Grom Paddant

Alignment
CG
Race
Size
Medium
Gender
Male
Age
+22
Height
6'2"
Weight
140 lbs.
Diety
Jalaijatali
Total HP
93 2 (level 4) + 2 (level 8) + 2 (level 2) + 2 (level 11) + 2 (level 6) + 2 (level 7) + 2 (level 0) + 4 (Warpriest) + 2 (level 1) + 2 (level 3) + 2 (level 10) + 65 (Brawler (Strangler, Verdant Grappler)) + 2 (level 5) + 2 (level 9)
Initiative
+2 2 (ability)
Speed
20

Defense

Saves

Fort
+15 4 (resistance) + 9 (base) + 2 (ability)
Ref
+13 4 (resistance) + 7 (base) + 2 (ability)
Will
+12 4 (resistance) + 2 (ability) + 1 (trait) + 5 (base)

AC

AC
23 7 (armor) + 2 (dex) + 3 (deflection) + 1 (insight) + 10 (base)
Touch
16 1 (insight) + 2 (dex) + 10 (base) + 3 (deflection)
Flat
21 7 (armor) + 3 (deflection) + 1 (insight) + 10 (base)

 

CMD
33 3 (deflection) + 1 (insight) + 10 (base) + 2 (dex) + 11 (bab) + 6 (str)
CMD (disarm)
39 6 (str) + 2 (dex) + 11 (bab) + 5 (FCB) + 3 (deflection) + 1 (insight) + 10 (base) + 1 (Maneuver Training)
CMD (grapple)
49 11 (bab) + 6 (str) + 2 (Improved Grapple) + 3 (Maneuver Training) + 3 (deflection) + 2 (dex) + 11 (FCB) + 1 (insight) + 10 (base)
CMD (trip)
41 10 (base) + 3 (deflection) + 2 (dex) + 11 (bab) + 6 (str) + 2 (Maneuver Training) + 6 (FCB) + 1 (insight)

Offense

BAB
+11
CMB
+17 11 (bab) + 6 (str)
CMB (disarm)
+23 1 (weapon focus) + 6 (str) + 11 (bab) + 1 (Maneuver Training) + 4 (weapon enhancement)
CMB (grapple)
+35 2 (competence) + 4 (weapon enhancement) + 1 (weapon focus) + 11 (bab) + 2 (Improved Grapple) + 2 (Gauntlets) + 2 (Brawling Armor) + 6 (str) + 2 (Greater Grapple) + 3 (Maneuver Training)
CMB (trip)
+24 4 (weapon enhancement) + 1 (weapon focus) + 11 (bab) + 6 (str) + 2 (Maneuver Training)
Whip +22 4 (enhancement) + 0 (iterative) + 6 (ability) + 11 (base) + 1 (weapon focus) / +17 1 (weapon focus) + 4 (enhancement) + -5 (iterative) + 11 (base) + 6 (ability) / +12 6 (ability) + -10 (iterative) + 1 (weapon focus) + 4 (enhancement) + 11 (base) (1d6+1d3+10 4 (enhancement) + 6 (ability) / x2) S

Ability Scores

Ability Score Mod
Str 22 +6
Dex 14 +2
Con 14 +2
Int 10 0
Wis 14 +2
Cha 7 -2

Skills

Dex
+2 2 (dex)
Int
0 0 (int)
Cha
-2 -2 (cha)
Str
+20 3 (class) + 6 (str) + 11 (ranks) + 0 (armor)
Int
0 0 (int)
Cha
-2 -2 (cha)
Dex
+13 11 (ranks) + 2 (dex)
Cha
-2 -2 (cha)
Dex
+2 2 (dex)
Dex
+2 2 (dex)
Wis
+17 12 (ranks) + 3 (class) + 2 (wis)
Cha
+14 12 (ranks) + 1 (trait) + 3 (class) + -2 (cha)
Wis
+2 2 (wis)
Cha
-2 -2 (cha)
Dex
+2 2 (dex)
Wis
+2 2 (wis)
Dex
+2 2 (dex)
Wis
+2 2 (wis)
Str
+6 6 (str)

Special Abilities

Class

Brawler’s Cunning

If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility

A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

Martial Training

At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Strangle

At 1st level, a strangler deals +1d6 sneak attack damage whenever she succeeds at a grapple check to damage or pin an opponent. The strangler is always considered flanking her target for the purpose of using this ability. This damage increases by +1d6 at 2nd, 8th and 15th levels.

Bonus Combat Feats

At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Brawler’s Flurry

Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.

At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler’s flurry.

Practiced Strangler

At 2nd level, when a strangler has the grappled condition, she does not take a –4 penalty to Dexterity and does not lose her Dexterity bonus to AC. At 9th level, a grappling or grappled strangler still threatens an area and is still able to make attacks of opportunity while grappling or grappled; when pinned, she is not denied her Dexterity bonus and does not take a –4 penalty to Armor Class.

Green Grasp

At 2nd level, a verdant grappler gains Improved Grapple as a bonus feat. At 3rd level, she must choose grapple as her first combat maneuver for maneuver training. When she pins a creature, she can cause roots and vines to burst from the ground (no matter the surrounding terrain), allowing the verdant grappler to attempt to tie up the creature without needing to retrieve rope or use a hand to hold the rope; as usual, a tied-up creature is pinned and not helpless. The verdant grappler must remain within 30 feet of the tied-up creature, or the vines automatically release it. She can tie up only one creature at a time with green grasp.

Maneuver Training

At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)

Knockout

At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.

Sleeper Hold

At 4th level, a strangler can instantly render a pinned opponent unconscious. This works like the knockout ability, but requires a successful grapple combat maneuver check against the pinned opponent and does not have to damage the opponent. Creatures that do not need to breathe, are immune to critical hits, or are immune to nonlethal damage are immune to this ability. At 10th level, a strangler can use this ability twice per day. At 16th level, she can use it three times per day.

Brawler’s Strike

At 5th level, a brawler’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler’s actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Thorny Embrace

At 5th level, when a verdant grappler uses green grasp to tie up a creature, she can have the roots and vines grow vicious thorns that automatically damage the tied-up creature each round at the start of the verdant grappler’s turn. The thorns deal damage equal to the base unarmed strike damage of a brawler 4 levels lower than the verdant grappler.

Phytological Anatomy

At 11th level, the verdant grappler transforms partially into a plant. She gains a +2 bonus on saving throws against mind-affecting, paralysis, poison, polymorph, sleep, and stunning effects.

This replaces the combat feat gained at 11th level.

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.

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

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.

Whip Mastery

You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature's armor bonus or natural armor bonus.

Improved Whip Mastery

While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip's reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip's reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.

Greater Whip Mastery

You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to grapple using your whip. To do so, use the normal grapple rules with the following changes.

Attack: You cannot use your whip to attack while you are using it to grapple an opponent.

Damage: When dealing damage to your grappled opponent, you deal your whip's weapon damage rather than your unarmed strike damage.

Free Hands: You take no penalty on your combat maneuver check for having fewer than two hands free when you use your whip to grapple.

Reach: Rather than pulling your grappled opponent adjacent to you when you successfully grapple and when you move the grapple, you must keep him within your whip's reach minus his own reach to maintain the grapple. If the difference in reach is less than 0, such as is the case for a Medium whip wielder and a Gargantuan creature, you cannot grapple that opponent with your whip. If you have to pull a creature adjacent to you to grapple it with your whip, you still provoke an attack of opportunity from that opponent unless you have the Improved Grapple feat.

Tie Up: While adjacent to your opponent, you can attempt to use your whip to tie him up. If you do so to an opponent you have grappled rather than pinned, you take only a --5 penalty on the combat maneuver check rather than the normal --10.

Improved Unarmed Strike

You are considered to be armed even when unarmed---you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Improved Grapple

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

Greater Grapple

You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

Rapid Grappler

Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check at a --5 penalty.

