Duelist

Galedron's page

No posts. Organized Play character for Douglas MacIntyre.


Full Name

Galedron (Glen)

Race

Half Elf

Classes/Levels

Witch

Gender

Male

Size

Slight

Age

21

Alignment

LN

Deity

Nature Dou-Bral The Midnight Lord (venerated - not worshiped)

Location

The Dark Archive Scroll Requisitions.

Occupation

Book binder

Strength 7
Dexterity 16
Constitution 16
Intelligence 30
Wisdom 9
Charisma 7

About Galedron

Galedron (Glen)
Male half elven witch (bonded witch) 14 (Pathfinder RPG ARG 43)
LN Medium humanoid (half elven)
Init +10; Senses, light sensitivity, low light vision, 60ft darkvison, Perception +26
--------------------
Defense
--------------------
AC 19 (21 with MA), touch 15, flat-footed 16/18 (+2/4 armor, +3 Dex, +2 deflect,+2 shield)
hp 128 (14d6+56+14)
Fort +9, Ref +9, Will +11/13
+2 Enchantment spells and effects
-6 to move/trip effects
immune to sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5/+0 (1d4-2)
prehensile hair hex (14 mins per day) +17 (1d3+15 reach)
Ranged light crossbow +10 (1d8)
Spell Completion item (CL 9th)
. . Once—Dimension Door (from cape)
Witch Spells Prepared (CL 14th; concentration +24)
. . 7th (2+1)- particle form, shadow body, temporary ressurection
. . 6th (3+2)— slay living (DC26 FORT), Disintegrate (DC26 FORT), true seeing, cone of cold (DC26 REFLEX), true seeing
. . 5th (3+2)— overland flight***, teleport, release the hounds, cure critical wounds, Feeblemind (DC26 WILL)
. . 4th (4+2)— greater false life***, Spite***, Spite, greater false life, Enervation, Named Bullet
. . 3rd (4+2)— Vampiric touch***, vampiric touch, lightning bolt (DC23 REFLEX), lightning bolt(DC23 REFLEX), barrow haze, dispel magic
. . 2nd (4+3)— false life, glitterdust (DC22 WILL), blindness/ deafness (DC 22 FORT ), see invisibility, Shadowmind (DC22 WILL), Investigative Mind, glitterdust (DC22 WILL)
. . 1st (4+3)— mage armor***, Wizened appearance***, Ear piercing scream (DC21 FORT) , Ill omen, Ill omen, cheetahs sprint, reduce person
. . 0 (4)— Read magic, detect magic, message, stabilize, guidance*

*** starting on daily
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 16, Int 30, Wis 9, Cha 7
Base Atk +6; CMB +4; CMD 18 (15 ff) with hair active CMD 30 (27 ff)
Witch Spells Known (CL 13th; concentration +20)
Feats
Hexes:
Fortune, Evil eye, Flight, Misfortune, Swine, Prehensile Hair
Major Hexes:
Retribution, Ice Tomb, Regenerative Sinew
Others:
Spirit talker, Spell penetration, greater spell penetration, split hex, improved initiative
Traits:
reactionary (combat), seeker (social)
Skills
+3 Acrobatics
+10 Appraise
-2 Bluff
-2 Climb
X Craft
-2 Diplomacy
+4 Disable Device
-2 Disguise
+3 Escape Artist
+16 Fly*
X Handle Animal
+3 Heal
+2 Intimidate
-----Knowledge: (+10 int)
+26 Arcana
+23 Dungeoneering*
+11 Engineering
+11 Geography
+11 History
+23 Local
+26 Nature
+11 Nobility
+26 Planes
+23 Religion
---------------
+23 Linguistics
+26 Perception (13 ranks, 1 trait, +3 class, +4 corruption, +6 skill focus, -1 wis)
X Perform
X Profession
+3 Ride
-1 Sense Motive
+6 Sleight of Hand
+26 Spellcraft
+20 Stealth* (13 ranks, 3 dex, 4 corruption)
-1 Survival
-2 Swim
+2 Use Magic Device

Languages Common, Elven, Celestial, Nagaji, Draconic, Sylvan, Abysal, Infernal, Undercommon, Gnome, Goblin, Orc, Dwarven, Ancient Ossirinai, Necril, Aklo, Azlanti, Thassilonian, Treant, Auran, Aquan, Ignan, Terran, Varisian, Vudrani, Jiskan

