Documentos de Académico
Documentos de Profesional
Documentos de Cultura
Gorum
DEITY
None
REGION
Chaotic Good
ALIGNMENT
Cleric 3
CLASS
Human
RACE
Medium
SIZE
5' 6"
HEIGHT EYES
SUBDUAL DAMAGE
160 lbs.
WEIGHT HAIR
DAMAGE REDUCTION
Normal
VISION
3
Character Level
ABILITY NAME
5000 / 9000
EXP / NEXT LEVEL
ABILITY EQUIPPED ABILITY ABILITY SCORE SCORE MODIFIER DAMAGE PENALTY
23
AGE
Male
GENDER
WOUNDS/CURRENT HP
60
POINTS SPEED
STR
Strength Dexterity
20
+5 +3 +2 +2 +4 +1
TOTAL
BASE SAVE ABILITY MAGIC
HP
hit points
32 20
TOTAL :
Walk 20 ft.
DEX 16 CON 15
Constitution
AC
armor class
17
FLAT
13
TOUCH
10 + 5
BASE ARMOR BONUS
2
SHIELD BONUS
3
STAT
0
SIZE
0
NATURAL ARMOR
0
DEFLECTION
0
DODGE
0
MISC
40
-5
0
SPELL RESIST
INT
Intelligence
15 18
INITIATIVE
modifier
+7
TOTAL
+3
DEX MODIFIER
+4
MISC MODIFIER
TOTAL SKILLPOINTS: 14
SKILLS
KEY ABILITY SKILL MODIFIER ABILITY MODIFIER
SKILL NAME
WIS
Wisdom Charisma
BASE ATTACK
bonus
+2
TEMP Conditional Modifiers
CHA 12
SAVING THROWS
MISC
EPIC
FORTITUDE
(constitution)
+5 +4 +7
+7 +5 +7
= = =
+3 +1 +3
+ + +
+2 +3 +4
+ + +
+0 +0 +0
+2 +2 +2
+ + +
+0 +0 +0
+ + +
+0 +0 +0
STAT
+ + +
SIZE MISC EPIC TEMP
REFLEX
(dexterity)
WILL
(wisdom)
TOTAL
MELEE
attack bonus
= = =
TRIP
+ + +
DISARM
+5 +3 +5
+ + +
+0 +0 +0
+ + +
+0 +0 +0
+ + +
+0 +0
+ + +
RANGED
attack bonus
CMB
attack bonus GRAPPLE
SUNDER
BULL RUSHOVERRUN
Offense Defense
+7
+7
+7
+7
+7 +7 20 20
REACH
20
20
20
HAND TYPE SIZE
20
CRITICAL
Acrobatics Acrobatics (Jump) Appraise Bluff Climb Craft (Untrained) Diplomacy Disguise Escape Artist Fly Heal Intimidate Knowledge (Religion) Perception Perform (Untrained) Ride Sense Motive Stealth Survival Swim
DEX DEX INT CHA STR INT CHA CHA DEX DEX WIS CHA INT WIS CHA DEX WIS DEX WIS STR
-2 -6 7 1 0 2 7 1 -2 -2 10 1 8 4 1 -2 10 -2 4 0
= = = = = = = = = = = = = = = = = = = =
3 3 2 1 5 2 1 1 3 3 4 1 2 4 1 3 4 3 4 5
+ + +
+ +
-5 -9 3 -5 3 -5 -5 3 3
+ + +
+ +
3 3
+ +
+ +
+ + + + +
-5 3 -5 -5
*Masterwork Warhammer
TOTAL ATTACK BONUS
Primary
M
DAMAGE
20/x3
5 ft.
+8
Special Properties
1d8+5
*: weapon is equipped 1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.
