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Realm of the

NewElrohirVenerable Mammoth Lords None


Character Name Player Name Deity Region Alignment
Ranger 7 Dwarf (Exiled Dwarf) / Humanoid Medium / 5 ft. 0' 0" / 0 lbs. Darkvision (60 ft.)
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
7 (7) 35000 / 51000 342 Male 25
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
SCORE MOD SCORE MOD SCORE MOD

STR 16 +3 16 +3 HP 88 Walk 20 ft.


hit points
Strength

DEX 18 +4 18 +4 AC 20 : 16 : 14 = 10 + 5 + 0 + 4 + 0 + 1 + 0 + 0 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity
TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC

CON 16 +3
ARMOR TION

16 +3
BONUS BONUS

Constitution INITIATIVE +4 =
+4 +
+0 15 +0 0
INT 12 +1 12 +1
modifier
TOTAL DEX MISC MISS Arcane ARMOR SPELL ACID COLD ELECT. FIRE
Intelligence MODIFIER MODIFIER CHANCE Spell CHECK RESIST RESIST RESIST RESIST RESIST
Failure PENALTY
WIS 14 +2 14 +2 Encumbrance Light TOTAL SKILLPOINTS: 49
SKILLS MAX RANKS: 7/7
Wisdom
SKILL NAME
KEY ABILITY SKILL ABILITY RANKS MISC

CHA 10 +0 10 +0
MODIFIER MODIFIER MODIFIER

Charisma ✓ Acrobatics DEX 9 = 4 + 5


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP
= + +
SAVE ✓ Acrobatics (When Jumping) DEX 5 4 5 -4
FORTITUDE +10 = +5 +
+3 +
+2 +
+0 +
+0 + ✓ Appraise INT 1 = 1
(constitution)
✓ Appraise (Precious metals and gemstones) INT 3 = 1 + 2
REFLEX +11 = +5 +
+4 +
+2 +
+0 +
+0 +
✓ Bluff CHA 0 = 0
(dexterity)
✓ Climb STR 13 = 3 + 7 + 3
WILL +6 =
+2 +
+2 +
+2 +
+0 +
+0 +
✓ Craft (Untrained) INT 1 = 1
(wisdom)
✓ Diplomacy CHA 0 = 0
Conditional Save Modifiers: ✓ Disguise CHA 0 = 0
+2 vs. poison, spells, and spell-like abilities ✓ Escape Artist DEX 4 = 4
Conditional Combat Modifiers: ✓ Fly DEX 4 = 4
When you are wielding a two-handed weapon or a one-handed weapon with Handle Animal CHA 8 = 0 + 5 + 3
two hands, and using the Power Attack feat, you do not suffer Power Attack's ✓ Heal WIS 6 = 2 + 1 + 3
penalty on melee attack rolls on the first attack you make each turn. ✓ Intimidate CHA 0 = 0
+4 dodge bonus to AC against humanoid creatures of the giant subtype. Knowledge (Nature) INT 5 = 1 + 1 + 3
Perception WIS 12 = 2 + 7 + 3
+1 bonus on attack rolls against humanoid creatures of the orc and goblinoid ✓
Perception (Notice unusual WIS 14 = 2 + 7 + 5
subtypes due to special training against these hated foes. ✓
stonework)
You gain a +2 bonus on Attack rolls and Damage rolls against giants. =
✓ Perform (Untrained) CHA 0 0
You gain a +4 bonus on Attack rolls and Damage rolls against humans. = + +
✓ Ride DEX 10 4 3 3
+4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip ✓ Sense Motive WIS 2 = 2
attempt while standing on the ground. ✓ Stealth DEX 14 = 4 + 7 + 3
+1 trait bonus to initiative in favored terrains. ✓ Survival WIS 12 = 2 + 7 + 3
✓ Survival (Follow or identify tracks) WIS 15 = 2 + 7 + 6
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
Swim STR 12 = 3 + 6 + 3
MELEE +10/+5 = +7/+2 + +3 + +0 + +0 + 0 + ✓
= + +
attack bonus

RANGED +11/+6 = +7/+2 + +4 + +0 + +0 + 0 + = + +


attack bonus ✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.
CMB +10/+5 = +7/+2 + +3 + +0 + + +
attack bonus Conditional Skill Modifiers:
BULL
GRAPPLE TRIP DISARM SUNDER RUSH +4 bonus on Swim checks made to resist nonlethal damage
OVERRUN

CMB +10/+5 +10/+5 +10/+5 +10/+5 +10 +10 from exhaustion; Constitution checks made to continue running,
CMD 24 28 24 24 28 24 to avoid nonlethal damage from a forced march, to hold your
DIRTY TRICK DRAG REPOSITION STEAL
breath, and to avoid nonlethal damage from starvation or thirst;
CMB +10 +10 +10 +10
Fortitude saves made to avoid nonlethal damage from hot or
CMD 24 24 24 24 cold environments and to resist damage from suffocation.
You gain a +2 bonus on Knowledge (Geography), Perception,
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
(nonlethal only) +10/+5 1d3+3 20/x2 5 ft. Stealth, and Survival checks, Initiative checks and cannot be
Special Properties: tracked in plains terrain
You gain a +2 bonus on Bluff, Knowledge, Perception, Sense
Motive, and Survival checks against giants.

Character: NewElrohirVenerable PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:19:49 PM Page 1
*+2 Composite Longbow HAND TYPE SIZE CRITICAL REACH You gain a +4 bonus on Bluff, Knowledge, Perception, Sense
Both P M 20/x3 5 ft. Motive, and Survival checks against humans.
Range: 30 ft. To Hit: +14/+9 Damage: 1d8+3
110 ft. 220 ft. 330 ft. 440 ft. 550 ft.
Dwarves receive a +2 bonus on Perception skill checks to notice
TH +13/+8 +11/+6 +9/+4 +7/+2 +5/+0 unusual stonework, such as traps and hidden doors located in
Dam 1d8+2 1d8+2 1d8+2 1d8+2 1d8+2 stone walls or floors.
660 ft. 770 ft. 880 ft. 990 ft. 1100 ft.
TH +3/-2 +1/-4 -1/-6 -3/-8 -5/-10 Mythic Power
Dam 1d8+2 1d8+2 1d8+2 1d8+2 1d8+2
Uses per Day ❏❏❏❏❏
+1 Falchion HAND TYPE SIZE CRITICAL REACH Mythic Power (Su):Mythic characters can draw upon a wellspring of power to accomplish amazing
Carried S M 18-20/x2 5 ft. deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend
5 mythic power. This amount is your maximum amount of mythic power. If an ability allows you to
TOTAL ATTACK BONUS DAMAGE
regain uses of your mythic power, you can never have more than this amount. [Paizo Publishing LLC
+11/+6 2d4+5 - Mythic Adventures, p.12]

Surge:You can call upon your mythic power to overcome difficult challenges. You can expend one
+1 Falchion [Power HAND TYPE SIZE CRITICAL REACH
use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result.
Temp Bonus S M 18-20/x2 5 ft.
Attack (Two-Handed)]
Using this ability is an immediate action taken after the result of the original roll is revealed. This can
change the outcome of the roll. [Paizo Publishing LLC - Mythic Adventures, p.12]
TOTAL ATTACK BONUS DAMAGE
Surprise Strike:As a swift action, you can expend one use of mythic power to make a melee attack
+9/+4 2d4+11 or ranged attack against a target within 30 feet, in addition to any other attacks you make this round.
When you make a surprise strike, the target is considered flat-footed regardless of any class features
*: weapon is equipped or abilities it might have, and you add +1 to the attack roll. Damage from this attack bypasses
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand damage reduction. [Paizo Publishing LLC - Mythic Adventures, p.44]
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE

*+2 Studded Leather Armor Light +5 +5 +0 15


*Amulet of Natural Armor +1 +1 +0 0

Character: NewElrohirVenerable PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:19:49 PM Page 2
+2 Heavy Crossbow HAND TYPE SIZE CRITICAL REACH Mythic characters can draw upon a wellspring of power to accomplish amazing
Carried P M 19-20/x2 5 ft. deeds and cheat fate. This power is used by a number of different abilities. Each
Range: 30 ft. To Hit: +14/+9 Damage: 1d10+3 day, you can expend 5 mythic power. This amount is your maximum amount of
120 ft. 240 ft. 360 ft. 480 ft. 600 ft. mythic power. If an ability allows you to regain uses of your mythic power, you
TH +13/+8 +11/+6 +9/+4 +7/+2 +5/+0 can never have more than this amount.
Dam 1d10+2 1d10+2 1d10+2 1d10+2 1d10+2 Surprise Strike [Paizo Publishing LLC -
720 ft. 840 ft. 960 ft. 1080 ft. 1200 ft.
Mythic Adventures, p.44]
TH +3/-2 +1/-4 -1/-6 -3/-8 -5/-10
As a swift action, you can expend one use of mythic power to make a melee
Dam 1d10+2 1d10+2 1d10+2 1d10+2 1d10+2
attack or ranged attack against a target within 30 feet, in addition to any other
attacks you make this round. When you make a surprise strike, the target is
+2 Heavy Crossbow HAND TYPE SIZE CRITICAL REACH
considered flat-footed regardless of any class features or abilities it might have,
Temp Bonus P M 19-20/x2 5 ft.
[Gravity Bow] and you add +1 to the attack roll. Damage from this attack bypasses damage
Range: 30 ft. To Hit: +14/+9 Damage: 2d8+3 reduction.
120 ft. 240 ft. 360 ft. 480 ft. 600 ft.
TH +13/+8 +11/+6 +9/+4 +7/+2 +5/+0 Special Qualities
Dam 2d8+2 2d8+2 2d8+2 2d8+2 2d8+2 Combat Style Feat (Ex) [Paizo Inc. - Core
720 ft. 840 ft. 960 ft. 1080 ft. 1200 ft.
Rulebook, p.65]
TH +3/-2 +1/-4 -1/-6 -3/-8 -5/-10
At 2nd level, a ranger must select one of two combat styles to pursue: archery
Dam 2d8+2 2d8+2 2d8+2 2d8+2 2d8+2
or two weapon combat. The ranger's expertise manifests in the form of bonus
feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected
EQUIPMENT
combat style, even if he does not have the normal prerequisites. If the ranger
ITEM LOCATION QTY WT / COST
selects archery, he can choose from the following list whenever he gains a combat
Amulet of Natural Armor +1 Equipped 1 0 / 2,000
style feat: Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level,
Aura: faint transmutation, Caster Level: 5th, Construction Cost: 1,000 gp, Construction Requirements: Craft
Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonus, Slot: neck he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds
+2 Composite Longbow Equipped 1 3 / 8,400 Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-
weapon combat, he can choose from the following list whenever he gains a
Cloak of Resistance +2 Equipped 1 1 / 4,000
combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-
Aura: faint abjuration, Caster Level: 5th, Construction Cost: 2,000 gp, Construction Requirements: Craft Wondrous
Item, resistance, creator's caster level must be at least three times the cloak's bonus, Slot: shoulders Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-
+2 Studded Leather Armor Equipped 1 20 / 4,175 Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting
and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats
Antitoxin Equipped 1 0 / 50
apply only when he wears light, medium, or no armor. He loses all benefits of his
❏ combat style feats when wearing heavy armor. Once a ranger selects a combat
+5 alchemical bonus to Fortitude saves against poison for 1 hour, gain a +5 alchemical bonus on Fortitude saving
throws against poison for 1 hour.Plural: Vials of, Single: Vial of style, it cannot be changed.
Potion of Pass without Trace Equipped 2 0 (0) / 50 (100) Darkvision (Ex) [Paizo Inc. - Bestiary]
❏❏ Range 60 ft.; Darkvision is the extraordinary ability to see with no light source
Leave no footprints or scent trail while moving for 1 hourAura: faint transmutation, Caster Level: 1st, at all, out to a range specified for the creature. Darkvision is black and white only
Construction Cost: 25 gp, Construction Requirements: Brew Potion, pass without trace, Slot: none
(colors cannot be discerned). It does not allow characters to see anything that
Handy Haversack Equipped 1 5 / 2,000
they could not see otherwise-invisible objects are still invisible, and illusions are
Aura: moderate conjuration, Caster Level: 9th, Construction Cost: 1,000 gp, Construction Requirements: Craft
Wondrous Item, secret chest, Slot: none
still visible as what they seem to be. Likewise, darkvision subjects a creature to
+1 Falchion Carried 1 8 / 2,375 gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) [Paizo Publishing - Core
+2 Heavy Crossbow Carried 1 8 / 8,350
Rulebook, p.21]
TOTAL WEIGHT CARRIED/VALUE 45 lbs. 31,450gp Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant
WEIGHT ALLOWANCE subtype.
Light 76 Medium 153 Heavy 230 Exiled Dwarf [Paizo Inc. - Advanced
Lift over head 230 Lift off ground 460 Push / Drag 1150 Race Guide, p.]
Dwarves who have lost their homelands usually have the relentless and
MONEY stubborn racial traits, and often have wyrmscourged as well.
Total= 0 gp [Unspent Funds = 934,100 gp] Favored Terrain (Plains) (Ex) [Paizo Inc. - Core
MAGIC Rulebook, p.65]
You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and
Languages Survival checks when using these skills in plains terrain. Likewise, you get a +2
Common, Dwarven, Giant bonus on initiative checks when in this terrain. If you desire, you leave no trail in
this terrain and cannot be tracked.
Other Companions
Greed (Ex) [Paizo Inc. - Core
Rulebook, p.21]
Traits
Magical Knack (Ranger) [Paizo Inc. - Advanced Dwarves receive a +2 racial bonus on Appraise skill checks made to determine
Player's Guide, p.329] the price of nonmagical goods that contain precious metals and gemstones.
You were raised, either wholly or in part, by a magical creature, either after it Hard to Kill (Ex) [Paizo Publishing LLC -
found you abandoned in the woods or because your parents often left you in the Mythic Adventures, p.12]
care of a magical minion. This constant exposure to magic has made its mysteries Whenever you're below 0 hit points, you automatically stabilize without needing
easy for you to understand, even when you turn your mind to other devotions to attempt a Constitution check. If you have an ability that allows you to act while
and tasks. Your caster level in Ranger gains a +2 trait bonus as long as this bonus below 0 hit points, you still lose hit points for taking actions, as specified by that
doesn't raise your caster level above your current Hit Dice. ability. Bleed damage still causes you to lose hit points when below 0 hit points.
Tracker of the Society (Pathfinder Society) [Paizo Publishing - In addition, you don't die until your total number of negative hit points is equal
Pathfinder Chronicles: to or greater than double your Constitution score.
Faction Guide, p.62] Hardy (Ex) [Paizo Inc. - Core
You gain a +1 trait bonus on Initiative checks and a +2 trait bonus on Survival Rulebook, p.21]
skill checks made while traveling through any of your favored terrains. This is in Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
addition to any bonuses you receive from your Favored Terrain class ability. spell-like abilities.
Hatred (Ex) [Paizo Publishing - Core
Special Attacks Rulebook, p.21]
Humanoid (Giant) (Ex) [Paizo Inc. - Core Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the
Rulebook, p.64] orc and goblinoid subtypes due to special training against these hated foes.
You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival Longevity (Su) [Paizo Publishing LLC -
checks when using these skills against giants. Likewise, you get a +2 bonus Mythic Adventures, p.50]
on weapon attack and damage rolls against such creatures. You may make Upon taking this ability, you can no longer die from old age. If you have penalties
Knowledge Skill checks untrained to identify such creatures. to your physical ability scores due to aging, you no longer take those penalties.
Humanoid (Human) (Ex) [Paizo Inc. - Core You still continue to age, and you gain all the benefits to your mental ability scores.
Rulebook, p.64] Mythic Tier [Paizo Publishing LLC -
You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival Mythic Adventures, p.13]
checks when using these skills against humans. Likewise, you get a +4 bonus You are a 1st-tier mythic character.
on weapon attack and damage rolls against such creatures. You may make Stability (Ex) [Paizo Inc. - Core
Knowledge Skill checks untrained to identify such creatures. Rulebook, p.21]
Mythic Power (Su) [Paizo Publishing LLC -
Mythic Adventures, p.12]

