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Howard (Dream) - Combined
Howard (Dream) - Combined
Psychic 9
N, Medium, Human, Humanoid, Reflection
Ancestry: Human Reflection (Reflection)
Background: Emissary Skills
Alignment: Neutral Neutral
Speed: 30 ft. +11 * Acrobatics
U* Dex
Undercommon
+9 * Athletics
U* Str
80 3 3 +15 * Deception
T Cha
1 +19 * Diplomacy
M Cha
+15 * Intimidation
T Cha
+0 +2 +2 +0 +4 +4 14 Con
10 Int
+13 * Nature
U* Wis
18 Wis
19 Cha
+15 *Occultism
M* Int
+13 * Survival
U* Wis
AC 24 * = +21
T* Base +2 Dex +1 Misc
+11 * Thievery
U* Dex
Defenses
Perception (Psychic Rapport): +1 circumstance bonus to Sense Motive Skill Modifiers
until the start of your next turn after casting a mental spell Deception (Psychic Rapport): +1 circumstance bonus until the start of your next
turn after casting a mental spell
+1 explorer’s clothing (Trained) Diplomacy (Psychic Rapport): +1 circumstance bonus until the start of your next
turn after casting a mental spell
AC: +1, Max Dex: +5, Armor Check: –, Speed: – Intimidation (Psychic Rapport): +1 circumstance bonus until the start of your
Traits: comfort, comfort next turn after casting a mental spell
Unarmored defense (Trained) Feats
AC: +0, Max Dex: –, Armor Check: –, Speed: –
Parallel Breakthrough [Class Feats Selection]
Gain a 1st-level psi cantrip with its unique amp from another conscious mind
Activated Abilities & Adjustments choice.
Focus Points Psi Burst (5d4 B, 1/round, DC 27) [Class Feats
Stupefied Selection]
Creature in 30' takes B dmg (basic Ref).
Strain Mind (1/hour) [Class Feats Selection]
Special Abilities At 0 FP, lose HP = 4 × spell lvl to add an amp.
Weapon Proficiencies
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Feats Experience & Wealth
Consult the Spirits (Occultism, 1/day) [Skill Feats Selection] Career Experience Points: 0 (0/0 to 10th)
Roll Recall Knowledge over 10 min to question resident spirits about matters Current Cash: 75 gp
related to their nature.
Multilingual [Skill Feats Selection]
Learn additional common or uncommon languages of your choice.
Multilingual
Learn additional common or uncommon languages of your choice.
Untrained Improvisation
Proficiency bonus to untrained skill checks is equal to your level.
Spells
Psychic spells known (DC 27, attack +17)
5th (1/day)—etheric shardsDA, telepathic bond
4th (2/day)—fly, magic mailboxSoM, resilient sphere
3rd (2/day)—agonizing despair APG, ghostly weapon, sea of
thoughtDA
2nd (2/day)—blistering invective APG, hideous laughter,
mirror image
1st (2/day)—color spray, magic weapon, phantom pain
Cantrip (at will)—astral rainDA, dancing lights, imaginary
weaponDA, mage hand, message, shield, telekinetic
projectile, warp step DA
Tracked Resources
Aura Sight (1/hour) ☐
Consult the Spirits (Occultism, 1/day) ☐
Psi Burst (5d4 B, 1/round, DC 27) ☐
Strain Mind (1/hour) ☐
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Howard (Dream) – Abilities & Gear
Aura Sight (1/hour) (Feat, Skill Feats Selection) Consult the Spirits (Occultism, 1/day) (Feat, Skill Feats Selection)
Traits: Concentrate, Exploration, General, Secret, Skill Traits: General, Secret, Skill
Rarity: Uncommon Prerequisites Master in Nature, Occultism, or Religion
Prerequisites expert in Occultism Frequency once per day
Frequency once per hour
You have learned rites or meditations that enable you to perceive
You’ve learned how to read the natural auras of other living minor, invisible spirits within a place. Choose Nature, Occultism, or
creatures. To do this, you must focus on a single living target Religion when you select this feat. Nature allows you to contact the
without blinking for 1 minute. You can do this while performing spirits of nature that form leshies, who are born of pure life essence
some other minor task—such as making conversation to distract rather than spiritual energy and can answer questions about natural
from your intentions—but you can’t blink or otherwise lose your features like the location of nearby water or plant life. Religion
concentration. You can then perceive any or all of the following reveals the presence of angelic, demonic, or other spirits in service
information. to divine beings, who provide information about sources of powerful
positive or negative energy, sacred or profane influences, or the
• The target’s current apparent attitude toward you (friendly, presence of undead. Occultism allows you to contact lingering
indifferent, and so on). spirits, psychic echoes of the departed dead, and spirits from
• The target’s current apparent emotional state. beyond reality, who tell you about things like strange auras, effects,
• A general assessment of the target’s physical health, such as or the presence of unnatural occult beings.
