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Human Medium Male Undetermined (Adult) 5'9 170 Black Cool blue
Race Size Gender Age Height Weight Hair Eyes
CHA
x Artistry 5 =INT 5 +0 +0
Charisma
10 +0 Power 2
Bluff 0 =CHA 0 +0 +0
Climb -1 =STR -1 +0 +0
AC
Armor Class
12 =10+ 1 + 0 + 1 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 5 =INT 5 +0 +0
x Craft (b) 5 =INT 5 +0 +0
Touch AC 11 Flat Footed AC 11
x Craft (c) 5 =INT 5 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 0 =CHA 0 +0 +0
FortitudeConstitution
3 = 1 + 2 + 0 + 0 + Disable Device* =DEX + +
Disguise 0 =CHA 0 +0 +0
Reflex 2 = 1 + 1 + 0 + 0 +
Dexterity
Escape Artist 1 =DEX 1 +0 +0
Will 3 = 3 + 0 + 0 + 0 +
x Fly 1 =DEX 1 +0 +0
Wisdom
Weapon
Survival 0 =WIS 0 +0 +0
Swim -1 =STR -1 +0 +0
Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Totals 1 0 0% 4 lbs.
Arcane Reservoir
Effortless Magic
Shoulders Qty. lbs.
Spellbooks
Play Notes
Racial Traits
Skilled
Background Traits
Bruising Intellect
Arcane Temper
Spell Level 0 1 2 3 4 5 6 7 8 9
Prepared Spells
Prepared Spell Level 0 Metamagic School Duration Cast time Range/Area Save SR DC
Ghost Sound Illusion 1 round/level 1 standard close (25 ft. + 5 ft./2 Will no 15
Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC
Grease Conjuration 1 min./level (D) 1 standard close (25 ft. + 5 ft./2 see text no 16
Silent Image Illusion concentration 1 standard long (400 ft. + 40 ft./level); Will no 16
Prepared Spell Level 2 Metamagic School Duration Cast time Range/Area Save SR DC
Flaming Sphere Evocation 1 round/level 1 standard medium (100 ft. + 10 Reflex yes 17
Known Spells
Acid Splash; Arcane Mark; Bleed; Breeze; Chameleon Scales; Dancing Lights; Daze; Detect Fiendish Presence; Detect Magic; Detect Poison; Disrupt
Spell Level 0
Undead; Drench; Flare; Ghost Sound; Grasp; Haunted Fey Aspect; Jolt; Light; Mage Hand; Mending; Message; Oath of Anonymity; Open/Close; Penumbra;
Prestidigitation; Ray of Frost; Read Magic; Resistance; Root; Scoop; Scrivener's Chant; Sotto Voce; Spark; Touch of Fatigue; Vacuous Vessel;
Spell Level 1
Adjuring Step; Charm Person; Grease; Mage Armor; Mount; Obscuring Mist; Protection from Chaos; Protection from Evil; Silent Image; Sleep;
Spell Level 2
Flaming Sphere; Invisibility;
Spell Descriptions (A-Z)
DETECT MAGIC
School: Divination
Level: bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, magus 0, shaman 0, occultist 0, psychic 0, mesmerist 0,
spiritualist 0
Duration concentration, up to 1 min./level;
Casting Time: 1 standard action;
Components: V, S
Range: 60 ft.;
Area: cone-shaped emanation;
Save: none
SR: no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or
absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and
location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the
school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates
from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster
level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Spell or Object Aura
Power Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Magic item (caster level)
5th or lower 6th-11th 12th-20th 21st+ (artifact) Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is
destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even
weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura
Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves,
but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a
permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
FLAMING SPHERE
School: Evocation
Level: druid 2, sorcerer/wizard 2, magus 2, bloodrager 2, occultist 2
Duration 1 round/level;
Descriptor: fire;
Casting Time: 1 standard action;
Components: V, S, M/DF (tallow, brimstone, and powdered iron)
Range: medium (100 ft. + 10 ft./level);
Effect: 5-ft.-diameter sphere;
Save: Reflex negates
SR: yes
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can
ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage
to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable
substances it touches and illuminates the same area as a torch would. The sphere moves as long as you actively direct it (a move action for you);
otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the
sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter
down large obstacles. A flaming sphere winks out if it exceeds the spell's range.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
GHOST SOUND
School: Illusion
Level: bard 0, sorcerer/wizard 0, magus 0, occultist 0, psychic 0, mesmerist 0
Duration 1 round/level;
Subschool: figment;
Casting Time: 1 standard action;
Components: V, S, M (a bit of wool or a small lump of wax)
Range: close (25 ft. + 5 ft./2 levels);
Effect: illusory sounds;
Save: Will disbelief
SR: no
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound
ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level.
