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Culture Documents
CHA
x Artistry 2 =INT 2 +0 +0
Charisma
15 +2 Power 2
Bluff 2 =CHA 2 +0 +0
Climb 0 =STR 0 +0 +0
AC
Armor Class
18 =10+ 6 + 0 + 2 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 2 =INT 2 +0 +0
x Craft (b) 2 =INT 2 +0 +0
Touch AC 12 Flat Footed AC 16
x Craft (c) 2 =INT 2 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 7 =CHA 2 +2 +3
FortitudeConstitution
5 = 4 + 1 + 0 + 0 + Disable Device* =DEX + +
Disguise 2 =CHA 2 +0 +0
Reflex 3 = 1 + 2 + 0 + 0 +
Dexterity
Escape Artist 2 =DEX 2 +0 +0
Will 9 = 4 + 5 + 0 + 0 +
Fly 2 =DEX 2 +0 +0
Wisdom
Weapon
Survival 7 =WIS 5 +2 +0
Swim 0 =STR 0 +0 +0
Conditional Modifiers
Attack Damage
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Play Notes
Racial Traits
Skilled
Background Traits
Spell Level 0 1 2 3 4 5 6 7 8 9
Prepared Spells
Prepared Spell Level 0 Metamagic School Duration Cast time Range/Area Save SR DC
Create Water Conjuration instantaneous; 1 standard close (25 ft. + 5 ft./2 none no 15
Detect Poison Divination instantaneous; 1 standard close (25 ft. + 5 ft./2 none no 15
Spark Evocation instantaneous; 1 standard close (25 ft. + 5 ft./2 Fortitude yes 15
Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC
Bless Enchantment 1 min./level; 1 standard 50 ft. The caster and all none yes 16
Summon Monster I Conjuration 1 round/level; 1 round close (25 ft. + 5 ft./2 none no 16
Bonus Enlarge Person Transmutation 1 min./level (D); 1 round close (25 ft. + 5 ft./2 Fortitude yes 16
Prepared Spell Level 2 Metamagic School Duration Cast time Range/Area Save SR DC
Burst of Radiance Evocation instantaneous; 1 standard long (400 ft. + 40 ft./level) Reflex yes 17
Summon Monster II Conjuration 1 round/level; 1 round close (25 ft. + 5 ft./2 none no 17
BULL'S STRENGTH
School: Transmutation
Level: cleric/oracle 2, druid 2, paladin 2, sorcerer/wizard 2, summoner 2, alchemist 2, antipaladin 2, magus 2, bloodrager 2, shaman 2, psychic 2
Casting time: 1 standard action
Components: V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
Range: touch
Targets: creature touched
Duration: 1 min./level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage
rolls, and other uses of the Strength modifier.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
BURST OF RADIANCE
School: Evocation
Level: cleric/oracle 2, druid 2, sorcerer/wizard 2
Descriptor: good, light
Casting time: 1 standard action
Components: V, S, M/DF (a piece of flint and a pinch of silver dust)
Range: long (400 ft. + 40 ft./level)
Area: 10-ft.-radius burst
Duration: instantaneous;
Saving Throw: Reflex partial
Spell Resistance: yes
This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they
succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the
Reflex save or not.
Section 15 Copyright Notice: Pathfinder Companion: Champions of Purity. Copyright 2013, Paizo Publishing, LLC
CREATE WATER
DETECT MAGIC
School: Divination
Level: bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, magus 0, shaman 0, occultist 0, psychic 0, mesmerist 0,
spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level;
Saving Throw: none
Spell Resistance: no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or
absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and
location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the
school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates
from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster
level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Spell or Object Aura
Power Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Magic item (caster level)
5th or lower 6th-11th 12th-20th 21st+ (artifact) Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is
destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even
weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura
Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves,
but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a
permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
DETECT POISON
School: Divination
Level: cleric/oracle 0, druid 0, paladin 1, ranger 1, inquisitor 0, sorcerer/wizard 0, shaman 0, occultist 0, psychic 0, mesmerist 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Area: one creature, one object, or a 5-ft. cube
Targets: one creature, one object, or a 5-ft. cube
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20
Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft
(alchemy) check prior to the Wisdom check. 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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
DETECT UNDEAD
School: Divination
Level: cleric/oracle 1, paladin 1, sorcerer/wizard 1, alchemist 1, inquisitor 1, alchemist 1, inquisitor 1, shaman 1, psychic 1, mesmerist 1, spiritualist 1
Casting time: 1 standard action
Components: V, S, M/DF (earth from a grave)
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 minute/ level;
Saving Throw: none
Spell Resistance: no
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura
present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least
twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is
outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by
the HD of the undead creature, as given on the table below. Lingering Aura: An undead aura lingers after its original source is destroyed. If detect
undead 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, as given on the table below. HD Strength Lingering Aura Duration 1 or lower Faint 1d6 rounds 2-4
Moderate 1d6 minutes 5-10 Strong 1d6 x 10 minutes 11 or higher Overwhelming 1d6 days Each round, you can turn to detect undead 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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
School: Divination
Level: bard 1, cleric/oracle 1, inquisitor 1, shaman 1, sorcerer/wizard 1, witch 1
Casting time: 1 standard action
Components: V, S, M/DF (a small piece of a brick)
Range: touch
Targets: one creature
Duration: 1 round/level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. The flashes are so
brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece
together a coherent narrative told in a multitude of changing voices in her mind. Each round for the duration of the spell, the target can attempt a
Diplomacy check to gather information as though she had spent 1d4 hours talking to local people. Since the information gathering doesn't involve
actual interaction with people, only observation, the target can use her Perception skill instead of her Diplomacy skill. While thus concentrating, the
target is effectively blind and deaf.