Character: NewElrohirVenerable PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:19:49 PM Page 3
Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting You can make exceptionally deadly melee attacks by sacrificing accuracy for
a bull rush or trip attempt while standing on the ground. strength.
Steady (Ex) [Paizo Inc. - Core You can choose to take a -2 penalty on all melee attack rolls and combat
Rulebook, p.21] maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to
Dwarves never have their speed reduced by armor or encumbrance. damage is increased by half (+50%) if you are making an attack with a two-handed
Stonecunning (Ex) [Paizo Inc. - Core weapon, a one handed weapon using two hands, or a primary natural weapon
Rulebook, p.21] that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to
Dwarves receive a +2 bonus on Perception skill checks to notice unusual damage is halved (-50%) if you are making an attack with an off-hand weapon or
stonework, such as traps and hidden doors located in stone walls or floors. They secondary natural weapon. You must choose to use this feat before making an
receive a check to notice such features whenever they pass within 10 feet of them, attack roll, and its effects last until your next turn. The bonus damage does not
regardless of whether or not they are actively looking. apply to touch attacks or effects that do not deal hit point damage.
Surge (Su) [Paizo Publishing LLC - Quick Draw [Paizo Inc. - Core
Mythic Adventures, p.12] Rulebook, p.131]
You can call upon your mythic power to overcome difficult challenges. You can You can draw weapons faster than most.
expend one use of mythic power to increase any d20 roll you just made by rolling You can draw a weapon as a free action instead of as a move action. You can
1d6 and adding it to the result. Using this ability is an immediate action taken after draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character
the result of the original roll is revealed. This can change the outcome of the roll. who has selected this feat may throw weapons at his full normal rate of attacks
Track (Ex) [Paizo Inc. - Core (much like a character with a bow). Alchemical items, potions, scrolls, and wands
Rulebook, p.64] cannot be drawn quickly using this feat.
You gain +3 to Survival checks made to follow tracks. Endurance [Paizo Inc. - Core
Trickster [Paizo Publishing LLC - Rulebook, p.112]
Mythic Adventures, p.44] Harsh conditions or long exertions do not easily tire you.
Seen only when they choose to be seen, tricksters manipulate kings and You gain a +4 bonus on the following checks and saves: Swim checks made to
peasants alike, usually without anyone sensing their inf luence. Characters who resist nonlethal damage from exhaustion; Constitution checks made to continue
rely upon their skills and wit find themselves drawn to the trickster's path. The running; Constitution checks made to avoid nonlethal damage from a forced
mythic power of these heroes allows them to perform tasks that most would march; Constitution checks made to hold your breath; Constitution checks made
consider impossible. They can climb any wall, swim any current, and move without to avoid nonlethal damage from starvation or thirst; Fortitude saves made to
being seen by even the most observant guard. When they strike at their foes, they avoid nonlethal damage from hot or cold environments; and Fortitude saves
do so with unmatched accuracy. made to resist damage from suffocation. You may sleep in light or medium armor
Role: As a trickster, your role in the party is one of deception and manipulation. without becoming fatigued.
You have access to a number of abilities that empower you to confound your foes, Manyshot (Mythic) [Paizo Publishing LLC -
both physically and mentally. With a subtle jest or twist of phrase, you can steer Mythic Adventures, p.69]
entire cities and even nations to do your bidding--but should that fail, you can You can fire a barrage of arrows at your target with very little effort.
always rely on a dagger from the shadows.
When making a full-attack action with a bow and using Manyshot, you fire two
Classes: Members of any class that relies on skills would make good tricksters, as
arrows with both your first and second attacks, instead of just your first attack.
would those who heavily utilize ranged combat or magical methods of subterfuge.
The alchemist, bard, and rogue all have a number of abilities that fit well with Manyshot (Granted) [Paizo Inc. - Core
the trickster. Gunslingers, monks, and rangers will also find that the trickster has Rulebook, p.130]
more than a few interesting options. You can fire multiple arrows at a single target.
Weapon Familiarity (Ex) [Paizo Publishing - Core When making a full-attack action with a bow, your first attack fires two arrows.
Rulebook, p.21] If the attack hits, both arrows hit. Apply precision-based damage (such as sneak
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat attack) and critical hit damage only once for this attack. Damage bonuses from
any weapon with the word "dwarven" in its name as a martial weapon. using a composite bow with a high Strength bonus apply to each arrow, as
Wild Empathy (Ex) [Paizo Inc. - Core do other damage bonuses, such as a ranger's favored enemy bonus. Damage
Rulebook, p.50/64] reduction and resistances apply separately to each arrow.
You can improve the attitude of an animal. This ability functions just like Point-Blank Shot (Granted) [Paizo Inc. - Core
Diplomacy check made to improve the attitude of a person. You roll 1d20+7 to Rulebook, p.131]
determine the Wild Empathy check result. The typical domestic animal has a You are especially accurate when making ranged attacks against close target.
starting attitude of indifferent, while wild animals are usually unfriendly. To use You get a +1 bonus on attack and damage rolls with ranged weapons at ranges
Wild Empathy, you and the animal must be within 30 feet of one another under of up to 30 feet.
normal circumstances. Generally, influencing an animal in this way takes 1 minute,
but as with influencing people, it might take more or less time. You can use this Proficiencies
ability to influence a magical beast with an Intelligence score of 1 or 2, but you Aldori Dueling Sword, Amentum, Ankus, Atlatl, Boarding Axe, Throwing Axe,
take a -4 penalty on the check. Bardiche, Battle Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade
Woodland Stride (Ex) [Paizo Inc. - Core Boot, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Nine
Rulebook] Ring Broadsword, Butterfly Sword, Cat-O'-Nine-Tails, Cestus, Chakram, Club,
You may move through any sort of magical undergrowth (such as natural thorns, Combat Scabbard, Heavy Crossbow, Light Crossbow, Cutlass, Dagger, Chain
briars, overgrown areas, and similar terrains) at your normal speed and without Dagger, Punching Dagger, Dart, Dogslicer, Dwarven Dorn-Dergar, Double
taking damage or suffering any other impairment. Thorns, briars, and overgrown Chicken Saber, Earth Breaker, Estoc, Falchion, Light Flail, Heavy Flail, Gaff,
areas that have been magically manipulated to impede motion, however, still Gandasa, Gauntlet, Spiked Gauntlet, Gladius, Glaive, Glaive-Guisarme, Grapple,
affect you. Greataxe, Greatclub, Greatsword, Guisarme, Hair, Halberd, Light Hammer,
Hanbo, Handaxe, Dwarven Boulder Helmet, Hook Hand, Hooked Lance,
Feats Horsechopper, Hunga Munga, Hurlbat, Iron Brush, Javelin, Jutte, Kasatha
Flexible Foe [Paizo Inc. - Pathfinder Spinal Sword, Katana, Kerambit, Klar, Klar, Kukri, Kumade, Kunai, Lance, Laser
Player Companion: Dirty Torch, Dwarven Longaxe, Longbow, Dwarven Longhammer, Longspear,
Tactics Toolbox, p.10] Longsword, Lucerne Hammer, Lungchuan Tamo, Heavy Mace, Light Mace,
Your expertise aids you against many similar foes. Machete, Manople, Martial Weapon, Mattock, Maulaxe, Mere Club, Monk's
Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Heavy Pick, Light Pick,
As a swift action 1 times day, you can change the subtype of the humanoid or
Pilum, Planson, Pliers, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier,
outsider you chose as your favored enemy. For example, you can change your
Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang
favored enemy from humanoid (elf) to humanoid (dwarf). The bonus granted
Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Skull, Sling, Spear, Boar
by favored enemy when used in this way is always +2, regardless of the original
Spear, Spear-Sling, Ray Spells, Touch Spells, Spiked Armor, Splash Weapon,
bonus. This change lasts for 7 rounds. Special: You can gain this feat multiple
Stake, Starknife, Stingchuck, Stonebow, Switchblade Knife, Bastard Sword, Short
times. Each time you take the feat, you can use this ability one additional time
Sword, Tri-Point Double-Edged Sword, Sword Cane, Syringe spear, Tepoztopilli,
per day.
Terbutje, Great Terbutje, Throwing Arrow Cord, Tiger Fork, Tonfa, Trident, Tube
Furious Focus [Paizo Inc. - Advanced Arrow Shooter, Unarmed Strike, Underwater Heavy Crossbow, Underwater
Player's Guide, p.161] Light Crossbow, Dwarven Urgrosh, War Razor, Dwarven War-Shield, Dwarven
Even in the midst of fierce and furious blows, you can find focus in the carnage Double Waraxe, Dwarven Waraxe, Warhammer, Weighted Spear, Wushu Dart
and your seemingly wild blows strike home.
When you are wielding a two-handed weapon or a one-handed weapon with two
hands, and using the Power Attack feat, you do not suffer Power Attack's penalty
on melee attack rolls on the first attack you make each turn. You still suffer the
penalty on any additional attacks, including attacks of opportunity.
Power Attack [Paizo Inc. - Core
Rulebook, p.131]

Character: NewElrohirVenerable PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:19:49 PM Page 4
Ranger Spells
LEVEL 0 1 2 3 4
PER DAY — 2 1 — —
Concentration +8

LEVEL 1 / Per Day:2 / Caster Level:6


Name School Time Duration Range Source
❏❏❏❏❏ Abundant Ammunition Conjuration (Summoning) 1 standard action 6 minutes UC:p.222
[V, S, M/DF] TARGET: one container touched; EFFECT: Replaces nonmagical ammunition every round. [SR:No]
❏❏❏❏❏ Air Bubble Conjuration (Creation) 1 standard action 6 minutes Touch UC:p.222
[S, M/DF] TARGET: one creature or one object no larger than a Large twohanded weapon; EFFECT: Creates a small pocket of air around your head or an object. [SR:Yes (harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Alarm Abjuration 1 standard action 12 hours [D] Close (40 ft.) CR:p.240
[V, S, F/DF] TARGET: 20-ft.-radius emanation centered on a point in space; EFFECT: Alarm creates a subtle ward on an area you select. [SR:No]
❏❏❏❏❏ Animal Messenger Enchantment (Compulsion) [Mind-Affecting] 1 minute 6 days Close (40 ft.) CR:p.241
[V, S, M] TARGET: One Tiny animal; EFFECT: You compel a Tiny animal to go to a spot you designate. [SR:Yes; DC:13, None; see text]
❏❏❏❏❏ Ant Haul Transmutation 1 standard action 12 hours Touch APG:p.202
[V, S, M/DF] TARGET: creature touched; EFFECT: Triples carrying capacity of a creature. [SR:Yes (harmless); DC:13, Fortitude negates (harmless)]
❏❏❏❏❏ Anticipate Peril Divination 1 standard action 6 minutes or until activated Touch UM:p.206
[V, S] TARGET: Creature touched; EFFECT: Target gains a +5 bonus on one initiative check. [SR:Yes; DC:13, Will negates]
❏❏❏❏❏ Aspect of the Falcon Transmutation (Polymorph) 1 standard action 6 minutes Personal APG:p.203
[V, S, DF] TARGET: You; EFFECT: Gives bonuses on Perception checks and ranged attacks.
❏❏❏❏❏ Aspect of the Nightingale Transmutation (Polymorph) 1 standard action 6 minutes Personal ISG:p.228
[V, S, DF] TARGET: You; EFFECT: You take on an aspect of a nightingale. Your voice becomes clear and pleasant. You gain a +2 competence bonus on Perform [sing] checks and a +2 competence bonus on Diplomacy checks. Once per
minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result.
❏❏❏❏❏ Bowstaff Transmutation 1 swift action 6 rounds [D] Personal UC:p.224
[V] TARGET: one weapon [bow]; EFFECT: A shortbow may double as a club, or a longbow as a quarterstaff. [SR:Yes (harmless, object); DC:13, Will negates (harmless, object)]
❏❏❏❏❏ Call Animal Enchantment (Compulsion) [Mind-Affecting] 1 standard action 6 hours [D] see description APG:p.209
[V, S, DF] TARGET: one animal whose CR is equal or less than 6; EFFECT: Makes an animal come to you. [SR:None]
❏❏❏❏❏ Call Weapon Transmutation 1 swift action Instantaneous 30 feet ISM:p.53
[V, S] TARGET: One melee weapon wielded by an ally; EFFECT: This spell first rose to prominence among the elves of Kyonin in the war to retake their ancestral land from the demon lord Treerazer and his minions. Elite units of elven
magi entered battle with this spell prepared to shield fallen comrades or stand firm against fell foes. As the elven presence returned to the world, this spell spread throughout the Inner Sea and beyond. When you cast this spell, you
cause a weapon wielded by an ally within 30 feet to telekinetically fly across the space between you and into your open hand. This extra energy persists in the weapon for the rest of the round, granting you a +2 circumstance bonus on
attack rolls and weapon damage rolls made during the same round you cast this spell. If the ally targeted for this spell is unwilling to give up her weapon, the spell fails. An unconscious or dying ally is considered a "willing" target so
long as the weapon to be called is still in contact with the ally's body.
❏❏❏❏❏ Calm Animals Enchantment (Compulsion) [Mind-Affecting, Emotion]action
1 standard 6 minutes Close (40 ft.) CR:p.252
[V, S] TARGET: Animals within 30 ft. of each other; EFFECT: This spell soothes and quiets animals, rendering them docile and harmless. [SR:Yes; DC:13, Will negates]
❏❏❏❏❏ Carrion Compass Divination 1 standard action 60 minutes Close (40 ft.) USH:p.26
[V,S] TARGET: One undead creature; EFFECT: You animate one of the target's fetid organs so that it leads you to the undead creature's most recent controller or the cause of the creature's undeath. The organ floats in front of you
at chest level and slowly leads you to the undead creature's most recent controller [if none, creator, or, failing that, place of creation] at a rate of 30 feet per round, always staying within your range of vision. If the creature was self-
created, or if the it's most recent controller no longer exists, the spell fails. Once the organ is within 10 feet of its intended destination, the spell ends, and the organ falls to the ground. If the undead creature to which the organ
belonged is destroyed, the spell ends and the organ falls to the ground. [SR:No; DC:13, Will negates]
❏❏❏❏❏ Chameleon Scales Transmutation 1 standard action 60 minutes [D] Personal KOG:p.26
[V,S,DF] TARGET: You; EFFECT: You temporarily alter the color of your skin, hide, or scales to another option legal for your race. You take no penalty for using Disguise to appear as a member of a different race as long as that race has
the same type and color of skin, hide, or scales as you. [SR:No]
❏❏❏❏❏ Charm Animal Enchantment (Charm) [Mind-Affecting] 1 standard action 6 hours Close (40 ft.) CR:p.254
[V, S] TARGET: One animal; EFFECT: This spell functions like charm person, except that it affects a creature of the animal type. [SR:Yes; DC:13, Will negates]
❏❏❏❏❏ Cloak of Shade Abjuration 1 standard action 6 hours [D] Touch APG:p.211
[V, S, M] TARGET: one creature per level; EFFECT: Reduces effects of sun exposure and heat. [SR:Yes (harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Compel Hostility Enchantment (Compulsion) [Mind-Affecting] 1 standard action 6 rounds Personal UC:p.226
[V, S, M] TARGET: You; EFFECT: Compels opponents to attack you instead of your allies. [SR:see text; DC:13, see text]
❏❏❏❏❏ Dancing Lantern Transmutation, FireSchool [Fire, Light] 1 standard action 6 hours [D] Touch APG:p.214
[V, S, F] TARGET: Animates one lantern; EFFECT: Animates a lantern that follows you. [SR:No]
❏❏❏❏❏ Deadeye's Arrow Evocation [Electricity] 1 standard action Instantaneous or 1 round [see text] Medium or see text ISG:p.232
[V, S, M] TARGET: Arrow of electricity; EFFECT: You create an arrow made of crackling electricity, which you may use for one of two effects. Attack: You may throw the arrow up to Medium range or fire it from a bow up to the bow's
maximum range. Either use is a ranged touch attack. The arrow deals 1d6 points of electricity damage + 1 point per level 5. Beacon: You throw or fire the arrow straight up. When it reaches maximum range or a solid surface [such as
the roof of a cave] it explodes in a peal of thunder and forms a forked bolt of electricity resembling Erastil's holy symbol, which lingers for 1 round. The thunder and lightning are as loud and bright as natural thunder and lightning,
but they do not harm any nearby creatures. [SR:Yes]
❏❏❏❏❏ Deadeye's Lore Divination 1 round 6 hours Personal FOP:p.28
[V, S] TARGET: You; EFFECT: You take upon yourself the mantle of the outdoorsman, channeling a small sliver of Erastil's divine knowledge of the wild.
❏❏❏❏❏ Defoliate Necromancy 1 standard action Instantaneous Close (40 ft.) KOG:p.28
[V, S, M] TARGET: See text; EFFECT: You hurl a tiny ball of negative energy, destroying plant life in either a 60-ft. line or a 10-ft.-radius spread. [SR:Yes]
❏❏❏❏❏ Delay Poison Conjuration (Healing) 1 standard action 6 hours Touch CR:p.265
[V, S, DF] TARGET: Creature touched; EFFECT: The subject becomes temporarily immune to poison. [SR:Yes (harmless); DC:13, Fortitude negates (harmless)]
❏❏❏❏❏ Detect Aberration Divination 1 standard action concentration, up to 60 minutes [D] Long (640 ft.) APG:p.215
[V, S] TARGET: cone-shaped emanation; EFFECT: Reveals presence of aberrations. [SR:No]
❏❏❏❏❏ Detect Animals or Plants Divination 1 standard action Concentration, up to 60 minutes [D] Long (640 ft.) CR:p.266
[V, S] TARGET: Cone-shaped emanation; EFFECT: You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. [SR:No]
❏❏❏❏❏ Detect Poison Divination 1 standard action Instantaneous Close (40 ft.) CR:p.268
[V, S] TARGET: Or Area one creature, one object, or a 5-ft. cube; EFFECT: You determine whether a creature, object, or area has been poisoned or is poisonous. [SR:No]
❏❏❏❏❏ Detect Radiation Divination 1 standard action 10 minute/level 120 ft. TG:p.8
[V, 5] TARGET: spherical ema nation, centered on you; EFFECT: You detect radiation in the surrounding area. You see radioactive auras as a glowing green shimmer in the air that emanates from radioactive objects; the brig hter and
more intense the green, the more powerful the radioactivity. This glow does not provide illumination or allow you to see in darkness, apart from being able to see the glow itself. The spell can penetrate barriers, but 3 feet of dirt or
wood, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it-although radiation can seep into such barriers, causing them to become radioactive [and thus visible to the spell] in time. [SR:no; DC:13, none]
❏❏❏❏❏ Detect Snares and Pits Divination 1 standard action Concentration, up to 60 minutes [D] 60 ft. CR:p.268
[V, S] TARGET: Cone-shaped emanation; EFFECT: You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. [SR:No]
❏❏❏❏❏ Detect the Faithful Divination 1 standard action concentration, up to 1 minute/level [D] 60 ft. TEOG:p.25
[V, S, DF] TARGET: cone-shaped emanation; EFFECT: You can detect other worshipers of your deity [mortal worshipers, outsider servants, and so on]. The amount of information revealed depends on how long you focus on a particular
area or subject. 1st Round: Presence or absence of the faithful. 2nd Round: Number of individual faithful in the area. 3rd Round: The exact location of each worshiper. If a fellow worshiper is outside your line of sight, then you discern
his direction but not his exact location. Each round you can rotate to detect worshipers in a new area. The spell can penetrate barriers, but a sheet of lead, 1 foot of stone, 1 inch of common metal, or 3 feet of wood or dirt blocks it. The
GM decides if worshipers are present. A creature's personal interpretation of its beliefs determines whether or not it is of the same faith as you-hence heretics and splinter cultists of your deity still count as worshipers of that deity.
The Green Faith counts as a deity for the purpose of this spell. [SR:no; DC:13, none]
❏❏❏❏❏ Diagnose Disease Divination 1 standard action Instantaneous Close (40 ft.) UM:p.216
[V, S] TARGET: One creature, one object, or a 5-ft. cube; EFFECT: Detect and identify diseases. [SR:No]
❏❏❏❏❏ Dream Feast Conjuration (Creation) 1 standard action Instantaneous Touch ISG:p.232
[V, S, OF] TARGET: Creature touched; EFFECT: The next time the target sleeps [within the next 8 hours], she dreams of a rich feast with her favorite foods and drinks. When she awakens, she is sated as if she had eaten a nutritious
meal, regardless of what she dreamed she ate. The target must sleep for at least 1 hour to gain the benefits of this spell. Being awakened during this period interrupts the spell and cancels its effects. If you sleep with this spell
prepared, you may automatically expend it while you sleep to gain the spell's benefit. This expenditure does not count as spellcasting for the purpose of determining available spell slots [you could go to sleep at midnight, expend this
spell during an 8-hour period of sleep, and still prepare your full allotment of spells in the morning]. [SR:Yes (harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Endure Elements Abjuration 1 standard action 24 hours Touch CR:p.277
[V, S] TARGET: Creature touched; EFFECT: A creature protected by endure elements suffers no harm from being in a hot or cold environment. [SR:Yes (harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Entangle Transmutation [WoodSchool] 1 standard action 6 minutes [D] Long (640 ft.) CR:p.278
[V, S, DF] TARGET: Plants in a 40-ft.-radius spread; EFFECT: This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area. [SR:No; DC:13, Reflex partial; see text]
* =Domain/Speciality Spell

