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Padde-Lina NE
Character Name Alignment
Witch 6
Character Level
Goblin,Humanoid (Goblinoid) S
Race Size
Female -
Gender Age
- -
Height Weight
- Red
Hair Eyes
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
8 -1 N/A -1
Dex
Dexterity
16 +3 N/A +3
Con
Constitution
10 +0 N/A +0
Int
Intelligence
18 +4 N/A +4
Wis
Wisdom
14 +2 N/A +2
Cha
Charisma
10 +0 N/A +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
28
0
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
14
+0
+0
+3
Size
Natural
Deflection
Misc
+1
+0
+0
+0
Touch
14
Flat Footed
11
Flat Footed + Touch
11
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +2 +2 CON +0 +0 +0 +0
Reflex +6 +2 DEX +3 +0 +1 +0
Will +7 +5 WIS +2 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+1 +3 -1 +0 -1
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
23 10 +3 -1 +3 -1 +9
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft
30 ft
-
-
-
-
SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
All
8
8
8
0
0
0
0
0
0
Per Day
All
3
3
2
0
0
0
0
0
0
Bonus
-
2
1
1
0
0
0
0
0
0
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +3 (DEX)  +3 +0 +0
  Bluff +0 (CHA)  +0 +0 +0
  Climb -1 (STR)  -1 +0 +0
  Diplomacy +0 (CHA)  +0 +0 +0
  Disguise +0 (CHA)  +0 +0 +0
  Escape Artist +3 (DEX)  +3 +0 +0
  Fly +3 (DEX)  +3 +0 +0
  Heal +2 (WIS)  +2 +0 +0
  Intimidate +0 (CHA)  +0 +0 +0
  Knowledge: Arcana +4 (INT)  +4 +0 +0
  Knowledge: Dungeoneering +4 (INT)  +4 +0 +0
  Knowledge: Local +4 (INT)  +4 +0 +0
  Knowledge: Nature +4 (INT)  +4 +0 +0
  Knowledge: Planes +4 (INT)  +4 +0 +0
  Knowledge: Religion +4 (INT)  +4 +0 +0
  Perception +10 (WIS)  +2 +4 +4
  Ride +3 (DEX)  +3 +0 +0
  Sense Motive +6 (WIS)  +2 +4 +0
  Spellcraft* +8 (INT)  +4 +1 +3
  Stealth +11 (DEX)  +3 +1 +7
  Survival +2 (WIS)  +2 +0 +0
  Swim +3 (STR)  -1 +0 +4
  Use Magic Device* +4 (CHA)  +0 +1 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +6 (INT)  +4 +1 +1
  Knowledge: Engineering +4 (INT)  +4 +0 +0
  Knowledge: Geography +4 (INT)  +4 +0 +0
  Knowledge: History +4 (INT)  +4 +0 +0
  Knowledge: Nobility +4 (INT)  +4 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
Lore 1d20+9


Familiar stealth +3

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

Ring of Protection +1

Aura faint abjuration; CL 5th; Slot ring; Price 2,000 gp (+1),

 
This ring offers continual magical protection in the form of a deflection bonus of +1 to AC

 
 
Forge Ring, shield of faith; Special creator must be of a level at least three times the bonus of the ring; Cost 1,000 gp (+1),

Ring of Invisibility

Aura faint illusion; CL 3rd; Slot ring; Price 20,000 gp; Weight
 
 
By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
 
CONSTRUCTION REQUIREMENTS
Forge Ring; Spells invisibility; Cost 10,000 gp
 
Section 15: Copyright Notice
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Rod of Metamagic, Fearsome (lesser)

Source Occult Adventures pg. 253

Aura strong (no school) CL 17th Slot none; Price 9,000 gp, Weight 1 lb
 
Description

The wielder of this rod can cast up to three spells per day up to 3rd level that make enemies shaken as though using the Fearsome Spell (Metamagic).

Construction

Requirements Craft Rod, Fearsome Spell; Cost 4,500 gp
 

 

The statblocks of your class features

Hex

Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. 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.
 
