
Thorvald the Black Shield |

The Goblin |

Also I didn't put arrows on my sheet, but with the starting cash I am sure I would have put 10 silver arrows down, doh! Anyway, I think its kinda cool how they made silver and cold steel weapons count for something again.
Damage Reduction
Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable.
The numerical part of a creature's damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage Reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.
Attacks that deal no damage because of the target's damage reduction do not disrupt spells.
Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction.
Sometimes damage reduction represents instant healing. Sometimes it represents the creature's tough hide or body. In either case, other characters can see that conventional attacks won't work.
If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.
Overcoming DR
DR Type Weapon Enhancement Bonus Equivalent
Cold iron / silver +3
Adamantine* +4
Alignment-based +5
* Note that this does not give the ability to ignore hardness, like an actual adamantine weapon does.
Damage Reduction may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.

Zandra Dawnsetter |

Current 0-Level Spells for Zandra
School divination; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
CASTING
Casting Time 1 standard action
Component: V, S
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
M m m m m. Faint Moderate Strong Overwhelming
Functioning spell (spell level). 3rd or lower 4th-6th 7th-9th 10th+
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+
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 cleric/oracle 0, druid 0
CASTING
Casting Time 1 round
Components V, S, DF
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration concentration
Saving Throw none; Spell Resistance no
DESCRIPTION
You can see the aura that surrounds all living beings, and can read from it the target creature’s health. The amount of information revealed depends on how long you concentrate on a particular target:
1st round: A creature’s total and remaining hit points.
2nd round: Whether the creature is suffering from any debilitating condition.
3rd round: The name of the creature’s debilitating condition (ability drained, confused, fatigued, etc.).
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
School conjuration (healing); Level cleric/oracle 0, druid 0, inquisitor 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 (harmless); Spell Resistance yes (harmless)
DESCRIPTION
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
School conjuration (summoning); Level druid 0
CASTING
Casting time 1 round
Components V, S, DF
EFFECT
Duration 1 round/level (D)
Effect 1 summoned creature
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell functions like summon nature’s ally I, but it summons a Tiny or Diminutive animal of no more than 1/2 Hit Dice, such as a bat, cat, lizard, rat, raven, Tiny viper, toad or weasel.

Zandra Dawnsetter |

1st level
CLW
Entangle
Magic fang
2nd
Carry animal companion
School abjuration; Level druid 2, sorcerer/wizard 2
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target creature touched
Duration 1 min./level or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 5/magic. It ignores the first 5 points of damage each time it takes damage from a weapon, though a magic weapon bypasses the reduction. Once the spell has prevented a total of 5 points of damage per caster level (maximum 50 points), it is discharged.