Kelmis LE
Character Name Alignment
Oracle (Juju) 3 , Mystic Theurge 1 , Sorcerer (Cross-Blooded) 1 , Vigilante (Magical Child) 3
Character Level
Damphir
Undead (Devil, Dhampir, Shapechanger)
M
Race Size
- -
Gender Age
- -
Height Weight
- -
Hair Eyes
The Won Hypocrisy Truth
PB: 7, 16, 10, 14, 12, 18
Player
- -
Deity Homeland
- 5000
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
11 +0 N/A +0
Dex
Dexterity
22 +6 N/A +6
Con
Constitution
- -5 N/A -5
Int
Intelligence
20 +5 N/A +5
Wis
Wisdom
18 +4 N/A +4
Cha
Charisma
31 +10 N/A +10
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
80
0
0
Initiative
Dex
Modifier
+6
+6
+0
BAB
+3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
21
+3
+0
+6
Size
Natural
Deflection
Misc
+0
+2
+0
+0
Touch
18
Flat Footed
15
Flat Footed + Touch
12
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +12 +2 CON -5 +0 +17 -2
Reflex +7 +1 DEX +6 +0 +0 +0
Will +10 +6 WIS +4 +0 +0 +0
Saving Throw Notes

Immunity to Fire, Poison, & Undead Traits; Kelmis can never be immune to disease and gains a -1 penalty to saving throws to resist contracting diseases.

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+3 +3 +0 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
19 10 +3 +0 +6 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
-
-
-
-
-
-
Languages

Mortal TonguesHuman Languages
Common, Undercommon
Important Languages
Belladonian (this is a language from her original world. yes, I know I am wasting a language slot on it)
Magical TonguesOutsider Languages
Abyssal, Celestial, Infernal
Monstrous Languages
Draconic, Aklo
Undead Languages
Necril
Important Languages
Bat, Rat, & Wolf
+ 1 language

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
6+1
4+1
6+1
3+1
1
4
1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
null
-
-
null
-
-
null
Per Day
-
6&4/3
3&-
-
-
-
-
-
-
-
Bonus
-
3
3
2
2
2
2
1
1
1
Spell List

CLOracle CL-4
(3+1) [level]+1 [Trait, to HD limit]
Spells/day/known as 4th level
Sorcerer CL-3
(1+1) [level]+1 [Trait, to HD limit]
Spells/day/known as 2nd level
Vigilante CL-4
3 [level]+2 [Trait, to HD limit]
Spells/day/known as 3rd level

Necromancy CL +3
+1 [Bloodline]+2 [feat: Bloatmage Initiate/Varisian Tattoo]
Animate Dead CL+3/+7
+1 [Gifted Adept]+2 [feat: Spell Specialization]
Amount of HD animated: +4 [feat: Undead Master]

Dim Light or Darker CL+1
+1 [Bloodline]
DCEvil Descriptor DC+1
+1 [feat: Malificium]
Necromancy DC+1
+1 [feat:Spell Focus]
Orisons
Cantrips
(DC 20)
  • Oracle: Bleed
    PFRPG Core Rulebook pg. 249

    Bleed


    Necromancy \ \
    arcanist 0, cleric 0, inquisitor 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, sorcerer 0, spiritualist 0, warpriest 0, witch 0, wizard 0-level
    Save: Will Negates
    SR: yes

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

    Description

    You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
    Create Water

    Create Water


    Conjuration \ Creation \ Water
    adept 0, cleric 0, druid 0, hunter 0, inquisitor 0, occultist 0, oracle 0, paladin 1, shaman 0, warpriest 0-level
    Save: None
    SR: no

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Effect: up to 2 gallons of water/level
    Componenent: V, S

    Description

    This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.   Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
    Mending
    Prestidigitation
    PFRPG Core Rulebook pg. 325

    Prestidigitation


    Universal \ \
    arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
    Save: see text
    SR: no

    Casting time: 1 standard action
    Range: 10 ft.
    Duration: 1 hour
    Area: see text
    Effect: see text
    Targets: see text
    Componenent: V, S

    Description

    Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
    Scrivener's Chant
    Seekers of Secrets pg. 17

    Scrivener's Chant


    Transmutation \ \
    arcanist 0, bard 0, cleric 0, oracle 0, skald 0, sorcerer 0, warpriest 0, wizard 0-level
    Save: Will Negates (harmless, object)
    SR: yes (object)

    Casting time: 1 standard action
    Range: 5 ft.
    Duration: concentration, up to 1 min./level
    Targets: one or more written objects

    Description

    This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.   This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.
    Sotto Voce
    Faction Guide pg. 61

    Sotto Voce


    Necromancy [Fear, Mind-Affecting, Sonic] \ \
    arcanist 0, bard 1, cleric 0, oracle 0, skald 1, sorcerer 0, warpriest 0, wizard 0-level
    Save: Will Negates
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: 1 round
    Targets: one humanoid creature of 4 HD or less
    Componenent: V

    Description

    Your dry, rasping whisper fills a living creature of 4 or fewer Hit Dice with unnatural dread. The affected creature must make a Will save or be shaken for 1 round.   This spell originated among the followers of the Whispering Way, but necromancers and other intimidating folk outside that group are known to use it.
    Spark
    Advanced Player's Guide pg. 246

    Spark


    Evocation [Fire] \ \
    arcanist 0, bard 0, cleric 0, druid 0, hunter 0, magus 0, occultist 0, oracle 0, skald 0, sorcerer 0, warpriest 0, witch 0, wizard 0-level
    Save: Fortitude Negates (object)
    SR: yes (object)

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Targets: one Fine object
    Componenent: V or S

    Description

    You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
  • Sorcerer: Disrupt Undead
    PFRPG Core Rulebook pg. 273

    Disrupt Undead


    Necromancy \ \
    arcanist 0, inquisitor 0, magus 0, sorcerer 0, wizard 0-level
    Save: none
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Effect: ray
    Componenent: V, S

    Description

    You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
    Jolt
    Paizo Blog - Ultimate Cantrips

    Jolt


    Transmutation [Electricity] \ \
    arcanist 0, sorcerer 0, wizard 0-level
    Save: none
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Effect: spark of electricity
    Componenent: V, S

    Description

    You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage.
    Oath of Anonymity
    Inner Sea Intrigue pg. 60