You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching,
or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of
rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans,
while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost sound can
enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
GREASE
School: Conjuration
Level: bard 1, sorcerer/wizard 1, summoner 1, magus 1, mesmerist 1
Duration 1 min./level (D);
Subschool: creation;
Casting Time: 1 standard action;
Components: V, S, M (butter)
Range: close (25 ft. + 5 ft./2 levels);
Targets: one object or 10-ft. square;
Save: see text
SR: no
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex
save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't
move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures
that do not move on their turn do not need to make this check and are not considered flat-footed. The spell can also be used to create a greasy
coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its
bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw
must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a
+10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
INVISIBILITY
School: Illusion
Level: bard 2, sorcerer/wizard 2, alchemist 2, summoner 2, inquisitor 2, antipaladin 2, magus 2, occultist 2, psychic 2, mesmerist 2, spiritualist 2
Duration 1 min./level (D);
Subschool: glamer;
Casting Time: 1 standard action;
Components: V, S, M/DF (an eyelash encased in gum arabic)
Range: personal or touch;
Targets: you or a creature or object weighing no more than 100 lbs./level;
Save: Will negates (harmless) or Will negates (harmless, object)
SR: yes (harmless) or yes (harmless, object)
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone
else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or
put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light,
however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an
item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain
other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary
invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks
any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe
depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an
attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge
while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly,
however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this
purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
MAGE ARMOR
School: Conjuration
Level: sorcerer/wizard 1, summoner 1, witch 1, bloodrager 1, occultist 1, psychic 1, spiritualist 1
Duration 1 hour/level (D);
Subschool: creation;
Descriptor: force;
Casting Time: 1 standard action;
Components: V, S, F (a piece of cured leather)
Range: touch;
Targets: creature touched;
Save: Will negates (harmless)
SR: no
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor,
mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal
creatures can't bypass it the way they do normal armor.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
PRESTIDIGITATION
School: Universal
Level: bard 0, magus 0, sorcerer/wizard 0, psychic 0, mesmerist 0
Duration 1 hour;
Casting Time: 1 standard action;
Components: V, S
Range: 10 ft.;
Area: see text;
Effect: see text;
Targets: see text;
Save: see text
SR: no
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical
effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil
items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of
spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are
extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other
spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
SILENT IMAGE
School: Illusion
Level: bard 1, sorcerer/wizard 1, magus 1, occultist 1, psychic 1, mesmerist 1
Duration concentration;
Subschool: figment;
Casting Time: 1 standard action;
Components: V, S, F (a bit of fleece)
Range: long (400 ft. + 40 ft./level);
Effect: visual figment that cannot extend beyond four 10-ft. Cubes + one 10-ft. cube/level (S);
Save: Will disbelief (if interacted with)
SR: no
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or
temperature. You can move the image within the limits of the size of the effect.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
SLEEP
School: Enchantment
Level: bard 1, sorcerer/wizard 1, witch 1, shaman 1, occultist 1, psychic 1, mesmerist 1
Duration 1 min./level;
Subschool: compulsion;
Descriptor: mind-affecting;
Casting Time: 1 round;
Components: V, S, M (fine sand, rose petals, or a live cricket)
Range: medium (100 ft. + 10 ft./level);
Area: one or more living creatures within a 10-ft.-radius burst;
Save: Will negates
SR: yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with
equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping
creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action
(an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
IMPROVED INITIATIVE
Requirements: None
You get a +4 bonus on initiative checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
TOUGHNESS
Requirements: None
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more
than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC