Alignment: Neutral Good. - The balance of study and magic gives neutral leaning, bias restricts the ability to gain insight. Prar is generally good, preferring to do no harm without reason and seeks to use his magical might for the advancement of his family.
Offensive Special Abilities: Versatile Evocation(Su): (9/day) Change energy type on evocation spells.
Mind Flayer Mind Blast (30' Cone 1x/encounter): Dazed for 1 round (DC:15, Psionic)
Channel Positive Energy: 1d6 Healing, save for undead harm = 10+1/2 LVL+CHA (14), (3+CHA/Day,(6))
Hex DC: 17
Offensive Spells:
Burning Hands: DC 18 Reflex for 1/2 damage. 15ft cone. 3d4 Fire damage.
Feats:
Simple Weapons Prof: (Cleric) You are trained in the use of basic weapons.
Light Armor Prof: (Cleric) You are skilled at wearing light armors.
Medium Armor Prof: (Cleric) You are skilled at wearing medium armor.
Shield Prof( Except tower shields.): (Cleric)You are trained in how to properly use a shield.
Martial Weapon Prof: (Cleric) Deity’s sacred weapon only (Scimitar, Saranae)
Scribe Scroll” (Wizard) 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.
Alertness: (Wizard Familiar) You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Toughness: (Campaign Bonus) You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Improved Initiative: (1-1) You get a +4 bonus on initiative checks.
Spell Focus(Evocation): (1-2) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Spell Penetration: (1-3) You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
Spell Specialization(Burning Hands): (1-4) Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell. Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.
Selective Channeling: (1-5) When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Combat Casting: You are adept at spellcasting when threatened or distracted. Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability whencasting on the defensive or while grappled.
SKILLS:
Class Skill Points: 9 (2 Wizard +6 INT, +1 Campaign)
Trained:
Appraise: +10 (1r +6 INT +3 CS)
Craft(Armor): +10 (1r +6 INT +3 CS)
Diplomacy: +7 (1r +3 CHA +3 CS)
Heal: +9 (2r +4 WIS +3 CS)
Intimidate: +7 (1r + 3 CHA +3 CS)
Kn(Arcana): +11 (2r +6 INT +3 CS)
Kn(Engineering): +10 (1r +6 INT +3 CS)
Kn(Planes): +11 (2r +6 INT +3 CS)
Kn(Religion): +11 (2r +6 INT +3 CS)
Perception: +9 (2r +4 WIS +1 Trait +2 Alertness)
Sense Motive: +10 (1r +4 WIS +2 Alertness +3 CS)
Spellcraft: +11 (2r +6 INT +3 CS)
Untrained Skills: Those skills not listed above and apply the following modifiers, STR:+3, DEX+3, INT:+6, WIS:+4, CHA:+3.
Mind Flayer Mind Blast (1x/encounter, 35' Cone, DC:15, Dazed for 1 round)(Ps): Once per encounter, as a standard action a Mind Flayer can emit a mental blast. This is a cone of 30' + (5' per 2 HD) to a max of 60'. Those in the cone must make a Will save or suffer effects based on the mind flayer's HD. The DC is 11 + Mind Flayer's CHA bonus + 1/2 the Mind Flayer's HD (round down). HD: 1-3 (Dazed for 1 round). HD 4-6: Dazed for 1 round + staggered for 1d6 rounds. HD 7-9: stunned 1 round + staggered 1d6 rounds. HD: 10+ stunned 1d3 rounds + staggered 1d6 rounds. Those who make the save are immune to that mind flayer’s mental blast for 24 hours. This is a mind affecting effect and as such some creatures will be immune.
Tentacles (Ex): A Mind Flayer has a set of tentacles attacks. These tentacles are a secondary attack that strikes for 1d4 points of damage with the grab ability, starting a grapple as a free action if they hit in combat.
Brain Extraction (Ex): Mind Flayers may extract the brains of helpless victims by burrowing in with their tentacles. It works thus:
1) The mind flayer and intended victim must be grappled with each other for three consecutive rounds.
2) At the start of its turn on the third consecutive round, if the victim is helpless or pinned, the mind flayer may begin the extraction.
3) This is a full round action. Any circumstance which removed the grappled condition from the mind flayer or its victim, or which removes the pinned/helpless condition from the victim cancels the extraction.
4) This ability only works on creatures within two sizes (larger or smaller) of the mind flayer. Fine creatures are too small to be affected.
5) For each full round that the mind flayer is extracting its brain, the victim must make a Fortitude save. The DC is 11 + 1/2 the Mind Flayer's Hit Dice (round down).
6) The victim receives a cumulative penalty to the save of -1 for each round beyond the first.
7) The victim gets a bonus to the save based on its size and any natural armor or headwear protecting its brain. (If its brain is located elsewhere, treat any protection covering that area as the same concept). Creatures with natural armor or headwear add their natural armor bonus or the hardness of the headgear as a bonus to the saving throw. (cloth 0, leather or hide 2, iron or steel 10, see table for other hardnesses ). Creatures of larger sizes also receive a bonus, Large +1, Huge +2, Gargantuan +4, and Colossal +8. Note that many armor sets do not necessarily include a helmet. Refer to armor descriptions or DM judgement.
8) If the creature fails the save, its brain is extracted and it dies, being reduced to a negative hit point value that would kill it. (Creatures with regeneration begin at that value and are not dead unless their regeneration is stopped). A successful save resists the extraction but does not change any other aspect of its condition. A creature that regenerates from brain death or who is rescued from the extraction process, suffers 1d3 Intelligence damage per saving throw it had to make, as per below. For regenerating creatures, each point of intelligence lost recovers as a percentage of total lost equal at the same percentage of hit point recovery starting at 1 hp. ( Example: A troll has its brain extracted and dies after failing its saving throw on its second round of extraction. It loses 2d3 points of Intelligence. If it lost 4 points of Intelligence it would recover 1 point at each 25% of its hit points recovered (starting at 1 hp), recovering its 4th point at 100% of its hit points. Non regenerating creatures must heal this ability damage as normal through rest or magic..
9) Creatures without a working brain, a functional anatomy or a Constitution score such as oozes, plants, constructs, incorporeal creatures, undead, and possibly various elementals, aberrations or outsiders (depending on form) are immune to extraction.
10) A creature that is rescued or breaks free from the extraction suffers 1d3 points of Intelligence damage for each saving throw it had to make. This may render the creature comatose. Treat vermin or other mindless living creatures with a brain as having an intelligence of 1.
11) Creatures with multiple heads (ettins, chimerae, hydras, etc) do not die until all its heads' brains are extracted. A failed save results in the loss of that head's abilities or potential attacks ( bites, breath weapons, etc) but not death. If the creature breaks free or is rescued after one or more of its brains has been extracted, it recovers all of the heads affected after an 8 hour rest and it suffers no loss of Intelligence.
12) A medusa's (or similar creatures) snake hair do not count as 'heads'.
A Mind Flayer that consumes the brain of a creature with an Intelligence score of 6 or higher gains a +1 bonus to intelligence based ability/skill checks for 24 hours. This bonus increases by +1 for every 6 points of Intelligence over 6 of the victim ( +2 at 12, +3 at 18, etc). Consuming a brain takes 1 minute +1 minute per size category over medium of the victim. Consuming more than 1 brain in a 24 hour period does not increase the bonus, although the brain of a smarter victim can replace the bonuses to improve them.
Mind Flayer Spell Like Abilities: 1/day - charm person, levitate, detect thoughts, CL 1
Wizard School: Evocation.
Opposed Schools: Enchantment, Necromancy. Must spend 2 spell slots to cast spells from these Schools.
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Channel Positive Energy: 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 a neutral cleric 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 a neutral cleric 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 of 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 can cast 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 channel 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.
Arcane Bond(Ex)(Ring): Can cast one additional spell per day from spell book. 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. 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.
Witch Patron(Time): 2nd—ventriloquism, 4th—silence, 6th—haste, 8th—threefold aspect, 10th—teleport, 12th—disintegrate, 14th—expend, 16th—temporal stasis, 18th—time stop.
Patron Spells: At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.
At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
See a complete list of witch patrons here.
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.
Spells:
Wizard Spells Prepared:
Burning hands x2 +1 stored in ring DC 18 Ref
Mage Armor x1
Mount x1
Prestidigitation
Read Magic
Dancing Lights.
Spellbook:
Witch Spells:
ill Omen DC 17 x1
Inflict Pain DC 17 x1
Ventrilloquism DC 17 x1
Identify
Light
Message
Stablize
Witch Hexes:
Evil Eye DC 17 9 round duration.
Cackle
Cleric Spells:
CLW
Bless
Sheild of Faith x1
Purify food and drink
Create Water
Detect Magic.
Capture Alive