CHANNEL ENERGY
Uses per day tttt
You can unleash a wave of positive energy dealing 2d6 (DC 14 for half)
ARMOR
TYPE
AC
MAXDEX
CHECK
SPELL FAILURE
Medium +5 Heavy +2
+3
-3 -2
25 15
Destructive Smite
Uses per Day
ttttt tt
Destructive Smite (Su):You gain the destructive smite power; the supernatural ability to make a single melee attack with a +1 morale bonus on damage rolls. You must declare the destuctive smite before making the attack. You can use this ability 7 times per day. [Paizo Publishing - Core Rulebook, p.43]
Strength Surge
Uses per Day
ttttt tt
Strength Surge (Sp):As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains a +1 enhancement bonus to melee attacks. combat maneuver checks that rely on Strength, Stregth-based skills, and Strength checks. You can use this ability 7 times per day. [Paizo Publishing - Core Rulebook, p.47]
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen 5.16.4 on Sep 27, 2011 at 4:05:40 PM
Page 1
EQUIPMENT
ITEM
DOMAINS
QTY 1 1 1 1 1 WT 6.0 30.0 0.0 15.0 5.0 COST 0.0 200.0 0.0 20.0 312.0 Destruction Strength
Cleric's Vestments Masterwork Scale Mail Helmet (Add TypeHelm) Shield, Heavy Steel Masterwork Warhammer
PROFICIENCIES
Bayonet, Blowgun, Cestus, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Gauntlet, Gauntlet (Spiked), Grapple, Greatsword, Javelin, Longspear, Mace (Heavy), Mace (Light), Morningstar, Quarterstaff, Rock, Shieldbash (Heavy), Shieldbash (Light), Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Stake, Unarmed Strike, Warhammer
50 lbs.532.0 gp
WEIGHT ALLOWANCE
Light 133 Lift over head 400 Medium 266 Lift off ground 800 Heavy 400 Push / Drag 2000
TEMPLATES
LANGUAGES
Celestial, Common, Elven
Special Attacks
Channel Positive Energy (Su) [Paizo Publishing - Core Rulebook, p.40] You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this abilty 4 times per day. Destructive Smite (Su) [Paizo Publishing - Core Rulebook, p.43] You gain the destructive smite power; the supernatural ability to make a single melee attack with a +1 morale bonus on damage rolls. You must declare the destuctive smite before making the attack. You can use this ability 7 times per day.
Special Qualities
Aura of Chaos (Ex) You project a moderate chaotic aura. Bonus Feat Humans select one extra feat at 1st level. Orisons [Paizo Publishing - Core Rulebook] [Paizo Publishing - Core Rulebook, p.27]
[Paizo Publishing - Core Rulebook, p.41] You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. Skilled [Paizo Publishing - Core Rulebook, p.27] Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Spontaneous Casting [Paizo Publishing - Core Rulebook, p.41] You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name). Strength Surge (Sp) [Paizo Publishing - Core Rulebook, p.47] As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains a +1 enhancement bonus to melee attacks. combat maneuver checks that rely on Strength, Stregth-based skills, and Strength checks. You can use this ability 7 times per day.
Feats
Improved Channel [Paizo Publishing - Core Rulebook, p.126] Add 2 to the DC of saving throws made to resist the effects of your channel energy ability. Improved Initiative [Paizo Publishing - Core Rulebook, p.127] You get a +4 bonus on initiative checks. Martial Weapon Proficiency (Warhammer) [Paizo Publishing - Core Rulebook, p.130] You make attack rolls with the selected weapon normally (without the non-proficient penalty). Armor Proficiency, Light [Paizo Publishing - Core Rulebook, p.118] 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. Armor Proficiency, Medium [Paizo Publishing - Core Rulebook, p.118] 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. Shield Proficiency [Paizo Publishing - Core Rulebook, p.133] When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills. Simple Weapon Proficiency [Paizo Publishing - Core Rulebook, p.133] You make attack rolls with simple weapons without penalty.