Ameliorating (Su)
Aura of Purity (Su)
Beast of Ill-Omen (Su)
Blight (Su)
Cackle (Su)
Cauldron* (Ex)
Charm (Su)
Child-Scent (Ex)
City Sight (Su)
Combat Hypnosis (Su)
Congeal (Su)
Coven (Ex)
Cursed Wound (Su)
Dark Apothecary (Ex)
Discord (Su)
Disguise* (Su)
Disrupt Connection (Su)
Distraction (Su)
Enemy Ground (Su)
Evil Eye* (Su)
Feral Speech (Su)
Flight (Su)
Floating Lotus (Su)
Fortune (Su)
Gift of Consumption (Su)
Greater Gift of Consumption (Su)
Healing* (Su)
Heralding Bloom (Su)
Iceplant (Su)
Leshy Summoning (Su)
Minor Prophecy (Su)
Misfortune (Su)
Mother's Eye (Su)
Mud Witch (Su)
Murksight (Su)
Nails (Ex)
No Place Like Home (Su)
Peacebond (Su)
Poison Steep (Sp)
Poison Touch (Ex)
Pollute Water (Su)
Polluting Glance (Su)
Prehensile Hair (Su)
Protective Luck (Su)
Scar (Su)
Seduction (Su)
Sink (Su)
Slumber (Su)
Soothsayer (Su)
Summer's Heat (Su)
Swamp Hag (Sp)
Swamp's Grasp (Su)
Swine (Su)
Tongues (Su)
Unnerve Beasts (Su)
Verdant Familiar (Ex)
Ward (Su)
Water Lung (Su)
Witch's Bottle (Su)

Fast

Goblins gain a +10 foot bonus to their base speed

Over-Sized Ears

While goblins’ ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled.

Witch Patrons

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.
 
Special Patrons
The following patrons swap out the spells normally provided by a patron theme at specific levels, and grant a specific hex and drawback at 1st level.
 
Once a specific patron has been selected, a witch cannot change her patron or raise a hand against that entity without losing her spellcasting, hexes, and familiar. These categories are limited in the patron themes they can provide; their witches must select from one of the four listed for each entry. These patrons are extraordinary examples of their kind, often invested with unique or mythic powers and pursuing long-term agendas measured in centuries or eons.

Deception Patreon

2nd: ventriloquism,
4th: invisibility
6th: blink
8th confusion
10th: passwall
12th: programmed image
14th: mass invisibility
16th: scintillating pattern
18th: time stop

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.

Statblocks for your familiars, mounts etc.

CR

Centi-Peder

N Tiny Vermin, Familiar
Initiative: +3 Senses: Darkvision 60 ft.; Perception 1d20+8

Defense

AC: AC 21, touch 15,
HP: 8
Fortitude: +2 Reflex: +5 Will: +5
Immune: mind-affecting effects

Offense

Speed: 40 ft. Climb: 40 ft.
Melee: bite +8 ( 1d3-5 ) plus poison;
Space: 2-1/2 ft.;

Statistics

Str 1, Dex 17, Con 10, Int 8, Wis 10, Cha 2,
Base Attack: +3 CMB: +4 CMD: 9
Skills: Use Magic Device 1d20-3 ,
Sense Motive 1d20+4 ,
Swim 1d20+3 ,
Knowledge (dungeoneering) 1d20+0 ,
Knowledge (nature) 1d20+4 ,
Knowledge(religion) 1d20+3 ,
Knowledge (history) 1d20+1 ,
Knowledge (planes) 1d20+3 ,
Appraise 1d20+0 ,
Lore 1d20+1 ,
Spellcraft 1d20+0 ,
Climb 1d20+11 ,
Stealth 1d20+20 ,
Perception+8,
Knowledge (arcana) 1d20+5

Ecology

Environment: temperate or warm forest or underground
Organization: solitary, pair, or colony (3-6)

Poison (Ex) Bite-injury; save Fort DC 10; frequency 1/round for 2 rounds; effect daze 1 round; cure 1 save.   Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.   Share Spells The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar‘s type (magical beast).   Store Spells Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.   Deliver Touch Spells (Su) If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.   Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Detect Magic

School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range 60 ft
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)

  Saving Throw none ;
  Spell Resistance No

 
  You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 × 10 minutes Overwhelming 1d6 days   Detect Magic Aura Power Spell or Object Faint Moderate - Strong - Overwhelming Functioning spell (spell level) 3rd or lower - 4th–6th - 7th–9th - 10th+ (deity-level) Magic item (caster level) 5th or lower - 6th–11th - 12th–20th - 21st+ (artifact   Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.
 


