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Name: Pablus de Alejandria, Name: Pablus de Alejandria,

Alignment:LN. Alignment: LN.


Race: Human, Race: Human,
Level/dice 5 lvl; 15 5 lvl; 2D6+3D4+15 =
HP 30 30 [HP];
Initiative 5 Init +5
Spd: 30 ft; Spd: 30 ft;
Size: M; Size: M;

Defense AC 11 (Natural +11, Dex 1, Size 0), flat-footed 10, touch 11;

Attack Atk: Unarmed strike +3 Melee (

Reach: 0 ft; Reach: 0 ft;


Abilities: STR 12, DEX 13, CON 16, INT 18, WIS 16, CHA 15;

Savings ST Fort +3, Dex +1, Will +11, Will +9


Skills: Alchemy* +5, Appraisal +5, Bala
Feats: Weapon and Armor Proficiency:
SQ Cantrips, Arcane School special
Spells: Known: all/15/2/2, Prepared: 5
Travel Domain Scrolls
Languages Automatic Languages:
Name: Pablus de Alejandria, Alignment: LN. Race: Human, 5 lvl; 2D6+3D4+15 = 30 [HP]; Init +5; Spd: 30 ft;
Size: M; AC 11 (Natural +11, Dex 1, Size 0), flat-footed 10, touch 11;

Dex 1, Size 0), flat-footed 10, touch 11;

Atk: Unarmed strike +3 Melee (1D3+1), Club +3 Melee (1D6+1), Dagger +3 Melee (1D4+1), Quarterstaff +3
Melee (1D6+1), Telekinetic Fist (Sp) +3 Range (1D4+1), Quarterstaff -3/-7 Two Weapon (1D6+1), Stygian Bow
(SB) 0-60 R1 4 Range (1D12+0), Reach: 0 ft; Reach: STR 12, DEX 13, CON 16, INT 18, WIS 16, CHA 15; ST Fort
+3, Dex +1, Will +11, Will +9

N 16, INT 18, WIS 16, CHA 15;

Will +11, Will(Scribe)*


+9 +6, Profession* +6, Ride +1, Scry* +5, Search +4, Sense Motive +3, Speak Language* +4, Spellcraft*
+11, from
Protection Spot +3,
MM,Survival +3, Survival
Sanctuary, +3, SurvivalBonus
of Understanding, +3, Swim
Feat+1,
3rdUse Rope
level: +1, Wilderness
Astronomer, BonusLore*
Feat+5,
Fav Class
5th: Eyes to the Sky
Opposition school 2: Illusion, Domain Spell: Travel Domain (Scrolls), Spells: celestial secrets, Spells in the
Heavens: Sirius, Domain Spell: Heaven domain, Spell pilgrimage
0 level: Jolt, Mage Hand, Mending, Message, Open/Close, 1st level: Feather Fall, Gravity Bow, Enlarge Person, Feather Fall, 2nd
1. Longstrider: Increases your speed. 2. Locate Object: Senses direction toward object (specific or type). 3. Fly: Subject flies at
Stygian. Bonus Shemitic, Kushite, Demonic.
Simple char.
Name: Pablus de Alejandria, Alignment: LN. Race: Human, 5 lvl; 2D6+3D4+15 = 30 [HP]; Init +5; Spd: 30 ft
Skills: .
Alchemy* +5, Appraisal +5, Balance +1, Bluff +2, Climb +1, Concentration +10, Craft (alchemy) +7, Craft (W
Feats: .
Weapon and Armor Proficiency: club, dagger, heavy crossbow, light crossbow, and quarterstaff, Weapon
Special Qua.
Cantrips, Arcane School specialization: Transmutation, Scribe Scroll, Temporal Pool (Su), Favored Class: S

Spells: .

Known: all/15/2/2, Prepared: 5/4/3/2. 0 level: Jolt, Mage Hand, Mending, Message, Open/Close, 1st leve
Can cast scrolls from the "Travel Domain":
1. Longstrider: Increases your speed. 2. Locate Object: Senses direction toward object (specific or type).
Automatic Languages:

Stygian. Bonus Shemitic, Kushite, Demonic.

ge Person, Feather Fall, 2nd level: Infant’s Augury, Harm True Name, Harm True Name, 3rd level: Haste, Fireball.
ype). 3. Fly: Subject flies at speed of 60 ft.

Simple character sheet: Name: Pablus de Alejandria, Alignment: LN. Race: Human, 5 lvl; 2D6+3D4+15 = 3
15 = 30 [HP]; Init +5; Spd: 30 ft; Size: M; AC 11 (Natural +11, Dex 1, Size 0), flat-footed 10, touch 11; Atk: Unarmed strike +3 Melee (1D3+1)

10, Craft (alchemy) +7, Craft (Wonderous items)* +5, Decipher Script* +4, Diplomacy (K-Heb) +10, Disguise +2, Escape Artist +1, Fly +2, For

ow, and quarterstaff, Weapon Focus ( +1 racial bonus to attack rolls when wielding a Stygian Bow), Bonus feat scholar: Knowledgeable, Bo

oral Pool (Su), Favored Class: Scholar or noble, Physical Enhancement (Su), Telekinetic Fist (Sp), Opposition school 1: Necromancy, Oppositi

Message, Open/Close, 1st level: Feather Fall, Gravity Bow, Enlarge Person, Feather Fall, 2nd level: Infant’s Augury, Harm True Name, Harm

ward object (specific or type). 3. Fly: Subject flies at speed of 60 ft.

Human, 5 lvl; 2D6+3D4+15 = 30 [HP]; Init +5; Spd: 30 ft; Size: M; AC 11 (Natural +11, Dex 1, Size 0), flat-footed 10, touch 11; Atk: Unarmed
rmed strike +3 Melee (1D3+1), Club +3 Melee (1D6+1), Dagger +3 Melee (1D4+1), Quarterstaff +3 Melee (1D6+1), Telekinetic Fist (Sp) +3 R

2, Escape Artist +1, Fly +2, Forgery +4, Gather Information +2, Handle Animal* +4, Heal +3, Hide +1, Intimidate +4, Intuit direction +5, Jum

at scholar: Knowledgeable, Bonus feat 1st level: imp initiative, Exotic Weapon Proficiency: Stygian bow, Weapon and Armor Proficiency Kh

chool 1: Necromancy, Opposition school 2: Illusion, Domain Spell: Travel Domain (Scrolls), Spells: celestial secrets, Spells in the Heavens: Si

ugury, Harm True Name, Harm True Name, 3rd level: Haste, Fireball.

d 10, touch 11; Atk: Unarmed strike +3 Melee (1D3+1), Club +3 Melee (1D6+1), Dagger +3 Melee (1D4+1), Quarterstaff +3 Melee (1D6+1),
D6+1), Telekinetic Fist (Sp) +3 Range (1D4+1), Quarterstaff -3/-7 Two Weapon (1D6+1), Stygian Bow (SB) 0-60 R1 4 Range (1D12+0), Reach:

te +4, Intuit direction +5, Jump +1, Knowledge (Arcana)* +16, Knowledge (Arch Eng)* +7, Knowledge (Astrology)* +8, Knowledge (Dungeo

apon and Armor Proficiency Khery-Heb: club, dagger, and quarterstaff, Scribe, Scribe Scroll; Weapon and Armor Proficiency MoSH: club, da

crets, Spells in the Heavens: Sirius, Domain Spell: Heaven domain, Spell pilgrimage.

uarterstaff +3 Melee (1D6+1), Telekinetic Fist (Sp) +3 Range (1D4+1), Quarterstaff -3/-7 Two Weapon (1D6+1), Stygian Bow (SB) 0-60 R1 4
R1 4 Range (1D12+0), Reach: 0 ft; Reach: STR 12, DEX 13, CON 16, INT 18, WIS 16, CHA 15; ST Fort +3, Dex +1, Will +11, Will +9.

ogy)* +8, Knowledge (Dungeon)* +7, Knowledge (Geography)* +7, Knowledge (History)* +7, Knowledge (Local)* +7, Knowledge (Mathema

mor Proficiency MoSH: club, dagger, and quarterstaff, Compound Wondrous Incense, Incense of Fascination, Focus, Healing, Heaven, Prote

1), Stygian Bow (SB) 0-60 R1 4 Range (1D12+0), Reach: 0 ft; Reach: STR 12, DEX 13, CON 16, INT 18, WIS 16, CHA 15; ST Fort +3, Dex +1, Wil
1, Will +11, Will +9.

cal)* +7, Knowledge (Mathematics)* +7, Knowledge (Nature)* +7, Knowledge (Nobility)* +7, Knowledge (Planes)* +14, Knowledge (Religion

Focus, Healing, Heaven, Protection from MM, Sanctuary, of Understanding, Bonus Feat 3rd level: Astronomer, Bonus Feat Fav Class 5th: E

HA 15; ST Fort +3, Dex +1, Will +11, Will +9.Skills: Alchemy* +5, Appraisal +5, Balance +1, Bluff +2, Climb +1, Concentration +10, Craft (alch
nes)* +14, Knowledge (Religion)* +7, Knowledge All* +4, Linguistics +5, Listen +3, Move Silently +1, Perform ritual +7, Profession (Scribe)*

er, Bonus Feat Fav Class 5th: Eyes to the Sky.

Concentration +10, Craft (alchemy) +7, Craft (Wonderous items)* +5, Decipher Script* +4, Diplomacy (K-Heb) +10, Disguise +2, Escape Arti
ritual +7, Profession (Scribe)* +6, Profession* +6, Ride +1, Scry* +5, Search +4, Sense Motive +3, Speak Language* +4, Spellcraft* +11, Spot

b) +10, Disguise +2, Escape Artist +1, Fly +2, Forgery +4, Gather Information +2, Handle Animal* +4, Heal +3, Hide +1, Intimidate +4, Intuit d
uage* +4, Spellcraft* +11, Spot +3, Survival +3, Survival +3, Survival +3, Swim +1, Use Rope +1, Wilderness Lore* +5, .

