Paracount Julistar

Theodric Strelley's page

17 posts. Alias of SCKnightHero1.


About Theodric Strelley

Stats:

Theodric Strelley
Male Human (Taldan) arcanist 11
LG Medium humanoid (human)
Init +1, Senses Perception +5
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DEFENSE
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AC 19, touch 15, flat-footed 18 (+2 armor, +2 deflection, +1 Dex, +1 insight, +2 natural, )
hp 83 ((11d6)+49)
Fort +7, Ref +5, Will +10

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OFFENSE
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Speed 30 ft.
Melee mithral spiked gauntlet +1 +8 (1d4+3)
Melee quarterstaff +1 +8 (1d6+4)
Ranged holy darkwood light crossbow +1 +7 (1d8+1/19-20)

Prepared Spells
Arcanist (CL 11th; concentration +15)
5th-hungry pit(DC 19), monstrous physique iii(DC )
4th-ice storm, summon monster iv, wall of fire
3rd-displacement(DC 17), fly(DC 17), ice spears(DC 17), lightning bolt(DC 18)
2nd-acid arrow, hideous laughter(DC 16), scorching ray, sonic scream(DC 17), web(DC 16)
1st-burning hands(DC 16), magic missile, protection from evil(DC 15), shield(DC ), wave shield(DC )
0th-acid splash, detect magic, disrupt undead, flare(DC 15), mage hand, ray of frost, read magic(DC ), resistance(DC 14), touch of fatigue(DC 14)
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TACTICS
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STATISTICS
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Str 15, Dex 12, Con 16, Int 19, Wis 14, Cha 13,
Base Atk +5; CMB +7; CMD 22
Feats Eschew Materials, Extra Arcanist Exploit, Fearless Curiosity, Improved Familiar, Scholar, Spell Focus (Evocation), Toughness
Skills Acrobatics +5, Appraise +12, Climb +6, Fly +11, Knowledge (Arcana) +19, Knowledge (Dungeoneering) +15, Knowledge (Engineering) +14, Knowledge (Geography) +10, Knowledge (History) +11, Knowledge (Local) +9, Knowledge (Nobility) +8, Knowledge (Planes) +10, Linguistics(Draconic, Dwarven) +9, Perception +5, Spellcraft +17, Use Magic Device +12,
Traits Scholar of Ruins (Knowledge (Dungeoneering)), Scholar of the Ancients,
Languages Azlanti, Celestial, Common, Draconic, Dwarven, Giant, Thassilonian, Varisian
SQ arcane reservoir, arcanist spells prepared, bonus feat, bonus spell in spellbook (6x), dimensional slide, energy shield, familiar, force strike, ice missile, icy tomb, lightning lance, scholar ~ arcana, scholar ~ dungeoneering, skilled, weapon and armor proficiency, , , , , ,
Combat Gear elemental gem, earth, rations (trail/per day) (10), scroll (acid arrow), scroll (elemental body ii), potion of cure light wounds (4), potion of cure moderate wounds (2), potion of displacement,
Other Gear amulet of natural armor +2, hat of lucky insight, bracers of armor +2, mithral spiked gauntlet +1, ring of protection +2, outfit (explorer's), cloak of resistance +1, belt of physical might (str/con) +2, bag of holding (type iii), bedroll, blanket, compass, flint and steel, ink (1 oz. vial) (5), inkpen, mess kit, waterskin (filled) (2), everburning torch, journal, efficient quiver, crossbow bolt +1 (11), adamantine dragonbane crossbow bolts +1 (10), adamantine giantbane crossbow bolts +1 (10), spell component pouch, quarterstaff +1, spellbook (arcanist's/blank), holy darkwood light crossbow +1, 652.0 gp
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SPECIAL ABILITIES
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Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 14 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 8. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.

Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 16

Arcanist Spells Prepared Spell slots per day - 1st = 5, 2nd = 5, 3rd = 5, 4th = 5, 5th = 3, 6th = 0, 7th = 0, 8th = 0, 9th = 0

Bonus Feat Humans select one extra feat at 1st level.

Bonus Spell in Spellbook (6x) Add one spell from the arcanist spell list to the arcanist's spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast.

Cantrips You can prepare 9 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Dimensional Slide (Su) You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing you to move up to 110 feet to any location you can see. This counts as 5 feet of movement. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, caused by this ability, but any other movement you attempt as part of your move action provokes as normal.

Energy Shield (Su) You can protect yourself from energy damage as a standard action by expending 1 point from your arcane reservoir. You must pick one energy type and gain resistance 21 against that energy type for 11 minutes.

Familiar (Ex) You can acquire a familiar as the arcane bond wizard class feature, using your arcanist level as your wizard level to determine any of the statistics and abilities of the familiar. If you receive a familiar from another class, your levels of arcanist stack with the levels from that class when determining the familiar's statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; you must choose one or the other).

Force Strike (Su) You can unleash a blast of force by expending one point from your arcane reservoir. This attack automatically strikes one target within 30 feet (as per magic missile) and it deals 1d4+11 points of damage. Spells and effects that negate magic missile also negate this effect.

