

Användare is a self-centered libertine who is charming at times and a user of people. Sometimes it is just hard not to as they want to help. He draws the line at colleagues and friends but it is hard at times as he does not want to lose their respect. Then again, he has a great time at the bar with wine, women, and song (he makes sure to tip the performer and barman, especially if they’re cute and usually with his own coin). He’s the charmer in Mäktiga Trollfor and while the others respect his charms they remain wary.
Collegiates at the local arcane college formed a powerful arcane adventuring group to explore dungeons and bring back lost knowledge, artifacts, and enormous wealth! They added one trusty martial and picked up a wild fighter from the arena. Each wizard has a different focus so they manage their skills and the bard fills in where needed. They take good care of all their members as everyone contributes. Loot is split into 5 to 7 shares with each getting a part and the party account getting one for housing & board, library, training, support, and future investments.
This detailed build provides an example PC that you can build or use for a PF1 game. It is pretty centric being PFS legal, 20 pt Abil buy, and 5th Lvl with 12000gp gear. If you just starting PF1 this PC provides you with a plan. Note: PFS prestige awards starting with 2nd Lvl adds about $1875 in consumables such as wands and scrolls each level so I added 1500gp to WBL to get $12000.
Användare human Wizard-Ench-Manip 5.
CN Med hmnd human (m) age:24 ht:5’10” wt:175lb. (BMI 25)
Home: Korvosa Varisia Politic: n/a Worship: Óðr(CG), Freyja(NG), or Calistria(CN). Venerate: Ganesha, Abadar.
Init: +3 Sns: Prcp: +1
AC: 16[20], tch 12, fftd 14 (+4 [frc] armr, [+4 [frc] shld], +2 Dex).
HP: 27 (5d6+5)
Saves: Fort: +3 Rflx: +5 Will: +6
Mov: Spd: 30 or Mount 50 ft, Space: 5ft, Ntrl Rch: 5ft
Mle: qtrstaff 2hnd +2 (1d6 B c20 *2)dmg.
Mle: cFe dagger lgt +2 (1d4 PS c19+ *2)dmg.
Rng: mw hvy crossbow 2hnd +6≤30 ft else +5 (1d10 +1≤30 ft P c19+ *2)dmg, rng 120 ft. load & crnk full actn provk.
Rng: “ wGravBow +6≤30 ft else +5 (2d8 +1≤30 ft P c19+ *2)dmg.
bolt: cFe[10].
Rng: obsd dagger 1hnd thrw +5≤30ft else +4 (1d4 +1≤30ft P c19+ *2)dmg, rng 10 ft [2].
SLA (CL 6 {E}; DC 17 {E}; Conc(Int) +12 {E}) Bnd Obj(ᴮᶿ, BO), Headband/Circlet(ᴴᴮ), Pearl of Power(ᴾᴾ), School(ᔥ),
daze:E0⋄CL6 Will 17 3/d.
Arcn Spells Prpd (CL 5 {E:+1}; DC= SplLvl +6 {E:+1}; Conc(Int) +11 {E:+1}).
THRD(2+1ᔥ)[1]ᴮᶿ: Sum Mon 3:C3, Hero:E3, Sugstn:E3 Will 20. opts: AquaOrb:C3 Rflx 19, Babl:E3 Will 20, Shroud Innoc:I3 3 crtr Will 19, R Exhst:N3 Rng Tch [exhst] Fort 17 [fatgd], Blink:T3, Fly:T3, UnD Antmy1:T1.
SCND(4+1ᔥ): Gltrdust:C2, Sum Mon 2:C2, Hids Lghtr:E2 Will 19, Mir Img:I2, Altr Self:T2.
FRST(5+1ᔥ): Mag Armr:C1, Hypno:E1 Will 18, Momt Grt:E1, Mag Mssl:K1, Ill Calm:I1 Will 18, Grav Bow:T1.
ZERO(4@will): Acd Splsh:C0, Daze:E0 Will 17, R Frost:K0, Mssg:T0.
Sch: Bguil Tch(Sp): std tch non-cmbt non-hostile & HD ≤Wiz liv crtr ChrmPer [mnd-afct] for 2 rnds with Will 18 to negate, use [9]/d.
MetaMag: Prstnt (+2) tgt must roll twice to save. -1 MetaMag cost Hids Lghtr:E2, Sugstn:E3.
Skills(35): Acro +5(3), Apprᶜ +10(1), Bluff +8(4){3}, Clmb , Crftᶜ (jewelry +13(4)), Diplo +5(1){3}, Dis Dev , Dsgs +2(1), Esc Art , Flyᶜ +8(3), Hndl Anml , Heal , Intmd +5(1){3}, Knowᶜ(Arcn +14(1)ᴴᴮ, Dngn +10(1), Engr , Geog , Hstr +10(1), Locl +10(1), Natr +10(1), Nobl +10(1), Plnr +10(1), Rlgn +10(1)), Lingᶜ +10(1), Prcp +1(1), Pfrm , Profᶜ , Ride +3/5(1), Sns Mtv +1(1), SoH , Splcrftᶜ +14(5), Stlth +3(1), Srvl , Swim , UMD . ClsSkl(ᶜ), Ling(ᒻ).
Lang: common, varisian{rgnl}, abyssal, azlanti, halfling, elvenᴴᴮ, infrnal, protean, tianᒻ.
Ability: [10, 14 (+2), 10, 22 (+6/+5), 10, 12] ⇐ {20 pt} [10, 14, 10, 17+2, 10, 12], Lvl 4 +1 Int, HB adds +2 enhc Int.
BAB: +2 CMB +2 CMD 14
Race(human)ᴿ: Age:16-27, HT:55-78”, Wt:95-220. Abil: +2 one abil. Type:hmnd human. Sz: Med. Spd: 30’. Sns:-. BnsFeat: any feat. Skilled: +1 Skl Rnk/Lvl. Lang:common, {rgnl}, +(any). 2 Fvd Cls.
Class: Wizard SchSpcl Enchanter-Manipulator (Opps’d A, D), BO amulet[neck]. {PFS} Replace Scribe Scroll with Spl Fcs (Enchantment(E)) +1 DC. Ench Smile(Su): +3 (=+2 +Wiz/5) enhc Bluff, Diplo, Intmd. Bguil Tch(Sp): std tch non-cmbt non-hostile & HD ≤Wiz liv crtr ChrmPer [mnd-afct] dur Wiz/2 rnds with Will (10 +Wiz/2 +INT) to negate, use (3 +INT)/d. Shp Emo(Su)⋄8: 30ft aura Ward(allies +4 morl vs [mnd-afct] Spls/efcts, [fear] rdc 1 step) or Wlcm(foes -2 [mnd-afct] Spls/efcts ) use Wiz rnd/d.
Armr/Wpn Prfc: club, lgt & hvy crssbow, dagger, dart, qtrstaff.
Traits(2): Mag Lng(Sugstn:E3), Wyng Splhntr (Hids Lghtr:E2).
Feats(1+3+Wiz5): HumnBns Point-blnk Shot: Rng/Trwn +1 (+1) within 30 ft. Wiz1 Spl Fcs Enchantment(E): +1 DC instead of Scribe Scroll. Cphr Scrpt: scribe at pg/2, cost/2. Precise Shot: no -4 pntly for Rng/Trwn in cmbt. Vrsn Tattoo(E): SLA daze 3/d, +1 CL E. WizF5 Prstnt MetaMag: tgt rolls sv twice for fail (+2).
Equip: cFe dagger $4. obsd dagger (2) $2. Quarterstaff(white) $0. mw hvy crosssbow 8lb $350. bolt:cold iron(cFe) [10] $2. Aegis of Recov(BO) $750. Headband INT +2 [hdbnd] $4000. Cloak Rst +2 [shldr] $3000. Ioun: Dusty Rose Prism crk’d [none] +1 INIT $500. Sprng-lded wrst shth (2) $10, Wand: Shield:A1⋄1 [50] $750, Wand: Infrnl Heal:C1⋄1 [50] $750. Bandolier 8 pkt (2) $1, Alch Fire Flsk(2) 2lb $40, Acid Flsk(2) $20, Potn Spng Air Bubl:C1⋄CL1 $52. Ag Holy Symbol (see Teursham) compartment Prcp 20 1lb $30, Potn: Cure 1d8+1:C1⋄1 (HS) $50. Spl comp pouch $0. Advr outfit $0.
mw backback 2cuft stowage +1 Str for Encum, 4lb $50, 50ft silk rope $10, chalk (10) $0.1, bullseye lantern $12, lamp oil (4) $0.4, piton (5) $0.5, Soap 0.5lb(4 bars) $0.01. mess kit 1lb $0.2, trail ratn 4 d $2, canteen ½ gal wtr +4lb 2lb $1. Splbook $0, ink pen $1, invis ink (good) $25. Foci: minishovel $10, mw Thvs Tools $100. = $10523.21
“Löparre” adv horse (gray percheron) cmbt trained Quadruped (hooves) MIBS[armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders] Grsp:No, trick(atk, come, defend, down, guard, heel) 300gp, Military saddle +2 crcm stay in saddle, uncons 75% stay in saddle wt:30lb 20gp. bit & bridle wt:1lb 2gp. Saddlebags(SB) weatherproof 2*20# stowage 8lb 4gp. Dandy brush 2lb 0.2gp. (4) sack 2lb $0.4. Hammock 3lb $0.1. Cooking kit 16lb $3. Ceremonial tea set 5lb $25. Tea good (*2 coffee) 1lb $1. Honey jar 1lb $1. Salami 1lb $0.6. Cheese 1lb $0.2. Travel cake mix 2lb $0.2. Ale gal 8lb $0.2. (2) bear trap type:mech, Prcp:15, Tggr:loc, Reset:manl, +10 (2d6+3)dmg mov/2 and none if anchrd, Dis Dev 20, Esc Art 22, Str Chk 26, 2*10lb 2*2gp. = $361.90
Spellbook #1 (90/200)pg written in invisible ink (good) so it appears blank but can be read using Read Magic.
ZERO(23): Rst:A0, Acd Splsh:C0, Det Mag:D0, Rd Mag:D0, Daze:E0, Danc Lgt:K0, Flare:K0, Lgt:K0, R Frost:K0, Sprk:K0, Ghst Snd:I0, Hntd Aspct:I0, Vacu Vssl:I0, Bleed:N0, DisrptUnD:N0, Tch Fatg:N0, Mag Hand:T0, Mend:T0, Mssg:T0, Open/Cls:T0, Scrv Chnt:T0, Arcn Mark:U0, Prstdg:U0. FRST(27): Shld:A1, Arcn Pkt:C1, Grease:C1, Infrnl Heal:C1, Mag Armr:C1, Sum Mon 1:C1, Spchrdr Sgt:D1, Chrm Fey:E1, Chrm Per:E1, Hypno:E1, KeepWtch:E1, Momt Grt:E1, Mag Mssl:K1, Shk Grsp:K1, Colr Spry:I1, Dsgs Self:I1, Ill Calm:I1, Vansh:I1, R Enfeebl:N1, Tch Blind:N1, Coin Shot:T1, Crftr Frtn:T1, Enlg Per:T1, Expd Rtrt:T1, Grav Bow:T1, Jump:T1, MonkyFish:T1. SCND(25): Rst Enrg:A2, Acid Arrw:C2, Gltrdust:C2, Sum Mon 2:C2, Web:C2, See Invis:D2, Bstw Wpn Prfc:E2, Cmplsv Liar:E2, Daze Mon:E2, Hids Lghtr:E2, Tch Idiot:E2, Plfr Hnd:K2, Scorch R:K2, Blur:I2, Invis:I2, Mir Img:I2, Rainmt Cmmd:I2, Blind/deaf:N2, Fls Life:N2, Lipstch:N2, Spctrl Hnd:N2, Altr Self:T2, Darkvis:T2, E Cha:T2, SpdrClmb:T2. THRD(10): AquaOrb:C3, Sum Mon 3:C3, Babl:E3, Hero:E3, Sugstn:E3, Shroud Innoc:I3, R Exhst:N3, Blink:T3, Fly:T3, UnD Antmy1:T1.
cost=ZERO 2*2.5{group}, FRST 27-7-2=18*5*1.25{half from group, half NPCs} + SCND 25-4=21*20*1.25 + THRD 10-2=8*45*1.25 = $1092.5
Cash: 22.39 gp of $12000.
by Azothath

Starkenna reframes her anger and frustration into weapon damage. She enjoys being powerful and suppression or internalizing emotion is just not her style. She knows Mäktiga treats her better with more respect than any manager or former beau. While most fear arcane casters she is confident with 4 trusty casters at her back. She’s the muscle in Mäktiga Trollfor with a wild style that the paladin cannot match.
Collegiates at the local arcane college formed a powerful arcane adventuring group to explore dungeons and bring back lost knowledge, artifacts, and enormous wealth! They added one trusty martial and picked up a wild fighter from the arena. Each wizard has a different focus so they manage their skills and the bard fills in where needed. They take good care of all their members as everyone contributes. Loot is split into 5 to 7 shares with each getting a part and the party account getting one for housing & board, library, training, support, and future investments.
This detailed build provides an example PC that you can build or use for a PF1 game. It is pretty centric being PFS legal, 20 pt Abil buy, and 5th Lvl with 12000gp gear. If you just starting PF1 this PC provides you with a plan. Note: PFS prestige awards starting with 2nd Lvl adds about $1875 in consumables such as wands and scrolls each level so I added 1500gp to WBL to get $12000.
Starkenna h-orc Bloodrager 5.
CN Med hmnd horc (f) age:23 ht:6’2” wt:195lb. (BMI 25)
Home: Korvosa(grey) Varisia, Politic: n/a, Worship: Víðarr(CG), or Falayna(LG). Venerate: Feronia, Ragathiel, Chaldira.
Init: +0 Sns: Drkvis 60ft. Prcp: +5
AC: 16[20|17]|14(18|15), tch 12, fftd 14 (+4 armr, +4[forc]|[+1] shld, +2 Dex -2 BlodRage). FgtDef -4(0) for +3 dodg AC. Flanker at +4 Lvl.
HP: 54|69 (5d10+15) {|BlodRage}
Saves: Fort: +10|12 Rflx: +5 Will: +4|6 +2 vs ally spls
Mov: Spd: 40 or Mount 50 ft, Space: 5ft, Ntrl Rch:5ft
Mle: mw bastard sword 2hnd +11|13 (1d10+7|10 S c19+ ×2)dmg.
Mle: “ w PwrAtk +9|11 (1d10+10|13 S c19+ ×2)dmg, “
Mle: “ w PwrAtk EnlrgPer +9|11 (2d8+12|15 S c19+ ×2)dmg, “ , -1 AC, Rch 10ft {note Long Arm Rch +5ft}
Mle: mw bastard sword 1hnd +11|13 (1d10+5|7 S c19+ ×2)dmg, “ , shield use.
Mle: “ w PwrAtk +9|11 (1d10+7|10 S c19+ ×2)dmg, “ , shield use.
Mle: mw cFe morningstar lgt +11|13 (1d8+5|7 BP c20 ×2)dmg, bypass some DR demon & fey, shield use.
Rng: mw comp longbow (Str +4) 2hnd +5 (1d8+4 P c20 ×3)dmg, rng 110 ft.
Rng: “ w GravBow +5 (2d6+4 P c20 ×3)dmg.
arrw:[20].
BL(Arcn) BlodRage(Su) [15]rnds/d: not fatgd exhst then free actn +4 morl Str, +6 morl Con, +2 morl Will, -2 AC, no Skl(Dex, Int, Cha but Acro, Fly, Intmd, Ride), then 2×BlodRage rnds [fatgd].
DisrptBlodRage(Su): adj threatened foes suffer -2 Cast Def else provoke. ArcnBlodRage(Sp): gain one spl efct [Blur:I2, Prot Arrw:A2, Rst Enrg:A2, SpdrClmb:T2] during rage.
Arcn Spells Spon (CL 2; DC= SplLvl +1; Conc(Int) +5 during Rage). No mat’l comp.
FRST(2 /Knw 3+BL): Shld:A1, Expd Rtrt:T1, Long Arm:T1. Infrnl Heal:C1.
BL: Arcn: -.
Skills(20): Acroᶜ +5(3), Appr , Bluff +2(1), Clmbᶜ +, Crftᶜ (alchemy +4(1)), Diplo +, Dis Dev , Dsgs , Esc Art , Fly , Hndl Anmlᶜ +5(1), Heal +1(1), Intmdᶜ +6(1){1}, Know(Arcnᶜ +4(1), Dngn +1(1), Locl +1(1), Natr +1(1)), Ling +1(1), Prcpᶜ +5(2), Pfrm , Prof , Rideᶜ +5/7(2), Sns Mtv , SoH , Splcrftᶜ +4(1), Stlth +1(1), Survlᶜ , Swimᶜ , UMDᶜ +5(1). ClsSkl(ᶜ), Ling(ᒻ).
Lang: common, orc{racl}, varisian{rgnl}, tianᒻ. {varisian and tian are good covert languages}
Ability: [20 (+5)|24(+7), 10, 16 (+3)|22(+6), 10, 10, 13 (+1)] ⇐ {20 pt} [16+2, 10, 15, 10, 10, 13], Lvl 4 +1 Con, Belt adds +2 enhc Str.
BAB: +5 CMB +10 CMD 20
Race(halforc)ᴿ: Age:16-27, HT:55-78”, Wt:95-220. Abil: +2 one abil. Type:hmnd halforc. Sz: Med. Spd: 30’. Sns: Drkvis 60ft. Intmd: +2 racl Intmd. OrcFeroc: when HP<0 & alive stay conscious and fight as disabled for 1 rnd then go unconscious 1/d. WpnFmlr: grtaxe, falchion, “orc” as martial wpn. Fey Thght: Cls Skl UMD, rplc Wpn Famil. Sacred Tattoo: +1 luck svs, rplc orc feroc. Lang:common, orc{racl}, varisian{rgnl}, +(abyssal, draconic, giant, gnoll, goblin).
Class: Bloodrager Blodln: Arcn. BlodRage(Su): free actn (not fatgd, exhstd, unconsc) +4 morl Str, Con(+2×HD BlodRage HP), +2 morl Will sv, -2 AC, no Dex/Int/Cha Skl Chks except (Acro, Fly, Intmd, Ride) and no Conc/patience for up to (12 +CON)rnds/day. Afterwards [fatgd] for 2×BlodRage duration. Qualifies as Barbarian Rage. Fast Move(Ex): (no, lgt, med armr, lgt or med load/encmbr) +10 ft to (land) Spd. Spls: cast spon Bldrgr SCAS(Cha) for Spl Slots/day and Knwn Spls. At 8, 11, 14, 17 may change 1 Knwn spl. Spls/d(5th): Slot /Knwn= 1+1 /3, -, -, -. BL Spls: 7th:MagMssl, 10th Invis, 13th: Lgtnbolt, 16th: DimDoor. BL Feats: Cmbt Rflx, Disrptv†, Imp Init, Irn Will, Pwr Atk, Qk Draw, Splbrkr†, Bldrgr as Ftr(†). Unc Dodg(Ex) at 2nd: no flt-fttd, no DEX AC loss if foe invis. Immobile, pin, feint may cause Dex to AC loss. BlodSanct(Su) at 3rd: +2 svs vs his or ally Spls. BlodCast(Su) at 4th: cast & CastDef & ConcChk in Rage for Blodrgr Spls. BLPwrs: DisrptBlodRage(Su): adj threatened foes -2 Cast Def else provoke. ArcnBlodRage(Sp): gain one [Blur:I2, Prot Arrw:A2, Rst Enrg:A2, SpdrClmb:T2] during rage. EschwMatl at 4th: Mat’l Spl Comp ≤$1 aren’t needed. Imp Unc Dodg(Ex): can only be flanked by Rog, {SnkAtk} (Blodrgr +4) Lvl.
Armr/Wpn Prfc: lgt med armr(no SplFail Blodrgr spls), lgt hvy shield, smpl wpns, mrtl wpns.
Traits(2): Reactionary: +1 trt Rflx. Fate’sFv’d(Fth): any luck bonus gains +1.
Feats(3): Extc Wpn Prfc: bastard sword. Pwr Atk: up to -(BAB/4 +1) atk for (+(2 or 2hnd 3)*pnlty) dmg. Rage Vital: rage morl stack +2 Con, may rage while unconsc. Unc Dodgᴮᴸ, Imp Unc Dodgᴮᴸ. To Get: Vital Strk at BAB+6: one atk at full BAB gains (plus not crit wpn die)dmg/rnd.
Equip: mw bastard sword mrtl 2/extc 1hnd wpn Hrd:20, HP:13, 6lb $335. mw cFe morningstar smpl lgt wpn Hrd:10, HP:10, 6lb, $330. mw comp longbow rngd 2hnd wpn (STR +4) use on horseback Hrd:5, HP:5, 3lb $500. arrw: (grey) [20] $1. mw mith chain shirt lgt armr AC +4, Max Dex +6, ArmrChk 0, SplFail 10%, Mov 30ft, 10lb $1100 qkdraw lgt shield AC +1, Max Dex -, ArmrChk 0, SplFail 0%, Mov 30ft, Hrd:10, HP:10, 7lb $59. Aegis of Recovery(BO) [neck] $1500. Buffering Cap [head] $2000. Cloak Rst +1 [shldr] $1000. Belt STR +2 [belt] $4000. Spring-loaded wrist sheath (1) $5, Wand: Infrnl Hear:C1⋄1 [50] $750. Bandolier 8 pkt (2) $1, Ag Holy Symbol (see Teursham, HS) on neck compartment Prcp 20 1lb $30, Potn: Cure 1d8+1:C1⋄1 (HS) $50. Spl comp pouch $0. Advr outfit $0. backback 2cuft stowage 4lb $2; trail ratn 4 d $2, canteen ½ gal wtr +4lb 2lb $1. =11666.00
Mount “Nanna” (jutland) adv horse cmbt trained Quadruped (hooves) MIBS[armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders] Grsp:No, trick(atk, atk, defend, down, guard, heel) $300. Military saddle 30lb $20. Bit & bridle 1lb $2. Saddlebags 20lb stowage 8lb $4. Dandy brush 2lb $0.2. ale 1gal 8lb $0.2. cheese 1lb 0.2, travel cake mix 2lb $0.2, horse feed (sweet mix) 2d/8 prtl 20lb! $0.1, (4) caltrops 8lb $4. (4) sack 2lb $0.4. = 331.30
Cash: 2.70gp of $12000.
by Azothath

Brakille is your ”nice guy” fighter or paladin with a few tricks up his sleves and always acts in the suprise round. He’s tough, he heals, he smites. He keeps everyone safe in Mäktiga Trollfor.
Collegiates at the local arcane college formed a powerful arcane adventuring group to explore dungeons and bring back lost knowledge, artifacts, and enormous wealth! They added one trusty martial and a bit of a wild fighter to their core of three wizards and a bard. Each wizard has a different focus so they manage their skills and the bard fills in where needed. They take good care of all their members as everyone contributes. Loot is split into 5 to 7 shares with each getting a part and the party account getting one for housing & board, library, training, support, and future investments.
This detailed build provides an example PC that you can build or use for a PF1 game. It is pretty centric being PFS legal, 20 pt Abil buy, and 5th Lvl with 12000gp gear. If you just starting PF1 this PC provides you with a plan. Note: PFS prestige awards starting with 2nd Lvl adds about $1875 in consumables such as wands and scrolls each level so I added 1500gp to WBL to get $12000. PFS requires worshipers with divine abilities be within 1 step of deities align.
Brakille human Wiz-Diviner 1 Pldn 4.
LG Med hmnd human (m) age:24 ht:6’2” wt:195lb. (BMI 25)
Home: Korvosa Varisia, Politic: n/a, Worship: Tyr(LN), Athena(LG), or Wadjet(LG). Venerate: Kurgess, Chaldira.
Init: +3 Sns: Prcp: +1
AC: 16[20|17], tch 12, fftd 14 (+4 armr, +4[forc]|[+1] mith shld, +2 Dex). FgtDef -4(0) for +3 dodg AC.
HP: 33 (4d10+1d6+5)
Saves: Fort: +8 Rflx: +7 Will: +9 immn [fear] Spls & SLAs, diseases(mndn & mag).
Mov: Spd: 30 or Mount 50 ft, Space: 5ft, Ntrl Rch:5ft
Mle: mw ElyBrnz bastard sword 2hnd +9 (1d10+6 c19+ ×2 S)dmg, +0(+1) then +1(+1) vs MonHmnd & MagBst.
Mle: “ w PwrAtk +7 (1d10+12 c19+ ×2 S)dmg, “
Mle: “ w PwrAtk EnlrgPer +7 (2d8+13 c19+ ×2 S)dmg, “ , -1 AC, Rch 10ft {note Long Arm Rch +5ft}
Mle: mw ElyBrnz bastard sword 1hnd +9 (1d10+4 c19+ ×2 S)dmg, “ , shield use.
Mle: “ w PwrAtk +7 (1d10+6 c19+ ×2 S)dmg, “ , shield use.
Mle: cFe morningstar lgt +8 (1d8+4 c20 ×2 BP)dmg, bypass some DR demon & fey, shield use.
Rng: mw comp longbow (Str +4) 2hnd +8≤30ft else +7 (1d8+5≤30ft else +4 c20 ×3 P)dmg, rng 110 ft.
Rng: “ w GravBow +8≤30ft else +7 (2d6+5≤30ft else +4 c20 ×3 P)dmg.
arrw:[10, stow 10], dur cFe [4].
Smite(Su) [2]/d: swft actn one tgt +2(+4) bypass DR with (+4) on first hit on E Drgn E Outsdr UnD, +2 dflc AC vs tgt.
Aura Courg(Su): allies within 10ft gain +4 morl vs [fear] svs.
Arcn Spells Prpd (CL 3; DC= SplLvl +1 {E:+1}; Conc(Int) +4) !N, !K. SplFail somtcᙇ 10% (not Wands).
FRST(1+1ᔥ)[1]ᴮᶿ: Shldᙇ:A1, Momt Grtᙇ:E1. Enlrg Perᙇ:T1, Grav Bowᙇ:T1, Long Armᙇ:T1, Rdc Perᙇ:T1, Vnshᙇ:I1.
ZERO(3⋄will): Dazeᙇ:E0, Grsp:D, Mssgᙇ:T0.
Sch: Frwrnd(Su): +1 INIT, act in Supr rnd. Divn Fort(Sp): std actn tch +1 insgt atk, skl, abil, sv 1r [4]/d.
Divn Spells Prpd (CL 1; DC= SplLvl+2 {E:+1}, Conc(Cha) +3)
FRST(0+1): Blss Wpn:T1.
Chnl(Su)PosEnrg⋄4 [-2 LoHnd]: std actn 30ft rad heal (2d6) liv or harm UnD Will 14 for dmg/2.
LoHnd(Su) [4]/d: std(swft on self) actn tch heal (2d6) or dmgs UnD (no sv). Rmv [fatgd] {aflctn for 1hr}.
Skills(20): Acro +5(3), Apprᶜ +1, Bluff +2, Clmb +4, Crftᶜ (alchemy +5(1)), Diploᶜ +6(1), Dis Dev, Dsgs +2, Esc Art +2, Flyᶜ +2, Hndl Anmlᶜ +6(1), Healᶜ +5(1){+1}, Intmd +2, Knowᶜ(Arcn +5(1), Dngn +5(1), Engr , Geog , Hstr , Locl +5(1), Natr +5(1), Nobl +5(1), Plnr , Rlgn +5(1)), Lingᶜ +5(1), Prcp +1(1), Pfrm +2, Profᶜ , Rideᶜ +7/9(2), Sns Mtvᶜ +4(1), SoH , Splcrftᶜ +5(1), Stlth +3(1), Survl +0, Swim +4, UMD . ClsSkl(ᶜ), Ling(ᒻ).
Lang: common, varisian{rgnl}, kellish, tianᒻ. {varisian and tian are good covert languages}.
Ability: [18 (+4), 14 (+2), 12 (+1), 12 (+1), 10, 15 (+2)] ⇐ {20 pt} [15+2, 12, 12, 12, 10, 15], Lvl 4 +1 Str, Belt adds +2 enhc Dex. {Headband of CHA +2 is great just not quite affordable}
BAB: +4 CMB +8 CMD 20
Race(human)ᴿ: Age:16-27, HT:55-78”, Wt:95-220. Abil: +2 one abil. Type:hmnd human. Sz: Med. Spd: 30’. Sns:-. BnsFeat: any feat. Skilled: +1 Skl Rnk/Lvl. Lang:common, {rgnl}, +(any). 2 Fvd Cls.
Class: Paladin: Aura Good(Ex): aura[ crtr(HD): UnD(HD): Outsdr(HD): Clr/Pldn(Lvl): spl/mag item(CL)]; None[ 0-4: -: -: -: 0-5], Faint[ 5-10: 0-2: 0-1: 1: 6-10] 1d6 rnd, Moderate[ 11-25: 3-8: 2-4: 2-4: 11-15] 1d6 min, Strong[ 26-50: 9-50: 5-10: 5-10: 16-20] 10×1d6 min, Overwhelm[ 51+: 51+: 11+: 11+: 21+] 1d6 day. Det Evil(Sp): mov actn 1 tgt obj/crtr in LoS 60ft know det E:D1 all 3 options, or std actn as Det E:D1. Smite Evil(Su): [1 +(Pldn-1)/3]/d: swft actn one tgt +CHA atk (+Pldn)dmg bypass DR with (+Pldn)dmg on first hit on E Drgn E Outsdr UnD, +2 dflc AC vs tgt. DivnGrc(Su) at 2: gain +CHA to svs. LoHnd(Su) at 2 [Pldn/2 +CHA]/d: std(swft on self) actn tch heal ([Pldn/2]d6) or dmgs UnD (no sv), Rmv cond{Mercy} {aflctn for 1hr}. Aura Courg() at 3: immune [fear], allies mithin 30ft gain +4 morl vs [fear]. DivnHlth(Ex) at 3: immune disease. Mercy(Su) at 3: with LoH (choose = fatgd). Chnl(Su) at 4 PosEnrg⋄Pldn [-2 LoHnd]: std actn 30ft rad heal ((1 +(Pldn-1)/2) d6) liv or harm UnD Will (10 +Pldn/2 +CHA) for dmg/2. Spls(CHA) at 4 prep’d Pldn: see chart. DivnBond(Sp) at 5 (Wpn or Mount) [(Pldn-1)/4]/d for dur Pldn min: Wpn grants 5th:+1 stacking with +5 wpn enhc, 8th:+2, 11th:+3, 14th:+4, 17th:+5, 20th:+6 from [enhc(1-5), defending(1, must have enhc), flaming(1), keen(1), merciful(1), axiomatic(2), disruption(2), flaming burst(2), holy(2), speed(3), brilliant energy(4)]. AuraRslv(Su) at 8: immune [chrm] Spls & SLAs, allies within 10ft gain +4 morl vs [chrm]. AuraJust(Su) at 11 (-2 smite) for dur 1 min: free actn you and non-E allies(must tgt foe by your next turn) within 10ft smite at your ability. AuraFth(Su) at 14: wielded wpns within 10ft considered G for DR. AuraRght(Su) at 17: DR 5/E, immune [cmplsn] Spls & SLAs, allies within 10ft gain +4 morl vs [cmplsn]. HolyChmp(Su) at 20: DR 10/E, smite hit inflicts bnshmnt:A6⋄(Pldn+2) Will(20 +CHA) with wpn & holy symbol as hated{incl’d} then smite ends, LoH & Chnl Pos at Max heal.
Wizard SchSpcl Dvnr: (Opps’d K, N), BondObj(ᶿ,BO) amulet[neck]. Spls(Int): prep’d. {PFS} Replace Scribe Scroll with Spl Fcs (Enchantment) +1 DC. Frwrnd(Su): +[Wiz/2] INIT, act in Supr rnd, at 20th Init roll “20”. Divn Fort(Sp): std actn tch +[Wiz/2] insgt atk, skl, abil, sv 1r [3 +INT]/d.
Armr/Wpn Prfc: lgt med & hvy armr(no SplFail Divn spls), lgt hvy shield, smpl wpns, mrtl wpns.
Traits(2): Reactionary: +1 trt Rflx. Mag Knck(Wiz): up to +2 CL by total HD.
Feats(3+1): humn Extc Wpn Prfc: bastard sword. Pwr Atk: up to -(BAB/4 +1) atk for (+(2 or 2hnd 3)*pnlty) dmg. Point-blnk Shot: Rng/Trwn +1 (+1) within 30 ft. Precise Shot: no -4 pntly for Rng/Trwn in cmbt. Wiz Spl Fcs Enchantment(E): +1 DC replacing Scribe Scroll.
Equip: mw ElyBrnz bastard sword mrtl 2/extc 1hnd wpn Hrd:10, HP:10, 6lb $1035. mw cFe morningstar smpl lgt wpn Hrd:10, HP:10, 6lb, $330. mw comp longbow rngd 2hnd wpn (STR +4) use on horseback Hrd:5, HP:5, 3lb $500. arrw: (grey) [16, stw 4] $1, dur cFe (blk) [4, 0] $8. mw mith chain shirt lgt armr AC +4, Max Dex +6, ArmrChk 0, SplFail 10%, Mov 30ft, 10lb $1100 {mithral kikko armr is better at $4250}. mw mith qkdraw lgt shield AC +1, Max Dex -, ArmrChk 0, SplFail 0%, Mov 30ft, Hrd:15, HP:10 3.5lb $1059. Aegis of Recovery(BO) [neck] $750, Cloak Rst +1 [shldr] $1000. Belt DEX +2 [belt] $4000. Spring-loaded wrist sheath (2) $10, Wand: Grav Bow:T1⋄1 [50] $750, Wand: Long Arm:T1⋄1 [50] $750. Bandolier 8 pkt (2) $1, Ag Holy Symbol (above deity, HS) on neck compartment Prcp 20 1lb $30, Potn: Cure 1d8+1:C1⋄1 (HS) $50. Spl comp pouch $0. Advr outfit $0. backback 2cuft stowage 4lb $2; 50ft silk rope $10, grappling arrow $1, chalk (10) $0.1, healers kit +2 crcm heal [10] 1lb $50, soap 1/2lb $0.01, ink pen $1, invis ink (good) $25, Splbook $0, trail ratn 4 d $2, canteen ½ gal wtr +4lb 2lb $1. =11416.11
Mount “Einar” (clydesdale) adv horse cmbt trained Quadruped (hooves) MIBS[armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders] Grsp:No, trick(atk, atk, defend, down, guard, heel) $300. Military saddle 30lb $20. Bit & bridle 1lb $2. Saddlebags 20lb stowage 8lb $4. Dandy brush 2lb $0.2. ale 1gal 8lb $0.2. cheese 1lb 0.2, travel cake mix 2lb $0.2, horse feed (sweet mix) 2d/8 prtl 20lb! $0.1, (4) caltrops 8lb $4. (4) sack 2lb $0.4. = 331.30
Spellbook #1 (30/200)pg written in invisible ink (good) so it appears blank but can be read using Read Magic.
ZERO(16): Rst:A0, Det Mag:D0, Det Poi:D0, Grasp:D0, Rd Mag:D0, Daze:E0, Ghst Snd:I0, Hntd Aspct:I0, Vacu Vssl:I0, Mag Hand:T0, Mend:T0, Mssg:T0, Open/Cls:T0, Scrv Chnt:T0, Arcn Mark:U0, Prstdg:U0. FRST(14): Prot E:A1, Shld:A1, Hgtn Aware:D1, True Strk:D1, Chrm Per:E1, Hypno:E1, Keep Wtch:E1, Momt Grt:E1, Vansh:I1, Enlrg Per:T1, Expd Rtrt:T1, Grav Bow:T1, Hide Wpn:T1, Rdc Per:T1. $100.
Cash: 152.59gp of $12000.
by Azothath

Börk is the bard ‘humorist’, social glue, and swedish chef of the adventuring group Mäktiga Trollfor.
Collegiates at the local arcane college formed a powerful arcane adventuring group to explore dungeons and bring back lost knowledge, artifacts, and enormous wealth! They added one trusty martial and a bit of a wild fighter to their core of three wizards and a bard. Each wizard has a different focus so they manage their skills and the bard fills in where needed. They take good care of all their members as everyone contributes. Loot is split into 5 to 7 shares with each getting a part and the party account getting one for housing & board, library, training, support, and future investments.
This detailed build provides an example PC that you can build or use for a PF1 game. It is pretty centric being PFS legal, 20 pt Abil buy, and 5th Lvl with 12000gp gear. If you just starting PF1 this PC provides you with a plan. Note: PFS prestige awards starting with 2nd Lvl adds about $1875 in consumables such as wands and scrolls each level so I added 1500gp to WBL to get $12000. Aasimar requires a boon in PFS to access, you could substitute human, kitsune, sylph, tengu.
Börk aasimar-azata(human) Bard 5.
CG Med outsdr(human) aasimar-azata (m) age:24 ht:5’10” wt:175lb. (BMI 25)
Home: Korvosa Varisia, Politic: n/a, Worship: Óðr(CG), Bragi(NG), or Lantern King(CN). Venerate: Ganesha, Chaldira.
Init: +3 Sns: drkvis 60 ft Prcp: +6
AC: 18, tch 13, fftd 15 (+4 armr, +1 shld, +3 Dex).
HP: 33 (5d8+5)
Saves: Fort: +4 Rflx: +9 Will: +7 +1 if loss coin/gem/trade gd, +4 sv vs brdc pfrm, [sonc, lang] efcts.
ER: acid 5, cold 5, elec 5.
Mov: Spd: 30 or Mount 50 ft, Space: 5ft, Ntrl Rch:5ft
Mle: mw CryptSton morningstar 1hnd +5 (1d8+1 c20 *2 B|P)dmg, B as Mag & +0(+1) vs UnD.
Mle: cFe gladius 1hnd +4 (1d6+1 c19+ *2 P|S)dmg, pfrmc, bypass some DR demon & fey.
Mle: cFe dagger 1hnd +4 (1d4+1 c19+ *2 P|S)dmg.
Rng: mw comp shtbow (Str +1) 2hnd +8≤30ft else +7 (1d6 +2≤30ft else +1 c19+ *3 P)dmg, rng 70 ft.
Rng: “ wGravBow +8≤30ft else +7 (1d8 +2≤30ft else +1 c19+ *3 P)dmg.
arrw:[10, stow 10], dur cFe [4], thistle [6].
Rng: obsd dagger 1hnd thrw +7≤30ft else +6 (1d4 +2≤30ft else +1 c19+ *2 P)dmg, rng 10 ft [2].
SLA (CL 5; DC 17; Conc(Int) +10) Bloodline(ᴮᴸ), Headband/Circlet(ᴴᴮ), Page of Spl Know(ᴾˢᴷ), Rune of Power(ᴿᴾ), School(ᔥ)
gltrdust:C2⋄CL6 1/d.
Arcn Spell (Uses)/Knwn (CL 5; DC= SplLvl+5 {E:+1}; Conc(Int) +10 {E:+1}).
SCND(3)/3: Babl:E2, Hero:E2, Mir Img:I2.
FRST(6)/4: Spchrdr Sgt:D1, Hids Laugh:E1, Cultr Adapt:E1ᴾˢᴷ, Momt Grt:E1, Ear-prc Scrm:K1.
ZERO(will)/6: Rd Mag:D0, Lull:E0, Unwit Ally:E0, Lgt:K0, Mag Hnd:T0, Prstdg:U0.
Brd Pfrm: [17] Rnd/d. std actn to start, free actn cont.
Cntrsng(Su): crtrs within 30’ can use your Pfrm keybrd chk for [sonc, lang] sv, aud comp.
Dstractn(Su): crtrs within 30’ can use your Pfrm comedy chk for I[pttrn, figmt] sv, vis comp.
Fascnt(Su): 2 crtr within 90’ non-cmbt Will 17 crtr immun 24 hr else [fascnt, ench, cmpl] for pfrm, aud & vis comp.
Insp Courg(Su): allies within 30’ +2 morl vs [chrm, fear, cmpl] & +2 (+2) wpn dmg, aud or vis comp.
Insp Comp(Su): ally within 30’ +2 comp skl chk, aud comp.
Skills(40): Acroᶜ +9(3), Apprᶜ +6(1), Bluffᶜ +10(2), Clmbᶜ (), Crftᶜ (sculpture +7(2)), Diploᶜ +9(1){+2}, Dis Dev (), Dsgsᶜ +9(1), Esc Artᶜ +7(1), Fly +7(1), Hndl Anml , Heal , Intmdᶜ +9(1), Knowᶜ(Arcn +8(1), Dngn +8(1), Engr +8(1), Geog +8(1), Hstr +8(1), Locl +8(1), Natr +8(1), Nobl +8(1), Plnr +8(1), Rlgn +8(1)){+2}, Lingᶜ +6(1), Prcpᶜ +6(3), Pfrmᶜ(comedy(buffoonery) +14/15(3){+3/4}, keybrd(concertina) +14(2){+4}), Profᶜ (chef +4(1)), Ride +5/7(2), Sns Mtvᶜ +4(1), SoHᶜ{juggle} +7(1), Splcrftᶜ +6(1), Stlthᶜ +7(1), Survl , Swim , UMDᶜ +9(1). Lore Mstr: can take “10” Know Chk, or std actn take “20” [1]/day. ClsSkl(ᶜ), Ling(ᒻ).
Lang: common, varisian{rgnl}, elven, halfling, tianᒻ.
Ability: [12 (+1), 16 (+3), 10, 14 (+2), 10, 20 (+5)] ⇐ {20 pt} [12, 14+2, 10, 13, 10, 16+2], Lvl 4 +1 Int, HB adds +2 enhc Cha.
BAB: +3 CMB +4 CMD 17
Race(aasimar-azata)ᴿ: Age: 24-68 yr, HT: 62-78”, Wt: 100-190 lb. Abil:[0,+2,0,0,0,+2]. Type: aasimar-azata(human). Sz: Med. Spd: 30 ft. Sns: drkvisn 60ft. Sklld: +2 racl Diplo, Pfrm. SLA Glttrdust:C2atHD 1/d. Celstl Rst: Enrg Rst(ER) acid 5, cold 5, elec 5. Lang: cmn, celestial. Alt: Scion of Humn: type hmnd human or outsdr(ntv), appears human, celestial. Lang:common and with INT can choose from (draconic, dwarven, elven, gnome, halfling, sylvan).
Class: Bard. Skl (6 +INT, min 1)Rnk×Lvl. Spls (Cha): spon, at 5,8,11,14 may chng non-MaxSplLvl spl.
Brd Knw(Ex): +[Brd/2] to Know Skls & Know Untrnd Skls. Brd Pfrm: std(mov at 7, swft at 13) actn and con’t as free actn [17] rnd/d =(4 +2*(Brd-1) +CHA) of;
Cntrsng(Su): crtrs within 30’ can use your Pfrm keybrd chk for [sonc, lang] sv(or as new save), aud comp.
Dstractn(Su): crtrs within 30’ can use your Pfrm comedy chk for I[pttrn, figmt] sv(or as new save), vis comp.
Fascnt(Su): 2 =(1 +[(Brd-1)/3]) crtr within 90’ non-cmbt Will 17 crtr immun 24 hr else [fascnt] for pfrm, aud & vis comp.
Insp Courg(Su): allies within 30’ +2 =(1 +[(Brd+1)/6]) morl vs [chrm, fear, cmpl] & +2 (+2) wpn dmg, aud or vis comp.
Insp Comp(Su): ally within 30’ +2 =(2 +[(Brd-3)/4]) comp skl chk, aud comp.
Vers Pfrm(Ex): at 2, 6, 10, 14, 18 use Pfrm for Skl. Pfrm(Comedy) for Bluff, Intmd. Pfrm(Act) for Bluff, Dsgs. Pfrm(Dance) for Acro, Fly. Pfrm(Keybrd) for Diplo, Intmd. Pfrm(Orat) foor Diplo, Sns Motv. Pfrm(Prcsn) for Hndl Anml, Intmd. Pfrm(Sing) for Bluff, Sns Mtv. Pfrm(String) for Bluff, Diplo. Pfrm(Wind) for Diplo, Hndl Anml.
Well-vrsd(Ex): +4 sv vs brdc pfrm, [sonc, lang] efcts.
Lore Mstr: can take “10” Know Chk, or std actn take “20” [1]/day, =2 at 11, 3 at 17.
Armr/Wpn Prfc: lgt armr(no Bard SplFail), shield, smpl wpns, longsword, rapier, sap, shortsword, shortbow, whip.
Traits(2): Resilient: +1 trt Fort. Canon of Coin: +1(+2) trt Will.
Feats(3): Point-blnk Shot: Rng/Trwn +1 (+1) within 30 ft. Precise Shot: no -4 pntly for Rng/Trwn in cmbt. Spl Fcs Enchantment(E): +1 DC. TBD later Vrsn Tattoo(E): SLA daze 3/d, +1 CL E.
Equip: mw CryptSton morningstar (painted with comic face) $508. cFe gladius $30. cFe dagger $4. obsd dagger (2) $2. mw comp shtbow (STR +1) use on horseback (decorative ribbons) 2lb $450. arrw: grey [10, stw 10] $1, thistle(red) [6, 4] 1 bleed 1d6 rnd [poi] $10. dur cFe(blk) [4, 0] $8. mw mith chain shirt lgt armr AC +4, Max Dex +6, ArmrChk 0, SplFail 10%, Mov 30ft, 10lb $1100. mw stl qkdraw lgt shield (painted with comic face) AC +1, Max Dex -, ArmrChk 0, SplFail 5%, Mov 30ft, 7lb $209. Circlet CHA +2 [hdbnd] $4000. Cloak Rst +2 [shldr] $3000. Page Spl Know [none] FRST Cultr Adapt:E1 $1000. Spring-loaded wrist sheath (2) $10, Wand: Cure 1d8:C1⋄1 [50] $750, Bandolier 8 pkt (2) $1, Alch Fire Flsk(2) 2lb $40, Potn Spng Air Bubl:C1⋄CL1 $52. Ag Holy Symbol (by Teursham) compartment Prcp 20 1lb $30, Potn: Cure 1d8+1:C1⋄1 (HS) $50. Spl comp pouch $0. Advr outfit $0. mw backback 2cuft stowage +1 Str for Encum, 4lb $50, 50ft silk rope $10, chalk (10) $0.1, bullseye lantern $12, lamp oil (4) $0.4, ink pen $1, invis ink (good) $25, Splbook $15, trail ratn 4 d $2, canteen ½ gal wtr +4lb 2lb $1. Foci: mwThieves Tools $100. Chef outfit $1. Juggle kit (trout plushies, rubber chickens, cork fry pan, spatula, whisk) +1 crcm Pfrm (act, comedy) $15. mw music concertina +2 crcm Pfrm Keybrd 3lb $100. =11587.14
Mount "ay mist-er Bean” (pinto/painted usually tinted via prstdg) adv horse cmbt trained Quadruped (hooves) MIBS[armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders] Grsp:No, trick(atk, come, defend, down, guard, heel) $300. Military saddle 30lb $20. Bit & bridle 1lb $2. Saddlebags 8lb $4. Dandy brush 2lb $0.2. (4) sack 2lb $0.4. Mw tool portable puppet stage (4’w×4’d×6’h) takes 10 rnd set up and 5 to disassemble (Day Job) +2 crcm Pfrm (comedy) 20lb $55. Folding chair 10lb $2. Hammock 3lb $0.1. Mess kit 1lb $0.2. Cooking kit 16lb $3. Iron pot(dutch oven) 8lb $0.8. Coffee pot 4lb $3. Soap 1lb(8 bars) $0.02. TG: (2) gal Ale 16lb $0.4; Beans 5lb $0.1, Chilies 1lb $2; Cinnamon 1lb $1; Coffee beans 2lb $0.1; Flour 5lb $0.1; Ginger 1lb $2; Honey 1lb $1; Pepper 1lb $2; Salt 1lb $5; Sugar 1lb $0.05. = 404.47
Cash: 8.39gp of $12000.
by Azothath

Sprängason is the ‘blaster’ of the adventuring group Mäktiga Trollfor.
Collegiates at the local arcane college formed a powerful arcane adventuring group to explore dungeons and bring back lost knowledge, artifacts, and enormous wealth! They added one trusty martial and a bit of a wild fighter to their core of three wizards and a bard. Each wizard has a different focus so they manage their skills and the bard fills in where needed. They take good care of all their members as everyone contributes. Loot is split into 5 to 7 shares with each getting a part and the party account getting one for housing & board, library, training, support, and future investments.
This detailed build provides an example PC that you can build or use for a PF1 game. It is pretty centric being PFS legal, 20 pt Abil buy, and 5th Lvl with 12000gp gear. If you just starting PF1 this PC provides you with a plan. Note: PFS prestige awards starting with 2nd Lvl adds about $1875 in consumables such as wands and scrolls each level so I added 1500gp to WBL to get $12000.
Sprängason human Wiz-K-Admix 5.
NG Med hmnd human (m) age:24 ht:6’2” wt:180lb. (BMI 23)
Home: Korvosa Varisia, Politic: n/a, Worship: Hercules(CG), Odin(NG), or Nethys (nN). Venerate: Chaldira (NG).
Init: +2 Sns: Prcp: +5
AC: 16[20], tch 12(16), fftd 14 (+4[frc] armr, [+4 shld] shld, +2 Dex).
HP: 32 (5d6+5+5)
Saves: Fort +4 Rflx +5 Will +6
Mov: Spd: 30 ft or Mount 50 ft, Space: 5ft, Ntrl Rch:5ft
Mle: quarterstaff(shovel handle) 1hnd +2 (1d6 c20 *2 B)dmg. {you can Mend the shovel, don't atk 2hnd with a staff}
Mle: cFe dagger 1hnd +2 (1d4 c19+ *2 P|S)dmg.
Mle: obsd dagger 1hnd +2 (1d4 c19+ *2 P|S)dmg, {fragile} glassy, [2].
Rng: mw hvy crossbow 2hnd +6≤30 ft else +5 (1d10 +1≤30 ft c19+ *2 P)dmg, rng 120 ft. load & crnk full actn provk.
Rng: “ wGravBow +6≤30 ft else +5 (2d8 +1≤30 ft c19+ *2 P)dmg.
Bolt: cFe [10, stw 0].
Rng: obsd dagger 1hnd +5≤30ft else +4 (1d4 +1≤30ft c19+ *2 P)dmg.
SLA (CL 6 {K}; DC 17 {K}; Conc(Int) +12 {K}) Bnd Obj(ᴮᶿ, BO), Headband/Circlet(ᴴᴮ), Pearl of Power(ᴾᴾ), School(ᔥ),
danc lgt:K0⋄CL6 3/d.
Arcn Spells Prpd (CL 5 {K:+1}; DC= SplLvl +6 {K:+1}; Conc(Int) +11 {K:+1}).
THRD(2+1ᔥ)[1]ᴮᶿ: Fireball:K3, Lgtnbolt:K3, Haste:T3.
SCND(4+1ᔥ): Gltrdust:C2, Flry Snoball:K2, Scorch R:K2, Mir Img:I2, Darkvis:T2.
FRST(5+1ᔥ)[1]ᴾᴾ: Shld:A1, Mage Armr:C1, Ear-prc Scrm:K1(Rng:Med), Mag Mssl:K1, Shk Grsp:K1, Ill Calm:I1.
ZERO(4⋄will): Acd Splsh:C0, R Frost:K0, Mssg:T0, Arcn Mrk:U0.
Sch: Ints Spl(Su): K HP dmg spls gain +2 non-stack dmg once. Vers K(Su): change cast K [acid, cold, elec, fire] dmg uses [9]/d.
MetaMag: Rng [Tch, Cls, Med, Lng] +1 per category chg. -1 MetaMag cost Ear-prc Scrm, Fireball.
Skills(35): Acro +5(3), Apprᶜ +10(1), Bluff , Clmb , Crftᶜ (alch +14(5)), Diplo , Dis Dev , Dsgs , Esc Art , Flyᶜ +8(3), Hndl Anml , Heal , Intmd +1(1), Knowᶜ(Arcn +14(1)ᴴᴮ, Dngn +10(1), Engr +10(1), Geog +10(1), Hstr +10(1), Locl +10(1), Natr +10(1), Nobl +10(1), Plnr +11(2), Rlgn +10(1)), Lingᶜ +10(1), Prcp +1(1), Pfrm , Profᶜ (architect +4(1)), Ride +3/5(1), Sns Mtv +1(1), SoH , Splcrftᶜ +14(5), Stlth +3(1), Survl , Swim , UMD . ClsSkl(ᶜ), Ling(ᒻ).
Lang: common, vrsn{rgnl}, azlnt, drcnᴴᴮ, elven, ign, trrn, tnᒻ.
Ability: [10, 14 (+2), 12(+1), 22 (+6/+5), 10, 10] ⇐ {20 pt} [10, 14, 12, 17+2, 10, 10], Lvl 4 +1 Int, HB adds +2 enhc Int.
BAB: +2 CMB +2 CMD 14
Race(human)ᴿ: Age:16-27, HT:55-78”, Wt:95-220. Abil: +2 one abil. Type:hmnd human. Sz: Med. Spd: 30’. Sns:-. BnsFeat: any feat. Skilled: +1 Skl Rnk/Lvl. Lang:common, {rgnl}, +(any). 2 Fvd Cls.
Class: Wizard SchSpcl Evoker-Admixture (Opps’d E, N), BO amulet[neck]. {PFS} Replace Scribe Scroll with Spl Fcs (EvoKation) +1 DC.
Armr/Wpn Prfc: club, lgt & hvy crssbow, dagger, dart, qtrstaff.
Traits(2): Mag Lng(Fireball:K3), Wyng Splhntr (Ear-prc Scrm:K1).
Feats(1+3+2): HumnBns Point-blnk Shot: Rng/Trwn +1 (+1) within 30 ft. Wiz1 Spl Fcs Evokation(K): +1 DC instead of Scribe Scroll. Cphr Scrpt: scribe at pg/2, cost/2, Vrsn Tattoo(K): SLA light 3/d, +1 CL K, Precise Shot: no -4 pntly for Rng/Trwn in cmbt. Wiz 3 Rch MetaMag: Rng [Tch, Cls, Med, Lng] +1 per category chg.
Equip: mw hvy crosssbow 8lb $350. bolt:cold iron(cFe) [10] $2. cFe dagger $4. obsd dagger (2) $2. Quarterstaff/shovel $2.
Aegis of Recov(BO) [neck] $750. Headband INT +2 [hdbnd] $4000. Cloak Rst +2 [shldr] $3000. Pearl of Power [none] FRST $1000. Sprng-lded wrst shth (2) $10; Wand: Obsc Mist:C1⋄1 [50] $750, Wand: Infrnl Heal:C1⋄1 [50] $750. Bandolier 8 pkt (2) $1, Alch Fire Flsk(2) 2lb $40, Acid Flsk(2) $20, Alkali Flsk(2) $30, Liq Ice Flsk $40, Thndrstone (2) $60, Potn Spng Air Bubl:C1⋄CL1 $52. Ag Holy Symbol (by Teursham) compartment Prcp 20 1lb $30, Potn: Cure 1d8+1:C1⋄1 (HS) $50 on neck. Spl comp pouch $0. Advr outfit $0. mw backback 2cuft stowage +1 Str for Encum, 4lb $50 on back; 50ft silk rope $10, chalk (10) $0.1, abacus $2, bullseye lantern $12, lamp oil (4) $0.4, candle (6) $0.06, crowbar $2, drill 0.5, hammer 0.5, saw 0.04, merchants scale $2, piton (5) $0.5, splbook $0, ink pen $1, invis ink (good) $25, mess kit 1lb $0.2, trail ratn 4 d $2, coffee beans 2lb (common coffee 50 serv) $1, coffee pot $3, canteen ½ gal wtr +4lb 2lb $1. Foci: minishovel $10, mw Thvs Tools $100. =11166.66
Mount “Blondin” (belgian draft) adv horse cmbt trained Quadruped (hooves) MIBS[armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders] Grsp:No, trick(atk, come, defend, down, guard, heel) 300gp, Military saddle +2 crcm stay in saddle, uncons 75% stay in saddle wt:30lb 20gp. bit & bridle wt:1lb 2gp. Saddlebags(SB) weatherproof 2*20# stowage 8lb 4gp. Dandy brush 2lb 0.2gp. Block & tackle $5. Sledge $1. Ale gal (2) 16lb $0.4. (2) bear trap type:mech, Prcp:15, Tggr:loc, Reset:manl, +10 (2d6+3)dmg mov/2 and none if anchrd, Dis Dev 20, Esc Art 22, Str Chk 26, 2*10lb 2*2gp. =336.6
Spellbook #1 (65/200)pg written in invisible ink (good) so it appears blank but can be read using Read Magic.
ZERO(21): Rst:A0, Acd Splsh:C0, Det Mag:D0, Det Poi:D0, Grasp:D0, Rd Mag:D0, Danc Lgt:K0, Flare:K0, Lgt:K0, R Frost:K0, Sprk:K0, Ghst Snd:I0, Hntd Aspct:I0, Vacu Vssl:I0, Mag Hand:T0, Mend:T0, Mssg:T0, Open/Cls:T0, Scrv Chnt:T0, Arcn Mark:U0, Prstdg:U0. FRST(26): Alarm:A1, Shld:A1, Arcn Pkt:C1, Grease:C1, Infrnl Heal:C1, Mag Armr:C1, Sum Mon 1:C1, Comp Lang:D1, Hgtn Aware:D1, Ear-prc Scrm:K1, Mag Mssl:K1, Shk Grsp:K1, Snoball:K1, Ill Calm:I1, Vansh:I1, Brk:T1, Coin Shot:T1, Crftr Frtn:T1, Enlg Per:T1, Expd Rtrt:T1, Grav Bow:T1, Hide Wpn:T1, Lbrtn Cmmd:T1, Mag Wpn:T1, Rdc Per:T1, Tch Sea:T1. SCND(18): Rst Enrg:A2, Creat Pit:C2, Gltrdust:C2, Sum Mon 2:C2, AZ Fcs:D2, See Invis:D2, Cont Flm:K2, Flry Snoball:K2, Frc Swd:K2, Plfr Hnd:K2, Scorch R:K2, Blur:I2, Invis:I2, Mir Img:I2, Spctrl Hnd:N2, Air Step:T2, C Dex:T2, Darkvis:T2. THRD(8): Abltv Barr:A3, Stnk Cld:C3, Sum Mon 3:C3, Bttr Blst:K3, Fireball:K3, Lgtnbolt:K3, Blink:T3, Haste:T3. $495.
Cash: 1.74gp of 12000gp.
by Azothath