Hide +1, Intimidate +4, Intuit direction +5, Jump +1, Knowledge (Arcana)* +16, Knowledge (Arch Eng)* +7, Knowledge (Astrology)* +8, Kno
owledge (Astrology)* +8, Knowledge (Dungeon)* +7, Knowledge (Geography)* +7, Knowledge (History)* +7, Knowledge (Local)* +7, Know
Knowledge (Local)* +7, Knowledge (Mathematics)* +7, Knowledge (Nature)* +7, Knowledge (Nobility)* +7, Knowledge (Planes)* +14, Kno
Knowledge (Planes)* +14, Knowledge (Religion)* +7, Knowledge All* +4, Linguistics +5, Listen +3, Move Silently +1, Perform ritual +7, Prof
ntly +1, Perform ritual +7, Profession (Scribe)* +6, Profession* +6, Ride +1, Scry* +5, Search +4, Sense Motive +3, Speak Language* +4, Spe
+3, Speak Language* +4, Spellcraft* +11, Spot +3, Survival +3, Survival +3, Survival +3, Swim +1, Use Rope +1, Wilderness Lore* +5, .Feats
1, Wilderness Lore* +5, .Feats: Weapon and Armor Proficiency: club, dagger, heavy crossbow, light crossbow, and quarterstaff, Weapon Fo
w, and quarterstaff, Weapon Focus ( +1 racial bonus to attack rolls when wielding a Stygian Bow), Bonus feat scholar: Knowledgeable, Bonu
scholar: Knowledgeable, Bonus feat 1st level: imp initiative, Exotic Weapon Proficiency: Stygian bow, Weapon and Armor Proficiency Kher
on and Armor Proficiency Khery-Heb: club, dagger, and quarterstaff, Scribe, Scribe Scroll; Weapon and Armor Proficiency MoSH: club, dagg
r Proficiency MoSH: club, dagger, and quarterstaff, Compound Wondrous Incense, Incense of Fascination, Focus, Healing, Heaven, Protecti
cus, Healing, Heaven, Protection from MM, Sanctuary, of Understanding, Bonus Feat 3rd level: Astronomer, Bonus Feat Fav Class 5th: Eye
Bonus Feat Fav Class 5th: Eyes to the Sky.Special Qualities: Cantrips, Arcane School specialization: Transmutation, Scribe Scroll, Temporal
ation, Scribe Scroll, Temporal Pool (Su), Favored Class: Scholar or noble, Physical Enhancement (Su), Telekinetic Fist (Sp), Opposition schoo
etic Fist (Sp), Opposition school 1: Necromancy, Opposition school 2: Illusion, Domain Spell: Travel Domain (Scrolls), Spells: celestial secrets
crolls), Spells: celestial secrets, Spells in the Heavens: Sirius, Domain Spell: Heaven domain, Spell pilgrimage.Spells: Known: all/15/2/2, Pre
Spells: Known: all/15/2/2, Prepared: 5/4/3/2. 0 level: Jolt, Mage Hand, Mending, Message, Open/Close, 1st level: Feather Fall, Gravity Bow
evel: Feather Fall, Gravity Bow, Enlarge Person, Feather Fall, 2nd level: Infant’s Augury, Harm True Name, Harm True Name, 3rd level: Has
arm True Name, 3rd level: Haste, Fireball.Can cast scrolls from the "Travel Domain": 1. Longstrider:  Increases your speed. 2. Locate O
reases your speed. 2. Locate Object: Senses direction toward object (specific or type). 3. Fly: Subject flies at speed of 60 ft. Automatic Lan
speed of 60 ft. Automatic Languages: Stygian. Bonus Shemitic, Kushite, Demonic.
Stigiano

Religion: By far the most widely worshipped Stygian god is Set,


the Old Serpent. However, other dark ‘hideous half-bestial’ and
‘apish’ gods are worshipped as well, perhaps including Hanuman.
There is a cult centre to Derketo in Luxor. There is a suggestion
that Set’s enemy Ibis was once worshipped in Stygia or Acheron
but was driven out. Like the later Egyptians, the Stygians believe

in bodily resurrection and that the soul, or Ka, could be separated


from the body, passing into the afterlife on death.
_x0001_ +2 racial bonus to all Knowledge (arcane), Perform
(ritual) and Craft (alchemy) checks. The Stygian ruling
caste is steeped in arcane lore from a very early age.
_x0001_ +1 racial bonus to attack rolls when wielding a Stygian
bow. Stygian nobles are born to the hunt and to war,
regularly using the heavy bow of their country to bring
down desert lions and prey of a similar size.
_x0001_ -2 racial penalty to all saving throws against Corruption.
Most Stygian sorcerers rather welcome corruption if there
is a chance it will bring them a little more arcane power.
_x0001_ Exotic Weapon Profi ciency: Stygian bow. All true
Stygians have had a chance to learn the techniques of the
powerful Stygian bow.
Background Skills: Handle Animal, Knowledge
(arcane) and Perform (ritual).
Favoured Class: Scholar or noble.
Prohibited Classes: None.
Automatic Languages: Stygian.
STR Skill Rank Total Misc
12 Climb 0 1
+1 Jump 0 1
Swim 0 1
DEX Skill Rank Total Misc
13 Balance 0 1
+1 Escape Artist 0 1
Fly 1 2
Hide 0 1
Move Silently 0 1
Ride 0 1
Use Rope 0 1

CON Skill Rank Total Misc


16 Concentration 7 10
+3

INT Skill Rank Total Misc


18 Knowledge (Arcana)* 8 16
+4 Knowledge (Arch Eng)* 1 7
Knowledge (Astrology)* 1 8
Knowledge (Dungeon)* 1 7
Knowledge (Geography) 1 7
Knowledge (History)* 1 7
Knowledge (Local)* 1 7
Knowledge (Mathematics 1 7
Knowledge (Nature)* 1 7
Knowledge (Nobility)* 1 7
Knowledge (Planes)* 8 14
Knowledge (Religion)* 1 7
WIS Skill Rank Total Misc
16 Heal 0 3
+3 Listen 0 3
Profession (Scribe)* 1 6
Sense Motive 0 3
Spot 0 3
Intuit direction 1 5
CHA Skill Rank Total Misc
15 Bluff 0 2
+2 Diplomacy (K-Heb) 5 10
Disguise 0 2
Gather Information 0 2
Handle Animal* 2 4
Intimidate 0 4
Perform ritual 3 7
Action Base Total Misc Name
Melee 2 +3 Race
Grapple 2 +3 HP
Ini +
Action Base Total Misc Base
Initiative 4 +5 Melee 2
AC 10 11 Range 2
flat-footed 10 10 Grapple 2
Touch Def 10 11
Natural Def 10 11
1/2 Defense 10 13
Full Defense 10 15
Range 2 +3
Reflex 0 +1
Action Base Total Misc
HP/Vitality 30
Dam threshold 19
Fortitude 0 +3

Skill Rank Total Misc


Alchemy* 1 5
Appraisal 1 5
Craft (alchemy) 1 7
Craft (Wonderous items)*1 5
Decipher Script* 0 4
Forgery 0 4
Linguistics 1 5
Scry* 1 5
Search 0 4
Speak Language* 0 4
Spellcraft* 7 11
Wilderness Lore* 1 5
Action Base Total Misc
Will 8 +11
Corruption 8 +9

Action Base Total Misc


Temporal Pool (Su) 2 6
Spell failure AC 0%
1st 2nd 3rd 4th Concat
+3 ++3/+
+3 ++3/+
+3 ++3/+
Item Base Race Armor Shield Hab Bonus Size Misc
Magic Attack 10 0 0 0 CHA 2 0 0
Natural Def 10 0 0 0 Dex 1 0 0
Touch Def 10 0 0 0 Dex 1 0 0
Dodge 10 0 0 0 Dex 1 0 0
Parry 10 0 0 0 STR 1 0 0
2W Def Light 10 0 0 0 STR 1 0 0
2W Def Long 10 0 0 0 STR 1 0 0
1/2 Defense 10 0 0 0 Dex 1 0 0
Full Defense 10 0 0 0 Dex 1 0 0
Mobility 10 0 0 0 Dex 1 0 0
flat-footed 10 0 0 0 Dex 1 0 0
AC 10 0 0 0 Dex 1 0 0

Composite Plating 2

Natural 11 Natural +11 flat-foote 10


Dex 1 Dex 1 touch 11
Size 0 Size 0

(Natural +11, Dex 1, Size 0), flat-footed 10, touch 11;


AC 11 AC 11

AC 11 (Natural +11, Dex 1, Size 0), flat-footed 10, touch 11;


Tumble
Temp Dex Penalty Total Habilities Item Defence Magic
0 0 0 12 CHA Shield 0 0
0 0 0 11 Dex None 0 0
0 0 0 11 Dex Bracers of def 0 0
0 0 0 11 Dex Armor bonus
0 0 0 11 STR
0 0 0 11 STR
0 0 0 11 STR
2 0 0 13 Dex
4 0 0 15 Dex
0 0 0 11 Dex
-1 0 0 10 Dex Uncanny dodge
0 0 0 11 Dex Uncanny dodge

