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Grakthorn -
Character Name Alignment
Cleric Level8
Character Level
Kobold S
Race Size
M -
Gender Age
- -
Height Weight
- -
Hair Eyes
Sarah
Player
Apsu -
Deity Homeland
Dragon Domain, Ice Domain 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
9 -1 9 -1
Dex
Dexterity
18 +4 18 +4
Con
Constitution
14 +2 16 +3
Int
Intelligence
15 +2 15 +2
Wis
Wisdom
20 +5 22 +6
Cha
Charisma
12 +1 12 +1
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
80
0
0
Initiative
Dex
Modifier
+4
+4
+0
BAB
+6/1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
26
+7
+0
+4
Size
Natural
Deflection
Misc
+1
+2
+0
+2
Touch
19
Flat Footed
22
Flat Footed + Touch
15
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +10 +6 CON +3 +0 +1 +0
Reflex +7 +2 DEX +4 +0 +1 +0
Will +13 +6 WIS +6 +0 +1 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+4 +6/1 -1 -1 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
18 10 +6/1 -1 +4 -1 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Draconic, Common, Dwarven

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
4
5
4
10
3
0
0
0
0
0
Per Day
4
4+1
3+1
9+1
2+1
0
0
0
0
Bonus
-
1
1
1
1
0
0
0
0
0
DC
15
16
17
18
19
0
0
0
0
Spell List

O Level (4known)
Stabilize, Guidance, Resistance, Spark

1 Level (5known)
Bane, Bless, Fear, Remove Fear, Remove Sickness,

2 Level (4known)
Greater Detect Magic, Enthrall, Silence, Aid

3Level(10 known)
Dispel Magic, Disrupt Silence, Speak w/ Dead, Bestow Curse, Damnation, Stone Shape, Remove Disease ,Elemental Speach, Fractions of Heal & Harm, Holy Javelin

4Level (3known)
Healing Warmth, Mark of the Reptilian God, Neutralize Poison,

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +4 (DEX)  +4 +0 +0
  Bluff +1 (CHA)  +1 +0 +0
  Climb -1 (STR)  -1 +0 +0
Diplomacy +7 (CHA)  +1 +3 +3
  Disguise +1 (CHA)  +1 +0 +0
  Escape Artist +4 (DEX)  +4 +0 +0
  Fly +4 (DEX)  +4 +0 +0
Heal +12 (WIS)  +6 +3 +3
  Intimidate +1 (CHA)  +1 +0 +0
Knowledge: Arcana +7 (INT)  +2 +2 +3
  Knowledge: Dungeoneering +4 (INT)  +2 +2 +0
  Knowledge: Local +2 (INT)  +2 +0 +0
  Knowledge: Nature +2 (INT)  +2 +0 +0
Knowledge: Planes +7 (INT)  +2 +2 +3
Knowledge: Religion +8 (INT)  +2 +3 +3
  Perception +11 (WIS)  +6 +3 +2
  Ride +4 (DEX)  +4 +0 +0
Sense Motive +12 (WIS)  +6 +3 +3
Spellcraft* +8 (INT)  +2 +3 +3
Stealth +10 (DEX)  +4 +3 +3
  Survival +6 (WIS)  +6 +0 +0
  Swim -1 (STR)  -1 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +6 (INT)  +2 +1 +3
Craft: Traps +8 (INT)  +2 +1 +5
  Knowledge: Engineering +2 (INT)  +2 +0 +0
  Knowledge: Geography +3 (INT)  +2 +1 +0
Knowledge: History +7 (INT)  +2 +2 +3
Knowledge: Nobility +2 (INT)  +2 +0 +0
Profession: Miner +8 (WIS)  +6 +0 +2
Custom Skills
CS Skill Total AB Mod Ranks Misc

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

Spell Penetration, Point Blank Shot, Extra Channeling, Weapon Finesse,

Special Abilities

Darkvision, light Sensitivity,

WEAPONS
Name AB Critical Type Range Ammo Dmg
+2 Seeking Javelin +13/8 x2 P 30ft ignores Cover 1d4+1
Name +AttackBonus Critical DamageType Range Ammo Damage
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
MistMail+1+5light-110%20lbsconcelment
Amulet +1+1 Nat Armor-----
Bracers +2+2-----
Arms & Equipment