what conditions or afflictions it has. You might need to succeed at
an Occultism check against the affliction or condition’s DC to detect Spend 10 minutes and attempt a check to Recall Knowledge with
the presence of a specifically hidden or subtle condition or affliction. the chosen skill; the DC is determined by the GM (usually a very
high DC for the level of the highest-level creature you might
In addition, the GM rolls a secret Occultism check for you against encounter in the area). If you’re legendary in the chosen skill, you
the target’s Deception DC. If your result exceeds your target’s, you can use this feat once per hour, instead of only once per day, but
can identify if they’re being deceptive in some way (such as you can’t use it again on any area that overlaps a previous area.
expressing a false attitude toward you or faking an emotional state).
This doesn’t allow you to automatically identify the exact nature of Critical Success The spirits reveal themselves to you and have a
that deception, only to tell the outward appearance is false. helpful attitude toward you. Only you can perceive these spirits.
They answer three simple questions about the environment within
Appears In: Dark Archive 100 feet of you, depending on the skill you chose and thus the
type of spirits you contact. Their answers are almost always a
Bon Mot (Feat, Skill Feats Selection) single word, and their knowledge is limited to within their area of
Traits: Auditory, Concentrate, Emotion, General, Linguistic, Mental, interest.
Skill Success As with a critical success, but the spirits are indifferent to
[1 action] you and answer only one question.
Prerequisites Trained in Diplomacy Failure You are unable to contact the spirits of this place.
Critical Failure You contact one or more malevolent spirits. They
You launch an insightful quip at a foe, distracting them. Choose a are hostile toward you, though they may not immediately appear
foe within 30 feet and roll a Diplomacy check against the target’s so. They answer up to three questions but give you information that
Will DC. is harmful to you in some way, as determined by the GM.
Critical Success The target is distracted and takes a -3 status Appears In: Advanced Player's Guide
penalty to Perception and Will saves for 1 minute. The target can (Class, Class Feats Selection, Feat,
end the effect early with a retort to your Bon Mot. This can either Homing Beacon Psychic)
be a single action that has the concentrate trait or an appropriate Traits: Amp, Psychic
skill action to frame their retort. The GM determines which skill
actions qualify, though they must take at least 1 action. Typically, As your spell strikes a target, you plant a beacon in the target’s
the retort needs to use a linguistic Charisma-based skill action. mind that announces its presence to those nearby. Use this amp in
Success As critical success, but the penalty is -2. place of a psi cantrip’s normal amp entry. The amped cantrip must
Critical Failure Your quip is atrocious. You take the same penalty be one that has one or more targets and must either require a
an enemy would take had you succeeded. This ends after 1 minute spell attack roll or have a saving throw.
or if you issue another Bon Mot and succeed.
Amp Choose one creature hit by the spell (if the spell has a spell
Appears In: Advanced Player's Guide attack roll) or that fails its save against the spell (if the spell
requires a save). A psychic beacon emits from the creature’s
location, making it easier to notice the creature as the mind and
attention of onlookers is subtly drawn to it. For 1 minute, if the
target would be invisible, it’s instead merely concealed, and if it
would be concealed, it’s no longer concealed.
