Hyronious Percival Mandragora LG
Character Name Alignment
Magus 3 , Sorcerer (Crossblooded, Razmerian Priest) 3 , VMC Cleric
Character Level
Archon Blooded Aasimar
Outsider(Elemental, Extraplanar)&Humanoid(Human, Aasimar)
M (See Healthy Titan)
Race Size
Male 37
Gender Age
8'11" 237
Height Weight
- -
Hair Eyes
The Won Hypocrisy Truth
PB: 12,7,16,14,10,18
Player
Irori -
Deity Homeland
Self-Realization 5000
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
16 +3 N/A +3
Dex
Dexterity
7 -2 ( -3 ) -3
Con
Constitution
28 +9 N/A +9
Int
Intelligence
20 +5 N/A +5
Wis
Wisdom
12 +1 N/A +1
Cha
Charisma
28 +9 N/A +9
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
84
Fast Healing 9
0
Initiative
Dex
Modifier
-5
-5
+0
BAB
+1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
5
+0
+0
-5
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
5
Flat Footed
10
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +12 +3 CON +9 +0 +0 +0
Reflex -6 +1 DEX -5 +0 +0 -2
Will +2 +3 WIS +1 +0 +0 -2
Saving Throw Notes

You gain a +1 sacred bonus on saving throws against polymorph, petrification, and transmutation effects. This bonus increases by 1 for every 5 levels you have (maximum +5)

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+4 +1 +3 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
9 10 +1 +3 -5 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30'
-
-
-
-
-
Languages

Human LanguagesCommon
Magical LanguagesDraconic, Sylvan

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
4+4
2
-+1
-
-
-
-
-
-
-
Per Day
4+1&-
3&5
-
-
-
-
-
-
-
-
Bonus
-
2&3
1&2
1&2
1&2
1&2
0&1
0&1
0&1
0&1
Spell List

Magus
Spell BooksTome of Ceasing Violence

[spoiler]Hyron's Free Magus Spellbook

Aura:Caster Level:Body Slot:Price: 0 GP; Value: 190gp;  Weight: 3 lbs. 

Cantrips
DC 12
Acid Splash
[block:1519167]
Arcane Mark
[block:1519169]
Dancing Lights
[block:1519177]
Daze
[block:1519178]
Detect Fiendish Presence
[block:1526769]
Detect Magic
[block:1519180]
Disrupt Undead
[block:1519185]
Flare (DC 13)
[block:1519189]
Ghost Sound
[block:1519209]
Grasp
[block:1519212]
Light
[block:1519221]
Mage Hand
[block:1519222]
Open/Close
[block:1519229]
Prestidigitation
[block:1519229]
Ray of Frost
[block:1519230]
Read Magic
[block:1519232]
Spark (DC 13)
[block:1519240]
1st Level
DC 13
Blade Tutor's Spirit
[block:1620580]
Chill Touch
[block:1620581]
Color Spray
[block:1620582]
Corrosive Touch
[block:1620584]
Clarion Call
Hydraulic Push
[block:1620585]
Infernal Healing
[block:1620586]
Keep Watch
Magic Missile
[block:1620587]
Mount
Shocking Grasp
[block:1620588]
Windy Escape
[block:1620589]
Remaining Pages100-17*1-9*1=74


 
Prepared SpellsCantrips (DC 15)
Arcane Mark, Ghost Sound, Grasp, Open/Close, Prestidigitation
1st Level (DC 16)
Blade Tutor's Spirit (1 cast), Shocking Grasp (3 Casts)
Crossblooded Sorcerer
Razmiran Channel
Cantrips
(DC 19)
Breeze (DC 20)
Paizo Blog - Ultimate Cantrips

Breeze


Evocation [Air] \ \
arcanist 0, sorcerer 0, wizard 0-level
Save: Will Negates (harmless)
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 hour (D)
Targets: one creature or object
Componenent: V, S, M (a miniature fan)

Description

You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This spell does not function without air or underwater.   You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.
Daze
PFRPG Core Rulebook pg. 264

Daze


Enchantment (Compulsion) [Mind-Affecting] \ \
arcanist 0, bard 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0-level
Save: Will Negates
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round
Targets: one humanoid creature of 4 HD or less
Componenent: V, S, M (a pinch of wool or similar substance)

Description

This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Detect Magic
PFRPG Core Rulebook pg. 267

Detect Magic


Divination \ \
adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
Save: none
SR: no

Casting time: 1 standard action
Range: 60 ft.
Duration: concentration, up to 1 min./level (D)
Area: cone-shaped emanation
Componenent: V, S

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 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 eminates 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.   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 StrengthDuration of Lingering Aura
Faint1d6 round
Moderate1d6 minutes
Strong1d6 x 10 minutes
Overwhelming1d6 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.
Aura PowerFaintModerateStrongOverwhelming
Functioning Spell3rd level or less4th to 6th levels7th to 9th levels10th level or greater (divinity)
Magic ItemCL5 or lessCL6 to CL11CL12 to CL20CL21 or more (artifact)
Flare (DC 20)
PFRPG Core Rulebook pg. 284

Flare


Evocation [Light] \ \
arcanist 0, bard 0, druid 0, hunter 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
Save: Fortitude Negates
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: burst of light
Componenent: V

Description

This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

When augmented

Flare Burst: affects all creatures within a 10' radius burst of target square.

