size)
''hp'' 18 (4d6+4)
''Fort'' +2, ''Ref'' +9, ''Will'' +6
''Defensive Abilities'' invisibility; ''DR'' 10/cold iron; ''SR'' 15
!!OFFENSE
''Speed'' 20 ft., fly 60 ft. (good)
''Melee'' mithral rapier +8 (1d4–2/19–20)
''Ranged'' longbow +8 (1d6–2/×3)
''Special Attacks'' special arrows
''~Spell-Like Abilities'' (CL 8th)
*Constant—//[[Detect Chaos]]//, //[[Detect Evil]]//, //[[Detect Good]]//, //[[Detect Law]]//
*1/day—//[[Dancing Lights]]//, //[[Detect Thoughts]]// (DC 15), //[[Dispel Magic]]//, //[[Entangle]]// (DC 14), //[[Lesser Confusion]]// (DC 14), //[[Permanent Image]]// (DC 19; visual and auditory elements only), //[[Shield]]//
!!STATISTICS
''Str'' 7, ''Dex'' 21, ''Con'' 12, ''Int'' 16, ''Wis'' 15, ''Cha'' 16
''Base Atk'' +2; ''CMB'' –1; ''CMD'' 15
''Feats'' [[Dodge]], [[Weapon Finesse]]
''Skills'' Acrobatics +12, Appraise +10, Escape Artist +12, Fly +18, Knowledge (nature) +10, Perception +9, Sense Motive +9, Stealth +16, Use Magic Device +10
''Languages'' Common, Sylvan
!!SPECIAL ABILITIES
*''Invisibility (Su)''
**A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
*''Special Arrows (Su)''
**When a pixie fires an arrow from any bow, it can decide to change the arrow’s properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day (16 uses per day for most pixies)—the dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie’s chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits—it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow. Save ~DCs are Charisma-based.
***//Charm:// The target must succeed on a DC 15 Will save or be affected as though by a //[[Charm Monster]]// spell for 10 minutes.
***//Memory Loss:// The target must succeed on a DC 15 Will save or be affected by a //[[Modify Memory]]// spell (this effect can only eliminate the previous 5 minutes of memory—a pixie typically uses this ability to make the target forget it encountered the pixie so it won’t chase the pixie when he flees).
***//Sleep:// The target must succeed on a DC 15 Will save or fall asleep for 5 minutes.
''School'' conjuration (teleportation); ''Level'' bard 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Targets'' one living creature
''Duration'' instantaneous
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
You teleport the target to a space you can see within 30 feet of the target. The destination must be on solid ground, and the teleportation cannot end in a space that is by nature hazardous to the creature you are teleporting.
Source: Advanced Player's Guide
''Prerequisites:'' Judgment class feature
''Benefit:'' Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you have multiple judgments active at the same time, this benefit applies to all of them.
''Source:'' UM 153
''School'' transmutation; ''Level'' alchemist 1, druid 1, magus 1, ranger 1, sorcerer/wizard 1, summoner 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a grasshopper's hind leg)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 min./level (D)
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes
!!DESCRIPTION
The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
''Prerequisites:'' Acrobatics 1 rank, creature type other than humanoid or outsider.
''Benefit:'' You always count as having a running start when making jump checks using Acrobatics. Acrobatics becomes a class skill for you.
!Psicrystal
Diminutive construct (alignment as master)
''Init'' +2 ''Senses'' Sighted 40 ft., Perception +6
!!Defense
''AC'' 18, touch 16, flat-footed 16 (+4 size, +2 Dex*, +2 natural armor)
''HP'' 22
''Fort'' +4, ''Ref'' +2, ''Will'' +7
''Defensive abilities'' hardness 8, improved evasion
!!Offense
''Speed'' 30 ft., climb 20 ft.*
''Melee'' -
''Space'' 1 ft.; ''Reach'' 0 ft.
!!Statistics
''Str'' 1*, ''Dex'' 15*, ''Con'' -, ''Int'' 8, ''Wis'' 10, ''Cha'' 10
''BAB'' +0; ''CMB'' -9; ''CMD'' +3
''Feats'' -
''Skills'' Autohypnosis +4, Bluff +3, Craft (alchemy) +3, Climb +10*, Knowledge (arcana) +3, Knowledge (nobility) +0, Knowledge (planes) +3, Perception +6, Spellcraft +3, Stealth +14, Use Magic Device +4
*With self-propulsion ability activated.
!!Special Abilities
*''Alertness (Ex)''
**The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
*''Construct traits''
**A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual construct traits of darkvision and low-light vision.
*''Deliver Touch Powers (Su)''
**If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.
*''Improved Evasion (Ex)''
**If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
*''Psicrystal Personality (Ex)''
**Each psicrystal has a distinct personality, chosen by its owner at the time of its creation from among those given on the Psicrystal Personalities table. At 1st level, its owner typically gets a feel for a psicrystal’s personality only through occasional impulses, but as the owner increases in level the psicrystal’s personality becomes more pronounced. At higher levels, it is not uncommon for a psicrystal to constantly ply its owner with observations and advice, often severely slanted toward the psicrystal’s particular worldview. The owner always sees a bit of himself in his psicrystal, even if magnified and therefore distorted.
**''Personality'' - Hero (+2 bonus on Fortitude saves)
*''~Self-Propulsion (Su)''
**As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
*''Share Powers (Su)''
**At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires.
**Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).
*''Sighted (Ex)''
**Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
*''Skills''
**A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.
*''Telepathic Link (Su)''
**The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a //mindlink// power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room.
**Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.
!~Kas-Bi
Male Kynean Shaper 6
NG Medium humanoid (cynean)
''Init:'' +0; ''Senses:'' Perception: +2
!Defenses
''AC:'' 23, touch 10, flat-footed 23 (+5 armor, +3 natural armor, +5 shield)
''hp:'' 44 (6d6+18)
''Fort'' +7, ''Ref'' +3, ''Will'' +8
''Weaknesses'' fail force saves, vulnerable to sonic
!Offense
''Speed'' 30 ft.
''Ranged:'' touch +3
''Powers'' (ML 6th, concentration +11, 50pp):
* 3rd level (5pp, DC 18) - [[Energy Wall]], [[Psionic Blast]], [[Time Hop]], [[Touchsight]]
* 2nd level (3pp, DC 17) - [[Defy Gravity]], [[Empathic Condition Relief]], [[Minor Metamorphosis]], [[Swarm of Crystals]]
* 1st level (1pp, DC 16) - [[Astral Construct]], [[Demoralize]], [[Ectoplasmic Sheen]], [[Entangling Ectoplasm]], [[Inertial Armor]]
* ~At-Will (w/ Psionic Focus) - [[Detect Psionics]], [[Ectoplasmic Trinket]], [[Energy Splash]], [[My Light]]
!Statistics
''Str:'' 10, ''Dex:'' 10, ''Con:'' 14, ''Int:'' 21, ''Wis:'' 14, ''Cha:'' 10
''Base Atk:'' +3; ''CMB:'' +3; ''CMD:'' 13
''Feats:'' [[Boost Construct]], [[Overchannel]], [[Persistent Power]], [[Psicrystal Affinity]], [[Psicrystal Containment]]
''Traits:'' [[Regional Affinity (Caneus Empire)|Regional Affinity]]
''Skills:'' Autohypnosis +10, Bluff +7, Craft (alchemy) +14, Knowledge (arcana) +14, Knowledge (nobility) +11, Knowledge (planes) +14, Spellcraft +14, Use Magic Device +9
''Languages:'' Aquan, Celestial, Common, Cynean, Draconic, Exodite, Terran
''SQ:'' summoner's call, unusual build
''Combat Gear:'' potion of //cure serious wounds//
''Other Gear:'' //[[amulet of natural armor +1|amulet of natural armor]]//, //[[cloak of resistance +1|cloak of resistance]]//, //[[hat of disguise]]// (of First One make)^^B^^, //[[headband of vast intelligence +2 (knowledge (planes))|headband of vast intelligence]]//, //+1 mithral shirt//^^B^^, wand of //cure light wounds// (26 charges), wizard's kit, 1722.3gp
^^B^^ = bonus items received as part of a treasure bundle that cannot be sold
!Special Abilities
* ''Crystal Skin:'' A kynean’s hard crystalline skin grants it a natural armor bonus to AC equal to their Constitution bonus (minimum of +1). Kyneans automatically fail any save from an effect with the force descriptor. A kynean is vulnerable to sonic energy, taking half again as much damage (+50%) from sonic energy.
* ''Mystic Body (Su):'' Some kyneans learn to manipulate the energies that course through their bodies to further protect them from harm. A cynean with this trait adds a shield bonus to AC equal to his Intelligence modifier.
* ''Summoner’s Call (Ex):'' At 2nd level, if you maintain focus when manifesting a power of the creation subdiscipline, the duration is increased by 1 round plus 1 round for every four psion levels. In addition, your astral constructs gain an additional menu option of the highest menu available when you manifest the power.
* ''Unusual Build:'' Kyneans are much bulkier and more heavily proportioned than most humanoids. As a result, cyneans must purchase armor and equipment (but not weapons) as though they were one size category larger.
!Favor Tracker
*Arman Protectorate
**Positive (#1) Grofka Polina Vlaklova - 93-~LC-06 Secession
**Positive (#2) Prince Vladimir Gregorevitch - 93-~LI-03 Legacy of Lies
**Positive (#3) Prince Dimitri - 94-~LC-02 As If It Could Get Any Better
**Positive (#5) General Wulf Gronnovitch - 94-~LC-04 Plains of Sametia
**Positive (#5) Fought at the Battle of Burned Creek - 94-~LC-04 Plains of Sametia
**Positive (#6) General Wulf Gronnovitch - 94-~LC-05 Knee Deep
**Positive --(#6) Rescued Prisoners - 94-~LC-05 Knee Deep--
*Caneus Empire
**Positive (#2) Lady Elsae - 93-~LI-03 Legacy of Lies
**Positive (#3) Lady Elsae - 94-~LC-02 As If It Could Get Any Better (can't be spent)
**Positive (#7) Viscount Farlen - 92-~LC-03 A Rose By Any Name
*Dominion
**Negative (#7) Bloody Bartak - 92-~LC-03 A Rose By Any Name
*Imperial Alliance
**Positive (#2) Preest - 93-~LI-03 Legacy of Lies
**Positive --(#8) Preest - 93-~LI-02 Flames of Yesterday--
**Positive --(#8) Gave the crown to the Imperial Alliance - 93-~LI-02 Flames of Yesterday--
*Reis Confederacy
**Negative (#8) Brutchek - 93-~LI-02 Flames of Yesterday
**Positive (#9) Brutchek - 94-~LC-01 Dousing Fire With Blood
**Negative (#9) Brutchek - 94-~LC-01 Dousing Fire With Blood
*Sanguine Covenant
**Positive (#2) Confessor Karena - 93-~LI-03 Legacy of Lies
***Once, you may trade in this favor for a one-time free casting of a Cleric or Druid spell up to 7th level. This includes the cost of components.
*House of Faremh
**Positive (#9) Lucrezia - 94-~LC-01 Dousing Fire With Blood
[[Kas-Bi's Psycrystal]]
''School'' enchantment; ''Level'' inquisitor 1, magus 1, paladin 1, ranger 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' one creature touched/2 levels
''Duration'' 8 hours or less; see text
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects.
The subjects suffer no fatigue and gain all the usual benefits of a full night's rest.
The subjects gain hit points as though from resting, wizards may prepare their spells as though they had slept for 8 hours, and so on. Effects that rely on actual sleep or dreaming are ineffective, though the subjects are still susceptible to effects that would put them to sleep, such as sleep or deep slumber. Any vigorous activity, including fighting, immediately ends the effect, and the affected creatures must either have the spell cast on them again or sleep for the remaining hours to avoid fatigue and gain the benefits of a full night's rest.