Greater Exploits You may choose greater exploits in place of an arcanist exploit.

Ice Missile (Su) You can unleash a freezing projectile by expending one point from your arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 12d6+1 points of cold damage. In addition, the target is staggered for 1 round. The target can attempt a DC 16 Fortitude saving throw to negate the staggered condition.

Icy Tomb (Su) Whenever the arcanist uses the ice missile exploit, she can expend 2 points from her arcane reservoir instead of one. If she does, the target is coated in rime if it fails its saving throw. As long as the ice remains (typically 1 minute per level in a warm area), the target is entangled (although not anchored) and takes 1 point of Dexterity damage at the start of each of its turns. The target can break free from the ice as a standard action by making a Strength check with a DC equal to 10 + the arcanist's Charisma modifier. If the target takes more than 10 points of fire damage from a single attack, the ice melts and the effect ends. The arcanist must have the ice missile arcanist exploit to select this exploit.

Lightning Lance (Su) You can unleash a lance of lightning by expending one point from your arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 6d6+1 points of electricity damage. The target's vision is also impaired, causing the target to treat all creatures as if they had concealment (20%) for 1 round. The target can attempt a DC 0 Fortitude saving throw to negate the impaired vision.

Scholar ~ Arcana You gain a +2 bonus on Knowledge (Arcana).

Scholar ~ Dungeoneering You gain a +2 bonus on Knowledge (Dungeoneering).

Scholar of Ruins (Knowledge (Dungeoneering)) From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.

Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail

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Spellbook (Arcanist's/Blank)
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[b]Arcanist Spells

Spoiler:

Acid Splash

Save: None

Time: 1 standard action

Duration: Instantaneous

Rng: Close (50 ft.)

Comp: V, S

SR: No

School: Conjuration, EarthSchool

Effect:  You fire a small orb of acid at the target dealing 1d3 points of acid damage.

Source:  p.239

Target Area:   One missile of acid    Spell Point Cost:  

Caster Level:   11

Arcane Mark

Save: None

Time: 1 standard action

Duration: Permanent

Rng: Touch

Comp: V, S

SR: No

School: Universal

Effect:  This spell allows you to inscribe your personal rune or mark.

Source:  p.244

Target Area:   One personal rune or mark, all of which must fit within 1 sq. ft.    Spell Point Cost:  

Caster Level:   11

Bleed

DC: 14

Save: Will negates

Time: 1 standard action

Duration: Instantaneous

Rng: Close (50 ft.)

Comp: V, S

SR: Yes

School: Necromancy

Effect:  You cause a living creature that is below 0 hit points but stabilized to resume dying.

Source:  p.249

Target Area:   One living creature    Spell Point Cost:  

Caster Level:   11

Dancing Lights

Save: None

Time: 1 standard action

Duration: 1 minute [D]

Rng: Medium (210 ft.)

Comp: V, S

SR: No

School: Evocation

Effect:  You create up to four lights that resemble lanterns or torches.

Source:  p.263

Target Area:   Up to four lights, all within a 10-ft.-radius area    Spell Point Cost:  

Caster Level:   11

Daze

DC: 14

Save: Will negates

Time: 1 standard action

Duration: 1 round

Rng: Close (50 ft.)

Comp: V, S, M

SR: Yes

School: Enchantment

Effect:  This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.

Source:  p.264

Target Area:   One humanoid creature of 4 HD or less    Spell Point Cost:  

Caster Level:   11

Detect Magic

Save: None

Time: 1 standard action

Duration: Concentration, up to 11 minutes [D]

Rng: 60 ft.

Comp: V, S

SR: No

School: Divination

Effect:  You detect magical auras.

Source:  p.267

Target Area:   Cone-shaped emanation    Spell Point Cost:  

Caster Level:   11

Detect Poison

Save: None

Time: 1 standard action

Duration: Instantaneous

Rng: Close (50 ft.)

Comp: V, S

SR: No

School: Divination

Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous.

Source:  p.268

Target Area:   Or Area one creature, one object, or a 5-ft. cube    Spell Point Cost:  

Caster Level:   11

Disrupt Undead

Save: None

Time: 1 standard action

Duration: Instantaneous

Rng: Close (50 ft.)

Comp: V, S

SR: Yes

School: Necromancy

Effect:  You direct a ray of positive energy dealing 1d6 points of damage to Undead.

Source:  p.273

Target Area:   Ray    Spell Point Cost:  

Caster Level:   11

Flare

DC: 15

Save: Fortitude negates

Time: 1 standard action

Duration: Instantaneous

Rng: Close (50 ft.)

Comp: V

SR: Yes

School: Evocation

Effect:  This cantrip creates a burst of light.

Source:  p.284

Target Area:   Burst of light    Spell Point Cost:  

Caster Level:   11

Ghost Sound

DC: 14

Save: Will disbelief

Time: 1 standard action

Duration: 11 rounds [D]

Rng: Close (50 ft.)

Comp: V, S, M

SR: No

School: Illusion

Effect:  Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.