Alchemical Reagents
Material Component - Flash Powder: Increase save DC by +2
Light
PFRPG Core Rulebook pg. 304

Light


Evocation [Light] \ \
adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
Save: none
SR: no

Casting time: 1 standard action
Range: touch
Duration: 10 min./level
Targets: object touched
Componenent: V, M/DF (a firefly)

Description

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.   You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Mage Hand
PFRPG Core Rulebook pg. 306

Mage Hand


Transmutation \ \
arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, wizard 0-level
Save: none
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration
Targets: one nonmagical, unattended object weighing up to 5 lbs.
Componenent: V, S

Description

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Prestidigitation
PFRPG Core Rulebook pg. 325

Prestidigitation


Universal \ \
arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
Save: see text
SR: no

Casting time: 1 standard action
Range: 10 ft.
Duration: 1 hour
Area: see text
Effect: see text
Targets: see text
Componenent: V, S

Description

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.
Read Magic
PFRPG Core Rulebook pg. 330

Read Magic


Divination \ \
adept 0, antipaladin 1, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, paladin 1, psychic 0, ranger 1, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level

Casting time: 1 standard action
Range: personal
Duration: 10 min./level
Targets: you
Componenent: V, S, F (a clear crystal or mineral prism)

Description

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 or trapped 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.
Scrivener's Chant
Seekers of Secrets pg. 17

Scrivener's Chant


Transmutation \ \
arcanist 0, bard 0, cleric 0, oracle 0, skald 0, sorcerer 0, warpriest 0, wizard 0-level
Save: Will Negates (harmless, object)
SR: yes (object)

Casting time: 1 standard action
Range: 5 ft.
Duration: concentration, up to 1 min./level
Targets: one or more written objects

Description

This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.   This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.
Spark (DC 20)
Advanced Player's Guide pg. 246

Spark


Evocation [Fire] \ \
arcanist 0, bard 0, cleric 0, druid 0, hunter 0, magus 0, occultist 0, oracle 0, skald 0, sorcerer 0, warpriest 0, witch 0, wizard 0-level
Save: Fortitude Negates (object)
SR: yes (object)

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one Fine object
Componenent: V or S

Description

You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
1st (DC 20)Diagnose Disease
Mind Thrust I (DC 21)
Occult Adventures pg. 177

Mind Thrust I


Divination [Mind-Affecting] \ \
psychic 1-level
Save: Will Half
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one creature
Componenent: S

Description

You divine the most vulnerable portions of your opponent’s mind and overload it with a glut of psychic information. This attack deals 1d6 points of damage per caster level (maximum 5d6). The target receives a Will save for half damage. This attack has no effect on creatures without an Intelligence score.

When augmented

Mind Thrust II: as Mind Thrust I, except it deals 1d8 points of damage per caster level (maximum 5d8).
Mind Thrust III: as Mind Thrust II, except the maximum is 10d8.
Mind Thrust IV: as Mind Thrust II, except the maximum is 15d8 and causes the target to be fatigued for 1 round on a failed save.
Mind Thrust V: as Mind Thrust IV, except that a failed saving throw inflicts exhaustion instead of fatigue and a successful saving throw inflicts fatigue.
Mind Thrust VI: as Mind Thrust IV, except it deals a maximum of 20d8 in damage, and inflicts exhaustion and stunned for 1 round on a failed saving throw.

Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it.
2nd (DC 21)Aid
3rd (DC 22)
4th (DC 23)
5th (DC 24)
6th (DC 25)
7th (DC 26)
8th (DC 27)
9th (DC 28)
SLAContinual Flame (1/day)
Cure Light Wounds (At Will)
Delay Pain (At Will)
Bless Pickle Juice (At Will)
Speak with Animals (Turtles Only)

Spellcasting Notes

Point Pools

  • Arcane: 2 = 1/2 Magus Level + Int

Blood Havoc
Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.
Etheric Draconic Arcana
When selecting spells known, you can choose spells from the psychic class spell list. The psychic spells you select must normally be unavailable to your class. You can know only a number of psychic spells equal to the highest level spell you can cast from your class spell list, based on your current class level. When you're casting these spells, they function as psychic magic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting these spells.
Phoenix Arcana
When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics -5 (DEX)  -5 +0 +0
Bluff +15 (CHA)  +9 +3 +3
Climb +3 (STR)  +3 +0 +0
  Diplomacy +22 (CHA)  +9 +3 +10
  Disguise +9 (CHA)  +9 +0 +0
  Escape Artist -5 (DEX)  -5 +0 +0
Fly -5 (DEX)  -5 +0 +0
Heal +25 (WIS)  +1 +3 +21
Intimidate +11 (CHA)  +9 +0 +2
Knowledge: Arcana +5 (INT)  +5 +0 +0
Knowledge: Dungeoneering +5 (INT)  +5 +0 +0
  Knowledge: Local +5 (INT)  +5 +0 +0
  Knowledge: Nature +5 (INT)  +5 +0 +0
Knowledge: Planes +11 (INT)  +5 +3 +3
  Knowledge: Religion +5 (INT)  +5 +0 +0
Perception +1 (WIS)  +1 +0 +0
Ride -5 (DEX)  -5 +0 +0
  Sense Motive +6 (WIS)  +1 +3 +2
Spellcraft* +11 (INT)  +5 +3 +3
  Stealth -5 (DEX)  -5 +0 +0
  Survival +1 (WIS)  +1 +0 +0
  Swim +3 (STR)  +3 +0 +0
Use Magic Device* +15 (CHA)  +9 +3 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +5 (INT)  +5 +0 +0
Handle Animal* +25 (CHA)  +9 +3 +13
  Knowledge: Engineering +5 (INT)  +5 +0 +0
  Knowledge: Geography +5 (INT)  +5 +0 +0
  Knowledge: History +5 (INT)  +5 +0 +0
  Knowledge: Nobility +5 (INT)  +5 +0 +0
  Perform: Sing +27 (CHA)  +9 +3 +15
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
False Piety
+1/2 Sorcerer Level as untyped to UMD to activate Divine Spell-Trigger & Divine Spell Completion items.

