Almar

Alignment
CG
Race
Size
Medium
Class
Region
Varisia
Gender
Male
Age
+35
Height
6'2"
Weight
140 lbs.
Diety
Desna
Total HP
89 1 (level 11) + 1 (level 8) + 1 (level 13) + 1 (level 14) + 1 (level 10) + 71 (Warpriest) + 1 (level 0) + 1 (level 2) + 1 (level 3) + 1 (level 12) + 1 (level 6) + 1 (level 1) + 1 (level 5) + 1 (level 7) + 3 (fcb) + 1 (level 4) + 1 (level 9)
Initiative
+8 8 (ability)
Speed
30

Defense

Saves

Fort
+15 2 (luck) + 3 (resistance) + 9 (base) + 1 (ability)
Ref
+18 5 (base) + 8 (ability) + 3 (resistance) + 2 (luck)
Will
+17 3 (ability) + 2 (luck) + 3 (resistance) + 9 (base)

AC

AC
25 10 (base) + 0 (armor) + 1 (dodge) + 8 (dex) + 3 (deflection) + 3 (natural)
Touch
22 10 (base) + 8 (dex) + 1 (dodge) + 3 (deflection)
Flat
16 0 (armor) + 3 (deflection) + 3 (natural) + 10 (base)

 

CMD
34 3 (deflection) + 10 (base) + 8 (dex) + 11 (bab) + 1 (str) + 1 (dodge)

Offense

BAB
+11
CMB
+12 11 (bab) + 1 (str)
Starknife +24 11 (base) + 8 (ability) + 4 (enhancement) + 0 (iterative) + 1 (weapon focus) / +19 -5 (iterative) + 1 (weapon focus) + 4 (enhancement) + 11 (base) + 8 (ability) / +14 4 (enhancement) + -10 (iterative) + 11 (base) + 8 (ability) + 1 (weapon focus) (2d6+1d4+12 4 (enhancement) + 8 (ability) / x3) P 20 ft.
+4 Dispelling Starknife (Piranha Strike) +21 0 (iterative) + 11 (base) + 8 (ability) + -3 (Piranha Strike) + 1 (weapon focus) + 4 (enhancement) / +16 -5 (iterative) + 11 (base) + 8 (ability) + -3 (Piranha Strike) + 1 (weapon focus) + 4 (enhancement) / +11 1 (weapon focus) + 4 (enhancement) + -10 (iterative) + 11 (base) + 8 (ability) + -3 (Piranha Strike) (1d4+2d6+18 6 (Piranha Strike) + 4 (enhancement) + 8 (ability) / x3) P 20 ft.
+4 Dispelling Starknife (Spring Attack+SHS) +26 2 (Spring-Heeled Style) + 1 (weapon focus) + 4 (enhancement) + 0 (iterative) + 11 (base) + 8 (ability) (2d6+1d4+12 4 (enhancement) + 8 (ability) / x3) P 20 ft.
+4 Dispelling Starknife (Spring-Heeled Style, Piranha Strike) +23 8 (ability) + 2 (Spring-Heeled Style) + -3 (Piranha Strike) + 1 (weapon focus) + 4 (enhancement) + 0 (iterative) + 11 (base) (2d6+1d4+18 6 (Piranha Strike) + 4 (enhancement) + 8 (ability) / x3) P 20 ft.
Starknife +20 1 (weapon focus) + 0 (iterative) + 11 (base) + 8 (ability) / +15 1 (weapon focus) + -5 (iterative) + 11 (base) + 8 (ability) / +10 -10 (iterative) + 1 (weapon focus) + 11 (base) + 8 (ability) (2d6+1d4+18 10 (cold) + 8 (ability) / x3) P 20 ft.
Holy Ice Weapon (Piranha Strike) +17 -3 (Piranha Strike) + 1 (weapon focus) + 0 (iterative) + 11 (base) + 8 (ability) / +12 -5 (iterative) + 11 (base) + 8 (ability) + -3 (Piranha Strike) + 1 (weapon focus) / +7 1 (weapon focus) + -10 (iterative) + -3 (Piranha Strike) + 11 (base) + 8 (ability) (2d6+1d4+24 6 (Piranha Strike) + 10 (cold) + 8 (ability) / x3) P 20 ft.
Holy Ice Weapon (Spring Attack+SHS) +22 8 (ability) + 2 (Spring-Heeled Style) + 1 (weapon focus) + 0 (iterative) + 11 (base) / +17 11 (base) + 8 (ability) + 1 (weapon focus) + -5 (iterative) + 2 (Spring-Heeled Style) / +12 1 (weapon focus) + -10 (iterative) + 11 (base) + 8 (ability) + 2 (Spring-Heeled Style) (2d6+1d4+18 10 (cold) + 8 (ability) / x3) P 20 ft.
Holy Ice Weapon (Spring-Heeled Style, Piranha Strike) +19 -3 (Piranha Strike) + 2 (Spring-Heeled Style) + 1 (weapon focus) + 0 (iterative) + 11 (base) + 8 (ability) / +14 -3 (Piranha Strike) + 2 (Spring-Heeled Style) + 1 (weapon focus) + -5 (iterative) + 11 (base) + 8 (ability) / +9 -3 (Piranha Strike) + 2 (Spring-Heeled Style) + 1 (weapon focus) + -10 (iterative) + 11 (base) + 8 (ability) (2d6+1d4+24 8 (ability) + 10 (cold) + 6 (Piranha Strike) / x3) P 20 ft.
Holy Ice Weapon (Startoss Style) +20 0 (iterative) + 11 (base) + 8 (ability) + 1 (weapon focus) / +15 -5 (iterative) + 1 (weapon focus) + 11 (base) + 8 (ability) / +10 1 (weapon focus) + -10 (iterative) + 11 (base) + 8 (ability) (1d4+2d6+22 10 (cold) + 8 (ability) + 4 (Startoss Style) / x3) P 20 ft.
Holy Ice Weapon (Startoss Style, Piranha Strike) +17 8 (ability) + -3 (Piranha Strike) + 1 (weapon focus) + 0 (iterative) + 11 (base) / +12 -3 (Piranha Strike) + 1 (weapon focus) + -5 (iterative) + 11 (base) + 8 (ability) / +7 -3 (Piranha Strike) + 1 (weapon focus) + -10 (iterative) + 11 (base) + 8 (ability) (2d6+1d4+28 10 (cold) + 6 (Piranha Strike) + 8 (ability) + 4 (Startoss Style) / x3) P 20 ft.

Ability Scores

Ability Score Mod
Str 12 +1
Dex 26 +8
Con 12 +1
Int 10 0
Wis 16 +3
Cha 8 -1

Skills

Dex
+14 6 (ranks) + 8 (dex)
Int
0 0 (int)
Cha
-1 -1 (cha)
Str
+1 1 (str)
Int
0 0 (int)
Cha
-1 -1 (cha)
Cha
-1 -1 (cha)
Dex
+8 8 (dex)
Dex
+17 9 (ranks) + 8 (dex)
Wis
+3 3 (wis)
Cha
-1 -1 (cha)
Int
+20 15 (ranks) + 2 (trait) + 3 (class) + 0 (int)
Int
+18 0 (int) + 15 (ranks) + 3 (class)
Wis
+3 3 (wis)
Cha
-1 -1 (cha)
Dex
+8 8 (dex)
Wis
+3 3 (wis)
Dex
+8 8 (dex)
Wis
+3 3 (wis)
Str
+1 1 (str)

Special Abilities

Class

Unarmed Proficiency

If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.

Ex-Warpriests

A warpriest who grossly violates the code of conduct required by his god loses all spells and class features, except for his armor, shield, weapon proficiencies, and bonus feats. He cannot thereafter gain levels as a warpriest of that god until he atones for his deeds (see the atonement spell).

Spells

A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells header below. A warpriest must choose and prepare his spells in advance.

A warpriest's highest level of spells is 6th. Cleric spells of 7th level or higher are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a warpriest's spell is equal to 10 + the spell's level + the warpriest's Wisdom modifier.

Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Warpriest. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1-3 on page 17 of the Core Rulebook).

Warpriests meditate or pray for their spells. Each warpriest must choose a time when he spends 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity's (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Aura

A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Blessings

A warpriest's deity influences his alignment, the magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that blessing. If a warpriest isn't devoted to a particular deity, he selects two blessings to represent his spiritual inclinations and abilities, subject to GM discretion. The restriction on alignment blessings still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC of these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings he chooses must match the domains selected by that class. Subject to GM discretion, the warpriest can change his previously selected blessings or domains to make all of them conform.

Unless otherwise noted, using a blessing is a standard action. A warpriest without a deity can select any two blessings (subject to GM discretion). If a blessing's power duplicates a spell effect, the warpriest's caster level for that power is equal to his warpriest level.

Blessings that affect weapons and armor benefit anyone who wields or wears affected items, not just the warpriest.

See the Warpriest Blessings page for a list of available blessings.

Focus Weapon

At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, rather than only his deity's favored weapon).

Orisons

Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table: The Warpriest. These spells are cast as any other spell, but aren't expended when cast and can be used again.

Sacred Weapon

At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is given on Table: The Warpriest; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage-this decision must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that deal only energy damage.

| Level | Damage (Small) | Damage (Medium) | Damage (Large) | |:----------|:--------------:|:---------------:|:--------------:| | 1st-4th | 1d4 | 1d6 | 1d8 | | 5th-9th | 1d6 | 1d8 | 2d6 | | 10th-14th | 1d8 | 1d10 | 2d8 | | 15th-19th | 1d10 | 2d6 | 3d6 | | 20th | 2d6 | 2d8 | 3d8 |

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This ability grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds don't need to be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, or shock. In addition, if the warpriest is chaotic, he can also add anarchic or vicious. If he is evil, he can also add mighty cleaving or unholy. If he is good, he can also add ghost touch or holy. If he is lawful, he can also add axiomatic or merciful. If he is neutral (with no other alignment components), he can also add spell storing or thundering. Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier (see Table 15-9 on page 469 of the Core Rulebook). Duplicate special abilities don't stack. The weapon must have at least a +1 enhancement bonus before any special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These benefits do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Spontaneous Casting

A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.

An evil warpriest (or a neutral warpriest of an evil deity) can't convert prepared spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name.

A warpriest who is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy).

Bonus Languages

A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Fervor

At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.

By expending one use of fervor, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage + an additional 1d6 points for every 3 warpriest levels he possesses beyond 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This use of fervor counts as positive energy.

An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This use of fervor counts as negative energy.

A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells, or as an evil warpriest if he chose to spontaneously cast inflict spells.

As a swift action, a warpriest can expend one use of fervor to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way don't require somatic components and do not provoke attacks of opportunity.

Bonus Feats

At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those categorized as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and racial Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.

Channel Energy

At 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used for healing or to deal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of the warpriest's fervor and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.

A good warpriest (or one who worships a good deity) channels positive energy and can choose either to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to either deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy affects all creatures of the chosen type (either undead or living) in a 30-foot-radius burst centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. A creature that takes damage from channeled energy can attempt a Will saving throw to halve the damage. The save DC is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. A creature healed by channeled energy cannot exceed its maximum hit point total-all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Sacred Armor

At 7th level, the warpriest gains the ability to enhance his armor (but not shields) with divine power as a swift action. This ability grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability for a number of minutes per day equal to his warpriest level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor with any of the following special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, or spell resistance (13, 15, 17, or 19). Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier (see Table 15--4 on page 463 of the Core Rulebook). For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate special abilities do not stack. The armor must have at least a +1 enhancement bonus before any special abilities can be added.