Source:  p.289

Target Area:   Illusory sounds    Spell Point Cost:  

Caster Level:   11

Haunted Fey Aspect

DC:

Save:

Time: 1 standard action

Duration: 11 rounds [D]

Rng: Personal

Comp: S

SR:

School: Illusion

Effect:  You surround yourself with disturbing illusions.

Source:  p.230

Target Area:   You    Spell Point Cost:  

Caster Level:   11

Light

Save: None

Time: 1 standard action

Duration: 110 minutes

Rng: Touch

Comp: V, M/DF

SR: No

School: Evocation

Effect:  This spell causes a touched object to glow like a torch.

Source:  p.304

Target Area:   Object touched    Spell Point Cost:  

Caster Level:   11

Mage Hand

Save: None

Time: 1 standard action

Duration: Concentration

Rng: Close (50 ft.)

Comp: V, S

SR: No

School: Transmutation

Effect:  You point your finger at an object and can lift it and move it at will from a distance.

Source:  p.306

Target Area:   One nonmagical, unattended object weighing up to 5 lbs.    Spell Point Cost:  

Caster Level:   11

Mending

DC: 14

Save: Will negates (harmless, object)

Time: 10 minutes

Duration: Instantaneous

Rng: 10 ft.

Comp: V, S

SR: Yes (harmless, object)

School: Transmutation

Effect:  This spell repairs damaged objects, restoring 1d4 hit points to the object.

Source:  p.312

Target Area:   One object of up to 11 lb.    Spell Point Cost:  

Caster Level:   11

Message

Save: None

Time: 1 standard action

Duration: 110 minutes

Rng: Medium (210 ft.)

Comp: V, S, F

SR: No

School: Transmutation, AirSchool

Effect:  You can whisper messages and receive whispered replies.

Source:  p.313

Target Area:   11 creatures    Spell Point Cost:  

Caster Level:   11

Open/Close

DC: 14

Save: Will negates (object)

Time: 1 standard action

Duration: Instantaneous

Rng: Close (50 ft.)

Comp: V, S, F

SR: Yes (object)

School: Transmutation

Effect:  You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container.

Source:  p.317

Target Area:   Object weighing up to 30 lbs. or portal that can be opened or closed    Spell Point Cost:  

Caster Level:   11

Prestidigitation

DC: 14

Save: See text

Time: 1 standard action

Duration: 1 hour

Rng: 10 ft.

Comp: V, S

SR: No

School: Universal

Effect:  Prestidigitations are minor tricks that novice spellcasters use for practice.

Source:  p.325

Target Area:   See text    Spell Point Cost:  

Caster Level:   11

Ray of Frost

Save: None

Time: 1 standard action

Duration: Instantaneous

Rng: Close (50 ft.)

Comp: V, S

SR: Yes

School: Evocation, WaterSchool

Effect:  A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.

Source:  p.330

Target Area:   Ray    Spell Point Cost:  

Caster Level:   11

Read Magic

DC:

Save:

Time: 1 standard action

Duration: 110 minutes

Rng: Personal

Comp: V, S, F

SR:

School: Divination

Effect:  You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.

Source:  p.330

Target Area:   You    Spell Point Cost:  

Caster Level:   11

Resistance

DC: 14

Save: Will negates (harmless)

Time: 1 standard action

Duration: 1 minute

Rng: Touch

Comp: V, S, M/DF

SR: Yes (harmless)

School: Abjuration

Effect:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Source:  p.334

Target Area:   Creature touched    Spell Point Cost:  

Caster Level:   11

Scrivener's Chant

DC: 14

Save: Will (harmless, object)

Time: 1 standard action

Duration: Concentration, up to 11 minutes

Rng: 5 ft.

Comp: V, S, M (fine sand and a vial of ink)

SR: Yes (object)

School: Transmutation

Effect:  This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components. This spell cannot duplicate magical writing [including spells and magical scrolls], though it can duplicate non-magical writing from a magical source.

Source:  p.17

Target Area:   One or more written objects    Spell Point Cost:  

Caster Level:   11

Spark

DC: 15

Save: Fortitude negates (object)

Time: 1 standard action

Duration: Instantaneous

Rng: Close (50 ft.)

Comp: V or S

SR: Yes (object)

School: Evocation, FireSchool

Effect:  Ignites flammable objects.

Source:  p.246

Target Area:   one Fine object    Spell Point Cost:  

Caster Level:   11

Touch of Fatigue

DC: 14

Save: Fortitude negates

Time: 1 standard action

Duration: 11 rounds

Rng: Touch

Comp: V, S, M

SR: Yes

School: Necromancy

Effect:  You channel negative energy through your touch, fatiguing the target.

Source:  p.360

Target Area:   Creature touched    Spell Point Cost:  

Caster Level:   11

LEVEL 1
Burning Hands

DC: 16

Save: Reflex half

Time: 1 standard action

Duration: Instantaneous

Rng: 15 ft.

Comp: V, S

SR: Yes

School: Evocation, FireSchool

Effect:  A cone of searing flame shoots from your fingertips dealing 5d4 points of fire damage to any creature in the effect area.

Source:  p.251

Target Area:   Cone-shaped burst    Spell Point Cost:  

Caster Level:   11

Color Spray

DC: 15

Save: Will negates

Time: 1 standard action

Duration: Instantaneous; see text

Rng: 15 ft.