!!KINETIC HEALER
''Element'' aether or water; ''Type'' utility (Sp); ''Level'' 1; ''Burn'' 1; see text
''Saving Throw'' none; ''Spell Resistance'' yes
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast’s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; this damage can’t be healed by any means until the recipient takes a full night’s rest.
|!Skill|!Stat|!Ranks|!Class|!Feat|!Trait|!Total|
|Diplomacy|3|1|3||1|+8|
|Knowledge (arcana)|4|2|3|2||+11|
|Knowledge (dungeoneering)|4|2|3|2||+11|
|Knowledge (engineering)|4|1|3|2||+10|
|Knowledge (geography)|4|1|3|2||+10|
|Knowledge (history)|4|1|3|2||+10|
|Knowledge (local)|4|2|3|2||+11|
|Knowledge (nature)|4|2|3|2||+11|
|Knowledge (nobility)|4|1|3|2||+10|
|Knowledge (planes)|4|2|3|2||+11|
|Knowledge (religion)|4|2|3|2||+11|
|Spellcraft|4|3|3|2||+12|
|Survival|1|1|3||1|+6|
|Use Magic Device|3|3|3|2||+11|
!Kinn Naltherlor
Male Human Summoner 3
Alignment Medium humanoid
''Init:'' +1; ''Senses:'' Perception: +1
!Defenses
''AC:'' 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
''hp:'' 21 (3d8+3)
''Fort'' +2, ''Ref'' +2, ''Will'' +4
!Offense
''Speed'' 30 ft.
''Melee:'' longspear +2 (1d8/19-20)
''Ranged:'' ranged touch +3 (1d3 acid)
''Space:'' 5 ft.; ''Reach:'' 10 ft.
''Spells'' (CL 3rd):
*1-level (4/day)- [[Enlarge Person]], [[Grease]], [[Protection from Evil]], [[Unseen Servant]]
*0-level (at-will)- [[Acid Splash]], [[Detect Magic]], [[Guidance]], [[Light]], [[Mage Hand]], [[Read Magic]]
''~Spell-Like Abilities'' (CL 3rd):
*7/day- [[Summon Monster II|Summon Monster]]
!Statistics
''Str:'' 11, ''Dex:'' 12, ''Con:'' 13, ''Int:'' 19, ''Wis:'' 12, ''Cha:'' 17
''Base Atk:'' +2; ''CMB:'' +2; ''CMD:'' 13
''Feats:'' [[Dilettante]], [[Extra Evolution]], [[Magical Aptitude]]
''Traits:'' [[Chivalrous]], [[Poverty-Striken]]
[[Skills|Kinn's Skills]]'':'' Diplomacy +8, Knowledge (arcana, dungeon, local, nature, planes, religion) +11, Knowledge (engine, geo, history, nobility) +10, Spellcraft +12, Survival +6, Use Magic Device +11
''Languages:'' Common, Dwarven, Elven, Goblin
''SQ:'' bond senses, eidolon, life link
''Combat Gear:'' none, for the moment...
''Other Gear:'' longspear, leather armor
!Special Abilities
*''Bond Senses (Su)''
**Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.
*''Life Link (Su)''
**Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.
**In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
*''Summon Monster II (Sp)''
**Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
!Der Catch
Eidolon
CN Small outsider
''Init:'' N/A; ''Senses:'' Perception: +16, darkvision
!Defenses
''AC:'' 16, touch 12, flat-footed 14 (+2 Dex, +4 nat armor)
''hp:'' 18 (3d10)
''Fort'' +3, ''Ref'' +3, ''Will'' +3
!Offense
''Speed'' 30 ft.
''Melee:'' 2 claws +5 (1d3+2)
''Space:'' 5 ft.; ''Reach:'' 5 ft. (10 ft. w/ one claw)
!Statistics
''Str:'' 15, ''Dex:'' 15, ''Con:'' 11, ''Int:'' 9, ''Wis:'' 10, ''Cha:'' 11
''Base Atk:'' +3; ''CMB:'' +4; ''CMD:'' 16
''Feats:'' [[Acrobatic]], [[Deft Hands]]
''Skills:'' Acrobatics +6, Climb +4, Disable Device +18, Perception +16, Sense Motive +6, Sleight of Hand +10, Stealth +20
''Languages:'' Common
''SQ:'' darkvision, evasion, link, share spells
''Combat Gear:''
''Other Gear:'' thieves tools
!Special Abilities
*''Darkvision (Ex)''
**The eidolon has darkvision out to a range of 60 feet.
*''Evasion (Ex)''
**If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
*''Link (Ex)''
**A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
*''Share Spells (Ex)''
**The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.
**This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
* ''Advanced Player's Guide'' - Crafter's Fortune, Dazing Assault, foresight wizard school, Monk of the Sacred Mountain, Spark
* ''Animal Archive'' - rabbit familiar
* ''Blood of Angels'' - Archon Style, Archon Diversion, Archon Justice
* ''Cheliax, Empire of Devils'' - Threatening Defender
* ''Chronicles of the Righteous'' - Celestial Obedience
* ''Pathfinder Society Field Guide'' - dueling weapon, lore warden
* ''Seeker of Secrets'' - ioun stone resonance, wayfinder
* ''Taldor, Echoes of Glory'' - ring of the sublime
* ''Ultimate Combat'' - Crane Riposte, Crane Style, Crane Wing, Haunted Fey Aspect, master of many styles
* ''Ultimate Equipment'' - adaptive, bead of newt prevention, bodywraps of mighty striking, brawling armor quality, phase locking weapon, sandals of quick reaction, shirt of immolation
* ''Weapon Master's Handbook'' - trained initiative advanced weapon training
List of Magic Items:
*Consumables
**5 //+1 fey bane arrows//
**5 //+1 giant bane arrows//
**5 //+1 human bane arrows//
**//oil of daylight//
**2 //potions of enlarge person//
**4 //potions of fly//
**//scroll of bear's endurance//
**2 //scrolls of false life//
**//wand of burning hands// (16 charges)
**//wand of cat's grace// (3 charges)
**//wand of cure light wounds// (10, 50, 50 charges)
**//wand of glitterdust// (8 charges)
**//wand of grease// (10 charges)
**//wand of heightened awareness// (50 charges)
**//wand of invisibility// (9 charges)
**//wand of lesser restoration// (8 charges)
**//wand of magic missile// (25 charges)
**//wand of shield// (36 charges)
*Permanent Magic Items
**//+1 adaptive composite longbow//
**//amulet of natural armor +2//
**//bead of newt prevention//
**//belt of giant strength +6//
**//+1 phase-locking bodywraps of mighty strikes//
**//5x5 carpet of flying//
**//+2 brawling glamered chain shirt//
**//cloak of resistance +4//
**//dusty rose prism ioun stone//
**//cracked dusty rose prism ioun stone//
**//gloves of dueling//
**//goggles of night//
**//headband of vast intelligence +4 (acrobatics, flying)//
**//jingasa of the fortunate soldier//
**//cracked pale green prism ioun stone//
**//ring of protection +2//
**//ring of the sublime//
**//sandals of quick reaction//
**//shirt of immolation//
**//sihedron brand (endurance)//
**//greater sihedron brand (service)//
**//+2 dueling (PFSFG) tonfa//
**//cracked vermilion rhomboid ioun stone//
**//cracked vibrant purple prism ioun stone//
**//wayfinder//
!!Guardy
Rabbit familiar
N Tiny animal
''Init'' +3; ''Senses'' low-light vision; Perception +1
!!DEFENSE
''AC'' 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
''hp'' 49 (1d8–1, 10HD)
''Fort'' +8, ''Ref'' +8, ''Will'' +8
''Defensive Abilities'' improved evasion
!!OFFENSE
''Speed'' 50 ft.
''Melee'' bite +12 (1d3–4)
''Space'' 2-1/2 ft.; ''Reach'' 0 ft.
!!STATISTICS
''Str'' 3, ''Dex'' 16, ''Con'' 9, ''Int'' 6, ''Wis'' 12, ''Cha'' 5
''Base Atk'' +9; ''CMB'' +4; ''CMD'' 17 (21 vs. trip)
''Feats'' [[Run]]
[[Skills|Komana's Familiar's Skills]] Stealth +15; ''Racial Modifiers'' +8 Acrobatics when jumping
!!Special Abilities
*''Alertness (Ex):''
