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Crystal Syllar NE/LG
Character Name Alignment
Magical Child 3
Character Level
Changeling M
Race Size
Female 21
Gender Age
5'0 95
Height Weight
purple and green purple and green
Hair Eyes
- Concorde
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
12 +1 N/A +1
Dex
Dexterity
16 +3 N/A +3
Con
Constitution
10 +0 N/A +0
Int
Intelligence
16 +3 N/A +3
Wis
Wisdom
12 +1 N/A +1
Cha
Charisma
14 +2 N/A +2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
23
0
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+2
ARMOUR CLASS
Total AC
Armour
Shield
Dex
18
+3
+0
+3
Size
Natural
Deflection
Misc
+0
+1
+0
+1
Touch
15
Flat Footed
15
Flat Footed + Touch
12
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +2 +2 CON +0 +0 +0 +0
Reflex +10 +7 DEX +3 +0 +0 +0
Will +6 +5 WIS +1 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+6 +2 +1 +0 +3
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
26 10 +2 +1 +3 +0 +10
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Common, Elvish, Sylvan, Draconic, Catfolk (SPITE)

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
6
4
0
0
0
0
0
0
0
0
Per Day
3
0
0
0
0
0
0
0
0
Bonus
-
1
0
0
0
0
0
0
0
0
Spellcasting Notes

A magical child casts arcane spells and cantrips as an unchained summoner. (she cannot choose spells that would affect an eidolon)

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +7 (DEX)  +3 +1 +3
  Bluff +9 (CHA)  +2 +1 +6
  Climb +5 (STR)  +1 +1 +3
  Diplomacy +6 (CHA)  +2 +1 +3
  Disguise +6 (CHA)  +2 +1 +3
  Escape Artist +7 (DEX)  +3 +1 +3
  Fly +3 (DEX)  +3 +0 +0
  Heal +1 (WIS)  +1 +0 +0
  Intimidate +6 (CHA)  +2 +1 +3
  Knowledge: Arcana +3 (INT)  +3 +0 +0
  Knowledge: Dungeoneering +3 (INT)  +3 +0 +0
  Knowledge: Local +3 (INT)  +3 +0 +0
  Knowledge: Nature +3 (INT)  +3 +0 +0
  Knowledge: Planes +3 (INT)  +3 +0 +0
  Knowledge: Religion +3 (INT)  +3 +0 +0
  Perception +7 (WIS)  +1 +1 +5
  Ride +7 (DEX)  +3 +1 +3
  Sense Motive +7 (WIS)  +1 +1 +5
  Spellcraft* +7 (INT)  +3 +1 +3
  Stealth +7 (DEX)  +3 +1 +3
  Survival +2 (WIS)  +1 +1 +0
  Swim +5 (STR)  +1 +1 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +3 (INT)  +3 +0 +0
  Knowledge: Engineering +3 (INT)  +3 +0 +0
  Knowledge: Geography +3 (INT)  +3 +0 +0
  Knowledge: History +3 (INT)  +3 +0 +0
  Knowledge: Nobility +3 (INT)  +3 +0 +0
  Sleight of Hand* +7 (DEX)  +3 +1 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc
  Perform:Strings +3 (CHA)  +2 +1 +0
  Profession:Rock Star Idol +2 (WIS)  +1 +1 +0

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

Exotic Weapon Proficiency (Crystal Multi-tool)

Special Abilities

Social Talent 2: (Renown, Safe House),
Vigilante Talent 1: (Lethal Grace),
Dark Vision (60 ft),

Traits

Rich parents, Observant, Dirty Trickster, Umbral Unmasking

WEAPONS
Name AB Critical Type Range Ammo Dmg
Crystal's Magic Instrument +5 {20}x3 Slashing/piercing Contact none 1d8+3
Claws X2 +5 {20}x2 Slashing Contact none 1d4+3

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

Crystal's Magic Instrument

Damage (S) Damage (M) Type Critical Range
1d6 1d8 Melee X3 -

Special: Exotic Multi weapon
Cost: 64
Weight: 16

A guitar that's enchanted to change it's sound based on how the musician wishes it to, so long as a type of guitar could make the sound, also doubles, and triples as two different weapons.   You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a Guitar-spear-Scythe sized for you, even though it isn't a light weapon. In addition, the weapon serves as a musical instrument. Particularly fine versions of the weapon can be made to serve as both masterwork weapons and masterwork instruments, providing a +2 circumstance bonus on Perform (String Instruments) checks made with it as a masterwork tool, as well as the normal benefits of a masterwork weapon. Such master-crafted weapons sell for 624 gold pieces.


 

Crystal's Idol outfit

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
3 5 30 20

Special: Transformation
Cost: 175
Weight: 20

 
Pathfinder Roleplaying Game Ultimate Combat.

Haramaki

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
1 - 30 20

Cost: 3 gp
Weight: 1

 
Blood of Shadows pg. 27

Shawl of Shadowy Disguise

Slot: head


Price: 1,350 gp \ Weight 1 lb. \ Aura: faint illusion; CL 5th

Description

This violet shawl twists and melds with the darkness, becoming as black as coal in even the faintest shadow. While worn, the wearer can hide her appearance as if with a penumbral disguise spell (see page 29). Onlookers never discern that the wearer was wearing a shawl of shadowy disguise.   Construction Requirements Craft Wondrous Item, penumbral disguise; Cost 675 gp
Homebrew

Ears of The Nekomancer

Slot: headband


Price 550 gp \ Aura faint transmutation \ CL 3rd

Description

This simple headband is topped with a pair of cat ears shaped from felt. After donning the headband, the wearer grows a furry tail, and the headband's ears change to appear almost identical to a naturally existing pair. In addition to the cosmetic effects, the wearer gains a +2 competence bonus on Acrobatics checks and Perception checks based on hearing. While so transformed, the wearer can be affected by any effects that specifically target felines, and feels minor catlike mental compulsions. The wearer must make a DC 10 Will Save each round they attempt to enter a large body of water. Once they have succeeded on such a save, they need not make another attempt for one hour. Upon removing the Ears of the Nekomancer, all the item's physical alterations immediately end.   Construction Requirements Craft Wondrous Item, Animal Aspect; Cost 275 gp

The statblocks of your class features

Seamless Guise (Ex)

A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity.


Prerequisite(s)

Vigilante class

Benefits

A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Social Talent

The talents that don't draw people's eyes towards you


Prerequisite(s)

Vigilante class

Benefits

Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.

Social Talent: Renown (Ex)

The vigilante becomes known for deeds and abilities regardless of his current identity.


Prerequisite(s)

Vigilante class

Benefits

The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges on page 203 of the Pathfinder RPG GameMastery Guide). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description on pages 93– 94 of the Pathfinder RPG Core Rulebook for more information). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level.   A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.

Social Talent: Safe House (Ex)

The vigilante can establish a safe house in his area of renown, and he can change it every time he changes his area of renown.


Prerequisite(s)

Vigilante class

Benefits

The vigilante can establish a safe house in his area of renown, and he can change it every time he changes his area of renown. If he doesn’t have the renown talent, he can still select this talent and place the safe house in a single location to which he has access, but he can never move the safe house from its initial location until he gains the renown talent. This safe house must be an area no larger in volume than a cube that is a number of feet per side equal to 10 feet per vigilante level. The safe house can be arranged any way he likes and it can be part of a larger building, like a secret room or an underground cave. Objects within this safe house can’t be located by any effect that is less powerful than a discern location spell. At 7th level, this protection from being located also applies to creatures in the safe house. At 13th level, the entire area is protected from scrying effects (though not mundane snooping) like a mage’s private sanctum.

Vigilante Specialization (Ex)

At 1st level, a vigilante must choose to be either an avenger or a stalker.


Prerequisite(s)

Vigilante class

Benefits

At 1st level, a vigilante must choose to be either an avenger or a stalker.

Vigilante Specialization: Magical Child (animal guide)

A magical child gains an animal guide instead of a specialization


Prerequisite(s)

Vigilante class: Magical child

Benefits

A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish familiars might still need to hide the familiar.   At 3rd level, the magical child’s familiar reveals another aspect of its form, and its vigilante identity changes into a creature on the Improved Familiar list that would be available to a 3rd-level spellcaster (the animal guide’s social identity always remains as the original normal animal). The familiar can change its vigilante identity again when the magical child reaches 5th and 7th level, each time to familiars available at those levels. The Improved Familiar feat’s alignment restrictions apply to this ability, but only the magical child’s vigilante identity needs to have an alignment that fulfills the alignment requirements of the improved familiar. The familiar’s new vigilante form choices are permanent, and it cannot transform back into its former vigilante identities until 9th level, when the familiar gains the change shape universal monster ability if it doesn’t already have it. It can use this ability at will when in its vigilante identity to transform into any of its four vigilante identities. In vigilante form, a magical child’s familiar gains an amount of DR/magic equal to her vigilante level. This doesn’t stack with any DR/magic that her vigilante form might already possess.   If a magical child’s familiar dies, its consciousness simply leaves its body, and the magical child can replace its body after 24 hours. To do so, she must conduct an 8-hour ritual that costs 200 gp per her vigilante level, but once the ritual is complete, the familiar returns in a new body. It retains all of its memories from its earlier service to the magical child.   This ability replaces vigilante specialization.

Vigilante Talent

Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent.


Prerequisite(s)

2nd level Vigilante class

Benefits

Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can’t be changed.   If the vigilante uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and vigilante identities are one and the same. If a talent calls for a saving throw, the DC for that save is equal to 10 + 1/2 the vigilante’s level + the vigilante’s Charisma modifier, unless stated otherwise

Vigilante Talent: Lethal Grace

The vigilante combines strength and speed into incredibly deadly attacks.


Prerequisite(s)

2nd level Vigilante class

Benefits

The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand

Unshakable

Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.


Prerequisite(s)

Vigilante class

Benefits

Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.

Spellcasting: Magical Child

A magical child casts arcane spells and cantrips as an unchained summoner.


Prerequisite(s)

Vigilante class: Magical child

Benefits

A magical child casts arcane spells and cantrips as an unchained summoner. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level, and she chooses her spells known from the summoner spell list (she cannot choose spells that would affect an eidolon). A magical child’s selection of spells is extremely limited; use Table 1–5: Summoner Spells Known on page 27 of Pathfinder RPG Pathfinder Unchained to determine how many spells the magical child knows at each level. A magical child needs to commune with her animal guide for 1 hour in order to replenish her daily spell slots.   This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents.

Transformation Sequence

A magical child’s transformation between identities is assisted by magic.


Prerequisite(s)

Vigilante class: Magical child

Benefits

A magical child’s transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable. A magical child can normally transform between her identities in 5 rounds, though this improves to a standard action with the quick change social talent and a swift action with the immediate change social talent. However, the transformation is quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions.

Alertness

You often notice things that others might miss.


Benefits

Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.   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.

Empathic Link

The master has an empathic link with his familiar to a 1 mile distance.


Prerequisite(s)

Have a familiar

Benefits

The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Umbral Unmasking


Benefits

You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Dirty Trickster


Benefits

You learned early that there’s no point in fighting fair when you’re fighting for your life. Others may look down their noses at your tactics, but you know you wouldn’t have survived this long without breaking a few conventions of fair play. You can take the Improved Dirty TrickAPG feat without meeting its prerequisites, and you gain a +1 trait bonus on combat maneuver checks to attempt a dirty trick

Rich Parents


Benefits

You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances—your starting wealth increases to 900 gp.

Improved Dirty Trick

You are skilled at pulling dirty tricks on your foes


Prerequisite(s)

Prerequisites: Int 13, Combat Expertise.

Benefits

You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.

Normal

You provoke an attack of opportunity when performing a dirty trick combat maneuver.