Comp: V, S, M

SR: Yes

School: Illusion

Effect:  A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.

Source:  p.256

Target Area:   Cone-shaped burst    Spell Point Cost:  

Caster Level:   11

Detect Charm

Save: None

Time: 1 standard action

Duration: Concentration, up to 11 minutes [D]

Rng: 60 ft.

Comp: V, S

SR: No

School: Divination

Effect:  You detect the strength and location of each charm, compulsion, and possession aura on all creatures in the area.

Source:  p.27

Target Area:   Cone-shaped emanation    Spell Point Cost:  

Caster Level:   11

Detect Undead

Save: None

Time: 1 standard action

Duration: Concentration, up to 11 minutes [D]

Rng: 60 ft.

Comp: V, S, M/DF

SR: No

School: Divination

Effect:  You can detect the aura that surrounds undead creatures.

Source:  p.269

Target Area:   Cone-shaped emanation    Spell Point Cost:  

Caster Level:   11

Ear-Piercing Scream

DC: 16

Save: Fortitude partial (see text)

Time: 1 standard action

Duration: Instantaneous; see text

Rng: Close (50 ft.)

Comp: V, S

SR: Yes

School: Evocation

Effect:  Deal sonic damage and daze target.

Source:  p.218

Target Area:   One creature    Spell Point Cost:  

Caster Level:   11

Endure Elements

DC: 15

Save: Will negates (harmless)

Time: 1 standard action

Duration: 24 hours

Rng: Touch

Comp: V, S

SR: Yes (harmless)

School: Abjuration

Effect:  A creature protected by endure elements suffers no harm from being in a hot or cold environment.

Source:  p.277

Target Area:   Creature touched    Spell Point Cost:  

Caster Level:   11

Icicle Dagger

Save: None

Time: 1 standard action

Duration: 11 minutes

Rng: 0 ft.

Comp: V, S

SR: No

School: Conjuration

Effect:  Masterwork ice dagger deals +1 cold damage.

Source:  p.224

Target Area:   One icicle    Spell Point Cost:  

Caster Level:   11

Magic Missile

Save: None

Time: 1 standard action

Duration: Instantaneous

Rng: Medium (210 ft.)

Comp: V, S

SR: Yes

School: Evocation

Effect:  5 missiles that do 1d4+1 damage each.

Source:  p.309

Target Area:   Up to five creatures, no two of which can be more than 15 ft. apart    Spell Point Cost:  

Caster Level:   11

Protection from Evil

DC: 15

Save: Will negates (harmless)

Time: 1 standard action

Duration: 11 minutes [D]

Rng: Touch

Comp: V, S, M/DF

SR: No; see text

School: Abjuration

Effect:  This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.

Source:  p.327

Target Area:   Creature touched    Spell Point Cost:  

Caster Level:   11

Shield

DC:

Save:

Time: 1 standard action

Duration: 11 minutes [D]

Rng: Personal

Comp: V, S

SR:

School: Abjuration, VoidElementalSchool

Effect:  Shield creates an invisible shield of force that hovers in front of you.

Source:  p.342

Target Area:   You    Spell Point Cost:  

Caster Level:   11

Sleep

DC: 15

Save: Will negates

Time: 1 round

Duration: 11 minutes

Rng: Medium (210 ft.)

Comp: V, S, M

SR: Yes

School: Enchantment

Effect:  A sleep spell causes a magical slumber to come upon 4 HD of creatures.

Source:  p.344

Target Area:   One or more living creatures within a 10-ft.-radius burst    Spell Point Cost:  

Caster Level:   11

Unseen Servant

Save: None

Time: 1 standard action

Duration: 11 hours

Rng: Close (50 ft.)

Comp: V, S, M

SR: No

School: Conjuration

Effect:  An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command.

Source:  p.364

Target Area:   One invisible, mindless, shapeless servant    Spell Point Cost:  

Caster Level:   11

Wave Shield

DC:

Save:

Time: 1 immediate action

Duration: 1 round or until discharged

Rng: Personal

Comp: V

SR:

School: Abjuration

Effect:  Water blunts one incoming attack or fire effect.

Source:  p.199

Target Area:   you    Spell Point Cost:  

Caster Level:   11

LEVEL 2
Acid Arrow

Save: None

Time: 1 standard action

Duration: 4 rounds

Rng: Long (840 ft.)

Comp: V, S, M, F

SR: No

School: Conjuration, EarthSchool

Effect:  An arrow of acid springs from your hand and speeds to its target dealing 2d4 points of acid damage.

Source:  p.239

Target Area:   One arrow of acid    Spell Point Cost:  

Caster Level:   11

Blindness/Deafness

DC: 16

Save: Fortitude negates

Time: 1 standard action

Duration: Permanent [D]

Rng: Medium (210 ft.)

Comp: V

SR: Yes

School: Necromancy

Effect:  You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Source:  p.250

Target Area:   One living creature    Spell Point Cost:  

Caster Level:   11

Daze Monster

DC: 16

Save: Will negates

Time: 1 standard action

Duration: 1 round

Rng: Medium (210 ft.)

