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Harsk

Maksim Zavid Radoslavov's page

265 posts. Alias of Veshly.


Classes/Levels

Cleric / 3 (Per:+4, Init+3, HP 18, AC: 14/13/11 F:+3 R:+4 W:+5)

About Maksim Zavid Radoslavov

*
*

Name: Maksim Zavidov Radoslavov
Race: Human (Ulfen)
Player: Veshly
Classes: Cleric / 3
Hit Points: 18
Alignment: Neutral Good
Vision:
Speed: Walk 30 ft.
Languages: Common, Ignan
Deity: Erastil

Stats:

Stat Score Mod
STR 14 (+2)
DEX 16 (+3)
CON 10 (+0)
INT 10 (+0)
WIS 14 (+2)
CHA 10 (+0)

Skills:

Skill-------------------Total---Rnk-----Stat----Msc
Acrobatics---------------3--------0.0------3------0
Appraise-----------------0--------0.0------0--------0
Bluff--------------------0--------0.0------0--------0
Climb--------------------2--------0.0------2--------0
Craft-(Untrained)--------0--------0.0------0--------0
Diplomacy----------------0--------0.0------0--------0
Disguise-----------------0--------0.0------0--------0
Escape-Artist------------3--------0.0------3--------0
Fly----------------------3--------0.0------3--------0
Heal---------------------8--------3.0------2--------3
Intimidate---------------0--------0.0------0--------0
Knowledge-(Religion)-----5--------2.0------0--------3
Perception---------------4--------2.0------2--------0
Perform-(Untrained)------0--------0.0------0--------0
Ride---------------------3-------0.0-------3--------0
Sense-Motive-------------6--------1.0------2--------3
Stealth------------------4--------1.0------3--------0
Survival-----------------6--------3.0------2--------1
Swim---------------------2--------0.0------2--------0
----------------------------------------------------

Feats:

-------------------------- Feats ---------------------------

Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot - No penalty for shooting into a melee.

Armor Proficiency, Light
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
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
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

Traits:

Sacred Touch
You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer.
Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.

Pioneer: (Survival)-Campaign Trait-Kingmaker's Players Guide.
You have long lived along the southern border of Brevoy, in the shadow
of wilderness known as the Stolen Lands. Life has been hard, but through
hunting, trapping, trading, and coaxing crops from the freezing earth,
you’ve learned how to survive on the rugged frontier. With the wilderness
ever at your door, you’ve also learned much about its denizens and the
wild creatures that lurk in that unwholesome land. You’ve joined the
expedition into the Stolen Lands. You begin play with a horse. Also, choose
one of the following skills: Climb, Handle Animal, Knowledge (nature),
Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Combat:

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 14 / 13 / 11
Initiative: +3
BAB: +2
Melee tohit: +4
Ranged tohit: +5

Fortitude: +3
Reflex: +4
Will: +5

Unarmed attack:
to hit: +4
damage: 1d3+2
critical: 20/x2
Dagger:

to hit: +4
damage: 1d4+2
critical: 19-20/x2
Dagger (Thrown):

to hit: +6
damage: 1d4
critical: 19-20/x2
range: 10 ft.

Longbow:
to hit: +7(30')/+6(100')
damage: 1d8 (+1 if 30')
critical: 20/x3
range: 100 ft.

Shortspear:
to hit: +4
damage: 1d6+2
critical: 20/x2

Shortspear (Thrown):
to hit: +6/+4 30'/+3 40'
damage: 1d6 +3 30' +2 longer.
critical: 20/x2
range: 20 ft.

Equipment:

------------------------- Equipment ------------------------

Name............................................QTY LBS
Outfit.(Explorer's)..............................1 8lbs
Holy.Symbol.(Wooden).............................1 0lbs
Waterskin.(Filled)...............................1 4lbs
Longbow.(3.lbs.)
Dagger.(1.lbs.)
Shortspear.(3.lbs.)

Backpack, Masterwork.(25.lbs.total)
...Bedroll.......................................1 5lbs
...Rope.(Silk/50.ft).............................1 5lbs Special:.4.hp,.DC.24.Strength.check.to.burst
...Outfit.(Cold-Weather).........................1 7lbs Special:..+5.circumstance.bonus.on.Fortitude.saves.vs.cold.weather
...Arrows.(Flight/20)............................1 3lbs
...Healer's.Kit..................................1 1lbs

Pouch.(Belt).(1.2 lbs.)
...Coin.(Gold.Piece).............................7 0lbs
...Coin.(Silver.Piece)...........................18 0lbs
...Fishhook......................................1 0lbs
...Potion.of.Cure.Light.Wounds...................1 0lbs

Spell.Component.Pouch.(2.lbs.)

Not carried by Maksim.
Horse.(Light).(0.lbs.)
...Saddlebags....................................1 8lbs
...Saddle.(Riding)...............................1 25lbs
...Bit.and.Bridle................................1 1lbs
Saddlebags.(16.lbs.)
...Shovel.or.Spade...............................1 8lbs

At Oleg's
Pouch.(Belt).(1.2.lbs.)
...Coin.(Platinum.Piece).........................10 0lbs
Backpack.(4.lbs.) (Left at Oleg.)
90 G.P. worth of "Oleg Bucks" :)
Maksim puts 500 crowns toward the wand and will pay the rest later.
This does not count distribution of rewards on or after 3/23/2013.
Resupplies arrows everytime he comes to Oleg's.

Total.weight.carried: 57.06 lbs.
Current.load:.........Light
Encumbrance: Masterwork Backpack increases Carrying Capacity.
Light:..58...66
Medium:.116...133
Heavy:..175...200

Special Qualities Cleric:

Deity's favored weapon proficency- Longbow.

Domains of Community and Good.

Aura of Good (Ex) [Paizo Publishing - Core Rulebook]
You project a faint good aura.

Aura of Law (Ex) [Paizo Publishing - Core Rulebook]
You project a faint lawful aura.

Calming Touch (Sp) [Paizo Publishing - Core Rulebook, p.42]
You can touch a creature as a standard action to heal it of 1d6+3 points of nonlethal damage. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability 5 times per day.

Orisons [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.

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).

Touch of Good (Sp) [Paizo Publishing - Core Rulebook, p.44]
You can touch a creature as a standard action, granting giving it a +1 sacred bonus
on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can
use this ability 5 times per day.

Channel Positive Energy (Su) [Paizo Publishing - CoreRulebook, 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 11 Will save to halve the damage. You can use this abilty 3 times per day.

Special Qualities Racial:

Bonus Feat [Paizo Publishing - Core Rulebook, p.27]
Humans select one extra feat at 1st level.

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.

Cleric Spells:

Cleric Spells

Level 0
Bleed (Necromancy)
Saves: Will negates DC: 12 Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: Yes Effect: You cause a living creature that is below 0 hit points but stabilized to resume dying. Target: One living creature
DESC: You cause a living creature that is below 0 hit points but stabilized to resume dying.
DESC 2: You cause a living creature that is below 0 hit points but stabilized to resume dying.
Create Water (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: No Effect: This spell generates wholesome, drinkable water, just like clean rain water. Target: Up to 6 gallons of water
DESC: This spell generates wholesome, drinkable water, just like clean rain water.
DESC 2: This spell generates wholesome, drinkable water, just like clean rain water.
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 3 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. Target: Cone-shaped emanation
DESC: You detect magical auras.
DESC 2: You detect magical auras.
Detect Poison (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: No Effect: You determine whether a creature, object, or area has been poisoned or is poisonous. Target: Or Area one creature, one object, or a 5-ft. cube
DESC: You determine whether a creature, object, or area has been poisoned or is poisonous.
DESC 2: You determine whether a creature, object, or area has been poisoned or is poisonous.
Guidance (Divination)
Saves: Will negates (harmless) DC: 12 Casting: 1 standard action
Duration: 1 minute or until discharged Range: Touch Components: V, S
SR: Yes Effect: This spell imbues the subject with a touch of divine guidance. Target: Creature touched
DESC: This spell imbues the subject with a touch of divine guidance.
DESC 2: This spell imbues the subject with a touch of divine guidance.
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 30 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
DESC: This spell causes a touched object to glow like a torch.
DESC 2: This spell causes a touched object to glow like a torch.
Mending (Transmutation)
Saves: Will negates (harmless, object) DC: 12 Casting: 10 minutes
Duration: Instantaneous Range: 10 ft. Components: V, S
SR: Yes (harmless, object) Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object. Target: One object of up to 3 lb.
DESC: This spell repairs damaged objects, restoring 1d4 hit points to the object.
DESC 2: This spell repairs damaged objects, restoring 1d4 hit points to the object.
Purify Food and Drink (Transmutation)
Saves: Will negates (object) DC: 12 Casting: 1 standard action
Duration: Instantaneous Range: 10 ft. Components: V, S
SR: Yes (object) Effect: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Target: 3 cu. ft. of contaminated food and water
DESC: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
DESC 2: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 30 minutes Range: Personal Components: V, S, F
SR: Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Target: You
DESC: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
DESC 2: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Resistance (Abjuration)
Saves: Will negates (harmless) DC: 12 Casting: 1 standard action
Duration: 1 minute Range: Touch Components: V, S, M/DF
SR: Yes (harmless) Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Target: Creature touched
DESC: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
DESC 2: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Spark (Evocation, FireSchool)
Saves: Fortitude negates (object) DC: 12 Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V or S
SR: Yes (object) Effect: Ignites flammable objects. Target: one Fine object
DESC: Ignites flammable objects.
DESC 2: Ignites flammable objects.
Stabilize (Conjuration)
Saves: Will negates (harmless) DC: 12 Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: Yes (harmless) Effect: Upon casting this spell, you target a living creature that has -1 or fewer hit points. Target: One living creature
DESC: Upon casting this spell, you target a living creature that has -1 or fewer hit points.
DESC 2: Upon casting this spell, you target a living creature that has -1 or fewer hit points.
Virtue (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: 1 min. Range: Touch Components: V, S, DF
SR: Yes (harmless) Effect: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point. Target: Creature touched
DESC: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
DESC 2: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.

Level 1
Ant Haul (Transmutation)
Saves: Fortitude negates (harmless) DC: 13 Casting: 1 standard action
Duration: 2 hours Range: Touch Components: V, S, M/DF (a small pulley)
SR: Yes (harmless) Effect: Triples carrying capacity of a creature. Target: creature touched
DESC: Triples carrying capacity of a creature.
DESC 2: Triples carrying capacity of a creature.
Bane (Enchantment)
Saves: Will negates DC: 13 Casting: 1 standard action
Duration: 1 minutes Range: 50 ft. Components: V, S, DF
SR: Yes Effect: Bane fills your enemies with fear and doubt. Target: 50-ft.-radius burst, centered on you
DESC: Bane fills your enemies with fear and doubt.
DESC 2: Bane fills your enemies with fear and doubt.

Bless (Enchantment)
Saves: None DC: Casting: 1 standard action
Duration: 1 minutes Range: 50 ft. Components: V, S, DF
SR: Yes (harmless) Effect: Bless fills your allies with courage. Target: The caster and all allies within a 50-ft. burst, centered on the caster
DESC: Bless fills your allies with courage.
DESC 2: Bless fills your allies with courage.

Bless (Enchantment) (Domain)
Saves: None DC: Casting: 1 standard action
Duration: 1 minutes Range: 50 ft. Components: V, S, DF
SR: Yes (harmless) Effect: Bless fills your allies with courage. Target: The caster and all allies within a 50-ft. burst, centered on the caster
DESC: Bless fills your allies with courage.
DESC 2: Bless fills your allies with courage.