**While a familiar is within arm's reach, the master gains the [[Alertness]] feat.
*''Improved Evasion (Ex):''
**When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
*''Share Spells:''
**The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
*''Empathic Link (Su):''
**The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
|!Skill |!Stat|!Ranks|!Class Skill|!Other |!Total|
|!Acrobatics |3 |3 |3 |(+8 when jumping) |!+9|
|!Appraise |-4 |1 | | |!-3|
|!Climb |-3 |1 |3 | |!+0|
|!Craft(weapons) |-3 |10 | | |!+7|
|!Escape Artist |3 |1 | | |!+4|
|!Handle Animal |-3 |1 | | |!-2|
|!Heal |1 |2 | | |!+3|
|!Intimidate |-3 |1 | | |!-2|
|!Know(arcana) |-3 |3 | | |!+0|
|!Know(dungeon) |-3 |3 | | |!+0|
|!Know(local) |-3 |10 | | |!+7|
|!Know(nature) |-3 |3 | | |!+0|
|!Know(nobility) |-3 |1 | | |!-2|
|!Know(planes) |-3 |10 | | |!+7|
|!Know(religion) |-3 |1 | | |!-2|
|!Sense Motive |-3 |1 | | |!-2|
|!Spellcraft |-3 |1 | | |!-2|
|!Stealth |3 |1 |3 |+8 size |!+15|
|!Survival |1 |1 | | |!+2|
|!Swim |-4 |3 | | |!-1|
|!UMD |-3 |10 | | |!+7|
|!Source|!CMB|!CMD|
|Base||10|
|BAB|14|14|
|STR|7|7|
|DEX||2|
|Lore Warden|6|6|
|Ioun Stone Resonance|2|2|
|[[Dodge]]||1|
|Deflection||2|
|Celestial Obedience Sacred||4|
|!Total|29|48|
|Combat Expertise|-3|4|
|Fighting Defensively|-1|4|
|!Total|25|56|
Trip
|!Source|!CMB|!CMD|
|Base|25|56|
|//+2 dueling tonfa//|6|4|
|Weapon Training|5||
|[[Improved Trip]]|2|2|
|Human Fighter FC Bonus||4|
|!Total|38|66|
Disarm
|!Source|!CMB|!CMD|
|Base|25|56|
|//+2 dueling tonfa//|6|6|
|Weapon Training|5|10|
|[[Improved Disarm]]|2|2|
|!Total|38|73|
Grapple
|!Source|!CMB|!CMD|
|Base|25|56|
|//+1 brawling armor//|2||
|[[Improved Grapple]]|2|2|
|Human Fighter FC Bonus||13|
|Celestial Obedience Sacred|4||
|!Total|33|71|
Bull Rush
|!Source|!CMB|!CMD|
|Base|25|56|
|Human Fighter FC Bonus||2|
|!Total|25|58|
Dirty Trick
|!Source|!CMB|!CMD|
|Base|25|56|
|Human Fighter FC Bonus||2|
|!Total|25|58|
Reposition
|!Source|!CMB|!CMD|
|Base|25|56|
|Human Fighter FC Bonus||3|
|!Total|25|59|
Sunder
|!Source|!CMB|!CMD|
|Base|25|56|
|Weapon Training||5|
|Human Fighter FC Bonus||2|
|!Total|25|63|
|!|!FORT|!REF|!WILL|
|Stats|1|2|2|
|Fighter|8|6|6|
|Monk|3|3|3|
|Wizard|0|0|2|
|Cloak of Resistance|4|4|4|
|Sihedron Rune|2|0|0|
|Competence|1|1|1|
|Total|+19|+14|+16|
|!Skill |!Stat|!Ranks|!Class Skill|!ACP|!Other|!Total|
|!Acrobatics |2 |15 |3 |-1 |1 |!+20|
|!Appraise |4 |1 |3 | | |!+8|
|!Climb |5 |1 |3 |-1 | |!+8|
|!Craft(weapons) |4 |15 |3 | | |!+22|
|!Escape Artist |2 |1 |3 |-1 | |!+5|
|!Fly |2 |15 |3 |-1 | |!+19|
|!Handle Animal |0 |1 |3 | | |!+4|
|!Heal |2 |2 | | | |!+4|
|!Intimidate |0 |1 |3 | | |!+4|
|!Linguistics |4 |2 |3 | | |!+9|
|!Know(arcana) |4 |4 |3 | | |!+11|
|!Know(dungeon) |4 |4 |3 | | |!+11|
|!Know(engineer) |4 |1 |3 | | |!+8|
|!Know(local) |4 |15 |3 | | |!+22|
|!Know(nature) |4 |4 |3 | | |!+11|
|!Know(nobility) |4 |1 |3 | | |!+8|
|!Know(planes) |4 |15 |3 | | |!+22|
|!Know(religion) |4 |4 |3 | | |!+11|
|!Sense Motive |2 |1 |3 | | |!+6|
|!Spellcraft |4 |8 |3 | | |!+15|
|!Stealth |2 |1 |3 |-1 | |!+5|
|!Survival |2 |1 |3 | | |!+6|
|!Swim |4 |3 |3 |-1 |1 |!+10|
|!UMD |0 |15 | | | |!+15|
|>|>|!0 level spells|
|!Name|!Description|!School|
|[[Arcane Mark]]|Inscribe a personal rune on object or creature|Universal|
|[[Bleed]]|Touch a stabilized creature to make it resume dying|Necromancy|
|[[Dancing Lights]]|Creates torches or other lights|Evocation|
|[[Detect Magic]]|Detect all spells and magic items in 60 ft.|Divination|
|[[Detect Poison]]|Detects poison in one creature or object|Divination|
|[[Disrupt Undead]]|Deals 1d6 damage to one undead|Necromancy|
|[[Flare]]|Dazzle a creature|Evocation|
|[[Ghost Sound]]|Figment sounds|Illusion|
|[[Haunted Fey Aspect]]|Surround yourself w/ disturbing illusions|Illusion|
|[[Light]]|Object shines like a torch|Evocation|
|[[Mage Hand]]|5 pound telekinesis|Transmutation|
|[[Mending]]|Make minor repairs on an object|Transmutation|
|[[Message]]|Whisper conversation at a distance|Transmutation|
|[[Open/Close]]|Opens or closes small or light things|Transmutation|
|[[Prestidigitation]]|Minor magical effect|Universal|
|[[Ray of Frost]]|Ray deals 1d3 cold damage|Evocation|
|[[Read Magic]]|Read scrolls and spellbooks|Divination|
|[[Resistance]]|+1 to saves|Abjuration|
|[[Spark]]|Ignite flammable objects|Evocation|
|[[Touch of Fatigue]]|Touch attack fatigues target|Necromancy|
|>|>|!1st level spells|
|!Name|!Description|!School|
|[[Burning Hands]]|Cone of fire damage|Evocation|
|[[Charm Person]]|Target humanoid becomes your friend|Enchantment|
|[[Color Spray]]|Cone of color causes blindness to <6HD|Illusion|
|[[Comprehend Languages]]|Understand all spoken languages|Divination|
|[[Corrosive Touch]]|Melee touch deals acid damage|Conjuration|
|[[Crafter's Fortune]]|+5 to next craft check|Transmutation|
|[[Enlarge Person]]|Target grows one size category|Transmutation|
|[[Expeditious Retreat]]|+30 ft move|Transmutation|
|[[Feather Fall]]|Fall at a much slower rate|Transmutation|
|[[Floating Disk]]|Floating disk carries stuff behind you|Evocation|
|[[Grease]]|10ft square or weapon or person gets covered in grease|Conjuration|
|[[Hydraulic Push]]|Jet of water makes bull rush attempt|Evocation|
|[[Magic Missile]]|1d4+1 force damage|Evocation|
|[[Mount]]|Summon a horse to ride|Conjuration|
|[[Obscuring Mist]]|20ft. radius of fog|Conjuration|
|[[Ray of Enfeeblement]]|Ray gives strength penalty|Necromancy|
|[[Shield]]|+4 shield bonus to AC|Abjuration|
|[[Shocking Grasp]]|Touch deals electricity damage|Evocation|
|[[Silent Image]]|Create minor illusion with no sound|Illusion|
|[[Snowball]]|Ranged touch does 1d6 cold and staggers|Conjuration|
|[[Touch of Gracelessness]]|Melee touch gives dexterity penalty|Transmutation|
|[[True Strike]]|+20 to next attack roll|Divination|
|[[Unseen Servant]]|Shapeless force does stuff for you|Conjuration|
|[[Vanish]]|Invisibility for rounds/lvl|Illusion|
|>|>|!2nd level spells|
|!Name|!Description|!School|
|[[Bear's Endurance]]|+4 CON|Transmutation|
|[[Blur]]|20% miss chance|Illusion|
|[[Bull's Strength]]|+4 STR|Transmutation|
|[[Cat's Grace]]|+4 DEX|Transmutation|
|[[Compassionate Ally]]|Target attempts to aid allies|Enchantment|
|[[Flaming Sphere]]|Rolling ball deals 3d6 fire|Evocation|
|[[Frigid Touch]]|Cold damage and staggered|Evocation|
|[[Glitterdust]]|Faerie dust covers and blinds target|Conjuration|
|[[Gust of Wind]]|Strong gust of wind juts out in a line|Evocation|
|[[Invisbility]]|Turn invisible until you attack|Illusion|
|[[Levitate]]|Float up or down|Transmutation|
|[[Minor Image]]|Illusion that can form sounds|Illusion|
|[[Mirror Image]]|Copies of you appear in your space|Illusion|
|[[Pyrotechnics]]|Explode fires to blind people|Transmutation|
|[[See Invisibility]]|See invisible creatures|Divination|
|[[Scorching Ray]]|Rays of fire deal 4d6 fire|Evocation|
|[[Touch of Idiocy]]|Touch deals 1d6 penalty to INT, WIS, CHA|Enchantment|
|[[Web]]|Webs grapple targets in 20ft radius|Conjuration|
|>|>|!3rd level spells|
|!Name|!Description|!School|
|[[Dispel Magic]]|Gets rid of unwanted magic effects|Abjuration|
|[[Displacement]]|50% miss chance|Illusion|
|[[Fireball]]|Fire damage in 20ft. radius|Evocation|
|[[Fly]]|60ft. fly speed|Transmutation|
|[[Force Punch]]|Melee touch deals force damage and forces target back|Evocation|
|[[Greater Magic Weapon]]|Grant enhancement bonus to weapon|Transmutation|
|[[Haste]]|Extra attack on full attack, +1 AC/REF/attacks, +30ft move|Transmutation|
|[[Hold Person]]|Paralyzes one humanoid|Enchantment|
|[[Lightning Bolt]]|Electricity damage in line|Evocation|
|[[Major Image]]|Like minor image, but with sound, smell and thermal illusions|Illusion|
|[[Slow]]|Staggered, -1 AC/REF/attacks, move at 1/2 speed|Transmutation|
|[[Stinking Cloud]]|Nauseate creatures in 20ft. radius|Conjuration|
|[[Vampiric Touch]]|Melee touch deals damage/gain temp hp|Necromancy|
|[[Wind Wall]]|Wind wall stops arrows from flying through|Evocation|
|>|>|!4th level spells|
|!Name|!Description|!School|
|[[Black Tentacles]]|Rubbery tentacles grab everything within 20ft.|Conjuration|
|[[Dimension Door]]|Teleports group within long range|Conjuration|
|[[Ice Storm]]|Snow falls, dealing damage and obscuring the area|Evocation|
|[[Phantasmal Killer]]|Illusionary assassin attempts to kill target|Illusion|
|[[Stoneskin]]|DR 10/adamantine|Abjuration|
|[[Wall of Ice]]|Wall of ice appears, deals cold damage if broken|Evocation|
|>|>|!5th level spells|
|!Name|!Description|!School|
|[[Dominate Person]]|Humanoid follows your commands|Enchantment|
|>|>|!6th level spells|
|!Name|!Description|!School|
|[[Mass Bull's Strength]]|+4 STR to multiple people|Transmutation|
!Dame Komana Higgenstrom
Female Taldan Lore Warden 13, Master of Many Styles 2, Diviner 1
LN Medium humanoid
''Init:'' +17; ''Senses:'' darkvision 60ft, Perception: +6
!Defenses
''AC:'' 25 [26], touch 17, flat-footed 21 (+6 armor, +2 deflection, +2 Dex, +1 dodge, +1 insight, +1 luck, +2 natural armor, [+1 trait when only next to one foe])
//Fighting Defensively & Combat Expertise:// AC 34 [35], touch 24, flat-footed 22 (+9 dodge, +1 shield)
''hp:'' 112 (13d10+2d8+1d6+16)
''Fort'' +19, ''Ref'' +14, ''Will'' +16 (+1 vs. disease, poison, and transmutation, +6 vs. fear, +4 vs. effects that would make me drop my weapon) ([[calc|Komana's Save Calculations]])
''Defensive Abilities'' bravery +2, evasion
!Offense
''Speed'' 30 ft.
''Melee:'' //+2 dueling tonfa// +28/+23/+18 (1d6+12) or
unarmed strike +28/+23/+18 (1d6+13) or
mwk tripoint double-edged sword +27/+22/+17 (1d10+14/x3)
''Ranged:'' javelin +17/+12/+7 (1d6+7) or
//+1 adaptive longbow// +21/+16/+11 (1d8+11/x3)
''Special Attacks'' know thy enemy, prescience (6/day), stunning fist (DC 17, 5/day)
''Celestial Obedience ~Spell-Like Abilities'' (CL 16th, concentration +16):
*1/day - [[Greater Magic Weapon]]
[[Wizard Spells|Komana's Spellbook]] (CL 1st, concentration +3):
*1st level- 2/day + 1 divination
*0th level- 3/day
''School'' diviner (foresight)
''Opposition Schools'' Conjuration, Enchantment
!Statistics
''Str:'' 25, ''Dex:'' 14, ''Con:'' 12, ''Int:'' 16, ''Wis:'' 14, ''Cha:'' 10
''Base Atk:'' +14; ''CMB:'' +29; ''CMD:'' 48 (49 vs. bull rush, 49 vs. disarm, 58 vs. grapple, 51 vs. reposition, 54 vs. trip)
[[CMB & CMD Calculations|Komana's Maneuvers]]
''Feats:'' [[Archon Diversion]], [[Archon Justice]], [[Archon Style]], [[Celestial Obedience (Falayna)|Celestial Obedience]], [[Combat Expertise]], [[Combat Reflexes]], [[Crane Riposte]], [[Crane Style]], [[Crane Wing]], [[Dazing Assault]], [[Disruptive]], [[Dodge]], [[Improved Disarm]], [[Improved Grapple]], [[Improved Initiative]], [[Improved Trip]], [[Improved Unarmed Strike]], [[Power Attack]], [[Quick Draw]], [[Spell Focus (Transmutation)|Spell Focus]], [[Spellbreaker]], [[Step Up]], [[Stunning Fist]]
''Traits:'' [[Expert Duelist]], [[Threatening Defender]]
[[Skills|Komana's Skills]]'':'' Acrobatics +20, Appraise +8, Climb +8, Craft (weapons) +22, Escape Artist +5, Fly +19, Handle Animal +4, Heal +4, Intimidate +4, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +8, Knowledge (local) +22, Knowledge (nature) +11, Knowledge (nobility) +8, Knowledge (planes) +22, Knowledge (religion) +11, Linguistics +9, Sense Motive +6, Spellcraft +15, Stealth +5, Survival +6, Swim +10, Use Magic Device +15 Need to update
''Languages:'' Celestial, Taldane. Thassilonian, Vudrani
''SQ:'' arcane bond (familiar), expertise, forewarned, fuse styles, iron monk, maneuver mastery, scholastic, unarmed strike, weapon training (bows +2, monk +3, trained initiative (monk))
''Combat Gear:'' 20 arrows, 5 //+1 [[fey bane|bane]] arrows//, 5 //+1 [[giant bane|bane]] arrows//, 5 //+1 [[human bane|bane]] arrows//, //oil of [[Daylight]]//, //potion of [[Enlarge Person]]// x2, //potion of [[Fly]]// x4, //scroll of [[Bear's Endurance]]//, //scroll of [[False Life]]// x2, [[sihedron brand (endurance)]], [[greater sihedron brand (service)|sihedron brand (service)]], //wand of [[Burning Hands]]// (16 charges), //wand of [[Cat's Grace]]// (7 charges), //wand of [[Cure Light Wounds]]// (20 charges, 50 charges), //wand of [[Glitterdust]]// (7 charges), //wand of [[Grease]]// (10 charges), //wand of [[Heightened Awareness]]// (50 charges), //wand of [[Invisibility]]// (11 charges), //wand of [[Lesser Restoration]]// (17 charges), //wand of [[Magic Missile]]// (25 charges), //wand of [[Shield]]// (50 charges)
''Other Gear:'' //+1 [[adaptive]] composite longbow//, [[amulet of natural armor +2|amulet of natural armor]], [[bead of newt prevention]], //+1 [[phase locking]] [[body wraps of mighty strikes]]//, //[[5x5 carpet of flying|carpet of flying]]//, //+2 [[dueling (PFSFG)]] tonfa//, javelin x5, //+2 [[brawling]] [[glamered|glamered armor]] chain shirt//, //[[+4 cloak of resistance|cloak of resistance]]//, //[[belt of giant strength +6|belt of giant strength]]//, //[[dusty rose prism ioun stone|ioun stone]]// (placed in a //[[wayfinder]]//), //[[dusty rose prism ioun stone, cracked|ioun stone]]//, //[[gloves of dueling]]//, //[[goggles of night]]//, //[[headband of vast intelligence +4 (acrobatics, fly)|headband of vast intelligence]]//, //[[jingasa of the fortunate soldier]]//, //[[+2 ring of protection|ring of protection]]//, //[[ring of the sublime]]//, //[[sandals of quick reaction]]//, //[[shirt of immolation]]//, tripoint double-edged sword (x2 with ghost salt, x1 mwk), //[[vibrant purple prism ioun stone, cracked|ioun stone]]// (with //[[veil of positive energy|Veil of Positive Energy]]// in it), //[[cracked pale green prism ioun stone|ioun stone]]//, //[[cracked vermilion rhomboid ioun stone|ioun stone]]//
[[Easier Equipment List|Komana's Equipment List]]
!Special Abilities
* ''Bravery (Ex):'' Starting at 6th level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 6th.
* ''Evasion (Ex):'' At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
* ''Expertise (Ex):'' At 2nd level, a lore warden gains [[Combat Expertise]] as a bonus feat, even if he would not normally qualify for this feat.
* ''Forewarned (Su):'' You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
* ''Fuse Style (Ex):'' At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
* ''Know Thy Enemy (Ex):'' At 7th level, a lore warden can take a standard action to study a specific target in sight. He must make a Knowledge check to determine the target’s abilities and weaknesses as part of this standard action. If successful, the lore warden not only notes the appropriate abilities and weaknesses, as detailed under the Knowledge skill, but also gains a +2 competence bonus on all attack rolls and weapon damage rolls made against that enemy. Note that this bonus on attack and damage rolls applies only to that specific creature. This bonus lasts for the duration of an encounter, or until the lore warden attempts a new Knowledge check to use this ability on a different target.
* ''Hair’s Breadth (Ex):'' At 11th level, a lore warden can attempt an Acrobatics check as an immediate action to negate a confirmation role for a critical hit. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent’s confirmation roll. This ability replaces armor training 3.
* ''Maneuver Mastery (Ex):'' At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.
* ''Prescience (Su):'' At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
* ''Scholastic (Ex):'' Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.
* ''Stunning Fist (Ex):'' At 1st level, the monk gains [[Stunning Fist]] as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
* ''Unarmed Strike:'' At 1st level, a monk gains [[Improved Unarmed Strike]] as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
** Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
** A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
** A monk also deals more damage with his unarmed strikes than a normal person would. At this level, the unarmed damage is 1d6.
* ''Weapon Training (Ex):'' Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
** Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
** A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
** Bows: composite longbow, composite shortbow, longbow, and shortbow
** Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, ''tonfa'', ''tri-point double-edged sword'', ''unarmed strike'', urumi, and wushu dart.
** Trained Initiative (monk): As long as he is wielding a weapon from the associated weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter applies his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from the appropriate weapon group that isn't hidden, he can draw that weapon as a free action as part of making an initiative check.
!Boons
* ''Crown of Spring and Summer:'' Expertly whittled from a single branch of yew, this circlet resembles a fully-drawn bow wreathed in early summer flowers. Earned for your exemplary performance in the many contests and festivities of Archerfeast, the crown allows you to relive the glories of Erastil's annual festival of skill and fertility. As a swift action, you may compliment a single ally, granting both the ally and you a +1 morale bonus on skill checks, ability checks, and saving throws for 1d4+1 rounds. If either you or your ally rolls a natural 20 on a skill check, ability check, or saving throw while this bonus is in effect, extend the duration of this effect for 1 round. After the crown has been used once, the magic fades and it becomes a mundane keepsake of Archerfeast 4712 AR.
* ''Debauchery:'' While the faithful of Erastil slept, you indulged in private parties, drinking and trysting, and nothing can ruin your mood. Until the end of the scenario, you suffer a -1 penalty on saving throws against sleep effects that would make you fatigued or exhausted. You also gain a +2 bonus on saving throws against spells with the emotion descriptor, and on spells and effects that would make you shaken, frightened, or panicked. When this boon is used, cross it off your chronicle sheet.
* ''Defender of Nerosyan (Overwhelming Victory):'' The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.
* ''Demonic Scholar:'' You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
* ''Distrust of Witches:'' Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
* ''Dragonkiller:'' You defeated Aralantryx, the Shadow Lodge's enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an additional 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this boon has been used, cross Dragonkiller off your Chronicle sheet.
* ''Faithless:'' Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
* ''Five Kings Negotiatior:'' Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
* ''Fugitive from Numeria:'' You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
* ''Greenheart's Blessing:'' The peaceful and benevolent spirit of Galdon Greenheart infuses you when you set it to rest in the shrine beneath the Green Market. A small fraction of the luck and fortune in business that imbues the market stays with you as a result, and brings you success for the rest of your life. You receive a +2 bonus on all Day Job checks.
* ''Height of Fashion:'' Your contacts among the Taldan aristocracy allow you to constantly update and adapt your fashion so as to never appear out of style - be it at court, on the road, or even in combat. You gain a +3 bonus on Diplomacy checks against nobles, politicians, and aristocrats of your race.
* ''Hero of the Five Kings:'' For helping Torvic (and thus dwarves everywhere) find the Gallery of Wonders, you have gained a small amount of fame when dealing with dwarves of the Five Kings Mountains. When dealing with any dwarf from that region from now on, you gain a +2 bonus on all Charisma based checks.
* ''Heroes of Magnimar:'' Thanks to your actions in Ravenmoor, and the protection of Magnimar's interest in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.
* ''Insights of the Shadowless Sword:'' Your exposure to the Shadowless Sword grants you a moment of peerless perception or incredible alacrity when you most need it. As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds. Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.
* ''Kalistrade Appraisal:'' You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
* ''Lifetimes of Experience:'' You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
* ''Lissalan Library:'' Amid the Feasters of the Heart's prized possessions is a collection of ancient volumes on their faith. When consulting these books, you gain a +2 circumstance bonus on Knowledge (religion) checks regarding Lissala and her ancient cult.
* ''Macabre Goblet:'' Carved out of a single block of wood, this morbidly festive cup has spooky specters whittled into it and bears lingering magic from the Night of the Pale Feast
** Drinking from the goblet grants the wearer a +1 sacred bonus to AC against incorporeal touch attacks for the duration of 1 scenario. This boon should be crossed off by the GM at the end of the scenario.
** During the same scenario, any liquid may be poured into the cup and splashed on a manufactured weapon as a full-round action to grant the equipment the //ghost touch// property for 1d4 rounds. This property is only available for use one time and should be crossed off after it has been used.
** At the end of the scenario, the magic fades from the talisman, and it becomes a mundane keepsake of the Night of the Pale.
* ''Magical Scrivener:'' Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
* ''Masquerade Veil:'' You may cross off this boon to gain access to //disguise self// with only a +5 bonus to Disguise checks for 1 hour. The person you change into is chosen at random.
* ''Master of Shadows'': You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
* ''Nidalese Apostate:'' Years of training in Pangolais have inured you both to ~Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
* ''Noble Title:'' You gain one of the following noble titles: baron, baroness, //dame//, earl, lord, marquis, marquise, visbaronet, visbaronetess, viscount, and viscountess. Among the many hereditary nobles in Taldor, your title means little and grants you few benefits other than an official writ declaring it a legitimate title in the Empire of Taldor, signed by Prince Stavian III himself. You become specialized in Knowledge (nobility).
* ''Practiced Artificer:'' Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
* ''Prince of Wolves:'' Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
* ''Proud but Discouraged (Taldor):'' The people of Varisia stubbornly resisted Lady Gloriana Morilla’s efforts to found a new aristocracy. In that time, you have learned to rely on your fellow nobles and sympathizers. Increase the bonus of any aid another action you receive from any member of the Taldor faction by 2.
* ''Resisting the Blackcove Taint:'' You have resisted the warping taint of the waters around Blackcove and now your body is more resistant to forces that try to make it into something else. You get a +1 bonus on saves against transmutation.
* ''Resisting the Gossamer King:'' Your body was subject to a barrage of poisons and disease in Ravenmoor. You either had to fight through these debilitating effects coursing through your veins or die. As a result your body has toughened, and you have gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against poisons and diseases.
* ''Respect of the Order of the Nail:'' You have earned the respect of the leadership of Varisia's Hellknight order, the Order of the Nail. At a future date, should you encounter members of this order, they will remember you for standing up for the law, even if doing so meant opposing them.
* ''Revolutionary Bluster'': You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.
* ''Rune of Armor'' Once per day as a swift action, your natural armor bonus increases by 2 for 1 minute.
* ''Siege–Hardened:'' You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon’s spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.
* ''~Strix-Slayer:'' Through fighting the strix, you have learned a few tricks for dealing with aerial foes. As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a flying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.
Komana's Familiar - [[Guardy|Komana's Familiar]]
[[Additional Resources Needed|Komana's ARs]]
''School'' divination; ''Level'' bard 1, cleric/oracle 1, magus 1, sorcerer/wizard 1
!!Casting
''Casting Time'' 1 standard action
''Components'' V, S
!!Effect
''Range'' touch
''Target'' book touched
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless, object); ''Spell Resistance'' yes (harmless, object)
!!Description
You gain a brief but incomplete understanding of one book’s contents, equivalent to having skimmed its pages for 1 hour. This insight is not sufficient to translate unknown languages, decipher codes, or memorize text, but it does allow the caster to learn what topics the book discusses— invaluable to a Pathfinder who must make a snap decision when performing research or deciding whether or not to abscond with a volume. In addition, you instantly benefit from any bonuses or effects the book would normally grant to anyone who reads it for 1 hour (such as the bonuses gained from reading volumes of the Pathfinder Chronicles; see pages 26–27).Type the text for 'Kreighton's Perusal'
!Lantern Archon - CR 2
LG Small outsider (archon, extraplanar, good, lawful)
''Init'' +4; ''Senses'' darkvision 60 ft., low-light vision; Perception +4
''Aura'' aura of menace (DC 13)
!!Defense
''AC'' 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
''hp'' 13 [17] (2d10+2) [2d10+6]
''Fort'' +4 [+6], ''Ref'' +3, ''Will'' +0; +4 vs. poison, +2 resistance vs. evil
''DR'' 10/evil; ''Immune'' electricity, petrification
!!Offense
''Speed'' fly 60 ft. (perfect)
''Ranged'' 2 light rays +3 ranged touch (1d6)
''~Spell-Like Abilities'' (CL 3rd):
*''At Will''—[[aid|Aid]], [[continual flame|Continual Flame]], [[detect evil|Detect Evil]], [[greater teleport|Greater Teleport]] (self plus 50 lbs. of objects only)
!!Statistics
''Str'' 1 [5], ''Dex'' 11, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 10
''Base Atk'' +2; ''CMB'' –4 [-2]; ''CMD'' 6 [8]
''Feats'' [[Improved Initiative]]
''Skills'' Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
''Languages'' Celestial, Draconic, Infernal; truespeech
''SQ'' gestalt
!!Special Abilities
*''Aura of Menace (Su)''
**A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
*''Gestalt (Su)''
**Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.
*''Light Ray (Ex)''
**A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
*''Truespeech (Su)''
**All archons can speak with any creature that has a language, as though using a [[tongues|Tongues]] spell (caster level 14th). This ability is always active.
!Large Air Elemental CR 5
N Large outsider (air, elemental, extraplanar)
''Init'' +11; ''Senses'' darkvision 60 ft.; Perception +11
!!DEFENSE
''AC'' 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, -1 size)
''hp'' 68 [84] (8d10+24) [(8d10+40)]
''Fort'' +9 [+11], ''Ref'' +13, ''Will'' +2
''Defensive Abilities'' air mastery; ''DR'' 5/— ''Immune'' elemental traits
!!OFFENSE
''Speed'' fly 100 ft. (perfect)
''Melee'' 2 slams +14 [+16] (1d8+4) [(1d8+6)]
''Space'' 10 ft.; ''Reach'' 10 ft.
''Special Attacks'' whirlwind (DC 18 [20], 10-40 ft.)
!!STATISTICS
''Str'' 18 [22], ''Dex'' 25, ''Con'' 16 [20], ''Int'' 6, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +8; ''CMB'' +13 [+15]; ''CMD'' 31 [33]
''Feats'' [[Combat Reflexes]], [[Dodge]], [[Flyby Attack]], [[Improved Initiative]]^^B^^, [[Mobility]], [[Weapon Finesse]]^^B^^
''Skills'' Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (planes) +5, Perception +11, Stealth +11
''Languages'' Auran
!!SPECIAL ABILITIES
*''Air Mastery (Ex)''
**Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
*''Whirlwind (Su)''
**Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.
**The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
**The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
**Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
**Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
**If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell
!Large Earth Elemental CR 5
N Large outsider (earth, elemental, extraplanar)
''Init'' –1; ''Senses'' darkvision 60 ft., tremorsense 60 ft.; Perception +11
!!DEFENSE
''AC'' 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, -1 size)
''hp'' 68 [84] (8d10+24) [8d10+40]
''Fort'' +9 [+11], ''Ref'' +1, ''Will'' +6
''DR'' 5/—; ''Immune'' elemental traits
!!OFFENSE
''Speed'' 20 ft., burrow 20 ft., earth glide
''Melee'' 2 slams +14 [+16] (2d6+7) [2d6+9]
''w/ Power Attack'' 2 slams +11 [+13] (2d6+13) [2d6+15]
''Space'' 10 ft.; ''Reach'' 10 ft.
''Special Attacks'' earth mastery
!!STATISTICS
''Str'' 24 [28], ''Dex'' 8, ''Con'' 17 [21], ''Int'' 4, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +8; ''CMB'' +16 [+18]; ''CMD'' 25 [27]
''Feats'' [[Cleave]], [[Greater Bull Rush]], [[Improved Bull Rush]]^^B^^, [[Improved Overrun]], [[Power Attack]]
''Skills'' Appraise +6, Climb +15 [+17], Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5
''Languages'' Terran
!!SPECIAL ABILITIES
*''Earth Glide (Ex)''
**A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
*''Earth Mastery (Ex)''
**An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
!Large Fire Elemental CR 5
N Large outsider (elemental, extraplanar, fire)
''Init'' +9; ''Senses'' darkvision 60 ft.; Perception +11
!!DEFENSE
''AC'' 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, -1 size)
''hp'' 60 [76] (8d10+16) [8d10+32]
''Fort'' +8 [+10], ''Ref'' +11, ''Will'' +4
''DR'' 5/—; ''Immune'' elemental traits, fire
''Weaknesses'' vulnerability to cold
!!OFFENSE
''Speed'' 50 ft.
''Melee'' 2 slams +12 [+14] (1d8+2 [1d8+4] plus burn)
''Space'' 10 ft.; ''Reach'' 10 ft.
''Special Attacks'' burn (1d8, DC 16 [18])
!!STATISTICS
''Str'' 14 [18], ''Dex'' 21, ''Con'' 14 [18], ''Int'' 6, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +8; ''CMB'' +11 [+13]; ''CMD'' 27 [29]
''Feats'' [[Dodge]], [[Improved Initiative]]^^B^^, [[Iron Will]], [[Mobility]], [[Spring Attack]], [[Weapon Finesse]]^^B^^
''Skills'' Acrobatics +14, Climb +9 [+11], Escape Artist +12, Intimidate +9, Knowledge (planes) +5, Perception +11
''Languages'' Ignan
!!SPECIAL ABILITIES
*''Burn (Ex)''
**A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
!!Large Water Elemental CR 3
N Large outsider (elemental, extraplanar, water)
''Init'' +2; ''Senses'' darkvision 60 ft.; Perception +9
!!DEFENSE
''AC'' 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, -1 size)
''hp'' 68 [84] (8d10+24) [8d10+40]
''Fort'' +9 [+11], ''Ref'' +8, ''Will'' +2
''DR'' 5/—; ''Immune'' elemental traits
!!OFFENSE
''Speed'' 20 ft., swim 90 ft.
''Melee'' 2 slams +12 [+14] (1d8+5) [1d8+7]
''w/ Power Attack'' 2 slams +9 [+11] (1d8+11) [1d8+13]
''Space'' 10 ft.; ''Reach'' 10 ft.
''Special Attacks'' drench, vortex (DC 19 [21], 10–40 ft.), water mastery
!!STATISTICS
''Str'' 20 [24], ''Dex'' 14, ''Con'' 17 [21], ''Int'' 6, ''Wis'' 11, ''Cha'' 11
''Base Atk'' +8; ''CMB'' +14 [+16]; ''CMD'' 27 [29]
''Feats'' [[Cleave]], [[Dodge]], [[Great Cleave]], [[Power Attack]]
''Skills'' Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, Perception +9, Stealth +5, Swim +24
''Languages'' Aquan
!!SPECIAL ABILITIES
*''Drench (Ex)''
**The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
*''Vortex (Su)''
**A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
*''Water Mastery (Ex)''
**A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.
!Lemure - CR 1
LE Medium outsider (devil, evil, extraplanar, lawful)
''Init'' +0; ''Senses'' darkvision 60 ft., see in darkness; Perception +0
!!Defense
''AC'' 14, touch 10, flat-footed 14 (+4 natural)
''hp'' 13 [17] (2d10+2) [2d10+6]
''Fort'' +4 [+6], ''Ref'' +3, ''Will'' +0
''DR'' 5/good or silver; ''Immune'' fire, mind-affecting effects, poison; ''Resist'' acid 10, cold 10
!!Offense
''Speed'' 20 ft.
''Melee'' 2 claws +2 [+4] (1d4) [1d4+2]
!!Statistics
''Str'' 11 [15], ''Dex'' 10, ''Con'' 12 [16], ''Int'' —, ''Wis'' 11, ''Cha'' 5
''Base Atk'' +2; ''CMB'' +2 [+4]; ''CMD'' 12 [16]
|!Level|!Feat|!Description|!Source|
|1|[[Font of Inspiration]]|+1 inspiration point|[[Wiki|http://www.obsidianportal.com/campaign/redcaps-corner-pathfinder/wikis/font-of-inspiration]]|
|Human|[[Font of Inspiration]]|+1 inspiration point|[[Wiki|http://www.obsidianportal.com/campaign/redcaps-corner-pathfinder/wikis/font-of-inspiration]]|
|!Qt.|!Item|!Weight|
|bgcolor(#b6b6f9):1|bgcolor(#b6b6f9):Bedroll|bgcolor(#b6b6f9):5|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Caltrops|bgcolor(#b6f9b6):2|
|bgcolor(#b6b6f9):1|bgcolor(#b6b6f9):Crowbar|bgcolor(#b6b6f9):5|
|bgcolor(#b6f9b6):5|bgcolor(#b6f9b6):Dagger|bgcolor(#b6f9b6):5|
|bgcolor(#b6f9b6):4|bgcolor(#b6f9b6):Empty Sack|bgcolor(#b6f9b6):2|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Explorer's Outfit|bgcolor(#b6f9b6):8|
|bgcolor(#b6b6f9):1|bgcolor(#b6b6f9):Flint and Steel|bgcolor(#b6b6f9):0|
|bgcolor(#b6b6f9):1|bgcolor(#b6b6f9):Grappling Hook|bgcolor(#b6b6f9):4|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Healer's Kit|bgcolor(#b6f9b6):1|
|bgcolor(#b6b6f9):100 ft.|bgcolor(#b6b6f9):Hemp Rope|bgcolor(#b6b6f9):20|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Leather Armor|bgcolor(#b6f9b6):15|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Mwk Backpack|bgcolor(#b6f9b6):4|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Mwk Light Steel Shield|bgcolor(#b6f9b6):6|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Mwk Sword Cane|bgcolor(#b6f9b6):4|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Mwk Thieves' Tools|bgcolor(#b6f9b6):2|
|bgcolor(#b6f9b6):5|bgcolor(#b6f9b6):Sunrod|bgcolor(#b6f9b6):5|
|bgcolor(#b6b6f9):1|bgcolor(#b6b6f9):Tent|bgcolor(#b6b6f9):20|
|bgcolor(#b6b6f9):5|bgcolor(#b6b6f9):Trail Rations|bgcolor(#b6b6f9):2.5|
|bgcolor(#b6b6f9):1|bgcolor(#b6b6f9):Traveling Journal|bgcolor(#b6b6f9):1|
|bgcolor(#b6f9b6):1|bgcolor(#b6f9b6):Wand of [[Cure Light Wounds]] (Charges: 50)|bgcolor(#b6f9b6):0|
||Total Weight:|111.5|
Blue = in backpack
Green = on body
|!Skill|!Ability|!Lv 1|!Lv 2|!Lv. 3|!Class|!Total|!Other|
|!Acrobatics|2|1||||!+6||
|!Appraise|3|||||!+3||
|!Bluff|0|||||!+0||
|!Climb|2|||||!+2||
|!Craft(?)|3|||||!+3||
|!Diplomacy|0||1|||!+4||
|!Disable Device|2|1|1|1|1|!+8|+2 w/ tools|
|!Disguise|0|||||!+0||
|!Escape Artist|2||1|||!+6||
|!Fly|2|||||!+2||
|!Handle Animal|0|||1||!+0||
|!Heal|2|1||1||!+6|+2 w/ kit|
|!Intimidate|0|||||!+0||
|!Knowledge(arcana)|3||1|||!+7|
|!Knowledge(dungeoneering)|3|1||||!+7|
|!Knowledge(engineering)|3||1|||!+7|
|!Knowledge(geography)|3|||1||!+3||
|!Knowledge(history)|3|||1||!+3||
|!Knowledge(local)|3|||1||!+3||
|!Knowledge(nature)|3||1|||!+7|
|!Knowledge(nobility)|3|||1||!+3||
|!Knowledge(planes)|3||1|||!+7|
|!Knowledge(religion)|3||1|||!+7|
|!Linguistics|3|||1||!+3||
|!Perception|2|1|1|1||!+7||
|!Perform(?)|0|||||!+0||
|!Profession(?)|2|||||!+2||
|!Ride|2|||||!+2||
|!Sense Motive|2||1|||!+6||
|!Sleight of Hand|2|1||||!+6||
|!Spellcraft|3|1||||!+7||
|!Stealth|2|1||||!+6||
|!Survival|2|1|1|1||!+7||
|!Swim|2|1||||!+6||
|!Use Magic Device|0|1||||!+4||
!Name
Male Human [[Factotum]] 3
LN Medium humanoid
''Init:'' +5; ''Senses:'' Perception: +8 (+9 when looking for traps)
!Defenses
''AC:'' 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield)
''hp:'' 18 (3d8)
''Fort'' +1, ''Ref'' +5, ''Will'' +3
!Offense
''Speed'' 30 ft.
''Melee:'' mwk sword cane +5 (1d6+2)
''Ranged:'' daggers +4 (1d4+2)
!Statistics
''Str:'' 14, ''Dex:'' 14, ''Con:'' 10, ''Int:'' 16, ''Wis:'' 14, ''Cha:'' 10
''Base Atk:'' +2; ''CMB:'' +7; ''CMD:'' 16
[[Feats|Leokas' Feats]]'':'' [[Font of Inspiration]]x3
[[Traits|Leokas' Traits]]'':'' [[Professional Adventurer]], [[Sacred Touch]]
[[Skills|Leokas' Skills]]'':'' (See link)
''Languages:'' Common, Draconic, Elven, (Cursing in every language), Giant
''SQ:'' arcane dilettante (1 spell, max 1st level), cunning insight, cunning knowledge, inspiration (6 points), trapfinding, brains over brawn, cunning defense
''Combat Gear:'' [[Gear|Leokas' Gear]]
''Other Gear:'' [[Gear|Leokas' Gear]]
!Special Abilities
* ''Inspiration:'' A factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to get a basic understanding of spells. He offers prayers to a variety of different deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough.
**To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level (see above table).
* ''Cunning Insight (Ex):'' Before making an attack roll, damage roll, or saving throw, a factotum can spend 1 inspiration point to gain a competence bonus on the roll equal to his Intelligence modifier. Cunning insight does not require an action, and he can use it as often as he wishes during his turn or others’ turns—provided that he has the inspiration points to spend. Because this ability provides a competence bonus, it doesn’t stack with itself.
* ''Cunning Knowledge (Ex):'' When making a check involving a skill in which he has at least 1 rank, a factotum can spend 1 inspiration point to gain a competence bonus on the skill check equal to his class level. Because this ability provides a competence bonus, it doesn’t stack with itself. He can use this once per day for a particular skill. For example, if he uses cunning knowledge to gain a bonus on Stealth, he cannot use this ability to improve Stealth checks for the rest of the day, though he can use it on different skills.
* ''Trapfinding (Ex):'' A factotum adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A factotum can use Disable Device to disarm magic traps.
* ''Arcane Dilettante (Ex):'' At 2nd level, a factotum acquires a vague understanding of magic. He knows that with a few weird hand gestures and an array of grunts and bizarre words, he can conjure up something that looks like a spell. By spending 1 inspiration point, he can mimic a spell as a spell-like ability.
**At the start of each a day, a factotum chooses a number of spells from the sorcerer/wizard spell list based on his factotum level. He can choose one spell at 2nd level, and he gains additional spells as shown on the table above. The maximum level of spell he can choose, according to his class level, is also shown on the table above. He can select any sorcerer/wizard spell up to that level, but he can prepare only one spell of his maximum level. His caster level equals his factotum level. The Difficulty Class for a saving throw against his spell is 10 + spell level + his Int modifier.
**Once a factotum has used a spell, he cannot use it again until he has rested for eight hours. After resting for this time, he chooses new spells and loses any unused spells from the previous day, though he can select the same spell on consecutive days. He cannot prepare the same spell mulitple times to use it more than once during the same day.
**He must provide the necessary material components of spells as normal.
**If a factotum wishes to enhance a spell with metamagic feats, he must apply the feat when he prepares the spell. In addition, he must be capable of using a spell of the modified spell’s level.
* ''Brains over Brawn (Ex):'' At 3rd level, a factotum gains his Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Acrobatics, Climb, and Stealth.
* ''Cunning Defense (Ex):'' A factotum studies his opponents and learns to anticipate their attacks. Starting at 3rd level, he can spend 1 inspiration point to gain his Intelligence bonus as a dodge bonus to Armour Class for 1 round. Using this ability is a free action usable once per round. He gains this benefit even while wearing medium or heavy armour.
|!Trait|!Category|!Source|!Benefit|
|[[Professional Adventurer]]|Regional(Tolston)|[[Wiki|http://www.obsidianportal.com/campaign/redcaps-corner-pathfinder/wikis/professional-adventurer]]|+1 to monster knowledge, can make such checks untrained|
|[[Sacred Touch]]|Faith|APG|Stabilize at-will|
!Leopard - CR 2
N Medium animal
''Init'' +4; ''Senses'' low-light vision, scent; Perception +5
!!Defense
''AC'' 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
''hp'' 19 [25] (3d8+6) [3d8+12]
''Fort'' +5 [+7], ''Ref'' +7, ''Will'' +2
!!Offense
''Speed'' 30 ft., climb 20 ft.
''Melee'' bite +6 [+7] (1d6+3 [1d6+5] plus grab), 2 claws +6 [+7] (1d3+3) [1d3+5]
''Special Attacks'' pounce, rake (2 claws +6, 1d3+3) [+7, 1d3+5]
!!Statistics
''Str'' 16 [20], ''Dex'' 19, ''Con'' 15 [19], ''Int'' 2, ''Wis'' 13, ''Cha'' 6
''Base Atk'' +2; ''CMB'' +5 [+7] (+9 [+11] grapple); ''CMD'' 19 [21] (23 [25] vs. trip)
''Feats'' [[Skill Focus (Stealth)|Skill Focus]], [[Weapon Finesse]]
''Skills'' Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth); ''Racial Modifiers'' +4 on Stealth in undergrowth
''School'' enchantment (compulsion) [mind-affecting]; ''Level'' bard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one living creature
''Duration'' 1 round
''Saving Throw'' Will negates; ''Spell Resistance'' yes
!!DESCRIPTION
This spell causes a single creature to become confused for 1 round.
''School'' abjuration; ''Level'' sorcerer/wizard 4
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (a glass or crystal bead)
!!EFFECT
''Range'' 10 ft.
''Area'' 10-ft.-radius spherical emanation, centered on you
''Duration'' 1 round/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the //lesser globe of invulnerability//. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a dispel magic spell. You can leave and return to the globe without penalty.
Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether //lesser globe of invulnerability// stops it.
''School'' conjuration (healing); Level alchemist 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 1
!!CASTING
''Casting Time'' 3 rounds
''Components'' V, S
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
''School'' transmutation; ''Level'' alchemist 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2
CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a leather loop or golden wire bent into a cup shape)
EFFECT
''Range'' personal or close (25 ft. + 5 ft./2 levels)
''Target'' you or one willing creature or one object (total weight up to 100 lbs./level)
''Duration'' 1 min./level (D)
''Saving Throw'' none; ''Spell Resistance'' no
DESCRIPTION
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).
A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.
''School'' transmutation; ''Level'' bard 1, cleric/oracle 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 immediate action
''Components'' V
!!EFFECT
''Range'' close (25ft. + 5ft./2 levels)
''Target'' one creature
''Duration'' instantaneous
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).
Source: Ultimate Combat
''School'' abjuration; ''Level'' cleric/oracle 5, druid 4, ranger 3, sorcerer/wizard 5
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M/DF (a bit of eggshell)
!!EFFECT
''Range'' touch
''Targets'' creatures touched, up to one/level
''Duration'' 2 hours/level; see text
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' yes (harmless)
!!DESCRIPTION
You surround the touched creatures with a constant and moveable 1-inch shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of pressure.
Life bubble does not provide protection from negative or positive energy (such as found on the Negative and Positive Energy planes), the ability to see in conditions of poor visibility (such as in smoke or fog), nor the ability to move or act normally in conditions that impede movement (such as underwater).
When you cast this spell it has a total duration of 2 hours per caster level. You can divide this duration up in any manner you wish, not necessarily equally, between up to 1 creature per caster level.
Source: Advanced Player's Guide
''School'' necromancy; ''Level'' cleric 2, shaman 2, sorcerer/wizard 2, witch 2
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF/M (a drop of blood from each target)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Targets'' one willing living creature/level, no two of which can be more than 30 ft. apart
''Duration'' 1 minute/level
!!DESCRIPTION
You bind the life forces of the targets into a mystical pact. If any target is reduced to fewer than 0 hit points, that target automatically triggers the power of the pact. The triggering target drains 1 hit point from all other targets who have at least 1 hit point and are within 30 feet of the triggering target; these hit points are applied to the triggering target as magical healing. This healing can prevent the triggering creature from dying, if the attack would cause the target's to have an amount of negative hit points equal to its Constitution score. This healing cannot raise the triggering creature above 1 hit point; any excess hit points drained from other targets are wasted.
The pact can be triggered once per round. It's not triggered by death effects or effects that do not deal hit point damage.
Source: Advanced Class Guide
''School'' evocation [light]; ''Level'': bard 0, cleric 0, druid 0, sorcerer/wizard 0
!CASTING
''Components'': V, M/DF (a firefly)
''Casting Time'': 1 standard action
!EFFECT
''Range'': touch
''Target'': object touched
''Duration'': 10 min./level
''Saving Throw'': none; ''Spell Resistance'': no
!DESCRIPTION
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
''School'' evocation [electricity]; ''Level'' magus 3, sorcerer/wizard 3, witch 3
CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (fur and a glass rod)
EFFECT
''Range'' 120 ft.
''Area'' 120-ft. line
''Duration'' instantaneous
''Saving Throw'' Reflex half; ''Spell Resistance'' yes
DESCRIPTION
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
You have faster reflexes than normal.
''Benefit:'' You get a +2 bonus on all Reflex saving throws.
''School'' universal; ''Level'' sorcerer/wizard 7
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, M (diamond worth 1,500 gp)
!!EFFECT
''Range'' see text
''Target, Effect, Area'' see text
''Duration'' see text
''Saving Throw'' none, see text; ''Spell Resistance'' yes
!!DESCRIPTION
A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.
*Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell does not belong to one of your opposition schools.
*Duplicate any non-sorcerer/wizard spell of 5th level or lower, provided the spell does not belong to one of your opposition schools.
*Duplicate any sorcerer/wizard spell of 5th level or lower, even if it belongs to one of your opposition schools.
*Duplicate any non-sorcerer/wizard spell of 4th level or lower, even if it belongs to one of your opposition schools.
*Undo the harmful effects of many spells, such as insanity.
*Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.
A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 7th-level spell. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component (in addition to the 1,500 gp diamond component for this spell).
[[Arthur's Limited Wish Cheat Sheet]]
''Prerequisite:'' Bardic performance class feature.
''Benefit:'' The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Source: Advanced Player's Guide
!Lion CR 3
N Large Animal
''Init'' +7; ''Senses'' low-light vision, scent; ''Perception'' +9
!!DEFENSE
''AC'' 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
''hp'' 32 [42] (5d8+10) [5d8+20]
''Fort'' +6 [+8], ''Ref'' +7, ''Will'' +2
!!OFFENSE
''Speed'' 40 ft.
''Melee'' bite +7 [+9] (1d8+5 plus grab) [1d8+7], 2 claws +7 [+9] (1d4+5) [1d4+7]
''Space'' 10 ft.; ''Reach'' 5 ft.
''Special Attacks'' pounce, rake (2 claws +7, 1d4+5) [+9, 1d4+7]
!!STATISTICS
''Str'' 21 [25], ''Dex'' 17, ''Con'' 15 [19], ''Int'' 2, ''Wis'' 12, ''Cha'' 6
''Base Atk'' +3; ''CMB'' +9 [+11] (+13 [+15] grapple); ''CMD'' 22 [24] (26 [28] vs. trip)
''Feats'' [[Improved Initiative]], [[Run]], [[Skill Focus (Perception)|Skill Focus]]
''Skills'' Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth); ''Racial Modifiers'' +4 Acrobatics, +4 Stealth (+8 in undergrowth)
''School'' divination; ''Level'' bard 2, cleric/oracle 3, inquisitor 3, sorcerer/wizard 2, witch 3
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F/DF (a forked twig)
!!EFFECT
''Range'' long (400 ft. + 40 ft./level)
''Area'' circle, centered on you, with a radius of 400 ft. + 40 ft./level
''Duration'' 1 min./level
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).
The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object and nondetection fool it.
*''School'' enchantment (compulsion) [mind-affecting]
*''Level'' bard 1, inquisitor 1, magus 1, sorcerer/wizard 1, witch 1
*''Casting Time'' 1 standard action
*''Components'' V, S
*''Range'' close (25 ft. + 5 ft./2 levels)
*''Target'' one creature
*''Duration'' 1 round/level
*''Saving Throw'' Will negates
*''Spell Resistance'' yes
You compel the target to look at you and only you for the spell’s duration or until the spell is discharged. While staring at you, the target is considered to be averting its eyes from every creature but you, granting creatures other than you concealment against the target’s attacks. If the target willingly leaves your line of sight, it is blinded for 1 round and the spell ends. If you willingly leave the target’s line of sight or become unconscious or dead, the spell creature suffers no ill effects. Blind creatures and creatures immune to gaze attacks are immune to this spell.
''Source:'' UC 236
''School'' transmutation; ''Level'' alchemist 1, bloodrager 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' personal
''Target'' you
''Duration'' 1 minute/level (D)
!!DESCRIPTION
Your arms temporarily grow in length, increasing your reach with those limbs by 5 feet.
Source: Advanced Class Guide
You resist attempts to dissuade you from obeying the Decemvirate’s will. You gain a +1 trait bonus on saves against enchantment spells and spell-like abilities.
Source: Guide to Society Organized Play
MM Alahazra - Recursor
!Stats
*Strength - d6
*Dexterity - d4
*Constitution - d6
*Intelligence - d8
*Wisdom - d8+3
**Survival +2
*Charisma - d10+4
**Diplomacy +2
**Divine +3
!Powers
HAND SIZE 6 ☑ 7 ☑ 8
PROFICIENT WITH Light Armors
When you play a card that has the Fire (☑ or Poison) and Attack traits on any check, add 1d8 (□ 2d8).
You may recharge a blessing to examine the top 2 (☑ or 3) cards of any location deck (☑ and put them back in any order). You may not use this power during an encounter.
You may discard (☑ or recharge) a spell (☑ or card) to banish a card that has the Curse trait next to the deck of a character at your location.
□ When you (□ or any character) would banish a card that has the Curse trait, you may put that card in your hand instead of banishing it. You may return a card with the Curse trait to the box to add 1d4 (□ plus its adventure deck number) to any check.
□ You may evade your encounter with a bane; if you do, suffer a scourge.
!Deck List
|!Spells|!Armor|!Items|!Allies|!Blessings|
|Cure <br> Cure <br> Fiery Glare <br> Find Traps <br> Ice Storm <br> Sirocco <br> Volcanic Storm|Falcon Crown <br> Gravewatcher Chain Mail|Pharaoh's Key <br> Tablet of Languages Lost|Freed Soul <br> Qasin <br> Tetisurah <br> Ubashki|Blessing of Abadar <br> Blessing of Bastet <br> Blessing of Maat <br> Blessing of Ra <br> Blessing of Ra <br> Blessing of Thoth <br> Blessing of Thoth|
MM Simoun - Lightning Thief
!Stats
*Strength - d6
*Dexterity - d12+4
**Disable +1
**Ranged +2
*Constitution - d4
*Intelligence - d8+3
**Craft +1
**Perception +2
*Wisdom - d6
*Charisma - d6
!Powers
HAND SIZE 6 ☑ 7 □ 8
PROFICIENT WITH ☑ Light Armors Weapons
Reduce Electricity damage dealt to you by 2 (☑ 4).
Add your Perception skill to your check to defeat a barrier that has the (☑ Obstacle or) Trap trait.
When you would discard a weapon that has the Knife trait (☑ or discard, bury, or banish a boon that has the Electricity trait) for its power, you may recharge it instead.
□ You may automatically acquire (□ and gain the skill Arcane: Intelligence +2 while playing or when you would banish) a boon that has the Electricity (□ or Cold) trait.
☑ During your exploration, you may evade your encounter. If you do, move and (□ you may) end your turn.
☑ When you move, you may examine the top card of your location deck. If it is a monster, you may encounter it; add 1d6 and the Electricity trait to your checks to defeat.
!Deck List
|!Weapons|!Armor|!Items|!Allies|!Blessings|
|Chakram of Ruin <br> Corrosive Dagger +1 <br> Dagger of Doubling <br> Fate Blade <br> Galvanic Chakram +1 <br> Galvanic Kopis +2 <br> Galvanic Kopis +2|Skyplate Armor|Life Lantern <br> Lottery Urn <br> Mask of the Forgotten Pharaoh <br> Staff of Minor Healing|Cleric of Nethys <br> Hyaenodon <br> ~Khai-Utef <br> Pakesket <br> Unwrapped Harmony|Blessing of Bastet <br> Blessing of Horus <br> Blessing of Horus <br> Blessing of Pharasma <br> Blessing of Pharasma|
''School'' conjuration (summoning); ''Level'' bard 3, druid 3, sorcerer/wizard 3, summoner 3
!!CASTING
''Casting Time'' 1 round
''Components'' V, S, DF
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' swarm of monkeys
''Duration'' 1 round/level
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You summon a swarm of screeching, mischievous monkeys. The swarm understands and obeys your commands and has the statistics of a [[monkey swarm|Monkey Swarm]]. Creatures failing a saving throw against the mad monkeys’ distraction attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or steal combat maneuver each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers, and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm or steal attempt against that CMB +10. An object stolen by the monkeys takes swarm damage each round the swarm is in possession of the object.
Source: Ultimate Magic
The skills of Golarion’s greatest musicians are at your fingertips, thanks to the vast treasure trove of musical knowledge in the vaults beneath the Grand Lodge in Absalom.
''Benefit:'' Studying this knowledge gave you the ability to use your bardic performance an additional 3 rounds per day.
Source: Faction Guide
''School'' conjuration (creation) [force]; ''Level'' sorcerer/wizard 1, summoner 1, witch 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a piece of cured leather)
!!EFFECT
''Range'' touch
''Target'' creature touched
''Duration'' 1 hour/level (D)
''Saving Throw'' Will negates (harmless); ''Spell Resistance'' no
!!DESCRIPTION
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Source: CR 306
''School'' transmutation; ''Level'': bard 0, sorcerer/wizard 0
!CASTING
''Components'': V, S
''Casting Time'': 1 standard action
!EFFECT
''Range'': close (25 ft. + 5 ft./level)
''Target'': one nonmagical, unattended object weighing up to 5 lbs.
''Duration'': concentration
''Saving Throw'': none; ''Spell Resistance'': no
!DESCRIPTION
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
''School'' conjuration (creation); ''Level'' sorcerer/wizard 7
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, F (a miniature ivory door, a piece of polished marble, and a silver spoon, each worth 5 gp)
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Effect'' extra-dimensional mansion, up to three 10-ft. cubes/level (S)
''Duration'' 2 hours/level (D)
''Saving Throw'' none; ''Spell Resistance'' no
!!DESCRIPTION
You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.
Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.
* Abjuration [good]
* ''Level'' cleric/oracle 3, inquisitor 3, paladin 3, sorcerer/wizard 3, summoner 3
* ''Casting Time'' 1 standard action
* ''Components'' V, S, M/DF (a 3-ft.-diameter circle of powdered silver)
* ''Range'' touch
* ''Area'' 10-ft.-radius emanation from touched creature
* ''Duration'' 10 min./level
* ''Saving Throw'' Will negates (harmless)
* ''Spell Resistance'' no; see text
All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.
This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a non-good called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.
A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through such means. You can prevent the creature's extra-dimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.
You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.
A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram - even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above.
This spell is not cumulative with protection from evil and vice versa.
''School'' evocation [force]; ''Level'' sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S
!!EFFECT
''Range'' medium (100 ft. + 10 ft./level)
''Targets'' up to five creatures, no two of which can be more than 15 ft. apart
''Duration'' instantaneous
''Saving'' Throw none; ''Spell Resistance'' yes
!!DESCRIPTION
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
''School'' transmutation; ''Level'' antipaladin 1, cleric/oracle 1, inquisitor 1, magus 1, paladin 1, sorcerer/wizard 1
!!CASTING
''Casting Time'' 1 standard action
''Components'' V, S, DF
!!EFFECT
''Range'' touch
''Target'' weapon touched
''Duration'' 1 min./level
''Saving Throw'' Will negates (harmless, object); ''Spell Resistance'' yes (harmless, object)
!!DESCRIPTION
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.
You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
''Benefit:'' You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
''Benefit:'' Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Basic (Magic)
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
!Magma Mephit - CR 3
N Small outsider (fire)
''Init'' +6; ''Senses'' darkvision 60 ft.; Perception +6
!!DEFENSE
''AC'' 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
''hp'' 19 [25] (3d10+3) [3d10+9]; fast healing 2 (works only in contact with magma or lava)
''Fort'' +2 [+4], ''Ref'' +5, ''Will'' +3
''DR'' 5/magic; ''Immune'' fire
''Weaknesses'' vulnerability to cold
!!OFFENSE
''Speed'' 30 ft.
''Melee'' 2 claws +5 [+7] (1d3+1) [1d3+3]
''Special Attacks'' breath weapon (15-foot cone, 1d8 fire, Reflex DC 13 [15] for half)
~Spell-Like Abilities (CL 6th)
*1/day — [[Pyrotechnics]], summon (level 2, 1 mephit of the same type 25%)
!!STATISTICS
''Str'' 13 [17], ''Dex'' 15, ''Con'' 12 [16], ''Int'' 6, ''Wis'' 11, ''Cha'' 14
''Base Atk'' +3; ''CMB'' +3 [+5]; ''CMD'' 15 [17]
''Feats'' [[Dodge]], [[Improved Initiative]]
''Skills'' Bluff +8, Fly +10, Perception +6, Stealth +12
''Languages'' Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
!!SPECIAL ABILITIES
*''Breath Weapon (Su)''
**Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.
**A cone of fire that deals 1d8 fire damage.
*''Magma Form (Su)''
**Once per hour, a magma mephit can assume the form of a pool of lava, 3 feet in diameter and 6 inches deep. While in this form, its DR increases to 20/ magic and it cannot attack. It can move at a speed of 10 feet per round and can pass through small openings and cracks. Anything touching this pool takes 1d6 fire damage. A magma mephit may remain in this form for up to 10 minutes.
!!MAGMIN CR 3
CN Small outsider (elemental, extraplanar, fire)
''Init'' +0; ''Senses'' darkvision 60 ft.; Perception +7
''Aura'' searing aura (20 ft., DC 14 [16])
!!DEFENSE
''AC'' 17, touch 11, flat-footed 17 (+6 natural, +1 size)
''hp'' 30 [38] (4d10+8) [4d10+16]
''Fort'' +6 [+8], ''Ref'' +4, ''Will'' +3
''DR'' 5/magic; ''Immune'' elemental traits, fire
''Weaknesses'' vulnerable to cold
!!OFFENSE
''Speed'' 30 ft.
''Melee'' melee touch +7 [+9] (1 plus burn) or slam +7 [+9] (1d6+3 plus burn) [1d6+6 plus burn]
''w/ Power Attack'' slam +5 [+7] (1d6+9 plus burn) [1d6+12 plus burn]
''Special Attacks'' burn (1d6, DC 14 [16])
!!STATISTICS
''Str'' 15 [19], ''Dex'' 11, ''Con'' 15 [19], ''Int'' 8, ''Wis'' 10, ''Cha'' 10
''Base Atk'' +4; ''CMB'' +5 [+7]; ''CMD'' 15 [17]
''Feats'' [[Iron Will]], [[Power Attack]]
''Skills'' Acrobatics +7, Climb +9, Perception +7, Sense Motive +7, Stealth +11
''Languages'' Ignan
''SQ'' heated flesh
!!SPECIAL ABILITIES
*''Heated Flesh (Ex)''
**Any metal weapon striking a magmin must succeed at a DC 14 [16] Fortitude save or melt and gain the broken condition. Another strike by the same weapon causes the metal weapon to be destroyed if it fails a second save. Wood weapons are destroyed after only one failed save. Unarmed and natural attacks made against the magmin deal 1 point of fire damage to the attacker. The save DC is Constitution-based.
*''Searing Aura (Ex)''
**A magmin radiates extremely high temperatures, and any creature that starts its turn within 20 feet of a magmin must succeed at a DC 14 [16] Fortitude save or take 1d6 points of fire damage. The save DC is Constitution-based.
!Pathfinder Society
[[Character Status|PFS Character Status]]
[[Arthur's Stat Block]]
[[Panven's Stat Block]]
[[Markas' Stat Block]]
[[Theodric's Stat Block]]
[[Komana's Stat Block]]
[[Iacobus' Stat Block]]
[[Pris's Stat Block]]
[[Honwa's Stat Block]]
[[Xantrian's Stat Block]]
[[Rutlius' Stat Block]]
[[Prig's Stat Block]]
[[Sulmavat's Stat Block]]
[[Doritian's Stat Block]]
[[Zeldana's Stat Block]]
[[Qari's Stat Block]]
(Locked-in Aasimar)
[[Shiradaz's Stat Block]]
[[Alaxtor's Stat Block]]
[[Zarishu's Stat Block]]
[[Sorry's Stat Block]]
[[Thessalia's Stat Block]]
[[325's Stat Block]]
[[Prof Z's Stat Block]]
[[Yaland...'s Stat Block|Yalandlara's Stat Block]]
(Lucky Jamir)
[[Irice's Stat Block]]
[[Global Boons]]
[[Unused Boons]]
[[ACG Characters]]
[[Tesubu's Stat Block]]
!Hell's Rebels
[[Pavanna's Stat Block]]
!Shattered Star
[[Cathran's Stat Block]]
!Legacies
[[Kas-Bi's Stat Block]]
[[Ssylyth's Stat Block]]
!Bonsky's Campaign
[[Orange's Stat Block]]
!Rappan Athuk
[[Jerupe's Stat Block]]
[[Xial's Stat Block]]
!Carrion Crown
[[Gellius' Stat Block]]
!Mithral Guard
[[Leokas' Stat Block]]
[[Athmos' Stat Block]]
[[Adare's Stat Block]]
!Penn RPG
[[Kinn's Stat Block]]
[[Other Links]]
''School'' transmutation; ''Level'' cleric/oracle 2, sorcerer/wizard 2
!!EFFECT
''Range'' close (25 ft. + 5 ft./2 levels)
''Target'' one object of up to 10 cu. ft./level or one construct creature of any size
!!DESCRIPTION
This spell functions as [[Mending]], except that it repairs 1d6 points of damage per level when cast on an object or construct creature (maximum 5d6).
Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make whole is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.
''Prerequisite:'' [[Improved Unarmed Strike]], [[Stunning Fist]], Heal 3 ranks.
''Benefit:'' You gain one additional [[Stunning Fist]] attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your [[Stunning Fist]].
Source: Ultimate Combat
* ''Advanced Player's Guide'' - cavalier class, Dazing Assault, Furious Focus, outrider, Precise Strike
* ''Animal Archive'' - Extra Item Slot
* ''Cities of Golarion'' - Wheeling Charge
* ''Knights of the Inner Sea'' - champion's banner
* ''Pathfinder Society Field Guide'' - fortifying stone
* ''Seeker of Secrets'' - ioun stones
* ''Ultimate Combat'' - Shake It Off
* ''Ulitmate Equipment'' - adaptive, lance of jousting
|!Charge|!Challenge|!Power Attack|!Crit|!Attack|
|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|+21/+16/+11 (1d6+8/x3)|
|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|bgcolor(#b6f9b6):X|+21/+16/+11 (3d6+22/x3)|
|bgcolor(#f9b6b6):|bgcolor(#f9b6b6):|bgcolor(#b6f9b6):X|bgcolor(#f9b6b6):|+21/+12/+7 (1d6+20/x3)|
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[img[.\Pics\MarkasPic.jpg]] ([[Link|.\Pics\MarkasPic.jpg]])
[img[.\Pics\MarkasToken.png]] ([[Link|.\Pics\MarkasToken.png]])
[img[.\Pics\WolfPic.jpg]] ([[Link|.\Pics\WolfPic.jpg]])
*''+2 Dexterity, +2 Charisma, –2 Strength:'' Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
*''Small:'' Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
*''Slow Speed:'' Halflings have a base speed of 20 feet.
*''Fearless:'' Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
*''Halfling Luck:'' Halflings receive a +1 racial bonus on all saving throws.
*''Keen Senses:'' Halflings receive a +2 racial bonus on Perception skill checks.
*''Outrider:'' Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces the ''sure-footed'' racial trait.
*''Weapon Familiarity:'' Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
*''Languages:'' Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
|!Skill |!Stat|!Ranks|!Racial|!Feat|!Total|
|!Handle Animal|1 |7 |2 |3 |!+16|
|!Perception |2 |7 |2 | |!+14|
|!Ride |3 |7 |2 | |!+15|
|!Survival |2 |7 | | |!+12|
!Markas Shortcloak
Male [[Halfling|Markas' Racial Traits]] Cavalier(Order of the Dragon) 14
CG Small humanoid
''Init'' +5; ''Senses'' Perception: +17
!Defenses
''AC:'' 35, touch 17, flat-footed 32 (+12 armor, +2 deflection, +3 Dex, +1 insight, +2 natural, +4 shield, +1 size)
''hp:'' 130 (14d10+42)
''Fort'' +17, ''Ref'' +13, ''Will'' +12 (+2 vs. fear)([[calc|Markas' save calculations]])
!Offense
''Speed'' 15 ft.; ''Reach'' 10 ft.
''Melee'' //+1 cold iron lance// +21/+16/+11 (1d6+8/x3) or
//+1 bashing heavy steel shield// +21/+16/+11 (1d6+7)
''Ranged'' javelin +17/+12/+7 (1d4+5) or
//+1 adaptive composite longbow// +18/+13/+8 (1d6+6/x3)
[[Attacks w/ modifiers|Markas' Attacks]]
!Statistics
''Str'' 21, ''Dex'' 16, ''Con'' 14, ''Int'' 10, ''Wis'' 10, ''Cha'' 12
''Base Atk'' +14; ''CMB'' +18; ''CMD'' 31 (32 vs. grapple)
''Feats'' [[Critical Focus]], [[Dazing Assault]], [[Furious Focus]], [[Iron Will]], [[Mounted Combat]], [[Power Attack]], [[Precise Strike]], [[Ride-By Attack]], [[Skill Focus (Handle Animal)|Skill Focus]]^^B^^, [[Shake It Off]], [[Spirited Charge]], [[Wheeling Charge]]
''Traits'' [[Reactionary]], [[Sacred Touch]]
[[Skills|Markas' Skills]] Handle Animal +23, Perception +19, Ride +22, Survival +17
''Languages'' Common, Halfling
''SQ'' aid allies (+4), banner (+3/+2), challenge 4/day, greater banner, strategy, tactician 3/day (precise strike, shake it off, 7 rounds)
''Combat Gear'' alchemist fire x3, potion of //cure light wounds// x2, potion of //fly// x2, scroll of //air walk// x3, wand of //cure light wounds// (50 charges), wand of //inflict light wounds// (21 charges), wand of //lesser restoration// (9 charges)
''Other Gear'' //[[champion's banner]]//, //[[belt of giant strength +4|belt of giant strength]]//, //[[cloak of resistance +4|cloak of resistance]]//, //+1 [[adaptive]] composite longbow// with 40 cold iron arrows, //+2 [[bashing]] heavy steel shield//, military saddle, //+1 lance//, //+1 cold iron lance// (with a //[[fortifying stone]]//), //[[lance of jousting]]//, //+3 [[comfort]] mithral full plate//, //[[amulet of natural armor +2|amulet of natural armor]]//, //[[ring of protection +2|ring of protection]]//, //[[dusty rose prism ioun stone|ioun stone]]//, //[[cracked pale green prism ioun stone (saves)|ioun stone]]//
!Special Abilities
* ''Aid Allies (Ex):'' At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
* ''Banner (Ex):'' At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
* ''Cavalier's Charge (Ex):'' At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
* ''Challenge (Ex):'' Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level.
**The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
**Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
**The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
* ''Demanding Challenge (Ex):'' At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.
*''Greater Banner (Ex):'' At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
* ''Mighty Charge (Ex):'' At 11th level, a cavalier learns to make devastating charge attacks while mounted. Double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
* ''Mount (Ex):'' A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.
**A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.
**A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
* ''Order (Ex):'' At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.
** ''Order of the Dragon Challenge:'' Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
** ''Order of the Dragon Skills:'' An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
* ''Strategy (Ex):'' At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.
* ''Tactician (Ex):'' At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
!Boons
* ''Accumulating an Army (Elven Uprooters):'' You successfully extracted a team of elven rangers from Tanglebriar, securing their aid when the Pathfinder Society embarks to secure and explore the Sky Citadel Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your additional options when preparing for the expedition, and grants you additional benefits when directly commanding the Uprooters.
* ''Accumulating an Army (Mammoth Riders):'' You successfully recruited the aid of a small, capable tribe of Kellid people hardened by years of constant strife, and they are ready to aid you when the Pathfinder Society embarks to secure and explore the Sky Citadel of Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your options when preparing for the expedition, and grants you additional benefits when directly commanding the mammoth riders.
* ''Averted Mauling:'' By saving the half-elf Markov Rutowski in Ardis, you gain a political favor you can trade in while in Ustalav. Within the Immortal Principality, you may trade this political favor for any nonmagical item worth up to 400 gp, including but not limited to masterwork weapons and armor, courtier clothing, and jewelery.
* ''Battler of Giants:'' By besting the hill giants of the Jurn tribe and other giant threats, you’ve learned invaluable fighting techniques and insight into the tactics of creatures larger than yourself. You may, as an immediate action, gain a +4 competence bonus to your AC or Combat Maneuver Defense, or on attack rolls until the end of your next turn against all opponents at least one size category larger than you. Once this ability has been used, cross it off the Chronicle.
* ''Citadel Explorer (Grand Lodge faction):'' You have opened the gates of Jormurdun, looked within, and gained knowledge that aids you in exploring its depths. As a swift action, you may use this boon to gain a +2 insight bonus on attac