Comp: V, S, M

SR: Yes

School: Enchantment

Effect:  This spell functions like daze, but it can affect any one living creature of any type.

Source:  p.264

Target Area:   One living creature of 6 HD or less    Spell Point Cost:  

Caster Level:   11

Endure Elements (Communal)

DC: 16

Save: Will negates (harmless)

Time: 1 standard action

Duration: 24 hours

Rng: Touch

Comp: V, S

SR: Yes (harmless)

School: Abjuration

Effect:  As endure elements, but you may divide the duration among creatures touched.

Source:  p.228

Target Area:   creatures touched    Spell Point Cost:  

Caster Level:   11

Hideous Laughter

DC: 16

Save: Will negates

Time: 1 standard action

Duration: 11 rounds

Rng: Close (50 ft.)

Comp: V, S, M

SR: Yes

School: Enchantment

Effect:  This spell afflicts the subject with uncontrollable laughter.

Source:  p.296

Target Area:   One creature; see text    Spell Point Cost:  

Caster Level:   11

Knock

Save: None

Time: 1 standard action

Duration: Instantaneous; see text

Rng: Medium (210 ft.)

Comp: V

SR: No

School: Transmutation

Effect:  Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock.

Source:  p.303

Target Area:   One door, box, or chest with an area of up to 110 sq. ft.    Spell Point Cost:  

Caster Level:   11

Scorching Ray

Save: None

Time: 1 standard action

Duration: Instantaneous

Rng: Close (50 ft.)

Comp: V, S

SR: Yes

School: Evocation, FireSchool

Effect:  You blast your enemies with up to 3 searing beams of fire dealing 4d6 points of fire damage.

Source:  p.337

Target Area:   One or more rays    Spell Point Cost:  

Caster Level:   11

See Invisibility

DC:

Save:

Time: 1 standard action

Duration: 110 minutes [D]

Rng: Personal

Comp: V, S, M

SR:

School: Divination, VoidElementalSchool

Effect:  You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible.

Source:  p.339

Target Area:   You    Spell Point Cost:  

Caster Level:   11

Sonic Scream

DC: 17

Save: Reflex half (see text)

Time: 1 standard action

Duration: 11 rounds or until discharged [see text]

Rng: 15 Ft.

Comp: V, S

SR: yes

School: Evocation

Effect:  Create a cone of damaging sound at will.

Source:  p.193

Target Area:   cone-shaped burst    Spell Point Cost:  

Caster Level:   11

Spider Climb

DC: 16

Save: Will negates (harmless)

Time: 1 standard action

Duration: 110 minutes

Rng: Touch

Comp: V, S, M

SR: Yes (harmless)

School: Transmutation

Effect:  The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.

Source:  p.347

Target Area:   Creature touched    Spell Point Cost:  

Caster Level:   11

Web

DC: 16

Save: Reflex negates; see text

Time: 1 standard action

Duration: 110 minutes [D]

Rng: Medium (210 ft.)

Comp: V, S, M

SR: No

School: Conjuration

Effect:  Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them.

Source:  p.368

Target Area:   Webs in a 20-ft.-radius spread    Spell Point Cost:  

Caster Level:   11

LEVEL 3
Deep Slumber

DC: 17

Save: Will negates

Time: 1 round

Duration: 11 minutes

Rng: Close (50 ft.)

Comp: V, S, M

SR: Yes

School: Enchantment

Effect:  This spell functions like sleep, except that it affects 10 HD of targets.

Source:  p.265

Target Area:   One or more living creatures within a 10-ft.-radius burst    Spell Point Cost:  

Caster Level:   11

Displacement

DC: 17

Save: Will negates (harmless)

Time: 1 standard action

Duration: 11 rounds [D]

Rng: Touch

Comp: V, M

SR: Yes (harmless)

School: Illusion

Effect:  The subject of this spell appears to be about 2 feet away from its true location granting a 50% miss chance as if it had total concealment.

Source:  p.273

Target Area:   Creature touched    Spell Point Cost:  

Caster Level:   11

Fly

DC: 17

Save: Will negates (harmless)

Time: 1 standard action

Duration: 11 minutes

Rng: Touch

Comp: V, S, F

SR: Yes (harmless)

School: Transmutation, AirSchool

Effect:  The subject can fly at a speed of 60 feet [or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load].

Source:  p.284

Target Area:   Creature touched    Spell Point Cost:  

Caster Level:   11

Gaseous Form

Save: None

Time: 1 standard action

Duration: 22 minutes [D]

Rng: Touch

Comp: S, M/DF

SR: No

School: Transmutation, AirSchool

Effect:  The subject and all its gear become insubstantial, misty, and translucent.

Source:  p.287

Target Area:   Willing corporeal creature touched    Spell Point Cost:  

Caster Level:   11

Halt Undead

DC: 17

Save: Will negates (see text)

Time: 1 standard action

Duration: 11 rounds

Rng: Medium (210 ft.)

Comp: V, S, M

SR: Yes

School: Necromancy

Effect:  This spell renders as many as three undead creatures immobile.