Healer Background
Gain Heal & Handle Animal as class skills.
Skill Points (27)
(2[class]+5[int]+2[background])*3=27
Feats

Non-Leveling FeatsCC) Spell Focus (Evocation)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
MD) Spell Focus (Divination)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Leveling Feats1) Echoing Spell
When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. No effect that allows you to reprepare or recast a spell can affect the echoed spell. If you prepare spells, this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second casting does not expend another available spell slot. An echoing spell uses up a spell slot three levels higher than the spell’s actual level.
3) VMC Domain (Self Realization Strength)
At 3rd level, she selects one domain her deity grants, gaining that domain’s 1st-level granted power, treating her character level as her effective cleric level.
  • Perfected Form (Su): You maintain an unshakable sense of who you are, and no force can compel you to be anything else. You gain a +1 sacred (if your patron is good or neutral) or profane (if your patron is evil) bonus on saving throws against polymorph, petrification, and transmutation effects. This bonus increases by 1 for every 5 cleric levels you have (maximum +5). Once per day when you succeed at a saving throw against such an effect, you can gain a surge of self-confidence as an immediate action that grants you a number of temporary hit points equal to your cleric level and a +2 morale bonus on attack rolls, skill checks, and saving throws; both effects last for 1 minute.
Class FeatsSorc 1) False Focus
By using a divine focus as part of casting, you can cast any spell with a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component. For example, if you use a silver holy symbol worth 25 gp, you do not have to provide material components for an arcane spell if its components are worth 25 gp or less. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than the value of the divine focus, you must have the material component on hand to cast the spell, as normal.
Template FeatsBattlefield Healer (0/20)
When attempting a concentration check caused by receiving damage (including ongoing damage), you reduce the damage taken by 50% for the purposes of determining the concentration check DC.
  • Goal: Over time, provoke at least 20 attacks of opportunity for casting conjuration (healing) spells on allies. These spells don’t have to succeed to count.
  • Completion Benefit: You automatically succeed at concentration checks for conjuration (healing) spells caused by taking damage.
Endurance
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Diehard
When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Fast Healer (+4)
When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).
Healer's Hands
You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).
Skill Focus (Heal)
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.
Toughness
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).
Improved Toughness
Gain a hit point for each Hit Die you possess. You also gain a hit point whenever you gain a Hit Die.

Lvl-5 Unlock: Combat Medic
Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you provoke no attacks of opportunity, and can take 10 on the check. Unlike with other teamwork feats, allies that are paralyzed, stunned, unconscious, or cannot otherwise act still count for the purposes of this feat.
Signature Skill (Heal)
Choose one skill. You gain the ability listed in that skill’s 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue’s edge ability and the cutting edge rogue talent.
Mythic Feats

Traits

TraitsAcolyte of Apocrypha (Faith, Irori, Self-Realization)
Your religious studies hinged on teachings rarely recognized by your faith. You can select one of the apocryphal subdomains detailed below, provided the subdomain is associated with your patron deity. In some cases, you can select a subdomain associated with a deity despite that deity not offering the associated domain—these exceptions are noted with an asterisk (*), and you gain domain powers and domain spells from the associated domain as usual, even though your deity normally doesn’t grant access to that domain. When selecting a subdomain associated with two domains, a priest can choose only a subdomain that modifies a domain to which he has access.
Beastkin (Social, Turtles)
Select one specific type of animal (such as wolves or apes). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race. You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.
Good Influence (Race)
You possess an innate ability to motivate and inspire others to do the right thing. You gain a +1 trait bonus on Diplomacy checks when attempting to persuade a nongood creature to make a decision that benefits the cause of good, and when persuading a nonlawful creature to make a decision in line with the laws of the region. These bonuses stack if you attempt to persuade a nongood, nonlawful creature to take a lawful good action.
Magical Lineage (Magic, Full Pouch)
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Wayang Spellhunter (Region, Full Pouch)
You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.
DrawbacksSlow Reflexes
You suffer a -2 penalty on all Reflex saving throws.
Racial TraitsFCB
Human Sorcerer FCB: 3 Cantrips
Racial ABI
+2 Con, +2 Wis
Celestial Resistance
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision 60'
Aasimars can see in the dark up to 60 feet.
Scion of Humanity
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Template
Positive Spirit
Template Page
Doc Link

