2nd-Level Spells: DC 15, Prepare* 2:
*Instant Weapon
*Violent Accident
1st-Level Spells: DC 14, Prepare* 4:
Spellbook:
*Frostbite
Mount
Grease
*Shield
Silent Image
Ill Omen
Unseen Servant
*Color Spray
Secluded Grimoire
*Blade Tutor’s Spirit(unless could prepare *Magic Weapon from Tendal's spellbook)
Cantrips: DC 13, Prepare* 4:
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
*Brand: SA:V,S,(DF) R:tch T: crtr tchd D:1D/lvl SV:Fort neg SR:Y Effect: brand and 1HP
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
*Detect Magic: Detects spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Open/Close: Opens or closes small or light things.
*Prestidigitation: Performs minor tricks.
*Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Spark: Ignites flammable objects.
backpack
bedroll
belt pouch
clay mug
dagger
2 fishhooks
flint and steel
sewing needle
signal whistle
50 feet of string
50 feet of thread
waterskin
(needs replacing) week's worth of trail rations
whetstone
+1 Studded Leather
Potions: CLW
14.3 GP from Rotgut cashout
Navigational Charts
287 GP from Roderic's Cove cashout
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Gristav hails from a land of covens and crones. Big things were expected of him, grand things, glorious things. Things to him as hollow as they were great. Third of a Coven, First of a Claven, King of a Court! Such might still come to pass. But not today. Today, he's afoot. At large. And quite small.
=====
Spells with Curse Descriptor (see Hexcrafter)
Brand: SA:V,S,(DF) R:tch T: crtr tchd D:1D/lvl SV:Fort neg SR:Y Effect: brand and 1HP
Ill Omen: witch 1
Violent Accident
=====
Scenario: Full-round Action for Spell Combat, -2 to hit
If Arcane Pool applied to staff, add +1 to TH and Damage
[dice=Staff +2 BAB, +2 STR, -2 SplCom]d20+3[/dice]
[dice=Staff 1d6, +3 STR(2h)]d6+4[/dice]
[dice=Defensive cast: Brand SpellCraft +10 vs DC 15]d20+10[/dice]
[dice=Spellstrike Brand w/ Staff]d20+3[/dice]
[dice=Staff 1d6, +2 STR]d6+3[/dice] + Fort DC 13 or +1 HP and Brand effect
PFS Legal Monk Weapon Skill
Source Weapon Master's Handbook pg. 5
Category Basic (Combat)
Your exposure to teaching from the Houses of Perfection makes your attacks with monk weapons even more deadly. Select one monk weapon with which you are proficient (unarmed attacks do not qualify for this purpose). You gain a +1 trait bonus on damage rolls with this weapon.
PFS Legal Mock Gladiator
Source Heroes of the Streets pg. 16
Category Basic (Social)
You have learned how to work a crowd in Magnimar’s mock-gladiator fights. Choose one weapon. You take no penalty on attack rolls when dealing nonlethal damage with that weapon, and once per day if you score a critical hit with the weapon, you can immediately attempt an Intimidate check to demoralize your target.
Familiar:
Butterfly(Thrush) familiar (adds +3 to Perform skill), Emissary archetype
HD 4, HP 18 (Half Gristav’s 36)
BAB 3+2DEX
FRW* 246 ( best of (Gristav base 414, 220 = 424 ) + stat (-2,+2,+2) )
*Will save can be supported by Gristav
AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size, +2 NA)
AC Fighting Defensively 21, AC Total Defense 24
Str 1(-5), Dex 15(+2), Con 6(-2), Int 7(-2), Wis 15(+2), Cha 6(-2)
Skills: Per skill: Best of: Normal skill ranks for that animal(2+INT/HD) or the master's skill ranks. 3 Rks, 1Rk in each of Heal, Perception, Stealth, marked w/!, below.
Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.
+ Heal, KN:Religion, and Sense Motive
“Small animals like these use Dexterity to modify Climb and Swim checks.”
Master Lvl NA Int Special
1st–2nd +1 6 Divine Guidance, Improved Evasion, Share Will, Empathic Link
3rd–4th +2 7 Domain Influence (Luck Domain, 1/day)
EMISSARY
[Deity worship is required and a legal domain must be selected from those available] Emissary
Source Familiar Folio pg. 10 (Amazon)
The emissary is touched by the divine, serving as a font of wisdom and a moral compass for its master.
Class Skills: An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills.
Divine Guidance (Sp): An emissary can cast guidance at will. This ability replaces alertness.
GUIDANCE
Source PRPG Core Rulebook pg. 292 (Amazon)
School divination; Level adept 0, cleric/oracle 0, druid 0, hunter 0, inquisitor 0, medium 0, occultist 0, shaman 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0
Casting Time 1 standard action
Components V, S
Effect Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
Description
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Share Will (Su): Whenever an emissary or its master fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well. If this second save succeeds, treat the original save result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This ability replaces share spells.
Domain Influence (Sp or Su): At 3rd level, the emissary gains a spark of divine power from the patron that sent it. Choose one appropriate domain that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day. This ability replaces deliver touch spells.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.