Section 15 Copyright Notice: Pathfinder Player Companion: Heroes of the Street Copyright 2015, Paizo Inc
ENLARGE PERSON
School: Transmutation
Level: sorcerer/wizard 1, alchemist 1, summoner 1, witch 1, magus 1, bloodrager 1, occultist 1, psychic 1
Casting time: 1 round
Components: V, S, M (powdered iron)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one humanoid creature
Duration: 1 min./level (D);
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's
size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty
on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10
feet. This spell does not change the target's speed. If insufficient room is available for the desired growth, the creature attains the maximum
possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without
harm by the materials enclosing it-the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is
similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see page 145). Other magical properties are not affected by
this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal
size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack. Enlarge person counters and dispels reduce person. Enlarge person can be made
permanent with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
School: Divination
Level: cleric/oracle 2, bard 2, druid 2, ranger 2, witch 2
Casting time: 1 minute
Components: V, S, M (a piece of soil from the land to be memorized)
Range: personal
Targets: you
Duration: 1 day;
Saving Throw: none
Spell Resistance: yes
In a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile). This
instant familiarity grants you an insight bonus equal to your caster level (maximum +5) 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.
Section 15 Copyright Notice: Pathfinder Player Companion: Faiths & Philosophies Copyright 2013, Paizo Publishing, LLC
PRESERVE
School: Necromancy
Level: adept 1, cleric/oracle 1, medium 1, occultist 1, ranger 1, shaman 1, sorcerer/wizard 1, spiritualist 1, witch 1
Components: V, S, M/DF (a pinch of salt)
Range: touch
Targets: one or more objects touched, up to 1 lb./level
Duration: 1 week
Saving Throw: Will negates (object);
Spell Resistance: yes (object)
You imbue one or more objects with magic that dramatically slows down natural processes that lead to decay and spoilage. For the duration of the
spell, food, water, plants, and other perishable objects affected by the spell remain as fresh as they were when the spell was cast. The spell also
protects these objects against spells of the same level or lower that cause spoilage, such as putrefy food and drink. When the duration of preserve
expires, the objects resume aging at their normal rate. The spell also works on severed body parts and the bodies of small creatures as per gentle
repose, provided that the weight of the creature or part does not exceed the spell's limit. Preserve can be made permanent with a permanency spell
by a caster of 9th level or higher for 500 gp.
Section 15 Copyright Notice: Pathfinder Campaign Setting: Inner Sea Temples Copyright 2016, Paizo Inc
SPARK
School: Evocation
Level: bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, witch 0, magus 0, occultist 0
Descriptor: fire
Casting time: 1 standard action
Components: V or S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one Fine object
Duration: instantaneous;
Saving Throw: Fortitude negates (object)
Spell Resistance: yes (object)
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.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC
SUMMON MONSTER I
School: Conjuration (summoning)
Level: bard 1, cleric/oracle 1, sorcerer/wizard 1, summoner 1, witch 1, antipaladin 1, psychic 1, spiritualist 1
Descriptor: see text
Casting time: 1 round
Components: V, S, F/DF (a tiny bag and a small candle)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one summoned creature
Duration: 1 round/level;
Saving Throw: none
Spell Resistance: no
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you
designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can
direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on
Table 10-1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster
cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned
into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells
with expensive material components (such as wish). When you use a summoning spell to summon a creature with an alignment or elemental
subtype, it is a spell of that type. Creatures on Table 10-1 marked with an "*" are summoned with the celestial template, if you are good, and the
fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always
have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match
your alignment.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
SUMMON MONSTER II
Requirements: None
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to
Dexterity- and Strength-based skill checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
CHANNELING FORCE
Requirements: Ability to cast at least one force spell, channel energy class feature.
A swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal
to the number of dice of your channel energy. This extra damage is force damage. This lasts for your next three weapon
attacks or until the end of combat, whichever comes first.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc
DIVINE BARRIER
Requirements: None
You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes
while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
SELECTIVE CHANNELING
SHIELD PROFICIENCY
Requirements: None
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-
based skills.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC