25 pt buy
Str 17 +3 Level : 8 XP: 34,000 / 50,000
Dex 14 +2 BAB: +5 CMB: +8 CMD: 20
Con 14 +2 AC: 22 FF: 16 Touch: 18
Int 18 +4 ACP: -0 Spell fail 0%
Wis 14 +2 Special: armor is ghost touched
Cha 12 +1
human: +2 to str
level 4 +1 to Int
level 8 +1 to int
Belt +2 to str
xmuter: +2 to con
SavesSave Base Abil Misc TotalFort +4 +2 +1 = +7
Rflx +1 +2 +2 = +5
Will +6 +2 +1 = +9 *+1 vs fear
fort +1+3+0 (wizard/fighter/Prc)
ref +1+0+0 (wizard/fighter/Prc); +1 (PRC)
will +4+0+2 (wizard/fighter/Prc)
all: cloak +1
Chain shirt, Mithral +1: +4 armor +6 max dex -0 ACP 10% ASF *ghost touched*
Dark wood shield, HVY +1 +2 armor -0 ACP 0% ASF
Spell fail: 0%
Dodge +1, dex +2, swift surge +1
Mobility +4 AC against attacks of opportunity from movement
Feat: -10% to arcane spell failure
long sword +
Long bow +
Dagger thrown +
Club thrown +
Race TraitsFavored Class [wizard] +1 hp or +1 skill Pt.
+2 to One Ability Score: +2 to strength
Medium: Humans are Medium creatures w/ no bonuses or penalties
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: +1 skill rank / level
proficient with all simple and martial weapons
with all armor (heavy, light, and medium) and shields
bonus feats: 1st level, and at every even level
2nd level, a fighter gains a +1 bonus on Will saves against fearArmor Training (Ex): Starting at 3rd level
Scribe Scroll:Physical Enhancement (Su): You gain a +1/ 5 lvls enhancement bonus to one
physical ability score
Enhancement SchoolAssociated School: Transmutation.Replacement Powers: The following school powers
replace the telekinetic fist and change shape powers of
the transmutation school.Augment (Sp): As a standard action, you can touch a
creature and grant it either a +2 enhancement bonus to a
single ability score of your choice or a +1 bonus to natural
armor that stacks with any natural armor the creature
might possess. At 10th level, the enhancement bonus to
one ability score increases to +4. The natural armor bonus
increases by +1 for every five wizard levels you possess,
to a maximum of +5 at 20th level. This augmentation
lasts a number of rounds equal to 1/2 your wizard level
(minimum 1 round). You can use this ability a number of
times per day equal to 3 + your Intelligence modifier.
+2 to nat ac or+2 to any ability score
duration: 4 rounds per use, 6use per day 00000 0
Perfection of Self (Su): At 8th level, as a swift action
you can grant yourself an enhancement bonus to a single
ability score equal to 1/2 your wizard level (maximum +10)
for one round. You may use this ability for a number of
times per day equal to your wizard level.
+4 to any score, 5 uses per day 00000
Swift Surge (Ex): Your body is augmented with the residual energy of
previous haste castings. You gain a +1 bonus on attack rolls and a +1
dodge bonus to AC and Reflex saves.
Spring Attack: Beginning at 1st level, you gain Spring Attack
You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer.
Benefit: You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Feats (w1, w2, f1, w3, f2, w4, w5, sb1)Spell Focus: [transmutation](Human) +1 to Transmutation dc
Greater spell focus: [transmutation] (level 1) +1 to transmutation spells
Weapon focus: Longsword(Fighter 1) +1 to att w/ chosen weapon
Tenacious Transmutation (Level 3) +2 to transmutation dc
Dodge(fighter 2) +1 dodge bonus to AC
Mobility(level 5) +4 AC against attacks of opportunity from movement
Arcane Armor training (Wizard 5) -10% to Arcane spell failure
Craft potions (level 7)Spring Attack (swiftblade 1) Move before and after melee attack
Skills ranks +3? abil misc total infoAcrobatics (Dex) 4 +3
Appraise (Int) 2 +3
Climb (Str) 2 +3
Craft (Int), weaponsmith 2 +3
Fly (Dex) 3 +3
Handle Animal (Cha) 3 +3
Intimidate (Cha) * 1 +3
Knowledge (arcana) 5 +3
Knowledge (dungeoneering) 1 +3
Knowledge (engineering) 1 +3
Knowledge (geography) 1 +3
Knowledge (history) 1 +3
Knowledge (local) 1 +3
Knowledge (nature) 1 +3
Knowledge (nobility) 2 +3
Knowledge (planes) 1 +3
Knowledge (religion) * 1 +3
Linguistics (Int) 2 +3
Profession (Wis), solder 2 +3
Perception (Wis) 4 +3
Ride (Dex), 4 +3
Spellcraft (Int) 8 +3
Survival (Wis), * 1 +3
Swim (Str). 2 +3
skill points: 2*7(fighter or wizard)+4*1(Prc)+8*1(race)+
5*1(fav class)+3*8(int)=55 skill ranks
SPELLS Level 0 1 2 3 4Base 4 3 2 1
Int 0 1 1 1
Spec 1 1 1 1TOTAL 5 5 4 3
spells memorized ( '#' denotes transmuter spell)
Endure Elements #
Expeditious Retreat #
cat's grace #
bull's strength #
keen edge #
restricted : enchantment and Illusion (req slot +1 lvl to use)
+1 chain shirt, Mithral 5250.00 gp 10.0 lb ghost touch
+1 shield, Dark-wood 1257.00 gp 5.0 lb
+2 Longsword 8315.00 gp x.x lb
Long Bow[comp], mighty +2 300.00 gp 3.0 lb
Efficient Quiver 1800.00 gp 2.0 lb
arrows, 20 1.00 gp 3.0 lb
dagger X 2 4.00 gp 2.0 lb
Club X 3 ------ 9.0 lb
sunrod X 4 4.00 gp 4.0 lb
Handy haversack 2000.00 gp 5.0 lb
Ring of sustenance 2500.00 gp -----
Cloak of resistance 1000.00 gp 1.0 lb
Belt of giant strength +1 4000.00 gp 1.0 lb
Bedroll 0.10 gp 5.0 lb
Scroll case 1.00 gp 0.5 lb
Ink bottle 8.00 gp ----
Ink pen 0.10 gp ----
Paper x 10 4.00 gp ----
Rope, silk (50 ft.) 5.00 gp 10.0 lb
Alchemist's fire (flask) x 2 40.00 gp 2.0lb
Traveler's outfit ----- ----
Spell component pouch 5.00 gp 2.0 lbs.
Spellbook, wizard's (book 1) ----- 3.0 lbs.
Spellbook, wizard's (book 2) 15.00 gp 3.0 lbs.
27, 509.2 gp items
337.5 gp potions
1, 412.5 gp scrolls
3, 740.0 gp spellbooks
32, 999.2 total spent
potions (*=brewed himself) 337.5 gp total
* Bull's str at cl 3 75.00 gp
* Cat's grace at cl 3 75.00 gp
* haste at cl 5 93.75 gp
* haste at cl 5 93.75 gp
scrolls (*=Penned himself)
* Unseen Servant 12.5
* Comprehend Languages 12.5
* Identify 112.5
* Bear's Endurance 75
* Bull's Strength 75
* Cat's Grace 75
* Darkvision 75
* Fox's Cunning 75
* Owl's Wisdom 75
* Spider Climb 75
* Tongues 187.5
* Haste 187.5
* Keen Edge 187.5
* Water Breathing 187.5
Pages: 16+60+48+48+24= 196
0:5 * 16 spells = 80 gp
1:10 * 30 spells = 300 gp
2:40 * 24 spells = 960 gp
3:90 * 16 spells = 1440 gp
4: 160 * 6 spells = 960gp
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Spark: Ignites flammable objects.
Dancing Lights: Creates torches or other lights.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.
1st-Level Sorcerer/Wizard Spells
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold regions.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Summons extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify: Gives +10 bonus to identify magic items.
True Strike: +20 on your next attack roll.
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Animate Rope: Makes a rope move at your command.
Ant Haul: Triples carrying capacity of a creature.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your base speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Acrobatics checks.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Touch of the Sea: Swim speed becomes 30 ft.
2nd-Level Sorcerer/Wizard Spells
Arcane Lock M: Magically locks a portal or chest.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Glitterdust: Blinds creatures, outlines invisible creatures.
Stone Call: 2d6 damage to all creatures in area.
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Continual Flame M: Makes a permanent, heatless light.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Blindness/Deafness: Makes subject blinded or deafened.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Scare: Frightens creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Alter Self: Assume form of a Small or Medium humanoid.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Elemental Touch: Gain energy damage touch attack.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Glide: You take no falling damage, move 60 ft./round while falling.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
3rd-Level Sorcerer/Wizard Spells
Dispel Magic: Cancels one magical spell or effect.
Nondetection M: Hides subject from divination, scrying.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Phantom Steed: Magic horse appears for 1 hour/level.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak and understand any language.
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut: Creates shelter for 10 creatures.
Twilight Knife: Floating knife attacks with you.
Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
Elemental Aura: Creates an aura of energy around you.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon's threat range.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Water Breathing: Subjects can breathe underwater.
4th-Level Sorcerer/Wizard Spells
Stoneskin M: Grants DR 10/adamantine.
Black Tentacles: Tentacles grapple all creatures within a 20- ft. spread.
Secure Shelter: Creates sturdy cottage.
Enervation: Subject gains 1d4 negative levels.
Calcific Touch: Touch attack slows target, 1d4 Dex damage.
Shadow Projection: Temporarily become a shadow.
Check out Living Pathfinder! 768392102109 115 members and counting!!
+2 to INT, +1 Skill Point / Level, +1 Bonus Feat
Favored Class - Witch
Proficient with Simple Weapons, Cantrips are At-Will Abilities, Hexes (5 total, see below), Patron - Plague, Witch's Familiar (see below)
Cackle (Su): As a move action, Talhadra can cackle madly. Any creature within 30ft that is under the effects of her Charm or Evil Eye abilities has the duration of that hex extended by 1 round.
Cauldron (Ex): Talhadra receives Brew Potion as a bonus feat. She receives a +4 insight bonus to Craft - Alchemy checks (included above).
Charm (Su): Talhadra can charm an animal or humanoid creature within 30ft by beckoning and speaking soothing words. This improves the attitude of the target by 2 steps as if she had successfully used the Diplomacy skill. The effects last for 5 rounds. A Will save (DC 19) negates the effect. Whether or not this is successful, Talhadra cannot use Charm against the target for 1 day.
Evil Eye (Su): Talhadra can cause doubt to creep into the mind of a foe she can see within 30ft. The target takes a -4 penalty to one of the following: AC, ability checks, attack rolls, saving throws, or skill checks. This effect lasts for 8 rounds. A Will save (DC 19) reduces this to 1 round.
Flight (Su): Talhadra can use Feather Fall at will. She gains a +4 racial bonus to Swim checks (included above). She can cast Levitate once per day. She can Fly as the spell for 8 minutes total per day.
SPELLCASTING Caster Level: 8th Concentration Check +15 Save DC 17 + Spell Level (Necromancy 18 + Spell Level) Spells per Day: 4 x 0th, 6 x 1st, 5 x 2nd, 5 x 3rd, 3 x 4th
Includes bonus spells from INT: 2 x 1st, 2 x 2nd, 2 x 3rd, 1 x 4th
Note: See Familiar for Spells Known
EQUIPMENT Wealth: 2,558gp Magic Items: [Arms] Bracers of Armor +2 (Crafted), [Body] Robe of Resistance +3 (Crafted), [Face] Mask of Lies (Crafted), [Hands] Gloves of Dexterity +2 (Crafted), [Head] Headband of Intellect +4 (Crafted), [Ring 1] Ring of Protection +1, [Shoulders] Cloak of Charisma +2 (Crafted), Eternal Wand of Cause Fear[2/day], Eternal Wand of Charm Person [2/day] Potions: Alter Self, Command Undead, Comprehend Languages , Detect Secret Doors , Detect Thoughts, Detect Undead , Levitate, Mage Armor , Speak with Dead Mundane Items:
FAMILIAR IQ'QUANTA THE IMP
LE Tiny Outsider (Devil, Evil, Extraplanar, Lawful) Familiar Features: Alertness, Deliver Touch Spells, Empathic Link, Improved Evasion, Natural Armor Adjustment +4, Share Spells, Store Spells
Init +3, Senses Darkvision 60ft, Detect Good, Detect Magic, See in Darkness, Perception +7
AC 21, Touch 16, FF 17
HP 16, Fast Healing 2
Fort +1, Reflex +6, Will +4
DR 5/good, Immune to Fire and Poison, Resist Acid 10, Cold 10
Speed 20ft, Fly 50ft (Perfect)
Melee Sting +8 (1d4 + Poison)
Space 2.5ft, Reach 0ft
Spell-Like Abilities At- Will Invisibility (self only), 1/day Augury, Suggestion (DC 15), 1/week Commune (6 questions, CL 12th)
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Attack +3, CMB +3, CMD 15
Feats Alertness, Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge - Arcana +7, Knowledge - The Planes +7, Perception +9, Spellcraft +7
Languages Common, Infernal
SQ Change Shape (Rat), Familiar Qualities, Improved Evasion
Poison (Ex) Sting - Injury; Fort Save DC 13; 1/round for 6 rounds; 1d2 Dex dmg Spells Stored:
- Cantrips (0-level): Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food & Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
- 1st Level: Beguiling Gift, Burning Hands, Cause Fear, Charm Person, Chill Touch, Command, Comprehend Languages, Detect Secret Doors, Detect Undead, Hypnotism, Identify, Ill Omen, Inflict Light Wounds, Mage Armor, Mask Dweomer, Obscuring Mist, Ray of Enfeeblement, Reduce Person, Sleep, Summon Monster I, Unseen Servant
- 2nd Level: Alter Self, Blindness/Deafness, Command Undead, Daze Monster, Death Knell, Detect Thoughts, Enthrall, False Life, Feast of Ashes, Fester, Fog Cloud, Glitterdust, Hidden Speech, Hold Person, Inflict Moderate Wounds, Levitate, Pox Pustules, Scare, Spectral Hand, Summon Monster II, Touch of Idiocy, Vomit Swarm, Web
- 3rd Level: Bestow Curse, Contagion, Cup of Dust, Dispel Magic, Lightning Bolt, Pain Strike, Ray of Exhaustion, Speak with Dead, Stinking Cloud, Suggestion, Summon Monster III, Tongues, Twilight Knife, Vampiric Touch
- 4th Level: Animate Dead, Black Tentacles, Charm Monster, Death Ward, Dimension Door, Enervation, Fear, Inflict Serious Wounds, Phantasmal Killer, Poison, Scrying, Solid Fog, Spite
COHORT CRUEL KISS, Spectre Rogue 1
LE Medium Undead (Incorporeal)
Init +7; Senses Darkvision 60ft; Perception +17
Aura: Unnatural Aura (30ft)
AC 15, Touch 15, FF 12
Fort +4, Reflex +7, Will +9
Incorporeal, Channel Resistance +2
Resurrection Vulnerability, Sunlight Powerlessness
Speed Fly 80ft (Perfect)
Melee Incorporeal Touch +9 (1d8 + Energy Drain)
Special Attacks Create Spawn, Energy Drain (2 Levels, DC 16), Sneak Attack +1d6
STR --, DEX 17, CON --, INT 14, WIS 16, CHA 15
Base Atk +6, CMB +6, CMD 21
Feats Blind-Fight, Improved Initiative, Skill Focus - Perception, Weapon Finesse
Skills Bluff  +5, Fly  +11, Intimidate  +13, Knowledge - History  +10, Knowledge - Religion  +13, Perception  +17, Sense Motive  +11, Stealth  +14, Survival  +11
Languages Common, Elven, Infernal
P. 256 of Pathfinder Bestiary I
Talhadra the Unclean hails from the Chelaxian city of Korvosa, a port city on Conqueror's Bay. The witch does not speak much of her past, but does admit to having been brought up in a noble household and tutored in the ways of Chelaxian nobility. Whether she was herself born of nobility or was a prized servant has been left to the imagination. At some point in her uprbinging, Talhadra displayed some talent with the arcane arts and was sent off to school. She proved to be a very poor student, more interested in boys than in study or practice. After being caught seducing her third young apprentice, Talhadra was kicked out of school and told never to return.
For some time, Talhadra wandered the empire. She took on many jobs: waitress, fortune teller, scribe, interpreter, and possibly others. But Talhadra was always attracted to the arcane arts. She found ways into mystery and happened upon many artifacts thought lost to the ravages of time. Talhadra eventually found herself in the town of Pangolais, in the Uskwood, where she met the witch Valshathune. It was under Valshathune that Talhadra's training truly began.
*** WORK IN PROGRESS ***
Leaving EN World for the land of novel writing. I'll be back someday.