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Lia ot’Marota Vayla Ravenspeaker NG
Character Name Alignment
Misakuwo 6
Character Level
Orisnuc Orc M
Race Size
Female 32
Gender Age
6'1" 180 lbs
Height Weight
Black gray-blue
Hair Eyes
Hruthgar
Player
- KaraKorum
Deity Homeland
- 36,100
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
14 +2 N/A +2
Dex
Dexterity
17 +3 N/A +3
Con
Constitution
13 +1 N/A +1
Int
Intelligence
10 +0 N/A +0
Wis
Wisdom
13 +1 N/A +1
Cha
Charisma
10 +0 N/A +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
66
0
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+6
ARMOUR CLASS
Total AC
Armour
Shield
Dex
16
+3
+0
+3
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
13
Flat Footed
13
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +6 +5 CON +1 +0 +0 +0
Reflex +8 +5 DEX +3 +0 +0 +0
Will +3 +2 WIS +1 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+8 +6 +2 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
21 10 +6 +2 +3 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
15
-
-
Languages


  • Common
  • Tempeh (knot-language)
  • Noru (spoken and other writing language)

  • SPELLS
    Level
    0
    1
    2
    3
    4
    5
    6
    7
    8
    9
    Known
    0
    0
    0
    0
    0
    1
    1
    0
    0
    0
    Spellcasting Notes

    Spellpoints
    17

    Adventuring Skills
    CS Skill Total AB Mod Ranks Misc
      Acrobatics +5 (DEX)  +3 +2 +0
      Bluff +0 (CHA)  +0 +0 +0
    Climb +6 (STR)  +2 +1 +3
    Diplomacy +5 (CHA)  +0 +2 +3
    Disable Device* +8 (DEX)  +3 +2 +3
      Disguise +0 (CHA)  +0 +0 +0
      Escape Artist +3 (DEX)  +3 +0 +0
      Fly +3 (DEX)  +3 +0 +0
    Heal +6 (WIS)  +1 +2 +3
    Intimidate +4 (CHA)  +0 +1 +3
      Knowledge: Arcana +0 (INT)  +0 +0 +0
      Knowledge: Dungeoneering +0 (INT)  +0 +0 +0
      Knowledge: Local +0 (INT)  +0 +0 +0
    Knowledge: Nature +4 (INT)  +0 +1 +3
      Knowledge: Planes +0 (INT)  +0 +0 +0
      Knowledge: Religion +0 (INT)  +0 +0 +0
    Perception +7 (WIS)  +1 +3 +3
    Ride +7 (DEX)  +3 +1 +3
      Sense Motive +1 (WIS)  +1 +0 +0
    Spellcraft* +4 (INT)  +0 +1 +3
    Stealth +10 (DEX)  +3 +4 +3
    Survival +7 (WIS)  +1 +3 +3
    Swim +6 (STR)  +2 +1 +3
    Use Magic Device* +4 (CHA)  +0 +1 +3
    Background Skills
    CS Skill Total AB Mod Ranks Misc
      Appraise +0 (INT)  +0 +0 +0
    Craft: bow +5 (INT)  +0 +2 +3
    Handle Animal* +4 (CHA)  +0 +1 +3
      Knowledge: Engineering +0 (INT)  +0 +0 +0
    Knowledge: Geography +5 (INT)  +0 +2 +3
      Knowledge: History +0 (INT)  +0 +0 +0
      Knowledge: Nobility +0 (INT)  +0 +0 +0
    Custom Skills
    CS Skill Total AB Mod Ranks Misc

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

    Dodge
    (Requires Dex 13) You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

    Weapon Focus(Bow)
    You gain a +1 bonus on all attack rolls you make using the selected weapon.

    Two-Weapon Fighting
    You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.

    Special Abilities

    Darkvision
    The character is able to see in dim light up to 60 feet in and in darkness as though it was twilight. However, in darkness the character is only able to see in shades of gray.

    I Can Do This All Day
    When the character’s hit points drop to 0 or below (with some exceptions such as a disintegrate spell), they are not killed or incapacitated. They may instead drop to 1 hit point. This can only be used once per game day.

    Discerning Scent
    This allows the character to detect, or track, items based on their smell. Such characters are able to identify familiar odors just as other species - like humans - do familiar sights. Scents can be detected up to 30 feet under normal conditions. This increases to 60 feet if the source of the scent is upwind and drops to 15 feet if downwind. When a character detects one or more scents, this doesn't reveal the location where the scent is coming from, only that it is nearby. To find the location, a character must use a move action to track down the direction. Once they are within 5 feet of the source, they know the location.

    Traits

    Light Footed
    All Orisnuc are taught to dance from an early age. Therefore all Osisnuc have proficiency in the Acrobatics skill, if their class doesn't provide it.

    Adept Riders
    The Orisnuc are taught to ride horses, woolly rhinoceros, and other domesticated Longgrass Plains riding animals as part of their culture of migration. Orisnuc have proficiency in Ride, if their class doesn't provide it.

    WEAPONS
    Name AB Critical Type Range Ammo Dmg
    Elkhorn bow(BAB, DEX, Weapon Focus already added to to hit roll) +11 18-20x2 Piercing 110ft 1d6
    Short sword +1 (Masterwork, non-magical. BAB and Masterwork added) +7 19-20/x2 Piercing 1d6+2
    Short sword +1 (Masterwork, non-magical. BAB and Masterwork added) +7 19-20/x2 Piercing 1d6+2
    Dagger +6 19-20/x2 Piercing or Slashing 10 ft 1d4+2
    ARMOUR
    Name ACB Type Check Penality Spell Failure Weight Properties
    Studded Leather+3Light Armor-115%20 lbs
    Arms & Equipment

    Weapons

    Elkhorn bow
    2 per day, on a successful hit, the target is stunned and will not be able to act for the initiative round they take damage in.

  • 2 Masterwork short swords
  • Dagger

  • Armor

  • Studded Leather Armor

  • Other Equipment

    Raven-Leaf Cloak
    Gray black cloak made of raven feathers and preserved leaves. Once the hood is pulled up, the wearer gains +4 to Stealth in shadows and low light environments. It also grants a +1 to all sight based Perception checks

  • Backpack
  • Waterskin
  • Rations for a 1 week
  • Compass
  • Glowrod x 2
  • Sunstone (for starting a campfire)
  • Traveler's clothes
  • quiver (20 arrows)

  • Class Features

    - Favored Species: Raven (See Class Features)

  • Favored Terrain: Forest (coniferous and deciduous)
  • Favored Enemy: Outsider/Outlander (demon)
  • Note on Favored Enemy
    Favored Enemy: Outsider/Outlander (demon)
    Taken twice. +4 on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against demons. All weapon attacks and damage rolls are +4 against demons.


     

  • Trick Arrow: Healing Arrow (See Class Features)
  • Trick Arrow: Freezing Arrow (See Class Features)

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

    The statblocks of your class features

    Evasion (Misakuwo)


    Prerequisite(s)

    Misakuwo 4

    Benefits

    Once they reach 4th level, the Misakuwo gains the chance to avoid magical and unusual attacks. To evade those attacks, the Misakuwo must make a successful Reflex saving throw. If they succeed against an attack that does half-damage on a successful save, the Misakuwo takes no damage. The Misakuwo may only use Evasion if they are wearing light, medium or no armor. If the Misakuwo is helpless, they may not use this ability.

    Healing Oils (Misakuwo)


    Prerequisite(s)

    Misakuwo 2

    Benefits

    Healing Oils
    At 2nd level, the Misakuwo studies how to mix and brew healing oils. These oils are often used as topical healing salves and oils. But it isn't out of the question for a Misokuwo healing oil to be used in preparing a meal. When used, the healing oils grant 1d6 + 1/2 the Misakuwo’s level in healing.
     
    If this oil is used against undead, it causes the same damage and effect as an acid arrow spell.

    Eyes of the Wild (Misakuwo)


    Prerequisite(s)

    Misakuwo 1

    Benefits

    At 1st level, the Misakuwo gains the darkvision ability with a range of 30 feet. If they already possess darkvision, they gain an extra 10 feet to their darkvision range.