 

Grasp


divination; \ \ arcanist 0, bard 0, cleric/oracle 0, druid 0, hunter 0, magus 0, psychic 0, skald 0, sorcerer/wizard 0, warpriest 0, witch 0

Casting time: 1 immediate action
Range: personal
Duration: instantaneous
Targets: you

Description

Components V
Saving Throw none; Spell Resistance no       You can cast this spell as an immediate action when you fail a Climb check and would fall. You can immediately attempt another Climb check as a free action at a –2 penalty. Each successive use of this spell in a particular situation increases the penalty by 2. If successful, you don’t fall, but you don’t progress at climbing.   Section 15: Copyright Notice Pathfinder Player Companion: Heroes of the Darklands © 2017, Paizo Inc.; Authors: Robert Brookes, Eleanor Ferron, Michelle Jones, Alex Riggs, and Nicholas Wasko.

Guidance

School divination; Level cleric 0, druid 0
Casting Time 1 standard action
Components V, S
Range Touch
Targets creature touched
Duration 1 minute or until discharged

  Saving Throw Will negates (harmless ;
  Spell Resistance Yes

 
  This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
 


 

Message

School transmutation [language-dependent];; Level bard 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School air 0
Casting Time 1 standard action
Components V, S, F (a piece of copper wire)
Range Medium
Targets one creature/level
Duration 10 min./level

  Saving Throw none; ;
  Spell Resistance No

 
  You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper.
 


 

Read Magic

School divination; Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range Personal
Targets You
Duration 10 min./level

  You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.
 


 
SRD

Resistance

You imbue the subject with magical energy that protects it from harm


Abjuration \ \

Casting time: 1 standard action
Range: Touch
Duration: 1 minute
Targets: creature touched

Description

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.   Resistance can be made permanent with a permanency spell.

Spark

School evocation [light]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V or S
Range Close
Targets One fine object
Duration instantaneous

  Saving Throw Fortitude negates ;
  Effect Increases flame of lit object.
Spell Resistance Yes

 
  You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
 


 

Level 1 Spells

Alchemical Tinkering


transmutation; \ \ cleric 2, sorcerer/wizard 1, witch 1

Casting time: 1 standard action
Range: touch
Duration: 1 min./level (D
Targets: firearm or alchemical item touched

Description

Components V, S
Saving Throw Fort negates (object Spell Resistance yes       You transform one alchemical item or firearm into another alchemical item or firearm of the same or lesser cost. Magic Items are unaffected by this spell. At the end of the spell’s duration, alchemical items used while transformed are destroyed and do not return to a usable state and firearms transformed revert back to their original type.

Bungle


enchantment \ (compulsion) \ psychic 1, sorcerer/wizard 1, witch 1

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration + 2 rounds or until triggered
Targets: one humanoid creature

Description

Components V, S
Saving Throw Will negates; Spell resistance yes       The target takes a –20 penalty on its next attack roll or check that requires a d20 roll. The action must be one deliberately taken by the target on its turn. Creatures with more than 10 HD are unaffected by this spell.   Section 15: Copyright Notice Pathfinder Roleplaying Game: Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
SRD

Cause Fear

The affected creature becomes frightened.


Necromancy \ Mind-affecting \ Emotion, Fear

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: Rounds or 1 round;
Effect: Saving Throw Will partial; Spell Resistance yes
Targets: one living creature with 5 or fewer HD
Domain: death 1, daemon 1, fear 1
Deity: Gruumsh
Bloodline: abyssal 1

Description

If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.

Cheetah’s Sprint


transmutation; \ \ bloodrager 1, druid 1, ranger 1, shaman 1, witch 1

Casting time: 1 swift action
Range: personal
Duration: 1 round
Targets: you

Description

Components V
    A wild surge of energy courses through your body and propels you into a sprint.   If you take a charge or run action before the end of your turn, you can move a total distance of up to 10 times your base land speed. This adjustment is an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with other effects that increase your speed, this spell affects your jumping distance.   Section 15: Copyright Notice Pathfinder Player Companion: Heroes of the Wild © 2015, Paizo Inc.; Authors: Tyler Beck, Pedro Coelho, Justin Juan, Mikko Kallio, Jason Keeley, Nick Salestrom, and William Thrasher.

Cure Light Wounds

School conjuration (healing Level bard 1, cleric 1, druid 1, paladin 1, ranger 2
Casting Time 1 standard action
Components V, S
Range Touch
Targets creature touched
Duration instantaneous

  Saving Throw Will half (harmless see text; ;
  Spell Resistance Yes

 
  When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
 


 

Mage Armor

School conjuration (creation) [force];; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Range Touch
Targets creature touched
Duration 1 hour/level (D)

  Saving Throw Will negates (harmless ;
  Spell Resistance No

 
  An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
 


 

Level 2 Spells

Apport Object


conjuration \ teleportation \ bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, witch 2

Casting time: 1 standard action
Range: touch
Duration: instantaneous or 1 hour/level
Targets: oone touched object of up to 1 lb. and 1 cu. ft.

Description

Components V
Saving Throw Will negates (object Spell Resistance yes (object)     This spell allows you to instantaneously transport a small nonliving object from one location to another. There are two ways to use the spell: sending allows you to immediately send an object held in your hands to a nearby location, while receiving permits you to cast the spell ahead of time on an object and summon it to your location at a later time.   Sending: If you choose to send the object elsewhere, the spell functions like teleport object, except the size of the object is limited and the distance it can travel is equal to only 25 feet + 5 feet per 2 levels. You can’t transport an object to the Ethereal Plane. You can send the held object to any square within range, and you don’t need line of sight to the target location. You can place the object in the open or inside a container, a pocket, or even someone’s hand. If there isn’t room in the space you select (either because the space chosen is too small or because there is already something else there), or if the person doesn’t want or isn’t expecting the object in his hands, it appears on the ground within the target’s square instead. You can transport the object to an elevation above the floor as long as the destination is within the spell’s total distance limit.   Receiving: You can prepare an object ahead of time to apport it to yourself by casting the spell upon it and assigning a mental trigger to complete the spell. You don’t need line of sight to the object to apport it to you, but the object must be within a distance equal to 25 feet + 5 feet per 2 levels. Completing the spell is a swift action that has the same restrictions as a thought spell component. You can apport an object in this way even if someone holding the object is unwilling to let you take it. Once you apport the object, the spell ends.   You can’t send or receive an object into a space that is protected by an antimagic field, globe of invulnerability, or similar effect that keeps magical effects out; if you attempt to do so, the spell is lost.   Section 15: Copyright Notice Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.

Binding Earth


transmutation; \ earth \ druid 2, witch 2

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Targets: one creature or unattended object (see text)

Description

Components V, S, DF
Saving Throw Fort negates; Spell Resistance yes     If the target of this spell fails its Fortitude save, areas of earth and stone floor act as a snapping quagmire that pulls the target down and damages it if it attempts to move through such terrain.   If the target is a creature, it treats all areas of earth and stone it moves through as difficult terrain. Furthermore, for each 5 feet a creature moves through such areas, it takes 1d6 points of damage. Creatures with a burrow speed or the earth glide ability are unaffected by binding earth.   If cast on an unattended object resting on an area of stone or earth, the stone or earth warps and wraps around it, pulling it firmly to the ground. A DC 15 Strength check is required to pull the object free from snapping earth or stone.

Cure Moderate Wounds

School conjuration (healing Level bard 2, cleric 2, druid 3, paladin 3, ranger 3
Casting Time 1 standard action
Components V, S
Range Touch
Targets creature touched
Duration instantaneous

  Saving Throw Will half (harmless see text; ;
  Spell Resistance No

 
  This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).
 


 
SRD

Hold Person

The subject becomes paralyzed and freezes in place.


Enchantment \ Compulsion, Mind Affecting \ antipaladin 2, bard 2, bloodrager 3, cleric/oracle 2, inquisitor 2, shaman 2, sorcerer/wizard 3, medium 2, mesmerist 2, occultist 3, psychic 2, witch 2

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level (D)
Effect: Saving Throw Will negates; see text; Spell Resistance yes
Targets: one humanoid creature

Description

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

When augmented

Hold Person, Mass   School enchantment (compulsion) [mind-affecting]; Level mesmerist 6, psychic 7, sorcerer/wizard 7, witch 7   Targets one or more humanoid creatures, no two of which can be more than 30 ft. apart   This spell functions like hold person, except as noted above.

Level 3 Spells

Ash Storm


conjuration \ (creation) [fire] \ druid 3, sorcerer/wizard 3, witch 3

SRD

Bestow Curse

You place a curse on the subject.


