Daxur
Goblin wizard 1
LN, Small, Goblin, Humanoid Perception +3; darkvision
Languages Abyssal, Common, Draconic, Goblin, Sylvan, Undercommon
Skills Acrobatics +6, Arcana +7, Crafting +7 (+8 when crafting items of type Artistry.), Engineering Lore +7, Medicine +3, Nature +3, Stealth +6
Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 18 (+4), Wis 10 (+0), Cha 12 (+1)
Other Items crossbow, dagger, backpack, bedroll, belt pouch, chalks (10), flint and steel, material component pouch, rations (1 week)s (2), rope (foot)s (50), soap, spellbook (blank), waterskin, writing set, familiar, money, purse (10 gp; 6 sp)
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AC 16; Fort +4; Ref +6; Will +5
HP 17 Focus Points 1 Hero Points 1
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Speed 25 feet
Melee [1] dagger +6 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Ranged [1] crossbow +6 (range increment 120 feet, reload 1), Damage 1d8 P
Ranged [1] dagger +6 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Arcane Wizard Spells DC 17, attack +7; 1st mage armor, summon animal Cantrips (1st) detect magic, electric arc, light, mage hand, prestidigitation, shield
Focus Spells 1 Focus Point, DC 17; 1stHand of the Apprentice Feats Familiar, Goblin Scuttle, Hand Of The Apprentice, Specialty Crafting
Feat descriptions:
Goblin Scuttle
(Ancestry Feats, Feat)
Trigger An ally ends a move action adjacent to you.
You take advantage of your ally’s movement to adjust your position. You Step
Specialty Crafting (Artistry) Background ,Feat
Traits: General, Skill
Prerequisites trained in Crafting
Your training focused on Crafting one particular kind of item. Select
one of the specialties listed on page 267; you gain a +1
circumstance bonus to Crafting checks to Craft items of that type. If
you are a master in Crafting, this bonus increases to +2. If it’s
unclear whether the specialty applies, the GM decides. Some
specialties might apply only partially. For example, if you were
making a morningstar and had specialty in woodworking, the GM
might give you half your bonus because the item requires both
blacksmithing and woodworking.
Alchemy* - Alchemical items such as elixirs
Artistry - Fine art, including jewelry
Blacksmithing - Durable metal goods, including metal armor
Bookmaking - Books and paper
Glassmaking - Glass, including glassware and windows
Leatherworking - Leather goods, including leather armor
Pottery - Ceramic goods
Shipbuilding - Ships and boats
Stonemasonry - Stone goods and structures
Tailoring - Clothing
Weaving - Textiles, baskets, and rugs
Woodworking - Wooden goods and structures
* You must have the Alchemical Crafting skill feat to Craft
alchemical items.
[b]Darkvision (Goblin, Race)
A monster with darkvision can see perfectly well in areas of
darkness and dim light, though such vision is in black and white
only. Some forms of magical darkness, such as a 4th-level
darkness
spell, block normal darkvision. A monster with greater darkvision,
however, can see through even these forms of magical darkness.
Drain Familiar 1/day)ass, Wizard
Traits: Arcane, Wizard
Free Action
Frequency once per day
Requirements You haven’t acted yet on your turn.
You expend the power stored in your familiar. This gives you the
ability to cast one spell you prepared today and already cast,
without spending a spell slot. You must still Cast the Spell and
meet the spell’s other requirements.
Familiar Focus 1/day Master Abilities
Once per day, your familiar can use 2 actions with the concentrate
trait to regain 1 Focus Point, up to your usual maximum You must
have a focus pool to select this.
Spell Delivery Master Abilities
If your familiar is in your space, you can cast a spell with a range
of touch, transfer its power to your familiar, and command the
familiar to deliver the spell. If you do, the familiar uses its 2 actions
for the round to move to a target of your choice and touch that
target. If it doesn’t reach the target to touch it this turn, the spell
has no effect.
Unbreakable Goblin Ancestry, Goblin
You’re able to bounce back from injuries easily due to an
exceptionally thick skull, cartilaginous bones, or some other mixed
blessing. You gain 10 Hit Points from your ancestry instead of 6.
When you fall, reduce the falling damage you take as though you
had fallen half the distance
Spell descriptions:
Hand of the Apprentice Focus 1
Uncommon, Attack, Evocation, Wizard
Traditions: Arcane
Cast: [1] somatic
Range: 500 feet
Targets: 1 creature
Attack Bonus: +7�
You hurl a held melee weapon with which you are trained at the
target, making a spell attack roll. On a success, you deal the
weapon’s damage as if you had hit with a melee Strike, but adding
your spellcasting ability modiffler to damage, rather than your Strength
modiffler. On a critical success, you deal double damage, and you add
the weapon’s critical specialization effect. Regardless of the outcome,
the weapon fiies back to you and returns to your hand
Detect Magic (At Will) Cantrip 1
Arcane, Cantrip, Detection, Divination
Traditions: Arcane
Cast: [2] somatic, verbal
Area: 30-foot emanation�
You send out a pulse that registers the presence of magic. You
receive no information beyond the presence or absence of magic. You
can choose to ignore magic you’re fully aware of, such as the magic
items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower
level than the level of your
detect magic spell. However, items that
have an illusion aura but aren’t deceptive in appearance (such as an
invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest-
level effect within range that the spell detects. If multiple effects are
equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source
of the highest-level magic. Like for an imprecise sense, you don’t learn
the exact location, but can narrow down the source to within a 5-foot
cube (or the nearest if larger than that).