    Favored Enemy (Misakuwo)


    Prerequisite(s)

    Misakuwo 1

    Benefits

    Starting at 1st level, then again at 3rd and 5th, 10th, and 15th, the Misakuwo can select a type of creature from the “favored enemies” list.
     
    This grants the Misakuwo gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of that type. Any weapon attacks and damage rolls are at a +2 against creatures of that type. They may also make untrained Knowledge skill checks when attempting to identify creatures of that type.
     
    At levels beyond 3rd, instead of selecting a new Favored Enemy, the Misakuwo may select the same Favored Enemy type again. This increases all bonuses by +2 each time that type is selected again.
     
    If a creature falls in two or more categories of favored enemy, the bonuses don’t stack. Instead, the Misakuwo uses only the higher bonus.

    Favored Species (Misakuwo)


    Prerequisite(s)

    Misakuwo 3

    Benefits

    A Misakuwo selects a species of non-magical animal as a species they have studied and befriended. As part of this, they have learned to communicate with that species as per the Speak with Animals spell. But it is only with the chosen species.
     
    Once the Misakuwo has selected a species, they may not change it, not even with a wish spell. They may select a non-magical species that they have befriended every five levels starting at 3rd level.
     
    Note this is not Wild Empathy. The Misakuwo cannot alter the mood of a favored species but Misakuwo may use their Diplomacy skill to strike a bargain or negotiate with the befriended species.

    Favored Terrain (Misakuwo)


    Prerequisite(s)

    Misakuwo 3

    Benefits

    Starting at 3rd level and every 5 levels after that, the Misakuwo may select a terrain type they have studied and attuned themselves to. Their studies include the native life and nature spirits that live there.
     
    For every selection of a Favored Terrain, the Misakuwo gains a +2 bonus on initiative, Knowledge (geography), Perception, Stealth, and Survival checks when in this terrain. A Misakuwo leaves no sign of their passage through this favored terrain and cannot be tracked there unless they choose otherwise.
     
    If the Misakuwo selects the same terrain again at levels beyond 3rd, the bonus increases by +2. Some terrains fall into more than one category, but the bonuses do not stack. Therefore, the Misakuwo uses the higher bonus related to that Favored Terrain.

    Forest Wraith (Misakuwo)


    Prerequisite(s)

    Misakuwo 1

    Benefits

    A Misakuwo can add 1/2 their level ( with a minimum of 1 ) to all Perception and Survival skill checks while in a wilderness setting.

    Hunter’s Bond (Misakuwo)


    Prerequisite(s)

    Misakuwo 4

    Benefits

    When the Misakuwo reaches 4th level, they may choose to form a long-lasting bond with an animal companion. They may select from the animal companion list:
      Open for the Animal Companion List

    Ranger, Druid, Misakuwo Standard Animal Companion List


    • Baboon

    • Badger

    • Bat

    • Hawk

    • Boar

    • Cat

    • Crab

    • Deer

    • Dire Bee

    • Dire Wolf

    • Dire Owl

    • Dire Bat

    • Dire Rat

    • Dire Raven

    • Dire Spider

    • Eagle

    • Falcon

    • Flying Snake

    • Frog

    • Giant Badger

    • Giant Centipede

    • Giant Crab

    • Giant Fire Beetle

    • Giant Frog

    • Giant Poisonous Snake

    • Giant Rat

    • Giant Weasel

    • Giant Wolf Spider

    • Goat

    • Hawk

    • Hyena

    • Jackal

    • Kangaroo

    • Lizard

    • Mastiff

    • Mule

    • Octopus, Ink Cloud

    • Owl

    • Panther

    • Poisonous Snake

    • Pony

    • Rat

    • Reindeer

    • Rendercoon

    • Raven

    • Scorpion

    • Sea Horse

    • Spider

    • Steelgray Wolf

    • Stirge

    • Weasel

    • Wolf

    • Zebra

     
    The animal companion is a loyal friend and companion that travels with the Misakuwo on their adventures. This companion shares the Misakuwo’s favored enemy and terrain bonuses.
     
    This functions as per the druid’s animal companion ability with the exception that the “effective druid level” is the Misakuwo’s level -3.

    Misakuwo Spells


    Prerequisite(s)

    Misakuwo 4

    Benefits

    At 4th level, a Misakuwo gains the ability to case a small number of nature-based divine spells, which are drawn from the ranger spell list. A Misakuwo may learn these from other Misakuwo, druids, shamans, or rangers.
     
    To cast a spell, a Misakuwo must have a Wisdom score equal to at least 10 + the level of the spell. The Difficulty Class for a saving throw, unless otherwise specified, against a Misakuwo spell is 10 + the level of the spell + the Misakuwo’s Wisdom modifier.
     
    Like any spellcaster, the Misakuwo has a certain number of spell points per day they may spend on casting as per How to Calculate Spell Points on the Spell Point System. Their Wisdom Bonus applies to their spell points per day calculation.
     
    A Misakuwo has no caster level until they reach 4th level. At 4th level and higher, their caster level is equal to their current level - 3.

    Trap Arrow (Misakuwo)


    Prerequisite(s)

    Misakuwo 3

    Benefits

    At 3rd level, and every 3 levels thereafter, the Misakuwo has learned the ability to make a particular trick or ‘trap’ arrow. At those levels, the Misakuwo selects which type of trap they learn to make.
     
    Once the Misakuwo has learned a type of trap arrow to make, they cannot unlearn it.  Attaching the trap is a standard action if done in combat and may only be done to an arrow.
     
    To create a trap or effect for future arrow attachment, the Misakuwo uses similar rules as the official Pathfinder rules for 'Create Wondrous Item'. The Misakuwo must have the tools for crafting these special arrowheads, the component materials already harvested from their Favored Terrain, and a full quiver of 20 standard, non-magical fletched arrow shafts ready to be fitted into the crafted arrowheads.
     
    This trap arrowhead crafting requires 8 uninterrupted hours of skilled working, at the end of which the Misakuwo rolls on their Craft Bows skill. If they beat the DC -- which will usually be the Misakuwo's current level plus 5, but may be higher if they planned to do a mixed batch of trap arrow types in one day -- they have prepared 20 heads ready to securely store until needed.
     
    Note that arrows stored in magical quivers such as “Badger’s Quiver”, or a quiver that magically stores endless amounts of arrows cannot be used with this ability, because of the magic of the quiver interfering with the ability of the Misakuwo’s traps.
      Open for the Trick Arrow Types
     
    Acid Arrow
    The arrow is a blunt arrowhead that shatters on impact, coating the target in acid. The target takes 1d6 + 1/2 the Misakuwo’s level in damage. The target may roll a Reflex save vs 10 + 1/2 the Misakuwo’s level as the DC to negate the damage.
     
    Alarm Arrow
    The arrow is a blunt arrow and does no damage. But on impact, will create a sudden, loud noise as per the “Alarm” spell.
     
    Barb Blossom Arrow
    The arrow is a blunt arrow and does not do normal arrow damage. On impact, the arrow shoots out barbs in a 10 foot radius, spearing anything nearby including the target.
     
    All targets in this range will be speared with 1d4+1 barbs that each deal 1 point of damage. Targets may roll a Reflex save vs 10 + 1/2 the Misakuwo’s level to half the number of barbs they are hit with.
     
    These barbs make climbing, swimming, and acrobatic skill checks much more difficult. Those skill checks are performed at a minus equal to the number of barbs ( 1d4+1 ) the target was impaled with.
     
    Barbs can be removed if the target is not in combat and a successful Heal skill check vs 10 + 1/2 the Misakuwo’s level. If the check fails, the barb is removed, but the target takes an additional 1d4 points of damage per barb.
     
    The barbs crumble after a number of rounds equal to the Misakuwo’s level.
     
    Decoy Arrow
    The arrow is a blunt arrow and does no damage. On impact, the arrowhead releases a bright flash that causes a shadowy, humanoid figure to appear 60 feet away from the target. This shadow figment will either run away or toward the target by the Misakuwo’s discretion.
     
    The target may attempt a Will save or Perception check vs 10 + 1/2 the Misakuwo’s level to realize this is only a harmless illusion. Success disrupts the illusion, causing it to fade.
     
    Fire Arrow
    The arrow is a blunt arrow and does not do normal arrow damage. Instead, it explodes on contact with a target, causing 1d6 + 1/2 the Misakuwo’s level in fire damage to the target. The fire lasts 2d4 rounds.
     
    Freezing Arrow
    The arrow is a blunt arrow and does not do normal arrow damage. Instead, it shatters on contact with a target, spraying the target in ice powder, causing 1d4 + 1/2 the Misakuwo’s level in cold damage to the target.
     
    Also, the target must make a Reflex save vs 10 + 1/2 the Misakuwo’s level as DC. If they fail, they are ensnared and stuck to the ground. If successful, the damage is halved, and the target is not ensnared. The ice lasts 2d4 rounds.
     
    Luminous Arrow
    The arrow is a blunt arrow and does not do normal arrow damage. The arrowhead breaks open on contact, scattering glowing herbs and dust into the air in a 10 foot radius. All creatures in this radius are covered in the dust that glows with a candle-like light.
     
    All such targets affected by this take a -2 penalty on all Stealth checks. Invisible targets are no longer invisible, as the glowing dust outlines them. The effect lasts for 1 round per the Misakuwo’s level or until the dust is washed off ( this is a move action if in combat ).
     
    Healing Arrow
    The arrow is a blunt arrow and does no damage. But on impact, the healing oils contained in the arrowhead are released, granting 1d6 + 1/2 the Misakuwo’s level in healing.
     
    If this arrow is used against undead, it causes the same damage and effect as an acid arrow spell.
     
    Marking Arrow
    The arrow is a blunt arrow and does not do normal arrow damage. Once hit, the target is now marked with a dye or scent of the Misakuwo’s choosing. This dye or scent causes a -4 on all Stealth, Survival checks and any DC against being tracked by the Misakuwo.
     
    Poison Arrow
    This arrow does the normal damage for an arrow. In addition, the target suffers the condition of poisoned. The target takes 1d4 Con damage per round for 6 rounds. If the target makes a Fortitude save vs 10 + 1/2 the Misakuwo’s level, then the damage is 1 point of Con for 3 rounds.
     
    The poison’s effects can be removed early through a healing spell or a Heal skill vs 10 + 1/2 the Misakuwo’s level.
     
    Rust Monster Arrow
    The arrow is a blunt arrow and does not do normal arrow damage. On impact, the target is showered with the dust from a rust monster’s antennae. This causes 1d4 points of damage to any metal objects the target is wearing. Damage taken is a penalty to the effectiveness of the metal item. Armor takes a -1d4 AC and weapon damage is reduced by 1d4.
     
    If the target makes a successful Reflex save vs 10 + 1/2 the Misakuwo’s level, then the target’s metal items take no damage.
     
    Smoke Arrow
    The arrow is a blunt arrow and does not do normal arrow damage. When the arrow strikes the target, a cloud of smoke is released that fills a 10 foot radius around the target. This acts as per Fog Cloud.
     
    The smoke obscures all sight and sight based abilities such as darkvision, beyond 5 feet. Creatures in this smoke cloud have a -5 to all attack rolls and may not use sight to locate opponents.
     
    This smoke may be dispersed by a moderate wind, or will naturally disperse in 4 rounds.  A strong wind will remove the smoke in 1 round.
     
    This smoke does not move with the target, it remains where the arrow landed.
     
    Snare Arrow
    The arrow is a blunt arrow and does not do normal arrow damage. On impact, the arrowhead breaks open to release a series of thin, rubbery vines that snare the target.
     
    The target must roll a Reflex save vs 10 + 1/2 the Misakuwo’s level. Success means they are not snared. If they fail, they are Ensared until they are able to make a STR check vs 25 DC to escape.
     
    Alternatively, the target may make an Escape Artist check vs 10 + 1/2 the Misakuwo’s level. A success means they escape the snare.  Any target caught in the snare cannot move from that location until freed.
     
    Swarm Arrow
    The arrow is a blunt arrow and does not do normal arrow damage. When the arrow hits a target, the arrow breaks open and releases an oily scent onto the target. This oil attracts an insect, spider, or rat swarm to attack the target.
     
    This swarm remains in the target's area for 1 round per level of the Misakuwo. After that, the oil loses its effectiveness and the swarm leaves.
     
     

    Trapfinding (Misakuwo)


    Prerequisite(s)

    Misakuwo 2

    Benefits

    The Misakuwo becomes adept at locating traps at 2nd level. A Misakuwo adds 1/2 their level to any Perception checks to locate traps and 1/2 their level to and Disable Device checks to disable traps.

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    CR 1/6

    Derf the raven

    N Tiny Animal
    Initiative: +2 Senses: low-light vision; Perception +6

    Defense

    AC: 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
    HP: 3 1d8--1
    Fortitude: +1 Reflex: +4 Will: +2

    Offense

    Speed: 10 ft., fly 40 ft. (average)
    Melee: bite +4 (1d3–4)
    Space: 2-1/2 ft. Reach: 0 ft.

    Statistics

    Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
    Base Attack: +0 CMB: +0 CMD: 6
    Feats: Weapon Fitnesse
    Skills: Fly +6 , Perception +3

    Ecology

    Environment: any temperate
    Organization: solitary, pair, flock (3–12), or unkindness (13–100)
    Treasure: none

    Derf is a young adult raven. Like any raven he is massive for a bird and has a thick neck with shaggy throat feathers.
     
    From his knife-like beak to his tail, he is solid, midnight black. Despite his massive size, like any raven, he's slim, streamlined and has longer wings and a wedge-shaped tail.


    Special Abilities

    Animal Companion to Lia Ravenspeaker
    Shares the same favored enemy and favored terrain bonuses as Lia
     
    Favored Enemy
    Outsider/Outlander (Demon). +2 on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against demons. All weapon attacks and damage rolls are +2 against demons.
     
    Favored Terrain
    Forest (coniferous and deciduous)
     
     
    The raven is an omnivorous scavenger that eats carrion, insects, food waste, berries, and even small animals or Lia's lunch... though he'll leave a gift in exchange for the lunch.
     

    Bonus Tricks: 2

      Known Tricks
  • Attack
  • Bombard
  • Maneuver: Steal
  • Come
  • Watch
  • Intimidate
  • Deliver
  • Fetch
  • Down

  • Statblocks for your spells.

    Level 1 Spells

    d20PFSRD

    Aspect of the Falcon

    You take on an aspect of a falcon.


    Transmutation \ polymorph \
    druid 1, ranger 1-level

    Casting time: 1 standard action
    Range: personal
    Duration: 1 minute/level
    Effect: +3 competence bonus on perception checks, +1 competence bonus on ranged attacks, critical multiplier on bows and crossbows becomes 19-20/x3
    Targets: you
    Componenent: V, S, DF

    Description

    You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3.   This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.

    Entangle


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

    Casting time: 1 standard action
    Range: long (400 ft. + 40 ft./level)
    Duration: 1 min./level (D
    Area: plants in a 40-ft.-radius spread
    Domain: plant 1;

    Description

    Components V, S, DF
    Saving Throw Reflex partial; see text; Spell Resistance no

    This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.   If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
    SRD

    Delay Poison


    conjuration \ \ healing

    Casting time: 1 standard action
    Range: Touch
    Duration: 1 hour/level
    Targets: creature touched

    Description

    The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.
    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.
    PFRPG Advanced Players Guide

    Glide

    You take no damage from falls (as if from feather fall)


    transmutation \ \
    2 ( unless a ranger or ranger like class then it is 1 )-level

    Casting time: 1 standard action
    Range: personal
    Duration: until landing or 1 minute/level (D)
    Targets: You
    Componenent: V, S, M ( a leaf )

    Description

    You take no damage from falls (as if from feather fall). In addition, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot use this spell to actually gain height, merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise you can take advantage of it in order to increase the distance you can glide. The spell ends as soon as your feet touch the ground regardless of its remaining duration. If the spell expires while you are still in the air you fall the remaining distance as normal.

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


    Created by

    Hruthgar.

    System

    Pathfinder 1e

    Statblock Type

    Character Sheet

    Link/Embed