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Organized Play Member. 24 posts (118 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 9 aliases.


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Can I just take ten on that one?


I am RPing three characters and using a mobile devise so it is awkward for me sorry.

1d20 ⇒ 1 For stealth


Vito Lawton :

Race Nagaji
Classes/Level Paladin 1 ............................Gender Male
Campaign Carrion Crown ............................Homeland Barstoi
Alignment Lawful Good ..............................Deity Apsu
Size Medium ........................................Age 27
Hair Brown .........................................Eyes Brown
Height 6'10" .......................................Weight 271 lb.
Skin Tan
Languages Celestial, Common, Draconic, Giant, Shadowtounge

Character Traits:

Merchant: You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.

Hunter's Knack: When you watch and wait before attacking, your strike is true. You gain a +1 trait bonus on attack rolls against your favored enemies when you make such attacks as part of a readied action.

Offense:

Init +4 Base Attack: +1 CMB: +5

Weapon Wooden Stake Attack Bonus +5 Critical *2 Type P Damage 1d4
Weapon Club Attack Bonus +5 Critical *2 Type B Damage 1d6
Weapon Quarterstaff Attack Bonus +5 Critical *2 Type B Damage 1d6/1d6
Weapon Sling Attack Bonus +5 Critical *2 Type B Range 50 Ammunition 0 Damage 1d3 or 1d4
Weapon Unarmed Strike Attack Bonus +5 Critical *2 Type B Damage 1d3

Defense:

AC: 10+00+00+04+00+01+00+00=15
Touch: 15
Flat-Footed: 11
Fortitude: 3=2+1
Reflex: 4=0+4
Will: 4=2+2
CMD: 19=1+4+4+10

Feat:

Skill Focus (Knowledge: History)
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Paladin (Hospitaler) Class Feature:

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

Smite Evil (Su): This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Statistics:

Ability Scores: STR 18(+4), DEX 18(+4), CON 13(+1), INT 16(+3), WIS 14(+2),CHA 18(+4)
Skills:
............Total.....Ability..Ranks..Misc.
[]Acrobatics ....................+04=DEX+4+0+0
[]Appraise ......................+03=INT+3+0+0
[]Bluff .........................+04=CHA+4+0+0
[]Climb .........................+02=STR+4+0+0

  • Craft (Alchemy) ..............+03=INT+3+0+0
  • Craft (Carpentry) ............+03=INT+3+0+0
  • Craft (Leather) ..............+03=INT+3+0+0
  • Diplomacy ....................+08=CHA+4+1+3
    []Disable Device ................+--=DEX+4+0+0
    []Disguise ......................+04=CHA+4+0+0
    []Escape Artist .................+--=DEX+4+0+0
    []Fly ...........................+04=DEX+4+0+0
  • Handle Animal ................+--=CHA+4+0+0
  • Heal .........................+02=WIS+2+0+0
    []Intimidate ....................+04=CHA+4+1+3
    []Knowledge (Arcana) ............+--=INT+3+0+0
    []Knowledge (Dungeoneering) .....+--=INT+3+0+0
    []Knowledge (Engineering) .......+--=INT+3+0+0
    []Knowledge (Geography) .........+--=INT+3+0+0
    []Knowledge (History) ...........+10=INT+3+1+6
    []Knowledge (Local) .............+--=INT+3+0+0
    []Knowledge (Nature) ............+--=INT+3+0+0
  • Knowledge (Nobility) .........+--=INT+3+0+0
    []Knowledge (Planes) ............+07=INT+3+1+3
  • Knowledge (Religion) .........+--=INT+3+0+0
    []Linguistics ...................+--=INT+3+0+0
    []Perception ....................+02=WIS+2+0+0
    []Perform (Comedy)...............+04=CHA+4+0+0
    []Perform (Oratory) .............+05=CHA+4+1+0
  • Profession (Soldier) .........+06=WIS+2+1+3
  • Profession (Tanner) ..........+--=WIS+2+0+0
  • Ride .........................+04=DEX+0+0+0
  • Sense Motive .................+02=WIS+2+0+0
    []Sleight of Hand ...............+--=DEX+4+0+0
  • Spellcraft ...................+--=INT+3+0+0
    []Stealth .......................+04=DEX+4+0+0
    []Survival ......................+02=WIS+2+0+0
    []Swim ..........................+04=STR+4+0+0
    []Use Magic Device ..............+--=CHA+4+0+0

  • Racial Abilities:

    +2 Strength, +2 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits.
    Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size.
    Reptilian: Nagaji are humanoids with the reptilian subtype.
    Normal Speed: Nagaji have a base speed of 30 feet.
    Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light.
    Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.
    Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
    Serpent's Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
    Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan.

    Equipment:

    Masterwork Backpack .............4 lb.
    Bedroll .........................5 lb.
    Belt Pouch ....................0.5 lb.
    Bullseye Waterproof Lantern .....2 lb.
    Canteen .........................1 lb.
    Flint And Steel .................0 lb.
    Holy Text ......................20 lb.
    Mess Kit ........................1 lb.
    Signet Poison Pill Ring .........0 lb.
    Soap ..........................0.5 lb.
    Trail Ration (10) ..............10 lb.

    Coins ........................2.26 lb.

    Total ....................46.26 lb.

    Light Load 190 lb. Medium Load 380 lbs. Heavy Load 560 lb. Lift Over Head 560 lb. Lift Off Ground 1120 lb. Drag Or Push 2800 lb.

    Money

    CP 9
    SP 6
    GP 98
    PP

    Background coming


    Jasper Smoot :

    Race Nagaji
    Classes/Level Summoner 1, Wizard 1 .................Gender Male
    Campaign ..........................................Homeland
    Alignment ..............................Deity Andoletta
    Size Medium ........................................Age 33
    Hair Brown .........................................Eyes Brown
    Height 6'7" ........................................Weight 250 lb.
    Skin Tan
    Languages Alko, Celestial, Common, Draconic

    Character Traits:

    Loyalty across Lifetimes: You and your eidolon share a link that seems to span multiple lifetimes. Your eidolon treats its Constitution score as if it were 2 points higher for the purposes of determining when its negative hit point total sends it back to its home plane. In addition, your eidolon gains a +1 trait bonus on Will saves against enchantment spells and effects.

    Merchant: You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.

    Offense:

    Init +1 Base Attack: +0 CMB: +1

    Weapon Masterwork ShieldAttack Bonus +1 Critical *2 Type P Damage 1d3
    Weapon Masterwork Heavy Crossbow Attack Bonus +1 Critical 19-20/*2 Type P Range 120 ft. Ammunition 10 Bolts Damage 1d10

    Defense:

    AC: 10+04+00+01+01+00+00+00=16
    Touch: 13
    Flat-Footed: 15
    Fortitude: +1
    Reflex: +0
    Will: +6
    CMD: 11

    Feat:

    Deceitful
    You are skilled at deceiving others, both with the spoken word and with physical disguises.
    Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

    Scribe Scroll (Item Creation)
    You can create magic scrolls.
    Prerequisite: Caster level 1st.
    Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

    Summoner Class Features:

    Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.

    Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level.

    To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.

    A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 2–7. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

    A summoner's selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, he gains one or more new spells as indicated on Table 2–8. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table 2–8 are fixed.)

    Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 2–8 under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.

    Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

    A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.

    The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner's class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

    The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

    Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

    In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.

    Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

    Wizard Class Features:

    Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

    Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.

    To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

    A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

    A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

    Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

    Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

    Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

    A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

    A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

    If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

    Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

    A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

    Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

    Transmutation School
    Transmuters use magic to change the world around them.

    Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

    Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

    Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

    Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

    Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

    A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

    Statistics:

    Ability Scores: STR 12(+1), DEX 11(+0), CON 12(+1), INT 11(+0), WIS 15(+2),CHA 19(+4)
    Skills:
    ............Total.....Ability..Ranks..Misc.
    []Acrobatics ......................-02=DEX+0+0+0-2

  • Appraise ........................+00=INT+0+0+0
    []Bluff ...........................+06=CHA+4+0+2
    []Climb ...........................+02=STR+1+0+3-2
  • Craft (Alchemy) .................+00=INT+0+0+0
  • Craft (Carpentry) ...............+00=INT+0+0+0
  • Craft (Weapons) .................+00=INT+0+0+0
    []Diplomacy .......................+04=CHA+4+0+0
    []Disable Device ..................+--=DEX+0+0+0-2
    []Disguise ........................+06=CHA+4+0+2
    []Escape Artist ...................-02=DEX+0+0+0-2
  • Fly .............................-02=DEX+0+0+0-2
  • Handle Animal ...................+--=CHA+4+0+0
    []Heal ............................+02=WIS+2+0+0
    []Intimidate ......................+04=CHA+4+0+0
  • Knowledge (Arcana) ..............+--=INT+0+0+0
  • Knowledge (Dungeoneering) .......+--=INT+0+0+0
  • Knowledge (Engineering) ..........+--=INT+0+0+0
  • Knowledge (Geography) ............+--=INT+0+0+0
  • Knowledge (History) .............+--=INT+0+0+0
  • Knowledge (Local) ...............+--=INT+0+0+0
  • Knowledge (Nature) ..............+--=INT+0+0+0
  • Knowledge (Nobility) ............+--=INT+0+0+0
  • Knowledge (Planes) ..............+--=INT+0+0+0
  • Knowledge (Religion) ............+--=INT+0+0+0
  • Linguistics .....................+05=INT+0+2+3
    []Perception ......................+04=WIS+2+0+2
    []Perform (Oratory) ................+06=CHA+4+2+0
    []Perform (String Instrument) .....+04=CHA+4+0+0
  • Profession (Scribe) .............+07=WIS+2+2+3
  • Profession (Soldier) ............+--=WIS+2+0+0
  • Ride ............................-02=DEX+0+0+0-2
    []Sense Motive ....................+02=WIS+2+0+0
    []Sleight of Hand .................+--=DEX+0+0+0-2
  • Spellcraft ......................+--=INT+0+0+0
    []Stealth .........................-02=DEX+0+0+0-2
    []Survival .........................+02=WIS+2+0+0
    []Swim ............................-0=1STR+1+0+0-2
  • Use Magic Device ................+--=CHA+4+0+0

  • Racial Abilities:

    +2 Strength, +2 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits.
    Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size.
    Reptilian: Nagaji are humanoids with the reptilian subtype.
    Normal Speed: Nagaji have a base speed of 30 feet.
    Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light.
    Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.
    Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
    Serpent's Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
    Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan.

    Equipment:

    Masterwork Chain Shirt Armor ......................25 lb.
    Masterwork Light Steel Quickdraw Shield .............7 lb.
    Masterwork Heavy Crossbow ...........................8 lb.
    Masterwork Crossbow Bolt (10) .......................1 lb.
    Masterwork Backpack .................................4 lb.
    Bedroll .............................................5 lb.
    Belt Pouch ........................................0.5 lb.
    Bullseye Waterproof Lantern .........................2 lb.
    Canteen .............................................1 lb.
    Everburning Torch ...................................1 lb.
    Flint And Steel .....................................0 lb.
    Ink .................................................0 lb.
    Inkpen ..............................................0 lb.
    Mess Kit ............................................1 lb.
    Signet Poison Pill Ring .............................0 lb.
    Soap ..............................................0.5 lb.
    Spell Component Pouch ...............................2 lb.
    Trail Ration (10) ..................................10 lb.

    Coins ............................................2.58 lb.

    Total .......................................71.58 lb.

    Light Load 43 lb. Medium Load 86 lbs. Heavy Load 130 lb. Lift Over Head 120 lb. Lift Off Ground 240 lb. Drag Or Push 600 lb.

    Money

    CP 9
    SP 5
    GP 115
    PP

    Summoner Cantrops:

    ARCANE MARK
    School universal; Level sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S
    Range touch
    Effect one personal rune or mark, all of which must fit within 1 sq. ft.
    Duration permanent
    Saving Throw none; Spell Resistance no
    This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

    See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

    If an arcane mark is placed on a living being, the effect gradually fades in about a month.

    Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

    GUIDANCE
    School divination; Level cleric 0, druid 0
    Casting Time 1 standard action
    Components V, S
    Range touch
    Target creature touched
    Duration 1 minute or until discharged
    Saving Throw Will negates (harmless); Spell Resistance yes
    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.

    LIGHT
    School evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, M/DF (a firefly)
    Range touch
    Target object touched
    Duration 10 min./level
    Saving Throw none; Spell Resistance no
    This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

    You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

    RESISTANCE
    School abjuration; Level bard 0, cleric 0, druid 0, paladin 1, sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S, M/DF (a miniature cloak)
    Range touch
    Target creature touched
    Duration 1 minute
    Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
    You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

    Resistance can be made permanent with a permanency spell.

    Summoner 1st-Level Spells:

    ANT HAUL
    School transmutation; Level alchemist 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1
    Casting Time 1 standard action
    Components V, S, M/DF (a small pulley)
    Range touch
    Target creature touched
    Duration 2 hours/level
    Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
    The target's carrying capacity triples. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.

    UNFETTER
    School transmutation; Level summoner 1
    Casting Time 1 standard action
    Components V, S, M (a broken chain)
    Range medium (100 ft. + 10 ft./level)
    Target your eidolon
    Duration 10 minutes/level
    Saving Throw Will negates (harmless); Spell Resistance no
    This spell breaks the life link between you and your eidolon. This spell allows your eidolon to venture more than 100 feet away from you without penalty. It can travel any distance while this spell is in effect without penalty, but if the spell expires while the eidolon is farther than 100 feet away, it immediately loses hit points as normal for distance and is possibly sent back to its home plane. While this spell is in effect, you cannot sacrifice hit points to prevent damage to your eidolon. Damage that would be transferred due to the life bond ability is not transferred. If you attempt to use the transposition ability while this spell is in effect, you must roll on the teleport mishap table, using the “studied carefully” row.