Electric Arc (At Will) Cantrip 1
Arcane, Cantrip, Electricity, Evocation
Traditions: Arcane
Cast: [2] somatic, verbal
Range: 30 feet
Targets: 1 or 2 creatures
Saving Throw: basic Reflex
DC: 17�
An arc of lightning leaps from one target to another. You deal
electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4.
Cantrip 1
Electric Arc (At Will)
Mage Armor Spell 1
Abjuration, Arcane
Traditions: Arcane
Cast: [2] somatic, verbal
Duration: until the next time you make your daily preparations�
You ward yourself with shimmering magical energy, gaining a +1
item bonus to AC and a maximum Dexterity modifier of +5. While
wearing mage armor, you use your unarmored proficiency to calculate
your AC.
Heightened (4th) You gain a +1 item bonus to saving throws.
Heightened (6th) The item bonus to AC increases to +2, and you
gain a +1 item bonus to saving throws.
Heightened (8th) The item bonus to AC increases to +2, and you
gain a +2 item bonus to saving throws.
Heightened (10th) The item bonus to AC increases to +3, and
you gain a +3 item bonus to saving throws.
Light (At Will) Cantrip 1
Arcane, Cantrip, Evocation, Light
Traditions: Arcane
Cast: [2] somatic, verbal
Range: touch
Targets: 1 object of 1 Bulk or less, either unattended or possessed
by you or a willing ally
Duration: until the next time you make your daily preparations�
The object glows, casting bright light in a 20-foot radius (and dim
light for the next 20 feet) like a torch. If you cast this spell again on a
second object, the light spell on the first object ends.
Heightened (4th) The object sheds bright light in a 60-foot radius
(and dim light for the next 60 feet).
Mage Hand (At Will) Cantrip 1
Arcane, Cantrip, Evocation
Traditions: Arcane
Cast: [2] somatic, verbal
Range: 30 feet
Targets: 1 unattended object of light Bulk or less
Duration: sustained�
You create a single magical hand, either invisible or ghostlike,
that grasps the target object and moves it slowly up to 20 feet.
Because you’re levitating the object, you can move it in any direction.
When you Sustain the Spell, you can move the object an additional 20
feet. If the object is in the air when the spell ends, the object falls.
Heightened (3rd) You can target an unattended object with a
Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can
target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can
target an unattended object with a Bulk of 2 or less.
Prestidigitation (At Will) Cantrip 1
Arcane, Cantrip, Evocation
Traditions: Arcane
Cast: [1] somatic, verbal
Range: 10 feet
Targets: 1 object (cook, lift, or tidy only)
Duration: sustained�
The simplest magic does your bidding. You can perform simple
magical effects for as long as you Sustain the Spell. Each time you
Sustain the Spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot
offthe ground.
• Make Create a temporary object of negligible Bulk, made of
congealed magical substance. The object looks crude and artificial and
is extremely fragile—it can’t be used as a tool, weapon, or spell
component.
• Tidy Color, clean, or soil an object of light Bulk or less. You can
affect an object of 1 Bulk with 10 rounds of concentration, and a
larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions.
Any actual change to an object (beyond what is noted above) persists
only as long as you Sustain the Spell.
Shield (At Will) Cantrip 1
Abjuration, Arcane, Cantrip, Force
Traditions: Arcane
Cast: [1] verbal
Duration: until the start of your next turn�
You raise a magical shield of force. This counts as using the
Raise a Shield action, giving you a +1 circumstance bonus to AC until
the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction
with your magic shield (see below). The shield has Hardness 5. After
you use Shield Block, the spell ends and you can’t cast it again for 10
minutes. Unlike a normal Shield Block, you can use the spell’s
reaction against the magic missile spell.
Heightening the spell increases the shield’s Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.
SHIELD ACTIONS
The shield spell works like a raised shield, and it also gives you
the ability to use the Shield Block reaction.
SHIELD BLOCK [reaction]
Trigger While you have your shield raised, you take damage from
a physical attack.
You place your shield to ward offa blow. Your shield prevents you
from taking an amount of damage up to the shield’s Hardness. You
and the shield each take any remaining damage, possibly breaking or
destroying the shield.
Summon Animal Spell 1
Arcane, Conjuration
Traditions: Arcane
Cast: [3] material, somatic, verbal
Range: 30 feet
Duration: sustained up to 1 minute�
You conjure an animal to fight for you. You summon a common
creature that has the animal trait and whose level is –1. Heightening
the spell increases the maximum level of creature you can summon.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.