Character: NewElrohirVenerable PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:19:49 PM Page 5
Ranger Spells
❏❏❏❏❏ Feather Step Transmutation 1 standard action 60 minutes Close (40 ft.) APG:p.221
[V, S] TARGET: one creature; EFFECT: Ignore movement penalty in difficult terrain. [SR:Yes; DC:13, Fortitude negates (harmless)]
❏❏❏❏❏ Glide Transmutation, AirSchool 1 standard action until landing or 6 minutes [D] Personal APG:p.225
[V, S, M/DF] TARGET: You; EFFECT: You take no falling damage, move 60 ft./round while falling.
❏❏❏❏❏ Gravity Bow Transmutation, VoidElementalSchool [MetalSchool]
1 standard action 6 minutes [D] Personal APG:p.226
[V, S] TARGET: You; EFFECT: Arrows do damage as though one size category bigger.
❏❏❏❏❏ Hanspur's Flotsam Vessel Conjuration (Creation) 1 minute 6 hours [D] Close (40 ft.) PotR:p.26
[V,S,M] TARGET: Raft large enough for caster and 3 passengers; EFFECT: This spell assembles a sturdy raft and oars from driftwood, reeds, and other river detritus. The smallest raft created by the spell is roughly 5 feet square,
increasing by an additional 5 feet square for every 2 caster levels you possess. Each 5-foot section of the raft can carry two Medium passengers or 300 pounds of cargo. The vessel functions as a normal raft, except it is not slowed or
damaged by nonmagical river hazards such as rapids or shallows, and it is always considered to be traveling downstream for the purpose of calculating travel speed, regardless of its actual direction. [SR:No]
❏❏❏❏❏ Hide from Animals Abjuration 1 standard action 60 minutes [D] Touch CR:p.296
[S, DF] TARGET: 6 creatures touched; EFFECT: Animals cannot sense the warded creatures. [SR:Yes; DC:13, Will negates (harmless)]
❏❏❏❏❏ Hide Weapon Transmutation 1 standard action 6 hours Personal DTT:p.30
[V,S] TARGET: You; EFFECT: Upon casting this spell, a light or one-handed melee weapon in your hand melds with your flesh. The weapon disappears completely inside your arm, and thereafter for the duration of the spell, you can
extend and retract the weapon as a move action. While extended, the weapon remains partially melded with your hand and arm, providing a +5 bonus to your CMD against disarm combat maneuvers. While the weapon is retracted,
its shape adjusts to fit inside your arm, and you retain the use of your hand. Spotting the weapon on casual inspection is impossible, but anyone frisking you can attempt a DC 25 Perception check to notice a light weapon or a DC 20
Perception check to notice a one-handed weapon hidden inside your arm. If the weapon grants a bonus on Sleight of Hand checks to hide it [as does a dagger], the bonus is added to the DC to find the item. Anyone who sees you
casting this spell doesn't need to succeed at a Perception check to know you have the hidden weapon. If you cast this spell a second time, you can hide another weapon inside your other arm. You can extend and retract both weapons
as part of the same action. [SR:No]
❏❏❏❏❏ Horn of Pursuit Evocation [Sonic] 1 standard action 1 round Personal UM:p.223
[S] TARGET: 3 peals of a horn; EFFECT: Create three notes heard miles away. [SR:No]
❏❏❏❏❏ Hunter's Howl Necromancy [Fear, Mind-Affecting, Emotion]
1 standard action 6 rounds 20 ft. APG:p.228
[V, S] TARGET: 20-ft.-radius burst; EFFECT: Treat enemies as favored for 6 rounds. [; DC:13, Will negates Spell Resistance none]
❏❏❏❏❏ Inner Focus Illusion (Glamer) 1 standard action 60 minutes Personal PSand:p.21
[V,S,DF] TARGET: You; EFFECT: For the duration of this spell, you may ignore any divine focus components of your spells, allowing you to cast such spells without holding or revealing your holy or unholy symbol. [SR:No; DC:13, None
(harmless)]
❏❏❏❏❏ Ironbeard Transmutation 1 standard action 6 minutes Touch ARG:p.19
[V, S] TARGET: One Creature; EFFECT: This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1 armor bonus to AC, and this bonus stacks with any armor worn by the creature.
The ironbeard may also be used as a weapon equivalent to cold iron armor spikes. The ironbeard makes it difficult to speak, so any spellcasting with a verbal component has a 20% spell failure chance. [SR:Yes (harmless); DC:13,
Fortitude negates (harmless)]
❏❏❏❏❏ Jump Transmutation 1 standard action 6 minutes [D] Touch CR:p.303
[V, S, M] TARGET: Creature touched; EFFECT: The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. [SR:Yes; DC:13, Will negates (harmless)]
❏❏❏❏❏ Keen Senses Transmutation, VoidElementalSchool 1 standard action 6 minutes [D] Touch APG:p.230
[V, M/DF] TARGET: creature touched; EFFECT: Subject gains +2 Perception, low-light vision. [SR:Yes (harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Keep Watch Enchantment 1 standard action 8 hours or less; see text Touch KOTIS:p.28
[V, S] TARGET: 3 creatures touched; EFFECT: Targets can keep vigil during the night and gain the benefit of a full night's sleep. [SR:Yes (harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Know the Enemy Divination 1 minute Instantaneous Personal UM:p.226
[V, S, DF] TARGET: You; EFFECT: Gain +10 on a monster Knowledge check. [SR:No]
❏❏❏❏❏ Lead Blades Transmutation 1 standard action 6 minutes [D] Personal APG:p.230
[V, S] TARGET: touch; EFFECT: Melee weapons damage as if one size bigger.
❏❏❏❏❏ Liberating Command Transmutation 1 immediate action Instantaneous Close (40 ft.) ASoL:p.27
[V] TARGET: One creature; EFFECT: Target may make an Escape Artist check with a +12 competence bonus. [SR:Yes (harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Longshot Transmutation 1 standard action 6 minutes Personal UC:p.236
[V, S, M/DF] TARGET: You; EFFECT: Grants a +10 foot bonus to the range increment for any ranged weapon fired.
❏❏❏❏❏ Longstrider Transmutation 1 standard action 6 hours [D] Personal CR:p.305
[V, S, M] TARGET: You; EFFECT: This spell gives you a +10 foot enhancement bonus to your base speed.
❏❏❏❏❏ Lose the Trail Illusion 1 standard action 6 hours[D] Close (40 ft.) FOC:p.28
[V, S] TARGET: 6 creatures; EFFECT: Obscure your tracks when fleeing from a pursuer. [SR:Yes; DC:13, Will negates (harmless)]
❏❏❏❏❏ Magic Fang Transmutation 1 standard action 6 minutes Touch CR:p.308
[V, S, DF] TARGET: Living creature touched; EFFECT: Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. [SR:Yes (harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Negate Aroma Transmutation 1 standard action 6 hours [D] Close (40 ft.) APG:p.234
[V, S, M/DF] TARGET: 6 creatures or objects touched; EFFECT: Subject cannot be tracked by scent. [SR:Yes; DC:13, Fortitude negates]
❏❏❏❏❏ Pass without Trace Transmutation 1 standard action 6 hours [D] Touch CR:p.318
[V, S, DF] TARGET: 6 creatures touched; EFFECT: The subject or subjects of this spell do not leave footprints or a scent trail while moving. [SR:Yes (harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Read Magic Divination 1 standard action 60 minutes Personal CR:p.330
[V, S, F] TARGET: You; EFFECT: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
❏❏❏❏❏ Read Weather Divination 1 minute Instantaneous Personal FOB:p.28
[V, S, F] TARGET: You; EFFECT: Forecast the weather at your location for the next 48 hours.
❏❏❏❏❏ Residual Tracking Divination 1 minute Instantaneous Touch APG:p.238
[V, S, M] TARGET: footprint touched; EFFECT: Tell creature's appearance by footprint. [SR:No]
❏❏❏❏❏ Resist Energy Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action 60 minutes Touch CR:p.334
[V, S, DF] TARGET: Creature touched; EFFECT: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select. [SR:Yes (harmless); DC:13, Fortitude negates (harmless)]
❏❏❏❏❏ Returning Weapon Conjuration (Teleportation) 1 standard action 6 minutes Close (40 ft.) UC:p.242
[V, S] TARGET: one weapon that can be thrown; EFFECT: Grants a weapon the returning special weapon quality. [SR:Yes (harmless, object); DC:13, Will negates (harmless, object)]
❏❏❏❏❏ Sculpted Cape Transmutation 1 standard action 6 minutes Personal AA2:p.21
[V,S,F] TARGET: You; EFFECT: Your cape, cloak, or shawl stiffens and maintains its shape even if removed. A sculpted cape has hardness 2 and 6 hit points, and it can support 6 pounds of weight. An unworn sculpted cape can provide
cover. [SR:No]
❏❏❏❏❏ Shield Companion Abjuration 1 standard action 6 hours [D] Close (40 ft.) AnAr:p.23
[V, S, F] TARGET: your animal companion, familiar, or fiendish servant; EFFECT: This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. [SR:Yes
(harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Speak with Animals Divination 1 standard action 6 minutes Personal CR:p.346
[V, S] TARGET: You; EFFECT: You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal.
❏❏❏❏❏ Starsight Divination 1 standard action 60 minutes Personal PotS:p.29
[V, S] TARGET: You; EFFECT: You can observe the night sky and all of its celestial bodies as if it were a clear night, regardless of weather conditions that would otherwise block your view. Your vision penetrates any light pollution from
nonmagical sources, though this spell doesn't function in daylight, indoors, or underground. You see through forest canopies and similar natural obstructions, but only for the purpose of stargazing. For the spell's duration, you gain a
+2 insight bonus on Knowledge [geography] checks relating to the stars and planets and Survival checks to avoid getting lost.
❏❏❏❏❏ Summon Minor Ally Conjuration (Summoning) 1 round 6 rounds [D] Close (40 ft.) UM:p.241
[V, S, DF] TARGET: 1d3 summoned creatures; EFFECT: Summon 1d3 Tiny animals. [SR:No]
❏❏❏❏❏ Summon Nature's Ally I Conjuration (Summoning) 1 round 6 rounds [D] Close (40 ft.) CR:p.354
[V, S, DF] TARGET: One summoned creature; EFFECT: This spell summons to your side a natural creature [typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant]. [SR:No]
❏❏❏❏❏ Summon Nature's Ally I (dolphins only) Conjuration (Summoning) 1 round 6 rounds [D] Close (40 ft.) CR:p.354
[V, S, DF] TARGET: One summoned creature; EFFECT: This spell summons to your side a natural creature [typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant]. [SR:No]
❏❏❏❏❏ Sun Metal Transmutation [Fire] 1 standard action 6 rounds [see text] Touch FOP:p.28
[V, S] TARGET: One melee weapon; EFFECT: Target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. Weapon touched bursts into flames. [SR:Yes (object); DC:13, Fortitude
negates (object)]
❏❏❏❏❏ Tireless Pursuit Transmutation 1 standard action 6 hours [D] Personal APG:p.249
[V, S, M] TARGET: You; EFFECT: Ignore fatigue while hustling.
❏❏❏❏❏ Tracking Mark Evocation 1 standard action 60 minutes [D] Long (640 ft.) ISG:p.243
[S, OF] TARGET: One creature; EFFECT: You gain a supernatural ability to detect tracks and other clues left behind by the target. You treat the DCs of all Survival checks made to track the target as if they were 5 lower than normal, and
you gain a +5 bonus on Perception checks made to notice the target if it is using Stealth or recognize it if it is using Disguise. [SR:Yes; DC:13, Will negates]
* =Domain/Speciality Spell

Character: NewElrohirVenerable PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:19:49 PM Page 6
Ranger Spells
❏❏❏❏❏ Unbreakable Heart Enchantment (Compulsion) [Mind-Affecting]
1 standard action 6 rounds Close (40 ft.) ISWG:p.296
[V, S] TARGET: One creature; EFFECT: Creature gains +4 morale bonus on saves against mind-affecting effects that rely on negative emotions or that would force him to harm an ally. Supresses such effects already in place. [SR:Yes
(harmless); DC:13, Will negates (harmless)]
❏❏❏❏❏ Wartrain Mount Enchantment (Compulsion) [Mind-Affecting] 1 minute 6 hours Close (40 ft.) UM:p.248
[V, S, M] TARGET: One indifferent or friendly animal; EFFECT: Animal gains combat training. [SR:Yes]

LEVEL 2 / Per Day:1 / Caster Level:6


Name School Time Duration Range Source
❏❏❏❏❏ Accelerate Poison Transmutation, WaterSchool [Poison] 1 standard action Instantaneous Touch APG:p.201
[V, S, M] TARGET: creature touched; EFFECT: Hastens targeted poison's onset [SR:Yes; DC:14, Fortitude negates]
❏❏❏❏❏ Acute Senses Transmutation 1 standard action 6 minutes Touch UM:p.205
[V, S, M] TARGET: Creature touched; EFFECT: Subject gains a bonus on Perception checks. [SR:Yes; DC:14, Will negates (harmless)]
❏❏❏❏❏ Allfood Transmutation 1 standard action Instantaneous Touch APG:p.201
[V, S, M] TARGET: object touched, weighing up to 30 lbs.; EFFECT: You can transform one object, weighing up to 5 lbs. per caster level, into an edible substance that any living creature can chew, swallow, and safely digest [SR:Yes
(object); DC:14, Will negates (object)]
❏❏❏❏❏ Alter Summoned Monster Conjuration (Summoning) 1 standard action Instantaneous Close (40 ft.) MSH:p.22
[V,S] TARGET: One summoned creature; EFFECT: You swap a creature summoned by a conjuration [summoning] spell for a creature you could summon with a summon monster or summon nature's ally spell. The new creature must
be an option from a spell of the same level or lower as the spell that summoned the target. The new creature cannot be summoned into an environment that cannot support it. The target can attempt a Will saving throw to negate this
effect, but if the target is under your control, it receives no saving throw. Alter summoned monster does not alter the duration of the spell that summoned the target, nor does it affect any additional creatures summoned by the same
spell as the target. The new creature has the same conditions and amount of damage as the target creature, and remains affected by all curses, diseases, poisons, and penalties that affected the target, but no other spells or effects
carry over. Alter summoned monster is a spell of the same alignment type or types as the creature for which you exchange the target. An eidolon can't be targeted by this spell. [SR:Yes; DC:14, Will negates]
❏❏❏❏❏ Animal Aspect Transmutation (Polymorph) 1 standard action 6 minutes [D] Personal UC:p.222
[V, S, M/DF] TARGET: You; EFFECT: You gain some of the beneficial qualities of an animal. [SR:Yes (harmless)]
❏❏❏❏❏ Ant Haul (Communal) Transmutation 1 standard action 12 hours Touch UC:p.223
[V, S, M/DF] TARGET: creatures touched; EFFECT: As ant haul, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:14, Fortitude negates (harmless)]
❏❏❏❏❏ Ape Walk Transmutation 1 standard action 60 minutes Touch STLC:p.28
[V, S, M] TARGET: Creature touched; EFFECT: The subject can climb like a monkey. [SR:Yes (harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Arrow Eruption Conjuration (Creation) 1 standard action Instantaneous Long (640 ft.) APG:p.202
[V, S, M] TARGET: 30-ft.-radius burst; EFFECT: Creates duplicates of killing arrow. [SR:Yes]
❏❏❏❏❏ Aspect of the Bear Transmutation (Polymorph) 1 standard action 6 minutes Personal APG:p.203
[V, S, DF] TARGET: You; EFFECT: +2 AC and combat maneuver rolls.
❏❏❏❏❏ Badger's Ferocity Transmutation 1 standard action Concentration Close (40 ft.) UM:p.207
[V, S] TARGET: 2 weapons; EFFECT: Weapons are keen while you concentrate. [SR:Yes (harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Barkskin Transmutation 1 standard action 60 minutes Touch CR:p.246
[V, S, DF] TARGET: Living creature touched; EFFECT: Barkskin toughens a creature's skin granting a +3 enhancement bonus to the creature's existing natural armor bonus. [SR:Yes (harmless)]
❏❏❏❏❏ Barkskin (wielder only) Transmutation 1 standard action 60 minutes Touch CR:p.246
[V, S, DF] TARGET: Living creature touched; EFFECT: Barkskin toughens a creature's skin granting a +3 enhancement bonus to the creature's existing natural armor bonus. [SR:Yes (harmless)]
❏❏❏❏❏ Bear's Endurance Transmutation 1 standard action 6 minutes Touch CR:p.246
[V, S, M/DF] TARGET: Creature touched; EFFECT: The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution. [SR:Yes; DC:14, Will negates (harmless)]
❏❏❏❏❏ Bloodhound Transmutation 1 standard action 6 hours Personal APG:p.206
[V, S, M] TARGET: You; EFFECT: Gives caster the scent special ability.
❏❏❏❏❏ Brow Gasher Necromancy 1 standard action 6 rounds or until discharged Touch UC:p.224
[V, S] TARGET: one slashing melee weapon touched; EFFECT: Slashing weapon deals bleed damage to an opponent's head. [SR:Yes (harmless, object); DC:14, Will negates (harmless, object)]
❏❏❏❏❏ Campfire Wall Evocation, FireSchool [Fire, Light] 1 standard action 12 hours; see below [D] Close (40 ft.) APG:p.210
[V, S, M/DF] TARGET: 20-ft.-radius sphere centered on fire source; EFFECT: Creates a shelter around a campfire. [SR:Yes]
❏❏❏❏❏ Carry Companion Transmutation 1 standard action Permanent; see text Touch KOTIS:p.28
[V, S, M] TARGET: One willing creature touched; EFFECT: Transform animal or magical beast into miniature stone figurine [SR:Yes (harmless)]
❏❏❏❏❏ Cat's Grace Transmutation [WoodSchool] 1 standard action 6 minutes Touch CR:p.252
[V, S, M] TARGET: Creature touched; EFFECT: The transmuted creature becomes more graceful, agile, and coordinated granting a +4 enhancement bonus to Dexterity. [SR:Yes; DC:14, Will negates (harmless)]
❏❏❏❏❏ Cauterizing Weapon Transmutation 1 standard action 6 minutes Close (40 ft.) PFSP:p.14
[V,S,M] TARGET: one weapon or 50 projectiles; EFFECT: You infuse a weapon with faint but pernicious energy that stymies accelerated healing. Damage dealt by the weapon or ammunition is treated as acid, cold, electricity, and fire,
but only for the purpose of negating a creature's regeneration. The weapon is also treated as silver and cold iron at 8th level and is treated as chaotic, evil, good, and lawful at 11th level for the purpose of negating regeneration.
[SR:Yes (harmless, object); DC:14, Will negates (harmless, object)]
❏❏❏❏❏ Chameleon Stride Illusion (Glamer) 1 standard action 6 minutes Personal APG:p.210
[V, S, DF] TARGET: You; EFFECT: Gives a +4 bonus on Stealth checks and concealment.
❏❏❏❏❏ Create Treasure Map Divination 1 hour Instantaneous Touch APG:p.214
[V, S, M] TARGET: one dead creature; EFFECT: Creates treasure map out of a creature's corpse. [SR:No]
❏❏❏❏❏ Cure Light Wounds Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage. [SR:Yes (harmless); see text; DC:14, Will half (harmless); see text]
❏❏❏❏❏ Eagle Eye Divination 1 minute 6 minutes [D] Long (640 ft.) APG:p.217
[V, S, DF] TARGET: magical sensor; EFFECT: Creates a magical sensor high above you. [SR:No]
❏❏❏❏❏ Effortless Armor Transmutation 1 standard action 6 minutes Personal UC:p.228
[V, S] TARGET: You; EFFECT: Armor you wear no longer slows your speed.
❏❏❏❏❏ Endure Elements (Communal) Abjuration 1 standard action 24 hours Touch UC:p.228
[V, S] TARGET: creatures touched; EFFECT: As endure elements, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Forest Friend Abjuration 1 round 6 minutes Close (40 ft.) UC:p.230
[V, S, M] TARGET: one willing living creature per three levels, no two of which may be more than 30 ft. apart.; EFFECT: Plants in a forested area become helpful instead of hindering you and your allies. [SR:No]
❏❏❏❏❏ Garden of Peril Conjuration (Creation) [Poison] 1 standard action 6 rounds [D] Medium (160 ft.) DTT:p.28
[V,S,M/DF] TARGET: 6 poisonous mushrooms, no two of which can be more than 30 ft. apart; EFFECT: Poisonous mushrooms instantly spring into existence in squares you select, on any solid surface, even growing horizontally or
upside down. Once per round as a move action, starting the round after you cast this spell, you can command the mushrooms to release poisonous spores. Each creature adjacent to a mushroom or in a mushroom's square must
then succeed at a Fortitude save or become sickened for 1d4 rounds. The condition of creatures that fail multiple saving throws does not worsen, but each additional failed saving throw adds 1d4 rounds to the duration the creature is
sickened. The mushrooms are Tiny and cannot provide cover, but they are fairly sturdy [AC 7, hp 30, break DC 20]. Creatures can move through squares containing mushrooms as normal. When destroyed, a mushroom evaporates and
releases one last cloud of spores. [SR:No; DC:14, Fortitude negates]
❏❏❏❏❏ Groundswell Transmutation [Earth] 1 standard action 6 minutes Touch ARG:p.19
[V, S] TARGET: One Creature; EFFECT: This spell allows the target to cause the ground to rise up beneath him. As a swift action, the target can cause the ground to rise 5 feet, while all adjacent squares are treated as steep slopes. The
groundswell precludes flanking from creatures standing at lower elevations than the target. If the target moves after creating a groundswell, the ground returns to its normal elevation at the end of his turn; otherwise, it remains in
place until the target moves or uses a swift action to return the ground to normal. A groundswell cannot increase elevation of the ground beyond 5 feet. [SR:Yes (harmless); DC:14, Fortitude negates (harmless)]
❏❏❏❏❏ Guiding Star Divination 1 minute 6 days [D] Personal APG:p.226
[V, S, M] TARGET: You; EFFECT: Know approximate distance from where you cast this spell.
❏❏❏❏❏ Hide Campsite Illusion (Glamer) 10 minutes 12 hours [D] Close (40 ft.) APG:p.227
[V, S, M] TARGET: one 20-ft. cube; EFFECT: Hides all traces of your campsite. [SR:No; DC:14, Will disbelief (if interacted with)]
❏❏❏❏❏ Hold Animal Enchantment (Compulsion) [Mind-Affecting] 6 rounds [D]; see text CR:p.296
[V, S] TARGET: One animal; EFFECT: This spell functions like hold person, except that it affects an animal instead of a humanoid. [SR:Yes; DC:14, Will negates; see text]
❏❏❏❏❏ Hunter's Eye Divination 1 standard action 6 minutes Medium (160 ft.) APG:p.228
[V, S, DF] TARGET: one creature; EFFECT: +20 on Perception checks to locate a target. [SR:Yes]
❏❏❏❏❏ Hunter's Friend Transmutation 1 standard action 6 hours [D] Touch AnAr:p.22
[V, S, DF] TARGET: your animal companion; EFFECT: Share some class abilities with your animal companion. [SR:No; DC:14, Will negates (harmless)]
❏❏❏❏❏ Hunter's Lore Divination 1 standard action 6 minutes Personal ISM:p.56
[V, S, M] TARGET: You; EFFECT: Inquisitors and rangers alike learned long ago that knowledge of an enemy grants power over that enemy. This spell was created so that almost any enemy could have its vulnerabilities known and
exploited. For the duration of this spell you may spend a full-round action to take 20 on any Knowledge skill checks made to identify a foe's weaknesses, provided the foe in question is within line of sight and provided that you have at
least one rank in that particular Knowledge skill. This spell allows you to make untrained Knowledge checks to determine a monster's weaknesses as if you had ranks in that skill, but you cannot take 20 on these checks.
* =Domain/Speciality Spell

Character: NewElrohirVenerable PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:19:49 PM Page 7
Ranger Spells
❏❏❏❏❏ Ice Slick Evocation [Cold] 1 standard action Instantaneous; see text Close (40 ft.) MC:69
[V,S] TARGET: 5-ft.-radius burst; EFFECT: You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice. Any creature in the area when the spell is cast takes 1d6+6 points of cold damage and falls
prone; creatures that succeed at a Reflex save take half damage and don't fall prone. Spell resistance applies to this initial effect. A creature can walk within or through the area of ice at half its normal speed with a successful DC 10
Acrobatics check. Failure by 4 or less means the creature can't move that round [and must succeed at a Reflex save or fall]; failure by 5 or more means it falls [see the Acrobatics skill on page 87 of the Pathfinder RPG Core Rulebook for
details]. Creatures that do not move on their turn do not need to attempt this check. A 5-foot square of ice has hardness 0 and 3 hit points. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions,
the ice lasts 6 minutes. In tropical environments, it might last only half as long. In cold environments where ice and snow persist without melting, it could last indefinitely. [SR:See text; DC:14, Reflex partial; see text]
❏❏❏❏❏ Ironskin Transmutation [Earth] 1 standard action 6 minutes [D; see text] Personal MC:45
[V,S,DF/M] TARGET: You; EFFECT: Your skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus [if you do not have a natural armor bonus, you are
considered to have an effective natural armor bonus of +0]. This enhancement bonus increases by 1 for every 4 caster levels above 3rd, to a maximum of +7 at 15th level. While you're under the effects of this spell, if an opponent
confirms a critical hit or sneak attack against you with a physical weapon [not a spell or magical effect], you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is
not an action, but you must be conscious and aware of the attack to do so.
❏❏❏❏❏ Lay of the Land Divination 1 min 1 day Personal FAP:p.29
[V,S,M] TARGET: You; EFFECT: In a flash of recognition, you learn about the geography of your surroundings within a radius of 3 miles. This instant familiarity grants you a +5 insight bonus on Knowledge [geography] checks and
Survival checks to avoid getting lost so long as you remain in the affected area. Additionally, for the duration of the spell you can make Knowledge [geography] checks regarding the affected area as though you were trained in that
skill. [SR:No]
❏❏❏❏❏ Lead Plating Conjuration (Creation) 1 standard action 6 minutes [D] Touch KOG:p.27
[V,S,F] TARGET: A creature or object weighing up to 600 lbs; EFFECT: You enclose the target in a thin sheath of lead. This doesn't restrict the target's movement or functionality, but protects it from the effects of radiation and prevents
the penetration of many divination spells. The lead doesn't coat the target's equipment. [SR:Yes (harmless, object); DC:14, Will negates (harmless, object)]
❏❏❏❏❏ Locate Weakness Divination 1 standard action 6 minutes Personal UC:p.236
[V, S, M/DF] TARGET: You; EFFECT: You roll damage twice when you roll damage for a critical hit and take the best damage.
❏❏❏❏❏ Lockjaw Transmutation 1 standard action 6 rounds Touch APG:p.232
[V, S, M] TARGET: creature touched; EFFECT: Gives creature grab ability with a natural attack. [SR:Yes (harmless); DC:14, Fortitude negates (harmless)]
❏❏❏❏❏ Owl's Wisdom Transmutation 1 standard action 6 minutes Touch CR:p.318
[V, S, M/DF] TARGET: Creature touched; EFFECT: The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom. [SR:Yes; DC:14, Will negates (harmless)]
❏❏❏❏❏ Perceive Cues Transmutation 1 standard action 60 minutes Personal APG:p.235
[V, S, M] TARGET: You; EFFECT: +5 Perception and Sense Motive 10 min./level.
❏❏❏❏❏ Protection from Energy Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action 60 minutes or until discharged Touch CR:p.327
[V, S, DF] TARGET: Creature touched; EFFECT: Protection from energy grants temporary immunity to the type of energy you specify when you cast it. [SR:Yes (harmless); DC:14, Fortitude negates (harmless)]
❏❏❏❏❏ Protective Spirit Conjuration (Creation) 1 standard action 6 rounds Personal APG:p.237
[V, S, DF] TARGET: You; EFFECT: Protects from attacks of opportunity.
❏❏❏❏❏ Reloading Hands Conjuration (Creation) 1 standard action 6 rounds [D] Touch UC:p.242
[V, S] TARGET: projectile weapon touched; EFFECT: Loads a single shot into your weapon every round. [SR:Yes (object, harmless); DC:14, Will negates (object, harmless)]
❏❏❏❏❏ Restful Cloak Conjuration (Healing) 1 standard action 6 hours Personal AA2:p.21
[V,S,F] TARGET: You; EFFECT: A cloak you are wearing transforms into a canvas tent large enough to hold four Medium creatures, firmly pitched in a flat area adjacent to you [if there is no such area, this spell simply fails]. A creature
regains 1 hit point for each hour it rests in the tent, in addition to any other benefits of resting. Additionally, a fatigued creature resting within the tent for 1 hour loses the fatigued condition, but a creature cannot recover from being
fatigued more than once per casting of restful cloak. At the end of the spell's duration, the tent transforms back into a cloak. If the tent is moved prior to the expiration of the spell's duration, the spell immediately ends. [SR:No]
❏❏❏❏❏ Returning Weapon (Communal) Conjuration (Teleportation) 1 standard action 6 minutes Close (40 ft.) UC:p.243
[V, S] TARGET: weapons that can be thrown; EFFECT: As returning weapon, but you may divide the duration among weapons touched. [SR:Yes (harmless, object); DC:14, Will negates (harmless, object)]
❏❏❏❏❏ Ricochet Shot Evocation 1 standard action 6 rounds or until discharged Close (40 ft.) UC:p.243
[V, S, M] TARGET: one projectile weapon; EFFECT: Imbues a projectile weapon to give its ammunition the ability to ricochet. [SR:Yes (harmless, object); DC:14, Will negates (harmless, object)]
❏❏❏❏❏ Riversight Divination (Scrying) 1 minute 6 minutes [D] See text PotR:p.27
[V,S,F/DF] TARGET: Nonmagical freshwater waterway; EFFECT: You can view events transpiring along a natural watercourse you touch. You can see anything on or within the river as if you were present at that location, or you can
observe anything happening within 15 feet of the river's banks as if peering from the water's surface. Moving your point of view to a different location along the river is a standard action, though your perception can follow something
moving along the river as a free action. The range of this spell is affected by whether you are attempting to gaze up or downriver-if viewing a location downriver, you can view any spot within 12 miles; if viewing upriver, you can view
any spot within 3 miles. The magical sensor created by this spell can travel only as far along the river as your range and the river permits; obstructions such as dams and reservoirs halt the sensor, as does an estuary flowing into the
sea or other body of saltwater. [SR:No]
❏❏❏❏❏ Scale Spikes Transmutation 1 standard action 6 minutes Close (40 ft.) MC:141
[V,S,M/DF] TARGET: 6 living creatures-reptile, dragon type, or reptilian subtype-with a natural armor bonus of at least +1; EFFECT: When the target is affected by this spell, its scales grow jagged spikes. These spikes act like +1 armor
spikes. The subject is automatically considered proficient with these scale spikes. [SR:Yes (harmless); DC:14, Fort negates (harmless)]
❏❏❏❏❏ Scamper Transmutation 1 swift action 1 round Close (40 ft.) AnAr:p.23
[V, S] TARGET: your animal companion; EFFECT: Improve Acrobatics and speed of your animal companion. [SR:No]
❏❏❏❏❏ Sea Steed Transmutation (Polymorph) 1 standard action 60 minutes [D] Touch AnAr:p.23
[V, S, DF] TARGET: your mount; EFFECT: Your mount adapt to life in the water. [SR:No; DC:14, Will negates (harmless)]
❏❏❏❏❏ Sense Vitals Divination 1 standard action 6 rounds Personal DTT:p.31
[V,S,M] TARGET: You; EFFECT: This spell makes your eyes shine blood red and allows you to see the vital areas and weak points of creatures within 30 feet of you as a warm glow. This allows you to use any manufactured weapon to
make sneak attacks, as the rogue ability of the same name, dealing an additional 2d6 points of damage. This additional damage stacks with other sources of precision damage. [SR:No]
❏❏❏❏❏ Slipstream Conjuration, WaterSchool (Creation) [Water] 1 standard action 60 minutes [D] Touch APG:p.244
[V, S, M/DF] TARGET: creature touched; EFFECT: Wave boosts creature's speed. [SR:No; DC:14, Reflex negates (harmless)]
❏❏❏❏❏ Snare Transmutation 3 rounds Until triggered or broken Touch CR:p.344
[V, S, DF] TARGET: Touched nonmagical circle of vine, rope, or thong with a 14ft. diameter; EFFECT: This spell enables you to make a snare that functions as a magic trap. [SR:No]
❏❏❏❏❏ Speak with Plants Divination 1 standard action 6 minutes Personal CR:p.346
[V, S] TARGET: You; EFFECT: You can communicate with normal plants and plant creatures, and can ask questions of and receive answers from them.
❏❏❏❏❏ Spike Growth Transmutation 1 standard action 6 hours [D] Medium (160 ft.) CR:p.347
[V, S, DF] TARGET: 6 20-ft. squares; EFFECT: Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance. [SR:Yes; DC:14, Reflex partial]
❏❏❏❏❏ Stone Call Conjuration, EarthSchool (Creation) [Earth]1 standard action 6 rounds Medium (160 ft.) APG:p.247
[V, S, DF] TARGET: cylinder 40; EFFECT: 2d6 damage to all creatures in area. [SR:No]
❏❏❏❏❏ Summon Nature's Ally II Conjuration (Summoning) 1 round 6 rounds [D] Close (40 ft.) CR:p.354
[V, S, DF] TARGET: One summoned creature; EFFECT: This spell functions as summon nature's ally I, except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind. [SR:No]
❏❏❏❏❏ Surefoot Boots Transmutation 1 standard action 6 rounds Personal AA2:p.21
[V,S,F] TARGET: You; EFFECT: You touch your boots, shoes, or other footwear and imbue them with the ability to find purchase on even the most treacherous ground. While the spell is in effect, the footwear's wearer treats any
Acrobatics skill check to balance as though the wearer had rolled a 20. [SR:No]
❏❏❏❏❏ Tactical Miscalculation Enchantment (Compulsion) [Emotion, Mind-Aaffecting]
1 standard action 6 rounds Close (40 ft.) PFSP:p.15
[V,S] TARGET: One creature; EFFECT: The target becomes fixated on avoiding damage and fails to spot even the most opportune moments to attack. Whenever a creature the target threatens would provoke an attack of opportunity
from the target, the target must succeed at a Will save or be unable to make the attack of opportunity against that creature. [SR:Yes; DC:14, See text]
❏❏❏❏❏ Venomous Bite Transmutation [Poison] 1 standard action 6 rounds [D] Touch DTT:p.29
[V,S,M,DF] TARGET: Creature touched; EFFECT: When you touch the poison vial against the target creature and cast this spell, the vial drains and the target's teeth become envenomed with the same poison. The creature gains the
use of 1 doses of the poison. The creature gains immunity to that poison while this spell is in effect. The poison retains its normal properties, and this spell does not alter the DC to resist or cure the poison. Each successful bite attack
counts as an expended dose. When all the poison is used, the spell ends. If the target creature doesn't have a bite attack, or if the target's bite attack is already poisonous, the spell has no effect. If the target has multiple heads, the
spell affects only one bite attack. When this spell ends, any unused poison is harmlessly expelled from the target's mouth and cannot be used again. [SR:Yes (harmless); DC:14, Fortitude negates (harmless)]
❏❏❏❏❏ Versatile Weapon Transmutation [MetalSchool] 1 standard action 6 minutes Close (40 ft.) APG:p.254
[V, S, M] TARGET: one weapon or 50 projectiles, all of which must be together at the time of casting; EFFECT: Weapon bypasses some DR. [SR:Yes (harmless, object); DC:14, Will negates (harmless, object)]
❏❏❏❏❏ Vine Strike Conjuration (Creation) 1 standard action 6 minutes [D] Personal MTT:p.31
[V,S] TARGET: You; EFFECT: Bristles burst from your body, lodging in your opponent and blossoming into entangling vines as you pummel your target. While this spell is in effect, your natural attacks and unarmed attacks deal an
additional 1d6 points of damage, and any creature hit by your natural or unarmed strike must succeed at a Reflex save or be entangled for the duration of the spell. A creature entangled by this spell can spend a standard action to
remove the vines but can be entangled again by further unarmed strikes. [SR:Yes; DC:14, Reflex negates (see text)]
❏❏❏❏❏ Water Walk (Communal) Transmutation [Water] 1 standard action 60 minutes [D] Touch UC:p.249
[V, S, DF] TARGET: creatures touched; EFFECT: As water walk, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Web Shelter Conjuration (Creation) 1 minute 6 hours [D] Close (40 ft.) UM:p.249
[V, S, DF] TARGET: 5 ft.-10 ft. diameter web sphere or 5 ft.-20 ft. hemisphere; EFFECT: Create a comfortable shelter made of webbing. [SR:No]
❏❏❏❏❏ Wilderness Soldiers Transmutation 1 standard action 6 rounds 30ft. UC:p.249
[V, S] TARGET: 30-ft.-radius emanation, centered on you; EFFECT: Nearby plants aid you in combat. [SR:No]
❏❏❏❏❏ Wind Wall Evocation, AirSchool [Air, WoodSchool] 1 standard action 6 rounds Medium (160 ft.) CR:p.370
[V, S, M/DF] TARGET: Wall up to 60 ft. long and 30 ft. high [S]; EFFECT: An invisible vertical curtain of wind appears. [SR:Yes; DC:14, None; see text]
* =Domain/Speciality Spell

Character: NewElrohirVenerable PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:19:49 PM Page 8
NewElrohirVenerable
Dwarf (Exiled Dwarf)
RACE
342
AGE
Male
GENDER
Darkvision (60 ft.)
VISION
None
ALIGNMENT
Right
DOMINANT HAND
0' 0"
HEIGHT
0 lbs.
WEIGHT

EYE COLOUR

SKIN COLOUR
,
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
Realm of the Mammoth Lords
REGION

DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: NewElrohirVenerable PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:19:49 PM Page 9

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