Gear
2526 Early gear and scrolls
6000 ring of resistance
4000 pop l2
35000 Quicken Meta magic rod
2005 Mithril buckler
2000 Ring of protection
4500 First aid gloves
1000 Silk kimono
2000 haversack
30000 orange ioun stone
6000 cackle blouse
1500 Aegis of recovery
36000 headband (int +6)
16000 belt (con +4)
7000 mirror of guarded reflexes
1000 Pathfinders pouch
1000 Pop L1
1000 Pop L1
10800 Cape of montebank
1613 Assist on char death
1000 buckler upgrade
250 ink
250 true seeing gem
10500 CCW
PP
wands:
CLW
Infernal
Mage Armor
Lucky Number
CCW

Dark Archives: scroll of overland flight

0 - all for witch
1 - Obscuring Mist, Cheetah's sprint, Reduce Person, Cure Light Wounds, Ray of Enfeeblement, Ray or Sickness, Mage Armor, Comprehend Languages, Pacebond, Snowball, Burning hands, Mount, Enlarge person, Frostbite, Ear piercing scream, ill omen, wizened appearance, Youthful appearance, *Ventriloquism*
2 - Shadowmind, Flurry of snowballs, Aggressive thundercloud, Hold person, Glitterdust, Web, BLindness/deafness, false life, see invisibility, death knell, Investigative Mind, Touch of Idiocy, *Silence*
3 - Paragon Surge, Vampiric touch, Barrow Haze, Lightning bolt, Haste, Ward of the season, Sleet storm, Stinking cloud, Remove curse, dispel magic, Bestow Curse, *Haste*
4 - Spite, Enervation^, Death ward, Vermin form II, Greater false life, Dimension Door, Named Bullet, Ice storm, Black Tentacles, *threefold aspect*
5 - release the hounds, Cure critical Wounds^, Feeblemind, Befuddled combatant, baleful polymorph^, Overland flight^,break enchantment, wreath of blades, *Teleport*
6 - Greater Dispel Magic, cone of cold, Raise dead, True Seeing, Slay living^, *Disintegrate*
7 - Particle form, Shadow form^, Maddening Oubliette, Temporary Resurrection.

--------------------
Special Abilities
--------------------

Half-Elf Racial Traits
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Arcane Training - Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

---Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.---

Corruption - Shadowbound:
Eerie Perception: Your eyes change, adapting to a life in the shadows. Gift: You gain darkvision to a range of 60 feet. If you already have darkvision, the range of your darkvision increases by 30 feet instead. You also gain a +2 bonus on Perception and Stealth checks. At manifestation level 3rd, the bonuses increase to +4.
Stain: Your eye color fades to a dull gray and your eyes overreact to light. You gain light sensitivity, causing you to be dazzled in areas of bright light.

Wretched Pain: Inflicting pain is one of the few sensations that still stirs you.
Prerequisite: Eerie perception*.
Gift: Whenever you deal weapon damage to a creature that you are flanking or a creature that is denied its Dexterity bonus to its AC against you, you can inflict a painful wound as an immediate action. The target must succeed at a Fortitude saving throw or be nauseated by pain for 1 round. If the target succeeds at the save, it is sickened for 1 round and becomes immune to your further uses of this ability for 24 hours.
Stain: Your eyes turn a milky white, utter black, or pale yellow, making you appear blind although you can see normally in most circumstances. You gain light blindness, causing you to be blinded for 1 round whenever you are exposed to daylight or another source of bright light and dazzled for as long as you remain in bright light thereafter.

Insubstantiality: Your body flickers occasionally into insubstantial shadow.
Prerequisite: Manifestation level 3rd.
Gift: Your body sometimes shifts or blurs momentarily before resuming the appearance of solidity. You gain a deflection bonus to your AC equal to half your manifestation level. You have a 20% chance to ignore (treat as a normal hit) confirmed critical hits and precision-based damage (such as sneak attack damage) from any weapon unless it has the ghost touch weapon special ability.
Stain: You take a –6 penalty on saving throws and to your CMD against attacks and effects that would move or trip you, as well as on all combat maneuver checks except those made to escape a grapple.

Bonded Item (Sp): At 1st level, a bonded witch gains a bonded item instead of a familiar. This bonded item is similar to a wizard’s arcane bond bonded item, and follows all the rules of such an item with the following exceptions.

A bonded witch’s bonded item serves as a vessel for her spells and a conduit for communication with her patron. A bonded witch must commune with her bonded item each day to prepare her spells. The bonded item stores all of the spells that the bonded witch knows, and the bonded witch cannot prepare spells that are not stored within it. A bonded witch starts with the same number of spells and gains new spells the same way as a witch, and can even add spells by learning them from scrolls in the same way, but a bonded witch cannot learn spells from another bonded item.

Since a bonded witch does not have a spellbook, starting at 2nd level, a bonded witch’s bonded item can be used once per day to cast a spell dependent on the type of bonded object chosen by the bonded witch. The spell is treated like any other spell cast by the bonded witch, including its casting time, duration, and other effects dependent of the bonded witch’s level. This spell cannot be further modified by metamagic feats or any other ability. As the bonded witch gains levels, the bonded item gains new spells that the bonded witch can cast in this way. She can cast any one of these spells once per day using her bonded object, but gains greater flexibility in what spells she can cast, and gains more powerful spells as she gains new levels. The bonded item spells associated with each item type are as follows.

Wand: 2nd—magic missile; 4th—knock; 6th—fireball; 8th—restoration; 10th—maximized scorching ray; 12th—bull’s strength (mass); 14th-greater restoration

This ability replaces the witch’s familiar class feature.

--------------------
Boons:
--------------------

4 - Mercy's Blessing - 1 reroll vs poison/disease (1 use)
4 - Nisas Gratitude - 1 know/perc/sense motive - roll a second time at 6+ char level) (1 use)
5 - Infiltrator - Before steath, choose an ally and both use higher result (1 use)
6 - Curious pipefox - +5 to a know history or Religion (1 use)
7 - Ally of the green - std to eat a berry for 1d4+1 hp (3 uses)
10 - Imperium Initiate- stuff vs constructs (1 use)
11 - Delhaven Star - bonsues for Cheliax
11 - Eye for traitors - +1 will vs illusions
11 - Eye for traitors - +1 sense motive vs lies
13 - Elemental Awakening - mass fly (1 use)
13 - Elemental Awakening - stoneskin, stone to flesh (1 use)
13 - Elemental Awakening - cone of cold (1 use)
15 - Resolute Oath - free action for +2 vs fear save for 3 rounds, 4 boxes for a frightened/paniced save reroll. (7 boxes)
15 - Strategy of Torag - +1 init in surprise rounds
15 - Strategy of Torag - cross box for environment boxes (3 boxes)
16 - guide shows up, appraise/survival skills, stones cutting or day job bonus. (3 boxes)
17 - true strike vs undead , adds ghost touch for a swift (2 boxes)
18 - Torag's Bulwark - 1 use for a CSW, remove paralysis, remove blindness/deafness
21 - 1 useage - greater dispel magic, fireball, greater invis, stoneskin, chain lightning, greater herosim
22 - Radinat ruby feathers - CSW, restoration, wall of fire (1 box) heal sirocco (2 boxes (2 boxes total)
22 - Priest assist - +22 on diplo or damage a haunt for lvl paladin lay on hands.
24 - Isah's Wish - used for a wish +1 int
25 - Maze breaker - walk through space (as CL15) (1 use) or escape a maze
25 - 8 less PP to come back from grave OR negate a trap/destory soul roll
27 - Shadow touched - see Corruption

FACTION:
Hex adept: A bonus on saves/effects with curse descriptor (+3)
Enduring scholar: 1/adventure -before a save vs spell add +4 bonus.
Archivist: 1/adventure - +4 to a knowledge or Linguistics check
Master librarian: 3 alchemical/magic items (up to 1300 GP)

hex summary:

Hexes
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
Starting at 10th level, and every two levels thereafter, a witch can choose a major hex whenever she could select a new hex.

HEXES:

HEXES:
Swine (Su)
Benefit(s): The witch can partially transform an enemy into a pig. The effects of the transformation are mostly cosmetic and do not change the creature’s size category or overall shape, but the affected creature takes a –2 penalty on Will saving throws for a number of rounds equal to the witch’s Intelligence modifier (Will negates). At 8th level, the affected creature’s hands (or paws) turn into hooves, preventing it from using claw attacks or taking any action that would require the creature to use its fingers.

Cackle (Su) {blouse}
Effect: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Fortune (Su)
Effect: The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Misfortune (Su)
Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Evil Eye* (Su)
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.
Effect: The target takes a –4 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.

Prehensile Hair (Su)
Effect: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.
The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.


MAJOR HEXES:

MAJOR HEXES:
Retribution (Su)
Effect: A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch’s Intelligence modifier. A Will save negates this effect.

Ice Tomb (Su)
Effect: A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.

Regenerative Sinew (Su)
The witch can cause the debilitating wounds of a creature she touches to quickly close, helping it heal rapidly.
The target either gains fast healing 5 for a number of rounds equal to 1/2 the witch’s class level or it heals up to 4 points of ability score damage from any two ability scores (witch’s choice). Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

--------------------
Notes:
--------------------

Knowledge specialties:

Knowledge checks:
Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)
Dungeoneering (aberrations, caverns, oozes, spelunking)
Engineering (buildings, aqueducts, bridges, fortifications)
Geography (lands, terrain, climate, people)
History (wars, colonies, migrations, founding of cities)
Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)
Nobility (lineages, heraldry, personalities, royalty)
Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)
Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)

Leveling up:

Notes for lvl 14:
new 7th spells:
Maddening Oubliette
Temporary Resurrection?
Chain Lightning?

Lose fortune, swine/flight and new hex
gain gravewalker archetype

buy scroll to learn:
Sadomasochism

--------------------
RELEASE THE HOUNDS - SHADOW SWARM STATS
--------------------

macro text:

Winter Wolf Swarm (for release the hounds)
NE Swarm magical beasts
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +11

DEFENSE
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
hp 57 (6d10+24)
Fort +9, Ref +6, Will +3
The pack does not gain any damage reduction or immunity to damage and can be attacked by effects that target a specific number of creatures, though such attacks deal 1/4 the normal amount of damage (25%) and effects that don’t deal hit point damage are only 25% likely to work.

OFFENSE
Speed 50 ft.
Melee swarm (2d6+7 plus distraction and trip)
Space 10 ft.; Reach 5 ft.
Special Attacks
DC17 distraction
A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature’s HD + creature’s Con modifier) negates the effect.

STATISTICS

Str 20, Dex 13, Con 18, Int 9, Wis 13, Cha 10
Base Atk +6; CMB +12; CMD 23 (27 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception)
Skills Perception +11, Stealth +4 (+10 in snow), Survival +5; Racial Modifiers +2 Perception, +2 Stealth (+8 in snow), +2 Survival
Languages Common, Giant

MACROS:

macro text:

/roll 1d20 +10+.10 &{tracker:+}

&{template:pf_generic} {{name=Magic Item}} {{color=purple}}{{ Glen uses a magic item:
?{Magic item use
|Orange Prism,Orange Prism Ioun Stone [[1d4-2]] additional CLs
|Mirror of Guarding Reflections, Mirror of Guarding Reflections - Immediate action - 1 mirror image created- can do 3 per day
|Cape of the Mountebank,Cape of the Mountebank - std action - dimension doors out - you and up to three medium
|Quicken Rod- Lesser,Quicken Rod- Lesser - Cast a spell up to lvl 3 as a swift action
|Aegis of Recovery,Aegis of Recovery [[2d8+3]] healing as below zero HP
|First aid gloves,First aid gloves std action to healing [[5d8+9]] } }}

&{template:pf_generic} {{name=SR check}} {{color=purple}} {{ [[1d20+13+4+1]] level plus greater spell pen plus ioun stone }}

&{template:pf_generic} {{name=Concentration check}} {{color=purple}}{{ [[1d20+13+10+1]] level plus int modifier plus CL ioun stone }}

&{template:pf_attack}{{name=Dagger}} {{color=purple}}{{attack=[[1d20cs>20+4+?{Attack|0}]]}}{{damage=[[1d4-2+?{Damage|0}]]}}{{crit_confirm=[[1d20+4+?{Attack|0}]]}}{{crit_damage=[[1d4-2+?{Damage|0}*2]]}} {{Type=P or S}}

&{template:pf_generic} {{name=Evil Eye}} {{color=purple}}{{ Glen uses evil eye debuff (mind effecting):
DC26 Will save (pass 1 round, fail is 10 rounds)
?{Which debuff?
|AC, Armor Class for target are at -4
|Ability, Ability checks for target are at -4
|Attacks, Attack Rolls for target are at -4
|Saves, Saving Throws for target are at -4
|Skills, Skill checks for target are at -4}
}}

&{template:pf_attack}{{name=Hair}} {{color=purple}}{{attack=[[1d20cs>20+16+?{Attack|0}]]}}{{damage=[[1d3+15+?{Damage|0}]]}}{{crit_confirm=[[1d20+16+?{Attack|0}]]}}{{crit_damage=[[1d3+5+?{Damage|0}*2]]}} {{Type=B}}

&{template:pf_generic} {{name=Hex}} {{color=purple}}{{ Glen uses a hex:
?{Hex use
|Major Retribution,Major Hex - Retribution - Will save DC26 or 10 rounds - after dealing melee dmg take half (bypasses resist; immunities and DR).
|Major Ice Tomb, Major Hex - Ice Tomb - Fort save DC26 (half and not trapped) [3d8 cold] paralysed and unconscious until broken. 1/24hrs.
|Major Regenerative Sinew, Major Hex - Regenerative Sinew - Fast healing 5 for 6 rounds or heal 4 ability dmg from any two abilities. 1/24hrs.
|Misfortune, Hex - Misfortune - Will save DC26, fail - 2 rounds of roll twice and lower for any ability check; attack roll; saving throw; or skill check. 1/24hrs. can split.
|Fortune, Hex - Fortune - 2 rounds of once per round - roll twice and take better for any ability check; attack roll; saving throw; or skill check. 1/24hrs. can split.
|Prehensile Hair, Hex - Prehensile Hair - 13 dividable minutes - activate hair - uses Int as Str - has reach.
|Swine, Hex - Swine - DC26 will save - fail 10 rounds of -2 Will save and prevent claw attacks or use fingers.
|Cackle, Hex - Cackle - move action - Any creature that is within 30 feet that is under the effects of evil eye - fortune hex - misfortune hex caused by the witch has the duration of that hex extended by 1 round. }
}}

&{template:pf_generic} {{name=Knowledge check}} {{color=purple}}{{ Glen does a knowledge check: ?{Knowledge Skills
|K-Arcana,Knowledge Arcana[[1d20+26]]
|K-Dungeon,Knowledge Dungeoneering [[1d20+23]]
|K-Engineering,Knowledge Engineering [[1d20+11]]
|K-Geography,Knowledge Geography [[1d20+11]]
|K-History,Knowledge History [[1d20+11]]
|K-Local,Knowledge Local [[1d20+23]]
|K-Nature,Knowledge Nature [[1d20+26]]
|K-Nobility,Knowledge Nobility [[1d20+11]]
|K-Planes,Knowledge Planes [[1d20+26]]
|K-Religion,Knowledge Religion [[1d20+23]] }
}}

&{template:pf_generic} {{name=Orange Prism Ioun Stone}} {{color=purple}}{{Orange Prism Ioun Stone [[1d4-2]] additional CLs for casting }}

&{template:pf_generic} {{name=Saving throw}} {{color=purple}} {{ ?{Which Save?
|Fort, Fortitude:=[[1d20+9]] Save
|Reflex, Reflex:=[[1d20+9]] Save
|Will,Will:=[[1d20+10]] Save}
+2 vs enchantments, -6 of trip/moves, immune sleep
}}

&{template:pf_generic} {{name=Skill check}} {{color=purple}} {{ Glen does a skill check: ?{Skills
|Acrobatics,Acrobatics [[1d20+3]]
|Appraise,Appraise [[1d20+10]]
|Bluff,Bluff [[1d20-2]]
|Climb,Climb [[1d20-2]]
|Diplomacy,Diplomacy[[1d20-2]]
|DisableDevice,Disable Device[[1d20+4]]
|Disguise,Disguise[[1d20-2]]
|Escape Artist,Escape Artist [[1d20+3]]
|Fly,Fly [[1d20+16]]
|Heal,Heal [[1d20+3]]
|Intimidate,Intimidate [[1d20+2]]
|Linguistics,Linguistics [[1d20+26]]
|Perception, Perception [[1d20+26]]
|Ride,Ride [[1d20+3]]
|Sense Motive,Sense Motive [[1d20-1]]
|Slight of Hand,Slight of hand [[1d20+6]]
|Spellcraft, Spellcraft [[1d20+26]]
|Stealth, Stealth [[1d20+20]]
|Survival,Survival [[1d20-1]]
|Swim,Swim [[1d20-2]]
|UMD,UMD [[1d20+2]] }
}}

&{template:pf_generic} {{name=Wand usage}} {{color=purple}} {{ ?{Which macro?
|CLW, Cure Light Wounds:=[[1d8+1]] Healing positive energy
|Infernal, Infernal Healing:=fast healing 1 for 10 rounds
|MA,Mage Armour:= +4 armor bonus and vs incorporeal
|Lucky Number,Lucky Number:=[[1d20]] allocated as lucky number (reroll or +2) if nat roll then used up}
}}

Init

Magic-Item

SR-check

concentration

dagger

evil-eye

hair

hex

knows

orange

saves

skills

wand