flat-footed 10
touch 11
Total Bonus Level 1 2 3 4 5
0 Magic Attack 0Dodge 0 0 0 0 0
0 Natural Def 0 Parry 0 0 0 0 0
0 Touch Def 0 Natural/class 0 0 0 0 0
0 Dodge 0 Magic Attack 0 0 0 0 0
Parry 0 Base 0 0 0 0 0
2W Def Light 0
6 7 8 9 10 11 12 13
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
14 15 16 17 18 19 20 Total
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
Can be Armor Ranks
use check Is a Ranks used as
untraine penalty Class used as cross
Skill name ID d applies skill? class class Total
Knowledge (Arcana)* 57 NO NO YES 8 16
Spellcraft* 95 NO NO YES 7 11
Knowledge (Planes)* 67 NO NO YES 8 14
Perform ritual 80 YES NO YES 3 7
Handle Animal* 48 NO NO YES 2 4
Appraisal 3 YES NO YES 1 5
Craft (alchemy) 13 YES NO YES 1 7
Craft (Wonderous items)* 21 NO NO YES 1 5
Fly 37 NO YES YES 1 2
Knowledge (Arch Eng)* 58 NO NO YES 1 7
Knowledge (Astrology)* 59 NO NO YES 1 8
Knowledge (History)* 62 NO NO YES 1 7
Knowledge (Local)* 63 NO NO YES 1 7
Knowledge (Mathematics)* 64 NO NO YES 1 7
Knowledge (Religion)* 68 NO NO YES 1 7
Linguistics 70 NO NO YES 1 5
Profession (Scribe)* 83 NO NO YES 1 6
Knowledge (Dungeon)* 60 NO NO YES 1 7
Knowledge (Geography)* 61 NO NO YES 1 7
Knowledge (Nature)* 65 NO NO YES 1 7
Knowledge (Nobility)* 66 NO NO YES 1 7
Knowledge All* 69 NO NO YES 0 4
Concentration 11 YES NO NO 7 10
Diplomacy (K-Heb) 25 YES NO NO 4 2 10
Alchemy* 2 NO NO NO 1 5
Scry* 88 NO NO NO 1 5
Wilderness Lore* 105 NO NO NO 1 5
Intuit direction 89 NO NO NO 0 2 5
Affect Mind* 1 NO NO NO 2
Astrogate* 4 NO NO NO 4
Balance 5 YES YES NO 1
Battle Influence* 6 NO NO NO 2
Battlemind* 7 NO NO NO 3
Bluff 8 YES NO NO 2
Climb 9 YES NO NO 1
Computer Use* 10 NO NO NO 4
Control Mind* 12 NO NO NO 2
Craft (Chemical) 14 YES NO NO 4
Craft (Electronic) 15 YES NO NO 4
Craft (Herbalism) 16 YES NO NO 4
Craft (Mechanical) 17 YES NO NO 4
Craft (Runesmithing) 18 YES NO NO 4
Craft (Structural) 19 YES NO NO 4
Craft (Weaponsmithing) 20 YES NO NO 4
Decipher Script* 22 NO NO NO 4
Demolitions* 23 NO NO NO 4
Diplo/ W Emp 24 YES NO NO 4
Disable Device* 26 NO NO NO 4
Disguise 27 YES NO NO 2
Drain Energy* 28 NO NO NO 3
Drain Knowledge* 29 NO NO NO 4
Drive* 30 NO NO NO 1
Empathy* 31 NO NO NO 3
Enhance Ability* 32 NO NO NO 3
Enhance Senses* 33 NO NO NO 3
Escape Artist 34 YES YES NO 1
Farseeing* 35 NO NO NO 3
Fear* 36 NO NO NO 3
Force Defense* 38 NO NO NO 2
Force Grip* 39 NO NO NO 4
Force Light* 40 NO NO NO 3
Force Lightning* 41 NO NO NO 4
Force Stealth* 42 NO NO NO 2
Force Strike* 43 NO NO NO 4
Forgery 44 YES NO NO 4
Friendship* 45 NO NO NO 2
Gamble* 46 NO NO NO 3
Gather Information 47 YES NO NO 2
Heal 49 YES NO NO 3
Heal Self* 50 NO NO NO 2
Hide 51 YES YES NO 1
Illusion* 52 NO NO NO 2
Inspire* 53 NO NO NO 2
Intimidate 54 YES NO NO 4
Investigate* 55 NO NO NO 4
Jump 56 YES YES NO 1
Listen 71 YES NO NO 3
Malacia* 72 NO NO NO 4
Move Object* 73 NO NO NO 4
Move Silently 74 YES YES NO 1
Navigate* 75 NO NO NO 4
Open Lock* 76 NO NO NO 1
Perform Dance 77 YES NO NO 2
Perform ___ 78 YES NO NO 2
Perform Music 79 YES NO NO 2
Pilot* 81 NO NO NO 1
Plant Surge* 82 NO NO NO 4
Read/Write Language* 84 NO NO NO 4
Repair* 85 NO NO NO 4
Research* 86 NO NO NO 4
Ride 87 YES NO NO 1
Search 89 YES NO NO 4
See Force* 90 NO NO NO 3
Sense Motive 91 YES NO NO 3
Sever Force* 92 NO NO NO 2
Sleight of Hand* 93 NO NO NO 3
Speak Language* 94 NO NO NO 4
Spot 96 YES NO NO 3
Survival 97 YES NO NO 3
Swim 98 YES YES NO 1
Telepathy* 99 NO NO NO 3
Transfer Essence* 100 NO NO NO 2
Treat Injury (heal)* 101 NO NO NO 3
Tumble* 102 NO YES NO 1
Use Magic Device* 103 NO NO NO 2
Use Rope 104 YES YES NO 1
Is a Force
skill? Bakground SkilBase Level 1 2
NO YES 2 Skill points 8 2
NO NO 4 Int mod +3 16 4
NO NO 1 Human 4 1
NO YES Background Skills 6 0
NO Alter Feat Class
NO NO
NO YES Knowledgeable +2knowledge
NO NO
NO NO
NO Sence Feat
NO NO
NO NO
NO Alter Feat
NO
NO NO
NO NO
NO NO
NO Sence Feat Synergy
NO Control Feat Skill Total
NO Alter Feat Alchemy* 5 Alchemy* +5,
NO Alter Feat Appraisal 5 Appraisal +5,
NO Control Feat Balance 1 Balance +1,
NO NO Bluff 2 Bluff +2,
NO NO Climb 1 Climb +1,
NO NO Concentration 10 Concentration
NO NO Craft (alchemy) 7 Craft (alchemy)
NO Craft (Wonderous items)* 5 Craft (Wondero
NO NO Decipher Script* 4 Decipher Scrip
YES NO Diplomacy (K-Heb) 10 Diplomacy (K-H
NO NO Disguise 2 Disguise +2,
NO NO Escape Artist 1 Escape Artist +
NO NO Fly 2 Fly +2,
NO NO Forgery 4 Forgery +4,
NO NO Gather Information 2 Gather Informa
NO NO Handle Animal* 4 Handle Animal
NO NO Heal 3 Heal +3,
YES NO Hide 1 Hide +1,
NO NO Intimidate 4 Intimidate +4,
NO NO Intuit direction 5 Intuit direction
NO NO Jump 1 Jump +1,
NO NO Knowledge (Arcana)* 16 Knowledge (Ar
NO NO Knowledge (Arch Eng)* 7 Knowledge (Arc
NO NO Knowledge (Astrolog 8 Knowledge (Ast
NO NO Knowledge (Dungeon)* 7 Knowledge (Du
NO NO Knowledge (Geography)* 7 Knowledge (Ge
NO NO Knowledge (History)* 7 Knowledge (His
NO NO Knowledge (Local)* 7 Knowledge (Loc
NO NO Knowledge (Mathematics)* 7 Knowledge (Ma
NO NO Knowledge (Nature)* 7 Knowledge (Na
YES NO Knowledge (Nobility)* 7 Knowledge (Nob
YES NO Knowledge (Planes)* 14 Knowledge (Pla
NO NO Knowledge (Religion)* 7 Knowledge (Rel
YES NO Knowledge All* 4 Knowledge All*
YES Linguistics 5 Linguistics +5,
YES Listen 3 Listen +3,
NO NO Move Silently 1 Move Silently
YES Perform ritual 7 Perform ritual
NO NO Profession (Scribe)* 6 Profession (Scr
YES Alter Feat Profession* 6 Profession* +6
YES Sith Sorcery feats Ride 1 Ride +1,
YES Scry* 5 Scry* +5,
YES Battle Sense Feat Search 4 Search +4,
YES Control Feat Sense Motive 3 Sense Motive +
YES Force Mind Feat Speak Language* 4 Speak Languag
NO NO Spellcraft* 11 Spellcraft* +11
YES Spot 3 Spot +3,
NO Survival 3 Survival +3,
NO NO Swim 1 Swim +1,
NO NO Use Rope 1 Use Rope +1,
YES Sence Feat Wilderness Lore* 5 Wilderness Lor
NO NO
NO Force Sensitive Feat
NO Force Sensitive Feat
NO NO
NO Sence Feat
NO NO
NO NO
NO Alter Feat
YES Force Sensitive Feat
NO NO
NO Alter Feat
NO Control Feat
NO NO
NO NO
NO NO
NO Alter Feat
NO Battle Sense Feat
NO Force Mind Feat
NO Alter Feat
NO Control Feat
NO NO
NO NO
YES Sence Feat
NO NO
YES Battle Meditation Feat
NO Sence Feat
NO Sith Sorcery feats
NO NO
NO NO
NO NO
YES
YES
NO NO
NO NO
NO
NO NO
3 4 5
2 2 2
4 4 4
1 1 1
0 0 0

Hab
Int Alchemy* +5, Appraisal +5, Balance +1, Bluff +2, Climb +1, Concentration +10, Craft (al
Int
DEX
Cha
Str
Con
Int
Int
Int
Wis
Cha
Dex
DEX
Int
Cha
Cha
Wis
Dex
Cha
Wis
Str
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Int
Wis
Dex
Cha
Wis
Wis
Dex
Int
Int
Wis
Int
Int
Wis
Wis
Str
Dex
Int
entration +10, Craft (alchemy) +7, Craft (Wonderous items)* +5, Decipher Script* +4, Diplomacy (K-Heb) +10, Disguise +2, Es
Ability
Total Abilities Base Modifier
16 STR 12 1
32 DEX 13 1
8 CON 16 3
6 INT 18 4
Total 62 WIS 16 3
Normal skill 58 CHA 15 2
Cross Skill 4
62

left 0
Max level 8

) +10, Disguise +2, Escape Artist +1, Fly +2, Forgery +4, Gather Information +2, Handle Animal* +4, Heal +3, Hide +1, Intimi
al +3, Hide +1, Intimidate +4, Intuit direction +5, Jump +1, Knowledge (Arcana)* +16, Knowledge (Arch Eng)* +7, Knowledge
h Eng)* +7, Knowledge (Astrology)* +8, Knowledge (Dungeon)* +7, Knowledge (Geography)* +7, Knowledge (History)* +7, K
wledge (History)* +7, Knowledge (Local)* +7, Knowledge (Mathematics)* +7, Knowledge (Nature)* +7, Knowledge (Nobility)
Knowledge (Nobility)* +7, Knowledge (Planes)* +14, Knowledge (Religion)* +7, Knowledge All* +4, Linguistics +5, Listen +
Linguistics +5, Listen +3, Move Silently +1, Perform ritual +7, Profession (Scribe)* +6, Profession* +6, Ride +1, Scry* +5, Sear
ide +1, Scry* +5, Search +4, Sense Motive +3, Speak Language* +4, Spellcraft* +11, Spot +3, Survival +3, Survival +3, Surviv
+3, Survival +3, Survival +3, Swim +1, Use Rope +1, Wilderness Lore* +5,
Item Base Class Dex Misc Temp Penalty Total
Initiative 0 0 1 0 4 0 5
imp in
Init Init +5
Level id Can cast Used Knows Spell
0 0 5 0 All Level 0
1 1 4 0 15 Level 1
2 2 3 0 2 Level 2
3 3 2 0 2 Level 3
4 4 0 0 0
5 5 0 0 0
6 6 0 0 0
7 7 0 0 0
8 8 0 0 0
9 9 0 0 0

Know spelsid Name Efect Cocnatenate


0 1 Jolt V, S 0 lvl 1.-Jolt (V, S)
Mage Hand
0 2 V, S 0 lvl 2.-Mage Hand (V, S)
0 3 Mending V, S 0 lvl 3.-Mending (V, S)
0 4 Message V, S, F 0 lvl 4.-Message (V, S, F)
Open/Close
0 5 V, S, F (a b 0 lvl 5.-Open/Close (V, S, F (a brass key))
Feather Fall
1 1 V 1 lvl 1.-Feather Fall (V)
Gravity Bow
1 2 V, S 1 lvl 2.-Gravity Bow (V, S)
Enlarge Person
1 3 V, S, M (p 1 lvl 3.-Enlarge Person (V, S, M (powdered iron))
Feather Fall
1 4 V 1 lvl 4.-Feather Fall (V)
2 1 Infant’s AuV, S, M 2 lvl 1.-Infant’s Augury (V, S, M)
2 2 Harm TrueV, S 2 lvl 2.-Harm True Name (V, S)
2 3 Harm TrueV, S 2 lvl 3.-Harm True Name (V, S)
3 1 Haste V, S, M (a s3 lvl 1.-Haste (V, S, M (a shaving of licorice root))
3 1 Fireball V, S, M (a 3 lvl 1.-Fireball (V, S, M (a ball of bat guano and sulfur))
concat Levels Can use Know
Level 0 (knows All) can cast x5 0 6 0
Level 1 (knows 15) can cast x4 1 5 15
Level 2 (knows 2) can cast x3 2 2 2
Level 3 (knows 2) can cast x2 3 2 2

Spells
Known: all/15/2/2 Known: all/15/2/2
Prepared: 5/4/3/2 Prepared: 5/4/3/2
, .

0 level: 0 level: Jolt, Mage Hand, Mending, Message, Open/Close,


1st level: 1st level: Feather Fall, Gravity Bow, Enlarge Person, Feather Fall,
2nd level: 2nd level: Infant’s Augury, Harm True Name, Harm True Name,

3rd level: 3rd level: Haste, Fireball

powdered iron))

of licorice root))
bat guano and sulfur))
confirmed =0 Still has Used Can cast
All 0-Level pick 6 5 0 2
-10 1st-Level pick 5 4 0 Specialist
2st-Level pick 2 Total
3st-Level pick 2
Know
Wizard
MOSH
Total know

9 0 9

Known: all/15/2/2
Prepared: 5/4/3/2
Known: all/15/2/2, Prepared: 5/4/3/2.

and, Mending, Message, Open/Close,


l, Gravity Bow, Enlarge Person, Feather Fall, 0 level: Jolt, Mage Hand, Mending, Message, Open/Close, 1st level: Feather Fall, Gravity Bo
ugury, Harm True Name, Harm True Name,
0 1 2 3 4 5 6 7 8 9
4 3 2 1 -- -- -- -- -- --
1 1 1 1 -- -- -- -- -- --
5 4 3 2

0 1 2 3 4 5 6 7 8 9
all 9 0 2
6 2
all 15 2 2

1st level: Feather Fall, Gravity Bow, Enlarge Person, Feather Fall, 2nd level: Infant’s Augury, Harm True Name, Harm True Name, 3rd leve
me, Harm True Name, 3rd level: Haste, Fireball.
Turning Check Most Powerful Undead Affected
Result (Maximum Hit Dice)
0 or lower Cleric’s level -4
1—3 Cleric’s level -3
4—6 Cleric’s level -2
7—9 Cleric’s level -1
10—12 Cleric’s level
13—15 Cleric’s level +1
16—18 Cleric’s level +2
19—21 Cleric’s level +3
22 or higher Cleric’s level +4
Type Class level Base hab Bonus Total

Action Points
Force Points
Fathe points
Temporal Pool 5 2 INT 4 6
Forewarned: The chronomancer can expend 1 point from his temporal pool when he rolls initiative to allo
1d4 and add it to that character’s initiative result. At 5th level, the chronomancer can expend 2 points from
action to apply this benefit to a saving throw he has just rolled (but before the result is revealed). At 10th

Rewind: As an immediate action after losing a spell due to a failed concentration check or after casting a


successful saving throws, a failed caster level check to overcome spell resistance, or other immunities), t
of points from his temporal pool equal to half the spell’s level (minimum 1) to immediately prepare the spe
material components expended in the original casting remain expended, as are actions used to cast the o
Level 1 2 3 4 5
Hp rolls 6 3 3 2 1
CON 3 3 3 3 3
1D6 1D4 1D4 1D4 1D6
ChronomanKhery-HebMOSH MOSH Chronomancer
Level 5 lvl; 5 lvl;
Hit dice 2D6+3D4+ 15 5 lvl; 2D6+3D4+15 =
Total
15
15
Total HP 30
Feat
Weapon and Armor Proficiency: club, dagger, heavy crossbow, light crossbow, and quarterstaff,
Weapon Focus ( +1 racial bonus to attack rolls when wielding a Stygian Bow),
Bonus feat scholar: Knowledgeable,
Bonus feat 1st level: imp initiative,
Exotic Weapon Proficiency: Stygian bow,
Weapon and Armor Proficiency Khery-Heb: club, dagger, and quarterstaff,
Scribe,
Scribe Scroll;
Weapon and Armor Proficiency MoSH: club, dagger, and quarterstaff,
Compound Wondrous Incense,
Incense of Fascination, Focus, Healing, Heaven, Protection from MM, Sanctuary, of Understanding,
Bonus Feat 3rd level: Astronomer,
Bonus Feat Fav Class 5th: Eyes to the Sky
Level System Concat
1 Base Weapon and Armor Proficiency: club, dagg
1 Stigian Weapon Focus ( +1 racial bonus to attack
1 Bonus Bonus feat scholar: Knowledgeable,
1 Bonus Bonus feat 1st level: imp initiative,
1 Stigian Exotic Weapon Proficiency: Stygian bow,
2 Khery-Heb Weapon and Armor Proficiency Khery-Heb:
2 Khery-Heb: BoScribe,
2 Khery-Heb: BoScribe Scroll;
3 Magus of the SWeapon and Armor Proficiency MoSH: club
3 Magus of the SCompound Wondrous Incense,
3 Magus of the SIncense of Fascination, Focus, Healing,
3 Magus of the SBonus Feat 3rd level: Astronomer,
5 Bonus Bonus Feat Fav Class 5th: Eyes to the Sky
Feats concat Special QualitiLevel System
none 1 D20

Weapon and Armor Proficiency: club, dagger, heavy


crossbow, light crossbow, and quarterstaff, Weapon
Focus ( +1 racial bonus to attack rolls when wielding a
Stygian Bow), Bonus feat scholar: Knowledgeable,
Bonus feat 1st level: imp initiative, Exotic Weapon
Proficiency: Stygian bow, Weapon and Armor
Proficiency Khery-Heb: club, dagger, and quarterstaff,
Scribe, Scribe Scroll; Weapon and Armor Proficiency
MoSH: club, dagger, and quarterstaff, Compound
Wondrous Incense, Incense of Fascination, Focus,
Healing, Heaven, Protection from MM, Sanctuary, of
Understanding, Bonus Feat 3rd level: Astronomer,
Bonus Feat Fav Class 5th: Eyes to the Sky
Concat
Cantrips,
Arcane School specialization: Transmutation,
Scribe Scroll,
Temporal Pool (Su),
Favored Class: Scholar or noble,
Physical Enhancement (Su),
Telekinetic Fist (Sp),
Opposition school 1: Necromancy,
Opposition school 2: Illusion,
Domain Spell: Travel Domain (Scrolls),
Spells: celestial secrets,
Spells in the Heavens: Sirius,
Domain Spell: Heaven domain,
Spell pilgrimage
Cantrips, Arcane School specialization: Transmutation,
Scribe Scroll, Temporal Pool (Su), Favored Class:
Scholar or noble, Physical Enhancement (Su),
Telekinetic Fist (Sp), Opposition school 1: Necromancy,
Opposition school 2: Illusion, Domain Spell: Travel
Domain (Scrolls), Spells: celestial secrets, Spells in the
Heavens: Sirius, Domain Spell: Heaven domain, Spell
pilgrimage

Domain Spell
A khery-heb wizard may write scrolls of clerical domain spells of his
deity’s domains as if they were arcane spells of the same level. He can
then use those scrolls normally. He cannot cast the spells except from
scrolls, nor can he use scrolls with other cleric spells, nor scrolls of
domain spells written by non-khery-hebs.
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekin
scrolls, nor can he use scrolls with other cleric spells, nor scrolls of
domain spells written by non-khery-hebs.

Scribe (General)
You are an expert in the scribal arts.
Benefit: You receive a +2 bonus on all Profession (scribe) checks, and
automatically know the most common writing system for each language
you can speak.
In addition, the space you require to copy arcane spells into a spellbook
(or onto spell scrolls) is reduced to

Astronomer (General)
You know how to use the stars to your advantage.
Nation: Babylon, Egypt
Prerequisites: Intuit Direction (1 rank), Knowledge (astrology) (1 rank)
Benefit: You gain a +1 competence bonus on Knowledge (astrology) and
Intuit Direction checks. In addition, you receive an omen (see portent, p.
96) during eclipses, comets and other major astronomical phenomena.
on). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a
nged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use th
change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your ch
possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
l ability scores of your choice.
Base Att 1st At 2nd Att 3rd Att 4th Att
-10 -10 -15 -20 -25
-9 -9 -14 -19 -24
-8 -8 -13 -18 -23
-7 -7 -12 -17 -22
-6 -6 -11 -16 -21
-5 -5 -10 -15 -20
-4 -4 -9 -14 -19
-3 -3 -8 -13 -18
-2 -2 -7 -12 -17
-1 -1 -6 -11 -16
0 - -5 -10 -15
1 +1 -4 -9 -14
2 +2 -3 -8 -13
3 +3 -2 -7 -12
4 +4 -1 -6 -11
5 +5 - -5 -10
6 +6 +1 -4 -9
7 +7 +2 -3 -8
8 +8 +3 -2 -7
9 +9 +4 -1 -6
10 +10 +5 - -5
11 +11 +6 +1 -4
6 +6 +1 -4 -9
12 +12 +7 +2 -3
13 +13 +8 +3 -2
14 +14 +9 +4 -1
15 +15 +10 +5 -
16 +16 +11 +6 +1
17 +17 +12 +7 +2
18 +18 +13 +8 +3
19 +19 +14 +9 +4
20 +20 +15 +10 +5
Ability Original Temp
Abilities Base Modifier Temp Score Base Modifier Total
STR 12 1 0 12 1 1
DEX 13 1 0 13 1 1
CON 16 3 0 15 2 3
INT 18 4 0 17 3 4
WIS 16 3 0 16 3 3
CHA 15 2 0 15 2 2
Level 1 2 3 4 5 6
STR 12, STR 0 0 0 0 0 0
DEX 13, DEX 0 0 0 0 0 0
CON 16, CON 1 0 0 0 0 0
INT 18, INT 0 0 0 1 0 0
WIS 16, WIS 0 0 0 0 0 0
CHA 15; CHA 0 0 0 0 0 0

Abilities STR 12, DEX 13, CON 16, INT 18, WIS 16, C 1

Base Race Total muere


17 0 17
13 0 13 Muerte Sombra
16 0 16 Character -2 -1
15 Tiros 2nd Bonus
12 Limite 17 3
15 Copias 13 1
versiones 16 3
Espejo 15 2
Alma 12 1
Espiritu 15 2
Total 12
-13
Muere 3
Las sombras 4
max 9
7 8
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0

Sombra
8
sombras Max
9
descarte Anti prota 2nd
3 13
1
4
2
1
2 8
13
Total
0 0 0 0 0 0 12
0 0 0 0 0 0 13
0 0 0 0 0 0 16
0 0 0 0 0 0 18
0 0 0 0 0 0 16
0 0 0 0 0 0 15
Ability
Base Modifier
0 -5
1 -5
2 -4
3 -4
4 -3
5 -3
6 -2
7 -2
8 -1
9 -1
10 0
11 0
12 1
13 1
14 2
15 2
16 3
17 3
18 4
19 4
20 5
21 5
22 6
23 6
24 7
25 7
26 8
27 8
28 9
29 9
30 10
31 10
32 11
33 11
34 12
35 12
36 13
37 13
38 14
39 14
40 15
41 15
42 16
43 16
44 17
45 17
46 18
47 18
48 19
49 19
50 20
D
Melee Weap Type Attack Dmg (M) bonus Critical
Unarmed strike Melee +3 1D3+1 1 ×2
Club Melee +3 1D6+1 1 ×2
Dagger Melee +3 1D4+1 1 ×2
Quarterstaff Melee +3 1D6+1 1 ×2

