Name | Lord Testy |
Age | |
Gender | |
Race | |
Class | |
Height | |
Weight | |
Skin | |
Eyes | |
Hair |
Level | |
Experience | |
Fav. Hand | Ambidextrous |
Origin | |
Alignment | Lawful Good |
Faith | |
Fav. Class | |
Background | |
Carry Capacity | 0 |
Current Carry Weight | 0 |
basic | temporary | |||
STR | 18 | +4 | - | - |
DEX | 16 | +3 | - | - |
CON | 16 | +3 | - | - |
INT | 14 | +2 | - | - |
WIS | 10 | +0 | - | - |
CHA | 8 | -1 | - | - |
HP | 99 of 99 |
HP temp | of |
AC | 12 |
AC flat footed | 12 |
AC touch | 12 |
Conditions | Testing |
Initiative | + |
Hit Dice | 1d10 |
Base Attack Bonus | 1 |
Walking | 30 |
Loaded | |
Running | |
Travel | |
Forced March | |
Flying | |
Swimming | |
Climbing |
Fortitude | +3 ( CON ) |
Reflex | +3 ( DEX ) |
Willpower | +0 ( WIS ) |
SL 0 | SL 1 | SL 2 | SL 3 | SL 4 | SL 5 | SL 6 | SL 7 | SL 8 | SL 9 | |
---|---|---|---|---|---|---|---|---|---|---|
known | ||||||||||
per day |
Skill Name | Base Attr | Bonus |
---|---|---|
Appraise | INT | +2 |
Autohypnosis | WIS | 0 |
Balance | DEX | +3 |
Bluff | CHA | -1 |
Climb | STR | +4 |
Concentration | CON | +3 |
Craft: | INT | +2 |
Craft: | INT | +2 |
Craft: | INT | +2 |
Decipher Script | INT | +2 |
Diplomacy | CHA | -1 |
Disable Device | INT | +2 |
Disguise | CHA | -1 |
Escape Artist | DEX | +3 |
Forgery | INT | +2 |
Gather Information | CHA | -1 |
Handle Animal | CHA | -1 |
Heal | WIS | 0 |
Hide | DEX | +3 |
Intimidate | CHA | -1 |
Jump | STR | +4 |
Knowledge: | INT | +2 |
Knowledge: | INT | +2 |
Knowledge: | INT | +2 |
Knowledge: | INT | +2 |
Knowledge: | INT | +2 |
Listen | WIS | 0 |
Move Silently | DEX | +3 |
Open Lock | DEX | +3 |
Perform: | CHA | -1 |
Perform: | CHA | -1 |
Perform: | CHA | -1 |
Profession: | WIS | 0 |
Profession: | WIS | 0 |
Psicraft | INT | +2 |
Ride | DEX | +3 |
Search | INT | +2 |
Sense Motive | WIS | 0 |
Sleight of Hand | DEX | +3 |
Spellcraft | INT | +2 |
Spot | WIS | 0 |
Survival | WIS | 0 |
Swim | STR | +4 |
Tumble | DEX | +3 |
Use Magic Device | CHA | -1 |
Use Psionic Device | CHA | -1 |
Use Rope | DEX | +3 |
The statblocks of your features
The statblocks of your proficiencies
Statblocks for your spells.
Level | Brd 0, Clr 0, Drd 0, Sor/Wiz 0 |
Components | V S |
XP Cost | |
Casting Time | 1 standard action |
Range | 60 ft. |
Target | Area: Cone-shaped emanation |
Duration | Concentration, up to 1 min./level (D) |
Saving Throw | None |
Spell Resistance | No |
Description |
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 Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) 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. 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 1d6×10 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. |
Level | Brd 0, Clr 0, Drd 0, Sor/Wiz 0 |
Components | V M |
XP Cost | |
Casting Time | 1 standard action |
Range | Touch |
Target | Object touched |
Duration | 10 min./level (D) |
Saving Throw | None |
Spell Resistance | No |
Description |
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level. Arcane Material Component A firefly or a piece of phosphorescent moss. |
Level | Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 |
Components | V S F |
XP Cost | |
Casting Time | 1 standard action |
Range | Personal |
Target | You |
Duration | 10 min./level |
Saving Throw | |
Spell Resistance |
Description |
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. Focus A clear crystal or mineral prism. |
Level | Clr 1, Good 1, Pal 1, Sor/Wiz 1 |
Components | V S M |
XP Cost | |
Casting Time | 1 standard action |
Range | Touch |
Target | Creature touched |
Duration | 1 min./level (D) |
Saving Throw | Will negates (harmless) |
Spell Resistance | No; see text |
Description |
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. Arcane Material Component A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded. |
Level | Clr 1 |
Components | V S M |
XP Cost | |
Casting Time | 1 standard action |
Range | Touch |
Target | Creature touched |
Duration | 1 min./level |
Saving Throw | Will negates (harmless) |
Spell Resistance | Yes (harmless) |
Description |
This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level). Material Component A small parchment with a bit of holy text written upon it. |