Necromancy \ \ Curse

Casting time: 1 standard action
Range: Touch
Duration: permanent
Effect: Saving Throw Will negates; Spell Resistance yes
Targets: creature touched
Domain: curse 3, orc 3, tyranny 3;
Deity: Gruumsh
Bloodline: accursed 4

Description

Choose one of the following.   -6 decrease to an ability score (minimum 1). -4 penalty on attack rolls, saves, ability checks, and skill checks. Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. You may also invent your own curse, but it should be no more powerful than those described above.   The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.   Bestow curse counters remove curse.   Bestow curse allows the caster to invent a novel effect, but one no more powerful than those described in the spell itself (no worse than a 50% chance of losing actions, a –4 penalty on checks, or a –6 penalty to an ability score). Effects in line with that power level include the following.   When the victim is adjacent to the area of a damaging spell or spell-like effect, the area expands to include the victim. The victim can’t heal naturally, and magical healing heals the victim by only half the usual amount (minimum 1 point). Fast healing and regeneration are likewise halved. Whenever the victim takes damage, he is staggered for 1 round. The victim is plagued by cacophonous sounds and strobing lights that only she can hear and see. She is distracted (+5 to Perception DCs), cannot take 10 on skill checks, and must succeed at a concentration check (DC 10 + spell level) to successfully cast spells. Anytime the victim picks up or retrieves an object (including drawing a weapon or ammunition), there is a 50% chance that he immediately drops it. If ammunition is dropped, the attack being made is lost. Any remaining attacks in a full attack action may still be attempted.

When augmented

Bestow Curse, Greater Source PAP82:SotS   School necromancy; Level cleric 7, sorcerer/wizard 8, witch 7; Subdomain corruption 6   DESCRIPTION   Greater bestow curse functions as above except with the following changes:   Choose one of the following.   –12 penalty to an ability score, or –6 penalty to two ability scores (to a minimum ability score of 1). –8 penalty on attack rolls, saves, ability checks, and skill checks. Each turn, the target has a 25% chance to act normally; otherwise, it takes no actions. Bestow one of the curses or variants listed below. Bestow curse of the ages or unluck. If a specific affliction is bestowed, the save DC of the spell replaces the usual save DC of the affliction. You can also invent your own curse, but it should be no more powerful than those described above.   The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, or wish spell. It cannot be removed with remove curse or suppressed with abeyance. The DC to remove the curse with break enchantment increases by 5.

Lightning Bolt


evocation \ [electricity \ bloodrager 3, magus 3, sorcerer/wizard 3, witch 3;

Casting time: 1 standard action
Range: 120 ft.
Duration: instantaneous
Area: Area 120-ft. line

Description

Components V, S, M (fur and a glass rod)
Saving Throw Reflex half; Spell Resistance yes     You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.   The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

Rain of Frogs


conjuration \ summoning \ bard 3, druid 3, psychic 3, shaman 4, sorcerer/wizard 3, summoner/unchained summoner 3, witch 3

Casting time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration + 2 rounds
Effect: one swarm of poisonous frogs

Description

Components V, S, M/DF (a square of red cloth)
Saving Throw none; Spell Resistance no     You summon a swarm of poisonous frogs, which attacks all other creatures within its area. You may summon the swarm so that it shares the area of other creatures. If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.   And here is a complete stat block for a poisonous frog swarm:   Poisonous Frog Swarm
N Diminutive animal (swarm)
Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception 1d20+4   DEFENSE   AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 31 (9d8–9)
Fort +5, Ref +7, Will +3
Defensive Abilities Swarm traits, Immune weapon damage   OFFENSE   Speed 30 ft., climb 30 ft.
Melee swarm ( 2d6 plus poison ( 1d4 Con damage; Fort DC 13))
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13), poison
  STATISTICS   Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
Base Atk +6; CMB —; CMD —
Feats Weapon FinesseB
Skills Climb 1d20+12 , Perception +4; Racial Modifiers +4 Perception
  SPECIAL ABILITIES   Poison (Ex)
Bite—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save.   The save DC is Constitution-based and includes a +2 racial bonus.   *Special Notes on the Stat Block: If this were truly an “animal” instead of vermin (as centipede would be) there would be many other changes to make as well. However, the spell simply says to use the centipede swarm with the following changes…” so only the changes indicated in the spell have been applied.   Section 15: Copyright Notice Pathfinder Roleplaying Game: Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

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


Created by

Hakkabash.

System

Pathfinder 1e

Statblock Type

Character Sheet

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