Darkvision 60'
Outsiders can see in the dark up to 60 feet.
Delayed Death
The Spirit does not immediately die due to hit point damage, the Spirit persists until at least the end of his next turn. If the Spirit is healed above his death threshold by the end of his turn, he does not die.
Divine Dexterity
A Positive Spirit moves itself through its force of will, as such it is very sluggish, but also impossible to stop by many normal means. As long as the Spirit’s Charisma score is above 20+1/2HD, it treats its Dexterity as 1. Furthermore, if the Spirit would be immune to Charisma Damage or Drain, it instead heals 1 Charisma Damage per round or 1 Charisma Drain per minute, healing damage before drain, and is not immune to Dexterity Damage or Drain.
Energy Backflow
When the Spirit heals another creature, the Spirit also heals for a quarter of the amount they heal as the excess energy flows back into him. No abilities the Spirit has affects the amount of healing he receives, however any modifiers to the healing that the healed creature has are applied before the amount healed is quartered.

The Positive Spirit may also choose to forgo this healing to himself, in order to grant all his allies within close range the amount of HP he would have healed as temporary HP. This temporary HP persists for 1 minute, or until discharged. An individual recipient may not benefit from temporary HP in excess to their maximum HP, all remaining temporary HP beyond that point is lost.
Fast Healing 9
Fast Healing equal to Charisma Modifier
Healthy Titan (Size Factor: 1.106)
Hryon’s body is composed of the raw energies of life, and, as such, his physical state can affect how much mass he possesses. At all times, he possesses a number of size categories above small equal to the following equation of his Maximum HP, his Constitution Score, and his Charisma Score: ∜(Max HP/(Constitution Score+Charisma Score)). For this calculation, he uses his Constitution and Charisma Scores without adjustment of ability damage, ability drain, or ability penalties.

For each size category above medium, he accepts 2 temporary dexterity damage (unless it would reduce his true dexterity score to less than 1) and gains a stacking +2 size bonus to strength. He does not gain a bonus to his strength, if he cannot reduce his dexterity. If he would incur dexterity damage from another source, that would result in his dexterity dropping below 1, he must recalculate how much dexterity damage he is allowed to accept in this way. This dexterity damage cannot be healed, except by reducing in size, which immediately heals the damage.

If he is reduced to small size, he instead accepts two strength damage and gains a +2 size bonus to dexterity. He follows all the rules and restrictions for increasing size above medium, but replacing dexterity with strength.
Immunities
Immunity to Bleed, Disease, Paralysis, Poison, Permanent Injury, Positive Energy Damage, and Negative Effects of the Positive Energy Plane, Sleep, Stunning; Elementals do not breathe, eat, or sleep.
Life Pulse
The Positive Spirit can surge his form, as a swift action the Positive Spirit may grant all creatures in a 10’ radius burst an amount of healing equal to 1d6% the spirit’s current HP divided by his number of size categories above small size (minimum 1). At its 5th HD and every 5th HD thereafter, the Spirit increases the range 10’. The Spirit may surge an unlimited amount of times per day, however there is a 2d4 round cooldown between each pulse, as the energy must draw back to the Spirit. This pulse both heals living creatures and harms undead at the same time. The Spirit may designate a number of Squares equal to their Con Mod as being unaffected by this effect.

Undead are entitled to a Fort save with a DC of 10+Cha+½HD, success causing them to only take half the damage.
Living Energy
The Positive Spirit's entire being is composed of crystallized positive energy. The Positive Spirit heals for twice the normal amount whenever positive energy is applied to him for the purpose of healing. The Spirit gains his Cha to Hp each level in addition to his Con.
Unified Life
Should the Positive Spirit have an ally which is both smaller than him and can receive an amount of the damage he takes, he may choose to add their HP to his own. However, during such time as he is doing so, he takes any and all damage they would receive; likewise, if the ally is healed during this time, the Spirit receives the healing as untyped healing instead. The Spirit never gains the benefit of Energy Backflow from targets under the effects of Unified Life.

If any effect would take into account such an ally’s HP, while the ally is affected by Unified Life, they are considered to be at whatever amount of HP they had prior to being affected by Unified Life.

Only a willing Creature can be affected by Unified Life, and if such a companion would become unable to receive a portion of the Spirit’s damage or an unwilling participant in this effect, the Spirit no longer adds their HP to his own, and the creature receives half of the total difference between the Spirit’s current and max HP as damage, reducing them to a minimum of 1 HP.

The range for this effect is always equal to the range for the spell, feature, or other ability which allows or forces the target to take damage in place of Hyron.
  • AoE Vulnerability (base Severity 1): Attacks which affect targets in an area are extraordinarily effective in subduing Hyron. This is not listed to apply any additional demerits of the template to him, but just to make GMs aware… he typically takes between roughly 20 and 40 times the damage from AoE attacks, as a consequence of Unified Life. This is represented by his AoE Severity Multiplier.