Headband +2 (Wis), Mistmail +1 Chain shirt, Ring of Protection, +2 Belt (phy.stat),+1Nat Armor Amulet,+1 Cloak of Resistance, +2 Bracers of Armor, Seeking Javelin +1,

Class Features

Weapon & Armor Prof., Aura, Spells, Chanel Energy 4d6, orisons, Dragon Domain, Ice Domain,

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

Ultimate Equipment

Headband +2 (one mental stat)

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

Special: +2 Int, Wis, or Cha
Cost: 4k

 
Ultimate Equipment

Chain Shirt +1 Mistmail

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
5 5 -1 10% 30

Special: Concealment on command (turns to a dense fog cloud around self)
Cost: 2,250 Gp
Weight: 25 lb

 
Ultimate Equipment

Ring of Protection +2

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

Special: +2 Misc Mod Armor
Cost: 8k

 
Ultimate Equipment

Belt +2 (One physical stat)

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

Special: +2 Str, Dex, or Con
Cost: 4000K
Weight: 1 lb

 

Amulet +1 Natural Armor

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

Cost: 2k

 
Ultimate Equipment

Cloak of Resistance +1

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

Special: +1 to fort, reflex, &will saves
Cost: 1k
Weight: 1 lb

 

Bracer's of Armor +2

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
2

Cost: 4000gp

 
Ultimate Equipment

Seeking +1 Javelin

Damage (S) Damage (M) Type Critical Range
1d4 Piercing x2 30ft

Special: ignores cover
Cost: 8K

 

The statblocks of your class features

Kobold

Type Humanoid Reptilian
Ability Score Modifier +2 Dec, -4 Str, -2 Con
Size small
Speed 30
Language Draconic. Some kobolds have a high int score so, they may choose from the following: Common, Dwarven, Gnome & Undercommon. 

Darkvision 60ft, Armor +1 natural, Crafty +2 on craft (traps), Perception, Profession (Miner). Craft (traps) & Stealth are always a class skill. Weakness Light Sensitivity

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Grighor IronScale -
Character Name Alignment
Fighter Level8
Character Level
Kobold S
Race Size
M -
Gender Age
- -
Height Weight
- -
Hair Eyes
Sarah
Player
Apsu -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
9 -1 9 -1
Dex
Dexterity
18 +4 20 +5
Con
Constitution
17 +3 17 +3
Int
Intelligence
14 +2 14 +2
Wis
Wisdom
16 +3 18 +4
Cha
Charisma
13 +1 13 +1
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
101
0
0
Initiative
Dex
Modifier
+5
+5
+0
BAB
+8/3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
27
+7
+0
+5
Size
Natural
Deflection
Misc
+1
+2
+0
+2
Touch
20
Flat Footed
22
Flat Footed + Touch
15
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +10 +6 CON +3 +0 +1 +0
Reflex +8 +2 DEX +5 +0 +1 +0
Will +7 +2 WIS +4 +0 +1 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+6 +8/3 -1 -1 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
21 10 +8/3 -1 +5 -1 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Draconic, Common, Dwarven,

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +8 (DEX)  +5 +3 +0
  Bluff +1 (CHA)  +1 +0 +0
Climb +6 (STR)  -1 +4 +3
  Diplomacy +1 (CHA)  +1 +0 +0
  Disable Device* +6 (DEX)  +5 +1 +0
  Disguise +1 (CHA)  +1 +0 +0
  Escape Artist +5 (DEX)  +5 +0 +0
  Fly +5 (DEX)  +5 +0 +0
  Heal +4 (WIS)  +4 +0 +0
Intimidate +9 (CHA)  +1 +5 +3
  Knowledge: Arcana +2 (INT)  +2 +0 +0
Knowledge: Dungeoneering +9 (INT)  +2 +4 +3
  Knowledge: Local +2 (INT)  +2 +0 +0
  Knowledge: Nature +2 (INT)  +2 +0 +0
  Knowledge: Planes +2 (INT)  +2 +0 +0
  Knowledge: Religion +2 (INT)  +2 +0 +0
  Perception +11 (WIS)  +4 +5 +2
Ride +5 (DEX)  +5 +0 +0
  Sense Motive +4 (WIS)  +4 +0 +0
Stealth +10 (DEX)  +5 +2 +3
Survival +11 (WIS)  +4 +4 +3
Swim +3 (STR)  -1 +1 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +2 (INT)  +2 +0 +0
Craft: Traps +8 (INT)  +2 +1 +5
Knowledge: Engineering +7 (INT)  +2 +2 +3
  Knowledge: Geography +2 (INT)  +2 +0 +0
  Knowledge: History +2 (INT)  +2 +0 +0
  Knowledge: Nobility +2 (INT)  +2 +0 +0
Profession: Miner +6 (WIS)  +4 +0 +2
Custom Skills
CS Skill Total AB Mod Ranks Misc