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Howard (Dream) – Abilities & Gear
(Class, Class Feats Selection, Feat,
Infiltrate Dream (Feat, Free Archetype Feats) Strain Mind (1/hour) Psychic)
Traits: Archetype, Enchantment, Mental, Occult Traits: Psychic
Prerequisites Sleepwalker Dedication [free]
Frequency once per hour
Entering a dream is as natural to you as stepping through a Trigger You cast a psi cantrip.
doorway. If you’re adjacent to a sleeping creature, you can enter a Requirements You have 0 Focus Points.
lucid dreamlike state, a process taking 10 minutes, to mentally walk
into their dreamscape. While in the target’s dream, you witness its You strain your body beyond its limits to use an amp even when
contents, plots, and emotional experiences as an observer, though your mental power is depleted. You add an amp that costs 1 Focus
nothing within the dream can perceive or interact with you. Your Point to the spell. Instead of paying the normal Focus Point cost,
target becomes temporarily immune to Infiltrate Dream for 1 week. you lose Hit Points equal to four times the spell level of the amped
You can’t enter the dreams of a creature that doesn’t have a psi cantrip as you bleed from your nose or suffer some other visible
conscious mind or doesn’t dream. sign of strain.
While within the dream, you can attempt an Occultism check against Appears In: Dark Archive
the target’s Will DC to interpret symbolism and learn information
about a single topic. If the target has no knowledge of the topic, Vision of Foresight (Feat, Free Archetype Feats)
you learn they don’t know about the topic unless your result is a Traits: Archetype, Divination, Fortune, Occult
critical failure. [1 action]
Prerequisites Sleepwalker Dedication
Critical Success You learn a piece of information directly relevant to Requirements You’re in a Daydream Trance
the topic unless the target would want to hide it. If so, you learn
something related to the topic but not a direct answer. You use your daydreams to predict the success of actions, rapidly
Success You receive a hint or clue about the topic. This clue will envisioning the possibilities. Once before the end of your next turn,
not be inaccurate, but it’s cryptic, vague, or may be understandable you can call upon these predictions before you roll a saving throw
only with additional information. or skill check. You can roll the saving throw or skill check twice
Critical Failure The dreams mislead you, and you learn an and take the better result.
erroneous piece of information.
Appears In: Dark Archive
Appears In: Dark Archive
(Class, Class Feats Selection, Feat,
Psi Burst (5d4 B, 1/round, DC 27) Psychic) Daydream Trance (DC 27) (Free Archetype Feats)
Traits: Concentrate, Evocation, Mindshift, Occult, Psyche, Psychic
Traits: Elemental, Mental, Occult
[1 action]
[1 action]
Frequency once per round
You fall into a half-sleeping trance. This lasts for 1 minute or until
With a passing thought, you direct violent psychic energies at a
you fall unconscious, whichever comes first. You can voluntarily end
nearby creature. Target one creature within 30 feet. It takes 1d4
your trance by taking a single action, which has a concentrate trait,
bludgeoning damage with a basic Reflex save. At 3rd level and
and succeeding at a Will save against your own class DC or spell
every 2 levels thereafter, the damage increases by 1d4.
DC, whichever is higher. Once your trance ends, you can’t enter a
Daydream Trance again for 1 minute. While you’re in your trance,
Appears In: Dark Archive
you gain the following effects:
Psychic Rapport (Feat, Natural Ambition Feat) • You gain a +1 status bonus to Will saves. This bonus increases
Traits: Psychic to +2 against mental effects. If you’re legendary in Occultism, the
bonus against mental effects increases to +3.
Your telepathic sensitivity intensifies when you’re affected by mental
magic, making it easier for you to link to other creatures. After you • You take a -1 penalty to Perception checks and initiative rolls.
