About Quecksworth the AttendantQuecksworth PFS#: 90900 Quecksworth the Attendant
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FEATS: Ancestry Feats and Abilities
Skill Feats
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Class Feats and Abilities
Feature 2nd: Cantrip Expansion (Quecksworth has added two additional cantrips to his spell repetoire) Feature 3rd: Assurance (Medicine) ADD SPELLS (2ND LEVEL AND SIGNATURE) [b]Composition Spells
Focus spells are automatically heightened to half his level rounded up, much like cantrips. Focus spells don’t require spell slots, and he can’t cast them using spell slots. Taking feats can give him more focus spells and increase the size of his focus pool, though his focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300. Quecksworth has learned the counter performance composition spell[/I[] (page 386), protecting against auditory and visual effects Composition Cantrips
Occult Spellcasting: Quecksworth can cast spells using the cast a Spell activity and he can supply material, somatic, and verbal components when casting spells (see Casting Spells CRB, pg. 302). He can usually play an instrument for spells requiring somatic or material components, as long as it takes at least of his hands to do so. If he uses an instrument, he doesn't need a spell component pouch or another hand free. He can usually also play an instrument for spells requiring a verbal components, instead of speaking. Each day, Quecksworth can cast up to two 1st-level spells. He must know the spells to cast them, and he learns them via the spell repertoire class feature. The number of spells he can cast each day is called his spell slots. Cantrips: Quecksworth can cast a cantrip at will and number of times per day. The cantrip is always automatically heightened to half his level rounded up--this is usually equal to the highest level of spell he can cast as a bard. Spell Repertoire: Quecksworth has learned the following spells: 1-level: x 2 Magic Weapon:
Transmuation Cast: Two Actions (somatic, verbal) Range: touch; Targets: 1 non-magical weapon that is unattended or wielded by you or a willing ally Duration: 1 minute The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. Mending:
Transmutation Cast: 10 minutes (somatic, verbal) Range: touch; Targets" non-magical object of light Bulk or less You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item's Broken Threshold. You can't replace lost pieces or repair an object that's been completely destroyed.
[spoiler=Unseen Servant]
You summon an unseen servant, which you can command as part of Sustaining the Spell. It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop Sustaining the Spell. The unseen servant gains the summoned trait. 0-level (cantrips): x5 (+2 innate spells) Dancing Lights:
CantripEvocationLight Source Core Rulebook pg. 327
Detect Magic:
Cantrip, Detection, Cast: Two Actions (somatic, verbal) Area: 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn. Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that). [/spoiler] Forbidding Ward:
Abjuration, Cantrip Cast: Two Actions (somatic, verbal) Range: 30 feet; Targets" 1 ally and 1 enemy Duration" sustained up to 1 minute You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects. Heightened (6th) The status bonus increases to +2. Ghost Sound:
AuditoryCantripIllusion
Guidance (innate spell):
Mage Hand:
Message:
Prestidigitation (innate spell):
Cantrip, Evocation Cast: Two Actions (somatic, verbal)
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell. |