Bless Water (Transmutation)
Saves: Will negates (object) DC: 13 Casting: 1 minute
Duration: Instantaneous Range: Touch Components: V, S, M
SR: Yes (object) Effect: This transmutation imbues a flask of water with positive energy, turning it into holy water. Target: Flask of water touched
DESC: This transmutation imbues a flask of water with positive energy, turning it into holy water.
DESC 2: This transmutation imbues a flask of water with positive energy, turning it into holy water.
Cause Fear (Necromancy)
Saves: Will partial DC: 13 Casting: 1 standard action
Duration: 1d4 rounds or 1 round; see text Range: Close (25 ft.) Components: V, S
SR: Yes Effect: The affected creature becomes frightened. Target: One living creature with 5 or fewer HD
DESC: The affected creature becomes frightened.
DESC 2: The affected creature becomes frightened.
Command (Enchantment)
Saves: Will negates DC: 13 Casting: 1 standard action
Duration: 1 round Range: Close (25 ft.) Components: V
SR: Yes Effect: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. Target: One living creature
DESC: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity.
DESC 2: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity.
Comprehend Languages (Divination)
Saves: DC: Casting: 1 standard action
Duration: 10 minutes Range: Personal Components: V, S, M/DF
SR: Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. Target: You
DESC: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
DESC 2: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text DC: 13 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless); see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage. Target: Creature touched
DESC: When laying your hand upon a living creature, you channel positive energy that cures 1d8+(min(5,CASTERLEVEL)) points of damage.
DESC 2: When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage.
Dancing Lantern (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: 1 hours [D] Range: Touch Components: V, S, F (a lantern)
SR: No Effect: Animates a lantern that follows you. Target: Animates one lantern
DESC: Animates a lantern that follows you.
DESC 2: Animates a lantern that follows you.
Deathwatch (Necromancy)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: 30 ft. Components: V, S
SR: No Effect: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. Target: Cone-shaped emanation
DESC: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range.
DESC 2: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range.
Detect Chaos (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 10 minutes [D] Range: 60 ft. Components: V, S, DF
SR: No Effect: You can sense the auras of chaotic creatures. Target: Cone-shaped emanation
DESC: You can sense the auras of chaotic creatures.
DESC 2: You can sense the auras of chaotic creatures.
Detect Evil (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 10 minutes [D] Range: 60 ft. Components: V, S, DF
SR: No Effect: You can sense the presence of evil. Target: Cone-shaped emanation
DESC: You can sense the presence of evil.
DESC 2: You can sense the presence of evil.
Detect Good (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 10 minutes [D] Range: 60 ft. Components: V, S, DF
SR: No Effect: You can sense the presence of good. Target: Cone-shaped emanation
DESC: You can sense the presence of good.
DESC 2: You can sense the presence of good.
Detect Law (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 10 minutes [D] Range: 60 ft. Components: V, S, DF
SR: No Effect: You can sense the auras of lawful creatures. Target: Cone-shaped emanation
DESC: You can sense the auras of lawful creatures.
DESC 2: You can sense the auras of lawful creatures.
Detect Undead (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S, M/DF
SR: No Effect: You can detect the aura that surrounds undead creatures. Target: Cone-shaped emanation
DESC: You can detect the aura that surrounds undead creatures.
DESC 2: You can detect the aura that surrounds undead creatures.
Divine Favor (Evocation)
Saves: DC: Casting: 1 standard action
Duration: 1 minute Range: Personal Components: V, S, DF
SR: Effect: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls. Target: You
DESC: Calling upon the strength and wisdom of a deity, you gain a +(max(1,min(3,floor(CASTERLEVEL/3)))) luck bonus on attack and weapon damage rolls.
DESC 2: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls.
Doom (Necromancy)
Saves: Will negates DC: 13 Casting: 1 standard action
Duration: 1 minutes Range: Medium (110 ft.) Components: V, S, DF
SR: Yes Effect: This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. Target: One living creature
DESC: This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
DESC 2: This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Endure Elements (Abjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 24 hours Range: Touch Components: V, S
SR: Yes (harmless) Effect: A creature protected by endure elements suffers no harm from being in a hot or cold environment. Target: Creature touched
DESC: A creature protected by endure elements suffers no harm from being in a hot or cold environment.
DESC 2: A creature protected by endure elements suffers no harm from being in a hot or cold environment.
Entropic Shield (Abjuration)
Saves: DC: Casting: 1 standard action
Duration: 1 minutes [D] Range: Personal Components: V, S
SR: Effect: A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks. Target: You
DESC: A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks.
DESC 2: A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks.
Hide from Undead (Abjuration)
Saves: Will negates (harmless); see text DC: 13 Casting: 1 standard action
Duration: 10 minutes [D] Range: Touch Components: V, S, DF
SR: Yes Effect: Undead cannot see, hear, or smell creatures warded by this spell. Target: 1 creatures touched
DESC: Undead cannot see, hear, or smell creatures warded by this spell.
DESC 2: Undead cannot see, hear, or smell creatures warded by this spell.
Inflict Light Wounds (Necromancy)
Saves: Will half DC: 13 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes Effect: When laying your hand upon a creature, you channel negative energy that deals 1d8+1 points of damage. Target: Creature touched
DESC: When laying your hand upon a creature, you channel negative energy that deals 1d8+(min(5,CASTERLEVEL)) points of damage.
DESC 2: When laying your hand upon a creature, you channel negative energy that deals 1d8+1 points of damage.
Magic Stone (Transmutation)
Saves: Will negates (harmless, object) DC: 13 Casting: 1 standard action
Duration: 30 minutes or until discharged Range: Touch Components: V, S, DF
SR: Yes (harmless, object) 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. Target: Up to three pebbles touched
DESC: 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.
DESC 2: 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.
Magic Weapon (Transmutation)
Saves: Will negates (harmless, object) DC: 13 Casting: 1 standard action
Duration: 1 minutes Range: Touch Components: V, S, DF
SR: Yes (harmless, object) Effect: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. Target: Weapon touched
DESC: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
DESC 2: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.

