Difference between revisions of "Zyindra"
From Krystallos
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|| || || Arcane Mark|| 1 standard action|| V, S|| touch|| one personal rune or mark, all of which must fit within 1 sq. ft.|| Duration permanent|| none|| no|| Magically inscribe rune, mark, 6 char, vis or invis | || || || Arcane Mark|| 1 standard action|| V, S|| touch|| one personal rune or mark, all of which must fit within 1 sq. ft.|| Duration permanent|| none|| no|| Magically inscribe rune, mark, 6 char, vis or invis |
Revision as of 21:00, 7 December 2014
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Contents
Background
XYZ information about Zyindra
Character Sheet
Attributes
STR 12 (+1) • DEX 15 (+2) • CON 13 (+1) • INT 18 (+4) • WIS 17 (+3) • CHA 12 (+1)
Hit Points 7 • Initiative +2 • Speed 30 ft (land) • Inspiration Points: 4
Defenses & Attacks
Armor Class 12 • Touch 12 • Flat-Footed 10 • CMD 13 • Flat-Footed CMD 11
- Armor: XYZ • AC Bonus +0 • Max DEX NA • Armor Check Penalty 0 • Spell Failure 0%
Fortitude Save +1 • Reflex Save +2 (+4 w/ fox) • Will Save +5
Base Attack Bonus +0 • Melee Attack +1 • Ranged Attack +2 • CMB +1
- XYZ • Attack Bonus +1 • Damage xdy + STR • Crit 20/x2 • Type Piercing
- ABC • Attack Bonus +2 • Damage xdy • Crit 20/x2 • Range X ft • Type Piercing
Skills
- Craft (Alchemy) +14
- Diplomacy +1 (+2 for gathering information)
- Heal +8
- Knowledge (Arcana) +8
- Knowledge (History) +8
- Knowledge (Local) +9
- Knowledge (Nature) +8
- Perception +3 (+5 when within arm's length of your familiar)
- Sense Motive +3 (+5 when within arm's length of your familiar)
- Spellcraft +8
- Use Magic Device +5
Proficiencies
- Weapons: Simple Weapons
- Armor/Shields: None
Traits, Drawbacks and Feats
- Adopted (Trait): You were raised by Halflings and gain a Halfling trait at first level (you picked Well-Informed).
- Alchemical Adept (Trait): You gain a +2 trait bonus on all Craft (alchemy) checks. You never ruin raw materials upon failure unless you roll a natural 1.
- Caretaker (Trait): You gain a +1 trait bonus on Heal checks and Heal is always a class skill for you.
- Well-Informed (Trait): You gain a +1 trait bonus on Diplomacy to gather information and on Knowledge (local) checks. Knowledge (local) is always a class skill for you.
- Attached (Drawback): Whenever your familiar is in threatened, in danger, or in someone else's possession you suffer a -1 penalty on Will saves and a -2 penalty on saves vs fear effects. If your familiar is ever lost or killed, exchange this drawback for the Doubt drawback.
- Alertness (Class Feature Feat): When within arm's length of your familiar you gain +2 on Perception and Sense Motive checks.
- Brew Potion (Class Feature Feat): You can create a potion of any 3rd level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if the base price is 250 gp or less or one day for each 1,000 gp in the base price. When you create a potion you set the caster level, which must be sufficient to cast the spell in question. The cost in raw materials is one half the base price.
- Amateur Investigator (Feat): You gain an Inspiration Pool equal to your INT modifier. You can spend 1 Inspiration Point as a free action to add 1d6 to the result of a Knowledge, Linguistics or Spellcraft check so long as you are trained in the skill. You may spend the point even if you are taking 10 or 20 on the check. You spend the point after the check is rolled but before the results are revealed. You can only spend an Inspiration Point once per day per skill. Your Inspiration Pool refreshes each morning.
- Extra Hex (Feat): Gain 1 extra hex class power. You chose Healing Touch.
Racial Abilities
- +1 Skill Point per level
- +1 Feat at 1st level
- +2 to any attribute at 1st level
Class Abilities
- Spells: You can cast arcane spells. You must choose and prepare your spells ahead of time. To know/cast a spell you must have an INT score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spells is 10 + the spell's level + your INT modifier. You must prepare your spells ahead of time by getting 8 hours of sleep and communing with your familiar for 1 hour. See the Witch's Familiar trait for the number of spells your familiar has stored for you to pick from when preparing. Currently you can prepare/cast 2 1st level spells per day.
- Cantrips: You can prepare 0 level spells as described above. Prepared 0 level spells can be cast an unlimited number of times each day (though no more than once per round). You can currently prepare 3 cantrips each day.
- Hex: You have learned magical tricks called hexes that grant you power. Unless otherwise noted, a hex is a standard action and does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 your witch level + your INT modifier.
- Cauldron (Ex): You receive Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) checks.
- Healing (Su): You can soothe wounds by touch. This acts as a Cure Light Wounds spell using your witch level. Once a creature has benefited from your Healing hex it cannot benefit from it again for 24 hours. At 5th level the hex upgrades and acts as a Cure Moderate Wounds spell.
- Witch's Familiar: You have formed a close bond with a familiar, an animal that guides you and teaches you magic. At 1st level, your familiar stores all possible 0 level spells plus 3 + your INT modifier 1st level spells. At each new witch level, your familiar can store two new spells of any spell level which you can cast from the Witch spell list. It is also possible to teach your familiar new spells from a scroll (assuming the spell is on the Witch spell list). Your familiar may also learn spells from another familiar. In addition, due to your familiar you gain the following benefits:
- While the familiar is within arm's length you gain the Alertness feat.
- You may cast spells with a target of "You" on your familiar as a touch spell.
- You share an empathic link with your familiar that extends to a 1 mile radius. Only general emotions can be shared.
- Your familiar gives you a special ability (+2 bonus on Reflex saves).
Spells
style="width:2%"| C| style="width:2%"| M| style="width:8%"| Name| style="width:8%"| Comp| style="width:10%"| Components| style="width:10%"| Range| style="width:10%"| AoE| style="width:10%"| Duration| style="width:10%"| Save| style="width:10%"| SR| style="width:20%"| Notes | ||||||||||
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Arcane Mark | 1 standard action | V, S | touch | one personal rune or mark, all of which must fit within 1 sq. ft. | Duration permanent | none | no | Magically inscribe rune, mark, 6 char, vis or invis | ||
Bleed | 1 standard action | V, S | close (25 ft. + 5 ft./2 levels) | one living creature | instantaneous | Will negates | yes | Causes stabilized to begin bleeding to death | ||
Dancing Lights | 1 standard action | V, S | medium (100 ft. + 10 ft./level) | Up to four lights, all within a 10-ft.-radius area | 1 minute (D) | none | no | Made lights | ||
Daze | 1 standard action | V, S, M (a pinch of wool or similar substance) | close (25 ft. + 5 ft./2 levels) | one humanoid creature of 4 HD or less | 1 round | Will negates | yes | clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions | ||
Detect Magic | 1 standard action | V, S | 60 ft. | cone-shaped emanation | concentration, up to 1 min./level (D) | none | no | 1st Round: Presence or absence of magical auras, 2nd Round: Number of different magical auras and the power of the most potent aura, 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). | ||
Detect Poison | 1 standard action | V, S | close (25 ft. + 5 ft./2 levels) | one creature, one object, or a 5-ft. cube | instantaneous | none | no | determine exact type of poison with a DC 20 Wisdom check | ||
Guidance | 1 standard action | V, S | touch | creature touched | 1 minute or until discharged | Will negates (harmless) | yes | +1 competence bonus on a single attack roll, saving throw, or skill check | ||
Light | 1 standard action | V, M/DF (a firefly) | touch | object touched | 10 min./level | none | no | 20-foot radius from the point touched | ||
Mending | 10 minutes | V, S | 10 ft. | one object of up to 1 lb./level | instantaneous | Will negates | yes | restoring 1d4 hit points | ||
Message | 1 standard action | V, S, F (a piece of copper wire) | medium (100 ft. + 10 ft./level) | one creature/level | 10 min./level | none | no | whisper messages, receive whispered replies, nearby can hear with a DC 25 Perception check | ||
Purify Food and Water | 1 standard action | V, S | 10 ft. | 1 cu. ft./level of contaminated food and water | instantaneous | Will negates | yes | spoiled, rotten, diseased, poisonous, or contaminated food and water pure and suitable for eating and drinking | ||
Read Magic | 1 standard action | V, S, F (a clear crystal or mineral prism) | personal | you | 10 min./level | decipher magical inscriptions on objects | ||||
Resistance | 1 standard action | V, S, M/DF (a miniature cloak) | touch | creature touched | 1 minute | Will negates (harmless) | yes (harmless) | granting it a +1 resistance bonus on saves | ||
Spark | 1 standard action | V or S | close (25 ft. + 5 ft./2 levels) | one Fine object | instantaneous | Fortitude negates (object) | yes (object) | unattended Fine flammable object catch on fire | ||
Stabilize | 1 standard action | V,S | close (25 ft. + 5 ft./2 levels) | one living creature | instantaneous | Will negates (harmless) | yes (harmless) | automatically stabilized and does not lose any further hit points | ||
Touch of Fatigue | 1 standard action | V, S, M (a drop of sweat) | touch | creature touched | 1 round/level | Fortitude negates | yes | immediately fatigued for the spell's duration | ||
C | M | Name | Comp | Components | Range | AoE | Duration | Save | SR | Notes |
Cure Light Wounds | 1 standard action | V, S | touch | creature touched | instantaneous | Will half (harmless) | yes (harmless) | cures 1d8 points of damage +1 point per caster level (maximum +5) | ||
Diagnose Disease | 1 standard action | V, S | close (25 ft. + 5 ft./2 levels) | one creature, one object, or a 5-ft. cube | instantaneous | none | no | any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects, +4 bonus on Heal checks | ||
Ear-Piercing Scream | 1 standard action | V, S | close (25 ft. + 5 ft./2 levels) | one creature | instantaneous for damage; 1 round for dazed condition. | Fortitude partial (see text) | yes | dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage | ||
Identify | 1 standard action | V, S, M (wine stirred with an owl's feather) | 60 ft. | cone-shaped emanation | 3 rounds/level (D) | none | no | functions as detect magic, +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession | ||
Mage Armor | 1 standard action | V, S, F (a piece of cured leather) | touch | creature touched | 1 hour/level (D) | Will negates (harmless) | no | +4 armor bonus to AC | ||
Sanctify Corpse | 1 standard action | V, S, DF, M (a pinch of silver dust) | touch | corpse touched | 24 hours | none | no | preventing it from being turned into an undead creature | ||
Sleep | 1 round | V, S, M (fine sand, rose petals, or a live cricket) | medium (100 ft. + 10 ft./level) | one or more living creatures within a 10-ft.-radius burst | 1 min./level | Will negates | yes | 4 HD of creatures |
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