Teursham is the effective leader of the adventuring group Mäktiga Trollfor.
Collegiates at the local arcane college formed a powerful arcane adventuring group to explore dungeons and bring back lost knowledge, artifacts, and enormous wealth! They added one trusty martial and a bit of a wild fighter to their core of three wizards and a bard. Each wizard has a different focus so they manage their skills and the bard fills in where needed. They take good care of all their members as everyone contributes. Loot is split into 5 to 7 shares with each getting a part and the party account getting one for housing & board, library, training, support, and future investments.
This detailed build provides an example PC that you can build or use for a PF1 game. It is pretty centric being PFS legal, 20 pt Abil buy, and 5th Lvl with 12000gp gear. If you just starting PF1 this PC provides you with a plan. Note: PFS prestige awards starting with 2nd Lvl adds about $1875 in consumables such as wands and scrolls each level so I added 1500gp to WBL to get 12000.
Teursham Halfling Clr-VrsnPlgrmᵠ 1 Wiz-Dvnr 4.
NG Sml hmnd halfling (m) age:24 ht:3’2” wt:49lb. (BMI 24)
Home: Korvosa Varisia, Politic: n/a, Worship: Hestia(NG), Dammar(nN), or Chaldira (NG); Dom: Good, Luckᵠ, Trickery, War. SubD: Agathion, Duelsᵒᵖᵗ, Fateᵠ, Friendship, Tactics; Wpn:shortsword. Venerate: Ganesha NG. Ptah nN.
Init: +4 {act in Supr Rnd} Sns: Prcp: +5
AC: 19[21], tch 13(17), fftd 17 (+4[frc] armr, +2|[+4 shld] shld, +2 Dex, +1 sz).
HP: 29 (1d8+4d6+5)
Saves: Fort: +5 Rflx: +5 Will: +10 +2 vs [fear], +1 recurr sv
Mov: Spd: 20 or Mount 40 ft, Space: 5ft, Ntrl Rch:5ft
Mle: mw sml ElyBrnz gladius 1hnd +6 (1d4 c19+ *2 P|S)dmg.
Mle: mw sml cFe gladius 1hnd +6 (1d4 c19+ *2 P|S)dmg.
Mle|Rng: obsd dagger 1hnd +5 | +5 throw (1d4 c19+ *2 P|S)dmg, {fragile} glassy, [2].
SLA (CL 5 {K}; DC 16 {K}; Conc(Int) +11 {K}) Bnd Obj(ᴮᶿ, BO), Headband/Circlet(ᴴᴮ), Pearl of Power(ᴾᴾ), School(ᔥ),
danc lgt:K0⋄CL6 3/d.
Arcn Spells Prpd (CL 4 {K:+1}; DC= SplLvl +5 {K:+1}; Conc(Int) +10 {K:+1}).
SCND(3+1ᔥ)[1]ᴮᶿ: Loc Obj:D2, Plfr Hnd:K2 disarm/steal CMB +7, Scorch R:K2 RngTch +5 (4d6)[fire] dmg, Mir Img:I2.
FRST(4+1ᔥ)[1]ᴾᴾ: Shld:A1, Hgtn Aware:D1, Ear-prc Scrm:K1 Fort 17 (2d6)[sonc] dmg & daze 1 rnd, Mag Mssl:K1 (3d4+3)[frc] dmg, Coin Shot:T1(3gp) RngTch +6 (1d8+2 c20 *2 BP)dmg rng 20’. {MagArmr party mbr}
ZERO(4⋄will): Daze:E0, R Frst:K0, Mend:T0, Mssg:T0.
Sch: Divn Fort(Sp): std actn tch +2 insgt atk, skl, abil, sv 1r [8]/d.
Meta Mag: -
Divn Spells Prpd (CL 3 {K:+1}; DC= SplLvl+2 {K:+1}, Conc(Wis) +5 {K:+1})
FRST(2+1D): Mag Wpn:T1, Prot E:A1, Rmv Sick:A1.
ZERO(3⋄will): Crt Wtr:C0, Pur Fd&Drk:T0, Stblz:C0.
Dom: Spon cast cure for ≤ Spl Lvl prep’d spl. Chnl Pos(Su): std actn 30ft rad Heal Liv (1d6) or Harm UnD (1d6) Will 13 use [5]/d. Crvn Bond(Su): 1min prep of 3 trgts, can use Tch Dom ability on tgt at 30 ft. Luck: Bit Luck(Sp): std actn Tch {next rnd} roll d20 twice take best [5]/d; Tactics: Seiz Init(Su): free actn at Init 1 ally ≤30 ft roll d20 twice take best [5]/d.
Skills(30): Acro +5(3){+2}, Apprᶜ +9(1), Bluff +1(1), Clmb +2(0){+2}, Crftᶜ (alch +9(1)), Diploᶜ +6(1), Dis Dev , Dsgs , Esc Art +3(1), Flyᶜ +6(1), Hndl Anml , Healᶜ +6(1), Intmd , Knowᶜ(Arcn +9(1), Dngn +9(1), Engr +9(1), Geog +9(1), Hstr +9(1), Locl +13(1){HB}, Natr +9(1), Nobl +9(1), Plnr +9(1), Rlgn +9(1)), Lingᶜ +9(1), Prcp +5(1){+2}, Pfrm , Profᶜ (merchant +6(1)), Ride +3/5(1), Sns Mtvᶜ +6(1), SoH +3(1), Splcrftᶜ +11(3), Stlth +7(1){+4}, Survl , Swim , UMD . ClsSkl(ᶜ), Ling(ᒻ).
Lang: common, halfling{racl}, varisian{rgnl}, azlanti, celestial, draconicᴴᴮ, dwarven, elven, tianᒻ.
Ability: [10, 14 (+2), 10, 20 (+5/+4), 14 (+2), 10] ⇐ {20 pt} [12-2, 12+2, 10, 17, 14, 8+2], Lvl 4 +1 Int, HB adds +2 enhc Int.
BAB: +2, Sz atk +1/CM -1 CMB +1 CMD 13
Race(halfling)ᴿ: Age: 22-44 yr, HT: 32-40”, Wt: 27-38 lb. Abil:[-2,+2,0,0,0,+2]. Type:hmnd halfling. Sz: Sml, +1 sz AC, +1 sz atk, -1 sz CM, +4 sz Stlth. Spd: 20 ft. Fearls: +2 racl {stack} sv [fear]. Half Luck: +1 racl sv. Keen Sns: +2 racl Prcp. Sure Ftd: +2 racl Acro, Clmb. Wpn Fmlr: sling, any “halfling” as mrtl. Lang:common, halfling{racl}, {rgnl}, +(dwarven, elven, gnome, goblin).
Class: Cleric arch Vrsn Pilgrim (Luck, Tactics). Aura(Ex): of[C, E, G, L] crtr HD:AuraPwr[0-4:none, linger:dim, -10:faint, -25:moderate, -50:strong, 51+:overwhelming] HDs lower for UnD, Outsdr, Clr/Pldn/Divn Cls[0:none, linger:dim, -1:faint, -4:modrt, -10:strng, 11+:ovrwhlm], mag item. Chnl Enrg (Pos)(Su): std actn w HolySymbl 30ft rad Heal Liv ([(Clr+1)/2]d6) or Harm UnD ([(Clr+1)/2]d6) Will (10 +Wis +[Clr/2]) use [3+Cha]/d. Spon Cast (Pos)(Su): cure for ≤ Spl Lvl prep’d spl. Spls(Wis): prep’d, cast no [Evil] spls.
Wizard SchSpcl Dvnr (Opps’d C, N), BondObj(ᶿ,BO) amulet[neck]. Spls(Int): prep’d. {PFS} Replace Scribe Scroll with Spl Fcs (EvoKation) +1 DC.
Armr/Wpn Prfc: lgt armr, smpl wpns, shortsword.
Traits(2): Mag Knack(mag): (cleric) up to +2 CL by Ttl HD. Helpful Halfling(racl): aid another grants +4.
Feats(3+1): Weapon Finesse: atk using Dex. Wiz1 Spl Fcs Evokation(K): +1 DC instead of Scribe Scroll. Cphr Scrpt: scribe at pg/2, cost/2, Vrsn Tattoo(K): SLA danc light 3/d, +1 CL K.
Equip: sml mw ElyBrnz gladius $1315 left hip. sml mw cold iron(cFe) gladius $330 right hip. (2) sml obsidian dagger $2 Bndlr(8,16). +1 sml mithral(Mith) qkdrw shield {not prfc but no pnlty} $2029.50 on back. Aegis of Recovery(BO) [neck] $750ᶿ. Headband INT +2 [hdbnd] $4000. Cloak Rst +1 [shldr] $1000. Pearl of Power [none] FRST $1000. Spring-loaded wrist sheath $5; Wand: Cure 1d8:C1⋄1 [50] $750. sml Bandolier 8 pkt (2) $0.5; Alch Fire $20 Bndlr(1), Holy wtr $25 Bndlr(3), Sooth Syrup $25 Bndlr(4), Scrl: DivnFvr:K1⋄1 +1 (+1) luck wpn atk & dmg dur 10 rnd [2] $50 Bndlr(5),. Ag Holy Symbol (deity) compartment Prcp 20 1lb $30; Potn: Cure 1d8+1:C1⋄1 (HS) $50 neck.
Spl comp pouch $0. 2 Pt rings Fcs: Shld Othr $50 L&R hand. Advr outfit $0. sml mw backback 1cuft stowage +1 Str for Encum 2lb $25; splbook $0, ink pen $1, invis ink (good) $25, mess kit 1lb $0.2, med sz trail ratn 4 d $2, med sz canteen ½ gal wtr +4lb 2lb $1. = 11406.2
“Brahund”(beauceron) riding dog cmbt trained Quadruped (claw) MIBS[armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist] Grsp:No, trick(atk, come, defend, down, guard, heel) $150, sml military saddle +2 crcm stay in saddle, uncons 75% stay in saddle 15lb $10, sml bit & bridle 0.5lb $1, sml saddlebags(SB) weatherproof 2*10# stowage 4lb $2, sml dandy brush 1lb $0.1. = 163.1
Dom Spls: Luck: 1:Tru Strk, 2:Aid, 3:Prot Enrg, 4:Free Mov, 5:Brk Enchnt, 6:Mislead, 7:Spl Turn, 8:Momt Presc, 9:Mircl. Tactics: 1:Mag Wpn, 2:Aid, 3:Mag Vst, 4:Divn Pwr, 5:Grtr Cmmd, 6:Bld Barr, 7:PwrWrd Blind, 8:Grtr Plnr Ally, 9:PwrWrd Kill.
Spellbook #1 (61/200)pg written in invisible ink (good) so it appears blank but can be read using Read Magic.
ZERO(21): Rst:A0, Det Mag:D0, Det Poi:D0, Grasp:D0, Rd Mag:D0, Daze:E0, Danc Lgt:K0, Flare:K0, Lgt:K0, R Frost:K0, Sprk:K0, Ghst Snd:I0, Hntd Aspct:I0, Vacu Vssl:I0, Mag Hand:T0, Mend:T0, Mssg:T0, Open/Cls:T0, Scrv Chnt:T0, Arcn Mark:U0, Prstdg:U0. FRST(30): Prot E:A1, Shld:A1, Infrnl Heal:C1, Mag Armr:C1, Comp Lang:D1, Cultr Adpt:D1, Hgtn Aware:D1, Spchrdr Sgt:D1, Sure Cast:D1, True Strk:D1, Chrm Per:E1, Hypno:E1, Keep Wtch:E1, Momt Grt:E1, Sleep:E1, Ear-prc Scrm:K1, Mag Mssl:K1, Shk Grsp:K1, Snoball:K1, Dsgs Self:I1, Ill Calm:I1, Vansh:I1, Brk:T1, Coin Shot:T1, Crftr Frtn:T1, Expd Rtrt:T1, Grav Bow:T1, Lbrtn Cmmd:T1, Rdc Per:T1, Tch Sea:T1. SCND(19): Rst Enrg:A2, AZ Fcs:D2, Loc Obj:D2, See Invis:D2, Shr Lang:D2, Bstw Wpn Prfc:E2, Daze Mon:E2, Hckl:E2, Hids Lgh:E2, Tch Idiot:E2, Flry Snoball:K2, Plfr Hnd:K2, Scorch R:K2, Blur:I2, Invis:I2, Mir Img:I2, B Con:T2, Darkvis:T2, Spdr Clmb:T2. $410.
Cash: 20.7gp of $12000.
by Azothath

Question: Can a character at level 2 or 3 retrain a feat taken at Level 1 and take a feat that he did not qualify for at the earlier level?
similar question asked in a different forum
Reviewing Ult Cmpgn;
"When you use retraining to replace some aspect of your character, you must meet all prerequisites, requirements, and considerations for whatever you’re trying to acquire."
then
"FEAT You may change one feat to another through retraining. Retraining a feat takes 5 days with a character who has the feat you want. The old feat can’t be one you used as a prerequisite for a feat, class feature, archetype, prestige class, or other ability. If the old feat is a bonus feat granted by a class feature, you must replace it with a feat that you could choose using that class feature."
The example in Feats is for a Fighter but he has to take a Feat appropriate for his previous level.
Cost =10×Lvl×Days(gp), Default/generally 5 days. PFS PP cost =Days. 2PP≈750gp, 3≈1000gp
Thus No. It seems clear that the new Feat needs to be appropriate for what the character could have taken at the previous level. "considerations for whatever you’re trying to acquire" being the key phrase.
That does not consider rearranging your feat acquisitions so that you could insert a feat higher in the sequence so that the character would qualify for all the feats at the time of acquisition.

there's been a lot of chat batting ideas around, but if you are somewhat new to PF1 we'll try to give you a group of 4-6 PCs that will work well together.
SOMEBODY is going to have to engage the magic system. It is a big part of the game and knowing the ins and outs along with the tricks is very important. I'm going to lump the pseudo casters in here; Alchemist, Kineticist, Magus, etc. There are also the buffer/support guys, like; Bard, Cleric, etc. Not only do you want to keep things relatively fair but everyone needs some good tricks for those Ah-Ha moments at the table. Just remember to let the other players shine.
With the Martial types there are melee PCs, Ranged PCs, and specialists (like CM maneuvers, PCs with animal companions, etc).
The Game has other types of challenges - but between combat and casting you've covered most of it. Skill are important as your PC needs a Real Job and some skills so he's not just another vigilante. Skills are also the gritty part of an early game - when everybody is at +0 to +4 BAB with a masterwork weapon or two. Weapon choices work with the PC's feats - so watch how people do that.
I'll also mention Campaign and expected length of the game make a difference. Many APs focus on a grouping of monsters and challenges. If you are just going to level 12 and things poop out or you switch - that's a factor.
Please stick to the PFS Legal Choices off AoN. Look for the little icon to the left of the Title Name. That will keep things reasonable.
I'm gonna suggest you just kinda detail Traits, Feats to 5th level.
=====
> Party Name
chat about what binds the group together, their goals or are they just random newbies caught by goblin troublemakers? Targeting an AP or Module is fair game.
PC1: Name Align Race Class-Archetype(option) Lvl Class-Archetype(option) Lvl. Then Deity, Domains, weapon, School, etc etc. Ability {20 pt buy}[10,10,10,10,10,10]. Traits: T1, T2. Feats: BF, F1, F3, F5. Chat about the strengths of this character build.
PC2: ".
PC3: ".
PC4: ".
-opt-
PC5: ".
PC6: ".
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Paizo should consider;
• automatically locking treads that are inactive for over five years.
• automatically archiving threads that are inactive for over 7 years.
• automatically delete some data after 7 years.
This will transition data into a compressed searchable archive rather than a large batch transfer and limit data migration with 'necros' and edits. It also limits liability and costs.
warren Burgess wrote: 4 hours, 18 minutes ago
Greetings all
My Question is Can a creature with a spell like ability that matches the spell in the wand use the wand without a use magical device check?
The Boys went on for 5 seasons and 40 episodes.
It was interesting and somewhat sarcastic/ironic to dystopian. I thought the pacing good but some of the plot turns boilerplate to boiler with heavy handed plot direction. It did keep the energy going until the end as things spun into crazy then a quick merciful death in the last episode.
earlier thread: The Boys Season 2, 2020

Canisum (dog- various canines)
NN Med anml (canine quadruped) CR 3 XP 800
Init +3; Senses low-light vision, scent 30ft; Perception +8
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natl)
HP 32 (5d8+10)
Fort +7, Ref +8, Will +3
OFFENSE
Speed 50 ft
Melee Natl: bite +8 (1d6+6 c20 *2 BPS plus trip) {primary, AoO}, (2) paw +2 (1d3+2 c20 *2 B) {secondary}
Space 5 ft.; Reach 5 ft. canine quadruped 23-28” shldr H, 8-10” W, 35-42” L, Wt 80-140 lbs.
STATISTICS
Str 18(+4), Dex 16(+3), Con 14(+2), Int 3(-4), Wis 12(+1), Cha 12(+1)
BAB(0.75): +3, Str +4, sz +0; CMB +7; CMD 20(24 vs trip)
Feats: Coordinated Maneuvers (+2 CM with ally, +4 to end grapple), Run (Run at 5* Spd), Street Smartsᴮ(+2 Knw(locl), +2 Sns Mtv), WpnFcs(bite, +1 Atk).
Skills(10): Acroᶜ +7(1), Bluff(humanoids) +1(0) +5 vs humans for treats and support, Climbᶜ +8(1), Know(locl)ᶜ +2(1){+2}, Prcpᶜ +7(3) +15 to detect nearby creature by scent, Stlthᶜ +8(2), Sns Mtvᶜ +7(1){+2}, Srvlᶜ +9(5ᴮ) +13 track w scent, Swimᶜ +8(1).
Tricks(9): Aid, Atk, Come, Defend, Down, Fetch, Guard, Heel, Track. Common options are; Atk(for Aid), Hunt or Herd(for Fetch).
Languages: n/a.
Mag Item Body Slots(MIBS): quadruped (claws): armor, belt(saddle), chest, eyes, head, headband, neck, shoulders, wrist.
Racial Modifiers: +2 ntrl AC, Prcp +8 comp detect creature, Srvl +4 comp track by scent.
Armor/Weapon Proficiency: n/a.
Familiar: A master of (casting class) Lvl ≥6 must perform the binding ritual in a secure location with the targeted trained animal (400gp) with an additional 1200gp in materials (as re-binding at 6th level, personally I use (100*CstrLvl) gp for any familiar binding). The canisum can grip/carry one sml object in its jaw but does not have the digits for spell casting. Gains a ring magic item slot which can be worn on a paw, ear, nose, or tail.
Sp Abil: Master gains CMB/D +1 comp, Sns Mtv +2 comp. At higher familiar granting class levels it confers more; learn & scribe bloodhound:T2 spell (for free) at the appropriate level; 6th gain Handle Animal as a class skill usable on canidae only (coyote, culpeo, dhole(cuon), dingo, dog, fox, jackal, raccoon dog, wolf); 11th CMB/D +2 comp, Sns Mtv +4 comp; 16th gain Dog Whisperer (see Horse Whisperer but targeting canidae).
Beg (Ex): has learned how to appeal to a specific type (hmnd human) gaining Bluff +4 comp to obtain food & water, shelter, and companionship. May roll Bluff as if trained in the skill against its chosen creature type but only gains the bonus vs a target species/race.
Scent(Ex): can detect creature type by sense of smell within range, twice if upwind, and half if downwind. Strong scents can be detected at twice the range. Overpowering scents, such as stench, can be detected at three times the ranges and you suffer a -2 penalty to saves when facing an opponent with stench.
You can detect another creature’s presence but not its specific location for targeting. Noting the direction of the scent is a move actn. If you move within 5 feet (an adjacent square for med sz creatures) you can determine the square the source occupies, even if it cannot be seen.
With the Survival skill and the scent ability you can follow tracks by smell, making a (untrained) Survival check to find or follow a track. The typical DC for a fresh trail is 10 and the DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. The DC increases by 2 for each hour the the trail ages, see Survival. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with Scent gain Prcp +8 comp to detect a scent and can identify familiar odors.
Water and running water ruin a trail for air-breathing creatures. Water-breathing creatures can track in water but not on land.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Equipment & Gear: n/a.
ECOLOGY
Environment near settlements.
Organization solitary or within pack.
Treasure likely a partially charged wand of first level 200gp, 200gp in lost small jewelry or coins.
Description: Canisum hounds are typified by smart faithful large dogs with a mix of temperaments such as; belgian tervuren, belgian sheepdog, cane corso, doberman pinscher, german shepherd, golden retriever, great pyrenees, labrador retriever, rottweiller, weimaraner. Choose a look that satisfies your tastes using the mechanical description above. Canisum hounds live 15-22 years as a pet but 50 as an animal familiar.
Canisum occur in the regular breeds and develop an affinity to magic and superior intellect by 3-4 years of age, much like humans by 12-16, but remain an animal type so it is difficult to distinguish them just by looks from a normal dog. Good masters will provide a suitable bed, meals, outdoor space, companionship and rewarding interactions.
Tactics: predatory sequence(orient, eye, stalk, chase, grab-bite, kill-bite, dissect, consume).
by Azothath
= = =
this is another example of a higher CR animal familiar rather than an Improved Familiar (which should have some SLAs and/or magic item use and possibly casting ability). Notice CR≤CL-2 and as a dire wolf equivalent it is a real upgrade.
I add HD rank in survival to animals as it seems unfair as that's what they do...
I add scaling familiar abilities as the RAW ones are sub-par.
If you notice I get a bit more detailed and specific with the abilities. I think this is helpful for GMs and curbs a lot of questions due to the generic briefness in most descriptions.

Spider-rat (Longlegged rat) (rattus araneus)
NN Sml anml (rodent octapod) CR 2 XP 600
Init +4; Senses darkvision 60ft, low-light vision, tremorsense(web only) 30ft; Perception +7
DEFENSE
AC 18, touch 16, flat-footed 13 (+4 Dex, +1 size, +2 natl, +1 dodg)
HP 13 (2d8+4)
Fort +5, & +4 [dis, poi], Ref +7, Will +2
OFFENSE
Speed 40 ft, Climb 40 ft.
Melee Natl: (2)talon +6, +6 (1d3+1 c20 *2 S) {primary, AoO}, bite +6 (1+1 c20*2 BPS plus poi) {primary, AoO}.
Spcl Rng: thrown web +6 (entangle DC 13+4, Hrd:0, HP:2, DR:5/S) Incr 10 ft, Max 50ft.
Space 5 ft.; Reach 5 ft. rodent octapod Ht 36” at knee, 44-52” wide standing, Wt 30-35 lbs with males at 85-90% of the average.
Poison - Red Tears (Ex): Vector: injury/injection; Onset: immediate; Cure: 1 or immune to bleed or poison; Frequency: 1 per rnd for 6(=2*Con mod) rnds; Effect: 1 bleed[poi], Fort 13(=10 +HD/2 +Con mod) else (1d4) bleed dmg{from orifices} and [dazzled](-1 atk, Prcp) for 2 rnd; Uses: 5(=3 +Con mod), generates 2(=Con mod) use per day. Mfg: harvest 1 gland Dex Chk 13, then 2 glands Crft alchemy 15 creates use[1] Red Tears (injury, Fort 15 else (1d6)[bleed] 1/r for 10 rnd, Price 50gp).
STATISTICS
Str 12(+1), Dex 18(+4), Con 15(+2), Int 2(-4), Wis 12(+1), Cha 10(+0)
BAB(0.75) +1, Str +1, sz +1/-1; CMB +1; CMD +6(+18 vs trip) {8 legs}
Feats: Dodge(Cmbt), WpnFnssᴮ, Precise Shotᴮ with thrown web.
Skills(4): Acroᶜ +11(1){+6}, Climbᶜ +13(1){+8}, Prcpᶜ +7(1){+2}, Stlthᶜ +12(1){+4}, Srvlᶜ +6(2ᴮ).
Tricks(6): Atk/Atk, Build smpl structure, Cocoon, Hunt, Nest.
Languages: n/a.
Mag Item Body Slots(MIBS): Unusual Octapod: armor, belt(saddle), chest, eyes, head, neck, wrist.
Racial Modifiers: +6 Acro{8 legs}, +2 Prcp{4 eyes}, +2 natl AC, Climb speed {Climb skill +8}, +4 vs disease and poisons.
Armor/Weapon Proficiency: n/a.
Familiar: A master of (casting class) Lvl ≥3 must perform the binding ritual in a secure location with the targeted trained animal (40gp) with an additional 600gp in materials (as re-binding at 3rd level, personally I use (100*CstrLvl) gp for any familiar binding). The master is treated as webs for the spider-rat’s movement & senses. The spider-rat can grip/carry one tiny object but does not have the digits for spell casting and gains a ring magic item slot.
Sp Abil: Master gains Acro +2 comp, Esc Art +4 comp vs webs. At higher familiar granting class levels it confers more; learn & scribe spiderclimb spell (for free) at the appropriate level; 6th +2 comp saves vs poisons; 11th Acro +4 comp, Esc Art +6 comp vs webs; 16th total +4 comp saves vs a poison after the first save. Good masters usually provide a 5 ft cube area for nesting and weekly treats (toad, mouse, or crickets). The poison scales with the Master’s HD-2 or the creatures HD.
Web (Ex): has spinnerets to create sticky or strong webbing to create a vertical sheet of webbing 10*10 ft {about 6*size diameter} or throw a web up to 8/day. Web has Hrd:0, HP:2(=HD), DR:5/S {RAW lists DR 5/-} and can support a creature of +1 sz catg or 4 of this sz otherwise it encases and entangles the crtr as thrown web but crtr is not stuck to a specific square. Creature with Web can move across any web at its climb speed and can pinpoint creatures touching its web {tremorsense}. New webbing hardens (losing stickyness/entangle) and burns on second rnd of applied fire while day old webbing burns immediately doing 1d6 [fire] dmg in a square that round with Rflx 13 for dmg/2. The fire has a 50% chance of spreading into an adjacent square of webbing next round. Entangle = -2 Atk, -4 Dex, immobile. Until free of entangling material with save Spd/2 & Fly/2, cannot run or charge, Conc Chk 15 +SplLvl or lose spell. Usually it takes 2 rounds to wash off with soap and water, or wash with wine, or scrape off webbing, or use prestidigitation. Creatures greased before exposure escape the webbing with their save.
A vertical web to catch flying prey, Prcp 20 to notice else (entangle sz ≤Med (=+1 sz atkr), Esc Art or Str Chk 13(=10 +HD/2 +Con mod), -4 crcm if hit/walked into by web, +5 crcm if on surface/support).
A thrown web to hit and entangle prey to its square, (entangle sz ≤Med, Esc Art or Str Chk 17, +5 crcm if on ground/on support(tree limb)) rng incr 10 ft, max rng 50 ft.
Web Tremorsense (Ex): creature has tremorsense 30ft in webbing. This ability is considered tremorsense for spells and feats.
Equipment & Gear: n/a.
ECOLOGY
Environment: near swamps, rivers, underground.
Organization: solitary, group (1d4+2), litter (1 adult, (2d3+2) young(young template and 1 HD)}.
Treasure: none or possibly 100gp in collectible/semiprecious unpolished gems.
Description: Spider-rats are a nightmarish amalgam of a four eyed dire rat (rodent) lacking a tail with chitin armor and the long legs of a spider(arachnid). The creatures are trap predators/scavengers with venomous fangs in a rat’s mouth but don’t attract disease. Like rats, spider-rats are curious, clever, and driven to gnaw. Their lifespan in captivity is about 15 yrs, 30 as a familiar, compared to a rat's 4-5. In the wild predation halves their expected lifespan.
Luckily they are not prolific and can breed but once per 2 years if they find a mate. The female gives live birth to a litter of 4-8 and has been abandoned by the male (as the larger females prove cannibalistic during gestation). Only a few reach adulthood as weaklings and the injured may be consumed by litter-mates.
While they can be raised in captivity and fed diminutive vermin, a weekly Handle Animal check is needed for 3 months lest it escape and revert to its natural behavior. Many owners use 5ft wire cages for their captive spider-rat where it has room to nest and move. Training takes twice the time and costs twice as much but the end result is a startling pet or familiar with a good sale price to certain buyers at 40gp.
Tactics: typical ambush predator tactics.
by Azothath
= = =
this is an example of a higher CR animal familiar rather than an Improved Familiar (which should have some SLAs and/or magic item use and possibly casting ability).
I add HD rank in survival to animals as it seems unfair as that's what they do...
I add scaling familiar abilities as the RAW ones are sub-par.
If you notice I get a bit more detailed and specific with the abilities. I think this is helpful for GMs and curbs a lot of questions due to the generic briefness in most descriptions.
just updated my printable PF1 character sheets (plain, cherry blossom, icarus, swords, two cats, two horses, all two-sided) and wondered if anyone wanted a copy. They are tight/dense, colored, and have everything you need to play on the front. On the back is equipment, gear, encumbrance, MIBS, gold, XP, and two critters.
My spell sheets are two sided, with most of the arcane or clerical spells in a column format, about 180 spells on the front, 100 on the back with concentration checks, metamagics, legend. circle=memorized, check=active, crossout check=expired.
yep, May 11, 2026
Private message me and I'll send you the link.