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

Weapon Finesse, Multiattack (Combat), two weapon Fighting (Combat),Tail Terror, Weapon Focus Javelin(combat), Greater Weapon Focus Javelin, Weapon Specialization Javelin(combat), Improved two weapon fighting, Improved MultiAttack(Combat)

Special Abilities

Light Sensitivity,

WEAPONS
Name AB Critical Type Range Ammo Dmg
+1Seeking Javelin +16/11 X2 P 30ft ignores cover 1d4+2
Pounder +13/8 x2 B - - 1d6
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Mistmail+5Light Armor-110%20lbconcealment
Bracer's of Armor +2+2AC---.5lb-
Arms & Equipment

Mistmail +1 Chain shirt, Belt +2 Dex,+2 ring of protection, Bracer's +2AC, Cloak of Resistance +1, Amulet +1 natural Armor, Headband+2 Wis, Pounder (tail attachement),

Class Features

Weapon Armor Proficiency, Bonus Feats (Feats at EVERY level), Bravery (+1 bonus on will saves against fear), Armor Training(reduce armor check penalty by 1)

Allies, Companions & Retinue
Zephyra Shadowscale -
Character Name Alignment
Sorc Level8
Character Level
Kobold S
Race Size
F -
Gender Age
- -
Height Weight
- -
Hair Eyes
Sarah
Player
- -
Deity Homeland
Silver Dragon Bloodline 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
9 -1 9 -1
Dex
Dexterity
18 +4 20 +5
Con
Constitution
14 +2 14 +2
Int
Intelligence
14 +2 14 +2
Wis
Wisdom
14 +2 14 +2
Cha
Charisma
19 +4 21 +5
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
64
5 cold
0
Initiative
Dex
Modifier
+5
+5
+0
BAB
+4
ARMOUR CLASS
Total AC
Armour
Shield
Dex
23
+2
+0
+5
Size
Natural
Deflection
Misc
+1
+3
+0
+2
Touch
21
Flat Footed
18
Flat Footed + Touch
16
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +5 +2 CON +2 +0 +1 +0
Reflex +8 +2 DEX +5 +0 +1 +0
Will +9 +6 WIS +2 +0 +1 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+2 +4 -1 -1 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
17 10 +4 -1 +5 -1 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Draconic, Dwarven, Undercommon,

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
8
5
3
2
1
0
0
0
0
0
Per Day
-
6
6
5
3
0
0
0
0
0
Bonus
-
1
1
1
0
0
0
0
0
0
DC
17
18
19
20
21
22
23
24
25
Spell List

Draconic Bloodline Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).
0 Level
Detect Magic, Resistance, Ray of Frost, Mage Hand, Ghost Sound, Daze, Touch of Fatigue, Acid Splash
1 Level
Shield, Identify, True Strike, Magic Missile, Chill Touch
2 Level
Greater Detect Magic, Frost Fall, Touch of Idiocy,
3 Level
Draconic Malice, Accursed Glare
4 Level
Mass Daze

Spellcasting Notes

Breath Weapon 30ft Cone of Cold

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +5 (DEX)  +5 +0 +0
Bluff +13 (CHA)  +5 +5 +3
  Climb -1 (STR)  -1 +0 +0
  Diplomacy +5 (CHA)  +5 +0 +0
  Disguise +5 (CHA)  +5 +0 +0
  Escape Artist +5 (DEX)  +5 +0 +0
Fly +5 (DEX)  +5 +0 +0
  Heal +2 (WIS)  +2 +0 +0
Intimidate +10 (CHA)  +5 +2 +3
Knowledge: Arcana +10 (INT)  +2 +5 +3
  Knowledge: Dungeoneering +2 (INT)  +2 +0 +0
  Knowledge: Local +2 (INT)  +2 +0 +0
  Knowledge: Nature +2 (INT)  +2 +0 +0
  Knowledge: Planes +2 (INT)  +2 +0 +0
  Knowledge: Religion +2 (INT)  +2 +0 +0
  Perception +9 (WIS)  +2 +5 +2
  Ride +5 (DEX)  +5 +0 +0
  Sense Motive +2 (WIS)  +2 +0 +0
Spellcraft* +10 (INT)  +2 +5 +3
Stealth +13 (DEX)  +5 +5 +3
  Survival +2 (WIS)  +2 +0 +0
  Swim -1 (STR)  -1 +0 +0
Use Magic Device* +13 (CHA)  +5 +5 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +2 (INT)  +2 +0 +0
Craft: traps +4 (INT)  +2 +0 +2
  Knowledge: Engineering +2 (INT)  +2 +0 +0
  Knowledge: Geography +2 (INT)  +2 +0 +0
  Knowledge: History +2 (INT)  +2 +0 +0
  Knowledge: Nobility +2 (INT)  +2 +0 +0
Profession: miner +4 (WIS)  +2 +0 +2
Custom Skills
CS Skill Total AB Mod Ranks Misc

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

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Spell Focus (enchantment), Greater Spell Focus (enchantment), Spell Penetration, Greater Spell Penetration, Quicken Spell (Bonus Feat)

Special Abilities

Breath Weapon cold, Light Sensitivity, Darkvision

WEAPONS
Name AB Critical Type Range Ammo Dmg
Magic Claws +3 Critical Bloodline Power - You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. 1d4
Name +AttackBonus Critical DamageType Range Ammo Damage
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Bracers of Armor +2+2-----
Arms & Equipment

Headband +2 Cha, Belt +dex, Amulet +1 Nat, Ring of Protection +2,Cloak of Resistance +1,Bracers +2,

Class Features

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

weapon & Armor Prof., Spells, Bloodline Power(claws), cantrips, eschew materials, Bloodline power(Dragon Resistances), Bloodline Spell, Bloodline Spell, Bloodline feat,
Bloodline Spell Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Zilbek (Rogue) -
Character Name Alignment
Rogue Level8
Character Level
Kobold S
Race Size
M -
Gender Age
- -
Height Weight
- -
Hair Eyes
Sarah
Player
Apsu -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
8 -1 8 -1
Dex
Dexterity
20 +5 22 +6
Con
Constitution
11 +0 11 +0
Int
Intelligence
16 +3 18 +4
Wis
Wisdom
13 +1 13 +1
Cha
Charisma
13 +1 13 +1
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
64
0
0
Initiative
Dex
Modifier
+6
+6
+0
BAB
+6/1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
27
+6
+0
+6
Size
Natural
Deflection
Misc
+1
+2
+0
+2
Touch
21
Flat Footed
21
Flat Footed + Touch
15
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +3 +2 CON +0 +0 +1 +0
Reflex +13 +6 DEX +6 +0 +1 +0
Will +4 +2 WIS +1 +0 +1 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+4 +6/1 -1 -1 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
20 10 +6/1 -1 +6 -1 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Draconic, Dwarven, Gnome, Common

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +16 (DEX)  +6 +7 +3
Bluff +5 (CHA)  +1 +1 +3
Climb +9 (STR)  -1 +7 +3
Diplomacy +12 (CHA)  +1 +8 +3
Disable Device* +17 (DEX)  +6 +8 +3
Disguise +1 (CHA)  +1 +0 +0
Escape Artist +16 (DEX)  +6 +7 +3
  Fly +6 (DEX)  +6 +0 +0
  Heal +1 (WIS)  +1 +0 +0
Intimidate +1 (CHA)  +1 +0 +0
  Knowledge: Arcana +4 (INT)  +4 +0 +0
Knowledge: Dungeoneering +15 (INT)  +4 +8 +3
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 +14 (WIS)  +1 +8 +5
  Ride +6 (DEX)  +6 +0 +0
Sense Motive +11 (WIS)  +1 +7 +3
Stealth +18 (DEX)  +6 +7 +5
  Survival +1 (WIS)  +1 +0 +0
Swim +3 (STR)  -1 +1 +3
Use Magic Device* +12 (CHA)  +1 +8 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +13 (INT)  +4 +6 +3
Craft: traps +11 (INT)  +4 +2 +5
  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
Linguistics* +8 (INT)  +4 +1 +3
Profession: miner +3 (WIS)  +1 +0 +2
Sleight of Hand* +16 (DEX)  +6 +7 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

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

Tail Terror, Weapon Finesse, Point Blank Shot, Vital Strike

Special Abilities

Light Sensitivity, Darkvision

WEAPONS
Name AB Critical Type Range Ammo Dmg
Sweeper (tail attachment) +12/7 x2 B - trip 1d4
+2Seeking Javelin +14/9 x2 P 30ft ignore cover 1d4+1
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Studded Leather of Fortification+4light armor010%10lb25%against crits
Bracers +2+2Light armor---+2armor
Amulet +1+1Nat armorNecklace----
Ring of Protection+2ring----
Arms & Equipment

Studded Leather of Fort, +2 ring of protection, +2 dex Belt, +2 int Headband, Amulet of +1 Nat armor, +1 cloak of Resistance, +2 Bracers, Sweeper (tail attachment),Seeking Javelin +1,

Class Features

Sneak Attack 4d6, Trap finding, Evasion, Bleeding Attack (Rogue Talent), Trap Sense +2, Ledge Walker (Rogue Talent), uncanny Dodge, Sniper's eye (Rogue talent), Improved uncanny dodge, Without a trace (rogue talent),

Allies, Companions & Retinue

Princess Zyphyra(Sorc), Zizrik (Ranger), Grakthorn(Cleric),Grighor Ironside (Fighter)

Statblocks for your spells.

Level 0 Spells

Stabilize


conjuration (healing \ \ cleric/oracle 0, druid 0, inquisitor 0, psychic 0, witch 0

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one living creature

Description

Components V,S
Saving Throw Will negates (harmless Spell Resistance yes (harmless)

Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
SRD

Guidance

This spell imbues the subject with a touch of divine guidance.


divination \ \

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

Description

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.
PFRPG Core

Resistance


abjuration \ \
0-level
Save: Will negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Range: touch
Duration: 1 minute
Targets: creature touched
Componenent: V, S, M/DF(a minature cloak)

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.
Advanced Player's Guide

Spark

Magical Lighter, catch something on fire


Evocation \ \ Fire

Casting time: 2 standard action
Range: close ( 25 ft + 5/2 lvl)
Duration: Instant.
Effect: A spark of fire
Targets: 1 Fine object

Description

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

SRD

Magic Fang

Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls.


transmutation \ cannibalism 1, fur 1 \
druid 1, ranger 1, summoner/unchained summoner 1-level
Save: Will negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Range: touch
Duration: 1 min./level
Targets: living creature touched
Domain: Domain scalykind 1; Subdomain cannibalism 1, fur 1
Componenent: V, S, DF

Description

Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage.   Magic fang can be made permanent with a permanency spell.
PRPG Core Rulebook

Bane


enchantment (compulsion) [emotion, fear, mind-affecting] \ \
antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1-level
Save: Will negates
SR: yes

Casting time: 1 standard action
Duration: 1 min./level
Area: The caster and all allies within a 50-ft. burst, centered on the caster
Domain: curse 1
Componenent: V, S, DF

Description

Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless

Mythic Effects

The –1 penalty applies on attack rolls, weapon damage rolls, and all saving throws.   Each affected creature must roll its next attack roll or saving throw twice and take the lower result.

Bless


enchantment (compulsion) [mind-affecting]; Level cleric/oracle 1, inquisitor 1, paladin 1, shaman 1 \ \
-level
Save: none
SR: yes (harmless)

Casting time: 1 standard action
Range: 50 ft.
Duration: 1 min./level
Area: The caster and all allies within a 50-ft. burst, centered on the caster
Domain: community 1, leadership 1, resolve 1
Bloodline: celestial 1
Componenent: V, S, DF

Description

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.   Bless counters and dispels bane.

Mythic Effects

The +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws. Once during the spell’s duration, an affected creature can roll an attack roll or saving throw twice and take the higher result. The target must decide to use this ability before the first roll is attempted.
PFRPG Core

Cause Fear


necromancy \ emotion, fear, mind-affecting \
l antipaladin 1, bard 1, bloodrager 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1-level
Save: Will partial
SR: yes

Casting time: 1 standard action
Range: close (25 ft, 5 ft/2 levels)
Duration: 1d4 rounds or 1 round; see text
Targets: one living creature with 5 or fewer HD
Domain: death 1; Subdomain: daemon 1, fear 1
Bloodline: abyssal 1
Componenent: V, S

Description

The affected creature becomes frightened. 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.

Remove Fear


Abjuration \ \
bard 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1-level
Save: Will negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
Domain: liberation 1
Componenent: V, S

Description

You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.   Remove fear counters and dispels cause fear.
Paizo.com

Remove Sickness


Conjuration \ Healing \
1-level
Save: Fortitude
SR: Yes

Casting time: 1 Standard Action
Range: close (25 ft +5 ft/2 levels)
Duration: 10 minutes/level
Targets: One Creature
Componenent: Verbal, Somatic

Description

You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.

Level 2 Spells

PRPG Core Rulebook

Animal Trance (Cleric Domain Spell)


enchantment (compulsion) [mind-affecting, sonic] \ \
bard 2, druid 2, psychic 2-level
Save: Will negates
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration
Targets: animals or magical beasts with Intelligence 1 or 2
Domain: scalykind 2
Componenent: V, S

Description

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.
D20pfsrd

Detect Magic, Greater


divination \ \
bard 2, cleric 2, druid 2, inquisitor 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, spiritualist 2, summoner 2, witch 2-level
Save: none
SR: no

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

Description

This spell functions as detect magic, except that you can glean much more information from the magical auras that you find, and those auras can be found after a much greater length of time. You can detect a lingering aura for up to 1 day per caster level you have, regardless of the aura’s original strength.   Additionally, when you use a standard action to concentrate on this spell, you can also study a creature within the spell’s area and attempt a Spellcraft check in order to determine the last spell that the creature cast by identifying lingering traces that the spell left in the caster’s aura. The DC to identify the spell is equal to 20 + the creature’s caster level.   Finally, you are able to locate and analyze the signature flourishes in a magical aura that allow you to match a spell to the person who cast it. In order to find these identifiers in a spell’s aura, you must spend 1 round focusing on that spell in particular, and succeed at an opposed Knowledge (arcana) check against the caster (or a Knowledge [arcana] check with a DC equal to 15 + the spell level if the caster wants her work to be identified and emphasizes these unique elements rather than obscuring them). Once you learn a caster’s set of identifiers, you can remember them as easily as a face or a voice. You can recognize this signature if you succeed at a Spellcraft check when later identifying a spell to determine whether or not that spell was cast by the same individual. The spell greater magic aura can obfuscate this information, making it seem that someone else cast the spell. Greater detect magic grants a saving throw against magic aura (but not greater magic aura).
Pathfinder Roleplaying Game Core Rulebook.

Enthrall


Enchantment \ Charm \ language-dependent, mind-affecting, sonic

Casting time: 1 Round
Range: medium (100 ft. + 10 ft./level)
Duration: 1 hour
Effect: Saving Throw Will negates; see text; Spell Resistance yes
Targets: any number of creatures
Domain: Nobility, Love, Revolution

Description

If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.   A target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.   The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for Rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.   If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.   If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.
PFRPG Core

Aid

Grants a morale bonus to attacks, saves against fear, and hit points


Enchantment \ Compulsion \ Mind-Affecting
Alchemist 2, Cleric/Oracle 2, Inquisitor 2, Shaman 2-level
Save: None
SR: Yes (Harmless)

Casting time: 1 standard action
Range: Touch
Duration: 1 min./level
Targets: Living Creature Touched
Domain: Luck 2; (Tactics 2)
Componenent: V, S, DF

Description

Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).

Level 3 Spells

Pathfinder Roleplaying Game Mythic Adventures

Draconic Reservoir (Domain Spell)


evocation [acid, cold, electricity, or fire] \ Dragon \
alchemist 3, bloodrager 3, sorcerer/wizard 3, air 3, earth 3, fire 3, water 3-level
Save: Fortitude negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Duration: 10 minutes/level or until discharged; see text
Targets: creature touched
Domain: Dragon
Deity: Apsu
Componenent: V, S, M (a scale from dragon that produces the energy you seek to absorb)

Description

Draconic reservoir functions as protection from energy, absorbing 6 points of one type of energy damage per caster level (acid, cold, electricity, or fire, maximum 60 points). Each round, as a swift action, the subject can release 1d6 points of the absorbed energy and apply it to any melee attack, as if using an acidic, flaming, frost, or shock weapon. The first creature the subject strikes with this attack takes the energy damage in addition to any other consequences of the attack.   Releasing energy in this way does not “free up” space to absorb still more energy; the maximum amount of energy the spell can absorb remains fixed. The subject cannot release more energy than he currently has absorbed. Once the subject has absorbed all the energy allowed by the spell, he takes damage as normal from that energy type. Once the energy has been released, the spell is discharged.   Draconic reservoir does not stack with protection from energy.   Draconic reservoir overlaps (and does not stack with) resist energy. If a character is warded by draconic reservoir and resist energy, draconic reservoir absorbs damage until it reaches its maximum limit.

When augmented

Augmented (3rd): If you expend two uses of mythic power, spending a swift action applies the energy damage to any number of creatures the target hits this round, not just the first.

Mythic Effects

The amount of energy damage the spell absorbs increases to 10 points per caster level (maximum 100 points). The energy damage from the weapons improves as if using a corrosive burst, flaming burst, icy burst, or shocking burst weapon.  
PFRPG: CORE

Dispel Magic


Abjuration \ \
antipaladin 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, magus 3, medium 3, mesmerist 3, occultist 3, paladin 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3-level
Save: none
SR: no

Casting time: 1 standard action
Range: medium (100 ft. +10 ft./level)
Duration: instantaneous
Targets: one spellcaster, creature, or object
Componenent: V,S

Description

You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.   You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.   Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.   For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.   You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.   If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.   If the object that you target is a magic item, you make a dispel check against the item’s caster level (DC = 11 + the item’s caster level). If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.   You automatically succeed on your dispel check against any spell that you cast yourself.   Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.

Mythic Effects

When used as a targeted dispel, this spell can end two spells affecting the target instead of just one. If the targeted dispel successfully dispels at least one spell, you heal 1d4 points of damage for every spell level of the dispelled spell. If you dispel two spells, this healing applies only to the highest-level spell dispelled. If you use this spell to counterspell, roll your dispel check twice and take the higher result.
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.

Stone Shape

You can form an existing piece of stone into any shape that suits your purpose.


transmutation \ earth \
cleric/oracle 3, druid 3, shaman 3, sorcerer/wizard 4; Domain artifice 3, earth 3; Elemental School earth 4-level
Save: None
SR: No

Casting time: 1 standard action
Range: touch
Duration: instantaneous
Targets: stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Componenent: V, S, M/DF (soft clay)

Description

You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
PRPG Core Rulebook pg. 332

Remove disease.

remove a disease afflicting the target.


conjuration \ healing \
adept 3, alchemist 3, cleric 3, druid 3, hunter 3, inquisitor 3, investigator 3, oracle 3, ranger 3, shaman 3, spiritualist 3, warpriest 3, witch 3-level

Casting time: 1 standard action
Range: touch
Duration: instantaneous
Targets: creature touched
Componenent: V,S,

Description

Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others.   Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Level 4 Spells

Dragon's Breath (Cleric Domain Ability)


\ \
-level

Domain: ScalyKind, Dragon (subdomain)
Deity: Apsu

Description

Replacement Power: The following granted power replaces the serpent companion ability of the Scalykind domain.   At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon deals. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and deals 3d6 points of damage—this damage increases by 1d6 points at every even-numbered level you gain beyond 4th level. A creature hit by your dragonbreath attack can attempt a Reflex save (DC 10 + 1/2 your cleric level + your Wisdom modifier) to take half damage. At 9th level, you can use this ability two times per day, and at 1 4th level you can use it three times per day.   Replacement Domain Spells: 3rd—draconic reservoir, 4th—dragon’s breath, 6th—form of the dragon I.

Level 5 Spells

PRPG Core Rulebook

Animal Growth (Cleric Domain Spell)


transmutation \ \
druid 5, ranger 4, shaman 5, sorcerer/wizard 5-level
Save: Fortitude negates
SR: yes

Range: medium (100 ft. + 10 ft./level)
Duration: 1 min./level
Targets: one animal (Gargantuan or smaller)
Domain: scalykind 5
Componenent: V, S

Description

The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal’s size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature’s existing natural armor bonus increases by 2. The size change also affects the animal’s modifier to AC, attack rolls, and its base damage. The animal’s space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it–the spell cannot be used to crush a creature by increasing its size.   All equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.   Any enlarged item that leaves the enlarged creature’s possession instantly returns to its normal size.   The spell gives no means of command over an enlarged animal.   Multiple magical effects that increase size do not stack.

Level 6 Spells

Form of the Dragon I


transmutation (polymorph) \ \
alchemist 6, magus 6, sorcerer/wizard 6-level
Save: see below;
SR: no

Casting time: 1 standard action
Range: Personal
Duration: 1 min./level (D)
Targets: You
Domain: Dragon 6
Deity: Apsu
Bloodline: Dragon 6
Componenent: V, S, M (a scale of the dragon type you plan to assume)

Description

You become a Medium chromatic or metallic dragon. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of dragon. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage. In addition, some of the dragon types grant additional abilities, as noted below.   Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 20 feet Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet, vulnerability to fire Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet, vulnerability to cold Bronze dragon: 60-foot line of electricity, resist electricity 20, swim 60 feet Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always active) Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire

When augmented

Augmented (3rd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. During each casting of the spell, you can revert to your normal form or back to your dragon form without ending the spell a number of times equal to your tier.

Mythic Effects

Each mythic form of the dragon spell must be learned individually, and you must know the respective non-mythic form of the dragon spell to learn its mythic version. You don’t have to learn them in order, and aren’t required to know a lower-level mythic form of the dragon spell before you learn a higher-level one (for example, you can learn mythic form of the dragon II if you know form of the dragon II, even if you don’t know mythic form of the dragon I). Each mythic form of the dragon spell adds the following benefits to its respective non-mythic version.   The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the breath weapon damage increases by 2d8. All of the dragon form’s natural attacks increase by one step (see Improved Natural Attack on page 315 of the Pathfinder RPG Bestiary).

Level 7 Spells

Creeping Doom (Cleric Domain Spell)


conjuration (summoning Level druid 7, shaman 7, summoner 5, unchained summoner 6 \ \
-level
Save: Fortitude partial, see text
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)/100 ft.; see text
Duration: 1 round/level
Effect: four swarms of insects
Domain: Jungle 7, Scalykind 7
Componenent: V, S

Description

This spell summons four massive swarms of biting and stinging insects. These swarms appear adjacent to one another, but can be directed to move independently. Treat these swarms as centipede swarms with the following adjustments. The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack. The save to resist their poison and distraction effects is equal to the save DC of this spell. Creatures caught in multiple swarms only take damage and make saves once.   You may summon the swarms so that they share the area of other creatures. As a standard action, you can command any number of the swarms to move toward any target within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but can be commanded again if you move within 100 feet).

Mythic Effects

Mystery juju(PAP39/PZO9039) 7, nature 7

Level 8 Spells

Animal Shapes (Cleric Domain Spell)


\ \
druid 8, shaman 8; Domain animal 7, scalykind 8; Mystery nature 8-level
Save: none, see text
SR: yes (harmless)

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 hour/level (D)
Targets: up to one willing creature per level, all within 30 ft. of each other.
Componenent: V, S, DF

Description

As beast shape III, except you change the form of up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.

Level 9 Spells

ShapeChange (Cleric Domain Spell)


transmutation (polymorph) \ \
druid 9, shaman 9, sorcerer/wizard 9; Domain animal 9, scalykind 9-level

Casting time: 1 standard action
Range: personal
Duration: 10 min./level (D)
Targets: You
Domain: scalykind
Bloodline: aberrant 9, Fey 9, Mystery juju(PAP39/PZO9039) 9, juju(PZO9436) 9
Componenent: V, S, F (jade circlet worth 1,500 gp)

Description

This spell allows you to take the form of a wide variety of creatures. This spell can function as alter self, beast shape IV, elemental body IV, form of the dragon III, giant form II, and plant shape III depending on what form you take. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action.

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


Created by

Amara85.

System

Pathfinder 1e

Statblock Type

Character Sheet

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