    Oath of Anonymity


    Illusion (Glamer) \ \
    arcanist 0, bard 0, inquisitor 0, medium 0, paladin 1, skald 0, sorcerer 0, wizard 0-level

    Casting time: 1 standard action
    Range: personal
    Duration: 10 minutes/level
    Targets: you
    Componenent: V

    Description

    You swear an oath not to reveal your identity, magically preventing anyone from discovering it so long as you avoid revealing your face or other easily identifiable features. The spell distorts your voice and subtly alters your body language and the appearance of your gear and any animals you use, whether as companions, mounts, or otherwise. This spell does not make you appear to be a different creature type, nor does it change your apparent height or body type.   This spell provides you with a +10 bonus on Disguise checks to conceal your identity, but not on checks to impersonate anyone in particular. This spell distorts the appearance of your voice, gear, and animals in the same way each time, essentially creating an alternate persona that can be recognized by those who have observed it before.
    Prestidigitation
    PFRPG Core Rulebook pg. 325

    Prestidigitation


    Universal \ \
    arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
    Save: see text
    SR: no

    Casting time: 1 standard action
    Range: 10 ft.
    Duration: 1 hour
    Area: see text
    Effect: see text
    Targets: see text
    Componenent: V, S

    Description

    Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
    Scoop
  • Vigilante: Acid Splash
    PFRPG Core Rulebook pg. 239

    Acid Splash


    Conjuration (Creation) [Acid] \ \
    arcanist 0, inquisitor 0, magus 0, sorcerer 0, summoner 0, summoner (unchained) 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Effect: one missile of acid
    Componenent: V, S

    Description

    You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

    When augmented

    Alchemical Reagents
    Focus Component - Acid: spell deals +1 point of acid damage
    Material Component - Acid: spell lasts 1 round longer than normal
    Arcane Mark
    PFRPG Core Rulebook pg. 244

    Arcane Mark


    Universal \ \
    arcanist 0, magus 0, psychic 0, shaman 0, sorcerer 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: touch
    Duration: permanent
    Effect: one personal rune or mark, all of which must fit within 1 sq. ft.
    Componenent: V, S

    Description

    This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.   See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.   If an arcane mark is placed on a living being, the effect gradually fades in about a month.   Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).
    Detect Magic
    PFRPG Core Rulebook pg. 267

    Detect Magic


    Divination \ \
    adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
    Save: none
    SR: no

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

    Description

    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 eminates 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.   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 StrengthDuration of Lingering Aura
    Faint1d6 round
    Moderate1d6 minutes
    Strong1d6 x 10 minutes
    Overwhelming1d6 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.
    Aura PowerFaintModerateStrongOverwhelming
    Functioning Spell3rd level or less4th to 6th levels7th to 9th levels10th level or greater (divinity)
    Magic ItemCL5 or lessCL6 to CL11CL12 to CL20CL21 or more (artifact)

    When augmented

    • Identify: duration 3 rounds; add Material Components; This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
    Light
    PFRPG Core Rulebook pg. 304

    Light


    Evocation [Light] \ \
    adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: touch
    Duration: 10 min./level
    Targets: object touched
    Componenent: V, M/DF (a firefly)

    Description

    This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, 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.
    Open/Close
    Prestidigitation
    PFRPG Core Rulebook pg. 325

    Prestidigitation


    Universal \ \
    arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
    Save: see text
    SR: no

    Casting time: 1 standard action
    Range: 10 ft.
    Duration: 1 hour
    Area: see text
    Effect: see text
    Targets: see text
    Componenent: V, S

    Description

    Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
    Read Magic
    PFRPG Core Rulebook pg. 330

    Read Magic


    Divination \ \
    adept 0, antipaladin 1, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, paladin 1, psychic 0, ranger 1, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level

    Casting time: 1 standard action
    Range: personal
    Duration: 10 min./level
    Targets: you
    Componenent: V, S, F (a clear crystal or mineral prism)

    Description

    You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).   Read magic can be made permanent with a permanency spell.
1st (DC 21)
  • Oracle: Dancing Lantern

    Dancing Lantern


    Transmutation \ \ Fire, Light
    arcanist 1, bard 1, cleric 1, hunter 1, oracle 1, ranger 1, redmantisassassin 1, shaman 1, skald 1, sorcerer 1, warpriest 1, witch 1, wizard 1-level
    Save: None
    SR: no

    Casting time: 1 standard action
    Range: touch
    Duration: 1 hour/level (D)
    Effect: animates one lantern
    Componenent: V, S, F (a lantern)

    Description

    You can animate a lantern and order it to follow you. The lantern floats at shoulder height and remains within 5 feet of you, no matter how fast you move. The lantern cannot support any additional weight. The lantern illuminates its normal area, even if it does not have any oil in it. For the purposes of spells or effects targeting it the lantern always acts as if in your possession even when not directly on your person. A dancing lantern can be made permanent with a permanency spell (CL 9th, 2,500 gp).
    Decompose Corpse

    Decompose Corpse


    Necromancy \ \
    arcanist 1, cleric 1, druid 1, hunter 1, medium 1, occultist 1, oracle 1, psychic 1, sorcerer 1, spiritualist 1, warpriest 1, witch 1, wizard 1-level
    Save: Fortitude negates (object)
    SR: yes (object)

    Casting time: 1 standard action
    Range: touch
    Duration: instantaneous or 1 minute; see text
    Targets: one corpse or corporeal undead
    Componenent: V, S, M (a pinch of dried toadstool)

    Description

    Using this spell, the caster rapidly decomposes the flesh from a single corpse of size Huge or smaller, leaving behind a perfectly cleaned skeleton. If it is cast on a non-skeletal corporeal undead, the creature takes a –2 penalty on all rolls and to its Armor Class and CMD for 1 minute.
    Inflict Light Wounds
    PFRPG Core Rulebook pg. 263

    Cure Light Wounds


    Conjuration (Healing) \ \
    adept 1, alchemist 1, bard 1, cleric 1, druid 1, hunter 1, inquisitor 1, investigator 1, occultist 1, oracle 1, paladin 1, ranger 2, shaman 1, skald 1, spiritualist 1, warpriest 1, witch 1-level
    Save: Will Half (harmless)
    SR: yes (harmless)

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

    Description

    When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

    When augmented

    Grade
    Moderate Wounds: cures 2d8 points of damage +1 point per caster level (maximum +10).
    Serious Wounds: cures 3d8 points of damage +1 point per caster level (maximum +15).
    Critical Wounds: cures 4d8 points of damage +1 point per caster level (maximum +20).

    Modifiers
    Inflict: Uses negative energy, healing undead targets as if they were living, and harming other targets as if they were undead.
    Mass: changes range to "Close (25'+5'/2cl)", target to "one creature/level, no two of which can be more than 30' apart", and increases healing granted through high caster level by +20 (such that Mass Cure Light Wounds heals 1d8+25, Mass Cure Moderate Wounds heals 2d8+30, etc.).

    Mythic Effects

    Mythic Cure: The damage cured doubles, and each target is cured of a single point of ability damage per 2d8 of HP healing the spell grants. The type of ability damage cured is chosen separately by each target. Mythic Mass Cure spells additionally dazzle undead targets that fail their saving throws for a number of rounds equal to caster level.

    Mythic Inflict: instead of curing ability damage, living targets are sicked for a number of rounds equal to half the bonus HP healing from high caster level, if they fail their saving throw. Mythic Mass Inflict spells sicken living targets for a number of rounds equal to their caster level and additionally grant undead targets a profane bonus to attack rolls, weapon damage rolls, and saving throws equal to half the d8s of healing the spell grants them. This profane bonus lasts a single round.
    Speak with Animals

    Speak with Animals


    Divination \ \
    bard 3, druid 1, hunter 1, psychic 2, ranger 1, skald 3-level
    Save: Fortitude negates (object)
    SR: yes (object)

    Casting time: 1 standard action
    Range: Personal
    Duration: 1 min./level
    Targets: You
    Componenent: V, S

    Description

    You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
  • Sorcerer: Unwelcome Halo

    Unwelcome Halo


    Evocation \ \ Light
    arcanist 1, cleric 1, oracle 1, paladin 1, sorcerer 1, warpriest 1, wizard 1-level
    Save: Will Negates
    SR: yes

    Casting time: 1 standard action
    Range: medium (100 ft. + 10 ft./level)
    Duration: 1 minute/level
    Targets: one nongood creature
    Deity: Sarenrae
    Componenent: V, S

    Description

    This spell causes the target to glow as if surrounded by a halo of light. This halo sheds normal light in a 20-foot radius from the creature, and increases the light level by one step for an additional 20 feet. This halo makes it impossible for the creature to gain concealment in nonmagical darkness, and in dim or darker conditions, the creature’s glow can be seen even if it is not within direct line of sight.   If unwelcome halo is brought into an area of magical darkness (or vice versa), the effects of both spells are temporarily negated, so that the otherwise prevailing light conditions exist within the overlapping fields of effect.
  • Vigilante: Feather Fall
    Identify
    PFRPG Core Rulebook pg. 267

    Detect Magic


    Divination \ \
    adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
    Save: none
    SR: no

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

    Description

    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 eminates 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.   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 StrengthDuration of Lingering Aura
    Faint1d6 round
    Moderate1d6 minutes
    Strong1d6 x 10 minutes
    Overwhelming1d6 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.
    Aura PowerFaintModerateStrongOverwhelming
    Functioning Spell3rd level or less4th to 6th levels7th to 9th levels10th level or greater (divinity)
    Magic ItemCL5 or lessCL6 to CL11CL12 to CL20CL21 or more (artifact)

    When augmented

    • Identify: duration 3 rounds; add Material Components; This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
    Mage Armor
    PFRPG Core Rulebook pg. 306

    Mage Armor


    Conjuration (Creation) [Force] \ \
    arcanist 1, bloodrager 1, occultist 1, psychic 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, witch 1, wizard 1-level
    Save: Will Negates (harmless)
    SR: no

    Casting time: 1 standard action
    Range: touch
    Duration: 1 hour/level (D)
    Targets: creature touched
    Componenent: V, S, F (a piece of cured leather)

    Description

    An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.   Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

    Mythic Effects

    The armor bonus increases to +6. There is a 50% chance that any critical hit or sneak attack made against the target is negated and treated as a normal hit, as if the target were wearing moderate fortification armor.
    Snowball

    Snowball


    Evocation \ \ Cold, Water
    arcanist 1, bloodrager 1, druid 1, hunter 1, magus 1, sorcerer 1, summoner 1, summoner (unchained) 1, witch 1, wizard 1-level
    Save: None
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Effect: one ball of ice and snow
    Componenent: V, S

    Description

    You throw a ball of elemental ice and snow at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level you have (maximum 5d6).
2nd (DC 22)
3rd (DC 23)
4th (DC 24)
5th (DC 25)
6th (DC 26)
7th (DC 27)
8th (DC 28)
9th (DC 29)
Spell-LikesAnimate Dead (CL 9, CL13 for amount of HD animated)
Boneshaker
Desecrate (constant, centered on her)
Disguise Self (Physical change, +5 disguise)

Disguise Self


Illusion \ Glamer \
alchemist 1, antipaladin 1, arcanist 1, bard 1, inquisitor 1, investigator 1, medium 1, mesmerist 1, occultist 1, psychic 1, redmantisassassin 1, skald 1, sorcerer 1, wizard 1-level
Save: Will disbelieve

Casting time: 1 standard action
Range: Personal
Duration: 10 min./level (D)
Targets: You
Componenent: V, S

Description

You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.   The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
Library of Blight

Library of Blight


\ \
-level

Casting time: 1 Hour
Duration: 1 hour/class caster level
Effect: Summons One Library

Description

By spending 1 hour manifesting it into the world, she may summon the Library of Blight, which remains for a number of hours equal to the sum of her caster levels from all classes, but can be dismissed early by spending a minute willing it to do so. When the Library of Blight’s duration concludes, it dissipates from the world, leaving behind any creature which is neither a member of the Ravager Mafia, nor one of their controlled undead. A creature who knows the library is going to dissipate may make a will saving throw to remain in the library, if they so wish; however, this will lead to them being trapped within, if they do not possess means of extraplanar travel, until the library is next summoned. There is not typically food or drink within the library, creatures trapped within for extended periods of time may die of hunger or thirst.

If a member of the Ravager Mafia gets trapped within the library when its duration concludes, they can still exit, being teleported to a random safe location within 100 miles of where the library most recently was.

Any book or disease within the possession of or afflicting a creature left behind or who is leaving the library is subject to a will saving throw as an attended object, with failure resulting in the book remaining within the library. The Onyx Blight is not subject to this saving throw.
  • Whenever a creature afflicted with a disease fails the will save to have the disease removed from them upon leaving the Library of Blight, they are automatically afflicted with the Onyx Blight, without making a fortitude save, should the disease they were suffering from have a lower DC than that of the blight. The disease left behind however is stored as a sample in a vial within the Epidemiology Wing.


While within a number of miles from the Library of Blight equal to half her HD, The Librarian of Blight and her controlled undead are considered to be inside the library for all purposes and gain the following benefits:
  • Librarian gains:
    • The Librarian can store or retrieve any book she holds or which is within the library as a move action.
    • The Librarian may cast any of her spells known with any unassigned spell slots she possesses. She must use a spell slot of the same level as her known spell.
  • Undead who are not the librarian which are afflicted by the Onyx Blight gain the following benefits within the library:
    • gain the Dual Identity, Seamless Guise, and Transformation Sequence class features of a Vigilante with the Magical Child archetype. Their Social Identity is however in the form of a book and may be treated as a book when beneficial for them or the Librarian. If the Librarian of Blight possesses 7 HD, these undead additionally gain the Quick Change social talent.
    • If an undead is intelligent and has a reasonably humanoid body plan, they gain a Librarian Identity, appearing as a LN Humanoid of their choice. The choice of their Librarian Identity’s humanoid race is made when they are first granted this option and remains consistent every time this option is extended to them in the future. They can enter their Library Identity in the same manner as they would either other identity, and may do so whenever they would enter another identity.


If the Librarian can maintain the library for eight hours, she may study disease samples in the Epidemiology Wing. Each day, the Librarian may spend 8 hours studying the samples to evolve the Onyx Blight. She may make a charisma-based Profession Librarian check against each sample’s disease DC, earning 1 Epidemiology point per successful check and increasing the DC of the disease by 5 for purposes of future study. If she fails the skill check, she does not gain an Epidemiology point and does not increase the DC, although if she fails by 5 or more she destroys the sample and must save against being infected with the disease.

If a sample has too low of a DC for her to possibly fail the check, even on a natural 1, she does not gain Epidemiology points, though she can increase the DC for future study. Epidemiology points can be spent in the following ways:
  • 5 epidemiology points can be spent to create an Antibody for a single studied disease. All creatures afflicted with the Onyx Blight become immune to the studied disease, so long as its DC is less than the Onyx Blight’s. The Librarian may make an additional save with a +4 bonus against such diseases, whenever she fails to save against them.
  • 25 epidemiology points can be spent to grant the Hall of Bones an additional construction point beyond its normal allotment.
Plague Aura
Speak with Animals (CL1; Rats, Bats, & Wolves)

Speak with Animals


Divination \ \
bard 3, druid 1, hunter 1, psychic 2, ranger 1, skald 3-level
Save: Fortitude negates (object)
SR: yes (object)

Casting time: 1 standard action
Range: Personal
Duration: 1 min./level
Targets: You
Componenent: V, S

Description

You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +6 (DEX)  +6 +0 +0
Bluff +31 (CHA)  +10 +3 +18
Climb +0 (STR)  +0 +0 +0
Diplomacy +25 (CHA)  +10 +0 +15
Disguise +22 (CHA)  +10 +4 +8
Escape Artist +6 (DEX)  +6 +0 +0
Fly +6 (DEX)  +6 +0 +0
Heal +5 (WIS)  +4 +0 +1
Intimidate +10 (CHA)  +10 +0 +0
Knowledge: Arcana +17 (CHA)  +10 +4 +3
Knowledge: Dungeoneering +10 (CHA)  +10 +0 +0
Knowledge: Local +17 (CHA)  +10 +4 +3
Knowledge: Nature +17 (CHA)  +10 +4 +3
Knowledge: Planes +17 (CHA)  +10 +4 +3
Knowledge: Religion +17 (CHA)  +10 +4 +3
  Perception +4 (WIS)  +4 +0 +0
Ride +6 (DEX)  +6 +0 +0
Sense Motive +4 (WIS)  +4 +0 +0
Stealth +6 (DEX)  +6 +0 +0
Survival +4 (WIS)  +4 +0 +0
Swim +0 (STR)  +0 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +5 (INT)  +5 +0 +0
Craft: Alchemy +13 (INT)  +5 +4 +4
  Knowledge: Engineering +10 (CHA)  +10 +0 +0
  Knowledge: Geography +10 (CHA)  +10 +0 +0
Knowledge: History +10 (CHA)  +10 +0 +0
Knowledge: Nobility +10 (CHA)  +10 +0 +0
  Linguistics* +9 (INT)  +5 +4 +0
Perform: Oratory +17 (CHA)  +10 +2 +5
Perform: Undead Puppet Show +18 (CHA)  +10 +1 +7
Profession: Librarian +25 (WIS)  +4 +4 +17
Custom Skills
CS Skill Total AB Mod Ranks Misc
Disguise (Seamless Guise) +32 (CHA)  +10 +4 +18

* only usable when trained (rank 1 and higher)
Skill Notes
Epidemiologist Background
Craft (Alchemy), Heal
Skill Points (45)
(2[class]+5[int]+2[background])*4[level]+6[vigilante]+3[FCB]
Feats

Non-Leveling FeatsArcane Armor Training
As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.
MD) Equipment Trick (Sunrod)
You can use any equipment trick relating to the chosen item as long as you meet the trick’s prerequisites. If the item would normally be considered an improvised weapon, you can treat it as either a normal weapon or an improvised weapon, depending on which is more beneficial for you.
  • Flare (Craft [alchemy] 5 ranks or alchemist bomb class feature): As a standard action, you can expend the remaining life of a sunrod (lit or unlit) in an instant. Sighted creatures within a 20-foot-radius burst of the sunrod must succeed at a DC 15 Fortitude save or be dazzled for 2d4 rounds. Creatures with light sensitivity or light blindness receive a –2 penalty on their saving throws. Alternatively, as a full-round action, you can strike a creature with the sunrod or throw the sunrod as a ranged attack with a range increment of 10 feet. When it strikes a hard surface, it flares as describe above. Since you don’t have to hit a specific target, you can simply aim at the corner of particular 5-foot square. Treat the target corner as AC 5. If a creature is struck by the sunrod and fails its Fortitude save, it is blinded for the first round of its dazzled condition.
  • Fast Sunrod (Quick Draw): You can draw and light an easily accessible sunrod from a pack as a swift action.
  • Like the Sun (ability to cast any spell with the light descriptor): You can use a sunrod as an additional material component for any spell that bears the light descriptor. The spell is treated as one spell level higher (to a maximum of 9th level) for all purposes, including the calculation of saving throw DCs and its ability to overcome sources of magical darkness.
  • Lodge Sunrod (Throw Anything): You can throw your sunrod as a ranged improvised weapon. If you hit with a ranged touch attack, the sunrod does no damage, but stays lodged on the target until the target or another creature spends a move action to remove it.
  • Lure (Handle Animal 5 ranks): As a move action while holding a lit sunrod in your hand, you can attempt to move an animal in any direction you desire. Make a Handle Animal check against a DC of 15 + the target animal’s CR. If you are successful, the animal moves 5 feet in the desired direction on its next turn. For every 5 points by which your check exceeds the DC, the animal moves another 5 feet, up to the animal’s maximum speed. This movement provokes attacks of opportunity as normal, though if one is taken, the animal immediately stops moving (whether or not the attack hits). You cannot move an animal into an obvious hazard with this trick, but you can (for example) lure it into an open cage.
  • Twice as Brightly (Craft [alchemy] 5 ranks): As full-round action, you can tamper with an unused sunrod such that it burns out in a single hour, but shines much more brightly. It sheds bright light in a 30-foot radius and increases the light level by two steps for an additional 30 feet beyond that area (darkness becomes normal light, and dim light or normal light becomes bright light). It does not increase the light level in bright light.
Leveling Feats1) Mask of Virtue
Those who try to learn your true alignment find it hidden or receive a false result. Depending on the number of damnation feats you possess, spells or special abilities that would normally reveal your alignment return a vague or incorrect result. If this feat disguises your alignment, you can use either your true alignment or the false one when using magic items with alignment prerequisites.
  • Choose an alignment within one step of your actual alignment (LN). Your alignment is always revealed as being that false alignment.
3) Deific Obedience (Circiatto)
Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.

If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant. If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
Class FeatsSorcerer 1) Eshew Materials
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Oracle 3) Command Undead (DC 16)
As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
Vigilante 3) Brilliant PLanner
You can prepare for future contingencies without defining what those preparations are until they are relevant. As a part of this preparation, while in a settlement for at least 24 hours, you can take 8 hours and spend up to 50 gp per character level, which becomes your brilliant plan fund. While you have a brilliant plan pending, you are always treated as carrying 20 additional pounds of weight, even before you define your brilliant plan.

Once per day, you can take 10 minutes to enact a brilliant plan, withdrawing an item that would have been available in a settlement you visited or procuring a mundane service that your character planned ahead of time. Once you enact the plan, subtract the price of the item or service from this feat’s fund. Any item procured must weigh 10 pounds or less. Likewise, the GM must approve any nonmagical service you gain by using this feat as being appropriate for the location selected.

Once you have spent all the money in your brilliant plan fund or procured 20 pounds of objects with this feat, you cannot use the feat again until you replenish your brilliant plan fund.
  • Always Prepared: she can spend up to 100 gp per character level for his brilliant plan fund and only requires 1 minute to enact his brilliant plan. In addition, while in a settlement for at least 1 week, she can spend 24 hours and up to 500 gp per character level to create a stash somewhere within the settlement. Once per day, the vigilante can take 1 hour to retrieve a stash, retrieving any number of items that would have been available in a settlement she visited at the time of making the stash, regardless of the weight of the items.
Template FeatsHeighten Spell
A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Melificium
You cast spells with the evil descriptor with increased potency.
  • Add 1 to the DCs of all saving throws against spells with the evil descriptor that you cast.
  • When you apply a metamagic feat to a spell with the evil descriptor, that spell takes up a spell slot 1 level lower than normal (to a minimum of 1 level above the spell’s actual level).
Pestilent
When you successfully use a spell, spell-like ability, or supernatural ability to cause a creature to contract a disease, you gain a +2 bonus on attack rolls with natural weapons and unarmed strikes against that creature. In addition, such attacks deal an additional 1d6 points of negative energy damage. If you have the supernatural ability to cause a single disease (such as mummy rot), you gain these bonuses against any creature that has contracted the same disease, even if it did not contract it from you.
Spell Focus (Necromancy)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Bloatmage Initiate (Necromancy)
You learn the basics of the ancient art of hemotheurgy. Pick one school of magic in which you possess the Spell Focus feat—you cast spells from this school of magic at +1 caster level. This bonus stacks with the bonus from Spell Focus. Unfortunately, the bloating side effects increase your girth to such a point that you are constantly under the effects of a medium load—your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of –3, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).
Spell Specialization (Animate Dead)
Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell. Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.
Undead Master
When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when determining the number of Hit Dice you animate. When you cast command undead, your duration is doubled.
Varisian Tattoo (Necromancy)
Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained (and its Varisian name) are as follows:
Necromancy (voratalo): touch of fatigue

Unlock Level 6 - Threnodic Spell
This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as if they weren’t immune to mind-affecting effects, but has no effect on living creatures. A threnodic spell uses up a spell slot two level higher than the spell’s actual level.

Unlock Level 15 - Spell Perfection (Animate Dead)
Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.
Mythic Feats

Special Abilities

Monster AbilitiesCompression
The creature can move through an area as small as one-quarter its space without squeezing, or one-eighth its space when squeezing.
Template AbilitiesOnyx Blight
Type Injury; Onset 1 day; Frequency 1/day; Cure 1 save.
Effect: 1d4 of Con and Str damage & 1d2 of dex damage. If a creature is reduced to 0 dex from this disease, the curse petrifies them within Onyx crystal.
Special: in addition to the save in order to cure it, a remove curse spell must be cast. This is a supernatural aspect of the disease.
- Onyx Apex
When infecting a creature which the Corpse Mother ignores the immunities of (see Special Attacks), the Onyx Blight instead acts as a boon, bolstering their strength. Such creatures do not incur the ability damage of the disease, and instead gain the benefits of the Onyx Apex effect, while within long range (400’+40’/HD) of the Corpse Mother.
  • Effect: the subject gains a number of profane bonuses: +1 natural armor, +2 Str, and +4 Con. The subject’s natural weapons also expose targets to the Onyx Blight using the Corpse Mother’s DC. The profane bonus to natural armor increases by 1 every 3rd HD the Corpse Mother gains, to a maximum of +7.
  • Special: Undead subjects gain +2 hp per HD, and all natural attacks gain the Slashing damage type, are considered to deal lawful and evil aligned damage, and increase the Onyx Blight’s DC by an additional +2 above the corpse mother’s DC.
Plagued Telepathy
The Corpse Mother can telepathically communicate with any willing creature, who is infected with her Onyx Blight, over any distance. Mindless undead and any undead under the Corpse Mother’s Direct Control are considered willing for this effect.