Cast a Spell with the mental trait, until the start of your next turn,
you gain a +1 circumstance bonus to Deception, Diplomacy, and Appears In: Dark Archive
Intimidation checks, and to Perception checks to Sense Motive.
Fade into Daydreams (Subconscious Mind)
Appears In: Dark Archive
Traits: Illusion, Psyche, Psychic
[1 action]
Sense Allies (Ancestry Feats Selection, Feat)
Traits: Human Your flights of imagination spill into the real world, causing you to
become indistinct, hazy, or cloaked in figments. You become
Like many humans raised in a close-knit community, you have concealed until the start of your next turn. This concealment can’t
always been strongly attuned to the presence of others. Willing be used to Hide, as normal for concealing effects that leave your
allies that you are aware of within 60 feet that would otherwise be location obvious.
undetected by you are instead hidden from you. The flat check for
you to target willing allies within 60 feet that are hidden from you is Appears In: Dark Archive
5 instead of 11.
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Howard (Dream) – Abilities & Gear
You call on the depths of your mind and let psychic power flood
through. Your Psyche remains Unleashed for 2 rounds or until your
fall unconscious, whichever comes first. You can’t voluntarily quell
your unleashed psyche. While your Psyche is Unleashed, the
following effects occur.
• When you cast a damaging spell, you gain a status bonus to its
damage equal to double the spell’s level. This applies only to spells
that don’t have a duration and that you cast using psychic
spellcasting.
After your unleashed psyche subsides, your mind must recover from
the strain of channeling its full power. You can’t use Unleash
Psyche again for 2 rounds, and you’re stupefied 1 for 2 rounds.
Weapon Traits
Agile
The multiple attack penalty you take with this weapon on the
second attack on your turn is –4 instead of –5, and –8 instead of
–10 on the third and subsequent attacks in the turn.
Finesse
You can use your Dexterity modifier instead of your Strength
modifier on attack rolls using this melee weapon. You still use your
Strength modifier when calculating damage.
Nonlethal
Attacks with this weapon are nonlethal, and are used to knock
creatures unconscious instead of kill them. You can use a nonlethal
weapon to make a lethal attack with a –2 circumstance penalty.
Unarmed
An unarmed attack uses your body rather than a manufactured
weapon. An unarmed attack isn’t a weapon, though it’s categorized
with weapons for weapon groups, and it might have weapon traits.
Since it’s part of your body, an unarmed attack can’t be Disarmed. It
also doesn’t take up a hand, though a fist or other grasping
appendage generally works like a free-hand weapon.
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Howard (Dream) – Spells
Uncommon, Cantrip, Concentrate, Evocation, Force, Occult, Psychic Cantrip, Concentrate, Evocation, Light, Occult
Traditions Occult Traditions Occult
Cast [2 actions] imagination, somatic Cast [2 actions] imagination, somatic
Range 60 feet Range 120 feet
Area one 5-foot cube Duration sustained
Saving Throw Reflex
In-Play Information
In-Play Information
Heightened to 5th Level
Heightened to 5th Level
Psi Cantrip
Psi Cantrip Cast [2 actions] imagination, somatic
Cast [2 actions] imagination, somatic Range 120 feet
Range 60 feet Duration sustained
Area one 5-foot cube
Damage 4d4+4 B Calculation Breakdown:
Saving Throw DC 27 Reflex Proficiency Level (Expert)
•Ability Bonus (+4): Charisma 19 (+4)
Calculation Breakdown: •Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
Proficiency Level (Expert) (+4)
•Ability Bonus (+4): Charisma 19 (+4)
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4) You create up to four floating lights, no two of which are more
than 10 feet apart. Each sheds light like a torch. When you Sustain
the Spell, you can move any number of lights up to 60 feet. Each light
You fling a mass of furious thoughts into the air, where they must remain within 120 feet of you and within 10 feet of all others, or
expand into numerous blades or other shapes that rain down. Any it winks out.
creature that’s in the area or enters the area before the start of your
next turn takes your choice of bludgeoning or piercing damage equal Your dancing lights can float wherever you like. After creating the
to 2d4 plus your spellcasting ability modifier, with a basic Reflex lights, they can move more than 10 feet from the other lights, and
saving throw. more than 120 feet from you. Your dancing lights also gain the
following amp.
Heightened (+1) The damage increases by 1d4.
Amp Your lights whirl together, dazzlingly and hypnotically. When
Amp The area changes to a 5-foot burst, and you can Sustain you amp the spell, you create a flashing display comprised of all four
the Spell up to 1 minute. The first time each round that you Sustain lights in an unoccupied 5-foot square. If you move the lights when you
the Spell, you can move the burst up to 20 feet. Sustain the Spell, the lights must remain together. The spell gains the
visual trait. Each creature in a 5-foot emanation around the lights
Appears in Dark Archive when you Cast the Spell must attempt a Fortitude save.
Success The creature is dazzled until the start of your next turn
and then becomes temporarily immune for 1 minute.
Failure The creature is dazzled until the start of your next turn
and must attempt a new save against the spell whenever it starts its
turn adjacent to the lights.
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Howard (Dream) – Spells
Uncommon, Attack, Cantrip, Concentrate, Evocation, Force, Occult, Cantrip, Concentrate, Evocation, Occult
Psychic Traditions Occult
Traditions Occult Cast [2 actions] imagination, somatic
Cast [2 actions] imagination, somatic Range 30 feet
Range touch Targets 1 unattended object of light Bulk or less
Targets 1 creature Duration sustained
Abjuration, Cantrip, Concentrate, Force, Occult Attack, Cantrip, Concentrate, Evocation, Occult
Traditions Occult Traditions Occult
Cast [1 action] imagination Cast [2 actions] imagination, somatic
Duration until the start of your next turn Range 30 feet
Targets 1 creature
In-Play Information
In-Play Information
Heightened to 5th Level
Heightened to 5th Level
Psi Cantrip Cast [2 actions] imagination, somatic
Cast [1 action] imagination Range 30 feet
Duration until the start of your next turn Targets 1 creature
Ranged Strikes +17 / +12 / +7
Calculation Breakdown: Ranged Damage 5d6+4 B
Proficiency Level (Expert) Ranged Crit Damage ×2
•Ability Bonus (+4): Charisma 19 (+4)
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier Critical Success You deal double damage.
(+4) Success You deal full damage.
Calculation Breakdown:
You raise a magical shield of force. This counts as using the Proficiency Level (Expert)
Raise a Shield action, giving you a +1 circumstance bonus to AC until •Ability Bonus (+4): Charisma 19 (+4)
the start of your next turn, but it doesn’t require a hand to use. •Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4)
While the spell is in effect, you can use the Shield Block reaction
with your magic shield (see below). The shield has Hardness 5. After Ranged Attack
you use Shield Block, the spell ends and you can’t cast it again for 10 •Proficiency Bonus (+13): Character Level (+9), Expert (+4)
minutes. Unlike a normal Shield Block, you can use the spell’s •Ability Bonus (4): Charisma 19 (+4)
reaction against the magic missile spell.
Ranged Damage
Heightening the spell increases the shield’s Hardness. •Untyped Bonuses and Penalties (+4): Key Ability Score (+4)
When you Shield Block with this spell, one of the three layers
breaks and you cease to gain the bonus to AC, but the spell doesn’t
end. You can keep using the spell until the final layer breaks; once it
does, the spell ends and you can’t cast shield or amped shield again
for 10 minutes. You can choose to break additional layers when you
Shield Block with this spell to improve your defenses. If you break two
layers instead of one, increase the Hardness to 1-1/2 × the normal
amount (7 at 1st level, 15 at 3rd level, 22 at 5th level, 30 at 7th level,
and 37 at 9th level). If you break all three layers, increase the
Hardness to double the normal amount.
