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Half-Elf Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes
CHA
x Artistry 4 =INT 4 +0 +0
Charisma
12 +1 Power 2
Bluff 1 =CHA 1 +0 +0
Climb -1 =STR -1 +0 +0
AC
Armor Class
13 =10+ 1 + 0 + 2 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 4 =INT 4 +0 +0
x Craft (b) 4 =INT 4 +0 +0
Touch AC 12 Flat Footed AC 11
x Craft (c) 4 =INT 4 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 1 =CHA 1 +0 +0
FortitudeConstitution
2 = 0 + 2 + 0 + 0 + Disable Device* =DEX + +
Disguise 1 =CHA 1 +0 +0
Reflex 2 = 0 + 2 + 0 + 0 +
Dexterity
Escape Artist 2 =DEX 2 +0 +0
Will 3 = 3 + 0 + 0 + 0 +
x Fly 2 =DEX 2 +0 +0
Wisdom
Weapon
Survival 0 =WIS 0 +0 +0
Swim -1 =STR -1 +0 +0
Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Totals 1 0 0% 4 lbs.
Acid Dart
Inkpen 1
Spellbooks
Shoulders Qty. lbs.
Summoner's Charm Kit, mess 1
Outfit, Explorer's 1
Neck Qty. lbs.
Potion of Cure light 3
Pouch, belt 1
Chest Qty. lbs.
Pouch, spell components 1
Rations, trail 3
Body Qty. lbs.
Soap 1
Spellbook 1
Belt Qty. lbs.
Torch, everburning 1
Wand of Enfeeblement 1
Wrist Qty. lbs.
Waterskin 1
Play Notes
Racial Traits
Adaptability
Arcane Training
Elf Blood
Elven Immunities
Keen Senses
Low-Light Vision Background Traits
Dangerously Curious
Arcane Student
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
Ray of Frost Evocation instantaneous; 1 standard close (25 ft. + 5 ft./2 none yes 14
Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC
Summon Monster I Conjuration 1 round/level; 1 round close (25 ft. + 5 ft./2 none no 15
Summon Monster I Conjuration 1 round/level; 1 round close (25 ft. + 5 ft./2 none no 15
Known Spells
Acid Splash; Arcane Mark; Bleed; Breeze; Chameleon Scales; Dancing Lights; Daze; Detect Fiendish Presence; Detect Magic; Detect Poison; Disrupt
Spell Level 0
Undead; Drench; Flare; Ghost Sound; Grasp; Haunted Fey Aspect; Jolt; Light; Mage Hand; Mending; Message; Oath of Anonymity; Open/Close; Penumbra;
Prestidigitation; Ray of Frost; Read Magic; Resistance; Root; Scoop; Scrivener's Chant; Sotto Voce; Spark; Touch of Fatigue; Vacuous Vessel;
Spell Level 1
Burning Hands; Burning Sands; Color Spray; Comprehend Languages; Grease; Mage Armor; Magic Missile; Magic Weapon; Summon Monster I;
Spell Descriptions (A-Z)
BURNING SANDS
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
LIGHT
School: Evocation
Level: bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0, shaman 0, occultist 0, psychic 0, mesmerist 0,
spiritualist 0
Descriptor: light
Casting time: 1 standard action
Components: V, M/DF (a firefly)
Range: touch
Targets: object touched
Duration: 10 min./level;
Saving Throw: none
Spell Resistance: no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light
level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of
normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active
at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent
(through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or
lower spell level.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
MAGE ARMOR
RAY OF FROST
School: Evocation
Level: sorcerer/wizard 0, magus 0
Descriptor: cold
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: instantaneous;
Saving Throw: none
Spell Resistance: yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target.
The ray deals 1d3 points of cold damage.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
READ MAGIC
School: Divination
Level: bard 0, cleric/oracle 0, druid 0, paladin 1, ranger 1, 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, F (a clear crystal or mineral prism)
Range: personal
Targets: you
Duration: 10 min./level;
You can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does
not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell
is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a
greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made
permanent with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
SUMMON MONSTER I
COMBAT CASTING
Requirements: None
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the
defensive or while grappled.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
SCRIBE SCROLL
SKILL FOCUS
Requirements: None
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus
increases to +6.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Notes
No build notes.