Plague Body
The Corpse Mother is an unliving plague. As such, so long as the Onyx Blight exists, the Corpse Mother cannot be permanently slain. When she is reduced to 0 HP, she is slain only until such a time as she can sacrifice a number of undead infected with her disease such that the sum of their HD equals 5 times her own. The Corpse Mother is returned to her physical form at 1 hp, reforming within the epidemiology wing of the Library of Blight. This process takes 24 hours during which time the Corpse Mother has complete control over the chosen undead.
  • An intelligent undead may make a will save to negate being sacrificed until the next time that the Corpse Mother is temporarily slain.
  • The sacrifice itself is a supernatural effect, and, as such, any undead in antimagic areas or in other situations which would suppress supernatural effects upon them cannot be sacrificed as part of this ability.
Controlled Undead
Animate Dead
Command Undead
  • Class Level 3 - Control 3HD

Traits

TraitsAdopted (Social; Half-Elf -> Bifurcated Magic)
Your broad collection of lore grants unparalleled understanding of magic’s underlying principles. Twice per day when spontaneously casting a spell altered by metamagic, you can do so without increasing the spell’s casting time. For each other magic trait you have, you can use this trait’s benefit an additional time each day.
Bifurcated Magic (Race; Oracle/Sorcerer)
You’ve studied the methods of both elven and human spellcasters. Pick two classes when you gain this trait—your caster level in each of those classes is treated as 1 higher as long as this doesn’t raise your caster level above your total Hit Dice. This doesn’t stack with any similar increase from traits such as Magical Knack.
Curator of Mystic Secrets (Magic Exemplar; 4/day)
Your broad collection of lore grants unparalleled understanding of magic’s underlying principles. Twice per day when spontaneously casting a spell altered by metamagic, you can do so without increasing the spell’s casting time. For each other magic trait you have, you can use this trait’s benefit an additional time each day.
Gifted Adept (Magic)
+1 caster level to Animate Dead spell
Magical Knack (Magic; Magical Child)
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
DrawbacksLow Fortitude
-2 to all fort saves
Racial TraitsABI
+2 Dex, +2 Cha, -2 Con
Senses
Dhampirs get low-light vision and darkvision with a range of 60 feet.
Dayborn
A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
Negative Energy Affinity
Though they’re living creatures, dhampirs react to positive and negative energy as if they were undead; positive energy harms them, and negative energy heals them.
Resist Level Drain
A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Undead Resistance
Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Vampiric Empathy
Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.
Template

WEAPONS
Name AB Critical Type Range Ammo Dmg
Masterwork Kukri +10 18-20/x2 S - - 1d4
Masterwork Longbow +10 x3 P 100' 20 1d8
Masterwork Rapier +10 18-20/x2 P - - 1d6
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Nimble Dark Leaf Armored Coat+3Medium-010%15- Bloatmage Initiate
Arms & Equipment

Coin Purse

Kelmis's Coin Purse


Coin TypeQuantityWeight
Total GP Value121224.24 lbs
Plat06 lbs
Gold121224.24 lbs
Silver00 lbs
Copper00 lbs
Magic Item Slots

Kelmis's Magic Items Slots


SlotItem
Head-
Headband-
Eyes-
Shoulders-
Neck-
Chest-
Body-
Armor-
Belt-
Wrists-
Hands-
Rings- -
Feet-
Slotless / Stored
Magic Items

Kelmis's Other Magic Items

Aura:Caster Level:Body Slot:Price:Weight:  

-


 
Mundane Items

Kelmis's Mundane Items

Aura:Caster Level:Body Slot:Price: 1788;  Weight:  

WeaponsMasterwork Kukri
Cost 308 gp Weight 2 lbs.
Damage 1d3 (small), 1d4 (medium Critical 18-20/x2; Range —; Type S; Special —; Category Light; Proficiency Martial; Weapon Groups Blades, Light
A kukri is a curved blade, about 1 foot in length.
Masterwork Longbow
Cost 375 gp Weight 3 lbs.
Damage 1d6 (small), 1d8 (medium Critical x3; Range 100 ft.; Type P; Special —; Category Ranged; Proficiency Martial; Weapon Groups Bows
At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow can’t be used while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. You can apply your Strength modifier to damage rolls when you use a composite longbow, but not a regular longbow. A longbow fires arrows.
Masterwork Rapier
Cost 320 gp Weight 2 lbs.
Damage 1d4 (small), 1d6 (medium Critical 18-20/x2; Range —; Type P; Special —; Category One-Handed; Proficiency Martial; Weapon Groups Blades, Light
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon. You can’t wield a rapier in two hands in order to apply 1-1/2 times your Strength modifier to its damage.

Ammunition: Durable Arrow (20)
Price 1 gp; Weight —
These arrows are tightly wrapped in strands of alchemical glue. Durable arrows don’t break with normal use, whether or not they hit their target; unless a durable arrow goes missing, an archer can retrieve and reuse it again and again. Durable arrows can be broken in other ways (such as deliberate snapping, hitting a fire elemental, and so on). A magical durable arrow with an enhancement bonus or magic weapon special ability applies these magical effects only the first time it is used—afterward, the durable arrow becomes nonmagical, and it can be reused or imbued with magic again.
ArmorNimble Dark Leaf Armored Coat
Cost 2550 gp (Free Mundane) Weight 15 lbs.
Armor Bonus +4(-1 Max Dex Bonus +3(+2+2 Armor Check Penalty -2(+1+3 Arcane Spell Failure Chance 20%(-10% Speed 20 ft./15 ft.
This sturdy leather coat is reinforced with metal plates sewn into the lining. An armored coat is more cumbersome than light armor but less effective than most medium armors. The advantage of it is that a person can don it or remove it as a move action (there is no “don hastily” option for an armored coat). If worn over other armor, use the better AC bonus and worse value in all other categories; an armored coat has no effect if worn with heavy armor. The only magic effects that apply are those of armor, clothing, or items worn on top.
  • Nimble armor is designed for flexibility and ease of use, although this compromises its protective qualities. Nimble armor’s maximum Dexterity bonus is increased by 2, and its armor check penalty is reduced by 1 (minimum 0). Nimble armor’s armor bonus is reduced by 1.
  • Darkleaf cloth is a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor. Spell failure chances for armors made from darkleaf cloth decrease by 10% (to a minimum of 5%), maximum Dexterity bonuses increase by 2, and armor check penalties decrease by 3 (to a minimum of 0).