Telekinetic Fist (Sp) Range +3 1D4+1 1 ×2

Quarterstaff Two Weapon -3/-7 1D6+1 1 X2


Stygian Bow (SB) 0-60 R1 Range 4 1D12+0 0 19-20/x2
SB 61-120 R02 Range 2 1D12+0 0 19-20/x2
SB 121-180 R03 Range 0 1D12+0 0 19-20/x2
SB 181-240 R04 Range -2 1D12+0 0 19-20/x2
SB 241-300 R05 Range -4 1D12+0 0 19-20/x2
SB 301-360 R06 Range -6 1D12+0 0 19-20/x2
SB 361-420 R07 Range -8 1D12+0 0 19-20/x2
SB 421-480 R08 Range -10 1D12+0 0 19-20/x2
SB 481-540 R09 Range -12 1D12+0 0 19-20/x2
SB 541-600 R010 Range -14 1D12+0 0 19-20/x2

other
Club Melee +3 1D6+1 1 ×2
Heavy Crossbow Range +3 1D8+0 0
Light Crossbow Range +3 1D6+0 0
Dam
PA Weight1 Type2 Note age Atk:
— — Bludgeoning 1D3 Unarmed strike +3 Melee (1D3+1),
— — Slasing 2h 1D6 Club +3 Melee (1D6+1),
1D4 Dagger +3 Melee (1D4+1),
1D6 Quarterstaff +3 Melee (1D6+1),
Touch att
30 ft. — Bludgeoning x3plus int 1D4
times Telekinetic Fist (Sp) +3 Range (1D4+1),
10 ft. 1 lb. Piercing 1D6 Quarterstaff -3/-7 Two Weapon (1D6+1),
60 Ft 2 lb Piercing X10 rango 1D12 Stygian Bow (SB) 0-60 R1 4 Range (1D12+0),
60 Ft 2 lb Piercing X10 rango 1D12
60 Ft 2 lb Piercing X10 rango 1D12
60 Ft 2 lb Piercing X10 rango 1D12
60 Ft 2 lb Piercing X10 rango 1D12
60 Ft 2 lb Piercing X10 rango 1D12
60 Ft 2 lb Piercing X10 rango 1D12
60 Ft 2 lb Piercing X10 rango 1D12
60 Ft 2 lb Piercing X10 rango 1D12
60 Ft 2 lb Piercing X10 rango 1D12

— — Slasing 2h 1D6
1D8
1D6
Atk: Unarmed strike +3 Melee (1D3+1), Club +3 Melee (1D6+1), Dagger +3 Melee (1D4+1), Quarterstaff
Unarmed strike +3 Melee (1D3+1),
Club +3 Melee (1D6+1),
Dagger +3 Melee (1D4+1),
Quarterstaff +3 Melee (1D6+1),

Telekinetic Fist (Sp) +3 Range (1D4+1),


Quarterstaff -3/-7 Two Weapon (1D6+1),
Stygian Bow (SB) 0-60 R1 4 Range (1D12+0),
Type Class Base Hability Bonus Size
Melee 2 STR 1 0
Grapple 2 STR 1 0
Touch 2 STR 1 0
Range 2 DEX 1 0

Point Blank 0-30 2 DEX 1 0


0-30 R0 2 DEX 1 0
Stygian Bow (SB) 0-60 R1 2 DEX 1 0
SB 61-120 R02 2 DEX 1 0
SB 121-180 R03 2 DEX 1 0
SB 181-240 R04 2 DEX 1 0
SB 241-300 R05 2 DEX 1 0
SB 301-360 R06 2 DEX 1 0
SB 361-420 R07 2 DEX 1 0
SB 421-480 R08 2 DEX 1 0
SB 481-540 R09 2 DEX 1 0
SB 541-600 R010 2 DEX 1 0
Two Weapon 2 STR 1 0
Rapid shot 2 DEX 1 0
Melee2 2 STR 1 0
Melee3 2 STR 1 0
Melee4 2 STR 1 0
Melee5 2 STR 1 0
Misc Temp Penalty Att1 Att2 Att3 Att4
0 0 0 3
0 0 0 3
0 0 0 3
0 0 0 3

0 0 0 3
0 0 0 3
0 1 0 4
-2 1 0 2
-4 1 0 0
-6 1 0 -2
-8 1 0 -4
-10 1 0 -6
-12 1 0 -8
-14 1 0 -10
-16 1 0 -12
-18 1 0 -14
-6 0 0 -3 -7
0 -2 0 1 1
0 0 0 3 -2
0 0 0 3 -2 -7
0 0 0 3 -2 -7 -12
0 0 0 3 -2 -7 -12
Att5 Att6 Sign Final BAB Level 1 2 3
+ +3 BAB 0 0 0
+ +3 Class
+ +3
+ +3 Table: Two-Weapon Fighting Penalties

Circums Primary Off


+ +3 tances Hand Hand
+ +3 Normal penalties -6 -10
4 Off-hand weapon is light -4 -8
2 Two-Weapon Fighting feat-4 -4
0 Off-hand weapon is light and Two-Weapon-2 Fighting feat-2
-2
-4
-6
-8
-10
-12
-14
-3/-7
1/1
3/-2
3/-2/-7
3/-2/-7/-12
-17 3/-2/-7/-12/-17
4 5 6 7 8
1 1 0 0 0 0 0 0
0 0 0 0 0 0 0 0
Total
0 2
Habli Bonus
30 10
29 9
28 9
27 8
26 8
25 7
24 7
23 6
22 6
21 5
20 5
19 4
18 4
17 3
16 3
15 2
14 2
13 1
12 1
11 0
10 0
9 -1
8 -1
7 -2
6 -2
5 -3
4 -3
3 -4
2 -4
1 -5
0 -5
Items Place Note Cost
Scale mail armor Hands is the focus for all her spells

heavy wooden shield


Axe
wooden holy symbol
4 GP
Dagger
Vial of water
Backpack (empty)
Candle
Parchment (sheet)
Pot, iron
Rations, trail (3)
Soap (per lb.)
Torch x2
Waterskin
Whetstone
Armor/Shield
Maximum
Armor Check
Arcane Spell Speed
Armor Cost Bonus Dex Bonus Penalty
Failure Chance
(30 ft.) (20 ft.) Weight1
1. Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters
weighs half as much, and armor fitted for Large characters weighs twice as much.
2. When running in heavy armor, you move only triple your speed, not quadruple.
3. A tower shield can instead grant you cover.
4. Hand not free to cast spells.
Light armor
Padded 5 gp 1 8 0 5% 30 ft. 20 ft. 10 lb.
Leather 10 gp 2 6 0 10% 30 ft. 20 ft. 15 lb.
Studded le 25 gp 3 5 -1 15% 30 ft. 20 ft. 20 lb.
Chain shirt 100 gp 4 4 -2 20% 30 ft. 20 ft. 25 lb.
Medium armor
Hide 15 gp 3 4 -3 20% 20 ft. 15 ft. 25 lb.
Scale mail 50 gp 4 3 -4 25% 20 ft. 15 ft. 30 lb.
Spell Name Comp.

Level
0 Abjuration
0 Resistance
0 Conjuration
0 Acid Splash
0 Drench
0 Divination
0 Detect Fiendish Presence
0 Detect Magic
0 Detect Poison
0 Read Magic
0 Enchantment
0 Daze
0 Evocation
0 Breeze
0 Dancing Lights
0 Flare
0 Light
0 Penumbra
0 Ray of Frost
0 Scoop
0 Spark
0
0 Jolt V, S
0 Mage Hand V, S
0 Mending V, S
0 Message V, S, F
Open/Close V, S, F (a
brass
0 key)
0 Root
0 Scrivener’s Chant
0 Universal
0 Arcane Mark
0 Prestidigitation
1
1 Alter Winds V, S
1 Animate Rope V, S
Enlarge Person V, S, M
(powdere
1 d iron)
1 Erase V, S
1 Feather Fall V
1 Gravity Bow V, S
1 Create Bricks V, S, M
1 Manipulate True Name V
Domain Spell: Longstrider V, S, M
(a pinch
1 of dirt)
1 Alchemical Tinkering
1 Ant Haul
1 Blood Money
1 Body Capacitance
1 Bouncy Body
1 Break
1 Burning Disarm
1 Crafter’s Curse
1 Crafter’s Fortune
1 Damp Powder
1 Dancing Lantern
1 Emblazon Crest
1 Endothermic Touch DF/M
1 Expeditious Excavation
1 Expeditious Retreat
1 Fabricate Bullets M
1 Fabricate Disguise
1 Forced Quiet
1 Handy Grapnel
1 Jump
1 Jury-Rig
1 Liberating Command
1 Lighten Object
1 Long Arm
1 Longshot
1 Magic Weapon
1 Marid’s Mastery
1 Mirror Polish
1 Mirror Strike
1 Monkey Fish
Poisoned Egg
1
1 Polypurpose Panacea
1 Recharge Innate Magic
1 Reduce Person
1 Refine Improvised Weapon
1 Reinforce Armaments
1 Snapdragon Fireworks
1 Stone Fist
1 Sundering Shards
1 Swift Girding
1 Touch of Gracelessness
1 Touch of the Sea
1 Transfer Tattoo
1 Unerring Weapon
1 Vocal Alteration
1 Weaken Powder
Windy Escape

1
1 Wizened Appearance
1 Youthful Appearance
1 Khery-Heb two new spells
1 Inflict Pain.
MoSH two new spells
2 Infant’s Augury V, S, M
2 Harm True Name V, S
Chronomancer Two new spells
3 Haste V, S, M (a s
3 Fireball V, S, M (a b
Description

Subject gains +1 on saving throws.

Orb deals 1d3 acid damage.


A sudden downpour soaks a target creature or object.

This spell functions like detect evil, except that it detects only outsiders with the evil subtype, as well as the lingering
Detects all spells and magic items within 60 ft.
Detects poison in one creature or small object.
Read scrolls and spellbooks.

A single humanoid creature with 4 HD or less loses its next action.

Create a light wind that blows against target from direction of your choice.
Creates torches or other lights.
Dazzles one creature (–1 on attack rolls).
Object shines like a torch.
Protects creature or object touched from bright light.
Ray deals 1d3 cold damage.
Create a scoop of force to pick up or carry liquids.
Ignites flammable objects.
Transmutation
Deal 1d3 electrical damage with a ranged touch attack.
5-pound telekinesis.
Makes minor repairs on an object.
Whisper conversation at distance.
Opens or closes small or light things.

Reinforces a subjects defense against being moved or tripped.


Animate quill to make a copy of writing on another page.

Inscribes a personal rune on an object or creature (visible or invisible).


Performs minor tricks.
Transmutation
Increase/decrease strength of natural winds.
Makes a rope move at your command.
Humanoid creature doubles in size.

Mundane or magical writing vanishes.


Objects or creatures fall slowly.
Arrows do damage as though one size category larger.
Creates materials for building.
Plays with the emotions of someone whose True Name is known to the caster

Increases your speed. +10 foot enhancement bonus to your base speed normal walkin only
Transform one firearm or alchemical item into another one.
Triples carrying capacity of a creature.
Use your blood to create material components for spells.
Store electricity attacks used against you and release the energy as a touch attack.
The target’s flesh becomes flexible and rubbery.
Gives an object the broken condition.
A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Subject takes –5 on Craft skill checks.
Subject gains +5 on next Craft check.
Ruins ammunition loaded in the targeted firearm.
Animates a lantern that follows you.
Your coat of arms is magically displayed on any suitable item you carry.
This spell slows the metabolism and other bodily functions of a creature for a short amount of time.
Moves 5-ft. cubes of earth.
Your base speed increases by 30 ft.
Converts 1 pound of metal into ammunition.
Create a disguise in an instant.
Target cannot make loud noises.
Transform a ropelike object into a retracting grapple.
Subject gets bonus on Acrobatics checks.
Removes the broken condition from the targeted object.
Target makes an Escape Artist check as an immediate action and gains a bonus on it.
One object weighs half as much as normal
Your arms lengthen, giving you extra reach.
Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Weapon gains +1 bonus.
If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4.
Polish a metal item until it’s usable as a mirror.
You may strike multiple opponents with a single attack.
Gain a climb speed and a swim speed of 10 ft. for a time.
You transform the contents of a normal egg into a single dose of small centipede poison (injury; save DC 11; freque
1/round for 4 rounds; effect 1 Dex; cure 1 save).
Gain a relaxing or entertaining effect.
Regain one use of all 0 and 1st-level spell-like abilities of a racial trait.
Humanoid creature halves in size.
Transform improvised weapon into a masterwork simple or martial weapon.
Temporarily mitigates the fragile quality in targeted weapon or armor.
Create 1 dragon firework/level.
Your unarmed strikes are lethal.
Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Your allies are instantly suited up
Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Swim speed becomes 30 ft.
Move a magic tattoo from one creature to another.
Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Disguise target’s voice.
Targeted firearm’s ammunition halves the firearm’s range and imposes a –2 penalty on damage rolls.
You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly thro
You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from tha

Make a target appear as an older version of itself.


Target appears younger.

Touch attack, 1d8+1/level subdual damage.

Reveals a child’s future.


Hurts someone whose True Name is known to the caster

One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
1d6 damage per level, 20-ft. radius.
Source
Lvl Spellb
Learned
ooks
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ok each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for  read magic, which all wizards can
llbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of
magic, which all wizards can prepare from memory.
) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his  Intelligence modifier to
to his  Intelligence modifier to add to the spellbook.
Spell Descript Lvl
Comp. Source School Know
Name ion Learned
Level https://srd.dndtools.org/srd/
0 Resistance Subject gains +1 on saving throws.
Core 3 Abjuration
0 Acid Splash Orb deals Core 3 Conjuration
0 Detect Poison Detects poison in
Core one creature3orDivination
small object.
0 Detect Magic Detects speCore 3 Divination
0 Read Magic Read scrollCore 3 Divination
0 Daze Humanoid creature
Core of 4 HD or 3less
Enchantment
loses next action.
0 Dancing Lights Creates torCore 3 Evocation
0 Flare Dazzles oneCore
creature (-1 on attack
3 Evocation
rolls).
0 Light Object shinCore 3 Evocation
0 Ray of Frost Ray deals Core 3 Evocation
0 Ghost Sound Figment soCore 3 Illusion
0 Disrupt Undead Deals 1d6 Core 3 Necromancy
0 Touch of Fatigue Touch attack fatigues target.
Core 3 Necromancy
0 Mage Hand 5-pound telCore 3 Transmutation
0 Mending Makes mino Core 3 Transmutation
0 Message WhisperedCore 3 Transmutation
0 Open/Close Opens or clCore 3 Transmutation
0 Arcane Mark Inscribes a Core 3 Universal
0 Prestidigitation Performs mi Core 3 Universal
1 Alarm: Wards an ar Core 3 Abjuration
1 Endure Elements: Exist comfoCore 3 Abjuration
1 Hold Portal: Holds doorCore 3 Abjuration
1 Protection from Chaos+2 to AC anCore
/Evil/Good/Law: 3 Abjuration
1 Shield: Invisible d Core 3 Abjuration
1 Grease: Makes 10-ftCore 3 Conjuration
1 Mage Armor: Gives subj Core 3 Conjuration
1 Mount: Summons rid Core 3 Conjuration
1 Obscuring Mist: Fog surrouCore 3 Conjuration
1 Summon Monster I: Calls extra Core 3 Conjuration
1 Unseen Servant: Invisible force
Coreobeys your commands.
3 Conjuration
1 Comprehend Languages:
You undersCore 3 Divination
1 Detect Secret Doors: Reveals hidCore 3 Divination
1 Detect Undead: Reveals und Core 3 Divination
1 Identify V, S, M/DF DeterminesCore 3 Divination 1
1 True Strike: +20 on your Core 3 Divination
1 Charm Person: Makes oneCore 3 Enchantment
1 Hypnotism: Fascinates Core 3 Enchantment
1 Sleep V, S, M Puts 4 HD oCore 3 Enchantme 1
1 Burning Hands
V, S 1d4/level Core 3 Evocation 1
1 Floating Disk: Creates 3-fCore 3 Evocation
1 Magic Missile: 1d4+1 damag Core 3 Evocation 1
1 Shocking Grasp
V, S Touch delivCore 3 Evocation 1
1 Color Spray: Knocks unconscious, blinds,
Core 3 Illusion weak creatures.
and/or stuns 1d6
1 Disguise Self: Changes yo Core 3 Illusion
1 Magic Aura: Alters objeCore 3 Illusion
1 Silent Image: Creates minCore 3 Illusion
1 Ventriloquism: Throws voicCore 3 Illusion
1 Cause Fear: One creaturCore 3 Necromancy
1 Chill Touch: One touch/Core 3 Necromancy
1 Ray of Enfeeblement:Ray deals 1Core 3 Necromancy
1 Animate RopeV, S Makes a roCore 3 Transmutat 1
1 Enlarge Person: Humanoid c C ore 3 Transmutation
1 Erase: Mundane or Core 3 Transmutation
1 Expeditious Retreat: Your speedCore 3 Transmutation
1 Feather Fall: Objects or Core 3 Transmutation
1 Jump: Subject ge Core 3 Transmutation
1 Magic Weapon: Weapon gaiCore 3 Transmutation
1 Reduce Person: Humanoid Core
cr 3 Transmutation
2 Infant’s AuV, S, M Reveals a cTestament 3 Divination 1
2 Fox cunning Testament 3 Transmutat 1
2 Harm TrueV, S Hurts someTestament 3 Evocation 1
2 Alter selve Testament 3 Transmutat 1
https://srd.dndtools.org/srd/magic/spells/classSpellLists/wizardSpells.html
Manipulate True Name
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 action
Saving Throw: Will negates
Spell Resistance: Yes
After casting this spell on a person whose True Name is known to the
caster, he can cast a command, suggestion, or emotion spell on the target.
The target has a -4 penalty to his saving throw. The caster doesn’t need
to know the secondary spells or have access to spells of these levels or
type; they are a component of the manipulate True Name spell itself. The
duration and other aspects of the secondary spells are as per those spells.

Create Bricks
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: Up to 100 cu. ft./level (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Harm True Name page 92 testament


Evocation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: One creature whose True Name is known to the caster
Duration: Instantaneous (see text)
Saving Throw: See text
Spell Resistance: No
This spell allows the caster to cause physical harm to someone whose True
Name is known to him. He may choose to inflict one of the following
effects on the target: hold person or hold monster, inflict pain, slow, or
stumble. All saving throws against the spell’s effects are at -4 due to the use
of the True Name. The durations of all effects are as per the spells.
Infant’s Augury page 93 testament
Divination
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
By listening to the babble of a newborn infant during the first day of its
life, the caster can determine whether the infant will live to adulthood or
die, whether he’ll grow up to be good, neutral, or evil, and whether he’s
destined to achieve great things or live a humble life.
The base chance for receiving a meaningful reply is 50% + 1% per caster
level; the GM makes the roll secretly. The words that the caster hears
are often couched in riddles or metaphors. If the roll is failed, the caster
receives no impressions of the infant’s destiny (but he may create a false
augury to tell the child’s parents anyway).
(Note: This spell should be restricted to NPC use, both on the part of
the caster and the target.)

Portent
Divination
Religion: Babylonian, Canaanite, or Egyptian
Level: Clr 3
Components: V, S, M, DF, XP
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Some other divination spells allow the caster to ask his god specific
questions about the future, but portent asks only for a hint of an unspecified
future event from the deity. In order for the caster to receive a sign from
his god, he must first cast the spell (including expending the requisite XP)
and then he must make a Piety check (DC 10). If the check is successful,
an omen is presented to him within the next 24 hours (although the omen
could pertain to an event days, weeks, or even years in the future).
The omen is out of the ordinary enough to be obviously a response to
the spell, but the interpretation of the omen’s meaning is left up to the
caster. A check on Bardic Knowledge or Knowledge (religion) against
DC 10 must be made to correctly identify the context of the omen, and
a second check (of Bardic Knowledge, or a specific Knowledge skill
pertaining to the subject matter: religion, arcana, politics, tactics, etc.) at
DC 15 must then be made to decipher the exact meaning. Some guesses
can be made as to the nature of the portent from the nature of the god
petitioned by the caster: a fertility goddess is unlikely to send omens
concerning war, while a god of war is unlikely to predict the coming
harvest.
(Note: The clues given by a portent have to walk the line between the
obvious and the obscure, but it’s better to be too obvious than it is to
be obscure. If the players figure the omen’s meaning out on their own
without rolling skill checks, that’s even better, as it’ll give them a greater
sense of personal accomplishment.)
Categories of portents, and the specific omens that could be presented,
include:
The god promises victory in an upcoming battle: A two-headed snake slithers
up to the caster, but instead of attacking him, each head attacks the
other. A star erupts out of the earth, and shoots into the heavens.
The caster finds the helmet of an enemy warrior, split in two.
The god warns of defeat in an upcoming battle: A mule appears to laugh at
the caster as he dons his weapons or armor. The caster encounter
an ancient battlefield, littered with the bleached bones of the dead.
The caster cuts himself with his dagger as he’s sharpening it.
The god counsels a peaceful approach: An eagle attacks a dove, but is struck
by a lightning and slain. A lamb is found sleeping on a lion’s breast.
A cache of swords is found rusted from disuse.
The god recommends a belligerent stance: The caster awakens to find his
sword has sprung from its scabbard and is lying next to his hand.
A scorpion crawls out of a scroll tube that contains a peace treaty.
The caster’s armor is polished and oiled even though he hasn’t
tended it in days.
The god warns of treachery: A skeleton is found with a dagger sticking out
of its back. A broken idol of the god is found at the feet of an idol
of another deity from the same pantheon.
Material Component: Holy (or unholy) water and incense.
XP Cost: 100 XP.
Arcane school

A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choic

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition
schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard
prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For
example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell
to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a m
item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepar
spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot o

In addition to the spells of the Player’s Handbook, the following new


spells are available to spellcasters in the Testament setting. Some are
restricted to spellcasters of a particular religion: (B) Babylonian, (C)
Canaanite, (E) Egyptian, (I) Israelite. Others are only appropriate to
certain gods within a pantheon (e.g., might of the gods for war deities).

Wizards can add new spells to their spellbooks through several methods. If a wizard has chosen to specialize in a school of ma

Spells Gained at a New Level

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, she
Desert Domain
This domain deals with true desert, as well as the arid wilderness

bordering the inhabited lands of the Testament setting.


Granted Power: You gain the Endurance feat.
Desert Domain Spells
1 Endure Elements. Subject ignores 5 damage/round
from one energy type.
2 Endurance. Subject gains 1d4+1 Con for 1 hour/level
3 Pass Without Trace. One subject/level leaves no tracks.
4 Prostration. Inflicts heat prostration on multiple
targets.
5 Untiring. The target does not need to make Endurance
checks, and isn’t encumbered by weight.
6 Magnificent Tent. Door leads to extradimensional
tent.
7 Divine Path. Summons a divine manifestation to chart
a course.
8 Soul Vulture. Summons an ethereal vulture that eats
the victim’s essence and delivers it to the caster.
9 Treacherous Phantasm. Lures the victim into danger
by way of a phantasmal companion.
Fertility Domain
This domain covers personal and animal fertility and the characteristics

of one’s offspring, as opposed to the fertility of the fields, which is


covered by the Plant domain.
Granted Power: You receive +2 to all Fortitude saves involving
Endurance, and +1 to all Charisma skill checks made for the purpose of
seduction.
Fertility Domain Spells
1 Endurance. Subject gains 1d4+1 Con for 1 hour/level.
2 Increase Fertility. Improves chances of a pregnancy.
3 Remove Affliction. Cures conditions such as paranoia,
lameness, and impotence.
4 Greatness of Tribe. Shares the ability bonuses of
members of the immediate family.
5 Fertile Womb. Eliminates barren condition.
6 Touch of the Goddess. Subject receives many healing
benefits, including immunity to natural and magical
disease.
7 Hasten Birth. Brings any pregnancy to term.
8 God Form. Channel a god’s power through caster’s
body.
9 Rejuvenation. Restores subject to his physical prime.
Heaven Domain
This domain encompasses the sky, the celestial sphere, and the

dwelling places of many gods. This domain is often associated with


ruling deities.
Granted Power: You receive low-light vision.
Heaven Domain Spells
1 Stars Beneath Your Feet. Surface movement does not
touch the ground.
2 Fly. Subject flies at speed of 90 ft.
3 Capture Starlight. Unleashes a trail of burning stars.
4 Circle of Stars. Receives an improved sanctuary spell.
5 Wall of Stars. Creates an improved wall of force that the
caster can pass through at will.
6 Heaven’s Light. Creates a field of light that can either
heal or harm.
7 Reverse Gravity. Objects and creatures fall upward.
8 Sunbeam. Beam blinds and deals 3d6 damage.
9 Celestial Vision. Allows for several powerful divinations
and temporarily increases Wisdom.
Pestilence Domain
The is usually the domain of gods of suffering and death. Some fertility

gods also have this domain as a complementary sphere of influence.


Granted Power: You may use a withering touch once per day. Your
withering touch is a spell-like ability that is a death effect. You must
succeed at a melee touch attack against a living creature (using the rule
for touch spells). When you touch, the victim attempts a Fortitude
save vs. a DC equal to 10+ your level. If the victim fails the save, he
permanently loses 1 point of Strength, Constitution or Dexterity
(victim’s choice).
Pestilence Domain Spells
1 Ray of Enfeeblement. Ray reduces Str by 1d6 points +1
point/two levels.
2 Summon Swarm. Summons swarms of small crawling
or flying creatures.
3 Contagion. Infects subject with chosen disease.
4 Diminish Plants. Reduces size or blights growth of
normal plants.
5 Malaise. Causes generalized ill health for one or more
creatures.
6 Plant Blight. Stunts growth of vegetation, reduces crop
yields.
7 Creeping Doom. Carpet of insects attacks at your
command.
8 Horrid Wilting. Deals 1d8 damage/level within 30 ft.
9 Plague. Begins the epidemic spread of contagious
disease.
Thunder Domain
This is the domain of the gods of violent weather.

Granted Power: +1 save and Damage reduction, 5/-- vs. all electrical
effects.
Thunder Domain Spells
1 Shocking Grasp. Touch delivers 1d8 +1/level electricity
damage.
2 Resist Elements. Subject ignores 12 damage/round
from one energy type.
3 Call Lightning. Directs lightning bolts (1d10/level)
during storms.
4 Lightning Bolt. Deals 1d6 electricity damage/level.
5 Wall of Thunder. Erects a wall that electrocutes and
deafens anyone who passes through it.
6 Lightning Contingency. Absorbs a lightning bolt and
transforms it into any 1st-3rd-level spell effect.
7 Control Weather. Changes weather in local area.
8 Chain Lightning. Deals 1d6 electricity damage/level;
secondary bolts.
9 Storm of Vengeance. Storm rains acid, lightning, and hail.
Knowledge Domain
Granted Power

Add all Knowledge skills to your list of cleric class skills.


You cast divination spells at +1 caster level.
Knowledge Domain Spells
1. Detect Secret Doors: Reveals hidden doors within 60 ft.
2. Detect Thoughts: Allows “listening” to surface thoughts.
3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
4. Divination M: Provides useful advice for specific proposed actions.
5. True Seeing M: Lets you see all things as they really are.
6. Find the Path: Shows most direct way to a location.
7. Legend Lore M F: Lets you learn tales about a person, place, or thing.
8. Discern Location: Reveals exact location of creature or object.
9. Foresight: “Sixth sense” warns of impending danger.
Travel Domain Alignment: As deity, see Table 20–1: Egyptian Deities o
Granted Powers Khonsu, God of the Moon

For a total time per day of 1 round per cleric level you possess, you can
act normally regardless of magical effects that impede movement as if
you were affected by the spell freedom of movement. This effect
occurs automatically as soon as it applies, lasts until it runs out or is no
longer needed, and can operate multiple times per day (up to the total
daily limit of rounds).

This granted power is a supernatural ability.

Add Survival to your list of cleric class skills.


1 min./level.
Travel Domain Spells
1. Longstrider: Increases your speed.
2. Locate Object: Senses direction toward object (specific or type).
3. Fly: Subject flies at speed of 60 ft.
4. Dimension Door: Teleports you short distance.
5. Teleport: Instantly transports you as far as 100 miles/level.
6. Find the Path: Shows most direct way to a location.
7. Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8. Phase Door: Creates an invisible passage through wood or stone.
9. Astral Projection M: Projects you and companions onto Astral Plane.

1. Longstrider: Increases your speed. 2. Locate Object: Senses direction toward object (specific or type). 3. Fly: Subject flies a
see Table 20–1: Egyptian Deities on page 210

cific or type). 3. Fly: Subject flies at speed of 60 ft.


Time is not an immutable force but an inscrutable phenomenon. Rare arcane scholars known as chronoma
demonstrate the ability to shift themselves in short bursts between the past, future, and alternate presents.

Temporal Pool (Su)

A chronomancer gains a reservoir of temporal energy to manipulate the time stream in a variety of ways listed below. This tem

Forewarned: The chronomancer can expend 1 point from his temporal pool when he rolls initiative to
himself or an ally within 30 feet to roll 1d4 and add it to that character’s initiative result. At 5th level, the
chronomancer can expend 2 points from his temporal pool as an immediate action to apply this benefi
saving throw he has just rolled (but before the result is revealed). At 10th level, the die size increases

Rewind: As an immediate action after losing a spell due to a failed concentration check or after castin


spell that had no effect (such as due to successful saving throws, a failed caster level check to
overcome spell resistance, or other immunities), the chronomancer can expend a number of points fro
temporal pool equal to half the spell’s level (minimum 1) to immediately prepare the spell again, as if it
not been cast. Any material components expended in the original casting remain expended, as are ac
used to cast the original spell.

Accelerate: At 10th level when casting a spell, the chronomancer can expend 2 points from his temporal pool to apply the

Complex Contingency: At 15th level, the chronomancer can specify two trigger conditions when
casting contingency. In addition, when the chronomancer’s contingency would trigger, the chronomanc
can expend 1 point from his temporal pool as an immediate action to prevent the contingency from
triggering, saving the stored effect for later.

Parallel Self: At 20th level, if the chronomancer is killed, he can immediately expend 10 points from hi
temporal pool to summon an alternate version of himself from a parallel existence, appearing up to 30
away. This alternate version is identical to the chronomancer except he is a member of a random race
determined using the table that accompanies reincarnate. The alternate version has half the chronoma
total hit points (but not any temporary hit points) and those spells the chronomancer had prepared whe
died. The alternate version has the same equipment as the chronomancer but does not bear any artifa
the chronomancer was carrying. Any expendable items, charges, or expensive material components t
alternate version uses are also expended for the chronomancer. This alternate version remains for 1 m
before the duplicate and its equipment are ripped back to their reality.

This ability replaces arcane bond and the bonus feats gained at 10th, 15th, and 20th levels.
Iem Level div
Class 5 2 2

Int 4

Tempo
ral
Pool
(Su)
total 6
Saving Trow Ability Base Ability Mod Misc Mod Total Level
Fortitude CON 0 3 0 3 Fort +3 Fortitude
Reflex DEX 0 1 0 1 Dex +1 Reflex
Will WIS 8 3 0 11 Will +11 Will
Corruption WIS 8 3 -2 9 Will +9 Class
ST ST Fort +3, Dex +1, Will +11, Will +9
1 2 3 4 5 6 7 8
0 0 0 0 0
0 0 0 0 0
2 2 2 1 1
ChronomancerKhery-Heb MoSH MoSH Chronomancer
1, Will +11, Will +9
9 10 11 12 13 14 15 16
17 18 19 20 Total
0
0
8
ID Name DescriptionCaster LevePre-Reqs
Compound Wondrous Incense
1 Incense of Fascination All within
All within the area receive1 Potion,
a +2charm
Compound bonus person
Wondrous
on Will Incense
saves v
2 Incense of Focus magics.
All within the area receive1 Potion,
Compoundremove
a +2 to the fear; ofIncense
Wondrous
result all cur
3 Incense of Healing effect of all inflict spells.
1 Potion, cure light wounds;
Compound Wondrous Incense
4 Incense
Incense of
of Heaven
Protection All Heaven
Anyone in the smoke may 1 Potion,
Compound
makestars beneath
a Reflex
Wondrous saveyour
Incensefee
to avoi
5 from Magic Missiles magic
A dog, missiles. 1 Potion,
fox, jackal, or wolf mustshield
Compound Wondrous Incense
6 Incense of Sanctuary: Incense of Sanctuary Against Canines make a Will save (DC 1
12)
leopards) must make aCompoundBrew
Will order
in Potion,
save to
(DC sanctuary
enter
12) inthe
Wondrous area.
order
Incense
to e
7 Incense of Sanctuary: Incense of Sanctuary Against Felines area.
A horse, mule, or donkey 1 Brew Potion,
Compound
must sanctuary
Wondrous Incense
8 Incense of Sanctuary: Incense of Sanctuary Against Horses make a Will save (DC 1
12)
Brew
in
different religion or nationality)order
Potion,
Compound to
must sanctuary
enter
makethe
Wondrous area.
a Incense
Will sav
9 Incense of Sanctuary: Incense of Sanctuary Against Outsiders order to enter the area.
All within the area of this1 Brew Potion,
Compound sanctuary
incense receive
Wondrous a +1Incense
bonus
10 Incense of Understanding Intelligence modifiers.1 Potion,
Compoundbless;
Wondrous Incense
11 Incense of Stars Everyone
All within in 3 Potion,
the area receive a +2darkvision
Compound to all
Wondrous
Concentration
Incensea
12 Incense of Magic checks. 3
verbal component castCompoundPotion, calm emotions
within the area
Wondrous
is spoiled
Incense
unle
13 Incense of Babel a Spellcraft
Anyone whocheckcasts(DC 715).
Potion,
a 0-level
Compoundconfusion
arcane Wondrous
spell in theIncense
area h
14 Incense of Minor Arcana not
When losing
this itincense
from memory.
7 Potion,
is passed
Compoundmnemonic
over the formenhancer
Wondrous of Incense
a corps
15 Incense of the Peaceful Rest SR 12 against any future 9 Potion,
attempt
gentle
to disturb
repose,it spell
through im
Market PricIncense of merge Know The magi of Babylon produce a variety
25 gp/oz Fascination, FascinationIncense of Fascination, Focus, Healing, H combination of bitter-smelling myrrh a
25 gp/oz Focus , Focus, (including rosemary, cinnamon, stacte,
25 gp/oz Healing , Healing, galbanum). An ounce of this mixture bu
25 gp/oz Heaven , Heaven, lit. While the scent of the incense can fi
25 gp/oz Protectio , Protection from MM, magical effects are potent only within a
25 gp/oz Sanctuary , Sanctuary, more than one type of wondrous incen
25 gp/oz , , one fragrance is potent (roll randomly)
25 gp/oz , , page 109
25 gp/oz , ,
25 gp/oz of Underst, of Understanding,
150 gp/oz
150 gp/oz
700 gp/oz
1500 gp/oz
1500 gp/oz
of Babylon produce a variety of different incenses from a
on of bitter-smelling myrrh and other spices and flowers
rosemary, cinnamon, stacte, frankincense, onycha, and
). An ounce of this mixture burns for 15 minutes when
the scent of the incense can fill a much larger volume, the
ffects are potent only within a 30-ft. radius of the source. If
n one type of wondrous incense is burned in the same area, only
ance is potent (roll randomly).
Human

Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below
the highest spell level he can cast.

Spell Pilgrimage

A magus cannot copy spells from spellbooks to add to his repertoire,

but beginning at 2nd level he can discover new magics by making

pilgrimages to special locations.

The magus can calculate the viewing location of a celestial phenomena

and when it may be viewed to gain magical power. If he travels to

that spot (1d100 x spell level miles from the magus’ home base) at

the proper time (1d20 x spell level days from the time he determines
the event), he gains the knowledge of a spell, which is added to his

repertoire.

The magus determines the level of the spell he’d like to learn. He must

then make a Knowledge (astrology) check of DC 25 + the level of the

spell (he cannot take 20 on the roll, though he may take 10). If he fails, he

loses the opportunity to learn the spell at this time and may not attempt
another roll for seven days. If he’s successful, he knows the time and place

where he needs to be to gain the power. Once he views the phenomena,

he gains the new spell knowledge.

Only one new spell may be learned in a month. Magic may not be used to

significantly augment the journey (i.e., the magus may use a dimension door

spell to save his life in a fight with a monster, but cannot just teleport to the

location of the celestial phenomena); the pilgrimage is an essential part

of the experience. The GM should award XP to the magus if the quest is

completed.

(Note: Other magi may be attracted to the same phenomena. Those

granting knowledge of low-level spells are commonplace occurrences,

but celestial events allowing insight into high-level spells are rarer, and
thus not events to be lightly missed.)
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook
and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell
cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s
level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot
be used to cast spells from the wizard’s opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required  Item
Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a
bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms
and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is
consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to
craft a new wand. The magic properties of a bonded object, including any magic abilities added to
the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is
replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his
spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special
ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours
to complete. Items replaced in this way do not possess any of the additional enchantments of the
previous bonded item. A wizard can designate an existing magic item as his bonded item. This
functions in the same way as replacing a lost or destroyed item except that the new magic item
retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Table: Archetypes / Alternate Class Features

Archetype Class
/ Features Changed or Replaced

Alternate
Class Skills Skill Ranks Weapon
per Level&Spells
Armor Cantrips SpellbooksBonus Languages

Class Feature

Paizo
Arcane Bomber X

Arcane Physician

Bonded Wizard

Chronomancer

Clocksmith

Elder Mythos Scholar C

Exploiter Wizard

Familiar Adept C
Fey Caller

Hallowed Necromancer C

Instructor

Pact Wizard (FF)

Pact Wizard (HH) C

Poleiheira Adherent

Primalist
Runesage

Scrollmaster

Scroll Scholar C

Shadowcaster

Siege Mage X

Spellslinger X

Spell Sage

Spirit Binder

Spirit Whisperer X

Sword Binder

Undead Master

Arcane Discoveries*
Alchemical Affinity

Arcane Builder

Balanced Summoning

Beyond Morality

Creative Destruction

Defensive Feedback

Fast Study

Feral Speech

Forest’s Blessing

Golem Constructor

Idealize
Immortality

Infectious Charms

Ioun Bond

Knowledge is Power

Multimorph

Opposition Research

Resilient Illusions

Split Slot
Staff-Like Wand

Steward of the

Great Beyond

Time Stutter

True Name

Werewolf Shape

Cruorom
ancer (D
hampir)

Spellbind
er (Elf)
Wind C
Listener (
Sylph)
3rd Party Publishers
4 Winds Fantasy Gaming
Intuitive Wizardry

Flaming Crab Games


Gold-Robed Wizard

Necromancers of the Northwest


Sutramancer

Radiance House
Soul Weaver C

Rite Publishing
Dweomerden Wizard

Force Commander
Glamerforge Wizard

Horimyo X C C
Nethervault Wizard

Onmyoji C
Arcane Discoveries
Energy Discharge

Quicken Protective Ward

Rogue Genius Games


Blacksnake

Cloakfighter

Harrier
Physical Exemplar

Spellhammer

Weapon Champion

Youxia
X=replaced, (X)=optional replacement, C=changed, 1=archetype package 1, 2=archetype packa
* Arcane discoveries may be selected with a wizard’s normal feats gained from leveling, if they m
Subpages
Arcane Discoveries
Arcane Discoveries - 3rd Party Publishers
Arcane Discoveries - Rite Publishing
Energy Discharge
Quicken Protective Ward
Arcane Discoveries - Paizo, Inc.
Alchemical Affinity
Arcane Builder
Balanced Summoning
Beyond Morality (Su)
Creative Destruction (Su)
Defensive Feedback (Su)
Faith Magic
Fast Study
Feral Speech
Forest's Blessing
Golem Constructor
Idealize (Su)
Immortality
Infectious Charms
Ioun Bond
Knowledge is Power (Ex)
Multimorph
Observant Illusion (Su)
Opposition Research
Psychic Preparation
Resilient Illusions
Split Slot
Staff-Like Wand
Steward of the Great Beyond
Time Stutter (Sp)
True Name
Werewolf Shape
Arcane Schools
3rd Party Publisher Arcane Schools
Fat Goblin Games - Arcane Schools
Card Reader
Legendary Games - Arcane Schools
Hydraulic (Elemental Wizard School)
Frog God Games - Arcane Schools
Commercial Wizard School
Court Wizard School
Entertainer Wizard School
Hedge Wizard School
Investigator School
Lord School
Mentor School
Mystic School
Falsehood
Rogue Genius Games - Arcane Schools
Cold
Earth
Wind
Paizo - Arcane Schools
Classic Arcane Schools
Abjuration
Banishment
Counterspell
Conjuration
Creation
Extradimension
Infernal Binder
Teleportation
Divination
Prophecy
Foresight
Scryer
Enchantment
Controller
Manipulator
Evocation
Admixture
Generation
Illusion
Deception
Mage of the Veil
Phantasm
Shadow
Necromancy
Life
Undead
Sin Magic
Transmutation
Enhancement
Shapechange
Universalist
Arcane Crafter
Elemental Arcane Schools
Aether
Air
Ice
Smoke
Earth
Magma
Mud
Fire
Magma
Smoke
Water
Ice
Mud
Metal
Void
Wood
Archetypes
Michael Mars - Wizard Archetypes
Cryomancer Wizard Archetype
Fundamentalist Wizard (Wizard Archetype)
Pine Baron
Legendary Games - Wizard Archetypes
Delver (Wizard Archetype)
Kobold Press - Wizard Archetypes
Animist
Astromancer
Blood Mage
Chaos Mage
Clockworker
Geomancer
Iounmancer
Ring Warden (Dwarf)
Timekeeper
Vril Adept
Petersen Games - Wizard Archetypes
Ritualist
Ruin Guardian (Zoog)
d20pfsrd.com Publishing - Wizard Archetypes
Circulumancer
Echo Bonded
4 Winds Fantasy Gaming - Wizard Archetypes
Intuitive Wizardry
Flaming Crab Games - Wizard Archetypes
Gold-Robed Wizard
Frog God Games - Wizard Archetypes
Bestial Arcanist
Ilumbo
Necromancers of the Northwest - Wizard Archetypes
Sutramancer
Paizo, Inc. - Wizard Archetypes
Clocksmith
Arcane Warden
Poleiheira Adherent
Fey Caller
Worldseeker
Chronomancer
Runesage
Arcane Bomber
Arcane Physician
Bonded Wizard
Elder Mythos Scholar
Exploiter Wizard
Familiar Adept
Hallowed Necromancer
Instructor
Pact Wizard (FF)
Pact Wizard (HH)
Primalist
Scroll Scholar
Scrollmaster
Shadowcaster
Siege Mage
Spell Sage
Spellslinger
Spirit Binder
Spirit Whisperer
Sword Binder
Undead Master
Radiance House - Wizard Archetypes
Soul Weaver
Rite Publishing - Wizard Archetypes
Dweomerden Wizard
Force Commander
Glamerforge Wizard
Horimyo
Nethervault Wizard
Onmyoji
Familiars
Familiar Archetypes
Arcane Amplifier (Familiar Archetype)
Occult Messenger (Familiar Archetype)
Parasite (Familiar Archetype)
Elemental Familiar (Familiar Archetype)
Ambassador (Familiar Archetype)
Animal Exemplar (Familiar Archetype)
Egotist (Familiar Archetype)
Prankster (Familiar Archetype)
Soulbound Familiar (Familiar Archetype)
Decoy (Familiar Archetype)
Emissary (Familiar Archetype)
Figment (Familiar Archetype)
Infiltrator (Familiar Archetype)
Mascot (Familiar Archetype)
Mauler (Familiar Archetype)
Pilferer (Familiar Archetype)
Protector (Familiar Archetype)
Sage (Familiar Archetype)
School Familiar (Familiar Archetype)
Valet (Familiar Archetype)
Section 15: Copyright Notice
Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on mater
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kage 1, 2=archetype package 2
ained from leveling, if they meet the prerequisites
son Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
https://www.d20pfsrd.com/classes/core-classes/wizard

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