Source:  p.294

Target Area:   Up to three undead creatures, no two of which can be more than 30 ft. apart    Spell Point Cost:  

Caster Level:   11

Heroism

DC: 17

Save: Will negates (harmless)

Time: 1 standard action

Duration: 110 minutes

Rng: Touch

Comp: V, S

SR: Yes (harmless)

School: Enchantment

Effect:  This spell imbues a single creature with great bravery and morale in battle.

Source:  p.295

Target Area:   Creature touched    Spell Point Cost:  

Caster Level:   11

Hydraulic Torrent

Save: None

Time: 1 standard action

Duration: Instantaneous

Rng: 60 ft.

Comp: V, S

SR: Yes

School: Evocation, WaterSchool

Effect:  Creates torrent of water that bull rushes any creature in its path.

Source:  p.229

Target Area:   60-ft. line    Spell Point Cost:  

Caster Level:   11

Ice Spears

DC: 17

Save: Reflex half and see below

Time: 1 standard action

Duration: Instantaneous

Rng: Close (50 ft.)

Comp: V, S, M (a small stalagmite-shaped crystal)

SR: No

School: Conjuration

Effect:   Favored by the spellcasters of Irrisen, this potent spell can disrupt spellcasters, topple enemies, and break even seemingly unstoppable charges.
Upon casting this spell, one or more giant spears of ice lance up out of the ground. Each stalagmite-like icicle affects a 5-foot square and tapers to a height of 10 feet. You may cause a number of ice spears equal to one spear for every four caster levels you possess to burst from the ground. A creature that occupies a square from which a spear extends [or that is within 10 feet of the ground below] takes 2d6 points of piercing damage and 2d6 points of cold damage per square-creatures that take up more than one square can be hit by multiple spears if the caster is high enough level. The explosive growth can also trip foes. When the spears erupt from the ground, they make a combat maneuver check against any targets that take damage from the spears, with a total bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Each additional ice spear beyond the first that strikes a single foe grants a +10 bonus to this CMB check. If the check succeeds, the ice spears knock the foe prone. A successful Reflex save halves the damage and prevents the trip attempt. &nlIf you cast this spell upon an area covered with ice or snow, such as atop a glacier, frozen lake, or snow-covered field, the spears strike with additional force. Saves against the effect suffer a -2 penalty and the spell gains a +4 bonus on its combat maneuver check to trip foes. Ice spears created by this spell remain after they do their damage. They melt as normal depending on the surrounding environment. They no longer damage foes in their square, but can provide cover. An ice spear has hardness 5 and 30 hit points.

Source:  p.57

Target Area:   2 ice spears    Spell Point Cost:  

Caster Level:   11

Lightning Bolt

DC: 18

Save: Reflex half

Time: 1 standard action

Duration: Instantaneous

Rng: 120 ft.

Comp: V, S, M

SR: Yes

School: Evocation, AirSchool

Effect:  You release a powerful stroke of electrical energy that deals 10d6 points of electricity damage to each creature within its area.

Source:  p.304

Target Area:   120-ft. line    Spell Point Cost:  

Caster Level:   11

Magic Circle against Evil

DC: 17

Save: Will negates (harmless)

Time: 1 standard action

Duration: 110 minutes

Rng: Touch

Comp: V, S, M/DF

SR: No; see text

School: Abjuration

Effect:  All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either.

Source:  p.308

Target Area:   10-ft.-radius emanation from touched creature    Spell Point Cost:  

Caster Level:   11

Silver Darts

DC: 17

Save: Reflex half

Time: 1 standard action

Duration: instantaneous

Rng: 15 Ft.

Comp: V, S, M (a silver needle)

SR: yes

School: Conjuration

Effect:  Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.

Source:  p.192

Target Area:   cone-shaped burst    Spell Point Cost:  

Caster Level:   11

Sleet Storm

Save: None

Time: 1 standard action

Duration: 11 rounds

Rng: Long (840 ft.)

Comp: V, S, M/DF

SR: No

School: Conjuration, WaterSchool

Effect:  Driving sleet blocks all sight [even darkvision] within it and causes the ground in the area to be icy.

Source:  p.344

Target Area:   Cylinder 40    Spell Point Cost:  

Caster Level:   11

Stinking Cloud

DC: 17

Save: Fortitude negates; see text

Time: 1 standard action

Duration: 11 rounds

Rng: Medium (210 ft.)

Comp: V, S, M

SR: No

School: Conjuration, EarthSchool

Effect:  Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating.

Source:  p.349

Target Area:   Cloud spreads in 20-ft. radius, 20 ft. high    Spell Point Cost:  

Caster Level:   11

Summon Monster III

Save: None

Time: 1 round

Duration: 11 rounds [D]

Rng: Close (50 ft.)

Comp: V, S, F/DF

SR: No

School: Conjuration

Effect:  This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.

Source:  p.352

Target Area:   One summoned creature    Spell Point Cost:  

Caster Level:   11

LEVEL 4
Black Tentacles

Save: None

Time: 1 standard action

Duration: 11 rounds [D]

Rng: Medium (210 ft.)

Comp: V, S, M

SR: No

School: Conjuration

Effect:  This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.

Source:  p.248

Target Area:   20-ft.-radius spread    Spell Point Cost:  

Caster Level:   11

Charm Monster

DC: 18

Save: Will negates

Time: 1 standard action

Duration: 11 days

Rng: Close (50 ft.)

Comp: V, S

SR: Yes

School: Enchantment

Effect:  This spell functions like charm person, except that the effect is not restricted by creature type or size.

Source:  p.254

Target Area:   One living creature    Spell Point Cost:  

Caster Level:   11

Confusion

DC: 18

Save: Will negates

Time: 1 standard action

Duration: 11 rounds

Rng: Medium (210 ft.)

Comp: V, S, M/DF

SR: Yes

School: Enchantment

Effect:  This spell causes confusion in the targets, making them unable to determine their actions.

Source:  p.258

Target Area:   All creatures in a 15-ft.-radius burst    Spell Point Cost:  

Caster Level:   11

Ice Storm

Save: None

Time: 1 standard action

Duration: 11 rounds [D]

Rng: Long (840 ft.)

Comp: V, S, M/DF

SR: Yes

School: Evocation, WaterSchool

Effect:  Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area.

Source:  p.298

Target Area:   Cylinder 20    Spell Point Cost:  

Caster Level:   11

Malicious Spite

DC: 18

Save: Will negates

Time: 1 standard action

Duration: 11 days

Rng: Close (50 ft.)

Comp: V, S, M (150 gp powdered turquoise)

SR: Yes

School: Enchantment

Effect:  Target is compelled to plot against another.

Source:  p.228

Target Area:   One creature    Spell Point Cost:  

Caster Level:   11

Phantasmal Killer

DC: 18

Save: Will disbelief, then Fortitude partial; see text

Time: 1 standard action

Duration: Instantaneous

Rng: Medium (210 ft.)

Comp: V, S

SR: Yes

School: Illusion

Effect:  You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast.

Source:  p.319

Target Area:   One living creature    Spell Point Cost:  

Caster Level:   11

Shadow Step

Save: None

Time: 1 standard action

Duration: Instantaneous

Rng: Medium (210 ft.)

Comp: V, S

SR: No

School: Illusion

Effect:  Teleport from one shadow to another.

Source:  p.237

Target Area:   You    Spell Point Cost:  

Caster Level:   11

Stoneskin

DC: 18

Save: Will negates (harmless)

Time: 1 standard action

Duration: 110 minutes or until discharged

Rng: Touch

Comp: V, S, M

SR: Yes (harmless)

School: Abjuration, EarthSchool

Effect:  The warded creature gains resistance to blows, cuts, stabs, and slashes.

Source:  p.349

Target Area:   Creature touched    Spell Point Cost:  

Caster Level:   11

Summon Monster IV

Save: None

Time: 1 round

Duration: 11 rounds [D]

Rng: Close (50 ft.)

Comp: V, S, F/DF

SR: No

School: Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool

Effect:  This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Source:  p.352

Target Area:   One summoned creature    Spell Point Cost:  

Caster Level:   11

Wall of Fire

Save: None

Time: 1 standard action

Duration: Concentration + 11 rounds

Rng: Medium (210 ft.)

Comp: V, S, M/DF

SR: Yes

School: Evocation, FireSchool

Effect:  An immobile, blazing curtain of shimmering violet fire springs into existence.

Source:  p.365

Target Area:   Opaque sheet of flame up to 220 ft. long or a ring of fire with a radius of up to 27 ft.; either form 20 ft. high    Spell Point Cost:  

Caster Level:   11

LEVEL 5
Acidic Spray

DC: 19

Save: Reflex partial (see text)

Time: 1 standard action

Duration: Instantaneous

Rng: 60 ft.

Comp: V, S, M (10 gp vial of acid)

SR: Yes

School: Conjuration

Effect:  11d6 acid damage plus 5d6 damage 1 round later.

Source:  p.204

Target Area:   60-ft. line    Spell Point Cost:  

Caster Level:   11

Cone of Cold

DC: 20

Save: Reflex half

Time: 1 standard action

Duration: Instantaneous

Rng: 60 ft.

Comp: V, S, M

SR: Yes

School: Evocation, WaterSchool

Effect:  Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone, dealing 11d6 points of cold damage.

Source:  p.258

Target Area:   Cone-shaped burst    Spell Point Cost:  

Caster Level:   11

Hold Monster

DC: 19

Save: Will negates; see text

Time: 1 standard action

Duration: 11 rounds [D]; see text

Rng: Medium (210 ft.)

Comp: V, S, M/DF

SR: Yes

School: Enchantment

Effect:  This spell functions like hold person, except that it affects any living creature that fails its Will save.

Source:  p.296

Target Area:   One living creature    Spell Point Cost:  

Caster Level:   11

Hungry Pit

DC: 19

Save: Reflex negates; Reflex half; see text

Time: 1 standard action

Duration: 12 rounds

Rng: Medium (210 ft.)

Comp: V, S, F (miniature shovel costing 10 gp)

SR: No

School: Conjuration, EarthSchool

Effect:  As create pit, but dealing 4d6 damage to those in it as it closes.

Source:  p.228

Target Area:   10-ft.-by-10-ft. hole, 55 ft. deep    Spell Point Cost:  

Caster Level:   11

Lightning Arc

DC: 20

Save: Reflex half

Time: 1 standard action

Duration: Instantaneous

Rng: Long (840 ft.)

Comp: V, S, M

SR: Yes (see text)

School: Evocation

Effect:  Targets in a line take 11d6 electricity damage.

Source:  p.227

Target Area:   Two creatures or objects which must be no more than 60 ft. apart    Spell Point Cost:  

Caster Level:   11

Monstrous Physique III

DC:

Save:

Time: 1 standard action

Duration: 11 minutes [D]

Rng: Personal

Comp: V, S, M

SR:

School: Transmutation

Effect:  Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.

Source:  p.229

Target Area:   You    Spell Point Cost:  

Caster Level:   11

Transmute Rock to Mud

DC: 19

Save: See text

Time: 1 standard action

Duration: Permanent; see text

Rng: Medium (210 ft.)

Comp: V, S, M/DF

SR: No

School: Transmutation, EarthSchool

Effect:  This spell turns natural, uncut, or unworked rock of any sort into an equal volume of mud.

Source:  p.361

Target Area:   Up to 22 10-ft. cubes [S]    Spell Point Cost:  

Caster Level:   11

Vampiric Shadow Shield

DC:

Save:

Time: 1 standard action

Duration: 11 rounds [D]

Rng: Personal

Comp: V, S

SR:

School: Necromancy

Effect:  As fire shield, except attackers take negative energy damage and attacks heal you.

Source:  p.198

Target Area:   you    Spell Point Cost:  

Caster Level:   11

Wreath of Blades

DC: 19

Save: Reflex half (special, see below)

Time: 1 standard action

Duration: 11 rounds

Rng: Personal

Comp: V, S, F (four mithral daggers, each worth at least 502 gp each)

SR: No (special, see below)

School: Abjuration

Effect:  Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.

Source:  p.249

Target Area:   5-foot-radius emanation centered on you    Spell Point Cost:  

Gléndel's Stats:

Gléndel
Female Harbinger Archon outsider 3
LG Tiny outsider (archon, extraplanar, good, lawful)
Init +2, Senses darkvision (60 ft.), low-light vision; Perception +7
Aura aura of menace (20 ft., dc 14),
=================================================
DEFENSE
=================================================
AC 17, touch 16, flat-footed 13 (+2 Dex, +2 dodge, +1 natural, +2 size )
hp 33 ((3d10)+3)
Fort +1, Ref +5, Will +4, +4 vs. poison
DR5/evil; Immunities electricity, petrification,
=================================================
OFFENSE
=================================================
Speed Fly 50 ft. (Perfect), Teleport
Melee blades +3/+3/+3 (1d4-2)
Space 2.5 ft. Reach 0 ft.

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 6, Dex 14, Con 10, Int 10, Wis 12, Cha 12,
Base Atk +3; CMB +3; CMD 13
Feats Dodge, Martial Weapon Proficiency, Simple Weapon Proficiency, Toughness
Skills Bluff +5, Diplomacy +5, Fly +20, Knowledge (Planes) +5, Knowledge (Religion) +6, Perception +7, Sense Motive +7, Stealth +15,
Languages Celestial, Draconic, Infernal, Truespeech, Truespeech,
SQ +4 racial bonus on saves against poison, aligned (good, lawful), aura of menace (20 ft., DC 14), blades, darkvision, disassemble, minor archon, spell-like abilities, teleport, truespeech, wrath, ,
Combat Gear
Other Gear blades, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
+4 racial bonus on saves against poison

Aligned (Good, Lawful) Your natural weapons, as well as any weapons you wield, are treated as Good and Lawful for the purpose of resolving damage reduction.

Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a DC 14 Will save to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Blades (Ex) A harbinger can extend blades from its body to strike with as primary natural attacks. These blades possess a +1 enhancement bonus on attack and damage rolls, and are treated as both magic and good-aligned for the purposes of penetrating damage reduction.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Disassemble (Su) As a move-equivalent action, a harbinger can break apart into its components. This is treated as gaseous form, except the archon retains its full flight speed and DR, and cannot fit through gaps smaller than 1 inch in diameter. Reforming into an orrery is a standard action.

Immunity to Electricity (Ex) You never take electricity damage.

Immunity to Petrification (Ex) You can never be petrified.

Minor Archon (Ex) Harbinger archons lack the aura of menace and teleport abilities of more powerful archons.

Spell-Like Abilities (Sp) (CL 6th; concentration +7) Constant-detect evil At will-dancing lights (duration lasts until dismissed) 3/day-cure light wounds, protection from evil 1/week-commune (CL 12th, 6 questions)

Teleport (Sp) Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of carried objects.

Truespeech (Su) All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Wrath (Su) Once per minute, a harbinger archon can emit a blast of energy that deals 2d6 points of force damage to adjacent creatures. A DC 12 Reflex save halves this damage. The harbinger can choose to omit any target from this blast that it desires, damaging only those foes it chooses. The save DC is Charisma-based.