The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These benefits apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest's possession. This ability can be ended as a free action at the start of the warpriest's turn.

When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of fervor.

Race

+2 To One Ability Score

Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium

Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed

Humans have a base speed of 30 feet.

Bonus Feat

Humans select one extra feat at 1st level.

Skilled

Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages

Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feats

Fate’s Favored (Faith Trait)

Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Secret Knowledge (Religion Trait)

Benefit(s) You gain a permanent +2 trait bonus on checks with that skill, and it is a class skill for you. Once this skill is chosen, it cannot be changed.

Weapon Focus

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Dodge

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.

Mobility

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Spring Attack

As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Spring-Heeled Style

If using this style during any round in which you take a move action to move 10 or more feet, you gain a +2 bonus on weapon attack rolls until the start of your next turn. While using this style, you gain the AC bonus from Mobility against attack of opportunity provoked by making a ranged attacks of opportunity provoked by making a ranged attack or laoding a ranged weapon.

Spring-Heeled Sprint

While using Spring-Heeled Style, you can move up to twice your speed when using the Shot on the Run or Spring Attack feats.

Spring-Heeled Reaping

While using Spring-Heeled Style, whenever you use Shot on the Run or Spring Attack, you can attack two different creatures at any point in your movement. Each attack is made at your full attack bonus. Any creature that you attack in melee with this feat cannot make attacks of opportunity against you for that movement, as normal for Spring Attack.

Weapon Finesse

With a light weapon, 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.

Piranha Strike

When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.

Starry Grace

When wielding a starknife, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The starknife must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.

In addition, if you have the panache class feature, as long as you have at least 1 panache point, you gain a +5 bonus to your movement speed on your move action after taking an attack action with a starknife or on your Spring Attack or charge with a starknife.

Step Up

Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Following Step

When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.

Step Up and Strike

When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.

Combat Reflexes

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Point-Blank Shot

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Startoss Style

Benefit(s): Choose one weapon from the thrown fighter weapon group. While using this style and the chosen weapon, you gain a bonus on damage rolls made with the weapon equal to 2 + 2 per style feat you possess that lists Startoss Style as a prerequisite (maximum +6 damage).

You cannot use this ability if you are carrying a weapon or a shield in your off hand (except for a buckler).

Special: In addition to the chosen weapon, a character with this feat and the weapon training (thrown) class feature can use Startoss Style with any thrown weapons that she wields in one hand.

Startoss Comet

Benefit: As a standard action, you can make a single ranged thrown weapon attack at your full attack bonus with the chosen weapon. If you hit, you deal damage normally and can make a second attack (at your full attack bonus) against a target within one range increment of the f irst. You determine cover for this attack from the f irst target’s space instead of your space. You can make only one additional attack per round with this feat. If you have Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can add the additional damage from those feats to the initial ranged attack (but not the second attack).

Spells

Detect Magic

School
divination
CastingTime
1 standard action
Components
V,S
Range
60 ft.
Area
cone-shaped emanation
Duration
concentration, up to 1 min./level (D)
Saving Throw
none
Spell Resistance
no

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

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

| Spell or Object | Faint Aura | Moderate Aura | Strong aura | Overwhelming Aura | |:--------------------------------|:------------:|:-------------:|:-----------:|:-------------------:| | 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) |

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

| Original Strength | Duration of Lingering Aura | |:------------------|:---------------------------| | Faint | 1d6 rounds | | Moderate | 1d6 minutes | | Strong | 1d6 × 10 minutes | | Overwhelming | 1d6 days |

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.

Guidance

School
divination
CastingTime
1 standard action
Components
V,S
Range
touch
Target
creature touched
Duration
1 minute or until discharged
Saving Throw
Will negates (harmless)
Spell Resistance
yes

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

Light

School
evocation
Descriptors
light
CastingTime
1 standard action
Components
V,M/DF (a fire y)
Range
touch
Target
object touched
Duration
10 min./level
Saving Throw
none
Spell Resistance
no

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Stabilize

School
conjuration
CastingTime
1 standard action
Components
V,S
Range
close
Target
one living creature
Duration
instantaneous
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.

Virtue

School
transmutation
CastingTime
1 standard action
Components
V,S,DF
Range
touch
Target
creature touched
Duration
1 min.
Saving Throw
none
Spell Resistance
yes (harmless)

With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.

Bless

School
enchantment
Descriptors
mind-affecting
CastingTime
1 standard action
Components
V,S,DF
Range
50 ft.
Area
The caster and all allies within a 50-ft. burst, centered on the caster
Duration
1 min./level
Saving Throw
none
Spell Resistance
yes (harmless)

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.

Divine Favor

School
evocation
CastingTime
1 standard action
Components
V,S,DF
Range
personal
Target
you
Duration
1 minute

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.

Divine Favor

School
evocation
CastingTime
1 standard action
Components
V,S,DF
Range
personal
Target
you
Duration
1 minute

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.

Dream Feast

School
conjuration
Descriptors
creation
CastingTime
1 standard action
Components
V,S,DF
Range
touch
Target
creature touched
Duration
instantaneous
Saving Throw
Will negates (harmless)
Spell Resistance
yes (harmless)

The next time the target sleeps (within the next 8 hours), she dreams of a rich feast with her favorite foods and drinks. When she awakens, she is sated as if she had eaten a nutritious meal, regardless of what she dreamed she ate. The target must sleep for at least 1 hour to gain the benefits of this spell. Being awakened during this period interrupts the spell and cancels its effects.

If you sleep with this spell prepared, you may automatically expend it while you sleep to gain the spell's benefit. This expenditure does not count as spellcasting for the purpose of determining available spell slots (you could go to sleep at midnight, expend this spell during an 8-hour period of sleep, and still prepare your full allotment of spells in the morning).

Obscuring Mist

School
conjuration
CastingTime
1 standard action
Components
V,S
Range
20 ft.
Duration
1 min./level (D)
Saving Throw
none
Spell Resistance
no

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.

Obscuring Mist

School
conjuration
CastingTime
1 standard action
Components
V,S
Range
20 ft.
Duration
1 min./level (D)
Saving Throw
none
Spell Resistance
no

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.

Aid

School
enchantment
Descriptors
mind-affecting
CastingTime
1 standard action
Components
V,S,DF
Range
touch
Target
living creature touched
Duration
1 min./level
Saving Throw
none
Spell Resistance
yes (harmless)

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).

Holy Ice Weapon

School
transmutation
Descriptors
cold,good,water
CastingTime
1 standard action
Components
V,S,M (a flask of holy water, or 5 pounds of powdered silver worth 25 gp)
Range
0 ft.
Duration
1 minute/level (D)
Saving Throw
none
Spell Resistance
no

You create a masterwork weapon that has the qualities of ice and holy water. This weapon must be a simple weapon or your deity's favored weapon. The weapon deals normal damage for a weapon of that type, plus 1 point of cold damage per caster level (maximum 10). In addition, any creature struck by the weapon is hit by holy water, dealing 1d4 points of damage if the creature is susceptible to holy water. If the weapon leaves your hands for more than 1 round, it melts and the spell ends.

At caster level 6th, the weapon gains the returning weapon special ability when thrown, melting away after an attack and re-forming in your hand just before your next turn.

Holy Ice Weapon

School
transmutation
Descriptors
cold,good,water
CastingTime
1 standard action
Components
V,S,M (a flask of holy water, or 5 pounds of powdered silver worth 25 gp)
Range
0 ft.
Duration
1 minute/level (D)
Saving Throw
none
Spell Resistance
no

You create a masterwork weapon that has the qualities of ice and holy water. This weapon must be a simple weapon or your deity's favored weapon. The weapon deals normal damage for a weapon of that type, plus 1 point of cold damage per caster level (maximum 10). In addition, any creature struck by the weapon is hit by holy water, dealing 1d4 points of damage if the creature is susceptible to holy water. If the weapon leaves your hands for more than 1 round, it melts and the spell ends.

At caster level 6th, the weapon gains the returning weapon special ability when thrown, melting away after an attack and re-forming in your hand just before your next turn.

Holy Ice Weapon

School
transmutation
Descriptors
cold,good,water
CastingTime
1 standard action
Components
V,S,M (a flask of holy water, or 5 pounds of powdered silver worth 25 gp)
Range
0 ft.
Duration
1 minute/level (D)
Saving Throw
none
Spell Resistance
no

You create a masterwork weapon that has the qualities of ice and holy water. This weapon must be a simple weapon or your deity's favored weapon. The weapon deals normal damage for a weapon of that type, plus 1 point of cold damage per caster level (maximum 10). In addition, any creature struck by the weapon is hit by holy water, dealing 1d4 points of damage if the creature is susceptible to holy water. If the weapon leaves your hands for more than 1 round, it melts and the spell ends.

At caster level 6th, the weapon gains the returning weapon special ability when thrown, melting away after an attack and re-forming in your hand just before your next turn.

Weapon of Awe

School
transmutation
Descriptors
emotion
CastingTime
1 standard action
Components
V,S,DF
Range
touch
Target
weapon touched
Duration
1 minute/level
Saving Throw
Will negates (harmless, object)
Spell Resistance
yes (harmless, object)

You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these effects to its ammunition.

You can't cast this spell on a natural weapon, but you can cast it on an unarmed strike.

Surmount Affliction

School
abjuration
CastingTime
1 standard action
Components
V,S
Range
you
Target
personal
Duration
1 round/level

You temporarily overcome one harmful condition. This does not end the effect causing the condition; it just suspends that condition's effect for the duration of the spell. You can surmount any one of the following conditions:

  • blinded - confused - dazed - dazzled - deafened - fatigued - frightened - paralyzed - shaken - sickened

Prayer

School
enchantment
Descriptors
mind-affecting
CastingTime
1 standard action
Components
V,S,DF
Range
40 ft.
Area
all allies and foes within a 40-ft.-radius burst centered on you
Duration
1 round/level
Saving Throw
none
Spell Resistance
yes

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

Searing Light

School
evocation
CastingTime
1 standard action
Components
V,S
Range
medium
Duration
instantaneous
Saving Throw
none
Spell Resistance
yes

Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).

Dispel Magic

School
abjuration
CastingTime
1 standard action
Components
V,S
Range
medium
Area
one spellcaster, creature, or object
Target
or
Duration
instantaneous
Saving Throw
none
Spell Resistance
no

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.

Dispel Magic

School
abjuration
CastingTime
1 standard action
Components
V,S
Range
medium
Area
one spellcaster, creature, or object
Target
or
Duration
instantaneous
Saving Throw
none
Spell Resistance
no

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.

Dispel Magic

School
abjuration
CastingTime
1 standard action
Components
V,S
Range
medium
Area
one spellcaster, creature, or object
Target
or
Duration
instantaneous
Saving Throw
none
Spell Resistance
no

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.

Dispel Magic

School
abjuration
CastingTime
1 standard action
Components
V,S
Range
medium
Area
one spellcaster, creature, or object
Target
or
Duration
instantaneous
Saving Throw
none
Spell Resistance
no

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.

Bestow Planar Infusion II

School
evocation

This functions as bestow planar infusion I, except that the touched creature gains the improved infusion of the current plane.

Divine Power

School
evocation
CastingTime
1 standard action
Components
V,S,DF
Range
personal
Target
you
Duration
1 round/level

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as haste or weapons with the speed special ability.

Divine Power

School
evocation
CastingTime
1 standard action
Components
V,S,DF
Range
personal
Target
you
Duration
1 round/level

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as haste or weapons with the speed special ability.

Divine Power

School
evocation
CastingTime
1 standard action
Components
V,S,DF
Range
personal
Target
you
Duration
1 round/level

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as haste or weapons with the speed special ability.

Angelic Aspect

School
transmutation

This spell functions like lesser angelic aspect, except you gain low-light vision, darkvision 60, resistance to acid and cold 10, and DR 5/evil, and you sprout white feathered wings allowing you to fly at a speed of 30 feet with average maneuverability. In addition, your natural weapons and any weapons you wield are considered good-aligned for the purpose of overcoming damage reduction.

Planeslayer's Call

School
enchantment
Descriptors
mind-affecting,see text
CastingTime
1 standard action
Components
V,S,DF
Range
20 ft.
Target
allies within a 20-ft.-radius burst centered on you
Duration
1 round/level
Saving Throw
none
Spell Resistance
yes

The magic of your allies in the area becomes more potent against certain outsiders. Choose one alignment subtype (chaotic, evil, good, or lawful). Against outsiders with that alignment component or subtype, your allies in the area gain a +2 bonus on caster level checks to overcome spell resistance, and their spells ignore the first 10 points of energy resistance (but not energy immunity).

This spell gains the alignment descriptor that is opposite the outsider alignment chosen. For example, if you choose for the spell to affect evil outsiders, then this spell has the good descriptor.

Plane Shift

School
conjuration
CastingTime
1 standard action
Components
V,S,F (a forked metal rod attuned to the plane of travel)
Range
touch
Target
creature touched, or up to eight willing creatures joining hands
Duration
instantaneous
Saving Throw
Will negates
Spell Resistance
yes

You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back (including casting plane shift again).

Inventory

Inventory Weight
55.5 lbs.
Value
116449.8 gp

Weapons

+4 dispelling Starknife
Cost
24 gp
Weight
3 lbs.

From a central metal ring, four tapering metal blades extend like points on a compass rose. By gripping the crossbar that runs through the weapon’s open middle, a wielder can stab with the starknife or throw it.

Starknife
Cost
24 gp
Weight
0 lbs.

From a central metal ring, four tapering metal blades extend like points on a compass rose. By gripping the crossbar that runs through the weapon’s open middle, a wielder can stab with the starknife or throw it.

Armor

Celestial Armor
Cost
22400 gp
Weight
20 lbs.

This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.

Items

Bedroll
Cost
1 gp
Weight
5 lbs.

This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

Crowbar
Cost
2 gp
Weight
5 lbs.

A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If it is used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Handy Haversack
Cost
2000 gp
Weight
5 lbs.

A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Hat of Disguise
Cost
1800 gp
Weight
0 lbs.

This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.

Stone of Good Luck (Luckstone)
Cost
20000 gp
Weight
0 lbs.

This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.

Holy Water (x4)
Cost
100 gp
Weight
4 lbs.

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Temples to good deities sell holy water at cost (making no profit). Holy water is made using the bless water spell.

Mess Kit
Cost
2 gp
Weight
1 lbs.

This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

Potion of Cure Serious Wounds (x3)
Cost
2250 gp
Weight
0 lbs.

A character can drink this potion as a standard action to gain the effects of {spell}

Belt Pouch
Cost
1 gp
Weight
5 lbs.

A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.

Trail Rations (x5)
Cost
2.5 gp
Weight
5 lbs.

The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.

Wand of Cure Light Wounds ({level} Charges)
Cost
0 gp
Weight
0 lbs.

A wand is a thin baton that contains a single spell of 4th level or lower. A wand has 50 charges when created—each charge allows the use of the wand’s spell one time. A wand that runs out of charges is just a stick. The price of a wand is equal to the level of the spell × the creator’s caster level × 750 gp. If the wand has a material component cost, it is added to the base price and cost to create once for each charge (50 × material component cost). Table: Wands gives sample prices for wands created at the lowest possible caster level for each spellcasting class. Note that some spells appear at different levels for different casters. The level of such spells depends on the caster crafting the wand.

Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

This wand has {level} remaining Charges.

Waterskin
Cost
1 gp
Weight
4 lbs.

A water or wineskin holds 1/2 gallon of liquid and weighs 4 lb when full.

Kyton Ring
Cost
1000 gp
Weight
0 lbs.

This rusty iron ring looks like a twisted chain.

On command, the ring can produce a rusty, clanky length of iron chain (hardness 10, 5 hp, break DC 26). The ring can create no more than 100 feet of chain in this way. This total length can be split among many uses, but must be spent in 10-foot increments. When the ring's daily allotment of chain is renewed, any previously conjured chain rusts away.

Once per day as a standard action, the user can shoot a chain from the ring as though it were a grappling hook, except the range increment is 50 feet. Whatever length of chain she shoots out counts against ring's daily allotment.

Bead, Campfire
Cost
720 gp
Weight
0 lbs.

This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead. The owner of the item must wait twice as long as the fire burned before he can order the bead to become a campfire again.

Pearl of Power (Level {level})
Cost
0 gp
Weight
0 lbs.

This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).

Pearl of Power (Level {level})
Cost
0 gp
Weight
0 lbs.

This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).

Belt of Incredible Dexterity +4
Cost
16000 gp
Weight
1 lbs.

This belt has a large silver buckle, usually depicting the image of a tiger.

The belt grants the wearer an enhancement bonus to Dexterity of +4. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Cloak of Resistance +3
Cost
9000 gp
Weight
1 lbs.

Flecks of silver or steel are often sown amid the fabric of these magical cloaks.

This garment offers magic protection in the form of a +3 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Headband of Inspired Wisdom +2
Cost
4000 gp
Weight
1 lbs.

This simple bronze headband is decorated with an intricate pattern of fine green etchings.

The headband grants the wearer an enhancement bonus to Wisdom of +2. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.

Ring of Protection +3
Cost
18000 gp
Weight
0 lbs.

This ring offers continual magical protection in the form of a deflection bonus of +3 to AC.

Amulet of Natural Armor +3
Cost
18000 gp
Weight
0 lbs.

This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.

Tuning Forks
Cost
0 gp
Weight
0 lbs.

Scroll of Raise Dead
Cost
1125 gp
Weight
0 lbs.

Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8-1/2 inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8-1/2 inches) but is an extra foot or so long for each additional spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.

To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. Most scroll cases are inscribed with magic symbols which often identify the owner or the spells stored on the scrolls inside. The symbols sometimes hide magic traps.

Activation: To activate a scroll, a spellcaster must read the spell written on it. This involves several steps and conditions.

Decipher the Writing: The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 20 + spell level). Deciphering a scroll is a full-round action.

Deciphering a scroll to determine its contents does not activate its magic unless it is a specially prepared cursed scroll. A character can decipher the writing on a scroll in advance so that she can proceed directly to the next step when the time comes to use the scroll.

Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.

To have any chance of activating a scroll spell, the scroll user must meet the following requirements.

  • The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his class.)
  • The user must have the spell on her class list.
  • The user must have the requisite ability score.

If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a scroll mishap. A natural roll of 1 always fails, whatever the modifiers. Activating a scroll is a standard action (or the spell’s casting time, whichever is longer) and it provokes attacks of opportunity exactly as casting a spell does. If the caster level check fails but no mishap occurs, the scroll is not expended.

Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell’s caster level is always the minimum level required to cast the spell for the character who scribed the scroll, unless the scriber specifically desired otherwise.

The writing for an activated spell disappears from the scroll as the spell is cast.

Scroll Mishaps: When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.

  • A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.
  • Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient.
  • Spell takes effect at some random location within spell range.
  • Spell’s effect on the target is contrary to the spell’s normal effect.
  • The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.
  • Some innocuous item or items appear in the spell’s area.
  • Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away.