Weaknesses: Outsider Raise Resistance
Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life.
Soft and Sensitive Flesh
Being an elemental of positive energy, the Positive Spirit’s flesh is constantly being renewed. He has no dead skin to shield him from sensing everything. While wearing any armor or even heavy clothing, or while being grappled, the Spirit is sickened. For each round in which he is sickened in this way, he incurs 10d6 nonlethal damage (with any nonlethal damage gained in this way that exceeds his current HP being lost). This nonlethal damage can only be healed after a minute has passed from the point where he has stopped wearing armor or being grappled. The Positive Spirit cannot become immune to grappling.
Unimaginably Easy Target
The Positive Spirit is impossibly easy to hit, as if fate itself conspires to harm him. All attacks rolls automatically succeed against the positive spirit, however effects which apply on hit–aside from the basic damage of the attack–such as poison, disease, energy drain, or automatic combat maneuvers only apply if the attack roll would have hit normally against the Spirit’s AC. Likewise, critical confirmation does not automatically succeed.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Scimitar +3 18-20/x2 Slashing - - 1d8+1
Arms & Equipment

Coin Purse

Hyron's Coin Purse


Coin TypeQuantityWeight
Total GP Value717.971.88 lbs
Plat711.42 lbs
Gold70.14 lbs
Silver90.18 lbs
Copper70.14 lbs
Magic Item Slots

Hyron's Magic Item Slots


SlotItem
Head-
Headband-
Eyes-
Shoulders-
Neck-
Chest-
Body-
Armor-
Belt-
Wrists-
Hands-
Rings- -
Feet-
Slotless / Stored
Magic Items

Hyron's Other Magic Items

Aura:Caster Level:Body Slot:Price: 2000;  Weight:  

ToolsHandy Haversack (2,000gp)
Aura moderate conjuration; CL 9th;
Slot none; Price 2,000 gp; Weight 5 lbs.

A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.


 
Mundane Items

Hyron's Mundane Items

Aura:Caster Level:Body Slot:Price: 282.03;  Weight:  

WeaponsConsecrated Spiresteel Scimitar (Free Mundane, valued at 2165gp)
Cost 2165 gp; Weight 6 lbs;
Damage 1d4 (small), 1d6 (medium Critical 18-20/x2; Range —; Type S;
Category One-Handed; Proficiency Martial
Weapon Groups Blades, Heavy
  • Weapons crafted from spiresteel appear hungry for the very substance of the foes they are wielded against. When the wielder confirms a critical hit with a spiresteel weapon, the target must succeed at a Will save (DC = 10 + double the weapon’s enhancement bonus), or be staggered for 1 round as a portion of its soul is carved away.
  • Channel Focus: A channel focus is a garment or other object that incorporates a holy or unholy symbol, and has a special power when a member of that symbol’s religion channels energy through it.
  • Consecrated weapons may be of any type—swords, axes, masterwork, mithral, and even magical—and function appropriately. When activated, the cleric charges the weapon with positive or negative energy (as appropriate) so it deals extra damage when it hits a target. This functions like the Channel Smite feat, except the additional damage is equal to half the cleric’s channel energy damage (the target makes a Will save as normal, based on the cleric’s channel energy DC). The weapon remains charged with this energy until it successfully strikes a creature or 24 hours pass, whichever comes first. Creatures other than the cleric are able to use the charged weapon and this ability.
ToolsEverburning Torch (1cp, valued at 110gp)
Price 110 gp; Weight 1 lb;

This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon. A torch burns for 1 hour (forever), shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.
Folding Ladder (2gp)
Price 2 gp; Weight 16 lbs;

The hook, pole, and rungs of this 10-foot ladder are hinged, allowing you to fold it into a 3-foot-by-1-foot-by-1-foot bundle. Folding or unfolding it is a standard action.
Gold Holy Symbol (100gp)
Cost 100 gp; Weight 1 lb;

Hyron follows an Apocryphal Cult of Irori, worshipping her under another name and with another symbol. This symbol appears as if a Gold Pistol.
Shovel (2cp)
Price 2 cp; Weight 3 lbs;

This tool lets you dig a pit at a rate of 2 cubic feet per minute.
Camp GearPavilion Tent (100gp)
Cost 100 gp; Weight 50 lbs;

Tents come in a variety of sizes and accommodate between one and 10 people. A small tent holds one Medium creature and takes 20 minutes to assemble, a medium tent holds two creatures and takes 30 minutes, a large tent holds four creatures and takes 45 minutes, and a pavilion holds 10 creatures and takes 90 minutes (two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures). Pavilion tents are large enough to accommodate a small fire in the center. Packing up a tent takes half as long as assembling it.
ClotingCourtier's Outfit (80gp)
Price 30+50 gp; Weight 6 lbs;

This outfit includes tailored clothes in whatever fashion happens to be current in noble courts of that region. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.