Character: Quell Player: PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen 5.16.4 on Sep 27, 2011 at 4:05:40 PM
Page 2
Cleric Spells
LEVEL PER DAY Concentration 0 4 Cleric 1 3+1 2 2+1 3 4 5 6 7 8 9
LEVEL 0
Name
Duration Instantaneous
School: Necromancy SR: Yes Effect: You cause a living creature that is below 0 hit points but stabilized to resume dying. School: Conjuration (Creation) [Water] SR: No Effect: This spell generates wholesome, drinkable water, just like clean rain water.
Target: One living creature 1 standard action Instantaneous Close (30 ft.)
V, S Caster Level: 3
PFCR: p.262
V, S Caster Level: 3
PFCR: p.267
V, S Caster Level: 3
PFCR: p.268
Target: Or Area one creature, one object, or a 5-ft. cube 1 standard action 1 minute or until discharged Touch
ttttt
V, S Caster Level: 3
PFCR: p.292
School: Divination SR: Yes Effect: This spell imbues the subject with a touch of divine guidance.
Target: Creature touched 1 standard action Target: Object touched 10 minutes Instantaneous 10 ft. 30 minutes Touch
ttttt Light
School: Evocation [Light] SR: No Effect: This spell causes a touched object to glow like a torch. DC: 14, Will negates (harmless, object) Mending
PFCR: p.304
PFCR: p.312
School: Transmutation SR: Yes (harmless, object) Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object. DC: 14, Will negates (object) Purify Food and Drink
V, S Caster Level: 3
PFCR: p.328
School: Transmutation SR: Yes (object) Target: 3 cu. ft. of contaminated food and water Effect: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. 1 standard action 30 minutes Read Magic School: Divination SR: Target: You Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. DC: 14, Will negates (harmless) 1 standard action 1 minute Resistance School: Abjuration SR: Yes (harmless) Target: Creature touched Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. DC: 14, Fortitude negates (object) 1 standard action Instantaneous Spark School: Evocation [Fire] Effect: Ignites flammable objects. SR: Yes (object) DC: 14, Will negates (harmless) Target: one Fine object 1 standard action Instantaneous
Personal
V, S, F Caster Level: 3
PFCR: p.330
Touch
PFCR: p.334
V or S Caster Level: 3
PFAPG: p.246
V, S Caster Level: 3
PFCR: p.348
School: Conjuration (Healing) SR: Yes (harmless) Effect: Upon casting this spell, you target a living creature that has -1 or fewer hit points. School: Transmutation SR: Yes (harmless) Effect: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
V, S, DF Caster Level: 3
PFCR: p.365
LEVEL 1
Name
Save Information DC: 15, Fortitude negates (harmless) SR: Yes (harmless) DC: 15, Will negates SR: Yes
Duration 6 hours
Range Touch
ttttt Bane
School: Enchantment (Compulsion) [Fear, Mind-Affecting] Effect: Bane fills your enemies with fear and doubt.
PFCR: p.246
ttttt Bless
School: Enchantment (Compulsion) [Mind-Affecting] Effect: Bless fills your allies with courage. SR: Yes (harmless) DC: 15, Will negates (object)
PFCR: p.249
Target: The caster and all allies within a 50-ft. burst, centered on the caster 1 minute Instantaneous Touch
PFCR: p.249
School: Transmutation [Good] SR: Yes (object) Effect: This transmutation imbues a flask of water with positive energy, turning it into holy water. DC: 15, Will partial Cause Fear School: Necromancy [Fear, Mind-Affecting] Effect: The affected creature becomes frightened. SR: Yes DC: 15, Will negates
Target: Flask of water touched 1 standard action 1d4 rounds or 1 round; see text Close (30 ft.)
V, S Caster Level: 3
PFCR: p.252
Target: One living creature with 5 or fewer HD 1 standard action 1 round Close (30 ft.)
ttttt Command
V Caster Level: 3
PFCR: p.256
School: Enchantment (Compulsion) [Language-Dependent, SR: Yes Target: One living creature Mind-Affecting] Effect: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. 1 standard action 30 minutes Comprehend Languages
Personal
PFCR: p.258
School: Divination SR: Target: You Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. DC: 15, Will half (harmless); see text 1 standard action Cure Light Wounds
Instantaneous
Touch
V, S Caster Level: 3
PFCR: p.263
School: Conjuration (Healing) SR: Yes (harmless); see text Target: Creature touched Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+3 points of damage. 1 standard action 3 hours [D] Dancing Lantern School: Transmutation [Fire, Light] Effect: Animates a lantern that follows you. SR: No Target: Animates one lantern 1 standard action 30 minutes
Touch
PFAPG: p.214
30 ft.
V, S Caster Level: 3
PFCR: p.265
School: Necromancy SR: No Target: Cone-shaped emanation Effect: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. 1 standard action Concentration, up to 30 minutes [D] Detect Chaos School: Divination Effect: You can sense the auras of chaotic creatures. SR: No Target: Cone-shaped emanation 1 standard action SR: No Concentration, up to 30 minutes [D]
60 ft.
V, S, DF Caster Level: 3
PFCR: p.266
60 ft.
V, S, DF Caster Level: 3
PFCR: p.266
V, S, DF Caster Level: 3
PFCR: p.267
V, S, DF Caster Level: 3
PFCR: p.267
PFCR: p.269
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen on Sep 27, 2011 at 4:05:40 PM
Page 3
Cleric Spells
ttttt Divine Favor ttttt ttttt ttttt ttttt ttttt ttttt ttttt ttttt
1 standard action 1 minute Personal V, S, DF Caster Level: 3 3 minutes Medium (130 ft.) V, S, DF Caster Level: 3 Touch V, S Caster Level: 3 Close (30 ft.) V, S, M Caster Level: 3 Personal V, S Caster Level: 3 Touch V, S, DF Caster Level: 3 Touch V, S Caster Level: 3 Touch V, S, DF Caster Level: 3 Touch V, S, DF Caster Level: 3 20 ft. V, S Caster Level: 3 Touch V, S, M/DF Caster Level: 3 Touch V, S, M/DF Caster Level: 3 Close (30 ft.) V, S Caster Level: 3 Touch V, S, DF Caster Level: 3 Touch V, S, M Caster Level: 3 Close (30 ft.) V, S, F/DF Caster Level: 3 Personal V, F Caster Level: 3 PFCR: p.363 PFCR: p.350 PFCR: p.342 PFCR: p.336 PFCR: p.332 PFCR: p.328 PFCR: p.327 PFCR: p.317 PFCR: p.310 PFCR: p.310 PFCR: p.300 PFCR: p.296 PFCR: p.278 PFCR: p.277 PFCR: p.277 PFCR: p.274 PFCR: p.273 School: Evocation SR: Target: You Effect: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls. DC: 15, Will negates 1 standard action Doom School: Necromancy [Fear, Mind-Affecting] SR: Yes Effect: This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. DC: 15, Will negates (harmless) Endure Elements School: Abjuration SR: Yes (harmless) Effect: A creature protected by endure elements suffers no harm from being in a hot or cold environment. DC: 15, Fortitude negates *Enlarge Person
School: Transmutation SR: Yes Target: One humanoid creature Effect: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. 1 standard action 3 minutes [D] Entropic Shield School: Abjuration SR: Target: You Effect: A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks. DC: 15, Will negates (harmless); see text 1 standard action 30 minutes [D] Hide from Undead School: Abjuration SR: Yes Effect: Undead cannot see, hear, or smell creatures warded by this spell. DC: 15, Will half Inflict Light Wounds Target: 3 creatures touched 1 standard action Instantaneous