Obscuring Mist (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: 1 minutes [D] Range: 20 ft. Components: V, S
SR: No Effect: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet. Target: Cloud spreads in 20-ft. radius from you, 20 ft. high
DESC: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
DESC 2: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.

Protection from Chaos (Abjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 1 minutes [D] Range: Touch Components: V, S, M/DF
SR: No; see text Effect: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. Target: Creature touched
DESC: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures.
DESC 2: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures.

Protection from Evil (Abjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 1 minutes [D] Range: Touch Components: V, S, M/DF
SR: No; see text Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. Target: Creature touched
DESC: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
DESC 2: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
Protection from Evil (Abjuration) (Domain)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 1 minutes [D] Range: Touch Components: V, S, M/DF
SR: No; see text Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. Target: Creature touched
DESC: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
DESC 2: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.

Remove Fear (Abjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 10 minutes; see text Range: Close (25 ft.) Components: V, S
SR: Yes (harmless) Effect: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. Target: 1 creatures, no two of which can be more than 30 ft. apart
DESC: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes.
DESC 2: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes.
Sanctuary (Abjuration)
Saves: Will negates DC: 13 Casting: 1 standard action
Duration: 1 rounds Range: Touch Components: V, S, DF
SR: No Effect: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. Target: Creature touched
DESC: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.
DESC 2: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.

Shield of Faith (Abjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 1 minutes Range: Touch Components: V, S, M
SR: Yes (harmless) Effect: This spell creates a shimmering, magical field around the target that averts and deflects attacks. Target: Creature touched
DESC: This spell creates a shimmering, magical field around the target that averts and deflects attacks.
DESC 2: This spell creates a shimmering, magical field around the target that averts and deflects attacks.

Summon Monster I (Conjuration)
Saves: None DC: Casting: 1 round
Duration: 1 rounds [D] Range: Close (25 ft.) Components: V, S, F/DF
SR: No Effect: This spell summons an extraplanar creature. Target: One summoned creature
DESC: This spell summons an extraplanar creature.
DESC 2: This spell summons an extraplanar creature.

Maksim's Default Spells:
These are the default spells Maksim prepares.
Orisons
  • Detect Magic
  • Light
  • Mending
  • Reading Magic

Cleric Level 1
  • Bless(D)
  • Divine Favor
  • Sanctuary
  • Shield of Faith

Cleric Level 2
  • Align Weapon(Good)(D)
  • Bull's Strength
  • Share Language

3 Minutes max for any buff spell, I prepare.

Description:

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------------------------ Description -----------------------
Height: 5' 9" Weight: 160 lbs. Gender: Male
Eyes: Violet Hair: Blond, Skin: Fair

Dominant Hand: Right

Appearance: An Issian huntsman is the first thought anyone has seeing Maksim. From the seemstress sown padded overcoat to grey woolen tunic and hood, the big boots and large longbow in hand, a hunter (or poucher) sterotype is complete. The large Sigil of Erastil across the chest, held by a strap, furthers the image. He even has the pure blond hair of Iobarian ancestors. The violet eyes are the break from conformity. Does he have fey blood? His ears look normal.

Background:

Background: The villagers living on the boarder of the Gronzi thought it strange when Hunt-master Zavid brought home a foreign wife. And one so strange with violet eyes. But she was a skilled midwife of Pharasma so she became accepted. They have a son they name Maksim. He looked like his dad except for the violet eyes. When he was nine his mother became very ill. She told him that a curse has weakened her and to beware the powers to the south. She gave him a token and a letter and said if he needed help to go Restov and give the letter and token to the named party. No other questions were answered and she soon died. Zavid raised Maksim in the ways of Erastil and taught him the huntsman's trade. As Maksim grew to manhood he traveled for a time with a Father of Erastil, helping a few other villages. He returned for his father's final illness. In the small village Maksim was the only real healer, his very touch sometimes helped. One day the Lord ordered him to the manor to cure his sick daughter. Seeing her Maksim knew she was beyond his power to save. He told the lord to send for the most powerful priest in the area and tried to buy time. He failed. The Lord, in his rage, accused Maksim of murdering his child. Maksim, with the aid of some friends, fled south. In Restov he gave the letter and token to the man named, a SwordLord, explaining his trouble. Repaying his debt he sends Maksim south,with a purse of platinum coins, to help him evade the vengeance of his lord.


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