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Howard (Dream) – Spells
Amp Space contracts with hardly a thought, letting you Cast the Swirling colors affect viewers based on their Will saves.
Spell as a single action.
Critical Success The creature is unaffected.
Amp Heightened (4th) You twist space so completely you don’t Success The creature is dazzled for 1 round.
need to travel the interposing distance. You can choose to instead Failure The creature is stunned 1, blinded for 1 round, and
teleport to a space within your line of sight and line of effect with a dazzled for 1 minute.
range equal to your double your Speed (after applying the status Critical Failure The creature is stunned for 1 round and blinded
bonus from warp step). This grants the spell the teleportation trait. for 1 minute.
In-Play Information
Calculation Breakdown:
Proficiency Level (Expert)
•Ability Bonus (+4): Charisma 19 (+4)
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4)
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Howard (Dream) – Spells
Concentrate, Illusion, Mental, Nonlethal, Occult Auditory, Concentrate, Emotion, Enchantment, Fear, Mental, Occult
Traditions Occult Traditions Occult
Cast [2 actions] imagination, somatic Cast [2 actions] imagination, somatic
Range 30 feet Range 30 feet
Targets 1 creature Targets 1 creature
Duration 1 minute Saving Throw Will
This is a signature spell. It may be cast using any spell slot from its This is a signature spell. It may be cast using any spell slot from its
minimum to your maxium spellcasting level. minimum to your maxium spellcasting level.
Cast [2 actions] imagination, somatic Cast [2 actions] imagination, somatic
Range 30 feet Range 30 feet
Targets 1 creature Targets 1 creature
Duration 1 minute Damage 2d6 F
Damage 2d4 Ment Saving Throw DC 27 Will
Saving Throw DC 27
Critical Success The target is unaffected.
Critical Success The target is unaffected. Success The target takes half the persistent fire damage.
Success The target takes full initial damage but no persistent damage, Failure The target becomes frightened 1 and takes the full persistent
and the spell ends immediately. fire damage.
Failure The target takes full initial and persistent damage, and the Critical Failure The target becomes frightened 2 and takes double the
target is sickened 1. If the target recovers from being sickened, the persistent fire damage.
persistent damage ends and the spell ends.
Critical Failure As failure, but the target is sickened 2. Calculation Breakdown:
Proficiency Level (Expert)
Calculation Breakdown: •Ability Bonus (+4): Charisma 19 (+4)
Proficiency Level (Expert) •Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
•Ability Bonus (+4): Charisma 19 (+4) (+4)
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4)
A heap of insults and invectives spew from your mouth— words
so devastating your foes burn from the intensity of your diatribe. Your
Illusory pain wracks the target, dealing 2d4 mental damage and words deal 2d6 persistent fire damage, and the target must attempt a
1d4 persistent mental damage. The target must attempt a Will save. Will save. If the target doesn’t understand the language or you’re not
speaking a language, it gains a +4 circumstance bonus to its save.
Heightened (+1) The damage increases by 2d4 and the persistent
damage by 1d4. Heightened (+2) You can target two additional creatures, and the
persistent damage increases by 2d6.
Critical Success The target is unaffected.
Success The target takes full initial damage but no persistent Critical Success The target is unaffected.
damage, and the spell ends immediately. Success The target takes half the persistent fire damage.
Failure The target takes full initial and persistent damage, and Failure The target becomes frightened 1 and takes the full
the target is sickened 1. If the target recovers from being sickened, persistent fire damage.
the persistent damage ends and the spell ends. Critical Failure The target becomes frightened 2 and takes
Critical Failure As failure, but the target is sickened 2. double the persistent fire damage.
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Howard (Dream) – Spells
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Howard (Dream) – Spells
Calculation Breakdown: The target weapon becomes translucent and ghostly, and it can
Proficiency Level (Expert) affect material and incorporeal creatures and objects. It can be wielded
•Ability Bonus (+4): Charisma 19 (+4) by a corporeal or incorporeal creature and gains the effects of the
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier ghost touch property rune. If the weapon is magical and already has
(+4) the maximum number of property runes, the wielder can choose one
to suppress to gain ghost touch.