School: Necromancy SR: Yes Target: Creature touched Effect: When laying your hand upon a creature, you channel negative energy that deals 1d8+3 points of damage. DC: 15, Will negates (harmless, object) 1 standard action 30 minutes or until discharged Magic Stone School: Transmutation SR: Yes (harmless, object) Target: Up to three pebbles touched Effect: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. DC: 15, Will negates (harmless, object) 1 standard action 3 minutes Magic Weapon School: Transmutation SR: Yes (harmless, object) Effect: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. Target: Weapon touched 1 standard action 3 minutes [D]
Target: Cloud spreads in 20-ft. radius from you, 20 ft. high 1 standard action 3 minutes [D]
School: Abjuration [Good] SR: No; see text Target: Creature touched Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. DC: 15, Will negates (harmless) 1 standard action 3 minutes [D] Protection from Law School: Abjuration [Chaotic] SR: No; see text Target: Creature touched Effect: This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures. DC: 15, Will negates (harmless) 1 standard action 10 minutes; see text Remove Fear School: Abjuration SR: Yes (harmless) Effect: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. DC: 15, Will negates Sanctuary Target: 1 creatures, no two of which can be more than 30 ft. apart 1 standard action 3 rounds
School: Abjuration SR: No Target: Creature touched Effect: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. DC: 15, Will negates (harmless) 1 standard action 3 minutes Shield of Faith School: Abjuration SR: Yes (harmless) Effect: This spell creates a shimmering, magical field around the target that averts and deflects attacks. Target: Creature touched 1 round SR: No 3 rounds [D]
Target: One summoned creature 1 standard action Target: You See text
LEVEL 2
Name Save Information
Duration 3 minutes
Range Touch
School: Enchantment (Compulsion) [Mind-Affecting] SR: Yes (harmless) Target: Living creature touched Effect: Aid grants +1 morale bonus on attack rolls and saves vs fear effects, plus 1d8 + 3 temporary hit points. DC: 16, Will negates (harmless, object) 1 standard action 3 minutes Align Weapon School: Transmutation SR: Yes (harmless, object)
Touch
V, S, DF Caster Level: 3
PFCR: p.240
Target: Weapon touched or 50 projectiles [all of which must be together at the time of casting] 1 minute Instantaneous Personal
Effect: Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose.
V, S, M, F Caster Level: 3
PFCR: p.245
School: Divination SR: Target: You Effect: An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. DC: 16, Will negates (harmless) 1 standard action Bear's Endurance
3 minutes
Touch
PFCR: p.246
School: Transmutation SR: Yes Target: Creature touched Effect: The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution. DC: 16, Will negates (harmless) 1 standard action 3 minutes [see below] Blessing of Courage and Life School: Conjuration (Healing) Effect: Grants a +2 bonus on saves vs. fear and death. SR: Yes (harmless) DC: 16, Will negates (harmless) Target: one living creature 1 standard action 3 minutes
V, S, DF Caster Level: 3
PFAPG: p.205
Touch
PFCR: p.251
School: Transmutation SR: Yes (harmless) Effect: The subject becomes stronger granting a +4 enhancement bonus to Strength. DC: 16, Will negates (harmless) **Bull's Strength School: Transmutation SR: Yes (harmless) Effect: The subject becomes stronger granting a +4 enhancement bonus to Strength. DC: 16, Will negates Calm Emotions School: Enchantment (Compulsion) [Mind-Affecting] Effect: This spell calms agitated creatures. SR: Yes
PFCR: p.251
Target: Creature touched 1 standard action Concentration, up to 3 rounds [D] Medium (130 ft.)
V, S, DF Caster Level: 3
PFCR: p.252
Target: Creatures in a 20-ft.-radius spread 1 standard action 6 hours Close (30 ft.)
ttttt Consecrate
School: Evocation [Good] Effect: This spell blesses an area with positive energy. SR: No
V, S, M, DF Caster Level: 3
PFCR: p.258
DC: 16, Will half (harmless) or Will half; see 1 standard action Instantaneous text School: Conjuration (Healing) SR: Yes (harmless) or yes; see text Target: Creature touched Effect: When laying your hand upon a living creature, you channel positive energy that cures 2d8+3 points of damage. 1 standard action 3 minutes [D] Darkness School: Evocation [Darkness] SR: No Effect: This spell causes an object to radiate darkness out to a 20-foot radius. DC: 16, Fortitude negates (harmless) Delay Poison School: Conjuration (Healing) SR: Yes (harmless) Effect: The subject becomes temporarily immune to poison. DC: 16, Will negates (harmless) Eagle's Splendor Target: Object touched 1 standard action 3 hours
V, S Caster Level: 3
PFCR: p.263
Touch
PFCR: p.263
Touch
V, S, DF Caster Level: 3
PFCR: p.265
PFCR: p.275
School: Transmutation SR: Yes Target: Creature touched Effect: The transmuted creature becomes more poised, articulate, and personally forceful gaining a +4 enhancement bonus to Charisma. * =Domain/Speciality Spell
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen on Sep 27, 2011 at 4:05:40 PM
Page 4
Cleric Spells
ttttt Enthrall
DC: 16, Will negates; see text 1 round 1 hour or less Medium (130 ft.) V, S Caster Level: 3 PFCR: p.278 School: Enchantment (Charm) [Language-Dependent, SR: Yes Mind-Affecting, Sonic] Effect: If you have the attention of a group of creatures, you can use this spell to hold them enthralled. Target: Any number of creatures
3 minutes
Personal
V, S Caster Level: 3
PFCR: p.281
3 rounds
School: Transmutation SR: Yes Effect: Incorporeal creature takes half damage from nonmagical weapons.
V, S, M/DF (an old reed from a wind instrument) Caster Level: 3 V Caster Level: 3
PFAPG: p.225
ttttt Grace
School: Abjuration Effect: Movement doesn't provoke attacks of opportunity. SR: DC: 16, Will negates (harmless) SR: No DC: 16, Will negates; see text
PFAPG: p.226
PFAPG: p.324
Target: Creature touched 1 standard action 3 rounds [D]; see text Medium (130 ft.)
ttttt Hold Person ttttt ttttt ttttt ttttt ttttt ttttt ttttt ttttt
PFCR: p.296
School: Enchantment (Compulsion) [Mind-Affecting] SR: Yes Effect: The subject becomes paralyzed and freezes in place. DC: 16, Will half Inflict Moderate Wounds
V, S Caster Level: 3
PFCR: p.300
School: Necromancy SR: Yes Target: Creature touched Effect: When laying your hand upon a creature, you channel negative energy that deals 2d8+3 points of damage. 1 standard action 3 minutes [D] Instant Armor School: Conjuration (Creation) [Force] SR: Effect: Summon armor temporarily replacing your current attire. DC: 16, Will negates (harmless, object) Make Whole Target: You 10 minutes Instantaneous
Personal
V, S, DF Caster Level: 3
PFAPG: p.229
PFCR: p.311
School: Transmutation SR: Yes (harmless, object) Target: One object of up to 30 cu. ft. or one construct creature of any size Effect: This spell functions as mending, except that it repairs 3d6 points of damage when cast on a construct creature. DC: 16, Will negates (harmless) 1 standard action 3 minutes Touch Owl's Wisdom School: Transmutation SR: Yes Effect: The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom. DC: 16, Will negates (harmless) Remove Paralysis School: Conjuration (Healing) SR: Yes (harmless) Effect: You can free one or more creatures from the effects of temporary paralysis or related magic. DC: 16, Fortitude negates (harmless) Resist Energy Target: Creature touched 1 standard action Instantaneous Close (30 ft.)
PFCR: p.318
PFCR: p.332
Target: Up to four creatures, no two of which can be more than 30 ft. apart 1 standard action 30 minutes Touch
PFCR: p.334
School: Abjuration SR: Yes (harmless) Target: Creature touched Effect: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select. DC: 16, Will negates (harmless) 3 rounds Instantaneous Restoration (Lesser)
Touch
V, S Caster Level: 3
PFCR: p.334
School: Conjuration (Healing) SR: Yes (harmless) Target: Creature touched Effect: 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. DC: 16, Will negates (harmless) 1 standard action 24 hours Touch Share Language School: Divination Effect: Subject understands chosen language. SR: Yes (harmless) Target: creature touched
V, S, M (a page from a PFAPG: p.243 dictionary) Caster Level: 3 V, S, M/DF Caster Level: 3 V, S, M/DF Caster Level: 3 V, S Caster Level: 3 PFCR: p.342 PFCR: p.341 PFCR: p.341
DC: 16, Will negates (object); Will negates 1 standard action Instantaneous Close (30 ft.) (object) or Fortitude half; see text School: Evocation [Sonic] SR: Yes Target: Or Target 5-ft.-radius spread; or one solid object or one crystalline creature Effect: Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature. DC: 16, Will negates (object); Will negates 1 standard action Instantaneous Close (30 ft.) **Shatter (object) or Fortitude half; see text School: Evocation [Sonic] SR: Yes Target: Or Target 5-ft.-radius spread; or one solid object or one crystalline creature Effect: Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature. 1 standard action 3 minutes [D] Personal *Shield School: Abjuration [Force] SR: Effect: Shield creates an invisible shield of force that hovers in front of you. DC: 16, Will negates (harmless) Shield Other Target: You 1 standard action 3 hours [D] Close (30 ft.)
PFCR: p.342
School: Abjuration SR: Yes (harmless) Target: One creature Effect: This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. DC: 16, Will negates; see text or none 1 round 3 rounds [D] Long (520 ft.) Silence (object) School: Illusion (Glamer) SR: Yes; see text or no (object) Target: 20-ft.-radius emanation centered on a creature, object, or point in space Effect: Upon the casting of this spell, complete silence prevails in the affected area. DC: 16, Fortitude partial 1 standard action Instantaneous Close (30 ft.) Sound Burst School: Evocation [Sonic] Effect: You blast an area with a tremendous cacophony. SR: Yes Target: 10-ft.-radius spread 1 standard action 3 rounds [D] Medium (130 ft.)
PFCR: p.343
PFCR: p.346
V, S, DF Caster Level: 3
PFCR: p.348
School: Evocation [Force] SR: Yes Target: Magic weapon of force Effect: A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8+1 force damage per hit. DC: 16, Will negates (harmless) 1 standard action 3 hours Status School: Divination SR: Yes (harmless) Target: 1 living creatures Effect: When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. 1 round 3 rounds [D] Summon Monster II School: Conjuration (Summoning) SR: No Target: One summoned creature Effect: This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list. DC: 16, Will negates (object) 1 standard action 24 hours Undetectable Alignment School: Abjuration SR: Yes (object) Target: One creature or object Effect: An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination. DC: 16, Will negates (harmless, object) 1 standard action 3 minutes Weapon of Awe School: Transmutation Effect: Weapon gets +2 on damage rolls. SR: Yes (harmless, object) DC: 16, Will negates Target: weapon touched 1 standard action 3 minutes
Touch
V, S Caster Level: 3
PFCR: p.349
PFCR: p.352
V, S Caster Level: 3
PFCR: p.363
Touch
V, S, DF Caster Level: 3
PFAPG: p.256
V, S, DF Caster Level: 3
PFCR: p.371
School: Enchantment (Compulsion) [Mind-Affecting] SR: Yes Target: 20-ft.-radius emanation Effect: Creatures within the emanation area [or those who enter it] can't speak any deliberate and intentional lies. * =Domain/Speciality Spell
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen on Sep 27, 2011 at 4:05:40 PM
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