    Wizard Cantrops:

    MAGE HAND
    School transmutation; Level bard 0, sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S
    Range close (25 ft. + 5 ft./2 levels)
    Target one nonmagical, unattended object weighing up to 5 lbs.
    Duration concentration
    Saving Throw none; Spell Resistance no
    You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

    MENDING
    School transmutation; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
    Casting Time 10 minutes
    Components V, S
    Range 10 ft.
    Target one object of up to 1 lb./level
    Duration instantaneous
    Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
    This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

    MESSAGE
    School transmutation [language-dependent]; Level bard 0, sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S, F (a piece of copper wire)
    Range medium (100 ft. + 10 ft./level)
    Targets one creature/level
    Duration 10 min./level
    Saving Throw none; Spell Resistance no
    You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

    OPEN/CLOSE
    School transmutation; Level bard 0, sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S, F (a brass key)
    Range close (25 ft. + 5 ft./2 levels)
    Target object weighing up to 30 lbs. or portal that can be opened or closed
    Duration instantaneous
    Saving Throw Will negates (object); Spell Resistance yes (object)
    You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

    Wizard 1st-Level Spell:

    ANIMATE ROPE
    School transmutation; Level bard 1, sorcerer/wizard 1
    Casting Time 1 standard action
    Components V, S
    Range medium (100 ft. + 10 ft./level)
    Target one rope-like object, length up to 50 ft. + 5 ft./level; see text
    Duration 1 round/level
    Saving Throw none; Spell Resistance no
    You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.

    The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell.

    The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.

    The rope itself and any knots tied in it are not magical.

    The spell cannot affect objects carried or worn by a creature.

    ERASE
    School transmutation; Level bard 1, sorcerer/wizard 1
    Casting Time 1 standard action
    Components V, S
    Range close (25 ft. + 5 ft./2 levels)
    Target one scroll or two pages
    Duration instantaneous
    Saving Throw see text; Spell Resistance no
    Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.

    Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure on this check. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

    Familiar:

    LIZARD
    Tiny animal
    Init +4; Senses low-light vision; Perception +3
    DEFENSE
    AC 17, touch 16, flat-footed 12 (+4 Dex, +2 size, +1 Nat)
    hp 9 (1d8+1)
    Fort +3, Ref +6, Will +3
    OFFENSE
    Speed 20 ft., climb 20 ft.
    Melee bite +4 (1d4–2)
    Space 2-1/2 ft.; Reach 0 ft.
    STATISTICS
    Str 7, Dex 19, Con 12, Int 10, Wis 16, Cha 6
    Base Atk +0; CMB +4; CMD 8 (12 vs. trip)
    Feats Weapon Finesse
    Skills Acrobatics +12, Climb +12, Stealth +16; Racial Modifiers +8 Acrobatics

    Lizards can be found in any temperate or tropical climate. When confronted with predators, a lizard flees and hides.

    Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.

    Int: The familiar's Intelligence score.

    Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

    Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

    Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

    Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

    Eidolon:

    Quadruped Eidolon
    Size Medium
    Init +4; Senses low-light vision; Perception +3
    DEFENSE
    AC 14, touch 14, flat-footed 12 (+2 Dex, +0 size, +2 Nat)
    hp 9 (1d8+1)
    Fort +3, Ref +4, Will +1
    OFFENSE
    Speed 40 ft.
    Melee bite 1d6
    gore 1d6
    Space 2-1/2 ft.; Reach 0 ft.
    STATISTICS
    Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
    Base Atk +1; CMB +3; CMD 15
    Appraise (Int) -2
    Bluff (Cha) +4*
    Craft (Int) -2
    Craft (Int) +2*
    Craft (Int) -2
    Handle Animal (Cha), +4*
    Knowledge (history) (Int), -2
    Knowledge (planes) (Int), +2*
    Perception (Wis), +0
    Sense Motive (Wis), +0
    Survival (Wis) +0
    Stealth (Dex) +2
    Feat
    Iron Will
    You are more resistant to mental effects.
    Benefit: You get a +2 bonus on all Will saving throws.

    Bite Free (Ex): An eidolon's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

    Darkvision (Ex): The eidolon has darkvision out to a range of 60 feet.

    Gore 2 Points (Ex): An eidolon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).

    Limbs (2) Free (Ex): An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

    Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

    Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

    Tail 1 point (Ex): An eidolon grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This evolution can be selected more than once.

    Background coming


    Millard's Girlfriend

    "Oh wonderful your family home is beautiful. Do you have a Library here? I understand your father researched at home mostly correct?"

    Millard's Friend

    Talking to Vynlastian

    "Sorry about the mishap at the funeral. Millard isn't the most subtle man I ever met. Sol Naquin how are you winner of the last fencing championship in the capital maybe you heard?" Raising his hand for a gentlemens handshake.


    Thank you for having me.


    Background:

    Was born to a middle class family of tradespeople. I grew up in a good-sized settlement on the coast of Adivian
    River. My mother was a member of a clergic organization. Through trade of alchemic ingredients we were always
    comfortible. I had a childhood which was fairly ordinary. I look back on those tranquil days where nothing ever
    seemed to happen but the excitement of my travels has showed me the fun the world has to offer. In my travels I
    grew close to common people and witnessed oppression, and suffering. I grew to distrust Chelix authority. My goal
    now is to cause harm to as much I can through the cause of 'mishaps' or to cause as much direct harm to authority
    as possible. In my endever a daemon, appeared to me and proclaimed Zyphus had a task for me. This unholy goal has
    been my foundation for years I have looked for the proof I need that I am worthy Zyphus guidance. Soon after I
    traveled into the fey in search of power. In the land of fey, powers of the arcane were unlocked after meeting an
    elemental. This being gave me a toad, ironicly, as my familiar. My experiance into the truly unknowable began. My
    powers doubled that day. Zyphus soon intruduced me to a fellow wanderer. We struck up a friendship and he trained
    me in the art of creating accidents to harm others. Improving my skills in inflicting pain and destruction. This
    training caused me to behave cautiously, and methodically as I plan every action as much as possible.


    GM Wolf wrote:

    Eh, we had a paladin, he recently turned angel. It should work we are just scourging the evil goblins right now.

    I am liking what I am seeing...

    Ghost 1776, start working on the crunch, you are in!

    Truin/Sanford Abreu, very interesting build but where is your background?

    Edeldhur that is a good start, give me some more background and where you want to go with the character.

    Working on my background. Today is pretty hectic so I have to post it separate. Thank you, yes I wanted an interesting build so it would stand out. If I need to change it just tell me and it will get done.


    Sanford Abreu:

    Name Sanford Abreu ..........................Race Grippli
    Classes/Level Cleric 2, Witch 1 .............Gender Male
    Campaign Homebrew Kick in the Door ..........Homeland Chelix
    Alignment Neutral Evil ......................Deity Zyphus
    Size Small ..................................Age 25
    Hair N/A ....................................Eyes Brown
    Height 2'1" .................................Weight 31 lb.
    Skin Tan ................................... Languages Boggard, Common, Draconic, Goblin, Grippli, Infernal and Sylvan.

    Character Traits:

    Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
    Militia Veteran (Any Town or Village): Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
    Nonchalant Thuggery: You are adept at keeping witnesses from noticing that anything is wrong. You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.