Kraken Style

When you succeed at a grapple check while using this style, your opponent takes an amount of bludgeoning damage equal to your Wisdom modifier in addition to any damage your grapple deals, such as when you choose to harm your opponent as part of a successful check to maintain a grapple. In addition, you gain a +2 bonus on combat maneuver checks to maintain a grapple.

Kraken Wrack

The damage you deal with the Kraken Style feat on a successful grapple combat maneuver check increases to an amount equal to your Wisdom modifier + 4. While using this style, you can crush your opponent when you successfully maintain a grapple instead of choking, damaging, moving, pinning, or tying up your opponent.

When you do, you deal an amount of damage equal to that of your unarmed strike or one of your natural attacks to your foe's armor or an item held in your foe's hand. This crushing damage bypasses half of the hardness of the armor or item.

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.

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.

Mending

School
transmutation
CastingTime
10 minutes
Components
V,S
Range
10 ft.
Target
one object of up to 1 lb./level
Duration
instantaneous
Saving Throw
Will negates (harmless, object)
Spell Resistance
yes (harmless, object)

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

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.

Inventory

Inventory Weight
83 lbs.
Value
74642.7 gp

Weapons

+4 Whip
Cost
1 gp
Weight
2 lbs.

A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon.

Spiked Armor
Cost
8310 gp
Weight
10 lbs.

You can have spikes added to your armor, which allow you to deal extra piercing damage on a successful grapple attack. If you are not proficient with martial weapons, you take a –4 penalty on grapple checks when you try to use armor spikes.

You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. You can’t also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.

An enhancement bonus to a suit of armor does not improve the spikes’ effectiveness, but the spikes can be made into magic weapons in their own right.

Armor

+1 Brawling Agile Breastplate
Cost
16550 gp
Weight
25 lbs.

This breastplate is specially crafted in a manner that allows extra maneuverability for some physical activities. The armor check penalty for Climb checks and Acrobatics checks made to jump is only –1 (masterwork and mithral versions of this armor reduce this penalty as well as the normal penalty).

Items

Anaconda’s Coils
Cost
18500 gp
Weight
1 lbs.

This snakeskin belt’s buckle is shaped like a serpent’s head.

The wearer gains a +2 enhancement bonus to Strength and a +2 competence bonus on grapple combat maneuver checks. Treat the enhancement bonus to Strength as temporary ability bonus for the first 24 hours the belt is worn. In addition, the belt grants the wearer the constrict ability for 1d6 points of damage plus the wearer’s Strength modifier.

Gauntlets of the Skilled Maneuver
Cost
4000 gp
Weight
1 lbs.

The wearer of these gauntlets gains a +2 bonus on one type of combat maneuver check (such as bull rush, disarm, or steal) chosen by the creator when the item is created.

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.

Cloak of Resistance +2
Cost
4000 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 +2 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Robe of Infinite Twine
Cost
1000 gp
Weight
1 lbs.

This coarse hempen robe seems made from a single strand of twine.

The wearer can draw up to 30 feet of twine or up to 10 feet of hemp rope per round from the robe without harming it. As an immediate action, the wearer can draw up to 150 feet of twine or 50 feet of rope from the robe, but this gives the robe the broken condition and suppresses its powers until it is repaired. Twine or rope drawn from the robe remains connected until cut or torn, but is treated as common material rather than part of a magic item. Pieces removed become normal twine or rope.

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.

Backpack
Cost
2 gp
Weight
2 lbs.

This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.

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.

Flint and Steel
Cost
1 gp
Weight
0 lbs.

Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long

Torch (x10)
Cost
1 gp
Weight
10 lbs.

A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

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.

Acid (x5)
Cost
50 gp
Weight
5 lbs.

You can throw a flask of acid as a splash weapon with a range increment of 10 feet.

A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Craft (alchemy) DC: 15

Alchemist's Fire (x5)
Cost
100 gp
Weight
5 lbs.

Alchemist's fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire. Crafting this item is a DC 20 Craft (alchemy) check.

Holy Water (x5)
Cost
125 gp
Weight
5 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.

Waterskin
Cost
1 gp
Weight
4 lbs.

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