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Kolodin Abilities & Gear

Alertness

Feat

Defensive Training +4

Racial Ability

(Dwarf)

You often notice things that others might miss.

+4 dodge bonus to AC against monsters of the Giant subtype.

Benefit : You get a +2 bonus on Perception and Sense Motive skill


checks. If you have 10 or more ranks in one of these skills, the
bonus increases to +4 for that skill.

+2 to Appraise checks to determine the price of nonmagical goods


that contain precious metals or gemstones.

Craft Wand

Feat

You can create magic wands.

Greed

Racial Ability

Hardy +2

Racial Ability

(Dwarf)

(Dwarf)

Gain a racial bonus to saves vs Poison, Spells and Spell-Like


effects.

Prerequisite: Caster level 5th.


Benefit : You can create a wand of any 4th-level or lower spell that
you know. Crafting a wand takes 1 day for each 1,000 gp in its
base price. To craft a wand, you must use up raw materials costing
half of this base price. A newly created wand has 50 charges. See
the magic item creation rules in Magic Items for more information.

Craft Wondrous Item

Feat

Hatred +1

Racial Ability

(Dwarf)

+1 racial bonus to attacks against Goblinoids and Orcs.

Slow and Steady

Racial Ability,Movement (Dwarf)

Your base speed is never modified by encumbrance.

Stability +4

Racial Ability

(Dwarf)

+4 CMD against bull rushes and trips while standing on the


ground.

You can create wondrous items, a type of magic item.


Prerequisite: Caster level 3rd.
Benefit : You can create a wide variety of magic wondrous items.
Crafting a wondrous item takes 1 day for each 1,000 gp in its
price. To create a wondrous item, you must use up raw materials
costing half of its base price. See the magic item creation rules in
Magic Items for more information.
You can also mend a broken wondrous item if it is one that you
could make. Doing so costs half the raw materials and half the time
it would take to craft that item.

Scribe Scroll

Feat

You can create magic scrolls.


Prerequisite: Caster level 1st.

Stonecunning +2

Skill Focus (Knowledge [engineering])

Feat

(Dwarf)

+2 to Reflex saves

Class Ability (Wizard)

If you are within arm's reach of your familiar, you gain the benefits
of the Alertness feat.
If you are within 1 mile of your familiar, you may gain other
benefits.
Deliver Touch Spells Through Familiar (Su)

Benefit : You can create a scroll of any spell that you know.
Scribing a scroll takes 2 hours if its base price is 250 gp or less,
otherwise scribing a scroll takes 1 day for each 1,000 gp in its
base price. To scribe a scroll, you must use up raw materials
costing half of this base price. See the magic item creation rules in
Magic Items for more information.

Racial Ability

+2 racial bonus to Perception checks to notice unusual stonework,


such as traps and hidden doors located in stone walls or floors.
You receive a check to notice such things when you pass within
10', even if not actively looking.

Class Ability (Wizard)

If the master is 3rd level or higher, a familiar can deliver touch


spells for him. If the master and the familiar are in contact at the
time the master casts a touch spell, he can designate his familiar
as the 'toucher'. The familiar can then deliver the touch spell just as
the master could. As usual, if the master casts another spell before
the touch is delivered, the touch spell dissipates.

Empathic Link with Familiar (Su) Class Ability

(Wizard)

Benefit : You get a +3 bonus on all checks involving the chosen


skill. If you have 10 or more ranks in that skill, this bonus increases
to +6.

The master has an empathic link with his familiar out to a distance
of up to 1 mile. The master cannot see through the familiar's eyes,
but they can communicate empathically. Because of the limited
nature of the link, only general emotional content can be
communicated.

Special : You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new skill.

Because of this empathic link, the master has the same connection
to an item or place that his familiar does.

Choose a skill. You are particularly adept at that skill.

Fire
Mathematical Prodigy (Knowledge [engineering])

Trait

Mathematics has always come easily for you, and you have always
been able to see the math in the physical and magical world.
Benefit : You gain a +1 bonus on Knowledge (arcana) and
Knowledge (architecture and engineering) checks, and one of these
skills (your choice) is always a class skill for you.
Appears In : Character Traits Web Enhancement, Advanced
Player's Guide Traits, Ultimate Campaign

Darkvision (60 feet)

Class Ability (Wizard)

Classical opposition school for: Water


Five-Element opposition school for: Metal
You must spend 2 slots to cast spells from the Fire school.
Appears In : Advanced Player's Guide

Iron Skin +3 (7/day) (Su)

Class Ability (Wizard)

You gain a +2 armor bonus to your Armor Class for 10 minutes;


this bonus increases by +1 for every 5 caster levels (maximum +6
at 20th level). You can use this ability a number of times per day
equal to 3 + your Intelligence bonus.

Racial Ability,Senses (Dwarf)

You can see in the dark (black and white vision only).

Appears In : Ultimate Magic

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Kolodin Abilities & Gear


Metal Rending +2 (Su)

Class Ability (Wizard)

Ring of protection +1

Ring

Whenever you cast a spell that deals hit point damage, you deal
extra damage to creatures made of metal or wearing medium or
heavy metal armor. Affected creatures take additional damage equal
to 1/2 your wizard level. This bonus damage is not increased by
Empower Spell or similar effects. This bonus only applies once to a
spell, not once per missile or ray, and cannot be split between
multiple missiles or rays. The damage is of the same type as the
spell.

This ring offers continual magical protection in the form of a


deflection bonus of +1 to AC.

At 20th level, whenever you cast a spell on a creature made of


metal or wearing medium or heavy armor, you can roll twice to
penetrate the creature's spell resistance and take the better result.

This appears to be a common cloth sack about 2 feet by 4 feet in


size. The bag of holding opens into a nondimensional space: its
inside is larger than its outside dimensions. Regardless of what is
put into the bag, it weighs a fixed amount.

Appears In : Ultimate Magic

Share Spells with Familiar

Class Ability (Wizard)

The wizard may cast a spell with a target of "You" on his familiar
(as a touch spell) instead of on himself. A wizard may cast spells
on his familiar even if the spells do not normally affect creatures of
the familiar's type (magical beast).

Speak With Familiar (Ex)

Class Ability (Wizard)

If the master is 5th level or higher, a familiar and the master can
communicate verbally as if they were using a common language.
Other creatures do not understand the communication without
magical help.

Scroll of Feather Fall

Scroll

Feather Fall, Will negates (harmless) or Will negates (object)


(DC 11)
The affected creatures or objects fall slowly. Feather fall instantly
changes the rate at which the targets fall to a mere 60 feet per
round (equivalent to the end of a fall from a few feet), and the
subjects take no damage upon landing while the spell is in effect.
When the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures
(including gear and carried objects up to each creature's maximum
load) or objects, or the equivalent in larger creatures: a Large
creature or object counts as two Medium creatures or objects, a
Huge creature or object counts as four Medium creatures or
objects, and so forth. This spell has no special effect on ranged
weapons unless they are falling quite a distance. If the spell is cast
on a falling item, the object does half normal damage based on its
weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a
sword blow or a charging or flying creature.

Scroll of Floating Disk

Scroll

Floating Disk, None


You create a slightly concave, circular plane of force that follows
you about and carries loads for you. The disk is 3 feet in diameter
and 1 inch deep at its center. It can hold 100 pounds of weight per
caster level. If used to transport a liquid, its capacity is 2 gallons.
The disk floats approximately 3 feet above the ground at all times
and remains level. It floats along horizontally within spell range and
will accompany you at a rate of no more than your normal speed
each round. If not otherwise directed, it maintains a constant
interval of 5 feet between itself and you. The disk winks out of
existence when the spell duration expires. The disk also winks out if
you move beyond its range or try to take the disk more than 3 feet
away from the surface beneath it. When the disk winks out,
whatever it was supporting falls to the surface beneath it.

Construction
Requirements: Forge Ring, shield of faith , caster must be of a
level at least three times the bonus of the ring;
Cost 1,000 gp

Bag of holding I (empty)

Wondrous Item

The Type I Bag of Holding can carry contents weighing up to 250


lbs and/or taking up a maximum volume of 30 cu. ft.
If a bag of holding is overloaded, or if sharp objects pierce it (from
inside or outside), the bag immediately ruptures and is ruined, and
all contents are lost forever. If a bag of holding is turned inside out,
all of its contents spill out, unharmed, but the bag must be put right
before it can be used again. If living creatures are placed within the
bag, they can survive for up to 10 minutes, after which time they
suffocate. Retrieving a specific item from a bag of holding is a
move action, unless the bag contains more than an ordinary
backpack would hold, in which case retrieving a specific item is a
full-round action. Magic items placed inside the bag do not offer
any benefit to the character carrying the bag.
If a bag of holding is placed within a portable hole , a rift to the
Astral Plane is torn in the space: bag and hole alike are sucked
into the void and forever lost. If a portable hole is placed within a
bag of holding , it opens a gate to the Astral Plane: the hole, the
bag, and any creatures within a 10-foot radius are drawn there,
destroying the portable hole and bag of holding in the process.
Construction
Requirements: Craft Wondrous Item, secret chest ; Cost 1,250 gp

Bracers of armor +1

Wondrous Item

(Wrist)

These items appear to be wrist or arm guards, sometimes etched


with symbols of protection or depictions of vigilant-looking animals.
Bracers of armor surround the wearer with an invisible but tangible
field of force, granting him an armor bonus of +1, just as though he
were wearing armor. Both bracers of armor must be worn for the
magic to be effective.
Construction
Requirements: Craft Wondrous Item, mage armor , creators caster
level must be at least two times that of the bonus placed in the
bracers; Cost 500 gp

Pearl of power (1st level) (1/day)

Wondrous Item

This seemingly normal pearl of average size and luster is a potent


aid to all spellcasters who prepare spells (clerics, druids, rangers,
paladins, and wizards). Once per day on command, a pearl of
power enables the possessor to recall any one spell that she had
prepared and then cast. The spell is then prepared again, just as if
it had not been cast. The spell must be of a particular level,
depending on the pearl. Different pearls exist for recalling one spell
per day of each level from 1st through 9th and for the recall of two
spells per day (each of a different level, 6th or lower).
Construction
Requirements: Craft Wondrous Item, creator must be able to cast
1st level spells; Cost 500 gp

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Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

Dela Abilities & Gear


Weapon Finesse

Feat

You are trained in using your agility in melee combat, as opposed


to brute strength.
Benefit : With a light weapon, rapier, whip, or spiked chain made
for a creature of your size category, you may use your Dexterity
modifier instead of your Strength modifier on attack rolls. If you
carry a shield, its armor check penalty applies to your attack rolls.
Special : Natural weapons are considered light weapons.

Attack [Trick] (Attack Any Target [Trick])

Animal Trick Trick

The animal attacks apparent enemies. You may point to a particular


creature that you wish the animal to attack, and it will comply if
able. Normally, an animal will attack only humanoids, monstrous
humanoids, giants, or other animals. Teaching an animal to attack
all creatures (including such unnatural creatures as undead and
aberrations) counts as two tricks.

Attack Any Target [Trick]

Animal Trick Trick

The animal attacks apparent enemies. You may point to a particular


creature that you wish the animal to attack, and it will comply if
able. Normally, an animal will attack only humanoids, monstrous
humanoids, giants, or other animals. Teaching an animal to attack
all creatures (including such unnatural creatures as undead and
aberrations) counts as two tricks.

Fetch [Trick]

Scent (Ex)

The creature can detect opponents within 30 feet by sense of smell.


If the opponent is upwind, the range increases to 60 feet; if
downwind, it drops to 15 feet. Strong scents, such as smoke or
rotting garbage, can be detected at twice the ranges noted above.
Overpowering scents, such as skunk musk or troglodyte stench, can
be detected at triple normal range.
When a creature detects a scent, the exact location of the source
is not revealedonly its presence somewhere within range. The
creature can take a move action to note the direction of the scent.
When the creature is within 5 feet of the source, it pinpoints the
source's location.
A creature with the scent ability can follow tracks by smell, making
a Wisdom (or Survival) check to find or follow a track. The typical
DC for a fresh trail is 10 (no matter what kind of surface holds the
scent). This DC increases or decreases depending on how strong
the quarry's odor is, the number of creatures, and the age of the
trail. For each hour that the trail is cold, the DC increases by 2.
The ability otherwise follows the rules for the Survival skill.
Creatures tracking by scent ignore the effects of surface conditions
and poor visibility.

Animal Trick Trick

The animal goes and gets something. If you do not point out a
specific item, the animal fetches some random object.

Heel [Trick]

Animal Trick Trick

The animal follows you closely, even to places where it normally


wouldn't go.

Seek [Trick]

Animal Trick Trick

The animal moves into an area and looks around for anything that
is obviously alive or animate.

Track [Trick]

Animal Trick Trick

The animal tracks the scent presented to it. (This requires the
animal to have the scent ability).

Attach (Ex)

Racial Ability

(Weasel)

The creature automatically latches onto its target when it


successfully makes the listed attack. The creature is considered
grappling, but the target is not. The target can attack or grapple the
creature as normal, or break the attach with a successful grapple
or Escape Artist check. Most creatures with this ability have a
racial bonus to maintain a grapple (listed in its CMB entry).

Climbing (20 feet)

Unknown

You have a climb speed.


You gain a +8 racial bonus to climb checks. You may take 10 on
climb checks, even when rushed or threatened.

Improved Evasion (Ex)

Racial Ability

(Master)

When subjected to an attack that normally allows a Reflex saving


throw for half damage, a familiar takes no damage if it makes a
successful saving throw and half damage even if the saving throw
fails.

Low-Light Vision

Racial Ability

This special quality allows a creature to detect approaching


enemies, sniff out hidden foes, and track by sense of smell.
Creatures with the scent ability can identify familiar odors just as
humans do familiar sights.

Racial Ability,Senses

See twice as far as a human in low light, distinguishing color and


detail.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.