Вы находитесь на странице: 1из 10

Scaal Chaotic Neutral

Character Name Alignment Player

Magus (8) Not set Not set


Character Level Deity Homeland Campaign

Human Medium Bara 34 (Adult) 79 230 Reddish-brown


Light Blue
Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod Temp. Temp.


Name Score Modifi HP
Hit Points
81 Movement
STR
Strength
18 +4 Total nonlethal Damage

30 ft. 6 sq. -1 ft. 0 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
12 +1
Wounds / Curent HP

CON 13 +1 Initative 1 1 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
17 +3 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 2 =DEX 1 +0 +1
WIS 10 +0 Arcane
Wisdom
Pool Appraise 3 =INT 3 +0 +0

CHA
x Artistry 3 =INT 3 +0 +0
Charisma
12 +1 Power 2
Bluff 1 =CHA 1 +0 +0
x Climb 7 =STR 4 +2 +1
AC
Armor Class
17 =10+ 6 + 0 + 1 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 3 =INT 3 +0 +0
x Craft (b) 3 =INT 3 +0 +0
Touch AC 11 Flat Footed AC 16
x Craft (c) 3 =INT 3 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 3 =CHA 1 +2 +0
FortitudeConstitution
7 = 6 + 1 + 0 + 0 + Disable Device* =DEX + +
Disguise 1 =CHA 1 +0 +0
Reflex 3 = 2 + 1 + 0 + 0 +
Dexterity
Escape Artist -1 =DEX 1 +0 + -2

Will 6 = 6 + 0 + 0 + 0 +
x Fly -1 =DEX 1 +0 + -2
Wisdom

Handle Animal* =CHA + +


Spell Energy Heal 5 =WIS 0 +5 +0
B.A.B. 6 Resistance Resistance
x Intimidate 8 =CHA 1 +4 +3
CMB 10 = 6 + 4 + 0 + 0 x Knowledge (arcana) 10 =INT 3 +4 +3
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering)* =INT + +
CMD 21 =10+ 6 + 4 + 1 + 0 + 0 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon
Knowledge (history)* =INT + +
Knowledge (local) 9 =INT 3 +6 +0
Critical Type Range Ammo
Knowledge (nature)* =INT + +
Knowledge (nobility)* =INT + +
Attack Damage
x Knowledge (planes)* =INT + +
Knowledge (religion)* =INT + +
Weapon Linguistics* =INT + +
x Lore* =INT + +
Critical Type Range Ammo Perception 6 =WIS 0 +6 +0
Perform (a) 1 =CHA 1 +0 +0
Attack Damage
Perform (b) 1 =CHA 1 +0 +0
x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
x Ride 4 =DEX 1 +2 +1
Critical Type Range Ammo Sense Motive 4 =WIS 0 +4 +0
Sleight of Hand 2 =DEX 1 +3 + -2
Attack Damage x Spellcraft 10 =INT 3 +4 +3
Stealth -1 =DEX 1 +0 + -2

Weapon
Survival 9 =WIS 0 +6 +3
x Swim 2 =STR 4 +0 + -2

Critical Type Range Ammo


x Use Magic Device* =CHA + +
X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo


Common, Elven, Orc, Undercommon

Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties

Elven Chain 6 Armor -2 0% 20 lbs.

Totals 6 -2 0% 20 lbs.

Feats Arcana Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light Arcane Accuracy Love Potion 1 Metal Helmet 1


Armor Proficiency, Medium Empowered Magic
Soap 1 Headband Qty. lbs.
Intensified Spell Other Specials

Quick Draw Arcane Pool


Skill Focus: Acrobatics Improved Spell Combat Eyes Qty. lbs.

Skill Focus: Survival Knowledge Pool


Step Up Light Armor
Toughness Medium Armor Shoulders Qty. lbs.

Weapon Proficiency, Martial(all) Spell Combat


Weapon Proficiency, Simple Spell Recall
Neck Qty. lbs.
Spellstrike

Chest Qty. lbs.

Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Skilled

Background Traits

Light 100 lbs. or less Lift Over 300 lbs.


Load Head PP 0 Experience Points
GP 1640
Medium 101-200 lbs. Lift Off 600 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
201-300 lbs. Drag or
Push
1500 lbs. CP 0 75,000 (Medium Progression)
Magus Spell Book

Spell Level 0 1 2 3 4 5 6

Spells per day (adjusted) 4 (5) 4 (5) 2 (3) - - -

Prepared Spells
Prepared Spell Level 0 Metamagic School Duration Cast time Range/Area Save SR DC

Arcane Mark Universal permanent; 1 standard touch none no 13

Daze Enchantment 1 round; 1 standard close (25 ft. + 5 ft./2 Will yes 13

Detect Magic Divination concentration, up to 1 1 standard 60 ft. cone-shaped none no 13

Light Evocation 10 min./level; 1 standard touch none no 13

Ray of Frost Evocation instantaneous; 1 standard close (25 ft. + 5 ft./2 none yes 13

Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC

Frostbite Transmutation instantaneous; 1 standard touch none yes 14

Shocking Grasp Evocation instantaneous; 1 standard touch none yes 14

Snowball Conjuration instantaneous; 1 standard close (25 ft. + 5 ft./2 Fortitude no 14

True Skill Divination 1 minute/level; 1 standard personal 14

True Strike Divination see text; 1 standard personal 14

Prepared Spell Level 2 Metamagic School Duration Cast time Range/Area Save SR DC

Bladed Dash Transmutation instantaneous; 1 standard personal 15

Frigid Touch Evocation instantaneous; 1 standard touch none yes 15

Glitterdust Conjuration 1 round/level; 1 standard medium (100 ft. + 10 Will no 15

Rock Whip conjuration 1 round/level (D) 0 ft. none; no 15

Prepared Spell Level 3 Metamagic School Duration Cast time Range/Area Save SR DC

Haste Transmutation 1 round/level; 1 standard close (25 ft. + 5 ft./2 Fortitude yes 16

Slow Transmutation 1 round/level; 1 standard close (25 ft. + 5 ft./2 Will yes 16

Known Spells
Spell Level 0 Acid Splash; Arcane Mark; Dancing Lights; Daze; Detect Fiendish Presence; Detect Magic; Disrupt Undead; Flare; Ghost Sound; Grasp; Light; Mage Hand;
Open/Close; Prestidigitation; Ray of Frost; Read Magic; Spark;

Adjuring Step; Auditory Hallucination; Bed of Iron; Blade Lash; Blade Tutor's Spirit; Blend; Blood Money; Blurred Movement; Burning Hands; Call
Weapon; Celestial Healing; Chill Touch; Clarion Call; Coin Shot; Color Spray; Corrosive Touch; Dancing Darkness; Darting Duplicate; Dead Eye's Arrow;
Desperate Weapon; Disguise Weapon; Emblazon Crest; Enlarge Person; Enlarge Tail; Expeditious Retreat; Fallback Strategy; Feather Fall; Flare Burst;
Floating Disk; Frostbite; Glue Seal; Grease; Guardian Armor; Hide Weapon; Hobble; Hydraulic Push; Illusion of Calm; Infernal Healing; Ironbeard; Jump;
Spell Level 1
Jury-Rig; Keep Watch; Lighten Object; Line In the Sand; Linebreaker; Lock Gaze; Long Arm; Longshot; Magic Missile; Magic Weapon; Mirror Strike; Monkey
Fish; Mount; Mudball; Negative Reaction; Obscuring Mist; Perusal; Pesh Vigor; Phantom Blood; Poisoned Egg; Punishing Armor; Ray of Enfeeblement;
Recharge Innate Magic; Reduce Person; Reinforce Armaments; Returning Weapon; Secluded Grimoire; Shadowfade; Shield; Shock Shield; Shocking
Grasp; Silent Image; Snowball; Spiked Armor; Stone Fist; Sunder Breaker; Sundering Shards; Swashbuckler's Parry; Swift Girding; Thunderstomp; Touch
of Combustion; True Skill; True Strike; Unerring Weapon; Unseen Servant; Vanish; Warding Weapon; Wave Shield; Weaponwand; Web Bolt; Windy Escape;

Ablative Barrier; Acid Arrow; Aggressive Thundercloud; Alter Self; Animal Aspect; Anticipate Thoughts; Arcane Disruption; Aristocrat's Nightmare; Armor
Lock; Assumed Likeness; Bear's Endurance; Bestow Weapon Proficiency; Bladed Dash; Blood Blaze; Blood Transcription; Blur; Body Double; Brow Gasher;
Bull's Strength; Burning Gaze; Cat's Grace; Cauterizing Weapon; Contest of Skill; Darkness; Defending Bone; Defensive Shock; Detect Magic, Greater;
Diminish Resistance; Dueling Alacrity; Effortless Armor; Elemental Touch; Erode Defenses; Escaping Ward; Euphoric Cloud; Extreme Flexibility; Fiery
Runes; Fire Breath; Fire's Friend; Flaming Sphere; Fleeting Defect; Flickering Lights; Flurry of Snowballs; Fog Cloud; Force Anchor; Force Sword; Frigid
Spell Level 2
Touch; Ghost Whip; Glitterdust; Groundswell; Gust of Wind; Gusting Sphere; Hidden Blades; Hollow Blades; Huntmaster's Spear; Ice Slick; Imbue With
Elemental Might; Instant Weapon; Invisibility; Levitate; Light Prison; Minor Image; Mirror Image; Molten Orb; Mount, Communal; Page-Bound Epiphany;
Pilfering Hand; Pyrotechnics; Quick Change; Raven's Flight; Reinforce Armaments, Communal; Reloading Hands; Returning Weapon, Communal; River
Whip; Rock Whip; Savage Maw; Scorching Ray; Shadow Claws; Shatter; Shield of Shards; Shifted Steps; Sonic Scream; Spider Climb; Splinter Spell
Resistance; Stone Call; Stone Discus; Stone Shield; Stone Throwing; Storm of Blades; Tactical Acumen; Telekinetic Assembly; Telekinetic Strikes;
Telekinetic Volley; Time Shudder; Twisted Space; Umbral Weapon; Web; Winged Sword;

Air Breathing; Air Geyser; Animal Aspect, Greater; Aqueous Orb; Arcane Sight; Audiovisual Hallucination; Beast Shape I; Blade Snare; Blink; Bloody
Arrows; Burst of Speed; Caustic Safeguard; Channel Vigor; Cloak of Winds; Collaborative Thaumaturgy; Conjuration Foil; Conjure Carriage; Daylight;
Discharge; Dispel Magic; Displacement; Ectoplasmic Snare; Elemental Aura; Find Fault; Fire Trail; Fireball; Firestream; Flame Arrow; Fly; Force Hook
Charge; Force Punch; Gaseous Form; Gloomblind Bolts; Grasping Tentacles; Guardian Monument, Lesser; Haste; Heart of the Metal; Heckle; Horrifying
Spell Level 3 Visage; Hydraulic Torrent; Iron Spine; Irradiate; Ja Noi Aspect; Keen Edge; Lightning Bolt; Locate Weakness; Magic Weapon, Greater; Major Image;
Monstrous Physique I; Motes of Dusk And Dawn; Nauseating Trail; Numerological Evocation; Perfect Placement; Phantom Steed; Prehensile Pilfer;
Psychic Leech; Ray of Exhaustion; Recharge; Reflexive Barrier; Resilient Reservoir; Selective Invisibility; Shining Cord; Sickening Strikes; Silver Darts;
Siphon Might; Sleet Storm; Slow; Spellsword; Spotlight; Steal Size; Stinking Cloud; Storm Step; Sundered Serpent Coil; Tactical Adaptation; Thunderstomp,
Greater; Titanic Anchoring; Trial of Fire And Acid; Twisted Innards; Undead Anatomy I; Urban Step; Vampiric Touch; Versatile Weapon; Vomit Twin; Wall
of Split Illumination; Water Breathing; Waves Of Blood; Wind Wall;
Spell Descriptions (A-Z)
ARCANE MARK

School: Universal
Level: sorcerer/wizard 0, summoner 0, magus 0, shaman 0, psychic 0
Casting time: 1 standard action
Components: V, S
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
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).
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

BLADED DASH

School: Transmutation
Level: bard 2, magus 2
Casting time: 1 standard action
Components: V
Range: personal
Targets: you
Duration: instantaneous;
When you cast this spell, you immediately move up to 30 feet in a straight line any direction, momentarily leaving a multi-hued cascade of images
behind you. This movement does not provoke attacks of opportunity. You may make a single melee attack at your highest base attack bonus against
any one creature you are adjacent to at any point along this 30 feet. You gain a circumstance bonus on your attack roll equal to your Intelligence or
Charisma modifier, whichever is higher. You must end the bonus movement granted by this spell in an unoccupied square. If no such space is
available along the trajectory, the spell fails. Despite the name, the spell works with any melee weapon.
Section 15 Copyright Notice: Pathfinder Campaign Setting: Inner Sea Magic. Copyright 2011, Paizo Publishing, LLC

DAZE

School: Enchantment (compulsion)


Level: bard 0, sorcerer/wizard 0, witch 0, summoner 0, inquisitor 0, magus 0, shaman 0, occultist 0, psychic 0, mesmerist 0, spiritualist 0
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S, M (a pinch of wool or similar substance)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one humanoid creature of 4 HD or less
Duration: 1 round;
Saving Throw: Will negates
Spell Resistance: yes
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DETECT MAGIC

School: Divination
Level: bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, magus 0, shaman 0, occultist 0, psychic 0, mesmerist 0,
spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level;
Saving Throw: none
Spell Resistance: no
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
FRIGID TOUCH

School: Evocation
Level: druid 2, magus 2, sorcerer/wizard 2, bloodrager 2
Descriptor: cold
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: instantaneous;
Saving Throw: none
Spell Resistance: yes
This spell causes your hand to glow with a pale blue radiance. Your melee touch attack deals 4d6 points of cold damage and causes the target to be
staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC

FROSTBITE

School: Transmutation
Level: druid 1, magus 1, witch 1, bloodrager 1, shaman 1
Descriptor: cold
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: instantaneous;
Saving Throw: none
Spell Resistance: yes
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.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC

GLITTERDUST

School: Conjuration (creation)


Level: bard 2, sorcerer/wizard 2, summoner 2, witch 2, magus 2, bloodrager 2, occultist 2, mesmerist 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;
Saving Throw: 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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

HASTE

School: Transmutation
Level: alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 2, bloodrager 3, occultist 3, psychic 3, spiritualist 3
Casting time: 1 standard action
Components: V, S, M (a shaving of licorice root)
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)
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

LIGHT
School: Evocation
Level: bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0, shaman 0, occultist 0, psychic 0, mesmerist 0,
spiritualist 0
Descriptor: light
Casting time: 1 standard action
Components: V, M/DF (a firefly)
Range: touch
Targets: object touched
Duration: 10 min./level;
Saving Throw: none
Spell Resistance: no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, 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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

RAY OF FROST

School: Evocation
Level: sorcerer/wizard 0, magus 0
Descriptor: cold
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: instantaneous;
Saving Throw: none
Spell Resistance: yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target.
The ray deals 1d3 points of cold damage.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

ROCK WHIP

School: conjuration (creation)


Level: cleric/oracle 2, druid 2, magus 2, ranger 1, shaman 2, sorcerer/wizard 2, witch 2
Components: V, S
Range: 0 ft.
Effect: whip of earth and stone
Duration: 1 round/level (D)
Saving Throw: none;
Spell Resistance: no
A 15-foot-long lash of crumbling crystal and earth emerges from the palm of your hand. This weapon is treated as a nonmagical whip that deals 1d8
points of bludgeoning damage. You can wield this weapon as a whip as if you were proficient with it, and it isn't subject to the disarm or sunder
combat maneuver. The whip passes through natural unworked stone effortlessly, allowing you to ignore cover between you and your target from
such sources. Armor and natural armor have no effect on the damage dealt by a rock whip (unlike a normal whip), but the whip deals no damage to
outsiders with the earth subtype. Attacks with a rock whip strike with resounding force; you can make a free bull rush combat maneuver against any
creature you strike with a rock whip, using your caster level in place of your base attack bonus and your primary casting ability score modifier
(Charisma for sorcerers, Intelligence for wizards, and so on) in place of your Strength modifier.
Section 15 Copyright Notice: Pathfinder Player Companion: Heroes of the Darklands Copyright 2017, Paizo Inc

SHOCKING GRASP

School: Evocation
Level: sorcerer/wizard 1, magus 1, bloodrager 1, occultist 1
Descriptor: electricity
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature or object touched
Duration: instantaneous;
Saving Throw: none
Spell Resistance: yes
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3
bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SLOW

School: Transmutation
Level: bard 3, sorcerer/wizard 3, summoner 2, magus 3, bloodrager 3, occultist 3, psychic 3, spiritualist 3
Casting time: 1 standard action
Components: V, S, M (a drop of molasses)
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: Will negates
Spell Resistance: yes
An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move
action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex
saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as
normal for decreased speed. Multiple slow effects don't stack. Slow counters and dispels haste.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SNOWBALL

School: Conjuration (creation)


Level: druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Descriptor: cold, water
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: one ball of ice and snow
Duration: instantaneous;
Saving Throw: Fortitude partial (see text)
Spell Resistance: no
You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. On a successful hit, the snowball deals 1d6
points of cold damage per caster level (maximum 5d6), and the target must make a successful Fortitude saving throw or be staggered for 1 round.
Section 15 Copyright Notice: Pathfinder Player Companion: People of the North Copyright 2013, Paizo Publishing, LLC

TRUE SKILL

School: Divination
Level: alchemist 1, bard 1, magus 1, medium 1, psychic 1, sorcerer/wizard 1
Casting time: 1 standard action
Components: S, V
Range: personal
Targets: you
Duration: 1 minute/level;
When faced with an important situation, you grant yourself a magical edge to ensure your success. When casting this spell, select one skill for which
you can attempt a skill check. The next time you attempt a skill check using the selected skill (before the spell's duration ends), you gain an insight
bonus on the check equal to 1/2 your caster level (minimum 1).
Section 15 Copyright Notice: Pathfinder Campaign Setting: Inner Sea Sea Intrigue. Copyright 2016, Paizo Publishing, LLC

TRUE STRIKE

School: Divination
Level: sorcerer/wizard 1, alchemist 1, inquisitor 1, magus 1, bloodrager 1, psychic 1
Casting time: 1 standard action
Components: V, F (small wooden replica of an archery target)
Range: personal
Targets: you
Duration: see text;
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of
the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed
target.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: http://pathbuilder.x10host.com/license.html


FEATS

ARMOR PROFICIENCY, LIGHT

Requirements: None
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

ARMOR PROFICIENCY, MEDIUM

Requirements: Light Armor Proficiency.


See Armor Proficiency, Light.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

INTENSIFIED SPELL

Requirements: None
An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster
levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells
that inf lict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell
slot one level higher than the spell's actual level.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing,
LLC

QUICK DRAW

Requirements: Base attack bonus +1.


You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight
of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of
attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using
this feat.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SKILL FOCUS

Requirements: None
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus
increases to +6.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

STEP UP

Requirements: Base attack bonus +1.


Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an
immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot
take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your
total movement.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

TOUGHNESS

Requirements: None
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more
than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON PROFICIENCY, MARTIAL(ALL)

Requirements: Awarded by class.


Proficiency with all martial weapons.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON PROFICIENCY, SIMPLE

Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: http://pathbuilder.x10host.com/license.html

Вам также может понравиться