Observant


Benefits

Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

Agile Maneuvers (Combat)

You've learned to use your quickness in place of brute force when performing combat maneuvers.


Benefits

You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.

Normal

You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.

Weapon Finesse

You are trained in using your agility in melee combat, as opposed to brute strength.
 Prerequisites:
 Benefit: (Combat)
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons.
 Normal:


 

Statblocks for your familiars, mounts etc.

CR 1/2

Viper

N Tiny animal
Initiative: +3 Senses: low-light vision, scent; Perception +9

Vipers are not particularly aggressive snakes, but their poisonous bite can be deadly

Defense

AC: 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
HP: 3 1d8-1
Fortitude: 1 Reflex: 5 Will: 1

Offense

Speed: 20
Melee: bite 1d20+5 (1d2–2 plus poison)
Space: 2-1/2

Statistics

Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
CMB: 1 CMD: 8
Feats: Weapon Finesse
Skills: Climb +11, Perception +9, Stealth +15, Swim +11;
Racial Modifiers: +4 Perception, +4 Stealth
SQ: Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.

Ecology

Environment: any temperate and warm
Organization: solitary
Treasure: none

Vipers are not particularly aggressive snakes, but their poisonous bite can be deadly.

CR 1/4

Pyrausta

CN Diminutive dragon, Fire
Initiative: +2 Senses: darkvision 60 ft., low-light vision; Perception +5

This minuscule dragon’s transparent wings and large eyes resemble those of a praying mantis. Its form glows bright with an inner fire.

Defense

AC: 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
HP: 5 (1d12–1) ( fast healing 1 )
Fortitude: +1 Reflex: +4 Will: +3
Immune: fire, paralysis, sleep Weaknesses: heart of flame, vulnerable to cold

Offense

Speed: 20ft / 60ft fly
Melee: bite 1d20+7 1d3–2+1 fire
Special Attacks: breath weapon (10-ft. cone, 1d4 fire, Reflex DC 9 half, usable every 1d4 rounds)
Space: 1ft
Spell-like Abilities: At will—spark (concentration +2)

Statistics

Str 6, Dex 15, Con 8, Int 5, Wis 12, Cha 13
CMB: -1 CMD: 7
Feats: Flyby Attack, Weapon Finesse
Skills: +16, Perception +5, Stealth +18
Languages: Draconic
SQ: Heart of Flame (Ex) A tiny spark of flame that acts as a pyrausta’s heart beats within its chest. Whenever a pyrausta takes cold damage, including damage from environmental cold, its little heart stalls. It loses its fast healing and breath weapon, gains the staggered condition, and takes 1 point of damage each round. This continues until it is exposed to a source of flame that would normally deal fire damage or until it successfully uses its spark spell-like ability to reignite its heart (doing so requires a successful DC 11 concentration check because of the ongoing damage).

Ecology

Environment: any warm place
Organization: solitary, pair, or swarm (12–20)
Treasure: double

Though perhaps the smallest of dragons, pyraustas are not insecure about their size, for they lack the inflated egos so common among their larger kindred. Instead, pyraustas delight in being what they are, and live in the here and now. Though their natural life spans are similar to a human’s, their dependence on flame to keep their hearts beating means the average pyrausta meets its end much sooner.   A typical pyrausta’s body is 9 inches long, though its wingspan is longer, and it weighs 1 to 2 pounds.


Some scholars believe that pyraustas, sometimes called “insect dragons” or “true dragonflies,” are spawned from the very hearts of volcanoes, where flickering flames are common. In truth, young pyraustas are conceived in the warmest months of the year, when swarms of the creatures gather high in the night skies and perform elaborate courtship rituals with their colorful flames, frolicking playfully in mid-flight. These swarms are often mistaken for fireflies, auroras, or other phenomena. A pyrausta’s flame and its heart are one, and its fiery breath changes color depending on the creature’s emotions. Pyraustas use their inner flames primarily to express themselves, creating vivid pyrotechnic displays to communicate their feelings. They can also use this flame as a weapon if necessary, but prefer not to.   ELDER PYRAUSTAS Pyraustas who outlive the short life spans their frailty often imposes on them can grow to become far larger and more dangerous than their younger kin. They gain the giant and advanced simple templates, and the range of their breath weapons increases to a 15-foot cone. Elder pyraustas don’t usually grow arrogant as their might increases; they instead either offer wisdom to other pyraustas, settling disputes and acting as guardians and mentors to their younger kin, or else travel far and wide, bridging the gaps between disparate pyrausta communities.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PRPG Core Rulebook pg. 244

Arcane Mark

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.


universal \ \

Casting time: 1 standard action
Range: touch
Duration: 30 days on living creature, permanent otherwise
Effect: one personal rune or mark, all of which must fit within 1 sq. ft.

Description

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.   See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.   If an arcane mark is placed on a living being, the effect gradually fades in about a month.   Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).
PRPG Core Rulebook pg. 267

Detect Magic

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.


divination \ \

Casting time: 1 standard action
Range: 60 ft
Duration: concentration, up to 1 min./level (D)
Area: cone-shaped emanation

Description

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 eminates 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 x 10 minutes)   (Overwhelming\1d6 days)     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.   (Spell or Object: [Aura power: faint], [Aura power: Moderate], [Aura power: Strong], [Aura power: 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) )
PRPG Core Rulebook pg. 313

Message


transmutation \ \ language-dependent

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 10 min./level
Targets: 1 creature

Description

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.
PRPG Core Rulebook pg. 312

Mending


Transmutation \ \ Saving Throw Will negates (harmless, object Spell Resistance yes (harmless, object)

Casting time: 10 minutes
Range: 10 ft
Duration: Duration instantaneous
Targets: one object up to 1 lb./level

Description

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.    
SRD

Read Magic

You can decipher magical inscriptions on objects


divination \ \

Casting time: 1 standard action
Range: Personal
Duration: 10 min / level

Description

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.

Level 1 Spells

Advanced Player's Guide pg. 201

Ant Haul


transmutation \ \

Casting time: 1 standard action
Range: touch
Duration: 2 hours/level

Description

The target’s carrying capacity triples. This does not affect the creature’s actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.
Horror Adventures pg. 109

Barbed Chains


conjuration \ (summoning) \ [emotion, fear, mind-affecting]

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: a chain sharpened at one end

Description

You summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell’s range. You can have the chain either make a melee attack (dealing 1d6 points of slashing damage) or attempt a trip combat maneuver against the target. The chain uses your base attack bonus plus your key spellcasting ability score modifier as its attack bonus and combat maneuver bonus. On a successful hit or combat maneuver check, the target must attempt a Will save. If it fails its save, the creature is shaken for 1d4 rounds. You summon one additional chain every 3 levels after 1st, for a total of two chains at 4th level, three at 7th level, and a maximum of four at 10th level. Multiple chains can attack the same target but the shaken effect doesn’t stack.
PRPG Core Rulebook pg. 317

Obscuring Mist


conjuration \ (Creation) \

Casting time: 1 standard action
Range: 20 ft
Duration: 1 min./level (D)
Effect: cloud spreads in 20-ft. radius from you, 20 ft. high

Description

A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).   A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.   This spell does not function underwater.
PRPG Core Rulebook pg. 330

Reduce Person


transmutation \ \

Casting time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 min./level (D)
Targets: one humanoid creature

Description

This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.   A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.   All equipment worn or carried by a creature is similarly reduced by the spell.   Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).   Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person.   Reduce person can be made permanent with a permanency spell.
PRPG Core Rulebook pg. 342

Shield


abjuration \ \ [Force]

Casting time: 1 standard action
Range: personal
Duration: 1 min./level (D)
Targets: You

Description

Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

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

Crystal's coin purse

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)

Special: Holds 261 gold coins
Weight: 5.22

 

Created by

ThornRHylian.

System

Pathfinder 1e

Statblock Type

Character Sheet

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