Your target’s mind tumbles down a deep well of dread, dwelling Sea of Thought Spell 3
so intently on deep-seated fears that it’s painful. The target takes 4d6
mental damage with a Will saving throw. Concentrate, Conjuration, Occult
Traditions Occult
Heightened (+1) Increase the damage by 2d6. Cast [2 actions] imagination, somatic
Range 60 feet
Critical Success The target is unaffected. Area 15-foot burst
Success The target takes half damage and becomes frightened Duration 1 minute
1. Saving Throw Fortitude
Failure The target takes full damage and becomes frightened 2.
Critical Failure The target takes double damage and becomes In-Play Information
frightened 3.
Cast [2 actions] imagination, somatic
Appears in Advanced Player's Guide Range 60 feet
Area 15-foot burst
Duration 1 minute
Saving Throw DC 27 Fortitude
Calculation Breakdown:
Proficiency Level (Expert)
•Ability Bonus (+4): Charisma 19 (+4)
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4)
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Howard (Dream) – Spells
This is a signature spell. It may be cast using any spell slot from its Cast [2 actions] imagination, somatic
minimum to your maxium spellcasting level. Range 30 feet
Cast [2 actions] imagination, somatic Targets 1 Large or smaller creature
Range touch Duration 1 minute
Targets 1 creature Saving Throw DC 27
Duration 5 minutes
Critical Success The target disrupts the sphere’s integrity, causing it to
Calculation Breakdown: collapse entirely.
Proficiency Level (Expert) Success The sphere functions normally but has only 10 Hit Points
•Ability Bonus (+4): Charisma 19 (+4) instead of 40.
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier Failure The sphere has its normal effect.
(+4)
Calculation Breakdown:
Proficiency Level (Expert)
The target can soar through the air, gaining a fly Speed equal to •Ability Bonus (+4): Charisma 19 (+4)
its Speed or 20 feet, whichever is greater. •Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4)
Heightened (7th) The duration increases to 1 hour.
Magic Mailbox Spell 4 You create an immobile sphere of force to either trap or protect
the target, blocking anything that would pass through the sphere. The
Uncommon, Concentrate, Conjuration, Occult, Teleportation sphere has AC 5, Hardness 10, and 40 Hit Points. It’s immune to
Traditions Occult critical hits and precision damage. Disintegrate destroys the sphere
Cast 1 hour (imagination, somatic) instantly. If the target is unwilling, the effects of the sphere depend on
Range touch the target’s Reflex save.
Targets 2 containers, each no larger than 5 feet in any dimension
Duration until your next daily preparations Critical Success The target disrupts the sphere’s integrity,
causing it to collapse entirely.
In-Play Information Success The sphere functions normally but has only 10 Hit
Points instead of 40.
Cast 1 hour (imagination, somatic) Failure The sphere has its normal effect.
Range touch
Targets 2 containers, each no larger than 5 feet in any dimension
Duration until your next daily preparations
Calculation Breakdown:
Proficiency Level (Expert)
•Ability Bonus (+4): Charisma 19 (+4)
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Howard (Dream) – Spells
Calculation Breakdown:
Proficiency Level (Expert) The targets can communicate telepathically with any or all of the
•Ability Bonus (+4): Charisma 19 (+4) other targets from any point on the same planet.
•Base Bonus (+13): Character Level (+9), Expert Proficiency Modifier
(+4)
You reach out and sow glittering splinters of force throughout the
area, otherworldly caltrops of will and ectoplasm. The area is difficult
terrain, even to flying or incorporeal creatures. Any creature that
moves through the area takes 1d4 piercing damage per square
traversed, with a basic Reflex save made at the end of each move
action they take through the area.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Nothing to print!
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.