School: Necromancy - Beshrew
Opposed Schools: Abjuration, Conjuration
Gain a bonus First level spell slot and above each day that may hold(prepared) a Divination or Necromancy(curse) or Language dependent spell (rather than any Necromancy spell).
Your Arcane Bond is altered so that your bonded object, animal/improved familiar, or animal companion (you may only have one of these) gains SLA Protection from Chaos & Good at CL ((Wiz/2), Min 1) (CHA based, Min 12) target "you"(self only), use 1/d.
Gain Spell Focus (Necromancy) rather than Scribe Spell at 1st level.
Forewarned(Su)@1: always act in the surprise round but you may be flat-footed until your initiative. Gain +((Wiz/2), Min 1) initiative check. At 20th level assume initiative roll of "20".
Beshrew(Su)@4: At 4th level to any "curse" spell or language dependent spell of touch range you may use close range without a level increase but the target gains a Will save at your DC. These spells (of any range) may also gain a +2 profane bonus(acts as if cast by Evil spellcaster). This power is usable [(Wiz/4) +Cha mod]/day.
Hostile Scrying(Su)@8: At 8th level you are always aware when being observed via magic (as if permanent detect scrying was active). Gain +(Wiz/4 +2) to Perception DC to detect your remote sensing spells (clairvoyance, clairaudience, scrying, etc).
Overcome Resistance(Su)@12: At 12th level gain +4 competence CL to your cast curse spells to overcome the target's Spell Resistance. This power is usable [(Wiz/4) +Cha mod]/day.
Add to your spell list
0: Know Direction, Unwitting Ally.
1: Biting Words, Forbid Action.
2: Blistering Invective, Delay Poison, Overstimulate.
3: Mental Block, Mind Maze, Venomous Promise.
4: Deceitful Veneer, Neutralize Poison.
5: Denounce.
by Azothath

Bubble Wand with [50] chgs $2250
Aura: faint C; SplLvl@CstrLvl: 2@3 DC: Rflx 14
Slot: none; Price: 2250 gp with [50] chgs; Weight: 0.5 lb.
Description
These chunky pastel wands often resemble toddler’s toys and can be adorned with a clear glass or semiprecious stone. Bubble wands have 3 effects and up to 50 charges and are generally harmless. This wand is effectively a magical 'light' club doing med sz(1d4 c20 *2) B damage (lower damage) of Hrd:4 HP 6 {+3 HP from magical enhancement}. An exhausted bubble wand remains a wooden 'light' club with Hrd:5 and HP:1.
Bubblestream: this produces a stream of iridescent 2-6” radius bubbles in a 30ft cone (6 squares long by 6 sqr diameter base). The bubbles float about in the AoE and stick to creatures (which negates concealment) but a Reflex 14 avoids the bubbles for a round, otherwise the bubbles float about providing amusement for 2d4+1 rnd. Uses 1 chg.
Bubble Topiary: this produces medium to large size sculpture of an animal, humanoid, or magical beast made of tiny milky bubbles mainly for amusement that block line of sight(LoS). The sculpture can move as directed by the wand holder at 5ft/rnd within 35 ft of the wand user as a free action once per round or continue their last action. The sculptures can trick semi-intelligent creatures with Int – to 2 that do not have scent to seem real (sv Will 14) and if attacked some bubbles will stick to the attacker unless a Rflx 14 is made (negating concealment for 1d4+1) rnds. Bubble topiary attack is simply to engulf a foe with a melee touch attack of +2 doing no damage (see Wall of Bubbles) slowing oozes and/or cleaning creatures engulfed for 3 or more rounds. An engulfed creature may make a Rflx 14 check to escape engulfment otherwise they ‘wear’ the blinding bubble topiary that round. A creature that makes its save may wipe its eyes to negate the blindness that round and still wear the bubble topiary. Bubble topiaries last 30 rnds and use 2 chg.
Wall of Bubbles: this produces a torrent of 0.25-1” radius milky bubbles which form rounded mounds in (3) contiguous 5’*5’ squares within 15 ft of the wand (shapeable) on a supporting surface which can contain creatures or objects and lasts 30 rnds. Creatures in the AoE with a Rflx 14 avoid the spell effect moving to an open adjacent square otherwise they are engulfed. The wall of bubbles blocks line of sight(LoS) and line of effect for spells of zero and first level. The bubbles slow medium or smaller sized slimes, oozes, and creatures that travel on slime (such as snails) that enter each 5ft sqr AoE and fail a Rflx 14 save for 1d4+1 rnds (the duration is the longest of each failed effect in a round). The bubbles do not harm other creatures and clean creatures and objects that stay in the AoE for 3 rnds or more as prestidigitation. The bubbles stay mounded within their AoE and do not stick to creatures/objects exiting the AoE. Uses 2 chg.
The bubbles can be ended in a square of effect by a strong wind (21mph+) or 2nd level (or higher) energy effect. A mundane exposed tiny or smaller fire source (such as a candle or torch) is snuffed out in the AoE if it fails a Rflx 14 check.
CONSTRUCTION
Requirements Craft Wondrous Item or Craft Wand, prestidigitation, create water; Cost 1125 gp
by Azothath

Req: PFS legal, 20 pt Abil buy, 5th Lvl 10500gp gear then later in second post 11th Lvl 82000gp gear.
Cardamine Noverammuli Sor-Tatt 5
NN sz Med humnoid suli ntv outsdr (f) age:20 ht:6’0” wt:169lb. (BMI 23 nrml)
Home: Demirah Qadira Politic: self reliance, democracy Worship: Ptah (NN), Venerate:Amaznen (LN).
Init: +7, Sns: low-lgt, Prcp: +3
DEFENSE
AC: (20)16, tch (12/20{incorp})12, fftd (18)14 (+4[frc] armr, (+4[frc])shld, +2 Dex).
HP: 27 (5d8) {PFS=6 +4*(4) +5{FCB}}.
Saves: Fort +2, Rflx +4, Will +5, +1{of 2} rst to scdry sv, +1 rst cloak
DEF: ER [acid, cold, elec, fire]/5
OFFENSE
Mle: mw cFe cestus +4 (1d4+1 c19+ *2)B|P, ElemAsslt +(1d6)[acid].
Mle: spear 2hnd +3 (1d8+1 c20 *3)P, ElemAsslt +(1d6)[elec]. ammo:[1], (horse)[3].
Mle: dagger +3 (1d4+1 c19+ *2)S|P Rng:10ft. ammo:[2], obsd[2]{fragile}.
Rng: mw hvy crossbow GravBow 2hnd +6 ≤30’|+5 (2d8 +1≤30’ c19+ *2)P Rng:120ft.
Rng: mw hvy crossbow +6 ≤30’|+5 (1d10 +1≤30’ c19+ *2)P.
Ammo: dur cFe & AgWpnBlch [10 ], thistle [4 ] poi bleed 1d6r. Load 1 bolt Full actn pvk AoO.
Rng: spear thrw +6 ≤30’|+5 (1d8 +2≤30’ else +1 c20 *3)P Rng:20ft.
SLA
Danc Lgt:K0@6 [3]/d.
Arcn Spells Slots/Knwn (CL 5{K:+1}; DC= 10 +SplLvl +4(Cha); Conc +9{K:+1})
2nd(4+1)/2+BL: Flrry Snoball:K2, Invis:I2(BL), Scorch R:K2.
Scroll: Air Step:T2, B Con:T2, Blur:I2, See Invis:D2.
1st(6+1)/4+BL: Ear-prc Scrm:K1, Ident:D1(BL), Mag Armr:C1(PoSK), MagMssl:K1(PoSK), Shk Grsp:K1, Snoball:K1, Vanish:I1.
Wand: Hgtn Aware:D1, Grav Bow:T1, Infrnl Heal:C1, Obs Mist:C1, Shld:A1.
Scroll: Comp Lang:D1, Endur Elem:A1, Keep Wtch:E1, Prot E:A1.
0th(6@will): Acd Splsh:C0, Arcn Mark:U0, Det Mag:D0, Lgt:K0(WF), Mend:T0, Mssg:T0, R Frost:K0, Rd Mag:D0(WF).
Pwr: MMagAdpt: apply MMag 1/d w/o casting time increase. MMag +1 DC.
MMag: -.
Skills(rnk 20): Acro +5(3), Apprᶜ, Bluffᶜ +8(1), Clmb, Crftᶜ(alchemy +5(1)), Diplo +10(1){+2}, Dis Dev, Dsgs, Esc Art, Flyᶜ +6(1), Hndl Anml, Heal, Intmdᶜ , Know(arcnᶜ +5(1), dngn +2(1), engr, geog, hist, loclᶜ +5(1), natr +2(1), nobl, plns, rlgn +2(1)), Lingᶜ +5(1)ᒻ, Prcp +3(1){+2}, Pfrm, Profᶜ , Ride +6/4(2){+2}, Sns Mtvᶜ +8(1){+4}, SoH, Splcrftᶜ +5(1), Stlth +3(1), Survl, Swim, UMDᶜ +8(1). Cls Skl(ᶜ), Skl Fcs(ˢ)
Lang: common(taldan), kelish{rgnl}, terranᴿ, tian, orcᒻ.
Abil 5th: [12(+1), 14(+2), 10(+0), 12(+1), 10(+0), 19(+4)]. From 20pt [10,14,10,14,10,16] & race, 4th:+1 Cha.
BAB: +2, CMB:+3 CMD: 15.
Race:ᴿ Suli{chron} sz Med outsdr (native), Spd 30. Abil [+2,0,0,-2,0,+2]. Sns: Low-lgt vis. Negotiator: +2 racl Diplo & Sns Mtv. Elem Aslt: swft actn shroud arms in one of (acid, cold, elctr, fire) dur Lvl Rnds then dismiss as free actn. Unarmed strikes or Wpns in hand deal +(1d6)[Enrg] dmg. Enrg Rst: gain Enrg Rst: acid 5, cold 5, elec 5, fire 5. Lang: common and one of (Aquan, Auran, Ignan, Terran). High Int may gain: Aquan, Auran, Draconic, Ignan, Terran. PFS Note: PCs start with common, tian(if tian), regional, and possibly a racial language.
Wpn & Armr Prfc: simple wpns.
Cmbt Gear:
SLWS-L: Wand: Shield:A1@1 [25] 375gp. (notation: {Spell name}:{School}{SplLvl}@{CstrLvl} [{charges}])
SLWS-R: Wand: Obsc Mist:C1@1 [25] 375gp.
Bndlr[8+8]: Wand: Hgtn Aware:D1@1 [25] 375gp, Wand: Infrnl Heal:C1@1 [25] 375gp, Wand: Grav Bow:T1@1 [25] 375gp, Potn: Cure Lgt Wnd:C1@1 50gp. PotnSpng: Air Bubl:C1@1 52gp. Alch: Flsk alch fire [2, stow 2] 80gp. Alch: Flsk acid [2] 20gp. Alch: Vial antitoxin 50gp. Alch: Vial twitch tonic 45gp. Alch: Vial antiplague 50gp. Alch: Vial smelling salts 25gp. Flask holywater(HW) [2] 50gp. STtl = 2297gp
Worn Equip:
mw cFe cestus smpl lgt wpn +1 (1d4 c19+ *2)B|P Hrd:10 HP:2, 1lb 310gp. (4) dagger smpl lgt/thrw wpn (1d4 c19+ *2)P|S Rng:10ft Hrd:10 HP:2, (2)1lb (2)1 + obsd (2)0.75lb (2)0.5 =3gp. mw hvy crossbow smpl 2hnd rngd wpn +1 (1d10 c19+ *2)P Rng:120ft Hrd:5 HP:5 12lb load 1 bolt 2hnd Full actn pvk AoO 350gp. Ammo: durable cold iron(cFe) & silver(Ag) WpnBlch [10] 20+5gp. thistle [4] poi bleed 1d6r 4gp. {armr}. bandolier(Bdlr) pkt[8] 2*0.5=1gp. Spring-loaded wrist sheath(SLWS) 2*5=10gp. Splpouch 0gp. Belt pouch{below}. Signal whistle 0.8gp. Advtr outfit 0gp. Aegis of recovery [neck] 1500gp +2 rst cont saves, at HP:0 (2d8+3)heal & destroyed. Cloak of resistance +1 [shldr] 1000gp. . Wayfinder 250gp. IounSton grey 25gp. IounSton dusty rose prism crk’d 500gp. Holy Symbol{Ptah} 1gp. STtl = 3979.8gp
Stowed Equip:
BP: wiz kit (backpack(BP), bedroll, {belt pouch above}, flint and steel, ink & inkpen, iron pot, mess kit, soap 1/2lb, torches [10], trail rations [5]d, waterskin 4lb) 21lb 21gp. 50’ silk rope HP:4 5lb 10gp. Grappling bolt 1gp. Hammer & Pitons[10] 2gp. Crowbar 2gp. Canteen (2)4lb (2)= 4gp. Sack stows 60lb (2)0.5lb (2)= 1gp. Flsk oil[4] 0.4gp. Field Rations (6)= 3gp. Horse Rations (6)= 0.6gp. Page of Spell Know First (Mage Armr, Mag Mssl) 2000gp. Scroll: Comp Lang:D1 [2] 50gp, Endur Elem:A1 [2] 50gp, Prot E:A1 [2] 50gp, Keep Wtch:E1 [2] 50gp, Air Step:T2 150gp, B Con:T2 150gp , Blur:I2 150gp, See Invis:D2 150gp. STtl = 2845gp.
> Familiar: Cress NN Tny MagBst (dinosaur, compsognathus) +4 INIT; Alertness +2 Prcp, Sns Mtv; generally stowed as tattoo.
> Mount: Danae adv horse war trained 300gp trick(atk, come, defend, down, guard, heel), Military saddle +2 crcm stay in saddle, uncons 75% stay in saddle wt:30lb 20gp. bit & bridle wt:1lb 2gp. Saddlebags(SB) weatherproof 20# stowage 8lb 4gp. = 326gp
cash: 10500 −2297 −3979.8 −2845 −326 = 1052.2gp (decent, preparing for that HB purchase)
Traits:
• T1: Mag Lineage(Mag): choose Spl (Fireball:K3) when used w MetaMag +1 SplLvl treat as -1 Lvl for MetaMag +SplLvl cost.
• T2: Way Splhntr(Rgnl Minata): choose SplLvl ≤3 (Ear-prc Scrm:K1) uses -1 Spl Slot.
Feats & Levels:
• F1: Spl Fcs(evoK): K gain +1 DC.
• Lvl1 Sorcerer (BL: Arcn) arch Tattooed Sorcerer 1. HD:d6, BAB +0, +0,0,2.
> Bloodline Arcane (most will be lost). Class Skill: Knowledge (choose one: Locl).
> BL Bonus Spells: 3:identify:D1, 5:invisibility:I2, 7:dispel magic:A3, 9:dimension door:C4, 11:overland flight:T5, 13:true seeing:D6, 15:greater teleport:C7, 17:power word stun:U8, 19:wish:U9.
> BL Bonus Feats @ 7, 13, 19: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.
> BL Arcana: apply a MMag (+1 or more SplLvl) then DC +1, does not stack w MMag Hgtn Spell.
> BL Powers: Arcane Bond (Su)@1: gain an arcane bond (as wizard), Sor stack with Wiz, Witch, Tattoo forces Familiar. MetaMag Adept (Ex)@3rd: may apply 1 metamagic feat you know to a spell you are about to cast without increasing the casting time, usable 3rd:1/d, 7th:2/d, 11th:3/d, 15th:4/d, 19th:5/d. At 20th replaced by arcane apotheosis. New Arcana (Ex)@9th: & 13th, 17th; add 1 sor/wiz spell you could cast as known. School Power (Ex)@15th: +2 DC for a school of magic (choose: ), stacks with Spl Fcs. Arcn Apothesis(Ex)@20:.
> Tattooed Sor arch: Fmlr Tattoo(Su): gain familiar at Sor(as Wiz, stacks with Wiz or Witch Lvls) Lvl to determine Fmlr abilities. Fmlr can transform as mov actn into/out of a stylized tattoo that resembles the fmlr and contiues to grant special fmlr abils. A familiar tattoo cannot be erased or dispelled. Rplc BL Pwr @1. Varisian Tattoo(Ex): gain Varisian Tattoo choosing school (evoK) +1 CL & SLA danc lgts:K0@Lvl 3/d. Rplc Eschw Matl’s. Create Spell Tattoo(Su)@7: std actn tch create a spell tattoo on willing crtr of known spell with no mat’l or focus 7th:1/d, 11th:2/d, 15th:3/d. Does not count against your personal magic tattoo limit. Can maintain 1 of these Spl Tatt, prev spl tatts fade away. Rplc BL F7. Enhc Vrsn Tattoo(Su)@9: choose known spell of Var Tatt school without costly mat’l or focus use as SLA @ +2 CL(w/o var tatt) 1/d. May change spl when you gain Bldln pwr. Rplc BL Pwr @9.
• Lvl2 Sor-Tatt 2: +1 +0,0,3. Spls Slots/Knwn - 0: @will/5, 1: 4+1/2.
• F3: Spl Spcl: Ear-prc Scrm:K1 +2CL. At Sor{even} may change spell.
• Lvl3 Sor-Tatt 3: . Spls Slots/Knwn - 0: @will/5, 1: 5+1/3+BL.
• Abil4: Cha +1 (19).
• Lvl4 Sor-Tatt 4: . Spls Slots/Knwn - 0: @will/6, 1: 6+1/3+BL, 2: 3+1/1.
• F5: Point-blank Shot.
• Lvl5 Sor-Tatt 5: BAB:+2, +1,1,4. Spls Slots/Knwn - 0: @will/6, 1: 6+1/4+BL, 2: 4+1/2+BL.
===== end 5th =====
two issues; Lvl7: Precise Shot to maximize ranged attacks, and Lvl9: a Metamagic feat for Metamagic Adept. You can see a Tattooed Sorcerer is a late bloomer coming into its own at 9th and part of that is sorcerer’s slower spell level access. Spell Specialization is optional but it adds more early than late.
I prefer to add Headband of Int +2 $4000 then add Cha +2 for +$6000 then Cha +4 for +$12000.
I used this for Giantslayer so the PC is more martial than usual taking advantage of suli elemental assault and energy resistances. Other players commented may be the smartest Sor in PFS... lol. In a party you want to assist with trained skill checks and at lower level skills are more important.

Perfect Meal (Liquid Lunch)
Source: Azothath's Homebrew
Price: 4 fl-oz flask 5gp
Weight: 6 oz.
Ctgr: Alch Remedies
Description
An opaque thick gel with various colored inclusions which comes in various 'flavors' is a boon to dungeon delvers where meals and rest stops can be rare. A liquid lunch provides a full day's sustenance(food and drink), produces no feces or urine, and reduces required sleep/rest to 6 hrs (rather than 8) for general rest and recovery (not spell preparation or spell slot recovery).
While marvelous, the recommended consumption is limited to one week. After 14 days of continuous consumption users must make a Fort 8 check or become staggered every other round over 6 rounds during exertion(combat) for 2 days. Continued use requires a save every second day (starting on day 16) with +1 accumulating penalty. Returning to fresh food and beverages for 2 days ends and removes ongoing penalties from this sustained alchemical support.
While using Perfect Meal, a daily Will 6 save is made to ignore hunger pangs, otherwise the user may snack to gain extra calories. The penalty from continued use applies to the Will save.
Due to the mild alcohol content to maintain sterility, a drunken master may count a Perfect Meal as imbibing a drink.
Construction
Craft Alchemy DC 18 using materials: egg white, spirulina(dried algae), farmer cheese, lutefisk, fruit juices, sea water, various flavoring ingredients, 5% spirits. 4 doses(24 oz) costs 6.1gp and usually takes 1 week.

Inner Black
Source: Azothath's Homebrew
Price: 4 fl-oz flask of 2 doses 2gp, 16 fl-oz bottle of 8 doses for 7gp.
Weight: 5 oz, 20 oz respectively.
Ctgr: Alch Remedies
Description
this opaque tan, pink, or black nappe tonic is a boon to peptics and sneaks. Each 2 oz dose turns mouth, teeth, sclera black for 4 hrs and (later) stools. It relieves mild heartburn, acid reflux, diarrhea providing a +5 crcm bonus vs stomach/ingested related poisons, intestinal diseases and parasites, ingested sickened & nauseated conditions for 1 hr. It provides a +1 crcm bonus to stealth(in Illumination dim or dark) and disguise(to appear old, sick, cursed, or non-human) for 4 hr.
It is recommended to take no more than one dose per 4 hours and stagger usage in two week periods. Overdosage within 2 hours requires a Fort 8 save else become staggered every other round over 6 rounds during next exertion(combat) and suffer constipation that day. Continual use (4 consecutive failed saves) results in mild mineral poisoning (-1 Con non-stacking penalty) for two weeks.
Construction
Craft Alchemy DC 16 using materials: willow bark, tea(green or black), bismuthinite(bismuth), kaolinite, brucite(magnesium), sea shell, lamp black or anthracite, pectin, henbane, and of course 5% sweet birch sap, pigment or dye and flavoring. 16 oz costs 2.2gp and usually takes 1 week.

Communal Ties (Cmnl Ties)
School: Enchantment(E) (compulsion) [mind-affecting].
Domain/Mystery: community 2 / succor 2.
Level: druid 2, hunter 2, paladin 2, shaman 2.
Casting Time: std action.
Components: S, M(dab of anointing oil or holy/unholy water; three dried beans, peas, or worn tokens(like buttons, copper pieces) of the same type).
Range: 30 ft.
Target(s): self and ⌊(CstrLvl+1)/3⌋ living creatures of your type.
Duration: 2*CstrLvl min, Dismissible(Đ).
Save: Will (harmless); SR: Yes (harmless).
Description
Communal ties enhances the bonds between creatures into actual skills. Using targets you have some knowledge about and whom are holding/wearing the items choice, choose two proficiencies from weapons, armors, or shields. Targets shares those proficiencies with all targets for the duration of the spell. If no target has the named proficiency or does not possess that item then that proficiency is not granted.
Choose a skill you possess ranks in and share up to your ranks, 5 maximum, with all targets for the duration of the spell.
While the spell is ongoing as a swift action each round a target can sense the general hit point level of a named target in the casting that is within 1 mile; healthy(HP ≥ MaxHP/2), wounded (MaxHP/2 > HP ≥ 1), dying (HP ≤ 0), dead, nothing (beyond 1 mile distant, within a 3ft thick enclosed stone chamber, within a metal chamber, within a non-magical area, on another plane).
When the spell ends(expires, dismissed, dispelled) each target is staggered for one round and takes a -4 to concentration checks for 1d4+2 rounds. If a creature is immune to staggered it gains a -2 penalty to Dex instead. Creatures that save against the spell also avoid the ending effect.
A target can can only receive the benefits of one communal ties spell, a successful succeeding casting ends the first spell with expected consequences for that creature.
Example: A caster with 8 ranks in Knowledge Religion and 8th CL after conferring with the targets chooses; proficiency bastard sword, exotic proficiency bastard sword, knowledge religion. The creature with bastard sword proficiencies wears his sword. All targets gain the proficiencies and 5 out of 8 ranks in Knowledge Religion until the spell expires in 16 minutes.
by Azothath
= = =
see also (spell, magic item, weapon, special material, feat, monster, purchased mount, etc) along with several builds in the Advice forum (wizards & archetypes, wizard multiclass, bards, clerics)...
Azothath's Homebrew - spell: Wrath of Pregnancy:T1
Azothath's Homebrew - spell: Discorporation:C0
Azothath's Homebrew - spell: Abate Affliction:A1 or C1
Azothath's Homebrew - spell: Celestial Healing:C1{rework}
Azothath's Homebrew - spell: Nitwitting Allies:E1
Azothath's Homebrew - spell: Comport Message:D2
Azothath's Homebrew - spell: Twilight Knife:K2{rework}
Azothath's Homebrew - spell: Lsr Shadow Walk:I4
Azothath's Homebrew - rules: Purchasing better horses, 2015 {a bit rough}
interesting.
I am glad they did not go "big hollywood" with production oversight as you can see how it would have changed the storyline.
ep 3 was a break but it made sense by ep 6.
hmmm, an adult "Yuri on Ice"?
People seem to be having an issue adding the 1E Pregenerated Characters to their downloads
not on the Community Use page
= = =
on the Community Use page
it is out and on ep 2
a bit of camp, fun, amusing

Armor: Reed Armor (Shirt, Skirt, and Suit)
Description:
River reeds are dried and split, then woven into a net shirt, hoop skirt, or suit. On the outer areas of less movement more durable reeds like split bamboo are lashed onto the netting. This creates a very light but bulky form of primitive armor made from humble materials. This form of simplistic armor has been supplanted by more durable and less flammable materials. Sometimes people go back to these primitive armors for their light weight, flexibility, and low cost.
As a garment reed armor does not require armor proficiency to wear but it occupies the armor body slot. Armor penalties apply as usual. Reed armor requires 5 rounds to don or doff, and 3 rounds hastily with armor check values one worse than usual. A wearer's own natural armor may exceed the protection offered by this humble weave and lashing. This armor may be modified by special cloths (but not woods). It may also receive alchemical treatments to resist fire and remove the circumstance penalty.
Type: armor, garment*; slot: armor
Cost: Shirt(2gp), Skirt(2gp), Suit(4gp) ; Wt: 3, 2, 5 lbs respectively.
Armor Bonus: +1*; Max Dex Bonus: +8, +8, +7; Armor Check Penalty: -1
Arcane Spell Failure: 5%; Speed: sz Med 30 ft./ sz Sml 20 ft. Run: ×3
Matl: wicker and dried reed; Hrd: 1; HP: 3, 2, 5
*Note: IF natl armr ≤2 if shirt or skirt, ≤3 if suit, then +1 armr otherwise +0 armr. Reed armors suffer a -2 crcm to saves against catching on fire.
by Azothath
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Armor: Crok Leather
Description:
We turn the toughest of hide into luxurious armor suitable for upscale adventuring. Choosing the finest cuts of tanned pliant(non-boiled) leathers (elephant, rhino, crocodile, frilled lizard) we cover vital and low movement areas for your protection. The sections are secured to a linen(flax), kuzufu(kudzu), or silk(+10gp) tailored undergarment. We buff and polish the sections to a high shine. It is an exceptionally beautiful treatment when purchased with masterwork quality for maximum protection with minimal hindrance to movement.
Type: armor, lgt; slot: armor
Cost: 65 gp; Wt: 10 lbs.
Armor Bonus: +1; Max Dex Bonus: +7; Armor Check Penalty: -1
Arcane Spell Failure: 0%; Speed: sz Med 30 ft./ sz Sml 20 ft. Run: ×4
Matl: cloth and leather; Hrd:2; HP:4
Note: -1 AC vs Bludgeoning only attacks.
by Azothath

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1 person marked this as a favorite.
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Armor Mod: Agilis
Armors can be made agile and allow dexterous movements to reduce encumbrance doing basic physical activities like acrobatics, climbing, dancing, disabling traps, and somatic gestures. This involves replacing restrictive plating and stiff parts with more flexible and less protective parts. It is an excellent upgrade for operatic performances while maintaining unmistakable authenticity.
Benefit: +1 Maximum Dexterity, -2(min 0) Armor Check Acrobatics and Climb skills, -1(min 0) Armor Check for Disable Device, Ride, Stealth, -5%(min 0) arcane spell failure, +10%(to maximum of sz Med:30 or sz Sml:20 ft) land speed (a total ≥5ft is needed to move to a new square), -1 AC vs Bludgeoning only attacks, -1(min 0) critical confirmation check from reinforced(such as reinforced tunic), -2 HPs. These benefits add to masterwork or special materials benefit.
This modification does not change the required armor proficiency.
Broken Condition: armor bonus to AC is halved(round down). Double armor check penalty to skills with a -1 minimum (Acro, Clmb, Dis Dev, Esc Art, Fly, Ride, Slgt Hnd, Stlth, Swim).
Cost: +50%(min 10) base armor cost +10%(min 30) Special material. As this does not add to masterwork cost, many adventurers add this option to their masterwork armor.
Time: This modification requires 1 week plus 1 week per 1000gp of the armor over 500gp.
by Azothath
just a factoid
2015 = 396
2016 = 359
2017 = 272
2018 = 101
2019 = 72
2020 = 43
2021 = 19
2022 = 9
2023 = 25
2024 = 17
2025 = 14

Medium sized Mounts
In melee you'll need Ride +7 or so to hit DC 10 for mount AND rider attacks, otherwise only mount attacks OR rider attacks. Assume war trained(WT) as mounts don't work well without it, Price=1.5*(Animal Price).
Mounts are purchased and static whereas Animal Companions are a Class feature and scale with level.
List is from RAW Mounts and Pets
Barding
Size Mount: Cost, Weight, Hit Points based on sz:Med hmnd armr of same type.
Tiny: ×0.5*, ×0.25*, ×0.25.
Sml: ×1*, ×0.5*, ×0.5.
Med: ×2*, ×1*, ×1.
Lrg: ×4*, ×2*, ×2.
Huge: ×8*, ×4*, ×2.
Without Lgt/Med/Hvy Armor Proficiency mounts suffer. Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields. It's best to get the ArmrChk down to 0.
Animal Feed
Lrg Carnivore 0.1gp/d, 5 lbs.
Lrg Herbivore 0.05gp/d, 10 lbs
Mounts
> Boar CR 2 N Med Anml Sns:low-lgt scent, AC:14, HP:18, Svs:+6 +3 +1, Spd:40, Gore +4(1d8+1){primary} Rch:5. Saddle (Pack $5, Riding $10, Military $20). $150.
> Constrictor Snake CR 2 N Med Anml Sns:scent, AC:15, HP:19, Svs:+4 +6 +2, Spd:20, Climb:20, Swim:20, bite +5(1d4+4 plus grab){primary} Rch:5, SA:constrict(1d4+4). Exotic saddle (Pack $15, Riding $30, Military $60), few Magic Item Body Slots(MIBS). $90+45{WT}.
> Dolphin CR 0.5 N Med Anml Sns:Blindsgt 120(!) low-lgt, AC:13, HP:11, Svs:+4 +5 +1, Swim:80 (!), Slam +3(1d4+1){primary} Rch:5, SQ:hold breath. Exotic Saddle. Few MIBS. $105+52.5{WT}.
> Giant Gecko CR1 N Med Anml Sns:Drkvis 120(!) low-lgt scent, AC:14, HP:11, Svs:+4 +5 +2, Spd:40, Clmb:40, Bite +2(2d4+1){primary} Rch:5, SA:{Spdrclmb}. Saddle. $150.
> Goblin Dog CR1 N Med Anml Sns:low-lgt scent, AC:13, HP:9, Svs:+4 +4 +1, Spd:50, Bite +2(1d6+3 plus allergic reaction){primary} Rch:5, SA:Immune to disease. Allergic Reaction(disease) goblinoid type otherwise Fort12 else -2 Dex -2 Cha for 1 day. Saddle. $50. (cheap)
> Pony Horse CR 0.5 N Med Anml Sns:low-lgt scent, AC:11, HP:13, Svs:+5 +4 +0, Spd:40, war trained 2 hooves +2(1d3+1){primary} else –3(1d3){secondary} Rch:5. Saddle. $45. (cheap and doesn't scare the neighbor's kids)
> Leopard CR2 N Med Anml Sns:low-lgt scent, AC:15, HP:19, Svs:+5 +7 +2, Spd:30, Climb:20, bite +6 (1d6+3 plus grab){primary}, 2 claws +6 (1d3+3){primary} Rch:5, SA:pounce, rake. Saddle. $100+50{WT}.
> Monitor Lizard CR2 N Med Anml Sns:low-lgt scent, AC:15, HP:22, Svs:+8 +5 +2, Spd:30, Swim:30, bite +5(1d8+4 plus grab and poison){primary} Rch:5, SA:Poi Fort14 onset 10r then 1/hr (1d2)Dex cure 1sv. Saddle. $150+75{WT}.
> Ram CR 1 N Med Anml Sns:low-lgt scent, AC:13, HP:11, Svs:+4 +5 +2, Spd:40, Gore +3(1d4+3){primary} Rch:5, SA:Powerful Charge gore (1d8+3). Saddle. $50. (cheap)
> Riding Dog CR 1 N Med Anml Sns:low-lgt scent, AC:13, HP:13, Svs:+5 +5 +1, Spd:40, Bite +3(1d6+3 plus trip){primary} Rch:5. Saddle. $150.
> Wolverine CR 2 N Med Anml Sns:low-lgt scent, AC:14, HP:22, Svs:+5 +5 +2, Spd:30, Burrow:10, Clmb:10, 2 claws +4(1d6+2){prim}, bite +4(1d4+2){prim} Rch:5, SA:Rage. Saddle. $125+62.50{WT}.
Ask your Home GM to expand the list a bit.
After 5th level he might want offer Advanced template. Price will likely triple but WT should not.
Past 7th level he might want to offer Dire creature updates. Price will likely triple-quintuple (based on HD, feats, SA/SQs) and WT will follow with daily Handle Animal checks.

lol, so we have the Crook...
Crook & Ghrook
Statistics
Cost 0.1 gp(simple) or 12 gp(exotic)
Weight 4 lbs.
Damage 1d4 (small), 1d6 (medium), 1d8(large); Critical x2; Range —; Type B; Special reach, trip, grapple adjacent to reach
Category Two-Handed; Proficiency Simple or Exotic
Weapon Groups Tribal, Polearms
Description
This common herder’s crook is a 6ft wooden pole with a hooked end (AC:9(7), Hrd:5, HP:8) or a fancy exotic ghrook is a 7-8ft wooden large looped crook with a metal latch and metal reinforcement (Hrd:7, HP:10).
When using a simple crook two-handed to grapple a creature of size category one less to two less than you within the crook's reach or adjacent to you ignore the -4 penalty for not having two hands free, you also maintain threat on the creature while grappled. You may bring a grappled creature adjacent to you or maintain the grapple at reach at -5 crcm to your CM check (you must otherwise use an appropriate CM to move the creature). You can use the weapon to do non-lethal damage during the grapple (rather than a light weapon) to the grappled target as if the weapon was one size smaller.
When using an exotic ghrook two-handed to grapple a creature of your size category to two less than you within the crook's reach or adjacent to you ignore the -4 penalty for not having two hands free, you also maintain threat on the creature while grappled. You may bring a grappled creature adjacent to you or maintain the grapple at reach at -5 crcm to your CM check (you must otherwise use an appropriate CM to move the creature). You can use the weapon to do non-lethal or lethal damage during the grapple (rather than a light weapon) to the grappled target as if the weapon was one size smaller.
Without Impv'd Grapple feat attempting to initiate a grapple on a creature provokes an AoO on you or the weapon(to deflect weapon(if foe hits weapon's AC you take a -2 to your CM to grapple) or sunder weapon without provoking an AoO from you).
by Azothath

Flamingo {Phoenicopterus ruber, roseus}
Source: Azothath (see profile)
NN Sml animal (avian) CR 0.33 XP 135
Init +3; Senses low-light vision, taste; Prcp +5
DEFENSE
AC: 16, touch 15, flat-footed 12 (+3 Dex, +1 dodg, +1 ntrl, +1 sz)
HP: 6 (1d8 +1)
Saves: Fort +3, Rflx +5, Will +1 +4 vs many aquatic type [dis, poi]
OFFENSE
Speed 30 ft, Fly 60 ft (average).
Ntrl: bite +3 (1d3-1 c20 *2)B {prim}, kick -2 (1d3-1 c20 *2)B {scndry}
AoO/rnd: 1.
Space 5 ft.; Reach 5 ft. biped wading avian 4-4.5×2×3 ft (Ht Wt Dp) with 6 ft wingspan, 4-7 lbs.
STATISTICS
Abil: Str 8(-1), Dex 16(+3), Con 12(+1), Int 2(-4), Wis 12(+1), Cha 12(+1)
BAB(0.75): +0, Str -1, sz -1; CMB -2; CMD 11
MIBS: avian: barding(armor), belt/sash, chest(exotic saddle), eyes, head, headband, neck, ring(2), wrists(wing base or legs). Grasp:Y. Spl cast:N.
Wpn & Armr Prfc: none.
Feats(1): Weapon Finesseᴮ: lgt wpn use DEX for STR on atk {not dmg}. Dodge: +1 dodg AC. Bonus Feat(ᴮ).
Skills(ranks 1): Acroᶜ +6(0), Clmbᶜ +2(0), Flyᶜ +8(0){2}, Prcpᶜ +5(1), Stlthᶜ +10(0){4}, Srvlᶜ +5(1ᴮ), Swimᶜ +4(0){2}. Cls Skl(ᶜ), Skl Fcs(ˢ)
Lang: none. Ling(ᒻ)
Fly (Ex) Fly (wings) 60 ft (average), Sml +2 sz to Fly skill & Fly as class skill.
Familiar (Ex) a master of a flamingo familiar gains +1 to a chosen Perform skill and Acrobatic (jump & fall) checks. When the familiar is visible and within reach once per day the master may gain +2 on a Diplomacy check.
Taste (Ex) see Scent CRB. Using taste to track a creature (rather than Scent) using Survival requires a move action and licking a surface or sample which affords the creature two checks; Survival to identify the taste of the creature and approximate age of the mark, then if successful the creature’s type or ability. The creature types (not specific species) are; dragon, ooze, outsider, undead, amphibian subtype. Abilities are any creature with; Breath Weapon(Su), Poison(Ex){if used within 1 hour before leaving the mark}, Poisonous Blood(Ex), Stench(Ex), Bitter armor quality, or Repugnant Taste. Environmental effects degrade the trail marks at the same rate as Scent.
A creature can learn or identify up to Int number of specific creatures using taste that they have interacted with within the last 2-3 weeks.
Wading Poison Resistance (Ex) +4 crcm vs poison or disease from a creature with; special quality(amphibian), subtype (aquatic, water), or name(invertebrate, crab, eel, jellyfish, shrimp, slug, snail, worm).
Wading animal (Ex) wading animals have long legs and webbed feet. They gain a size larger in land speed, +2 comp Swim skill and are generally water resistant (feathers/fur shed water easily).
Gear & Equip: none.
Cash: none.
ECOLOGY
Environment shoreline, swamp, lakes, wetlands.
Organization group (2-4), flock(flamboyance) (30-150).
Treasure none.
Description
Flamingos are a relatively large wading bird with remarkable rosy to red body plumage, black wing tips, markings, and beak tips, white to gold eyes. They reach maturity in about 4 years, breed at 6 years, lay chalky white eggs, and live 40-60 years in the wild. In general they form mated pairs, triplets, or quadruplets that stand, eat, and sleep together. Flamingos exhibit a high degree of synchronized movement within a flock. They are sociable and playful animals more comfortable in groups or flocks than individual or pairs. They can be socialized to 1-2 owners (transferrable with a successful Hndl Anml 12 check over a week’s time) if raised in captivity.
Birds are a palatable meal for humanoids but the charming colors of flamingos generally assuage predation. Their color comes from their diet as they are naturally white. Dark red flamingo feathers are prized by alchemists for aphrodisiacs, breathing associated healing unguents, and the flamingo kidney & salt glands for purifying water.
Tactics: usually run or fly away, honking alarms, defending nests en mass.
by Azothath

Prestige Class Grotesque (Hyde)
The Grotesque is a terrible psychic and physical transformation based on inner turmoil, rage, anguish, and a thirst for violent revenge. Only through careful retraining and atonement can a creature shed their levels in this prestige class(PrC) as the usual end is a quick and violent death inflicted by local constabularies or heroes.
Source: Azothath {see profile}
Requirements
Alignment: non-Lawful.
Ability or Skills: if not Initial(First Character) Level then Craft(Alchemy) 5 ranks or a Rage class feature (see barbarian, skald at 3rd).
Spells or Type: if not Initial(First Character) Level then subtype Shapechanger or the ability to cast or Spell-like Ability or Supernatural ability a polymorph school spell of Third Spell Level or higher.
Story Challenge: Produce a 2 page 500 word character background story including; Name and personality (using MBTI, Big 5(OCEAN), or HEXACO), Life Goals, Likes and Dislikes(fears): at least two each, Childhood and upbringing, Major Life Events, Personal Relationships, Obstacles and challenges: at least two successes and two failures, Turning points: Key decisions or events that changed the character's direction and how they became a Grotesque.
Class Features
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft(alchemy) (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering, local) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival(tracking) (Wis), Swim (Str), Use Magic Device (Cha).
Skill Points at each Level: 4 + Int modifier.
Skill Unlocks: may obtain Signature Skill feat for Acrobatics, Intimidate, or Stealth using a feat.
Language: If Initial(First Character) Level then background common(taldan or chelish), regional (country of origin like varisian), racial languages (if any), may learn active human languages with high Int.
Hit Die: d10.
Level Advancement Table
> Level | BAB | Saves | Fort, Rflx, Will | Ntrl Atk (dmg) sz: Sml, Med, Lrg | Dflc & Ntrl Armr | Increased Speed | Special |<
> 1st | +1 | +1, +0, +0 & +1 vs [chrm, emo] | Sml (1d3), Med (1d4), Lrg (1d5) | +0, +1ᴳ | +0 | Claws, Dflc & Ntrl Armr, Enhanced senses (lowlight), Grotesque Transformation, Rageᴳ |<
> 2nd | +2 | +2, +1, +1 & +1 vs [chrm, emo] | (1d3), (1d4), (1d6) | +1, +1ᴳ | +5 | Enhanced senses (scent 10 ft), Increased Jump, Rage Power |<
> 3rd | +3 | +2, +1, +1 & +2 vs [chrm, emo] | (1d4), (1d6), (1d8) | +1, +2ᴳ | +5 | Gain shapeshifter subtype |<
> 4th | +4 | +3, +2, +1 & +2 vs [chrm, emo] | (1d5), (1d6), (1d8) & overcome DR/Magic | +2, +2ᴳ | +10 {+4 Jump} | Enhanced senses (darkvision 60 ft), Size: +/- 1 sz cat, Rage Power |<
> 5th | +5 | +3, +2, +2 & +2 vs [chrm, emo] | (1d6), (1d8), (1d10) & overcome DR/silver | +2, +3ᴳ | +10 | Enhanced senses (scent 30 ft) |<
Grotesque form only (ᴳ)
Weapon and Armor Proficiency: simple weapons (includes crossbows), sap, choose four martial lgt or 1hnd weapons that do slashing damage, light armor, buckler.
Claws (Su): grow natural weapon claws as a free action allowing two primary claw attacks as a full attack action at full BAB. Each natural attack deals Natl Atk damage from the Level Advancement table plus your Strength modifier. At 4th level the claws are considered magic weapons for the purpose of overcoming DR. At 5th level the claws are considered silver weapons for the purpose of overcoming DR. You can still grasp and hold items as usual or perform somatic gestures for spellcasting. Mixing natural attacks and melee weapon attacks forces your natural attacks to be secondary attacks. You can use your claws for (⌊(Grtsq Lvl +1)/2⌋ +Cha Bns) rnds on a round by round basis (with or without Grotesque Transformation). Baleful polymorph requires two failed saves to prohibit supernatural abilities. Size change determines natural attack damage die from the base listed in Level Advancement Ntrl Atk (dmg).
Dflc & Ntrl Armr (Su & Ex): you gain a deflection(Su) bonus to AC, and while in your Grotesque form you also gain a natural armor(Ex) bonus to AC.
Enhanced Senses (Ex): At 1st gain low-light vision. At 2nd gain scent to 10 ft. At 4th gain darkvision 60 ft. At 5th scent improves to 30ft. You may make a list of known scents to identify individuals, the list may contain up to INT number of names that you have spent at least 3 rounds interacting with within the last month.
See Scent(Ex) Universal Monster Abilities. Note that scent 10 ft only identifies the square(s) at 5ft distance while scent 30 ft can identify a square at 15ft and pinpoint the creature for direct targeting/attack that round at 5ft distance. In a stable environment if the target moves less than 5ft per round after scent identifies its square then scent can maintain the location at normal perception check penalties up to its range.
Certain creature types have a detectable odor and are learned with experience. Most corporeal undead have a strong offensive scent making their creature type detectable at quadruple the usual range and intelligent undead like vampires only at double. The scent of incorporeal or ethereal undead starts when they manifest and only lingers for (2*HD) rounds. Many outsiders have a strong elemental connection and that scent is detectable at the usual range, with fire/smoke or brimstone at quadruple the usual range. Many chromatic Dragon types are detectable at quadruple range with the others at double range.
Increased Speed (Ex): you gain the bonus to your base land speed. Because your transformation is a polymorph effect, your land speed does not decrease when small. At Grtsq Lvl 4 you gain +4 to jump from your increased movement rate, see Acrobatics.
Increased Jump (Ex): for acrobatics jump and falling you may add (2×Grtsq Lvl) to your check.
Grotesque Transformation (Sp): see Change Shape(Su), you may transform into a grotesque humanoid form of your size (or one size category larger or smaller at 4th) with a noticeably primitive and bestial appearance having a large jaw and prominent fangs, bulging eyes, scaled and clawed hands, hunched wide back, thickened skin and other dramatic markers you choose {no mechanical effect}(like pale mottled skin, red eyes, black feet, gruff voice, etc). You transform into/out of your grotesque form using a Full actn at 1st or a Std actn at 3rd or a Mov actn at 5th for (⌊(Grtsq Lvl +1)/2⌋ +Cha Bns) min/day in 1 min increments. Your grotesque form has two primary natural weapon claw attacks and one secondary bite attack doing damage at one level below your current level (see Level Advancement, Ntrl Atk (dmg) above), 1st minimum. Your transformation is a spell-like change shape effect of SplLvl (⌊(Grtsq Lvl +1)/2⌋ +2) at Cstr Lvl (2×Grtsq Lvl +Cha Bns +2) subject to Reveal True Shape:D2, Dispel Magic:A3, True Form:A4(with Will save), and preventing most other polymorph effects cast by others (your castings/item activations affect you as usual). Your grotesque form allows for (2×Grtsq Lvl +Cha Bns +2) lbs of clothes, armor, weapons, or wondrous item in the [body] slot which you exchange with current items at your time of transformation, it adds Disguise +10 crcm bonus not to be recognized in your normal humanoid form (much like a secret identity). Many grotesques take on a name for their bestial side and don a mundane disguise to prevent easy identification. When you go unconscious and fail a stabilization check you convert to your normal form wearing what you had on at the time, all other stored items are dropped in your square.
You may choose Prehensile Tail feat which only manifests in your grotesque form unless your PC race has a tail or takes the alternate race trait Prehensile Tail or Magical Tail feat.
Note that most polymorphs are not compatible, thus you must choose between a spell like Alter Self:T2, Fox Shape, XOR Grotesque Transformation. You can with a successful level check overcome Baleful polymorph where you only failed the first save and transform into a grotesque form of your current shape somewhat minimizing the baleful effect temporarily.
Rage (Ex): when transforming you can call upon your inner turmoil, rage, anguish, and a thirst for violent revenge to enhance your physical scores but you need not enter a Rage while transformed. You may start or end a Rage using a Free actn for a total of (3×(Grtsq Lvl + classes with Rage Lvls) +unmodified Con Bns) rnds/day in 3 round increments that renew after you rest at the start of the day. Your Rage ends when; you are out of rounds, you fail to stabilize while dying, (10 +Con Bns) rounds after you go unconscious or asleep. While in a rage you gain +4 morl to Str and Con, -2 comp AC, +2 HP/Lvl or HD as temporary HPs, +4 morl Will saves, cannot use any Cha, Dex, or Int based skills except Acro, Dsgs, Fly, Intmd,& Ride, and take a -10 to Concentration checks. When you cease Rage you spend twice the duration spent raging recovering with the fatigued condition. Rounds spent raging while fatigued are spent exhausted during the start of recovery. You cannot enter a Rage while exhausted. Rage duration from other classes uses the above formula rather than accumulating or stacking but you must be transformed to rage. Lesser Restoration:C2 is helpful for quick recovery.
Rage Powers (Ex): at 2nd and 4th level you gain a rage power available to barbarians. You only gain the benefits of rage powers while raging and some of these powers require you to take an action first. Unless otherwise noted an individual power can only be selected once. Your levels from classes with Rage powers along with half your level from other classes are used as your level using barbarian rage powers. by Azothath.
= = =
it is a bit condensed as I didn't want to drag it out over 10 levels.

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Req: PFS legal, 20 pt Abil buy, 5th Lvl 10500 gp gear. I’m going classic samsaran diviner with Int 17 rather than 18.
Órama tou Méllontos {greek–vision of the future} Wizard Diviner 5
NN sz Medium Humanoid (f) Samsaran (often perceived as Undine) age:24 ht:5’10” wt:136lb. (BMI 19.5 nrml)
Home: Atas Pulu Minata Tian Xia Politic: n/a Worship: Desna, venerate Hei Feng.
Init: +3{act in Supr Rnd}, Sns: low-lgt visn, Prcp: +6
DEFENSE
AC: 19(15), tch 11, fftd 18(14) ( +4[frc] armr, +4 [frc]/(0) shld, +1 Dex, dodg, ntrl).
HP: 27 (5d6) {PFS=6 +4*(4) +5*1{FCB}}.
Saves: Fort +2, Rflx +3, Will +6 +1{of 2} rst to scdry sv, +2 vs[death efcts, neg energy efcts, Fort rmv neg lvl, Con chk stabilize].
OFFENSE
Mov: Speed 30ft, Space: 5ft, Ntrl Rch:5ft
Mle: qtrstaff +2 | -2,-6 (1d6 c20 *2)B {2WpnFgt = -4,-8}
Mle: dagger +2 | thrw +3 ≤30ft|+2 (1d4 +1≤30 c19+ *2)S|P rng:10ft [4]
Rng: mw hvy crssbow GravBow +4 ≤30ft|+3 (2d8 +1≤30 c19+ *2)P rng:120ft
Rng: mw hvy crssbow +4 ≤30ft|+3 (1d10 +1≤30 c19+ *2)P rng:120ft, shoot 1hnd -4 (), reload full-rnd actn.
Ammo: dur cFe & AgWpnBlch [10 ], thistle [10 ] poi bleed 1d6r
SLA (CL 5 K:+1; DC =10 +SplLvl +5(Int) K:+1; Conc +10 K:+1)
Comp Lang:D1 [1]/d, Dthwatch:N1 rng:30’ cone [1]/d, Stablz:C0 rng:45’ [1]/d,
Danc Lgt:K0 Rng:160’ +1 LgtLvl 30ft rad [3]/d.
Arcn Spells Prp’d (¬Ench, ¬Necro, CL 5 K:+1; DC =10 +SplLvl +5(Int) K:+1; Conc +10 K+1)
BO(amulet)[1]:
3rd(2+1): ClairAud/Voy:D3ᔥ, Firball:K3, Haste:T3.
2nd(3+1): Flrry Snoball:K2, Glttrdust:C2, Mir Img:I2, See Invis:D2ᔥ.
1st(5+1): Ear-Prc Scrm⁻¹, Mag Armr:C1, Mag Mssl:K1, Shld:A1, Shk Grsp:K1, Tru Strk:D1ᔥ.
0th(4@will): Acd Splsh:C0 Rng:45’ Rng Tch +4 ≤30’|+3 (1d3 +1≤30’)[acid], Arcn Mark:U0, Det Mag:D0, Mssg:T0 Rng:160’ LoS whisper to/from CL crtrs.
Sch Pwrs: DivnFortn(Sp): std actn tch +2 insgt atk, skl, abil, sv 1r uses [8]/d.
MetaMag: n/a. -1 MM cost(⁻¹).
Skills(rnk 35): Acro +4(3), Apprᶜ +9(1), Bluff +2(1), Clmb, Crftᶜ(alchemy +9(1), calligraphy +9(1)), Diplo +2(1), Dis Dev, Dsgs, Esc Art, Flyᶜ +5(1), Hndl Anml, Heal, Intmd, Knowᶜ(arcn +9(1), dngn +9(1), engr +9(1), geog +9(1), hist +9(1), locl +13(5(HB)/1), natr +9(1), nobl +9(1), plns +9(1), rlgn +9(1)), Lingᶜ +9(1), Prcp +6(5), Pfrm, Profᶜ (Scribe +5(1)), Ride +6/4(3){+2}, Sns Mtv +2(1), SoH, Splcrftᶜ +12(4), Stlth +2(1), Survl, Swim, UMD. Cls Skl(ᶜ), Skl Fcs(ˢ)
Lang: aquan, anc osiriani(HB), auranᒻ, azlanti, common(Tien & Taldan), draconic, ignan, kellid, terran, samsaranᴿ. Ling(ᒻ)
STATISTICS
Abil: [Str 10, Dex 12(+1), Con 10, Int 20(+5), Wis 12(+1), Cha 13] 20pt:[10,12,12,17,10,13]
BAB: +2; CMB +2; CMD 13
Race(samsaran)ᴿ: -2 Con, +2 Int, +2 Wis, Lifebound: +2 racial save[death efcts, neg energy efcts, Fort rmv neg lvl, Con chk stabilize]. Samsaran Magic: Cha≥11 SLA 1/day comp lang:D1, dthwatch:N1, stablz:C0 at Lvl. Sns: Low-light vision. Shards o/t Past(Ex): +2 racl on 2 skills as class skls. Alt Racial: Mystic Past Life(Su): Add 1+SAS similar casting type (Wiz→Witch) spells [Cure 1d8:C1, Bstspk:T2, Cure 2d8:C2, Thrny Entgl:C3, Hllc Smok:C4] to spell list, no SotP.
Wpn & Armr Prfc: club, dagger, lgt & hvy crossbow, quarterstaff.
Cmbt Gear:
SLWS-L: Wand: Vanish:I{SplLvl=}1@{CstrLvl=}1 [30]chg 450 gp. SLWS-R: Wand: Obsc Mist:C1@1 [30] 450 gp. Bndlr[8+8]: Potn: Cure Lgt Wnd:C1@1 50 gp. Alch: Flsk alch fire [4] 80 gp. Alch: Vial antitoxin 50 gp. Alch: Vial twitch tonic 45 gp. Alch: Vial antiplague 50 gp. Alch: Vial smelling salts 25 gp. Flask holywater(HW) [2] 50 gp. Wand: Infrnl Heal:C1@1 [30] 450 gp. Scr: Grav Bow:T1@1 [4] 100 gp. Scr: Endr Ele:A1@1 [2] 50 gp. = 1850gp.
Worn Equip:
quarterstaff smpl dbl wpn +0|-4,-8 (1d6 c20 *2)B, Hrd:5 HP:10 4lb 0gp. (4) dagger smpl lgt/thrw wpn (1d4 c19+ *2)P|S Rng:10ft Hrd:10 HP:2 4*1 lb 4*2 gp. mw hvy crossbow smpl 2hnd rngd wpn +1 (1d10 c19+ *2)P Rng:120ft Hrd:5 HP:5 12lb load 1 bolt 2hnd Full actn pvk AoO 350gp. Ammo: durable cold iron(cFe) & silver(Ag) WpnBlch [10] 20+5 gp. thistle [10] poi bleed 1d6r 10 gp. armr n/a. (2) Bandolier(Bdlr) pkt[8] 2*0.5 gp. (2) Spring-loaded wrist sheath(SLWS) 2*5 gp. Belt pouch. Signal whistle 0.8 gp. Advtr outfit 0 gp. Aegis of recoveryᶿ [neck] Paid 750 gp of 1500 +2 rst cont saves, at HP:0 (2d8+3)heal & destroyed. Cloak of resistance +1 [shldr] 1000 gp. Headband of Int +2 [hdbnd] Lang: anc. Osirani 4000 gp. Ag Holy Symbol {Desna} 25 gp. = 6179.8 gp
Stowed Equip:
BP: wiz kit (backpack(BP), bedroll, {belt pouch above}, flint and steel, ink & inkpen, iron pot, mess kit, soap 1/2lb, torches [10], trail rations [5]d, waterskin 4lb) 21lb 21 gp. 50’ silk rope HP:4 5lb 10 gp. canteen (2)4lb 2*2 gp. sack stows 60lb 2*0.5lb 2*0.5gp. = 36gp.
Arcn Spls: Spellbook #1 (see below) 2070 gp.
Gree adv horse war trained 300gp trick(atk, come, defend, down, guard, heel), Military saddle +2 crcm stay in saddle, uncons 75% stay in saddle wt:30lb 20gp. bit & bridle wt:1lb 2gp. Saddlebags(SB) weatherproof 20# stowage 8lb 4gp. Sack: horse feed [6] wt:60lb 0.6gp. = 326.6 gp
cash: 10500 -1850 -6179.8 -36 -2070 -326.6 = 37.6gp
Traits:
• T1: Mag Lineage(Mag) Dragon’s Breath:K4, with MMag ≥+1 SplLvl treat spl as 1 lvl lower for MMag cost.
• T2: W SplHunter(Rgnl=Minata): Ear-prc Scrm:K1 SplLvl≤3 w MetaMag uses 1 lvl lower slot.
Feats & Levels:
• F1: Point-blank Shot: Rng wpns +1(+1) ≤30ft.
• Lvl1: Wizard-Diviner(Wiz-Dvnr) 1: Arcane Spells(Int) prep’d splcstr from Rd Mag:D1 & spellbook/penned/scribed spells (incl orisons/cantrips). Spellbook: Gain spellbook with penned(learned/known, scribed) (non-opposed) cantrips, (3 +INT) First SplLvl spells then 2 each Wiz thereafter (see Magic). Spell Preparation: takes 1hr or proportional amount to fill empty slot (see Magic). BondObj(Sp)/Fmlr(Ex): choose[amulet, ring, staff, wand, weapon] and while worn[MIBS]/held cast any one (non-opposed, non-MetaMag) spellbook spl/d, without Conc (20 +SplLvl) to cast. May add magical abilities as if having appropriate magic item crafting feat at half price to mw Bond Obj{item’s material requirements are ignored}. BondObj restores to full HPs with daily spell prep. Replace (item & mw cost +200*Wiz)gp or existing magic item on day 7(if lost/destroyed) taking 8hr. ArcnSchl(opt, else U): at initial level choose school Divination and opposed schls Ench, Necro gaining school abilities. Opps’d schools req 2 SplSlots and -4 Skl when crafting magic item. Lang opt: draconic. Scribe Scroll or {PFS}SplFcs(tbd) feat. HD:d6, SplRnk:2+INT.
Diviner: Forwrnd(Su): Act in Supr rnd. +(Wiz/2) INIT, @Wiz20 roll “20”. DivnFortn(Sp): std actn tch +[Wiz/2] insgt atk, skl, abil, sv 1r uses [3+INT]/d. ScryAdpt(Su)@8: aware when observed via magic(clairaud, scry, etc), With scrying(mir sgt:D3, scrying:D4, remote view:4, sym scry:D5 ) gain 1 step more familiar, very familiar gets -10.
• Lvl1 WizBF: SplFcs(K) feat K:+1 DC.
• Lvl2: Wiz-Dvnr 2.
• F3: Precise Shot: Rng & Thrwn wpns no atk cmbt cover {-4 pnlty}.
• Lvl3: Wiz-Dvnr 3.
• Abil4: Int +1 (20).
• Lvl4: Wiz-Dvnr 4.
• F5: Varisian Tattoo(K) +1 CL & SLA danc lgts:K0@Lvl 3/d.
• Lvl5: Wiz-Dvnr 5.
• Spellbook #1 (123/200)pg 0(15)gp, note: free(⁰) from level gains. School Spell(ᔥ). Assume finds half at std price.
Thrd(9+2⁰ ): Mag Cir vs E:A3, Pllt Blst:C3, Arcn Sgt:D3, ClairAud/Voy:D3, Bttr Blst:K[frc]3, Firball:K3, Lgtnbolt:K3, Blink:T3, Fly:T3, Haste:T3, Grtr Mag Wpn:T3, Thrny Entgl:C3. $1215(=4*90 +5*135).
Scnd(15+4⁰ ): Rst Enrg:A2, Creat Pit:C2, Glttrdust:C2, Web:C2, Loc Obj:D2, See Invis:D2, Flrry Snoball:K2, Plfr Hnd:K2, Scorch R:K2, Blur:I2, Invis:I2, Mir Img:I2, Twlgt Hz:I2, Air Step:T2, Alter Self:T2, B Con:T2, C Dex:T2, Drkvis:T2, Spdr Clmb:T2. Bstspk:T2, Cure 2d8:C2. $900(=7*40 +8*60).
First(22+9⁰ ): Prot E:A1, Shld:A[frc]1, Abund Ammo:C1, Infrnl Heal:C1, Mag Armr:C1, Obsc Mist:C1, Unsn Srvnt:C1, Comp Lang:D1, Cult Adpt:D1, Hgtn Aware:D1, Sure Cast:D1, Techno:D1, True Strk:D1, Hypno:E1, Ear-prc Scrm:K1, Mag Mssl:K1, Shk Grsp:K1, Snoball:K1, Ill Calm:I1, Vansh:I1, Ventrilo:I1, Break:T1, Coin Shot:T1, Exp Rtrt:T1, Grav Bow:T1, Hide Wpn:T1, Lbrtn Cmmd:T1, Long Arm:T1, Rdc Per:T1, Tch o/t Sea:T1. Cure 1d8:C1. $330(=11*10 +11*15).
Zero(21⁰): Rst:A0, Acd Splsh:C0, Det Mag:D0, Det Poi:D0, Grsp:D0, Rd Mag:D0, Danc Lgt:K0, Flare:K0, Lgt:K0, R Frst:K0, Spark:K0, Ghst Snd:I0, Hnt Aspct:I0, Vac Vssl:I0, Mag Hnd:T0, Mend:T0, Mssg:T0, Opn/Cls:T0, Scrv Chant:T0, Arcn Mrk:U0, Prstdg:U0. $0(=0*5). = Paid 2070 gp of 2165.
===== end 5th =====
Background: Fortunately her parents were both elemental casters in Atas Pulu of northern Minata (southeastern Tian Xia) who worked with the local wayangs. They investigated and studied Mount Shiboti and the waters of Shibobekas as the isles move about. Órama was always around elder scholars and teachers in a rarified atmosphere and somewhat forced to bring practicality to the table. She gained insight into magic, the alchemical elements, and how to use them proficiently from many mentors. She was acting as a young scribe for the scholars on a mountainside exploration when she met a fascinating old man of the mountain. After some chatting she showed him how to fold cranes and shared her rice balls with him. When he got up to leave he patted her on the head and she fell asleep. She awoke and returned to came with a blue hand on her scalp. A few nights later she transitioned to a samsaran and became the talk of the camp. Her parents explained they felt the elder mountain Junushigami kami brought about her change. At 16 she had the equivalent of a college education, scribe experience, and a full spellbook.
As an adult she started traveling as a trusted scribe and book-keeper on trading ships. Absalom was far away but they paid extra on trips to foreign lands. Quidra was her first foreign port. After a year and a half in the employ of the sun worshipers she found the Society in Absalom, the city at the center of the World. She applied in the local desert lodge but for some reason they advised she come here. She’s been working in the area and keeping here adventures and options open. She’d like to open a small establishment to sell her small magics or spoils from adventuring. She still wants some fine things from Minata but that will cost real gold, like a beautiful silk robe, aesthetic training with monks in their temple, or an antique divining implement with an authoritative provenance. She’s only seen the harrow deck used by old varisian gypsies but acknowledges that sometimes they exude a twisting power.
by Azothath

As I can't find this on AoN, my CRB or GMG - so going back to OGL (From 3.5)
Body Slot Affinities
Each location on the body, or body slot, has one or more affinities: a word or phrase that describes the general function or nature of magic items designed for that body slot. Body slot affinities are deliberately broad, abstract categorizations, because a hard-and-fast rule can’t cover the great variety among wondrous items.
You can use the affinities in the list below to guide your decisions on which magic items should be allowed in which body slots. And when you design your own magic items, the affinities give you some guidance for what form a particular item should take.
Some body slots have different affinities for different specific items.
Wondrous items that don’t match the affinity for a particular body slot should cost 50% more than wondrous items that match the affinity.
Body Slot | Affinity
Headband, helmet | Mental improvement, ranged attacks
Hat | Interaction
Phylactery | Morale, alignment
Eye lenses, goggles | Vision
Cloak, cape, mantle | Transformation, protection
Amulet, brooch, medallion, necklace, periapt, scarab | Protection, discernment
Robe | Multiple effects
Shirt | Physical improvement
Vest, vestment | Class ability improvement
Bracers | Combat
Bracelets | Allies
Gloves | Quickness
Gauntlets | Destructive power
Belt | Physical improvement
Boots | Movement

Req: PFS legal, 20 pt Abil buy, 5th Lvl 10500gp gear then later 11th Lvl 82000gp gear.
Callidus Synedrus {ltn: cunning councilor}, Monk-Black Asp 2, Wizard-E-Manip-3 & 9
LN sz med human hmnd (m) age:26 ht:5’11” wt:165lb. (BMI 23 nrml)
Home: Magnimar(Vista) Varisia Politic: self-serving Worship: Mephistopheles (LE), Bastet (CN).
Init: +2, Sns: , Prcp: +7
AC: 21(13), tch 13, fftd 19 (+4[frc] armr, +4[frc] shld, +2 Dex, dodg, dflc, +1 monk(WIS)).
HP: 30 (2d8 +3d6) {PFS=8 +5 +3*4 +5*1{FCB}}.
Saves: Fort +6, Rflx +7, Will +8, +1{of 2} rst to scdry sv.
Mov Spd: 30’
Mle: mw temple sword extc 1hnd +3 (1d8 c19+ *2)S, monk, trip.
Mle: kunai(dagger) smpl lgt/thrw +5 ≤30’|+4 (1d4(+1≤30’) c20 2)B|P Rng:10ft, crowbar or piton use [2].
Rng: mw shuriken extc rngd(thrw ammo) +6 ≤30’|+5 (1d2(+1≤30’) plus poi c20 *2)P Rng:10’, monk, [10]
Rng: mw hvy crossbow smpl rngd 2hnd +6 ≤30’|+5 (1d10(+1≤30’) plus poi c19+ *2)P Rng:120’
Ammo: dur cFe & AgWpnBlch [10]. thistle[10] poi [bleed] 1 for 1d6r. Bolt[10].
Rng: Poi Sand tube Rng:-- 15’ cone all in AoE Confabltn Pwdr: inhld 10’ cube for 10 min, Fort 18 freq 1/min for 2 min, inital [stgrd] 1min and highly suggestible, cure 1 sv.
Tattoo SLA daze:E0@6 tgt 1 hmnd crtr <5 HD Will 15 else no actn dur:1 rnd 3/d.
Arcn Spells Prpd (CL 5{E:+1}; DC= 10 +SplLvl +5(Int){E:+1}; Conc +10{E:+1})
2nd(3+1)BO[ ]: Blur:I2, Glttrdust:C2 Will 17, Hids Lghtr:E2 Will 18, Snsry Ovnd:E2 Will 18.
1st(5+1): Coin Shot:T1{3gp or 3pp}, MagArmr:C1, Shld:A1, Shk Grsp:K1.
0th(4@will): Acd Splsh:C0, Danc Lgts:K0, Ghst Snd:I0 Will 15, Mssg:T0.
SchPwr: Ench Smile(Su). Bguil Tch(Sp): std actn tch (HD≤Wiz not in cmbt & not hostile) liv crtr Will 16 else charm mon [mnd-afct] for 1 rnd uses [8]/d.
Poison: Coin[1] Ossivane: injry Fort 18 freq if active 1/r for 6r, 1d3 Dex dmg, cure 2 sv. Coin[2] Shuriken[2] Bolt[2] Red Tears: injry Fort 15 freq 1/r for 10r, (1d6)[bleed]dmg, cure 1 sv. Shuriken [2] Bolt [2] Wndweal: injry Fort 18 freq 1/d until cured, -10 Heal & mag heal CstrLvl Chk 25, cure 2 sv. Shuriken[1] Spidervine: injry Fort 15 freq 1/r for 6r, inital [stgrd] for (1d4)+1 rnd then scndry [stgrd to parlzd] 1d2 Con dmg(Con 2 min), cure 2 consc sv.
Skills(rnk 39): Acroᶜ +8(3), Apprᶜ +9(1), Bluff +5(1){2}, Clmbᶜ, Crftᶜ(alchemy{poi} +10(2)), Diplo +5(1){2}, Dis Dev +5(1){2}, Dsgs +3(1), Esc Artᶜ +6(1), Flyᶜ, Hndl Anml, Heal, Intmdᶜ +10(3){2}, Knowᶜ(arcn +9(1), dngn +9(1), engr, geog, hist +9(1), locl +13(HB/1), natr +9(1), nobl +9(1), plns +9(1), rlgn +9(1)), Lingᶜ +10(2), Prcpᶜ +7(3), Pfrmᶜ(oratory +6(1)), Profᶜ(merchant +4(1)), Rideᶜ +10/8(3){+2}, Sns Mtvᶜ +5(1), SoH +3(1), Splcrftᶜ +12(4), Stlthᶜ +6(1), Survl, Swimᶜ, UMD. Cls Skl(ᶜ), Skl Fcs(ˢ)
Lang: common(chelish), varisian{rgnl}, celestial, infernal, abyssal, sakvroth(undercommon), napsu-sign langᒻ, halflingᒻ, elven{HB}. Ling(ᒻ)
Abil: 5th [10(0), 14(+2), 10(0), 20{18}(+5), 12(+1), 14(+2)], 20pt [10,14,10,16,12,13] & race +2 Int, 4th:+1 Cha, Headband +2 Int.
BAB: +2, CMB:+2 CMD: 14.
Race(human): Age:16-27, HT:55-78”, Wt:95-220. Abil: +2 one abil. Type:humn hmnd. Sz: Med. Spd: 30’. Sns:-. BnsFeat: any feat. Skilled: +1 Skl Rnk/Lvl. Lang:common, {rgnl}, +(any). FCB of +1 HP is preferred.
Wpn & Armr Prfc: brass knuckles, cestus, club, lgt & hvy crossbow, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and temple sword.
Cmbt Gear:
SLWS-L: Wand: Obsc Mist:C{SplLvl=}1@{CstrLvl=}1 [30]chg 450gp. SLWS-R: Vanish:I1@1 [30]chg 450gp. Bndlr[8+8]: Pot: Cure Lgt Wnd:C1@1 50gp. Vial Antitoxin +5 alch Fort [poi] 1hr or end woundweal 25gpᶿ. Vial Antiplague +5 alch Fort [dis] 1hr or two saves 25gpᶿ. Vial Twitch Tonic +2 alch Fort [parlz, stgrd, sleep] 1hr 1/d 22.5gpᶿ. Wismuth Salix +2 alch Fort [naus, sick] 1hr 1/d 15gpᶿ. Lngbrd Lambic ignore [fatg, shkn, stgrd] 1d4 rnd, [exhst or fright] to [fatg or shkn] {same dur}, consume 2nd in 1 min Fort 15 else [naus] 1d4 rnd 2*10gpᶿ. Mellowroot +5 alch [fear] & Will 15 to withdraw from foe thrt area for 1hr 12.5gpᶿ. Flsk alch fire [4] 40gpᶿ. Thunderstone rngd atk Rng:20’ vs AC 5(sqr) then 10’ rad AoE Fort 15 else deaf 1 hr (-4 INIT, (verbal) SplFail 20%) 15gpᶿ. Scr: B Str:T2@3 150gp. Scr: Hgtn Aware:D1@1 [2] 50gp. = 1325gp
Worn Equip:
mw temple sword extc 1hnd wpn +1 (1d8 c19+ *2)S, monk, trip, 3lb 330gp. kunai(dagger) smpl lgt/thrw (1d4 c20 2)B|P Rng:10ft, crowbar or piton use (2)*2lb 2*2gp. mw shuriken extc rngd(thrw ammo) +1 (1d2 c20 *2)P Rng:10’, monk [2*5] (2)*0.5lb 10*6+2*1gp. mw hvy crossbow smpl rngd 2hnd +1 (1d10 c19+ *2)P Rng:120’ 8lb 350gp. Ammo: durable cold iron(cFe) & silver(Ag) WpnBlch [10] 1lb 10*2+5gp. Thistle [10] poi [bleed] 1 for 1d6r 1lb 10*1gp. Bolt[10] 1lb 1gp. Poi Sand tube Rng:-- 15’ cone Fort 12 [dazzl] 1 rnd or (3) poi, repack full-rnd actn, Hrd:5, HP:1, 1lb 1gp. (2) bandolier(Bdlr) [8] 0lb 2*0.5gp. Spring-loaded wrist sheath(SLWS) 0lb 2*5gp. Spl Comp pouch. Advtr outfit 3lb 0gp. Aegis of recovery [neck] +2 rst cont saves, at HP:0 (2d8+3)heal & destroyed 1500gp. Cloak of resistance +1 [shldr] 1000gp. Headband of Int +2 [hdbnd] Knw-locl Lang:elven 4000gp. Wd holy symbol (Bastet). Poisons: Confabulation Powder 3*40gpᶿ, Ossivane 175gpᶿ, Red Tears 6*25gpᶿ, Woundweal 4*50gpᶿ, Spidervine 150gpᶿ{this one is a bit custom}. = 8089gp
Stowed Equip:
BP: {mw} inquisitor kit (mw backpack(BP) +2lb +48gp, bedroll, spell comp pouch{above}, candles[10], (cheap) holy text, flint and steel, iron pot, mw manacles Brk(Str):28 Hrd:10 HP:10 +35gp, mess kit, 50’ silk rope Brk(Str):24 HP:4 Hrd:0 5lb(-5lb) +9gp, soap 0.5lb, spl comp pouch, torches [10], trail rations [5]d, waterskin 4lb, wooden holy symbol{above} 29lb 122gp. Grpl arrw Rng:30’, 0.25lb 1gp. (2) sack stows 60lb 2*0.5lb 1gp. mw thieve tools +2 crcm Dis Dev 2lb 100gp. Ag holy symbol (blood red moon behind 3 brnz ylw peaks, Mephistopheles Know-rlgn 20) 25gp. Scr: Det Sec Doors:D1@1 [2] 50gp. Spellbook 415gp. = 714gp
Brooks adv horse war trained Quadruped (hooves) MIBS[armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders] Grsp:No, trick(atk, come, defend, down, guard, heel) 300gp. Bit & bridle 2gp. Military saddle +2 crcm stay in saddle, uncons 75% stay in saddle wt:30lb 20gp. Saddlebags(SB) weatherproof 2*20lb stowage 8lb 4gp. cFe bear trap type:mech, Prcp:15, Tggr:loc, Reset:manl, +10 (2d6+3)dmg mov/2 and none if anchrd, Dis Dev 20, Esc Art 22, Str Chk 26, 2*10lb 2*4gp. Sack: horse feed [6] wt:60lb 0.6gp. = 330.6gp
Cash: 10500 -1325 -8089 -714 -330.6 = 41.4gp {3pp, 11gp, 4sp}
Traits:
• T1: Mag Knack(Mag) choose class (Wizard) gain up to +2(≤ HD) trt to caster level.
• T2: Resilient(Cmbt) +1 trt Fort.
Feats & Levels:
• HumnBF: Point-blank Shot Rng & Thrwn wpns no atk cmbt cover {-4 pnlty}.
• F1: Precise Shot Rng wpns +1(+1) ≤30ft.
• Lvl1: Monk-Black Asp(MBlkAsp) 1. AC Bns(Ex) no armr & lgt load +WIS AC(Reg, Tch, & FltFttd) & CMD. BlkAsp Path(Ex) Poi Use(Ex) cannot accidentally poison self. At 3rd gain Adder Strk(Ex) feat, rplc Stun Fist, Still Mind. Bns Feat Cmbt Rflx(Ex) make up to 1+DEX AoO/r. Flrry Blows(Ex) full atk actn -2 to BAB=Monk (+0)dmg for extra Atk (Uarmd Strk, monk wpn) as if Two-Wpn Fgt. Stun Fist(Ex). Unarmd Strk gain Impvd Unarm Strike(Ex) deal (1d6 +STR)dmg @Monk1-3 lethal or nonlethal(no penalty) & with Grpl.
• Lvl2: MBlkAsp 2: Bns Feat Impvd Grapple(Ex) CM Grpl does not provoke, +2 CMB Grpl, +2 CMD vs Grpl. Evasion(Ex) no/lgt armr if Rflx sv half dmg then save for 0 dmg. Flrry Blows(Ex) at +0/+0.
• F3: Cypher Script splbook spls take up RndUp(half page, half cost) and 10*SplLvl min to scribe (cantrip =0.5).
• Lvl3: Wizard-Diviner(Wiz-E-Manip) 1: Arcane Spells(Int) prep’d splcstr from Rd Mag:D1 & spellbook/penned/scribed spells (incl orisons/cantrips). Spellbook: Gain spellbook with penned(learned/known, scribed) (non-opposed) cantrips, (3 +INT) First SplLvl spells then 2 each Wiz thereafter (see Magic). Spell Preparation: takes 1hr or proportional amount to fill empty slot (see Magic). BondObj(Sp)/Fmlr(Ex): choose[amulet, ring, staff, wand, weapon] and while worn[MIBS]/held cast any one (non-opposed, non-MetaMag) spellbook spl/d, without Conc (20 +SplLvl) to cast. May add magical abilities as if having appropriate magic item crafting feat at half price to mw Bond Obj{item’s material requirements are ignored}. BondObj restores to full HPs with daily spell prep. Replace (item & mw cost +200*Wiz)gp or existing magic item on day 7(if lost/destroyed) taking 8hr. ArcnSchl(opt, else U): at initial level choose school (Enchantment(E)) and opposed schls (Divination(D), Necromancy(N)) gaining school abilities. Opps’d schools req 2 SplSlots and -4 Skl when crafting magic item. Lang opt: draconic. Scribe Scroll or {PFS}SplFcs(tbd) feat. HD:d6, SplRnk:2+INT.
E-Manip: Ench Smile(Su): +(2 +[Wiz/5]) enhc Bluff, Diplo, & Intmdt. @20 if saved E spells turned back on caster (spell turning). Bguil Tch(Sp): std actn tch (HD≤Wiz not in cmbt & not hostile) liv crtr Will (10 +[Wiz/2] +INT) else charm mon [mnd-afct] for ([Wiz/2], min 1) rnd uses [3+INT]/d. Shp Emo(Su)@8: 30’ aura emo ward(ally ≤ 30’ +4 morl sv [mnd-afcn] spls & efcts, ongoing [fear] -1 step (shkn min)) or influence(foe ≤ 30’ -2 sv [mnd-afcn]) uses (Wiz) rnd.
• Lvl3–WizBF: SplFcs(E) +1 DC.
• Abil4: Cha +1 (14).
• Lvl4: Wiz-E-Manip 2.
• F5: Varisian Tattoo(E) +1 CL & SLA daze:E0@Lvl 3/d.
• Lvl5: Wiz-E-Manip 3.
• Spellbook #1 (59/200)pg 0(15)gp, note: free(⁰) from level gains. !D, !N
Scnd(16+2⁰): Prot Arrw:A2. Rst Enrg:A2. Grdn Peril:C2. Glttrdust:C2 10’ rad AoE -40 Stlth & Will else [blnd] until full-rnd save/rnd, dur:CL rnd. Zey Fcs:D2 F:mw ThvTools Rog Trapfind( +[CL/4, min 1] Prcp & Dis Dev vs all traps) else +5 comp Dis Dev(mech), may reroll Dis Dev for 1 min dur. dur:CL min. Compls Liar:E2. Hids Lghtr:E2 tgt 1 crtr IF Int≤2 no afct or diff crtr type (+4 Will) then Will else no actn & [prone] until save/rnd, dur:CL rnd. Snsry Ovnd:E2 tgt 1 crtr Will else no full/std actn {does not negate/end}, dur:CL rnd. Tch Idiot:E2 tch liv crtr -1d6 Int, Wis, & Cha abili min 1, dur:10*CL min. Blur:I2 [concl] 20% miss%, dur:CL min. Invis:I2. TK Strks:K2 +1d4[frc] dmg to IUS/ntrl wpns, dur:CL min. Fls Life:N2 +1d10+CL(max 10) temp HP, dur:CL hr. Air Step:T2 ignore dfclt terr < ht:1’ & do not trgr wt based traps, -10 to be trackd, if Fly(5) then mov ovr liquids, if Fly(1) then move ovr liquids at mov/2 & -4 Acro, Clmb, Ride, else -10’ mov -4 Acro, Clmb, Ride, dur:CL min. Alter Self:T2. B Str:T2. Darkvis:T2. Spdr Clmb:T2.
First(18+10⁰): Obsc Poi:A1. Prot from Evil:A1. Prot from Good:A1. Shld:A1 +4[frc] shld AC neg MagMssl. Infrnl Heal:C1 gain Fast Heal 1 10 rnd. Mag Armr:C1 +4[frc] armr AC. Unsn Srvnt:C1. Comp Lang:D1. Cult Adpt:D1. Sure Cast:D1. Chrm Per:E1. Hypno:E1. Momt Grt:E1. Ear-prc Scrm:K1. Mag Mssl:K1. Shk Grsp:K1 Tch +3 to hit mtl armr/wpn (CstlLvld6. max 5d6)[elec] dmg. Ill Calm:I1. Vansh:I1. Ventrilo:I1. Break:T1. Coin Shot:T1 Rngd Tch within 1st rng incr else smpl thrw (varies c20 *2)B&P Rng:20’: Au: +1 (1d8+3 c29 *2 plus poi). Pt: +1 (1d10+3 c20 *2 plus poi) adamt. Crft Fortn:T1. Exp Rtrt:T1. Grav Bow:T1. Hide Wpn:T1. Lbrtn Cmmd:T1. Long Arm:T1. Rdc Per:T1.
Zero(2+19⁰): Rst:A0. Acd Splsh:C0. Det Mag:D0. Rd Mag:D0. Danc Lgt:K0. Flare:K0. Lgt:K0. R Frst:K0. Spark:K0. Ghst Snd:I0. Hnt Aspct:I0. Vac Vssl:I0. Bleed:N0. Mag Hnd:T0. Mend:T0. Mssg:T0. Opn/Cls:T0. Scrv Chant:T0. Arcn Mrk:U0. Prstdg:U0. = Paid 415gp of 1105.
Background
Callidus had an interesting childhood in Magnimar and that could be said for a lot of the abandoned and orphans. Luckily a seeress of Erecura saw potential in her entrails that day and raised him until he was seven. She then passed(sold) him along to the Kwilling rhynners of Imbrex where the closeted monks put him to task and training. The monks instilled a strong moral code which he embodies and his cleverness got him aspiring opportunities. Due to his excellence with minor weapons, literacy in varisian and infernal, good chelish stock and lawful alignment, the residence of the Nail hired him to serve at sixteen to service visiting signifiers, scholars, and pacify local bureaucrats until the maturity of his indentureship at twenty one. At the citadel he experienced how manipulation could affect stringent hierarchies from within and wisely kept that insight well buried. His masters were amused at his interest in useless soft magics like enchantments and saw no harm in allowing its study. They were somewhat surprised when Callidus left with his spellbook in hand for a mere trading company.
Tactics
Callidus prefers to create an unwitting informant among his targets. Barring that he uses standard spying and observations through beguiled proxies. He knows that without a traitor or decent information he’s not likely to best a martial group in a direct conflict and he seeks advantage rather than slaying. He’s likely to have a Bard/skald (APL-1) with 2 Gunslingers(APL-1) and 3-6 thugs(rogues APL-2) act as his martial cover or distraction as he ambushes from behind in the second round.
• Prepare(major battle) Should the patsies have a good attack with a crossbow, load 2 poisoned bolts into their crossbows. Cast mage armor, coin shot w poison, blur, then Scroll of strength, shield (reducing prep to 2 rnds on site).
• 1: allow patsies to attack & distract. Move into position using stealth.
• 2: enter combat at top of INIT. Glitterdust to debilitate foes trying to keep cover if possible.
• 3: Sensory Overload or Hideous Laughter on non-blinded martial OR Use AoE poison to debilitate foes or throw coin at caster or more pliant fighter, seeking to lower saves, actions, or recovery.
• 4: repeat 3 likely moving to poison coins.
• 5: assess situation. A) repeat #3, B)Vanish and move position (15 w Stlth or 30 ft), C) BO SplLvl 2 (glitterdust, sensory overload, garden of peril) on foes.
Should Callidus be forced into serious combat use vanish to escape. Obscuring Mist is your ranged defense. Callidus will accept a foes honorable defeat and doesn’t seek to kill unless he believes his foes will not offer quarter. At 6HP in a losing situation he will flee combat as he does not wish to use his Aegis (bonded object turns into mw lump, still usable but not pretty).
by Azothath
=== end 5th ===

IF you're a GM consider tweaking Bard-Mute Musician as it is lacking.
Know thy Ways(Ex)@1 Add +(1 +[(Brd-1)/4]) comp to Know(Dungeoneering, Planes, Religion) to identify defenses, special abilities/qualities, vulnerabilities of Aberration, Evil Outsider, or Undead creatures. This bonus can not be shared/shifted via Feats or Magic items such as Versatile Performance or Lore Needle. That's +1@1st, +2@5th, +3@9th, +4@13th, +5@17th.
Insights from Beyond(Su)@2 is too constrained and geared to higher level spells. Change it to Wiz spell list of any Tgt:personal spell, Abjur, Conj(call, summon, or teleport), or Necro(Rng:touch). Add two spells (up to highest castable spell level) to spell list at 2nd, 4th, 8th, 12th, 16th, 20th bard levels. The bard must make a Spellcraft check to easily learn these spells (see wizard) otherwise suffer [(SplLvl+1)/2] wisdom damage per failure.
Dulled Horror(Ex)@2 should be explicit and a bit expanded.
Dulled Horrer(Ex)@3 +[1 +[(Bard-3)/4], maximum 5) crcm bonus to saves against confusion, fear, or [compulsion, mind-afct]insanity & madness spells or magical effects. +(half the above, min 0) comp to saves vs [curse] spells or magical effects. +(half the above, min 0) comp to saves vs (contracting, delaying, and purging) a corruption. +(the above) comp vs supernatural abilities of aberrations. That's +1@3rd, +2@7th, +3@11th, +4@15th, +5@19th, with half going +1@7th, +2@15th.
Token Silence(Sp)@4 add Metamagic Silent Spell to a spell casting at the cost of ([SplLvl/2], min 1)rnd Brd Pfrm without raising the spell level of the spell. You must be able to make a performance check to accomplish Token Silence (your instrument available or free to do a physical performance like dance). he could weave it into a performance but this is the non-performance option.
Subtle Path(Sp)@6 a Mute Musician may use a thought component in place of a verbal component or an emotion component in place of a somatic component (like an occult caster) increasing the casting time to the next longer period (increases to the right)[free or swift, move, standard, full rnd or 1 rnd, 1 rnd + move, lastly add 1 round to the normal casting time]. A Mute Musician can not replace both components of a casting using Subtle Path. Magic items require regular verbal & somatic components for spell activation, trigger, or completion unless their description says otherwise and thus this ability proves ineffective.

Req: PFS legal, 20 pt Abil buy, 5th Lvl 10500gp gear.
Comments – a half-elf archaeologist. I had to dip to make this build practical for adventuring (so some extra magic, wands, BO casting from spellbook). Interestingly the dueling sword works here whereas normally it’s a clunker, just don’t buy into the dueling sword feat chain. Overall a role-play pick as other classes do better.
Torela Arouca Cultiqua Bard-Archaeologist 4, Wizard-Diviner 1
CN sz med half-elf humnoid (f) age:26 ht:5’9” wt:163lb. (BMI 23 nrml)
Home: Almas Andoran Politic: democratic Worship: Myr, Elion, (Aroden).
Init: +5{act in Supr rnd}, Sns: low-lgt vis, darkvis 60’, Prcp: +10
AC: 22/18, tch 18/14, fftd 14/13 (+4[frc]/+3 armr, +4[frc]/+1 shld, +4 Dex, dodg, ntrl).
HP: 31 (4d8+1d6) {PFS=8 +3*(5) +1*4 +4*1{FCB}}.
Saves: Fort +3, Rflx +9, Will +7, +2 vs E, +1{of 2} rst to scdry sv, imm: magic sleep efct.
Trap Sns: +1 AC vs Traps.
Mov Spd:30
Mle: mw ElyBrnz dueling sword 2hnd +9 (1d8+1 c19+ *2)S, MagBst/MonHmnd +0(+1) then +1(+1).
Mle: mw ElyBrnz dueling sword 1hnd +9 (1d8+1 c19+ *2)S, “.
Mle: Obsd dagger +7(4) | +7 thrw (1d4+1 c19+ *2)S|P Rng:10ft {fragile} glassy, ammo:[2].
Rng: mw cmp shortbow(Str+1) 2hnd GravBow +9 ≤30’|+8 (1d8+1(+2≤30’) c20 *3)P Rng:70ft.
Rng: mw cmp shortbow(Str+1) 2hnd +9 ≤30’|+8 (1d6+1(+2≤30’) c20 *3)P.
Ammo: dur cFe & AgWpnBlch [6 +4], thistle [6 +4] poi bleed 1d6r. arrw[8 +12].
Archol Luck(Ex)@4: swft actn(cont free actn) +2[luck] atk & wpn dmg, saves, Skl for rnd, [7]/d {Fate’s Fvd}
Brd Arcn Spells (CL 4; DC= 10 +SplLvl +3(Cha){E:+1}; Conc +7)
2nd 2(2): Babble:E2, Hero:E2.
1st 4(4): Ear-Prc Scrm:K1, Hids Lghtr:E1, Hypno:E1, Tap Innr Beaut:D1.
0th 6(will): Ghst Snd:I0, Grasp:D0, Knw Dir:D0, Lull:E0, Mag Hnd:T0, Mssg:T0.
Wiz Arcn Spells Prpd (CL 1; DC= 10 +SplLvl +2(Int){E:+1}; Conc +3)
1st(2+1) BO[ ]: Mag Armr:C1, Shld:A1, TrueStrk:D1.
0th(3@will): Acd Splsh:C0, Det Mag:D0, Rd Mag:D0.
SchPwr: Forwrnd. DivnFortn(Sp): std actn tch +1 insgt atk, skl, abil, sv 1r [5]/d.
Skills(rnk 41): Acroᶜ +10(3), Apprᶜ +6(1), Bluffᶜ +7(1), Clmbᶜ, Crftᶜ(alchemy +6(1)), Diploᶜ +10(4), Dis Dev +7(1){+2}, Dsgsᶜ +7(1), Esc Artᶜ +8(1), Flyᶜ +8(1), Hndl Anml, Heal +1(1), Intmdᶜ, Knowᶜ(arcn +8(1), dngn +8(1), engr +8(1), geog +8(1), hist +8(1), locl +8(1), natr +8(1), nobl +8(1), plns +8(1), rlgn +8(1), all{+2}), Lingᶜ +6(1), Prcpᶜ +10(5){+2}, Pfrmᶜ(dance +7(1)), Profᶜ (antique dealer +4(1)), Ride +9/7(3){+2}, Sns Mtvᶜ +4(1), SoHᶜ +8(1), Splcrftᶜ +6(1), Stlthᶜ +8(1), Survl, Swim, UMDᶜ +7(1). Cls Skl(ᶜ), Skl Fcs(ˢ)
Lang: common(taldan), elven, varisian{rgnl}, draconic, napsu-sign lang, sakvroth(undercommon)ᒻ. Ling(ᒻ)
Abil: 5th [12(+1), 18(+4), 10(+0), 14(+2), 10(+0), 16{14}(+3)], 20pt [12,16,10,14,10,13] & race +2 Dex, 4th:+1 Cha, headband Cha +2.
BAB: +3, CMB:+3 CMD: 15.
Race(half-elf): Age:21-38, HT:62-78”, Wt:110-180. Abil: +2 one abil. Type:humn & elf hmnd. Sz: Med. Spd: 30’. Adapt: Skl Fcs(choose {+3 then @10rnk +6}). Elf blood: elf & human for race efct (like Wpn Prfc). Elven Imm: immune to magic sleep efct, +2 race sv E spls & efct. Keen Sns: +2 race Prcp. MultiTlnt: two Fvd Cls. Lang:common, elven. Sns: Low-lgt vis. FCB of +1 HP is preferred.
Alt Race: Blended View gain drkvis 60’, rplc MultiTlnt. Ancstrl Arms: gain Mrtl/Extc Wpn Prfc (Extc Dueling Sword) rplc Adapt.
Wpn & Armr Prfc: simple wpns, longsword(& mrtl dueling sword), rapier, sap, short sword, shortbow, whip, extc dueling sword, lgt armr, lgt & med shield. No ASF w lgt armr & shlds.
Cmbt Gear:
SLWS-L: Wand:Obsc Mist:C{SplLvl=}1@{CstrLvl=}1 [30]chg 450gp. SLWS-R: Wand:Vanish:I1@1 [30] 450gp. Bndlr[8+8]: Pot:Cure Lgt Wnd:C1@1 50gp. Flsk alch fire [4] 80gp. Vial antiplague 50gp. Vial twitch tonic 45gp. Wand:Infrnl Heal:C1@1 [30] 450gp. Scr: Comp Lang:D1@1 [2] 50gp. Scr: Endur Ele:T1@1 [2] 50gp. Scr: Exp Rtrt:T1@1 [2] 50gp. Scr: Hgtn Aware:D1@1 [2] 50gp. = 1775gp
Worn Equip:
mw ElyBrnz dueling sword 1hnd wpn +1 (1d8 c19+ *2)S WpnFnss & 2hnd 1.5* dmg, ElyBrnz(MagBst/MonHmnd +0(+1) then {specific type} +1(+1) 24hr or another qualifying type hit) Hrd:10 HP:5 3lb 1320gp. (2) dagger smpl lgt/thrw wpn (1d4 c19+ *2)P|S Rng:10ft Hrd:10 HP:2, (2)1lb (2)2gp. mw cmp shortbow mrtl 2hnd rngd wpn (+1 Str) +1 (1d6+1 c20 *3)P Rng:70ft -2 atk with Str<12 Hrd:5 HP:5 2lb 450gp. Ammo: durable cold iron(cFe) & silver(Ag) WpnBlch [10] 20+5gp, Thistle [10] poi bleed 1d6r 10gp, Arrw [20] 1gp. mw studded lthr lgt armr (AC:+3, MaxDex:+5, ACP:0, ASF:15%, Mov:30) Hrd:3 HP:15 20lb 175gp. (2) bandolier(Bdlr) [8] 1gp. Spring-loaded wrist sheath(SLWS) [2]*5gp. Belt pouch. Signal whistle 0.8gp. Advtr outfit 0gp. Aegis of recovery (BondObj) [neck] +2 rst cont saves, at HP:0 (2d8+3)heal & destroyed 750gp(of 1500). Cloak of resistance +1 [shldr] 1000gp. Headband of Cha +2 [hdbnd] 4000gp. Wd Holy Symbol{Myr} 1gp. = 7747.8gp
Stowed Equip:
BP: wiz kit (mw backpack(BP)+48gp, bedroll, {belt pouch above}, flint and steel, ink & inkpen, iron pot, mess kit, soap 1/2lb, torches [10], trail rations [5]d, waterskin 4lb) 21lb 69gp. Grppl arrw Rng:30’, 2*0.5lb 2*1gp. 50’ silk rope HP:4 5lb 10gp. (2) canteen 2*4lb 4gp. (2) sack stows 60lb 2*0.5lb 1gp. Camo blnkt +2 crcm Stlth in forest or undrgrnd 2*2lb 2*12gp. Crowbar +2 crcm Str Chk force open door/chst 5lb 2gp. Folding shovel dig 2 cuft/min 12lb 10gp. mw thieves tools +2 crcm DisDev 2lb 100gp. Spellbook 370gp. = 592gp
Phelipe adv horse war trained 300gp trick(atk, come, defend, down, guard, heel), Military saddle +2 crcm stay in saddle, uncons 75% stay in saddle wt:30lb 20gp. bit & bridle wt:1lb 2gp. Saddlebags(SB) weatherproof 2*20lb stowage 8lb 4gp. cFe bear trap type:mech, Prcp:15, Tggr:loc, Reset:manl, +10 (2d6+3)dmg mov/2 and none if anchrd, Dis Dev 20, Esc Art 22, Str Chk 26, 2*10lb 2*4gp. Sack: horse feed [6] wt:60lb 0.6gp. = 334.6gp
cash: 10500 -1775 -7747.8 -592 -334.6 = 50.6gp
Traits:
T1: Fate’s Fav’d(Fth) any [luck] bonus +1 [luck].
T2: Resilient(Cmbt) +1 trt Fort.
Feats & Levels:
• F1: Wpn Fnss.
• Lvl1: Bard-Archaeologist 1. Brd Know(Ex) +([Brd/2], min 1) all Know(any) skls & may make untrained. Rplc Bardic Performance: no Brd Pfrm or Pfrm types. Spellcasting & Cantrips. Archol Luck(Ex) swft actn (+1@1, +2@5, +3@11, +4@17; 1 +[(Brd+1)/6]) [luck] Atk & wpn dmg, saves, Skl, uses [4+CHA]/d. Maintaining(successive rounds) bonus is free actn but ends if killed, paralz, stun, uncons, or prevented from taking free actn. Treated as Brd Pfrm for feat, abils, efcts, but cannot be maintained with other pfrm abilities.
• Lvl2: Wizard-Diviner(Wiz-Dvnr) 1: Arcane Spells(Int) prep’d splcstr from Rd Mag:D1 & spellbook/penned/scribed spells (incl orisons/cantrips). Spellbook: Gain spellbook with penned(learned/known, scribed) (non-opposed) cantrips, (3 +INT) First SplLvl spells then 2 each Wiz thereafter (see Magic). Spell Preparation: takes 1hr or proportional amount to fill empty slot (see Magic). BondObj(Sp)/Fmlr(Ex): choose[amulet, ring, staff, wand, weapon] and while worn[MIBS]/held cast any one (non-opposed, non-MetaMag) spellbook spl/d, without Conc (20 +SplLvl) to cast. May add magical abilities as if having appropriate magic item crafting feat at half price to mw Bond Obj{item’s material requirements are ignored}. BondObj restores to full HPs with daily spell prep. Replace (item & mw cost +200*Wiz)gp or existing magic item on day 7(if lost/destroyed) taking 8hr. ArcnSchl(opt, else U): at initial level choose school (tbd) and opposed schls (I,N) gaining school abilities. Opps’d schools req 2 SplSlots and -4 Skl when crafting magic item. Lang opt: draconic. Scribe Scroll or {PFS}SplFcs(tbd) feat. HD:d6, SplRnk:2+INT.
Diviner: Forwrnd(Su): Act in Supr rnd. +(Wiz/2) INIT, @Wiz20 roll “20”. DivnFortn(Sp): std actn tch +[Wiz/2] insgt atk, skl, abil, sv 1r uses [3+INT]/d. ScryAdpt(Su)@8: aware when observed via magic(clairaud, scry, etc), With scrying(mir sgt:D3, scrying:D4, remote view:4, sym scry:D5 ) gain 1 step more familiar, very familiar gets -10.
• Lvl2: WizBF: SplFcs(E) feat.
• F3: Point-blank Shot: Rng wpns +1(+1) ≤30ft.
• Lvl3: Bard-Archol 2. Clvr Explr(Ex)@2 +[Brd/2] Prcp, DisDev, disable in ([time/2], min 1)rnd, open lock in std actn, @6th disarm magical traps, take ‘10’ DisDev & while distracted/endangered, rplc Vers Pfrm. Uncny Dodg(Ex) as Rog Cls feature, not flt-foot’d/lose Dex to AC vs invis, rplc Well Versd.
• Abil4: Cha +1 (14).
• Lvl4: Bard-Archol 3. BrdPfrm Inspr Comp(Su). Trap Sns(Ex) stacking +(1 +[(Brd-3)/3]) Rflx sv & dodg AC vs trap as Rog Cls feature.
• F5: Precise Shot: Rng & Thrwn wpns no atk cmbt cover {-4 pnlty}.
• Lvl5: Bard-Archol 4. Rog Tlnt(Ex) choose rogue talent (Wpn Train(Wpn Fcs(dueling swd))) works as Rog. Again at [(Brd-4)/4] Lvls. Opt: Fnss Rog(Wpn Fnss), Cmbt Trck(cmbt feat), Snap Shot(INIT 20+ & Rng wpn Atk in Supr rnd only), Resil(+Brd temp HP 1 min 1/d when <0 HP), Fst Stlth(mov at full w Stlth).
• Bard Spls Kwn: 0th:6, 1st:4, 2nd:2. Spl Slots: 1st:3+1, 2nd:1+1.
• Wiz Spl Slots: 0:3, 1st:1+1.
• Spellbook #1 (53/200)pg 0(15)gp, note: free(⁰) from level gains.
Scnd(4 ): B Con:T2, Bstw Wpn Prfc:E2, Rst Enrg:A2. Tch Idiocy:E2.
First(21+5⁰ ): Prot E:A1, Shld:A1, Abund Ammo:C1, Infrnl Heal:C1, Mag Armr:C1, Unsn Srvnt:C1, Comp Lang:D1, Cult Adpt:D1, Hgtn Aware:D1, Sure Cast:D1, Techno:D1, True Strk:D1, Chrm Per:E1, Momt Grt:E1, Sleep:E1, Mag Mssl:K1, Shk Grsp:K1, Ill Calm:I1, Vansh:I1, Coin Shot:T1, Exp Rtrt:T1, Grav Bow:T1, Hide Wpn:T1, Lbrtn Cmmd:T1, Long Arm:T1, Tch ot Sea:T1.
Zero(19⁰,!I!N): Rst:A0, Acd Splsh:C0, Det Mag:D0, Det Poi:D0, Grsp:D0, Rd Mag:D0, Daze:E0, Danc Lgt:K0, Flare:K0, Lgt:K0, R Frst:K0, Spark:K0, Mag Hnd:T0, Mend:T0, Mssg:T0, Opn/Cls:T0, Scrv Chant:T0, Arcn Mrk:U0, Prstdg:U0. = Paid 370gp of 515.
===== end 5th =====
• Lvl6: Bard-Archol 5. BrdPfrm Inspr Courg(Su). LoreMstr(Ex) may take ‘10’ on Know Skl Chk with ranks and std actn take ‘20’ 1(=1+[(brd-5)/6])/d.
• F7: Varisian Tattoo (E).
comments, again - this build could go a couple of ways depending on your style but you need to watch your feat requirements - it can be tricky and invested. Rog Talents come on too late for Weapon Finesse unless you feel like retraining.
Impv'd Feint is a good feat tree but you'll need Bluff or Intmd.
Performing Combatant tree, leads to Dazzling Display, Hero’s Display, & Shatter Defenses @8. Invested!
Ofcourse there's Cmbt Exp feat tax if you are going that route.
I did not find Eldritch Heritage appealing due to the slowness and investment.
Homebrew -
IF you're a GM consider tweaking this arch. Add back in Brdc Pfrm at [1 +Brd]rnds/d for Inspire Courage targeting (CHA) allies within 30ft, Inspire Competence (each Brd Pfrm rnd lasting dur of task up to 10 min), Inspire Greatness, and Inspire Heroics using Pfrm(oratory(epic, lecture, ode, reading, speech, storytelling, etc), sing(ballad, chant, harmonizing(group), melody, opera, vocal stylist, etc)).
by Azothath

Req: PFS legal, 20 pt Abil buy, 5th Lvl 10500gp gear then later 11th Lvl 82000gp gear.
I ran this PC rather successfully in a home Game (we got 25pt buy) opting for Scribe Scroll(as PFS switches to Spl Fcs). It shows you how to swing a big sword as a wizard.
Comments - I changed the format a bit.
Rouillé Hasarderth {fr rusty hazard/adventure}, Clr-VPrst 1, Wizard-Dvnr 4
NN med sz aasimar-emberkin humnoid ntv outsdr (m) age:24(74) ht:5’10” wt:170lb. (BMI 24.4 nrml)
Home: Chesed Numeria Politic: n/a Worship: Feronia, Align: NN, Panth: other, Symbl: bonfire under stars, Scrd Anml: rabbit, Scrd Clr: blu & ylw, Dom: destruction(catastrophy), fire(ash, smokeꟸ), liberationꟸ(freedom), protection; FvdWpn: bastard sword.
Init: +4{act in Supr Rnd}, Sns: drkvns 60’, Prcp: +7
AC: (20)16, tch (16)12, fftd (18)14 ((+4[frc]) armr, (+4[frc])shld, +2 Dex, dodg, ntrl).
HP: 28 (1d8+4d6) {PFS=8 +4*(4) +4*1{FCB}}.
Saves: Fort +9, Rflx +7, Will +11, +1{of 2} rst to scdry sv
DEF: ER [acd, cld,elec]/5
Mov Spd:30
Mle: mw ElyBrnz bastard sword 2hnd +3 (1d10 c19+ *2)S, MagBst/MonHmnd +0(+1) then +1(+1).
Mle: mw ElyBrnz bastard sword 1hnd +3 (1d10 c19+ *2)S, “.
Mle: cFe cestus +2 (1d4 c19+ *2)B|P.
Mle: Obsd dagger +4|+4 thrw (1d4 c19+ *2)S|P Rng:10ft {fragile} glassy, ammo:[4].
Rng: mw hvy crossbow 2hnd GravBow +5 ≤30’|+4 (2d8 +1≤30’ c19+ *2)P Rng:120ft.
Rng: mw hvy crossbow 2hnd +5 ≤30’|+4 (1d10 +1≤30’ c19+ *2)P.
Ammo: dur cFe & AgWpnBlch [10 ], thistle [4 ] poi bleed 1d6r. Load 1 bolt Full actn pvk AoO.
Emberkin SLA pyrotech:T2@Lvl 1/d.
Tattoo SLA danc lgt:K0@(Lvl+1) 3/d.
Arcn Spells Prpd (CL 5{K:+1}; DC= 10 +SplLvl +5(Int); Conc +10{K:+1})
2nd(3+1)BO[ ]: Blur:I2, Flrry Snoball:K2, Glttrdust:C2, See Invis:D2.
1st(5+1): Ear-prc Scrm:K1, MagArmr:C1, MagMssl:K1, Shld:A1, Shk Grsp:K1, TrueStrk:D1.
0th(4@will): Det Mag:D0, Mend:T0, Mssg:T0, Prstdg:U0.
SchPwr: DivnFortn(Sp): std actn tch +2 insgt atk, skl, abil, sv 1r [10]/d. Act in Supr rnd.
MetaMag: Hgtn(+N).
Divn Spells Prpd (CL 1; DC= 10 +SplLvl +2(Wis), Conc +3)
1st(2+1): Momt Great:E1, Prot E:A1, Rmv Fear:A1{D}.
0th(3@will): Crt Wtr:C0, Pur Fd&Drk:T0, Lgt:K0.
Dom: Spon cast cure for ≤ Spl Lvl prep’d spel. Crvn Bond(Su): 1min prep and (Clr +Wis) trgts can use tch Dom ability on them at rng 30ft med armr & shld.
DomD: Librtn: Librtn(Su) free Mov [Clr Lvl]r/d. Fire-Smoke: CloudSmoke(Su): std actn 5ft rad within 30ft crtrs in cloud gain 20% concl vs crtrs more than 5ft away, take -2 atk, -2 Prcptn and for 1rnd after exiting cloud, uses [3+WIS]/d. Dom Spls: Rmv Fear:A1, Brn Hnd:K1.
Skills(rnk 35): Acro +5(3), Apprᶜ +9(1), Bluff +3(1), Clmb, Crftᶜ(alchemy +9(1), sculpture (0)), Diploᶜ +6(1), Dis Dev, Dsgs, Esc Art, Flyᶜ +6(1), Hndl Anml, Healᶜ +6(1), Intmd, Knowᶜ(arcn +9(1), dngn +9(1), engr +9(1), geog +9(1), hist +9(1), locl +9(1), natr +9(1), nobl +9(1), plns +11(1){+2}, rlgn +9(1)), Lingᶜ +9(1), Prcp +7(5), Pfrm, Profᶜ +2(0), Ride +7/5(3){+2}, Sns Mtvᶜ +6(1), SoH, Splcrftᶜ +15(5){+2}, Stlth +3(1), Survl, Swim, UMD. Cls Skl(ᶜ), Skl Fcs(ˢ)
Lang: common(taldan), varisian{rgnl}, draconic, elven, azlanti, celestial, sakvroth(undercommon)ᒻ , anc. osirani(HB). Ling(ᒻ)
Abil@5th: [10(+0), 14(+2), 10(+0), 20{18}(+5), 14(+0), 14(+2)], 20pt [10,14,10,16,13,12] & race, 4th:+1 Wis, headband Int +2.
BAB: +2, CMB:+2 CMD: 14.
Race: abil [0,0,0,+2,0,+2], drkvis 60’, Know(Pln +2), Splcrft +2, pyrotech:T2@Lvl 1/d, ER [acd, cld,elec]/5, Lang:common, celestial. FCB of +1 HP is preferred.
Alt Race: Scion of Humanity outsdr ntv & human hmnd, no Dsgs to pass as human, Lang celestial.
Wpn & Armr Prfc: simple wpns, bastard sword{mrtl, extc}, lgt & med armor, lgt & med shield.
Cmbt Gear:
SLWS-L: Wand:Vanish:I{SplLvl=}1@{CstrLvl=}1 [30]chg 450gp. SLWS-R: Wand:Obsc Mist:C1@1 [30] 450gp. Bndlr[8+8]: Pot:Cure Lgt Wnd:C1@1 50gp. Flsk alch fire [4] 80gp. Vial antitoxin 50gp. Vial twitch tonic 45gp. Vial antiplague 50gp. Vial smelling salts 25gp. Flask holywater(HW) [2] 50gp. Wand:Grav Bow:T1@1 [30] 450gp. = 1700gp
Worn Equip:
mw ElyBrnz bastard sword extc 2/1hnd wpn +1 (1d10 c19+ *2)S ElyBrnz(MagBst/MonHmnd +0(+1) then {specific type} +1(+1) 24hr or another qualifying type hit) Hrd:10 HP:10 6lb 1335gp. cFe cestus smpl lgt wpn (1d4 c19+ *2)B|P Hrd:10 HP:2, 1lb 10gp. (4) Obsd dagger smpl lgt/thrw wpn (1d4 c19+ *2)P|S Rng:10ft Hrd:10 HP:2, (2)0.75lb (2)1gp. mw hvy crossbow smpl 2hnd rngd wpn +1 (1d10 c19+ *2)P Rng:120ft Hrd:5 HP:5 12lb load 1 bolt 2hnd Full actn pvk AoO 350gp. Ammo: durable cold iron(cFe) & silver(Ag) WpnBlch [10] 20+5gp. thistle [4] poi bleed 1d6r 4gp. {armr}. bandolier(Bdlr) pkt[8] (2)0.5gp. Spring-loaded wrist sheath(SLWS) (2)5gp. Belt pouch. Signal whistle 0.8gp. Advtr outfit 0gp. Aegis of recoveryᶿ [neck] Paid 750gp of 1500 +2 rst cont saves, at HP:0 (2d8+3)heal & destroyed. Cloak of resistance +1 [shldr] 1000gp. Headband of Int +2 [hdbnd] Lang: anc. osirian 4000gp. Ag Holy Symbol{Feronia} 25gp. = 7512.8gp
Stowed Equip:
BP: wiz kit (backpack(BP), bedroll, {belt pouch above}, flint and steel, ink & inkpen, iron pot, mess kit, soap 1/2lb, torches [10], trail rations [5]d, waterskin 4lb) 21lb 21gp. 50’ silk rope HP:4 5lb 10gp. canteen (2)4lb (2)2gp. sack stows 60lb (2)0.5lb (2)0.5gp. = 36gp.
Arcn Spls: Spellbook #1 (see below) 830gp.
Marteau adv horse war trained 300gp trick(atk, come, defend, down, guard, heel), Military saddle +2 crcm stay in saddle, uncons 75% stay in saddle wt:30lb 20gp. bit & bridle wt:1lb 2gp. Saddlebags(SB) weatherproof 20# stowage 8lb 4gp. Sack: horse feed [6] wt:60lb 0.6gp. = 326.6gp
cash: 10500 -1700 -7512.8 -36 -830 -326.6 = 94.6gp
Traits:
T1: Mag Knack(Mag) choose class (Wizard) gain up to +2(≤ HD) trt to caster level.
T2: Resilient(Cmbt) +1 trt Fort.
Feats & Levels:
• F1: MetaMag: Heighten Spl (+N) increase SplLvl & DC.
• Lvl1 Cleric-Varisian Priest(Clr-VPrst) 1: Aura(Ex):n/a {Align:NN}. Chnl Enrg(Su): choose (pos/neg) enrg, std actn present holy symbol tgt (livng(heal) or UnD(harm) sv dmg/2) 30’ rad for 1(=1 +[(Clr-1)/2])d6 (heal/harm) Will 13(=10 +([ClrLvl/2] min 1) +CHA) uses [5(=3 +CHA)]/d. Divine Spells(Wis) {NN} no Align restrict prep’d splcstr (incl orisons/cantrips). Spon Cast: convert SplLvl into cure of same or less level. Dom: (choose 2) Librtn, Fire-Smoke, add 1 Spl per SplLvl. Lang opt: celestial, abyssal, infernal. HD:d8, SplRnk:2+INT.
Vprst: (Un)FrtnRd: have [Dom: Chaos, Comm, Lbrtn, Luck, Trvl, Wthr & SubDom: Explor, Fate, Freedm, Trade, Season] or lose 2nd Domain and choose from list. Crvn Bond(Su): 1min prep and (Clr +WIS) trgts, can use tch Dom ability on them at rng 30ft med armr & shlds. Blss Harrow(Su)@8 {often optional ability, see Harrower PrC ISWG p276}: tgt 1 crtr harrow reading [1]/d, choose 8th Dom Pwr to lose.
• Lvl2: Wizard-Diviner(Wiz-Dvnr) 1: Arcane Spells(Int) prep’d splcstr from Rd Mag:D1 & spellbook/penned/scribed spells (incl orisons/cantrips). Spellbook: Gain spellbook with penned(learned/known, scribed) (non-opposed) cantrips, (3 +INT) First SplLvl spells then 2 each Wiz thereafter (see Magic). Spell Preparation: takes 1hr or proportional amount to fill empty slot (see Magic). BondObj(Sp)/Fmlr(Ex): choose[amulet, ring, staff, wand, weapon] and while worn[MIBS]/held cast any one (non-opposed, non-MetaMag) spellbook spl/d, without Conc (20 +SplLvl) to cast. May add magical abilities as if having appropriate magic item crafting feat at half price to mw Bond Obj{item’s material requirements are ignored}. BondObj restores to full HPs with daily spell prep. Replace (item & mw cost +200*Wiz)gp or existing magic item on day 7(if lost/destroyed) taking 8hr. ArcnSchl(opt, else U): at initial level choose school (tbd) and opposed schls (tbd, tbd) gaining school abilities. Opps’d schools req 2 SplSlots and -4 Skl when crafting magic item. Lang opt: draconic. Scribe Scroll or {PFS}SplFcs(tbd) feat. HD:d6, SplRnk:2+INT.
Diviner: Forwrnd(Su): Act in Supr rnd. +(Wiz/2) INIT, @Wiz20 roll “20”. DivnFortn(Sp): std actn tch +[Wiz/2] insgt atk, skl, abil, sv 1r uses [3+INT]/d. ScryAdpt(Su)@8: aware when observed via magic(clairaud, scry, etc), With scrying(mir sgt:D3, scrying:D4, remote view:4, sym scry:D5 ) gain 1 step more familiar, very familiar gets -10.
• Lvl2 – WizBF: Scribe Scroll or {PFS}SplFcs(K) feat.
• F3: Spl Fcs: evoKation(K) +1 DC.
• Lvl3: Wiz-Dvnr 2.
• Abil4: Wis +1 (14).
• Lvl4: Wiz-Dvnr 3.
• F5: Varisian Tattoo(K) +1 CL & SLA danc lgts:K0@Lvl 3/d.
• Lvl5: Wiz-Dvnr 4.
• Dom Spls: Lbrtn: 1:Rmv Fear, 2:Rmv Parlyz, 3:Rmv Curse, 4:Free Mov, 5:Brk Enchnt, 6:Grtr Disp Mag, 7:Refug, 8:Mnd Blnk, 9:Freedm. Fire: 1:Brn Hnd, 2:Pyrotech, 3:Stnk Cld, 4:W Fire, 5:Fire Shld, 6:Fire Seed, 7:Elem Body 4(Fire ), 8:Incnd Cld, 9:Elem Swarm(Fire).
• Spellbook #1 (85/200)pg 0(15)gp, note: free(⁰) from level gains.
Thrd(2 ): Battering Blast:K[frc]3, Blink:T3.
Scnd(12+4⁰ ): Air Step:T2, Alter Self:T2, B Con:T2, B Str:T2, Blur:I2, C Dex:T2, Create Pit:C2, Detect Thoughts:D2, Flurry Snowballs:K2, Glitterdust:C2, Invisibility:I2, Resist Energy:A2, Scorching Ray:K2, See Invisibility:D2, Twilight Haze:I2, Web:C2.
First(17+9⁰ ): Protection from Evil:A1, Shield:A[frc]1, Abundant Ammunition:C1, Infernal Heal:C1, Magic Armor:C1, Unseen Servant:C1, Comprehend Language:D1, Cultural Adaptation:D1, Heighten Awareness:D1, Sure Casting:D1, Technologist:D1, True Strike:D1, Hypnotism:E1, Ear-piercing Scream:K1, Magic Missle:K1, Shocking Grasp:K1, Snowball:K1, Illusion of Calm:I1, Vanish:I1, Ventriloquism:I1, Coin Shot:T1, Expeditious Retreat:T1, Gravity Bow:T1, Hide Weapon:T1, Liberating Command:T1, Long Arm:T1.
Zero(21⁰): Resistance:A0, Acid Splash:C0, Detect Magic:D0, Detect Poison:D0, Grasp:D0, Read Magic:D0, Dancing Lights:K0, Flare:K0, Light:K0, Ray of Frost:K0, Spark:K0, Ghost Sound:I0, Haunted Aspect:I0, Vacuous Vessel:I0, Mage Hand:T0, Mending:T0, Message:T0, Open/Close:T0, Scrivener's Chant:T0, Arcane Mark:U0, Prestidigitation:U0. = Paid 830gp of 1185.
by Azothath
===== end 5th =====

people wonder about this archetype so here is a detailed build.
Req: PFS legal, 20 pt Abil buy, 5th Lvl $10500 gear then later 11th Lvl $82000 gear. For this initial build I’m going human for simplicity and the extra feat and skill ranks don’t hurt at all...
Comments - LoL - you are better off with a standard Bard and way better off with a standard Wizard (diviner or enchanter) if you are going into this style of play (even sinking ranks in perform). Sure, it won't be amazing skill checks but you have no abilities tied to them 8^) and if others assume you're a bard...
IMO Familiars are a trap for classes that don't get them. It takes a trait and 3 feats to get an Impvd Fmlr without the usual familiar benefits... So - purchase a war-trained mount and pet, use blood sentinel:T3, or take a level in wizard to get spells & BondObj/Fmlr. Otherwise Samsaran and Mythic Past Lives is a good option.
I've heard people say "Bards aren't skill moneys"... really, that style just makes them worse than rogues.
With this archetype if things are dire you can speak if needed as the benefits aren't going to ruin your adventuring.
Magical Lineage is an investment that matures at 4th level. A drawback of PF1 is planning ahead as Retraining is overly costly.
Sillencio {silent, quiet} Stettig Herztmann, Bard-Mute Musician 5
NG med sz human humnoid (m) age:24 ht:5’10” wt:147lb. (BMI 21 nrml)
Home: Taggun Hold, Archduchy of Menador, Cheliax Politic: n/a Worship: Black Butterfly, Align: CG, Panth: EmpyLord(Cynosure), FvdWpn: starknife.
Init: +2, Sns: , Prcp: +8
AC: 15(19), tch 12, fftd 13(17) (+3 armr, (+4 [frc])shld, +2 Dex, dodg, ntrl).
HP: 33 (5d8) {PFS=8 +4*(5) +5*1{FCB}}.
Saves: Fort +3, Rflx +7, Will +5, +1{of 2} rst to scdry sv, +4 vs [cnfsn, fear, insan] & Abrtn(Su)
Mov Spd:30
Mle: mwk ElyBrnz morningstar +6 (1d8 c20 *2)BP, MagBst/MonHmnd +0(+1) then +1(+1)
Mle: dagger +5 | +5 thrw (1d4 c19+ *2)S|P Rng:10ft [2]
Rng: mwk comp shtbow +7 ≤30’|+6 (1d6 +1≤30’ c20 *3)P Rng:70ft
Ammo: dur cFe & AgWpnBlch [10 ], thistle [10 ] poi bleed 1d6r
Arcn Spells (CL 5; DC= SplLvl+5(Cha); Conc +10)
2nd(3): Babble:E2, Gltrdust:C2, Heroism:E2, Rst Enrg:A2.
1st(6): Ear-Prc Scrm:K1, Hids Lghtr:E1, Shld:A1, Tap Innr Beauty:D1, Vnsh:I1.
0th(6@will): Det Mag:D0, Ghst Snd:I0, Mag Hnd:T0, Prestdg:U0, Rd Mag:D0, Sum Instr:C0.
Brdc Pfrm [17]rnd/d, std actn start, free actn maintain
Countersong(aud) Pfrm(prcsn, wind).
Distraction(vis) Pfrm(act, dance).
Fascinate(aud & vis) Pfrm(prcsn, wind).
Inspire Courage(aud or vis) Pfrm(any).
Symphony of Silence(aud) Pfrm(any).
Abil 5th: [10(+0), 14(+2), 10(+0), 14(+2), 10(+0), 21{19}(+5)], 20pt [10,14,10,14,10,16] & race +2 Cha, 4th:+1 Cha, headband Cha +2.
BAB: +3, CMB:+3 CMD: 15.
Race: any one abil [+2], Feat(any), Sklld: Skil Rnk +Lvl. FCB of +1 HP is preferred.
Skills(rnk 45): Acroᶜ +8(3){FgtDEF/FullDEF +3/+6 dodg AC}, Apprᶜ +6(1), Bluffᶜ +13(5), Clmbᶜ, Crftᶜ(alchemy +6(1)), Diploᶜ +11(3), Dis Dev, Dsgsᶜ +11(1), Esc Artᶜ +6(1), Fly, Hndl Anml, Heal, Intmdᶜ, Knowᶜ(arcn +6(1), dngn +6(1), engr +6(1), geog, hist +6(1), locl +6(1), natr +6(1), nobl +6(1), plns, rlgn +6(1)), Lingᶜ +6(1), Prcpᶜ +8(5), Pfrmᶜ(act: puppetry +11/9(1){+2}, dance +9(1), prcsn: castanets +9(1), wind: harmonica +13(3){+2}), Profᶜ +(), Ride +7/5(3){+2}, Sns Mtvᶜ +4(1), SoHᶜ +6(1), Splcrftᶜ +8(3), Stlthᶜ +6(1), Survl, Swim, UMDᶜ +9(1). Cls Skl(ᶜ), Skl Fcs(ˢ) LoreMstr: may take ‘10’, std actn take ‘20’ [1]/d.
Lang: common(chelish), napsu-sign lang{rgnl}, dwarven, hallit, tianᒻ. Ling(ᒻ)
Wpn & Armr Prfc: simple wpns, longsword, rapier, sap, short sword, shortbow, whip, lgt armor, lgt & med shield.
Cmbt Gear:
SLWS-L: wand:Cure Lgt Wnd:C1@1[30] $450; SLWS-R: wand:Shield:C1@1[30] $450; Bndlr[8+8]: Pot:Cure Lgt Wnd:C1@1 [1] $50, flsk alch fire [4] $80, vial antiplague $50, vial twitch tonic $45, wand:Hgtn Aware:D1@1[30] $450. = $1575
Equip:
mw ElyBrnz morningstar smpl 1hnd wpn +1 (1d8 c20 *2)BP ElyBrnz(MagBst/MonHmnd +0(+1) then {specific type} +1(+1) 24hr or another qualifying type hit) Hrd:10 HP:20 8lb $1308. 2 dagger smpl lgt/thrw wpn (1d4 c19+ *2)P|S Rng:10ft Hrd:10 HP:2, (2)1lb (2)$2. mw comp shortbow mrtl 2hnd rngd wpn +1 (1d6 c20 *3)P Rng:70ft Hrd:5 HP:5 8lb $375. Ammo: durable cold iron(cFe) & silver(Ag) WpnBlch [10] 20+5gp, thistle [10] poi bleed 1d6r $10. mw studded lthr lgt armr (AC:+3, MaxDex:+5, ACP:0, ASF:15%, Mov:30) Hrd:3 HP:15 20lb $175. = $1897
(2) bandolier(Bdlr) [8] $1; spring-loaded wrist sheath(SLWS) [2]*$5; wiz kit (backpack(BP), bedroll, belt pouch, flint and steel, ink & inkpen, iron pot, mess kit, soap 1/2lb, torches [10], trail rations [5]d, waterskin 4lb) 21lb $21; 50’ silk rope HP:4 5lb $10; signal whistle $0.8; (2) canteen 2*4lb $4; (2) sack stows 60lb 2*0.5lb $1; mwk harmonica{mwk musical instr(chromatic harmonica with neck holder), +2 crcm wind-harmonica} 100gp, castanets 5gp, mwk puppets{mwk tool, +2 crcm act-puppetry} (2) 50gp, sock puppets (4) $1, advtr outfit 0gp,
Toven adv horse war trained $300 trick(atk, come, defend, down, guard, heel), mil saddle +2 crcm stay in saddle, uncons 75% stay in saddle wt:30lb $20, bit & bridle wt:1lb $2, saddlebags(SB) weatherproof 20# stowage 8lb $4; Sack:horse feed [6] wt:60lb $0.6; = $525.4
Aegis of recovery [neck] $1500 +2 rst cont saves, at HP:0 (2d8+3)heal & destroyed; Cloak of resistance +1 [shldr] $1000; Headband of Cha +2 [hdbnd] $4000; = $6500
cash: 10500 -1575 -1897 -525.4 -6500 = $2.6
Traits:
T1: Mag Lineage(Mag) Ear-prc Scrm:K1, with MMag ≥+1 SplLvl treat spl as 1 lvl lower for MMag cost.
T2: Resilient(Cmbt) +1 trt Fort.
options: Deft Dodger(Cmbt) +1 trt Rflx. Dilettante Artist(Rc-elf) +1 trt Pfrm catgry, +2 trt Diplo, one is class skl. Aspiring Bard(Rc-human) +1 trt Pfrm catgry, +2 trt Know Locl(Oppara music scene). Mentored(Socl) choose one[Crft, Pfrm, Prof] Skl +1 trt and +1 trt Aid another Skl(any!) Chk. Tattooed Focus(Rc-human) gain tattoo, choose one[Crft, Pfrm, Prof] Skl +2 trt & class skl. Theoretical Magician(Mag) +2/+3(Splcstr) trt Splcrft.
Feats & Levels:
H1: Weapon Finesse.
F1: Point-blank Shot: Rng wpns +1(+1) ≤30ft.
Lvl1: Bard-Mute Musician 1. Spellcasting & Cantrips. Mute(Ex) voluntary, will not speak/vocalize, no Pfrm(oratory, sing); audible comp from instruments with ranks. [lang-dpnd] relies on sign lang, writing, proxy, telepathy. If speak/vocalize lose Mute Musician abilities until 24 hrs silent. Eschw Matl(Ex): ignore matl comp ≤1gp. Bardic Know(Ex).
BrdPfrm [9(=2 +2*brd +CHA)] rnd/d, std actn start, free actn maintain:
• Countersong(audible, Su): Pfrm(keybrd, prcsn, wind, string, sing) crtr ≤30ft afctd by [lang-dpnd, sonc,
not vrbl comp] may use Pfrm check as save.
• Distraction(visual, Su): Pfrm(act, comedy, dance, oratory) crtr ≤30ft afctd by I(pttrn, figmnt) may use Pfrm check as save.
• Fascinate(audible & visual, Su) [bard/3]crtrs ≤90ft with LoS and not in/near combat/distractions W(10 +bard/2 +CHA) save for 24hrs else [fscntd] to sit quietly watch bard, -4 to skl chks, combat allows new save.
• Inspr Courg(audible or visual, Su): ally ≤30ft perceive pfrm +1(=1 +[(brd+1)/6]) morl [chrm, fear] & +1(+1){same} comp Atk(dmg) as [mind-afct].
Lvl2: Bard-MM 2. InsgtBynd(Ex):+two bard spls(Wiz A, C(call, sum, TP)): Shield:A1, Rst Enrg:A2. does not say they need to be castable. VersPfrm(Ex). DullHorr(Ex): +4 vs [cnfsn, fear, insan] & Abrtn(Su). WellVersd: +4 vs [sonc, lang-dpnd] & BrdcPfrm. the replaced ability is given to help interpret the new one.
F3: Precise Shot: Rng & Thrwn wpns no atk cmbt cover {-4 pnlty}.
Lvl3: Bard-MM 3.
BrdPfrm: [13]rnd/d
• Inspr Comp(audible, Su): ally ≤30ft LoS pfrm +2(=2 +[(brd-3)/4]) comp (chosen) Skl Chk.
• SymphSilnc(audible, Su): crtrs ≤30ft +2(=2 +[(brd-3)/4])[lang-dpnt, sonc] {incl your efcts}.
Abil4: Cha +1 (19).
Lvl4: Bard-MM 4.
F5: Bouncing Spl (+1) Metamag: if trgt saves choose new valid trgt. Cast Bouncn Ear-prc Scrm as 1st SplLvl as full-rnd actn.
Lvl5: Bard-MM 5. LoreMstr(Ex): may take ‘10’ on Know Skl Chk with ranks and std actn take ‘20’ 1(=1+[(brd-5)/6])/d.
• Spls Kwn: 0th:6, 1st:4, 2nd:3. Spl Slots: 1st:4+2, 2nd: 2+1. Spells: Det Mag:D0, Ghst Snd:I[fig]0, Mag Hnd:T0, Prestdg:U0, Rd Mag:D0, Sum Instr:C[sum]0, Ear-Prc Scrm:K[snc]1, Hids Lghtr:E[cmpls, mind-afct]1, Shld:A[frc]1, Tap Innr Beauty:D1, Vnsh:I[glam]1, Babble:E[cmpls, mind-afct]2, Gltrdust:C[creat]2, Heroism:E[cmpls, mind-afct]2, Rst Enrg:A2.
by Azothath
=== end ===

from this side topic
=====
Hirelings on d20pfsrd a bit chatty but again no mention of adventuring even with 'mercenary warriors' as trained hirelings.
Hireling(trained) on AoN no mention of adventuring.
Lodging & Services no mention of adventuring...
Technic League Hireling CR3 on AoN see first paragraph of description (source notes they are only part of a Technic League CR:10 encounter, so not really for hire, see pg45).
torchbearer feat here we see a hireling being brought on adventuring, for a feat.
leadership feat yes, the problematic feat for NPC cohorts.
There's a difference between generic hirelings and 'named' NPCs which will fall under Leadership feat. PFS has several NPCs available through 'Vanities' but none of them will engage in combat/adventuring. You can purchase recovery of your dead body via NPCs.
>> So we are clearly in a GM controlled area. Thus Your Mileage Will Vary. I believe the thrust of RAW prevents adventuring hirelings (aka that will fight for you) without a feat.
My experience is the NPCs are paid up front and weekly but don't go adventuring other than to tend your mount, carry stuff, act as translators or provide Aid with skills.
In most cases an adventuring NPC is a cohort to fill a missing PC (to make a 4 man party) and takes an equal split. I've seen and wrote a Home adventure where they are a guide/GM assist(authoritative font) but are trying hard to stay in the background. They are not hirelings.
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Azothath wrote: hmmmmm... I'm envisioning 3 melodramatic adventures called the 'First Bases'... like the First Steps series
First Base part 1: To Kiss and Tell
First Base part 2: Senseless Sensibilities
First Base part 3: Wuthering the Heights
-advanced-
The Explicit Advances of Anna Karenandroid
Three and a half Shades of Dhampir
Feather's Hardwoods
Ephesian Tail & Fan Service
Dreams of the Vermillion Chambermaid (The Story of the Stone High Qing by Caio Sequin, TianXia)

{name}:{school}{spell level} {hr if hour}
Breeze:K0 hr evocation=K
Prestidigitation:U0 hr
Alleviate Addiction:C1
Alter Musical Instrument:I1
Alter Winds:T1
Arcane Pocket:C1
Blessing Of The Watch:E1
Call Animal:E1
Ceremony:T1
Charm Animal:E1
Charm Fey:E1
Charm Person:E1
Cloak of Shade:A1
Dancing Lantern:T1
Deadeye's Lore:D1
Disguise Weapon:I1
Emblazon Crest:T1
Enlarge Tail:T1
False Face:T1
Floating Disk:K1
Fool's Gold:I1
Hex Ward:A1
Hide Weapon:T1
Ice Armor:T1
Implant Urge:E1
Itching Curse:N1
Locksight:D1
Longstrider:T1
Lose The Trail:I1
Mage Armor:C1
Mirror Mantis:I1
Negate Aroma:T1
Obscure Poison:A1
Pass without Trace:T1
Refine Improvised Weapon:T1
Speechreader's Sight:D1
Sundering Shards:T1
Tireless Pursuit:T1
Undine's Curse:N1
Unseen Servant:C1
Wizened Appearance:T1
Youthful Appearance:T1
Abstemiousness:T1 hr
Gentle Breeze:K1 hr
Aboleth's Lung:T2
Animal Purpose Training:E2
Beloved Of The Forge:D2
Compel Tongue:E2
Compulsive Liar:E2
Cushioning Bands:C2
Darkvision:T2
Defending Bone:N2
Delay Pain:E2
Delay Poison:C2
Diminished Detection:A2
False Belief:E2
False Life:N2
Hanspur's Flotsam Vessel:C2
Hoodwink:E2
Mage's Crawl Space:T2
Merge With Familiar:T2
Mirror Hideaway:T2
Misdirection:I2
Mud Buddy:C2
Painful Revelation:A2
Protection From Arrows:A2
Quick Change:T2
Radiation Ward:A2
Reduce Animal:T2
Restful Cloak:C2
Rope Trick:T2
Scent Trail:T2
Shackle:C2
Shield Other:A2
Skinsend:N2
Status:D2
Track Ship:D2
Trail of the Rose:I2
Tree Shape:T2
Unsettling Presence:N2
Urgathoa's Beacon:N2
Wartrain Mount:E2
Web Shelter:C2
Wicker Horse:C2
Enthrall:E2 hr
Ablative Barrier:C3
Animus Mine:A3
Anthropomorphic Animal:T3
Aquatic Trail:D3
Bloodhound:T3
Catatonia:N3
Conjure Carriage:C3
Control Vermin:T3
Countless Eyes:T3
Darkvision, Communal:T3
Deathwine:N3
Delay Poison, Communal:C3
Fins To Feet:T3
Garrulous Grin:N3
Guardian Monument, Lesser:A3
Helping Hand:K3
Hunter's Friend:T3
Kalistocrat's Nightmare:T3
Longstrider, Greater:T3
Magic Fang, Greater:T3
Magic Vestment:T3
Magic Weapon, Greater:T3
Martyr's Last Blessing:C3
Matchmaker:E3
Monstrous Extremities:T3
Necromantic Burden:N3
Nondetection:A3
Orchid's Drop:T3
Pack Empathy:D3
Phantom Driver:C3
Phantom Steed:C3
Pocketful Of Vipers:C3
Pressure Adaptation:A3
Protection from Arrows, Communal:A3
Scale Spikes, Greater:T3
Sculpt Sound:T3
Shield Companion:A3
Shroud Of Innocuity:I3
Skyshroud:D3
Spike Growth:T3
Suggestion:E3
Talismanic Implement:K3
Touch Injection:T3
Summon Totem Creature:C3 hr
Aerial Tracks:D4
Brightest Light:K4
Caustic Safeguard:A4
Claim Identity:T4
Concealed Breath:T4
Contingent Scroll:K4
Conversing Wind:T4
Create Holds:T4
Darkvision, Greater:T4
Denounce:E4
Dream Shield:A4
E Foil:A4
False Life, Greater:N4
Familiar Melding:N4
Frigid Souls:N4
Ghost Wolf:C4
Imbue With Flight:T4
Inveigle Person:E4
Magic Siege Engine, Greater:T4
Minor Creation:C4
Mirror Transport:T4
Nondetection, Communal:A4
Phantom Chariot:C4
Phantom Hunt:T4
Phantom Steed, Communal:C4
Reveal Emotions:D4
Ride The Waves:T4
Riding Possession:N4
Sand Table:D4
Seeds Of Influence:E4
Shadow Projection:N4
Share Shape:T4
Simulacrum, Lesser:I4
Sleepwalk:E4
Spike Stones:T4
Spite:A4
Terrain Bond:E4
Tireless Pursuers:T4
Ward Of The Season:A4
Zone of Silence:I4
Bountiful Banquet:C4 hr
Animus Mine, Greater:A5
Apathy:E5
Appearance Of Life, Greater:I5
Befuddled Combatant:E5
Callback, Greater:C5
Charm Person, Mass:E5
Commune With Texts:D5
Compel Tongue, Mass:E5
Contagious Suggestion:E5
Entrap Spirit:N5
Ethereal Envelope:C5
Etheric Shards:K5
False Future:I5
False Vision:I5
Guardian Monument, Greater:A5
Hunter's Blessing:T5
Illusory Hoard:I5
Mage's Faithful Hound:C5
Magic Jar:N5
Nex's Secret Workshop:A5
Overland Flight:T5
Passwall:T5
Pessimism:E5
Plague Carrier:N5
Planar Adaptation:T5
Planetary Adaptation:T5
Possess Object:N5
Possession:N5
Prying Eyes:D5
Resurgent Transformation:C5
Sealed Sending:C5
Seek Shelter:E5
Sphere Of Warding:A5
Surface Excursion:C5
Swallow Poison:T5
Tree Stride:C5
Unshakable Zeal:E5
Vile Dog Transformation:T5
Claim Identity, Greater:T6
Dream Travel:C6
Eagle Aerie:C6
Eaglesoul:C6
Foster Hatred:E6
Getaway:C6
Impart Mind:T6
Mind Swap:E6
Seer's Bane:A6
Shadow Endurance:I6
Shadow Walk:I6
Share Skin:N6
Suggestion, Mass:E6
Wind Walk:T6
Heroes' Feast:C6 hr
Aroden's Magic Army:T7
Changestaff:T7
Ethereal Envelopment:C7
False Vision, Greater:I7
Perceive Betrayal:D7
Planar Adaptation, Mass:T7
Planetary Adaptation, Mass:T7
Scrying, Greater:D7
Siege Of Trees:T7
Statue:T7
Animal Shapes:T8
Moment of Prescience:D8
Nine Lives:A8
Possession, Greater:N8
Share Skin, Greater:N8
Vinetrap:C8
Aroden's Spellbane:A9
Dream Voyage:C9
Siege of Trees, Greater:T9
Wooden Phalanx:C9

{Name}:{school}{SplLvl}
Brand:T0
Brand Of Conformity:T1
Crafter's Curse:T1
Crafter's Fortune:T1
Decrepit Disguise:I1
Endure Elements:A1
Goodberry:T1
Ironbloom Sprouts:T1
Lucky Number:T1
Magic Aura:I1
Mask Dweomer:I1
Night Blindness:N1
Resist Starvation:T1
Rite Of Bodily Purity:A1
Rite Of Centered Mind:A1
Sanctify Corpse:K1 evocation=K
Sense Spirit Magic:D1
Skin Tag:N1
Theft Ward:A1
Winter Feathers:A1
Abeyance:A2
Animal Messenger:E2
Beacon Of Guilt:K2
Blood Transcription:D2
Book Ward:A2
Brand Of Hobbling:T2
Build Trust:D2
Command Undead:N2
Conditional Favor:A2
Crafter's Nightmare:N2
Curse Of Keeping:E2
Curse Terrain, Lesser:N2
Delay Disease:C2
Disfiguring Touch:T2
Endure Elements, Communal:A2
Escape Alarm:A2
Feast Of Ashes:T2
Huntmaster's Spear:T2
Imbue With Elemental Might:K2
Implant False Reading:I2
Lay Of The Land:D2
Mask Dweomer, Communal:I2
Obscured Script:I2
Preserve Grace:D2
Rumormonger:D2
Rune Of Rule:T2
Secret Sign:I2
Share Language:D2
Stave Off Corruption:A2
Sympathetic Aura:I2
Undetectable Alignment:A2
Violent Accident:T2
Visualization Of The Body:T2
Visualization Of The Mind:T2
Absorbing Touch:T3
Accursed Glare:N3
Ancestral Regression:T3
Assume Appearance:T3
Aversion:E3
Blot:T3
Calistria's Guardian Wasps:C3
Create Food and Water:C3
Cup Of Dust:T3
Draconic Ally:C3
Drain Poison:T3
First World Revisions:T3
Gentle Repose:N3
Gilded Whispers:D3
Guiding Star:D3
Harrowing:D3
Horrifying Visage:N3
Implanted Projection:E3
Mark Of Obvious Ethics:D3
Prosperous Room:E3
Reckless Infatuation:E3
Secret Coffer:C3
See Beyond:D3
Share Language, Communal:D3
Shrink Item:T3
Spirit Bonds:D3
Steal Years:T3
Unadulterated Loathing:E3
Undetectable Trap:I3
Age Resistance, Lesser:T4
Animal Ambassador:E4
Assume Appearance, Greater:T4
Aura Alteration:I4
Beanstalk:C4
Blood Song:K4
Charm Monster:E4
Command Plants:T4
Curse Terrain:N4
Detect Scrying:D4
Firewalker's Meditation:A4
Geas, Lesser:E4
Geomessage:I4
Ghost Brand:T4
Ignoble Form:T4
Magic Aura, Greater:I4
Malicious Spite:E4
Mischievous Shadow:N4
Retributive Reparations:N4
Revenant Armor:T4
Skeleton Crew:N4
Substitute Trail:T4
Triggered Suggestion:E4
Blood Ties:N5
Darkvault:A5
Daywalker:N5
Decollate:N5
Delayed Consumption:T5
Dominate Person:E5
Mage's Private Sanctum:A5
Mask From DD5
Possession Trap:N5
Red Hand Of The Killer:N5
Secret Chest:C5
Sleepwalking Suggestion:E5
Steal Years, Greater:T5
Threefold Aspect:T5
Torpid Reanimation:N5
Treasure Stitching:T5
Unseen Crew:C5
Village Veil:I5
Age Resistance:T6
Bleaching Resistance:E6
Contingency:K6
Curse Terrain, Greater:N6
Death Pact:E6
Enlightened Step:T6
Geas/Quest:E6
Green Caress:T6
Harrowing, Greater:D6
Ironwood:T6
Liveoak:T6
Night Terrors:I6
Phantom Limb:N6
Transfer Familiar:K6
Wandering Trail:T6
Age Resistance, Greater:T7
Control Weather:T7
Create Demiplane, Lesser:C7
Create Mindscape, Greater:I7
False Resurrection:C7
Grim Stalker:N7
Inveigle Monster:E7
Planar Refuge:C7
Plundered Power:N7
Pox Of Rumors:E7
Seeds Of Influence, Greater:E7
Sequester:A7
Teleport Trap:A7
Temporary Resurrection:N7
Terraform:T7
Charm Monster, Mass:E8
Create Demiplane:C8
Curse Terrain, Supreme:N8
Dimensional Lock:A8
Glimpse Of The Akashic:D8
Mind Blank:A8
Screen:I8
Secret Vault:C8
Tomb Legion:N8
Akashic Form:N9
Create Demiplane, Greater:C9
Dominate Monster:E9
Mind Blank, Communal:A9
Resplendent Mansion:C9
Shambler:C9

{Name}:{school}{SplLvl}
Chameleon Scales:T0
Light:K0 evocation=K
Message:T0
Oath Of Anonymity:I0
Penumbra:K0
Read Magic:D0
Blend:I1
Blend With Surroundings:I1
Bouncy Body:T1
Clarion Call:I1
Cloak Of Secrets:I1
Coin Shot:T1
Comprehend Languages:D1
Cultural Adaptation:D1
Deathwatch:N1
Detect Radiation:D1
Disguise Self:I1
Feather Step:T1
Ferment:T1
Gorum's Armor:T1
Heightened Awareness:D1
Hide Bruises:I1
Hide from Animals:A1
Hide from Undead:A1
Invigorate:I1
Invisibility Alarm:A1
Linked Legacy:D1
Phantom Blood:N1
Pick Your Poison:C1
Pierce Facade:D1
Play Instrument:D1
Punishing Armor:A1
Quintessence:I1
Reinforce Armaments:T1
Remove Fear:A1
Remove Sickness:C1
Speak Local Language:D1
Starsight:D1
Swallow Your Fear:E1
Tracking Mark:K1
Tripvine:T1
Unfetter:T1
Veil Of Heaven:A1
Veil of Positive Energy:A1
Amplify Stench:T2
Assumed Likeness:I2
Aura of Greater Courage:A2
Barkskin:T2
Beastspeak:D2
Bloody Tears And Jagged Smile:N2
Bullet Shield:A2
Bullet Ward:A2
Callback:C2
Carrion Compass:D2
Certain Grip:T2
Codespeak:T2
Commune With Birds:D2
Corruption Resistance:A2
Dark Whispers:I2
Disguise Other:I2
Enshroud Thoughts:A2
Extreme Buoyancy:K2
Fleshy Facade:T2
Focused Scrutiny:D2
Fog Cloud:C2
Fury Of The Sun:T2
Ghostly Disguise:I2
Greensight:T2
Healing Token:C2
Hidden Blades:I2
Hidden Speech:T2
Holy Shield:A2
Honeyed Tongue:T2
Inner Focus:I2
Investigative Mind:E2
Invigorating Poison:T2
Know Peerage:D2
Lead Anchor:K2
Neutral Buoyancy:K2
Peerless Integrity:I2
Perceive Cues:T2
Pernicious Poison:N2
Protective Penumbra:K2
Reinforce Armaments, Communal:T2
Resist Energy:A2
Righteous Blood:A2
Sea Steed:T2
Secret Speech:D2
Seducer's Eyes:E2
See Invisibility:D2
Semblance Of Flesh:I2
Sense Fear:D2
Slipstream:C2
Spider Climb:T2
Suppress Charms And Compulsions:A2
Tears To Wine:T2
Touch of Idiocy:E2
Unshakable Chill:N2
Water Walk, Communal:T2
Web:C2
Whispering Lore:D2
Winged Sword:T2
Adjustable Disguise:I3
Anchored Step:T3
Ape Walk:T3
Appearance Of Life:I3
Aroden's Spellsword:T3
Barghest Feast:T3
Blood Sentinel:T3
Daybreak Arrow:K3
Daylight:K3
Deeper Darkness:K3
Deft Digits:T3
Detoxify:T3
Discovery Torch:K3
Draconic Reservoir:K3
Feather Step, Mass:T3
Flame Arrow:T3
Follow Aura:D3
Free Swim:A3
Glibness:T3
Gullibility:E3
Heroism:E3
Invigorate, Mass:I3
Keen Edge:T3
Lily Pad Stride:T3
Magic Circle against Chaos:A3
Magic Circle against Evil:A3
Magic Circle against Good:A3
Magic Circle against Law:A3
Marionette Possession:N3
Meld into Stone:T3
Penumbral Disguise:C3
Plant Voice:T3
Protection from Energy:A3
Resinous Skin:T3
Resist Energy, Communal:A3
Sacred Bond:C3
Sands of Time:N3
Severed Fate:E3
Spectral Scout:C3
Spider Climb, Communal:T3
Symbol Of Exsanguination:N3
Tactical Formation:A3
Tongues:D3
Ward the Faithful:A3
Water Walk:T3
Air Walk:T4
Ancestral Gift:C4
Aram Zey's Trap Ward:A4
Aura of Doom:N4
Bit Of Luck:K4
Cloud Shape:T4
Creeping Ice:K4
Curse of Magic Negation:A4
Demanding Message:E4
Dreadscape:I4
Earsend:N4
Enticing Adulation:E4
Eyes Of The Void:T4
Freedom of Movement:A4
Hollow Heroism:E4
Hypnotism, Greater:E4
Insect Spies:D4
Locate Creature:D4
Magic Circle Against Technology:A4
Mindscape Door:I4
Minor Phantom Object:I4
Named Bullet:D4
Protection from Energy, Communal:A4
Quieting Weapons:I4
Rags To Riches:T4
Repel Vermin:A4
Repugnant Taste:T4
Sea Stallion:T4
Soul Vault:A4
Spell Immunity:A4
Stoneskin:A4
Summon Accuser:C4
Suppressing Stone:K4
Thaumaturgic Circle:A4
Tongues, Communal:D4
Tough Crowd:A4
Unholy Ward:A4
Watchful Animal:D4
Absorb Toxicity:N5
Air Walk, Communal:T5
Calm Air:A5
Charnel House:I5
Control Winds:T5
Create Mindscape:I5
Deceitful Veneer:I5
Deceptive Redundancy:I5
Dissolution:T5
Duplicate Familiar:C5
Echolocation:T5
Energy Siege Shot:T5
Grand Destiny:E5
Jungle Mind:D5
Lend Path:T5
Lighten Object, Mass:T5
Major Phantom Object:I5
Object Possession:N5
Rubberskin:T5
Smug Narcissism:E5
Soulswitch:N5
Spawn Ward:N5
Spell Immunity, Communal:A5
Stoneskin, Communal:A5
Telepathic Bond:D5
Wall Of Thorns:C5
Antimagic Field:A6
Control Water:T6
Energy Siege Shot, Greater:T6
Find the Path:D6
Fire Seeds:C6
Named Bullet, Greater:D6
Overwhelming Poison:N6
Source Severance:A6
Spectral Saluqi:N6
Summon Flight Of Eagles:C6
Unerring Tracker:D6
Demanding Message, Mass:E7
Fly, Mass:T7
Infuse Robot:T7
Insect Spies, Greater:D7
Lunar Veil:I7
Object Possession, Greater:N7
Spell Turning:A7
Submerge Ship:T7
Prismatic Wall:A8
Protection from Spells:A8
Spell Immunity, Greater:A8
Spellscar:A8
Elemental Swarm:C9
Foresight:D9
Heroic Invocation:E9
Impenetrable Veil:A9
Prismatic Sphere:A9
Rune Of Jandelay:T9
Shapechange:T9
Spell Immunity, Greater Communal:A9
Summon Elemental Steed:C9
Teleportation Circle:C9
Wall of Suppression:A9

Wrath of Pregnancy (Wrth Preg)
Source: Azothath's Homebrew
School: Trans(T)
Domain/Mystery: chaos 1, healing 1, life 1, nature 1.
Level: sorcerer 1, witch 1, wizard 1, cleric 1, druid 1, inquisitor 1, oracle 1, shaman 1, medium 1, occultist 1, psychic 1, alchemist 1.
Casting Time: std action
Components: S, M (wad of fat/lard/butter)
Range: Close (25 +5*[CstrLvl/2])ft
Target: one large or smaller [animal, fey(these subtypes), humanoid, magical beast, monstrous humanoid, animal, undead(these subtypes)] creature
Duration: CstrLvl min
Save: Will negates; SR: Yes
Description
Wrath of Pregnancy inflicts the enhanced worst of the usual joyous condition with a failed save; 20% weight gain which acts as encumbrance -10ft to all movements (to medium load and Mov/2 maximum), cramps and pains along with distraction and emotional moods inflicting -1 morale to all [mind-afct, emotion, fear] saves, -1 morale to all attacks, -1 morale to concentration and skill checks. It also causes those of the same race/type around you to treat you with some deference adding +1 (including the above -1 morale) circumstance bonus to your bluff, diplomacy checks. Creatures that are already inflicted with a mass increase that inflicts a penalty (such as Bloatmages, some cursed victims, etc) do not suffer the encumbrance or movement penalties. Undead gain +2 circumstance bonus to any distraction or fascination effects rather than bluff or diplomacy as other evil undead view them as especially attractive victims.
Every minute victims may attempt another save.
by Azothath

Nitwitting Allies (Ntwtg Alys)
Source: Azothath's Homebrew
School: enchantment(E)(charm)[mnd-afct]; Level: bard 2, mesmerist 2, psychic 2.
Casting Time: std actn
Components: V, S
Range: close (25 +5*[CstrLvl/2])ft
Target(s): up to [CstrLvl/3] living creatures
Duration: up to CstrLvl(maximum 10) rounds or until attacked by you
Saving Throw: Will negates; SR: yes
Description
The befuddled targets have difficulty telling friend from foe for flanking and attacks of opportunity. Targets that fail their save (subjects) consider you their ally for flanking, you do not provoke attacks of opportunity from them, and they gain a -1 morale penalty to attack you. The attitude and offense of the subjects are not otherwise affected (they do not attack their former allies, may aid another for their former allies). If the caster makes a hostile attack (see invisibility) against a subject of this spell, then the spell ends for all subjects.
reference spells;
Unwitting Ally:E0
Illusion of Calm:I1
Invisibility:I2
a 4th level version would clear up that duration limit and ending for all subjects ;^)

Comport Message (Cmprt Mssg){the abbreviation}
Source: Azothath's Homebrew
School: divination(D); Domain/Mystery: artifice 2; Level: witch 2, wizard 2, cleric 2, inquisitor 2, shaman 2, warpriest 2, medium 2, occultist 2, psychic 2, spiritualist 2, alchemist 2, investigator 2.
Casting Time: 3 rounds
Components: S, M (prepared vial(4 fl-oz container) to wine bottle(24 fl-oz) and 2 pages of parchment or vellum 25gp)
Range: Touch
Target(s): prepared material components (objects)
Duration: up to 2*CstrLvl days
Saving Throw: none; SR: no
Description
The caster prepares the components and seals one blank page in the bottle. The companion page(second page) is usually stowed in the caster's spellbook or scroll case. The bottle is usually given or sent to the recipient. It is a perception DC 0 to notice that there is writing on the page in a sealed transparent bottle. Destroying the companion page destroys the bottled page in a similar manner. Once the bottle is opened the connection to the companion page is broken and the companion fades and crumbles. When the duration ends the pages wither to a near useless brittle yellowed state and crumble if handled. The caster can only have his Int Bonus in active comport message spells at any one time otherwise the oldest two expire with the casting of a new spell.
Within the duration, the companion page can be written upon using conventional methods within a single 2 minute session and the writing appears on both pages if they are on the same plane of existence. Up to 45 words, 200 characters, or a rough map can be conveyed within the 2 minute session. Needless to say the writing session is comprised of full round actions in an undisturbed out-of-combat state. In combat the caster must make concentration checks DC 13 every round otherwise the writing session ends.
Targeting the bottle with an erase spell ends the comport message spell.
Including a fine eye agate of 25gp with the preparer's arcane mark or sigil in the bottle can act as a focus for the casters divinations within the comport message duration.
see Bottle of Messages [none] 300gp

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Abate Affliction (Abt Aflct)
School: {arcane/occult}Abjr(A) or {divine}Conj(C).
Domain/Mystery: healing 1, community 2, succor 1.
Level: skald 2, sorcerer 1, witch 2, wizard 1, cleric 1, inquisitor 1, oracle 1, paladin 1, shaman 1, warpriest 2, medium 1, occultist 1, psychic 1, spiritualist 1, alchemist 1, investigator 2.
Casting Time: full-round action
Components: V, S, M (small effigy, holy symbol, or totem 1gp)
Range: Touch
Target(s): Touch, 1 willing/friendly large or smaller living creature (see text)
Duration: 3*CstrLvl hrs (see text)
Save: Will negates; SR: Yes (harmless)
Description
Abate affliction slows one known and identified affliction (corruption, curse, disease, drug & addiction, infestation, madness & psychological condition(including confusion effect), poison) from progressing and reduces the current and ongoing penalty (if any) by 1 or up to 12.5%(in case of a random effect, worse(-12.5) to best(+12.5%) option (use a d8)) chosen by the caster. This offers the target some relief from their current situation but does not directly aid saves from the condition. Iterative checks for the affliction may be delayed by 2 rounds if round by round or to double the usual time increment.
Identifying the problem:
Identifying the affliction occurs before casting the spell. A Heal DC 15 check over 3 rounds can point the caster to the right skill choice. If the affliction is a spell effect and the caster witnesses the spell being cast he may use Spellcraft to identify the spell and thus the affliction.
A corruption, curse, divine affliction requires the caster succeed at a Know Religion check vs 10 +DC of the affliction (usually spell DC or save). A disease, infestation, drug, addiction, madness, psychological condition requires the caster succeed at a Heal check vs 10 +DC of the affliction. Likewise a curse, madness, arcane affliction requires Know Arcana, and a drug, infestation, or poison require Craft Alchemy. The caster chooses his preferred skill and makes a check to identify the particular affliction.
Some afflictions have a specific identification processes in their description and that should be used.
Often the player knows what afflicts their PC, but in the Game a skill check is required.
Once the affliction is identified the abate affliction causes the ongoing affliction to harbor in the 1-3” sized material component which is slowly eaten away and destroyed when the spell expires. The component must be worn and kept by the target lest the spell end. Only one application of this spell can affect a creature and further castings must wait at least 2d3 hours after the last casting expires.
A silver holy symbol or totem of 25gp increases the duration to 5*CstrLvl, and a gold holy symbol or totem of 100gp increases the duration to 8*CstrLvl. A creature of huge or larger requires this spell to be cast using a 2nd spell level slot. Oddly transmutation polymorphs of 4th spell level and above that affect the target cause this spell to end. This spell has no effect on aberrations, constructs, undead, haunts or spirits.
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see also
spell: Discorporation:C0
spell: Celestial Healing:C1{rework}
spell Twilight Knife:K2{rework}
spell: Lsr Shadow Walk:I4
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