 

Class Features

MagusArcana
  • Familiar: The magus gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.
Arcane Pool (0+Int)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
  • At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
SorcererCrossblooded Bloodline
  • Class Skills: Knowledge (Arcana)
  • Bonus Spells: Aid (2nd level)
  • Bloodline Arcana: When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.
  • 1) Blood Havoc (Su): Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.
  • 3) The Unseen World (Su): At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.
False Piety
At 1st level, a Razmiran priest gains Knowledge (religion) and Perform as class skills, but loses Appraise and Fly as class skills. He adds half his sorcerer level to Use Magic Device checks to activate spell trigger and spell completion items that use divine spells. He gains False Focus as a bonus feat (see page 10).
Mythic

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

CR NULL

Nero
Hyron's Familiar - Nero

Familiar (Protector) 1 LG D Magical Beast, Lemming

Defense

AC: AC 17, touch 15, flat-footed 16 (+1 Dex, +2 Natural, +4 Size)
HP: 18
( Fort +3, Ref +3, Will +4 )

Offense

Speed: 15'
Melee: Bite: +6 (1d2-5)
Space: 1' Reach: 0'

Statistics

Str 1, Dex 12, Con 6, Int 7, Wis 13, Cha 4
Base Attack: +1 CMB: -2 CMD: 3 (7 vs. Trip)
Feats: Bodyguard, Combat Reflexes, Great Fortitude
Skills: Bluff +0, Handle Animal +0, Heal +4, Knowledge (Planes) +1, Perform (Sing) +0, Stealth +17, Use Magic Device +0

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker.

Share Spells: 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).

Statblocks for your spells.

Level 0 Spells

Tome of Ceasing Violence
Hyron's Free Magus Spellbook

Aura:Caster Level:Body Slot:Price: 0 GP; Value: 190gp;  Weight: 3 lbs. 

Cantrips
DC 12
Acid Splash
PFRPG Core Rulebook pg. 239

Acid Splash


Conjuration (Creation) [Acid] \ \
arcanist 0, inquisitor 0, magus 0, sorcerer 0, summoner 0, summoner (unchained) 0, wizard 0-level
Save: none
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: one missile of acid
Componenent: V, S

Description

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

When augmented

Alchemical Reagents
Focus Component - Acid: spell deals +1 point of acid damage
Material Component - Acid: spell lasts 1 round longer than normal
Arcane Mark
PFRPG Core Rulebook pg. 244

Arcane Mark


Universal \ \
arcanist 0, magus 0, psychic 0, shaman 0, sorcerer 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0-level
Save: none
SR: no

Casting time: 1 standard action
Range: touch
Duration: permanent
Effect: one personal rune or mark, all of which must fit within 1 sq. ft.
Componenent: V, S

Description

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.   See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.   If an arcane mark is placed on a living being, the effect gradually fades in about a month.   Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).
Dancing Lights
PFRPG Core Rulebook pg. 263

Dancing Lights


Evocation [Light] \ \
arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer 0, witch 0, wizard 0-level
Save: none
SR: no

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 minute (D)
Effect: up to four lights, all within a 10-ft.-radius area
Componenent: V, S

Description

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.   You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.   Dancing lights can be made permanent with a permanency spell.
Daze
PFRPG Core Rulebook pg. 264

Daze


Enchantment (Compulsion) [Mind-Affecting] \ \
arcanist 0, bard 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0-level
Save: Will Negates
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round
Targets: one humanoid creature of 4 HD or less
Componenent: V, S, M (a pinch of wool or similar substance)

Description

This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Detect Fiendish Presence
PFRPG Core Rulebook pg. 266

Detect Evil


Divination \ \
adept 1, cleric 1, inquisitor 1, oracle 1, shaman 1, spiritualist 1, warpriest 1-level
Save: none
SR: no

Casting time: 1 standard action
Range: 60 ft.
Duration: concentration, up to 10 minutes/level (D)
Area: cone-shaped emanation
Componenent: V, S, DF

Description

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. Each round, you can turn to detect evil 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.   1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.   Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil 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:   Animals, traps, poisons, and other hazards are not evil, and are not detected by this spell. Creatures with active evil intentions are considered evil for the purposes of this spell.  
Creature/ObjectNo AuraFaint AuraModerate AuraStrong AuraOverwhelming Aura
Cleric or Paladin of Aligned Deity (levels)-12-45-1011+
Aligned Outsider (hd)-0-12-45-1011+
Aligned Undead (hd)-0-23-89-2021+
Aligned Creature (hd)0-45-1011-2526-5051+
Aligned Magic Item or Spell (cl)0-56-1011-1516-2021+
Original StrengthFaintModerateStrongOverwhelming
Lingering Aura Duration1d6 rounds1d6 minutes1d6x10 minutes1d6 days

When augmented

Alignments
Detect Chaos: Replace all instances of the word "Evil" in this spell's description with "Good"
Detect Good: Replace all instances of the word "Evil" in this spell's description with "Good"
Detect Law: Replace all instances of the word "Evil" in this spell's description with "Good"

Detect Fiendish Presence: Only detects outsiders with the evil subtype, as well as the lingering effects caused by their gifts, presence, and spells. It can also detect clerics and paladins of fiendish deities, including Asmodeus, archdevils, daemonic harbingers, and demon lords.
Detect Magic
PFRPG Core Rulebook pg. 267

Detect Magic


Divination \ \
adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
Save: none
SR: no

Casting time: 1 standard action
Range: 60 ft.
Duration: concentration, up to 1 min./level (D)
Area: cone-shaped emanation
Componenent: V, S

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 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 eminates 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.   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 StrengthDuration of Lingering Aura
Faint1d6 round
Moderate1d6 minutes
Strong1d6 x 10 minutes
Overwhelming1d6 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.
Aura PowerFaintModerateStrongOverwhelming
Functioning Spell3rd level or less4th to 6th levels7th to 9th levels10th level or greater (divinity)
Magic ItemCL5 or lessCL6 to CL11CL12 to CL20CL21 or more (artifact)
Disrupt Undead
PFRPG Core Rulebook pg. 273

Disrupt Undead


Necromancy \ \
arcanist 0, inquisitor 0, magus 0, sorcerer 0, wizard 0-level
Save: none
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: ray
Componenent: V, S

Description

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Flare (DC 13)
PFRPG Core Rulebook pg. 284

Flare


Evocation [Light] \ \
arcanist 0, bard 0, druid 0, hunter 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
Save: Fortitude Negates
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: burst of light
Componenent: V

Description

This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

When augmented

Flare Burst: affects all creatures within a 10' radius burst of target square.

Alchemical Reagents
Material Component - Flash Powder: Increase save DC by +2
Ghost Sound
PFRPG Core Rulebook pg. 289

Ghost Sound


Illusion (Figment) \ \
adept 0, arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
Save: Will Disbelief
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Effect: illusory sounds
Componenent: V, S, M (a bit of wool or a small lump of wax)

Description

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.
Grasp
Heroes of the Darklands pg. 9

Grasp


Divination \ \
arcanist 0, bard 0, cleric 0, druid 0, hunter 0, magus 0, oracle 0, psychic 0, skald 0, sorcerer 0, warpriest 0, witch 0, wizard 0-level
Save: none
SR: no

Casting time: 1 immediate action
Range: personal
Duration: instantaneous
Targets: you
Componenent: V

Description

You can cast this spell as an immediate action when you fail a Climb check and would fall. You can immediately attempt another Climb check as a free action at a –2 penalty. Each successive use of this spell in a particular situation increases the penalty by 2. If successful, you don’t fall, but you don’t progress at climbing.
Light
PFRPG Core Rulebook pg. 304

Light


Evocation [Light] \ \
adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
Save: none
SR: no

Casting time: 1 standard action
Range: touch
Duration: 10 min./level
Targets: object touched
Componenent: V, M/DF (a firefly)

Description

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.   You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Mage Hand
PFRPG Core Rulebook pg. 306

Mage Hand


Transmutation \ \
arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, wizard 0-level
Save: none
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration
Targets: one nonmagical, unattended object weighing up to 5 lbs.
Componenent: V, S

Description

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Open/Close
PFRPG Core Rulebook pg. 325

Prestidigitation


Universal \ \
arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
Save: see text
SR: no

Casting time: 1 standard action
Range: 10 ft.
Duration: 1 hour
Area: see text
Effect: see text
Targets: see text
Componenent: V, S

Description

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.
Prestidigitation
PFRPG Core Rulebook pg. 325

Prestidigitation


Universal \ \
arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
Save: see text
SR: no

Casting time: 1 standard action
Range: 10 ft.
Duration: 1 hour
Area: see text
Effect: see text
Targets: see text
Componenent: V, S

Description

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.
Ray of Frost
PFRPG Core Rulebook pg. 330

Ray of Frost


Evocation [Cold] \ \
arcanist 0, magus 0, sorcerer 0, wizard 0-level
Save: none
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: ray
Componenent: V, S

Description

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

When augmented

Alchemical Reagents
Focus Component - Liquid Ice: The spell deals +1 point of damage.
Material Component - Liquid Ice: The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage.
Read Magic
PFRPG Core Rulebook pg. 330

Read Magic


Divination \ \
adept 0, antipaladin 1, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, paladin 1, psychic 0, ranger 1, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level

Casting time: 1 standard action
Range: personal
Duration: 10 min./level
Targets: you
Componenent: V, S, F (a clear crystal or mineral prism)

Description

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 or trapped 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.
Spark (DC 13)
Advanced Player's Guide pg. 246

Spark


Evocation [Fire] \ \
arcanist 0, bard 0, cleric 0, druid 0, hunter 0, magus 0, occultist 0, oracle 0, skald 0, sorcerer 0, warpriest 0, witch 0, wizard 0-level
Save: Fortitude Negates (object)
SR: yes (object)

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one Fine object
Componenent: V or S

Description

You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
1st Level
DC 13
Blade Tutor's Spirit

Blade Tutor's Spirit


Conjuration \ Creation \
antipaladin 2, arcanist 2, magus 1, paladin 2, sorcerer 2, summoner 2, summoner (unchained) 2, wizard 2-level

Casting time: 1 standard action
Range: Personal
Duration: 1 minute/level
Targets: You
Componenent: V, S

Description

You summon an insubstantial spirit of force that resembles a cloudy vapor hovering around your fists or any melee weapons you wield. The spirit compensates for your defensive or reckless melee attacks, nudging your weapons in the proper direction. When you voluntarily use one or more actions or feats that apply penalties to attack rolls with your melee weapons (such as a charge, fighting defensively, or using the Power Attack feat), the spirit reduces the total penalty on affected attacks by 1 (to a minimum penalty of 0). The penalty is reduced by an additional 1 for every 5 caster levels you possess (to a minimum penalty of 0). Only penalties incurred by voluntary use of feats or maneuvers are reduced by this spell.   The spirit can’t be attacked or harmed by physical attacks, but disintegrate, dispel magic, a rod of cancellation, or a sphere of annihilation can affect it. A protective spirit’s AC against touch attacks is equal to 10 + your Dexterity modifier.
Chill Touch

Chill Touch


Necromancy \ \
arcanist 1, bloodrager 1, magus 1, shaman 1, sorcerer 1, spiritualist 1, witch 1, wizard 1-level
Save: Fort Partial or Will Negates
SR: yes

Casting time: 1 standard action
Range: Touch
Duration: instantaneous
Targets: creature or creatures touched (up to one/level)
Componenent: V, S

Description

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.   An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.
Color Spray

Color Spray


Illusion \ Pattern \ Mind-Affecting
arcanist 1, bloodrager 1, magus 1, mesmerist 1, psychic 1, redmantisassassin 1, sorcerer 1, wizard 1-level
Save: Will Negates
SR: yes

Casting time: 1 standard action
Range: 15'
Duration: instantaneous; see text
Area: cone-shaped burst
Componenent: V, S, M (red, yellow, and blue powder or colored sand)

Description

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.   2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)   3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.   5 or more HD: The creature is stunned for 1 round.   Sightless creatures are not affected by color spray.

Mythic Effects

The range increases to 30 feet. Add half your tier to the spell’s Hit Dice categories to determine its effects on creatures. (At 3rd tier a creature with 3 or fewer HD is unconscious, blinded, and stunned; one with 4 or 5 HD is blinded and stunned, and one with 6 or more HD is stunned.) Creatures that succeed at their saves are dazzled for 1 minute.
Corrosive Touch

Corrosive Touch


Conjuration \ Creation \ Acid
arcanist 1, bloodrager 1, magus 1, sorcerer 1, summoner 1, summoner (unchained) 1, wizard 1-level
Save: None
SR: yes

Casting time: 1 standard action
Range: Touch
Duration: instantaneous
Targets: creature or object touched
Componenent: V, S

Description

Your successful melee touch attack deals 1d4 points of acid damage per caster level (maximum 5d4).
Clarion Call
Hydraulic Push

Hydraulic Push


Evocation \ \ Water
arcanist 1, bloodrager 1, druid 1, hunter 1, magus 1, shaman 1, sorcerer 1, wizard 1-level
Save: None
SR: yes

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one creature or object
Componenent: V, S

Description

You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.

Mythic Effects

The water is boiling hot or freezing cold, dealing 1d6 points of fire or cold damage per 2 caster levels. Add your tier to your CMB for the spell.
Infernal Healing

Infernal Healing


Conjuration \ Healing \ Evil
arcanist 1, bloodrager 1, cleric 1, magus 1, oracle 1, sorcerer 1, summoner 1, summoner (unchained) 1, warpriest 1, witch 1, wizard 1-level
Save: Will Negates (Harmless)
SR: yes (harmless)

Casting time: 1 roun
Range: touch
Duration: 1 minute
Targets: Creature Touched
Componenent: V, S, M (1 drop of devil blood or 1 dose of unholy water (25gp))

Description

You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as evil for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.
Keep Watch
Magic Missile

Magic Missile


Evocation \ \ Force
arcanist 1, bloodrager 1, magus 1, psychic 1, sorcerer 1, wizard 1-level
Save: none
SR: yes

Casting time: 1 Standard Action
Range: medium (100'+10'/CL)
Duration: instantaneous
Targets: up to five creatures, no two of which can be more than 15 ft. apart
Componenent: V, S

Description

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.   The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.   For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Mythic Effects

The damage dealt by each missile increases to 2d4+1. The missiles bypass the shield spell and similar effects that block the non-mythic version of this spell.   Augmented (4th): If you expend two uses of mythic power, the spell creates double the normal number of missiles (affecting up to 10 creatures), its range increases to line of sight, and it bypasses the targets’ spell resistance and spell immunity.
Mount
Shocking Grasp

Shocking Grasp


Evocation \ \ Electricity
arcanist 1, bloodrager 1, magus 1, occultist 1, sorcerer 1, wizard 1-level
Save: none
SR: yes

Casting time: 1 Standard Action
Range: touch
Duration: instantaneous
Targets: creature or object touched
Componenent: V, S

Description

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).

Mythic Effects

The spell’s damage increases to 1d8 points of electricity damage per caster level (maximum 5d8). If the target is wearing metal armor or is made of metal, you may attempt a free grapple combat maneuver against the target.   Alternatively, if the target is carrying a metal weapon, you may attempt a free disarm combat maneuver against that weapon. This free combat maneuver doesn’t provoke attacks of opportunity.   Augmented: If you expend two uses of mythic power and the free grapple or disarm combat maneuver is successful, the target is staggered until your next turn. This is an electricity effect.
Windy Escape

Windy Escpae


Transmutation \ \ Air
arcanist 1, bard 1, bloodrager 1, druid 1, hunter 1, magus 1, redmantisassassin 1, skald 1, sorcerer 1, wizard 1 (sylph)-level

Casting time: 1Immediate Action
Range: Personal
Duration: instantaneous
Targets: You
Componenent: V, S

Description

You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack.   You cannot use windy escape against an attack of opportunity you provoked by casting a spell, using a spell-like ability, or using any other magical ability that provokes an attack of opportunity when used.
Remaining Pages100-17*1-9*1=74


 

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

M.Grom.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed