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Otoro Tarkosh LG
Character Name Alignment
Paladin 6
Character Level
Merfolk M
Race Size
Female 22
Gender Age
6ft (Length 12ft) 350lbs
Height Weight
Blonde Blue
Hair Eyes
Matravash Uurigal Coast
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
16 +3 N/A +3
Dex
Dexterity
11 +0 N/A +0
Con
Constitution
16 +3 N/A +3
Int
Intelligence
13 +1 N/A +1
Wis
Wisdom
11 +0 N/A +0
Cha
Charisma
19 +4 N/A +4
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
58
0
0
Initiative
Dex
Modifier
+2
+0
+2
BAB
+6/1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
23
+8
+1
+0
Size
Natural
Deflection
Misc
+0
+2
+1
+1
Touch
14
Flat Footed
23
Flat Footed + Touch
14
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +12 +5 CON +3 +1 +3 +0
Reflex +6 +2 DEX +0 +1 +3 +0
Will +9 +5 WIS +0 +1 +3 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+9 +6/1 +3 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
29 10 +6/1 +3 +0 +0 +10
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
20
15
0
30
0
0
Languages

Common, Aquann, Elvish

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
0
0
0
0
0
0
0
0
0
0
Per Day
1
0
0
0
0
0
0
0
0
0
Bonus
-
0
0
0
0
0
0
0
0
0
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +0 (DEX)  +0 +0 +0
  Bluff +4 (CHA)  +4 +0 +0
  Climb +3 (STR)  +3 +0 +0
  Diplomacy +12 (CHA)  +4 +5 +3
  Disable Device* +0 (DEX)  +0 +0 +0
  Disguise +4 (CHA)  +4 +0 +0
  Escape Artist +0 (DEX)  +0 +0 +0
  Fly +0 (DEX)  +0 +0 +0
  Heal +3 (WIS)  +0 +0 +3
  Intimidate +4 (CHA)  +4 +0 +0
  Knowledge: Arcana +1 (INT)  +1 +0 +0
  Knowledge: Dungeoneering +1 (INT)  +1 +0 +0
  Knowledge: Local +1 (INT)  +1 +0 +0
  Knowledge: Nature +1 (INT)  +1 +0 +0
  Knowledge: Planes +1 (INT)  +1 +0 +0
  Knowledge: Religion +1 (INT)  +1 +0 +0
  Perception +0 (WIS)  +0 +0 +0
  Ride +3 (DEX)  +0 +0 +3
  Sense Motive +6 (WIS)  +0 +3 +3
  Spellcraft* +4 (INT)  +1 +0 +3
  Stealth +0 (DEX)  +0 +0 +0
  Survival +0 (WIS)  +0 +0 +0
  Swim +18 (STR)  +3 +4 +11
  Use Magic Device* +4 (CHA)  +4 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +1 (INT)  +1 +0 +0
  Handle Animal* +7 (CHA)  +4 +0 +3
  Knowledge: Engineering +1 (INT)  +1 +0 +0
  Knowledge: Geography +1 (INT)  +1 +0 +0
  Knowledge: History +1 (INT)  +1 +0 +0
  Knowledge: Nobility +1 (INT)  +1 +0 +0
  Linguistics* +1 (INT)  +1 +0 +0
  Sleight of Hand* +0 (DEX)  +0 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc
  Craft: Crafts +1 (INT)  +1 +0 +0
  Perform:Perform +4 (CHA)  +4 +0 +0
  Profession:Profession +0 (WIS)  +0 +0 +0

* only usable when trained (rank 1 and higher)
Feats

Power Attack, Extra Lay on Hands, Reward of Life, Combat Expertise, Step-Up

Special Abilities

Aura of good, Detect Evil, Smite Evil 2/d, Divine Grace, Lay on Hands 7/d, Aura of Courage, Divine Health, Mercy (Shaken), Channel Positive Energy, Divine Bond - Celestial Spirit, Mercy (Diseased)

Traits

+2 Dex, +2 Con, +2 Cha, Medium, Slow Speed, Humanoid (Aquatic), +2 Natural Armor Bonus, Legless, Amphibious, Strong Tail, Cold-Resilience, Reactionary

WEAPONS
Name AB Critical Type Range Ammo Dmg
Halberd (Special: Brace, Trip, Masterwork, Weapon Attunement) +11/6 (20)x3 Piercing, Slashing Contact N/A 1d10
Longsword +6/1 (19-20)x2 Slashing Contact N/A 1d8+2
Composite Bow (Special: Masterwork) +11/6 (20)x3 Piercing 110m 20 Arrows 1d8+2
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Half-Plate +8 Heavy -6 40% 50lbs Max Dex: 0
Buckler +1 Shield -1 5% 5lbs Max Dex: -

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Aura of Good (Ex)


Prerequisite(s)

Paladin 1

Benefits

The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)


Prerequisite(s)

Paladin 1

Benefits

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)


Prerequisite(s)

Paladin 1

Benefits

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 Cha 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.   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.

Divine Grace (Su)


Prerequisite(s)

Paladin 2

Benefits

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su)


Prerequisite(s)

Paladin 2

Benefits

Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.   Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su)


Prerequisite(s)

Paladin 3

Benefits

At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex)


Prerequisite(s)

Paladin 3

Benefits

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.  

Mercy (Su)


Prerequisite(s)

Paladin 3

Benefits

At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.   At 3rd level, the paladin can select from the following initial mercies.   Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. Source PZO9446 Fatigued: The target is no longer fatigued. Riled: The paladin’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the caster level. Source PZO9446 Shaken: The target is no longer shaken. Sickened: The target is no longer sickened. At 6th level, a paladin adds the following mercies to the list of those that can be selected.   Dazed: The target is no longer dazed. Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level. Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice). Source PZO9446 Haunted: The paladin’s lay on hands also acts as protection from evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the paladin’s level as the caster level. Source PZO9446 Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points. Targeted: The paladin’s lay on hands also acts as sanctuary, using the paladin’s level as the caster level. The saving throw DC to negate this effect is equal to 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier. Source PZO9446 At 9th level, a paladin adds the following mercies to the list of those that can be selected.   Confused: The target is no longer confused. Source PZO9446 Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level. Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy. Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy. Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the paladin’s level. Source PZO9446 Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy. Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level. Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled mercy before selecting this mercy. Source PZO9446 At 12th level, a paladin adds the following mercies to the list of those that can be selected.   Amputated: The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before she can select this mercy. Source PZO9446 Blinded: The target is no longer blinded. Deafened: The target is no longer deafened. Ensorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20). Source PZO9446 Paralyzed: The target is no longer paralyzed. Petrified: The paladin’s lay on hands ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature. Source PZO9446 Stunned: The target is no longer stunned. These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

Channel Positive Energy (Su)


Prerequisite(s)

Paladin 4

Benefits

When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Divine Bond (Sp)


Prerequisite(s)

Paladin 5

Benefits

Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.   The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.   If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.   The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.   In addition to horses, a paladin may select (at the GM’s discretion) some less ordinary creatures.   A Medium paladin can select an elkPPC:WO, giant seahorsePPC:WO, giraffePPC:WO, yakPZO1140 or zebraPZO1140 as a bonded mount.   A Small paladin can select an antelopePPC:WO, capybaraPZO1140, eohippusPZO1140, giant weaselPPC:WO, ramPPC:WO, reindeerPZO1140, stagPPC:WO, or wolfdogPZO1140 as a bonded mount.   The auspice, bodyguard, racer, and totem guide archetypes are all particularly appropriate for a paladin’s bonded mount.   Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.   At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.   At 15th level, a paladin’s mount gains spell resistance equal to the paladin’s level + 11.   Should the paladin’s mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.   Animal Companion Feats and Archetypes =========================================================== Consult your GM if the special animal companion feats or archetypes are allowed.   The archetypes are listed here followed by the feats.   Divine Bond Variants (Optional) ===========================================================   Although all paladins commune with divine forces and celestial spirits, some are able to do so in ways that transcend the typical martial blessing or celestial servitor.   When a paladin gains the divine bond class feature, she can choose one of the following variant divine bonds instead of those outlined by her class. All variant divine bonds are supernatural abilities, and a paladin cannot choose a variant divine bond if she has an archetype that alters or replaces divine bond.   Agathion Bond: As a standard action, the paladin can call forth an agathion spirit that bonds to her healing hands for 1 minute per paladin level, causing her to manifest physical traits evocative of one kind of agathion. This bond allows the paladin to add her Charisma bonus to the amount of hit points that she restores with her spells, her lay on hands ability, and her channel energy ability. For every 3 levels beyond 5th, she restores 1 additional hit point with those abilities, up to a maximum of 5 + her Charisma modifier at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level. Source PZO9446   Angelic Bond: As a standard action, the paladin can call forth an angel spirit that bonds to her, causing her to manifest a resplendent halo. This bond allows the paladin to shine light as per continual flame for 1 minute per paladin level. Additionally, while the halo shines, all allies within 20 feet gain the benefits of protection from evil, except the deflection and resistance bonuses are +3. For every 3 levels she has beyond 5th, the deflection bonus and resistance bonus provided by this effect increases by 1, up to a maximum of +8 at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level. Source PZO9446   Archon Bond: As a standard action, the paladin can call forth an archon spirit that bonds to her brow, causing her eyes to glow with righteous fury for 1 minute per paladin level. While this bond is active, any hostile creature within a 10-foot radius of the paladin that looks at her must succeed at a Will saving throw (DC = 10 + 1/2 her paladin level + her Charisma modifier) or take a –2 penalty on attack rolls and saving throws and to AC for 24 hours. Whether or not the saving throw is successful, a creature cannot be affected by the same paladin’s archon bond again for 24 hours, and the penalties from multiple archon bonds don’t stack. Creatures that don’t have eyesight are not affected by this ability. For every 3 levels beyond 5th, the radius of the paladin’s archon bond increases by 5 feet, up to a 35-foot radius at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.

Power Attack

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.


Prerequisite(s)

Str 13, base attack bonus +1.

Benefits

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.   When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.   You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Extra Lay On Hands

You can use your lay on hands ability more often.


Prerequisite(s)

Lay on hands class feature.

Benefits

You can use your lay on hands ability two additional times per day.

Special

You can gain Extra Lay On Hands multiple times. Its effects stack.

Reward of Life

When you lay on hands, you are also healed.


Prerequisite(s)

Lay on hands class feature.

Benefits

Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal to your Charisma bonus. This ability has no effect if you use lay on hands to harm undead.

Combat Expertise (Combat)

You can increase your defense at the expense of your accuracy.


Prerequisite(s)

Int 13.

Benefits

You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Step Up (Combat)

You can close the distance when a foe tries to move away.


Prerequisite(s)

Base attack bonus +1.

Benefits

Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

SRD

Divine Favor

Luck Bonus for Attack and damage rolls.


Evocation \ \

Casting time: 1 Standard Action
Range: Personal
Duration: 1 Minute
Targets: You
Domain: Nobility 1, Archon (good, law) 1

Description

Components: V, S, DF   Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.

Mythic Effects

You also gain the luck bonus on saving throws and skill checks.   Alternatively, you can cast this spell on another willing creature, changing the range to touch and target to living creature touched.
SRD

Honeyed Tongue

Two dice for Diplomacy, take the higher roll.


Transmutation \ \

Casting time: 1 Standard Action
Range: Personal
Duration: 10 Minutes/level
Targets: You

Description

Components: V, M/DF (a drop of honey)   This spell augments your diplomacies. While under the effects of spell, you roll two dice each time you make a Diplomacy check to change a creature’s attitude, taking the highest roll.   If this results in a roll low enough to reduce the creature’s attitude by a step, that creature gets some clue that you are manipulating it with a spell. Alternatively you can cast this spell before making a Diplomacy check to gather information, gaining a +5 competence bonus on the check.
SRD

Hero’s Defiance

Able to use Lay on hands when at 0 hit points.


Conjuration \ Healing \

Casting time: 1 Immediate Action
Range: Personal
Duration: Instantaneous
Targets: You

Description

Components: V   The instant before you are reduced to 0 or fewer hit points, you can expend a use of your lay on hands ability to heal yourself as if you had used lay on hands, plus an additional 1d6 hit points.   If this healing brings your hit point total above 0 hit points, you do not fall, and may continue to act. If you have no more uses of lay on hands this spell has no effect.
SRD

Hedging Weapons

A weapon made from divine force appears and floats near you.


Abjuration \ \ Force

Casting time: 1 Standard Action
Range: Personal
Duration: 1 Minute/level (D)
Targets: You

Description

Components: V, S, DF   A weapon made from divine force appears and floats near you.   This weapon takes the shape of your deity’s favored weapon (if you have no deity, the weapon appears as a simple weapon with special significance to you). You gain one additional weapon at 6th level and every 4 caster levels thereafter—two at 6th, three at 10th, four at 14th, and a maximum of five weapons at 18th level. The weapon averts and deflects attacks, granting you a +1 deflection bonus to AC for each weapon summoned (maximum +5 at 18th level). As a standard action, you can grasp a weapon and throw it as a ranged attack at any target you can see within 30 feet of you (even if it’s a type of weapon that can’t normally be thrown).   On a successful hit, the weapon deals 2d6 points of force damage to the target. This force weapon has the same threat range and critical multiplier as a standard weapon of its type, but no other special abilities. Because it deals force damage, DR doesn’t apply.   Each weapon thrown lowers the total deflection bonus to your AC by 1 as it disappears immediately after the attack action. The spell immediately ends once you throw all the weapons.
SRD

Linebreaker

Bonus to charging and charging actions


Transmutation \ \

Casting time: 1 Standard Action
Range: Personal
Duration: 1 Minute/level
Targets: You

Description

Components: V, S   You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat maneuver checks made to bull rush or overrun.
SRD

Restoration (Lesser)

Heal 1d4 points of temporary ability damage.


Conjuration \ Healing \

Casting time: 3 Rounds
Range: Touch
Duration: Instantaneous
Targets: Creature Touched

Description

Components: V, S   Saving Throw: Will negates (harmless)   Spell Resistance: yes (harmless)   Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
SRD

Touch of Truthtelling

Creatures are unable to speak any deliberate or intentional lies.


Enchantment \ Compulsion \ Mind-Affecting

Casting time: 1 Standard Action
Range: Touch
Duration: 1 Minute/level
Targets: Creature Touched

Description

Components: V, S, DF   Saving Throw: Will negates   Spell Resistance: yes   Creatures can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth.   The target momentarily takes on the semblance of a being of perfect order, like an archon or inevitable, so that all who can see the target know it is affected by the spell. This divine guise flickers over the target for only an instant and does not allow it to pass as a member of a different race.   Note: This spell is associated with a particular deity. The caster must worship the associated deity. The symbol of the associated deity appears above the heads of those affected by this spell, making those affected and unaffected by the spell immediately apparent.
SRD

Unbreakable Heart

Bonus to negative emotion mind-Affecting effects.


Enchantment \ Compulsion \ Mind-Affecting

Casting time: 1 Standard Action
Range: Close (25 ft + 5ft / levels)
Duration: 1 Round/level
Effect: 1 Creature

Description

Components: V, S   Saving Throw: Will negates (harmless)   Spell Resistance: yes (harmless)   The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage, or fear effects) or that would force him to harm an ally (such as confusion). If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. It does not affect mind-affecting effects based on positive emotions (such as good hope or the inspire courage bard ability). A creature can still be charmed or otherwise magically controlled while under this spell’s effects, but if such a creature ever receives a new saving throw against that effect as a result of being ordered to attempt to harm or otherwise oppose a true ally, he can roll that saving throw twice and take the better result as his actual roll.
SRD

Read Magic

You can decipher magical inscriptions on objects.


Divination \ \

Casting time: 1 Standard Action
Range: Personal
Duration: 10 Minutes/level
Targets: You

Description

Components: V, S, F (a clear crystal or mineral prism)   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.
SRD

Create Water

Create wholesome, drinkable water, just like clean rain water.


Conjuration \ Creation \ Water

Casting time: 1 Standard Action
Range: Close (25 ft + 5ft / 2 levels)
Duration: Instantaneous
Effect: up to 2 galllons of water/level

Description

Components: V, S   Saving Throw: none   Spell Resistance: no   This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large — possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.   Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
SRD

Bless Water

Create holy water.


Transmutation \ \ Good

Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Effect: 1 pint of water
Targets: Flask of water touched
Domain: Divine 2

Description

Components: V, S, M (5 pounds of powdered silver worth 25 gp)   Saving Throw: Will negates (object)   Spell Resistance: yes (object)   This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
SRD

Enhance Water

Transform water into an alcoholic beverage


Transmutation \ \

Casting time: 1 Round
Range: Touch
Duration: Instantaneous
Targets: 1 pint of water/level

Description

Components: V, S   Saving Throw: Fort negates (harmless, object)   Spell Resistance: yes (harmless, object)   This spell transforms water into an alcoholic beverage, typically ale, beer, mead, or wine. The alcohol is of middling quality but perfectly drinkable. The spell also serves to remove poisons, diseases, minerals, and other toxins from the water as it transforms. The more contaminants that exist in the water, the darker the ale or the more full-bodied the wine becomes. The beverage’s alcohol content is not affected by the presence or absence of contaminants.   This spell does not work on unholy water, potions, or other liquids with magical power.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

TenaciousTinkerer.

System

Pathfinder 1e

Statblock Type

Character Sheet

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