    Offense:

    Init +1 Base Attack: +1 CMB: +2
    Weapon Masterwork Spike Chain Shirt Attack Bonus +1 Critical *2 Type P Damage
    Weapon Masterwork Spike Light Quickdraw Shield Attack Bonus +1 Critical *2 TypeDamage
    Weapon Masterwork Rapier Attack Bonus -2 Critical *2 Type P Damage 1d4
    Weapon Masterwork Heavy Crossbow Attack Bonus +3 Critical *2 Type P Range 120 ft. Ammunition 10 Bolts Damage 1d8
    Weapon Unarmed Strike Attack Bonus +1 Critical *2 Type B Damage 1d3

    Defense:

    HP 21/21
    CMD 13
    AC 17 Touch 12 Flat-Footed 15
    Fort Save: +2, Ref Save: +1,Will Save: +8
    Spell Failure Chance 25%

    Statistics:

    Ability Scores: STR 10(+0), DEX 13(+1), CON 10(+0), INT 18(+4), WIS 16(+3),CHA 10(+0)
    Feats:
    Agile Tongue
    Your long pink tongue is capable of manipulating small items and even stealing objects.
    Prerequisite: Grippli.
    Benefit: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue.
    Class Features:
    Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
    Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
    Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
    To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
    Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
    Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
    Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
    A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
    Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
    Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
    Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
    In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
    Destruction Domain
    Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
    Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
    Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
    Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
    An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
    A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
    Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
    Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
    Weapon and Armor Proficiency:Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.
    Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.
    To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.
    A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
    A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
    Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
    Hex: 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 2–10. 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.
    Cackle (Su): 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.
    Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.
    A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).
    Skills:
    ............Total.....Ability..Ranks..Misc.
    []Acrobatics ....................-01=DEX+1+0+0-2

  • Appraise .....................+08=INT+4+1+3
    []Bluff .........................+00=CHA+0+0+0
    []Climb .........................+06=STR+0+0+8-2
  • Craft (Carpentry) ............+08=INT+4+1+3
  • Craft (Leather) ..............+08=INT+4+1+3
  • Craft (Weapons) ..............+04=INT+4+1+3
  • Diplomacy ....................+04=CHA+0+1+3
    []Disable Device ................+--=DEX+1+0+0-2
    []Disguise ......................+02=CHA+0+2+0
    []Escape Artist .................-01=DEX+1+0+0-2
  • Fly ..........................-01=DEX+1+0+0-2
    []Handle Animal .................+--=CHA+0+0+0
  • Heal .........................+03=WIS+3+0+0
  • Intimidate ...................+04=CHA+0+1+3
  • Knowledge (Arcana) ...........+10=INT+4+3+3
    []Knowledge (Dungeoneering) .....+--=INT+4+0+0
    []Knowledge (Engineering) .......+--=INT+4+0+0
    []Knowledge (Geography) .........+--=INT+4+0+0
  • Knowledge (History) ..........+--=INT+4+0+0
    []Knowledge (Local) .............+--=INT+4+0+0
  • Knowledge (Nature) ...........+--=INT+4+0+0
  • Knowledge (Nobility) .........+--=INT+4+0+0
  • Knowledge (Planes) ...........+--=INT+4+0+0
  • Knowledge (Religion) .........+10=INT+4+3+3
  • Linguistics ..................+--=INT+4+0+0
    []Perception ....................+03=WIS+3+0+0
    []Perform (Comedy) ..............+01=CHA+0+1+0
    []Perform (Wind Instrument) .....+00=CHA+0+0+0
  • Profession (Brewer) ..........+07=WIS+3+1+3
  • Profession (Gamblier) ........+07=WIS+3+1+3
    []Ride ..........................-01=DEX+1+0+0-2
  • Sense Motive .................+07=WIS+3+1+3
    []Sleight of Hand ...............+--=DEX+1+0+0-2
  • Spellcraft ...................+--=INT+4+0+0
    []Stealth .......................+06=DEX+1+3+4-2
  • Survival .....................+04=WIS+3+0+1
    []Swim ..........................-02=STR+0+0+0-2
  • Use Magic Device .............+--=CHA+0+0+0

  • Racial Abilities:

    +2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are nimble and alert, but spindly.
    Small: Gripplis are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
    Grippli: Gripplis are humanoids with the grippli subtype.
    Normal Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
    Darkvision: Gripplis can see in the dark up to 60 feet.
    Toxic Skin (Ex): Once per day as a swift action, a grippli can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The grippli is immune to its own poison.
    Grippli Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli's Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.
    Weapon Familiarity: Gripplis are proficient with nets.
    Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.

    Equipment:

    Tear-Away Cleric's Vestments ..............1.5 lb.
    Decorative Trim .............................0 lb.
    Masterwork Spike Chain Shirt .............17.5 lb.
    Locked Gauntlet ...........................2.5 lb.
    Masterwork Spike Light Quickdraw Shield .....6 lb.
    Masterwork Rapier ...........................1 lb.
    Masterwork Heavy Crossbow ...................4 lb.
    Masterwork Bolts ..........................0.5 lb.
    Masterwork Backpack .........................1 lb.
    Bedroll ..................................1.25 lb.
    Belt Pouch ..............................0.125 lb.
    Canteen .....................................1 lb.
    Chalk (10) ..................................0 lb.
    Everburning Torch ...........................0 lb.
    Flint & Steel ...............................0 lb.
    Holy Symbol Tattoo ..........................0 lb.
    Holy Text ..................................20 lb.
    Ink .........................................0 lb.
    Inkpen ......................................0 lb.
    Platinum Holy Symbol ........................1 lb.
    -Flask ......................................0 lb.
    -Hidden Compartment .........................0 lb.
    Soap ......................................0.5 lb.
    Spell Component Pouch .......................2 lb.
    Spider's Silk Rope ..........................4 lb.
    Trail Ration (10) ..........................10 lb.
    Coins ....................................0.62 lb.

    Total ...............................74.495 lb.

    Light Load 36 lb. Medium Load 73 lbs. Heavy Load 110 lb. Lift Over Head 100 lb. Lift Off Ground 200 lb. Drag Or Push 500 lb.

    Money

    CP 4
    SP 3
    GP 24
    PP

    Domain Spell:

    TRUE STRIKE
    School Divination
    Casting Time 1 standard action
    Components V, F (small wooden replica of an archery target)
    Range personal
    Target you
    Duration see text
    You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

    SHATTER
    School evocation [sonic];
    Casting Time 1 standard action
    Components V, S, M/DF (a chip of mica)
    Range close (25 ft. + 5 ft./2 levels)
    Area or Target 5-ft.-radius spread; or one solid object or one crystalline creature
    Duration instantaneous
    Saving Throw Will negates (object); Will negates (object) or Fortitude half; see text; Spell Resistance yes
    Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
    Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
    Alternatively, you can target shatter against a single solid nonmagical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.

    Cleric Orisons:

    BLEED
    School necromancy;
    Casting Time 1 standard action
    Components V, S
    Range close (25 ft. + 5 ft./2 levels)
    Target one living creature
    Duration instantaneous
    Saving Throw: Will negates; Spell Resistance: yes
    You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.

    DETECT MAGIC
    School divination
    Casting Time 1 standard action
    Component: V, S
    Range 60 ft.
    Area cone-shaped emanation
    Duration concentration, up to 1 min./level (D)
    Saving Throw none; Spell Resistance no
    You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
    1st Round: Presence or absence of magical auras.
    2nd Round: Number of different magical auras and the power of the most potent aura.
    3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
    Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
    Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
    Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
    Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
    Detect magic can be made permanent with a permanency spell.

    GUIDANCE
    School divination;
    Casting Time 1 standard action
    Components V, S
    Range touch
    Target creature touched
    Duration 1 minute or until discharged
    Saving Throw Will negates (harmless); Spell Resistance yes
    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.

    MENDING
    School transmutation;
    Casting Time 10 minutes
    Components V, S
    Range 10 ft.
    Target one object of up to 1 lb./level
    Duration instantaneous
    Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
    This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

    READ MAGIC
    School divination;
    Casting Time 1 standard action
    Components V, S, F (a clear crystal or mineral prism)
    Range personal
    Target you
    Duration 10 min./level
    You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
    Read magic can be made permanent with a permanency spell.

    RESISTANCE
    School abjuration;
    Casting Time 1 standard action
    Components V, S, M/DF (a miniature cloak)
    Range touch
    Target creature touched
    Duration 1 minute
    Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
    You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
    Resistance can be made permanent with a permanency spell.

    VIRTUE
    School transmutation;
    Casting Time 1 standard action
    Components V, S, DF
    Range touch
    Target creature touched
    Duration 1 min.
    Saving Throw none; Spell Resistance yes (harmless)
    With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.

    Cleric 1st-Level Spells:

    BANE
    School enchantment (compulsion) [fear, mind-affecting];
    Casting Time 1 standard action
    Components V, S, DF
    Range 50 ft.
    Area 50-ft.-radius burst, centered on you
    Duration 1 min./level
    Saving Throw Will negates; Spell Resistance yes
    Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and dispels bless.

    DANCING LANTERN
    School transmutation [fire, light];
    Casting Time 1 standard action
    Components V, S, F (a lantern)
    Range touch
    Effect animates one lantern
    Duration 1 hour/level (D)
    Saving Throw none; Spell Resistance no
    You can animate a lantern and order it to follow you. The lantern floats at shoulder height and remains within 5 feet of you, no matter how fast you move. The lantern cannot support any additional weight. The lantern illuminates its normal area, even if it does not have any oil in it. For the purposes of spells or effects targeting it the lantern always acts as if in your possession even when not directly on your person. A dancing lantern can be made permanent with a permanency spell (CL 9th, 2,500 gp).

    DOOM
    School necromancy [fear, mind-affecting];
    Casting Time 1 standard action
    Components V, S, DF
    Range medium (100 ft. + 10 ft./level)
    Target one living creature
    Duration 1 min./level
    Saving Throw Will negates; Spell Resistance yes
    This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

    FORBID ACTION
    School enchantment (compulsion) [language-dependent, mind-affecting];
    Casting Time 1 standard action
    Component V
    Range close (25 ft. +5 ft./2 levels)
    Target one creature
    Duration 1 round
    Saving Throw Will negates; Spell Resistance yes
    You forbid the target a single course of action, which it avoids to the best of its ability. You may demand the target not take actions that fall into one of the following options.
    Attack: The target cannot take any action that involves an attack roll, or uses a spell or ability that targets a foe or an area that includes a foe.
    Cast: Target cannot cast spells or use spell-like abilities.
    Communicate: The target cannot take any actions that allow it to communicate with anyone. This includes such acts as speaking, Bluff checks to pass secret messages, writing, and using telepathy. It does not prevent verbalizations made for purposes other than communication, such as command words or the verbal component of spellcasting.
    Draw: Target cannot ready or prepare any item, weapon, component, or equipment.
    Move: The target can take no act that would cause it to end up in a different location. The target does not resist being moved by others (and thus can be picked up or dragged, or can float along on a raft), but does not consciously attempt to move (including not directing a mount to move).
    The target is free to take any actions not forbidden by the caster. For example, a target affected by this spell's demand to not move is still free to cast spells, make attacks, or shout for help.

    REMOVE SICKNESS
    School conjuration (healing);
    Casting Time 1 standard action
    Components V, S
    Range close (25 ft. + 5 ft./2 levels)
    Targets one creature
    Duration 10 minutes/level; see text
    Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
    You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.

    Inflict Spells:

    INFLICT LIGHT WOUNDS
    School necromancy; Level cleric 1
    Casting Time 1 standard action
    Components V, S
    Range touch
    Target creature touched
    Duration instantaneous
    Saving Throw Will half; Spell Resistance yes
    When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5).
    Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

    INFLICT MODERATE WOUNDS
    School necromancy; Level cleric 2
    This spell functions like inflict light wounds, except that you deal 2d8 points of damage + 1 point per caster level (maximum +10).

    Witch Cantrips:

    PUTREFY FOOD AND DRINK
    School transmutation;
    Casting Time 1 standard action
    Components V, S
    Range 10 ft.
    Target 1 cu. ft./level of food and water or one potion; see text
    Duration instantaneous
    Saving Throw Will negates (object); Spell Resistance yes (object)
    This spell causes otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water and similar food and drink of significance are spoiled by putrefy food and drink, but the spell has no effect on creatures of any type, nor upon unholy water. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
    Although potions and elixirs are unaffected by the normal use of the spell, you can instead choose to target a single such object with this spell, destroying it if it fails a saving throw.

    SPARK
    School evocation [fire];
    Casting Time 1 standard action
    Components V or S
    Range close (25 ft. + 5 ft./2 levels)
    Target one Fine object
    Duration instantaneous
    Saving Throw Fortitude negates (object); Spell Resistance yes (object)
    You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

    Witch 1st-Level Spell:

    DECOMPOSE CORPSE
    School necromancy;
    Casting Time 1 standard action
    Components V, S, M (a pinch of dried toadstool)
    Range touch
    Target one corpse or corporeal undead
    Duration instantaneous or 1 minute; see text
    Saving Throw Fortitude negates (object); Spell Resistance yes (object)
    Using this spell, the caster rapidly decomposes the flesh from a single corpse of size Huge or smaller, leaving behind a perfectly cleaned skeleton. If it is cast on a non-skeletal corporeal undead, the creature takes a –2 penalty on all rolls and to its Armor Class and CMD for 1 minute.

    DIAGNOSE DISEASE
    School divination;
    Casting Time 1 standard action
    Components V, S
    Range close (25 ft. + 5 ft./2 levels)
    Target or Area one creature, one object, or a 5-ft. cube
    Duration instantaneous
    Saving Throw none; Spell Resistance no
    You determine whether a creature, object, or area carries any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4 bonus on Heal checks to treat the creature's disease. The spell can penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    EAR-PIERCING SCREAM
    School evocation [sonic];
    Casting Time 1 standard action
    Components V, S
    Range close (25 ft. + 5 ft./2 levels)
    Target one creature
    Duration instantaneous; see text
    Saving Throw Fortitude partial (see text); Spell Resistance yes
    You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

    RESTORE CORPSE
    School necromancy;
    Casting Time 1 standard action
    Components V, S
    Range touch
    Target corpse touched
    Duration instantaneous
    Saving Throw none; Spell Resistance no
    You grow flesh on a decomposed or skeletonized corpse of a Medium or smaller creature, providing it with sufficient flesh that it can be animated as a zombie rather than a skeleton. The corpse looks as it did when the creature died. The new flesh is somewhat rotted and not fit for eating.

    SHADOW WEAPON
    School illusion (shadow) [shadow]
    Casting Time 1 standard action
    Components V, S
    Range 0 ft.
    Effect one shadow weapon
    Duration 1 minute/level
    Saving Throw Will disbelief (if interacted with); Spell Resistance yes
    Drawing upon the Plane of Shadow, you shape a quasi-real masterwork melee weapon of a type you are proficient with. You may use this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of its type. The first time you hit a creature with the weapon, it may make a Will save to disbelieve; failure means the weapon deals damage normally, success means it only takes 1 point of damage from the weapon's attacks. The weapon only deals 1 point of damage to objects.
    If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the shadow weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the target may save to disbelieve as normal.
    At 5th level, the weapon gains a +1 enhancement bonus. At 10th-level, you may increase the enhancement bonus to +2 or add the frost or keen weapon property. The frost and keen properties have no effect if the target makes its disbelief save.
    The spell ends if the weapon leaves your possession.

    Mount: Rosalyn:

    Combat Pony
    N Medium animal
    Init +1; Senses low-light vision, scent; Perception +7
    DEFENSE
    AC 19, touch 13, flat-footed 15 (+3 Dex, +2 Natural, +4 Armor)
    hp 24 (2d8+8)
    Fort +7, Ref +6, Will +2
    OFFENSE
    Speed 40 ft.
    Melee 2 hooves -1 (1d3+2+3)
    STATISTICS
    Str 17, Dex 17, Con 18, Int 6, Wis 15, Cha 8
    Base Atk +1; CMB +4; CMD 17 (21 vs. trip)
    Feats Endurance, RunB
    Skills Perception +7
    SQ docile
    ECOLOGY
    Environment temperate plains
    Organization solitary, pair, or herd (3–30)
    Treasure none
    Ponies are smaller breeds of horses better suited to halflings, gnomes, and dwarves, but they also make fond pets for humans as well. They stand 3 to 4 feet tall and weigh about 600 pounds.
    A light load for a pony is up to 100 pounds, a medium load is 101–200 pounds, and a heavy load is 201–300 pounds. A pony can drag 1,500 pounds.
    The statistics presented above are for a typical pony. Tougher ponies with the advanced simple template exist, but are relatively uncommon and, unlike horses, these creatures are not generally called “heavy ponies.” Like horses, ponies can be trained for combat with the Handle Animal skill, and such mounts often serve halflings, gnomes, and other small races as steeds in combat.

    Masterwork Spike Chain Shirt Barding .....................35 lb.
    Bit and Bridle ............................................1 lb.
    Military Saddle ..........................................30 lb.
    Saddle Bag ................................................8 lb.
    Animal Feed (5) .........................................100 lb.
    Total ...................................................174 lb.

    Toad Familiar: Dorthea:

    N Diminutive animal
    Init +3; Senses low-light vision, scent; Perception +7
    DEFENSE
    AC 20, touch 15, flat-footed 14 (+3 Dex, +4 size, +3 Natural)
    hp 8/8 (1d8)
    Fort +0, Ref +3, Will +2
    OFFENSE
    Speed 5 ft.
    Space 1 ft.; Reach 0 ft.
    STATISTICS
    Str 5, Dex 16, Con 10, Int 10, Wis 19, Cha 8
    Base Atk +1; CMB 0; CMD 11 (15 vs. trip)
    Feats Skill Focus (Perception)
    Skills Perception +7, Stealth +23; Racial Modifiers +4 Stealth
    SPECIAL ABILITIES
    Familiar
    The master of a toad familiar gains 3 hit points.
    Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
    Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
    Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
    Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.


    Roll(4d6)+0:
    1,4,2,4,+0
    Total:11

    Roll(4d6)+0:
    2,3,6,5,+0
    Total:16

    Roll(4d6)+0:
    4,2,2,1,+0
    Total:9

    Roll(4d6)+0:
    6,6,6,2,+0
    Total:20

    Roll(4d6)+0:
    2,5,1,4,+0
    Total:12

    Roll(4d6)+0:
    1,4,2,2,+0
    Total:9

    Not as lucky :/
    Roll(4d6)+0:
    5,6,2,3,+0
    Total:16

    Roll(4d6)+0:
    5,2,6,6,+0
    Total:19


    What are the character creation perimeters?


    Name Ulysses Sizemore ..........................Race Elf
    Classes/Level Oracle 1 .........................Gender Male
    Campaign Repent from your Wicked Ways ..........Homeland
    Alignment Neutral Evil .........................Deity Zarongel
    Size Medium ....................................Age 129
    Hair Brown .....................................Eyes Brown
    Height 6'0" ....................................Weight 190
    Skin Tan ...................................... Languages Common, Draconic, Elven, Goblin, Orc

    Spoiler:
    Character Traits

    Courageous Your childhood was brutal, but you persevered through force of will and faith. No matter how
    hard things got, you knew you'd make it through as long as you kept a level head. You gain a +2 trait bonus on
    saving throws against fear effects.
    Poverty-Stricken Your childhood was tough, and your parents always had to make every copper piece count. Hunger
    was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on
    Survival checks, and Survival is always a class skill for you.

    [spoiler]Offense

    Init +2 Base Attack: +0 CMB: -1
    Weapon attack bonus critical * type range damage 1d
    Weapon attack bonus critical * type damage 1d
    Weapon attack bonus critical * type damage 1d
    Weapon attack bonus critical * type range ammunition damage
    Weapon Unarmed Strike attack bonus -1 critical *2 type B damage 1d3

    Defense

    HP 3/3(4-1)
    CMD 13
    AC 13, Touch 13, Flat-Footed 10
    Fort Save: +1, Ref Save: +2, Will Save: +2
    Spell Failure Chance 0%

    Statistics:

    Ability Scores: STR 13(+1), DEX 14(+2), CON 12(+1), INT 16(+3), WIS 14(+2),CHA 14(+2)
    Feats:
    Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
    Prerequisite: Dex 13.
    Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
    Class Features:
    Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
    Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.
    Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
    Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.
    In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
    Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.
    Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
    Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
    At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
    Flame
    Class Skills: An oracle with the flame mystery adds Acrobatics, Climb, Intimidate, and Perform to her list of class skills.
    Bonus Spells: burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud (16th), fiery body* (18th).
    Revelations: An oracle with a flame mystery can choose from any of the following revelations.
    Heat Aura (Su): As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.
    Final Revelation: Upon reaching 20th level, you become a master of fire. You can apply any one of the following feats to any fire spell you cast without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. You do not need to possess these feats to use this ability.
    Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
    Wasting: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition.
    Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
    Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
    Final Revelation: At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the oracle's mystery.
    Skills:
    ............Total.....Abiltiy..Ranks..Misc.
  • Acrobatics ......................+2=DEX+2+0+0
    []Appraise .........................+3=INT+3+0+0
    []Bluff ............................+2=CHA+2+0+0
  • Climb ...........................+1=STR+1+0+0
  • Craft (Alchemy) .................+7=INT+3+1+3
  • Craft (Leather) .................+3=INT+3+0+0
  • Craft (Weapons) .................+7=INT+3+1+3
  • Diplomacy .......................+6=CHA+2+1+3
    []Disable Device ...................--=DEX+2+0+0
    []Disguise .........................+2=CHA+2+0+0
    []Escape Artist ....................+2=DEX+2+0+0
    []Fly ..............................+2=DEX+2+0+0
    []Handle Animal ....................--=CHA+2+0+0
  • Heal ............................+2=WIS+2+0+0
  • Intimidate.......................+2=CHA+2+0+0
    []Knowledge (Arcana) ...............--=INT+3+0+0
    []Knowledge (Dungeoneering) ........--=INT+3+0+0
    []Knowledge (Engineering) ..........--=INT+3+0+0
    []Knowledge (Geography) ............--=INT+3+0+0
  • Knowledge (History) .............+7=INT+3+1+3
    []Knowledge (Local) ................--=INT+3+0+0
    []Knowledge (Nature) ...............--=INT+3+0+0
    []Knowledge (Nobility) .............--=INT+3+0+0
    []Knowledge (Planes) ...............--=INT+3+0+0
  • Knowledge (Religion) ............+7=INT+3+1+3
    []Linguistics ......................--=INT+3+0+0
    []Perception .......................+5=WIS+2+1+2
  • Perform (Dance) .................+6=CHA+2+1+3
  • Perform (String Instrument) .....+2=CHA+2+0+0
  • Profession (Brewer) .............--=WIS+2+0+0
  • Profession (Soldier) ............--=WIS+2+0+0
    []Ride .............................+2=DEX+2+0+0
  • Sense Motive ....................+2=WIS+2+0+0
    []Sleight of Hand ..................--=DEX+2+0+0
  • Spellcraft ......................--=INT+3+0+0
    []Stealth ..........................+3=DEX+2+1+0
    []Survival .........................+3=WIS+2+0+1
    []Swim .............................+1=STR+1+0+0
    []Use Magic Device .................--=CHA+2+0+0
  • Racial Abilities:

    +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
    Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
    Normal Speed: Elves have a base speed of 30 feet.
    Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
    Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
    Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
    Keen Senses:]/b] Elves receive a +2 racial bonus on Perception checks.
    [b]Arcane Focus:
    Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
    Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

    Equipment:

    Coins .......................lb.

    Total ....................... lb.

    Light Load 30 lb. Medium Load 60 lbs. Heavy Load 90 lb. Lift Over Head 90 lb. Lift Off Ground 180 lb. Drag Or Push 450 lb.

    Money

    CP
    SP
    GP
    PP

    [spoiler]

    Born in a desert village I was born from a water merchant father who raped one of his many servants. My mother raise my brothers and sister and I under the
    servitude the man who stole her innocence. When we came of age our father committed his first and only act of parenthood he set my siblings and I free of
    servitude. After our final farewell to our mother we turned toward our future. In our travel we went our separate ways my sister became a sailor and my
    brother an entertainer. Soon afterword I joined a contest to test my intellect on a game of riddles this jumped me to into the spotlight of lower-level
    nobility. I continued to travel when I came on a necromancy. This man spread pestilence and would have killed me too had I not miraculously been touched by
    the gods. Soon after my adventure I met a craftsman who became one of my few true allies. I soon worked with this man in smuggling his inventory on ships and
    an array of traveling entertainers. My criminal career soon turned toward armed robbery of honest merchants and lying to the origin of were our items
    came from.


    Name Ulysses Sizemore ......................Race Elf
    Classes/Level Oracle 1 .....................Gender Male
    Campaign Repent from your Wicked Ways ......Homeland
    Alignment Neutral Evil .....................Deity Zarongel
    Size Medium ................................Age 129
    Hair Brown .................................Eyes Brown
    Height 6'0" ................................Weight 190
    Skin Tan .................................. Languages Common, Draconic, Elven, Goblin, Orc

    Character Traits

    Courageous Your childhood was brutal, but you persevered through force of will and faith. No matter how
    hard things got, you knew you'd make it through as long as you kept a level head. You gain a +2 trait bonus on
    saving throws against fear effects.
    Poverty-Stricken Your childhood was tough, and your parents always had to make every copper piece count. Hunger
    was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on
    Survival checks, and Survival is always a class skill for you.

    Spoiler:
    Offense

    Init +2 Base Attack: +0 CMB: -1
    Weapon attack bonus critical * type range damage 1d
    Weapon attack bonus critical * type damage 1d
    Weapon attack bonus critical * type damage 1d
    Weapon attack bonus critical * type range ammunition damage
    Weapon Unarmed Strike attack bonus -1 critical *2 type B damage 1d3

    Defense

    HP 3/3(4-1)
    CMD 13
    AC 13, Touch 13, Flat-Footed 10
    Fort Save: +1, Ref Save: +2, Will Save: +2
    Spell Failure Chance 0%

    Statistics:

    Ability Scores: STR 13(+1), DEX 14(+2), CON 12(+1), INT 16(+3), WIS 14(+2),CHA 14(+2)
    Feats:
    Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
    Prerequisite: Dex 13.
    Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
    Class Features:
    Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
    Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.
    Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
    Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.
    In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
    Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.
    Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
    Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
    At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
    Flame
    Class Skills: An oracle with the flame mystery adds Acrobatics, Climb, Intimidate, and Perform to her list of class skills.
    Bonus Spells: burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud (16th), fiery body* (18th).
    Revelations: An oracle with a flame mystery can choose from any of the following revelations.
    Heat Aura (Su): As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.
    Final Revelation: Upon reaching 20th level, you become a master of fire. You can apply any one of the following feats to any fire spell you cast without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. You do not need to possess these feats to use this ability.
    Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
    Wasting: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition.
    Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
    Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
    Final Revelation: At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the oracle's mystery.
    Skills:
    ............Total.....Abiltiy..Ranks..Misc.
  • Acrobatics ......................+2=DEX+2+0+0
    []Appraise .........................+3=INT+3+0+0
    []Bluff ............................+2=CHA+2+0+0
  • Climb ...........................+1=STR+1+0+0
  • Craft (Alchemy) .................+7=INT+3+1+3
  • Craft (Leather) .................+3=INT+3+0+0
  • Craft (Weapons) .................+7=INT+3+1+3
  • Diplomacy .......................+6=CHA+2+1+3
    []Disable Device ...................--=DEX+2+0+0
    []Disguise .........................+2=CHA+2+0+0
    []Escape Artist ....................+2=DEX+2+0+0
    []Fly ..............................+2=DEX+2+0+0
    []Handle Animal ....................--=CHA+2+0+0
  • Heal ............................+2=WIS+2+0+0
  • Intimidate.......................+2=CHA+2+0+0
    []Knowledge (Arcana) ...............--=INT+3+0+0
    []Knowledge (Dungeoneering) ........--=INT+3+0+0
    []Knowledge (Engineering) ..........--=INT+3+0+0
    []Knowledge (Geography) ............--=INT+3+0+0
  • Knowledge (History) .............+7=INT+3+1+3
    []Knowledge (Local) ................--=INT+3+0+0
    []Knowledge (Nature) ...............--=INT+3+0+0
    []Knowledge (Nobility) .............--=INT+3+0+0
    []Knowledge (Planes) ...............--=INT+3+0+0
  • Knowledge (Religion) ............+7=INT+3+1+3
    []Linguistics ......................--=INT+3+0+0
    []Perception .......................+5=WIS+2+1+2
  • Perform (Dance) .................+6=CHA+2+1+3
  • Perform (String Instrument) .....+2=CHA+2+0+0
  • Profession (Brewer) .............--=WIS+2+0+0
  • Profession (Soldier) ............--=WIS+2+0+0
    []Ride .............................+2=DEX+2+0+0
  • Sense Motive ....................+2=WIS+2+0+0
    []Sleight of Hand ..................--=DEX+2+0+0
  • Spellcraft ......................--=INT+3+0+0
    []Stealth ..........................+3=DEX+2+1+0
    []Survival .........................+3=WIS+2+0+1
    []Swim .............................+1=STR+1+0+0
    []Use Magic Device .................--=CHA+2+0+0
  • Racial Abilities:

    +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
    Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
    Normal Speed: Elves have a base speed of 30 feet.
    Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
    Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
    Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
    Keen Senses:]/b] Elves receive a +2 racial bonus on Perception checks.
    [b]Arcane Focus:
    Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
    Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

    Equipment:

    Coins .......................lb.

    Total ....................... lb.

    Light Load 30 lb. Medium Load 60 lbs. Heavy Load 90 lb. Lift Over Head 90 lb. Lift Off Ground 180 lb. Drag Or Push 450 lb.

    Money

    CP
    SP
    GP
    PP


    Name Jonah Wing ................................Race Human
    Classes/Level Commoner 0 ......................Gender Male
    Campaign Homebrew ......Homeland Hibernia Medieval Ireland
    Alignment Chaotic Neutral .......................Deity
    Size Medium .....................................Age 18
    Hair Brown .....................................Eyes Brown
    Height 6'0" ................................Weight 190 lb.
    Skin Tan ..................Languages Common, Giant, Gnome

    Character Traits

    Poverty-Stricken Your childhood was tough, and your parents always had to make every copper piece count. Hunger
    was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on
    Survival checks, and Survival is always a class skill for you.
    Vagabond Child You grew up among the outcasts and outlaws of your society, learning to forage and
    survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of
    Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

    Offense

    Init +2 Base Attack: +0 CMB: -1
    Weapon Wooden Stake attack bonus -5 critical *2 type P range 10 damage 1d4 (Sleight of Hand 21)
    Weapon Club attack bonus -1 critical *2 type B damage 1d6
    Weapon Quarterstaff attack bonus -5 critical *2 type B damage 1d6/1d6
    Weapon Sling attack bonus -4 critical *2 type B range 50 ammunition 0 damage 1d3 or 1d4
    Weapon Unarmed Strike attack bonus -5 critical *2 type B damage 1d3

    Defense

    HP 3/3(4-1)
    CMD 9
    AC 10, Touch 10, Flat-Footed 10
    Fort Save: -1, Ref Save: +0, Will Save: +6
    Spell Failure Chance 0%

    Statistics:

    Ability Scores: STR 8(-1), DEX 10(+0), CON 8(-1), INT 14(+2), WIS 19(+4),CHA 11(+0)
    Feats:
    Iron Will: You are more resistant to mental effects.
    Benefit: You get a +2 bonus on all Will saving throws.
    Defiant Luck: You can sometimes defiantly shrug off spells and attacks that would kill a lesser creature.
    Prerequisite: Human.
    Benefit: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
    Special: If you are using the optional hero point system, you can also spend 1 hero point when a critical hit is confirmed against you to have the opponent reroll the critical hit confirmation roll.
    Class Features:
    Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield.
    Skills:
    ............Total.....Ability..Ranks..Misc.
    []Acrobatics .....................+0=DEX+0+0+0
    []Appraise .......................+2=INT+2+0+0
    []Bluff ..........................+0=CHA+0+0+0
  • Climb .........................-1=STR-1+0+0
  • Craft (Alchemy) ...............+2=INT+2+0+0
  • Craft (Carpentry) .............+2=INT+2+0+0
  • Craft (Leather) ...............+2=INT+2+0+0
    []Diplomacy ......................+0=CHA+0+0+0
  • Disable Device ................--=DEX+0+0+1
    []Disguise .......................+0=CHA+0+0+0
    []Escape Artist ..................+0=DEX+0+0+0
    []Fly ............................+0=DEX+0+0+0
  • Handle Animal .................--=CHA+0+0+0
    []Heal ...........................+4=WIS+4+0+0
    []Intimidate......................+0=CHA+0+0+0
    []Knowledge (Arcana) .............--=INT+2+0+0
    []Knowledge (Dungeoneering) ......--=INT+2+0+0
    []Knowledge (Engineering) ........--=INT+2+0+0
    []Knowledge (Geography) ..........--=INT+2+0+0
    []Knowledge (History) ............--=INT+2+0+0
    []Knowledge (Local) ..............+3=INT+2+1+0
    []Knowledge (Nature) .............--=INT+2+0+0
    []Knowledge (Nobility) ...........+3=INT+2+1+0
    []Knowledge (Planes) .............--=INT+2+0+0
    []Knowledge (Religion) ...........--=INT+2+0+0
    []Linguistics ....................--=INT+2+0+0
  • Perception ....................+4=WIS+4+0+0
    []Perform (String Instrument) .....+0=CHA+0+0+0
    []Perform (Wind Instrument) ......+1=CHA+0+1+0
  • Profession (Brewer) ...........--=WIS+4+0+0
  • Profession (Canoeing) .........--=WIS+4+0+0
  • Ride ...........................0=DEX+2+0+0
    []Sense Motive ...................+4=WIS+4+0+0
    []Sleight of Hand ................+1=DEX+0+1+0
    []Stealth ........................+0=DEX+0+0+0
    []Survival .......................+5=WIS+4+0+1
  • Swim ..........................+3=STR-1+1+3
    []Use Magic Device ...............--=CHA+0+0+0
  • Racial Abilities:

    +2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
    Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
    Normal Speed: Humans have a base speed of 30 feet.
    Bonus Feat: Humans select one extra feat at 1st level.
    Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
    Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    Equipment:

    Peasant's Outfit .....2 lb.
    Wooden Stake .........1 lb.
    Club .................3 lb.
    Quarterstaff .........4 lb.
    Sling ................0 lb.
    Coins .............0.02 lb.

    Total ........ 10.02 lb.

    Light Load 28 lb. Medium Load 53 lbs. Heavy Load 80 lb. Lift Over Head 80 lb. Lift Off Ground 160 lb. Drag Or Push 400 lb.

    Money

    CP
    SP 1
    GP
    PP


    Thank you for you time have fun


    I would love to join you.


    If looking I would be willing just let me know.


    Sean is right I don't know the guidelines you want.


    Hello Everybody. I am looking for a fun group or just a single AP or a short campagin.


    Okay so I got a character sheet version of my character willing to join this Campaign if you would have me I am very active but this would be my third PBP.


    Oh alternative race traits Yes or no? and what will be the buy? I just want a vision of my characters future you know?


    Oh.. I had a great RP in my head but no big lol

    Elf
    Barbarian Background same.


    Strix
    Barbarian
    The character would fit as a native american character fighting against the encroachment of white (in this case humankind) but will be willing if an evil greater then before or for saving his home? you can GM it in I am sure.

    If Uncommon races are a no please get back to me so I can change it I would love a slot in this game.


    What is the starting wealth?