    An item made from darkleaf cloth weighs half as much as the same item made from leather, furs, or hides. Items not primarily constructed of leather, fur, or hide are not meaningfully affected by being partially made of darkleaf cloth. As such, padded armor, leather armor, studded leather armor, and hide armor can be made out of darkleaf cloth (although other types of armor made of leather or hide might be possible). Because darkleaf cloth remains flexible, it cannot be used to construct rigid items such as shields or metal armors. Armors fashioned from darkleaf cloth are always masterwork items; the masterwork cost is included in the listed prices.

    Darkleaf cloth has 20 hit points per inch of thickness and hardness 10.
ToolsFamiliar Satchel
Price 25 gp; Weight 6 lbs.
This armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water.
Sunrods (5 rods)
Price 2 gp; Weight 1 lb.
This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.
Clothing
AhzhahScholar's Outfit
Price 5 gp; Weight 6 lbs.
Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.
Consigliere of BlightCourtier's Outfit
Price 30 gp; Weight 6 lbs.
This outfit includes tailored clothes in whatever fashion happens to be current in noble courts of that region. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.
Mask
Price 15 gp; Weight 1 lb.
The gala events of decadent nobles are where one might see the most outlandish and stylish of masks, but simpler masks might be found wherever local customs permit. They range from small bits of fabric that cover only a portion of the face to elaborate constructions that cover the entire face or head.
Gold Unholy Symbol
Price: 100 gp; Weight 1 lb.
A holy symbol focuses positive energy and is used by good clerics and paladins (or by neutral clerics who want to cast good spells or channel positive energy). Each religion has its own holy symbol. The material used to make the holy symbol has no effect on its powers, though a religion may place special significance on a particular material.

Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or channel negative energy).
Dame KelmisNoble's Outfit
Price 75 gp; Weight 10 lbs.
These clothes are designed specifically to be expensive and gaudy, letting everyone know exactly how expensive they are. Precious metals and gems are worked into the clothing, along with elaborate embroidery, and some outfits may contain impractical concessions to high fashion. A would-be noble also needs a signet ring and jewelry (worth at least 100 gp) to accessorize this outfit.
Signet Ring
Price 5 gp
This ring has an embossed design, typically a family crest or official icon. You press a signet ring into softened wax to leave an impression of this symbol. In Dame Kelmis's case, her symbol is as a ring of skulls around the flag of the vanished city of Llohtlan.
Jewelry
Price 100gp
Dame Kelmis is commonly adorned with several small trinkets of tumbled and passivated fire-forged steel, which seat finely cut onyx gems.
TransportHeavy Wagon
Nethys Vehicle Link
Cost 100 gp
This large, four-wheeled vehicle is primarily used in caravans to transport goods over long stretches of territory. These wagons can carry up to 4,000 pounds of cargo.
Propulsion muscle (pulled; 4 Medium creatures or 1 Large creautres)
Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence pulling the vehicle), Diplomacy or Intimidate (in the case of intelligent creatures pulling the vehicle)
Horse (Heavy)
Cost 200 gp
[block:1624255]
ContainersOrnate Coffin
Price 100 gp; 50 lbs.
A plain coffin is made of simple wood and has a loose, flat lid that can be nailed onto it. Ornate coffins are favored by aristocratic families for displaying their dead, and include upholstered cloth liners and a hinged lid.


 

Class Features

OracleCurse (Plagued)
You suffer from minor ailments and sicknesses. While you struggle to resist new diseases, you have grown accustomed to the many inconveniences of sickness. You take a –1 penalty on all saving throws against disease or infestation effects, but you are immune to the sickened condition.
  • At 5th level, add Pox Pustules to your list of 2nd-level oracle spells known.
  • At 10th level, increase the save DC of any disease effect you create by +2, and you raise the number of saves required to recover naturally from these diseases by 1.
  • At 15th level, you are immune to the effects of disease and infestations, but you can still function as a carrier for sickness.
Mystery (Juju)
spells: Speak with Animals
Revelations:
  • Spirit Vessels: You can channel wendo spirits into lifeless bodies, reanimating them to aid you. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.
  • Undead Servitude: You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel.
SorcererBloodline (Sanguine/Umbral)
Arcana:
  • Sanguine: Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.
  • Umbral: Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1.
Bloodline Powers:
  • The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you'd had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
VigilanteDual Identity
A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.

Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.
Seamless Guise
A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
Social Talents
  • Archetype) Transformation Sequence (Su): A magical child’s transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable. A magical child can normally transform between her identities in 5 rounds, though this improves to a standard action with the quick change social talent and a swift action with the immediate change social talent. However, the transformation is quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions.
  • 1) Guise of Life (Su): An undead vigilante with this talent gains an additional social identity in the form of one living creature identical to the vigilante’s appearance in life. Successful Knowledge checks reveal information about the vigilante as if he were a living creature, and he counts as living for the purpose of divination spells and effects. He gains no other benefit from appearing to be a living creature, and remains vulnerable to positive energy and spells that effect undead. The vigilante must be a corporeal undead creature to select this talent. Humanoid vigilantes with the negative energy affinity racial trait can also select this talent, gaining a human social identity..
  • 3) Always Prepared (Ex): The vigilante can set aside resources to plan for future contingencies. The vigilante gains the Brilliant Planner feat except he can spend up to 100 gp per character level for his brilliant plan fund and only requires 1 minute to enact his brilliant plan. In addition, while in a settlement for at least 1 week, he can spend 24 hours and up to 500 gp per character level to create a stash somewhere within the settlement. Once per day, the vigilante can take 1 hour to retrieve a stash, retrieving any number of items that would have been available in a settlement he visited at the time of making the stash, regardless of the weight of the items. Once he retrieves a stash in this way, he subtracts the price of the items from the stash’s value and the stash is exhausted and lost, regardless if he used the full value of the stash. The vigilante can maintain any number of stashes, but a stash is lost if he does not spend 1 hour to maintain the stash at least once per month. A vigilante’s stash is well-hidden and only the vigilante knows the location of a stash he creates.
Vigilante Talents
2) Whether through mutation or alchemy, some vigilantes have flesh that is as moldable as clay and as fluid as ink. A vigilante with this talent gains the shapechanger subtype and the compression universal monster rule. In addition, the vigilante can alter his appearance as disguise self, except that the changes are physical rather than illusory. However, aspects of the vigilante’s aesthetic persist in all forms, halving the bonus on Disguise checks gained from this effect and from seamless guise. At 12th level, the vigilante can pass through narrow openings, even mere cracks, along with any item he wears or carries (to a maximum of his light load).
Animal Guide
A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish familiars might still need to hide the familiar.

At 3rd level, the magical child’s familiar reveals another aspect of its form, and its vigilante identity changes into a creature on the Improved Familiar list that would be available to a 3rd-level spellcaster (the animal guide’s social identity always remains as the original normal animal). The familiar can change its vigilante identity again when the magical child reaches 5th and 7th level, each time to familiars available at those levels. The Improved Familiar feat’s alignment restrictions apply to this ability, but only the magical child’s vigilante identity needs to have an alignment that fulfills the alignment requirements of the improved familiar. The familiar’s new vigilante form choices are permanent, and it cannot transform back into its former vigilante identities until 9th level, when the familiar gains the change shape universal monster ability if it doesn’t already have it. It can use this ability at will when in its vigilante identity to transform into any of its four vigilante identities. In vigilante form, a magical child’s familiar gains an amount of DR/magic equal to her vigilante level. This doesn’t stack with any DR/magic that her vigilante form might already possess.

If a magical child’s familiar dies, its consciousness simply leaves its body, and the magical child can replace its body after 24 hours. To do so, she must conduct an 8-hour ritual that costs 200 gp per her vigilante level, but once the ritual is complete, the familiar returns in a new body. It retains all of its memories from its earlier service to the magical child.
  • A magical child’s familiar counts as the magical child for purposes of the startling appearance, frightening appearance, and stunning appearance abilities, and it can calculate its DCs using either its own Charisma modifier or the magical child’s, whichever is better. At 20th level, the familiar can make vengeance strikes as if it were the magical child.
Unshakable
Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.
Mystic Theurge (Oracle/Wizard)Combined Spells (1st)
A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.

Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day.

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Horse - HeavyCR 1


N Large Animal
Senses: low-light vision, scent; Perception +8

Defense

AC: 15, touch 13, flat-footed 11 (+4 Dex, +1 natural, –1 size)
HP: 19 ( 2d8+10 )
( Fort +8, Ref +7, Will +3 )

Offense

Speed: 50 ft.
Melee: 2 hooves –2 (1d4+1)
Space: 10 ft.

Statistics

Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Attack: +1 CMB: +7 CMD: 21 (25 vs. trip)
Feats:
Endurance, Run
Skills: Perception +8
SQ: docile

Description

Docile (Ex): Unless specifically trained for combat (see the Handle Animal skill, a horse’s hooves are treated as secondary attacks.

Statblocks for companions, followers and other allies.

Ahzhah's Familiar - (Social Identity)
GoobyCR

Familiar (Sage) 3
LE T Magical Beast
Senses: low-light vision, scent; Perception +1

Defense

AC: AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
HP: 40
( Fort +2, Ref +4, Will +7 )
Defensive Abilities: Improved Evasion

Offense

Speed: 15 ft., climb 15 ft., swim 15 ft.
Melee: bite +4 (1d3–4)
Special Attacks:
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Space: 2.5'
Reach: 0'

Statistics

Str 2, Dex 15, Con 11, Int 8, Wis 13, Cha 2
Base Attack: +2 CMB: +2 CMD: 8 (12 vs. trip)
Feats:
Weapon Finesse
Skills: Climb +10, Knowledge (Arcana) +6, Knowledge (All) +0, Stealth +18, Swim +10
Racial Modifiers: +4 Stealth, +1 Knowledge (All)
Languages: Rat heeheehoohoo funny rat language
Consiglier's Familiar - (Vigilante Identity)
Hall of BonesCR

Undead 4 & Familiar (Sage) 3
LE C Undead, Kaiju
Senses: Darkvision 600'; Perception +0

Defense

AC: AC 23, touch 1, flat-footed 23 (-1 Dex, +22 natural, -8 size)
HP: 44
( Fort +3, Ref +0, Will +6 )
Defensive Abilities: Improved Evasion
Immune: Undead Traits
DR: Hardness 8

Offense

Speed: 30'
Melee: 2 claws +5 (1d4+19 plus Grab)
Special Attacks:
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.


Hurl Foe (Ex): When a kaiju damages a Huge or smaller foe with one of its natural attacks, it can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 10 feet in a direction of the kaiju’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the kaiju’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.

Massive (Ex): Because kaiju are so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to a kaiju’s movement, though settlements or areas of forest are considered difficult terrain to a kaiju. A Huge or smaller creature can move through any square occupied by a kaiju, and vice versa. A kaiju can make attacks of opportunity only against foes that are Huge or larger and can be flanked only by Huge or larger foes. A kaiju gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Huge or smaller creature to climb a kaiju—this generally requires a successful DC 30 check, and unlike the normal rules about kaiju and attacks of opportunity, a Small or larger creature that climbs on a kaiju’s body provokes an attack of opportunity from the monster.


Grab (Ex, 1 CP): The necrocraft gains the grab ability with its natural attacks.

Stone (Ex, 1 CP): The object is made of stone or crystal. Its hardness increases to 8 and it gains a +1 increase to its natural armor bonus.
Space: 50'
Reach: 30'

Statistics

Str 49, Dex 9, Con —, Int 8, Wis 10, Cha 13
Base Attack: +3 CMB: +30 CMD: 39
Skills: Knowledge (Arcana) +6, Knowledge (All) +0
Racial Modifiers: +4 Stealth, +1 Knowledge (All)

Statblocks for your spells.

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


Created by

M.Grom.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed