Yet Another Elf Medium 5 ft 11 in 121 lbs Race Region Size Height Weight Hair/Eyes

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1 LASS RS ailjor Sculler Darkvision (6), Low-Light Vision Player Name haracter Name VISION Yet Another Elf Medium 5 ft 11 in 121 lbs Race Region Size Height Weight Hair/Eyes 3rd leric/3rd Rogue/3rd Wizard/1th Arcane Trickster/1st Mystic Theurge Neutral Good Sarenrae 123 years Male Level/lass Alignment Deity Age Gender ABILITY ABILITY TEMP TEMP SORE MOD SORE MOD ft sq ft ft ft STR HP 152 SPEED 3 6 x4 BASE SPEED RUN SWIM LIMB FLY DEX ON INT WOUNDS TEMP HP NON-LETHAL ft DEX MOD MIS BURROW DAMAGE REDUTION Acrobatics DEX 2 2 Total ARMOR SHIELD DEX SIZE NATURAL DEFLET MIS BONUS BONUS MOD. MOD. ARMOR MOD. MOD. Disable Device DEX Disguise HA ONDITIONAL MOD Escape Artist DEX TOTAL BASE ABILITY RAIAL MIS TEMP = Fly DEX 2 2 FORT 1 BASE ABILITY RAIAL MIS TEMP Heal WIS Intimidate HA 1 1 BASE ABILITY RAIAL MIS TEMP Knowledge (arcana) INT SPELL ARANE HERO Knowledge (geography) INT RESISTANE POOL 5 POINTS Knowledge (nature) INT Knowledge (religion) INT TOTAL BAB STR MOD DEX MOD SIZE MOD MIS TOTAL BAB STR MOD SIZE MOD MIS Perception WIS TYPE RANGE AMMUNITION DAMAGE Sleight of Hand DEX 13 X X INIT haracter Generator +4 = SKILLS ABIL ABIL SKILL NAME SORE TOTAL MOD RANKS MIS WIS Appraise INT 4 4 HA ENERGY RESISTANE A TOUH 12 FLATFOOTED 18 REFLEX 13 = WILL 17 = BAB MD 24 = Bluff HA limb STR Diplomacy HA 1 1 Knowledge (engineering) INT MB 12 = Prestige Points Linguistics INT 9 Unarmed Strike ATTAK BONUS ritical Unarmed [Magic Fang, Greater (+4)] +16 / +11 x2 SPEIAL PROPERTIES Ride DEX 2 2 Sense Motive WIS B 1d3+6 Spellcraft INT SPEIAL PROPERTIES Stealth DEX Survival WIS Rapier ATTAK BONUS ritical Swim STR 2 2 One-handed +12 / /x2 Use Magic Device HA TYPE RANGE AMMUNITION DAMAGE P 1d Dagger ATTAK BONUS ritical Light +12 / /x2 TYPE RANGE AMMUNITION DAMAGE P/S 1d4+2 SPEIAL PROPERTIES USTOM TEXT Longbow, composite (+2) ATTAK BONUS ritical TYPE RANGE AMMUNITION DAMAGE P 1d8+2 SPEIAL PROPERTIES +12 / +7 x3 LANGUAGES Elven, ommon, Gnome, Goblin, Orc, Sylvan, elestial, Infernal

2 HEST HANDS WRIST Pick, Miners Bag of Holding type IV 1 Armor, Shield and Slotted Items MIS AP SPELL FAILURE SPEED WEIGHT SPEIAL PROPERTIES 5 Glue paper Handy Haversack 1 Grappling Hook Handy Haversack 1 Hammer Handy Haversack 2 1 Hammock Handy Haversack 3 1 Healer's kit arried 1 1 Holy Symbol with flask and compartment, Silver arried 1 1 Ice skates Handy Haversack 2 5 Incense Handy Haversack 2 Ink (1oz vial) Handy Haversack 2 Inkpen Handy Haversack 1 Kit, Rogue's Bag of Holding type IV 37 BELT BODY EYES FEET RING (LEFT) Ring of Elemental ommand (Air) RING (RIGHT) Ring of Elemental ommand (Fire) SHOULDERS HEAD Hand of Glory LIGHT LOAD MEDIUM LOAD HEAVY LOAD PP 15 GP 1 Fishing Kit Handy Haversack 3 1 Fishing Net, 25 sq ft Bag of Holding type IV 5 1 Flint and Steel Handy Haversack 1 Furs Bag of Holding type IV 1 Glass cutter arried 5 Glowing Ink Handy Haversack * Weight is modified by its location Total Weight arried 83.5 SLOTS HEADBAND NEK WEALTH [.5 lbs] PROTETION ARMOR TYPE ARMOR BONUS MAX DEX BONUS SHIELD SHIELD BONUS MAX DEX WEIGHT HEK PENALTY SPELL FAILURE SPEIAL PROPERTIES OTHER POSSESSIONS QUAN ITEM LOATION WGT QUAN ITEM LOATION WGT 1 Rapier arried 2 7 Rations, trail (per day) Bag of Holding type IV 7 2 Dagger arried 2 1 Saddle (riding) Bag of Holding type IV 25 1 Longbow, composite (+2) arried 3 1 Smelling salts arried 2 Arrows arried 3 1 Shovel, folding Bag of Holding type IV 12 1 Arrows Handy Haversack 15 2 Soap (bar) Handy Haversack 1 2 Arrow, Blunt arried 3 1 Kit, Dungeoneering, deluxe Bag of Holding type IV 15 1 Arrow, Blunt Handy Haversack 15 4 Rope, spider s silk (5 ft.) Handy Haversack 16 5 Arrow, Smoke Handy Haversack 1 Tent Bag of Holding type IV 2 1 Arrow, Grappling Handy Haversack.5 5 Thieves' tools, masterwork Handy Haversack 1 2 Blanket Handy Haversack 2 1 Wire Saw, Adamantine Handy Haversack 3 Bag, Waterproof Handy Haversack Tatoo arried 1 Blanket, Winter Handy Haversack 3 1 Peral 1 andle Handy Haversack 1 Ring of Elemental ommand (Earth) arried 1 anteen arried 1 1 Ring of Elemental ommand (Water) arried 1 leric's vestments Bag of Holding type IV 6 1 Handy Haversack arried 5 1 ompass arried.5 1 Bag of Holding type IV arried 6 1 Drill Handy Haversack 1 1 Pearl of Power; 1st Level Spell Peral 5 Dice arried 4 Pearl of Power; 2nd Level Spell Peral 1 ards arried 1 2 Pearl of Power; 3rd Level Spell Peral 1 ards, marked Handy Haversack 1 1 Boots of Striding and Springing arried 1 2 SP 1 P 8 (Black ans White) and Diamond Dragon Amulet (Per. Animated Object, Tiny onstruct, HP1(1d1), Hardness 2, 4 Movement (Base, Burrow, limb, Swim)) arried 174 OVER HEAD (Black ans White) and Diamond Dragon Amulet (Per. Animated Object, Tiny onstruct, HP1(1d1), Hardness 2, 4 Movement (Base, Burrow, limb, Swim)) (Black ans White) and Diamond Dragon Amulet (Per. Animated Object, Tiny onstruct, HP1(1d1), Hardness 2, 4 Movement (Base, Burrow, limb, Swim)) (Black ans White) and Diamond Dragon Amulet (Per. Animated Object, Tiny onstruct, HP1(1d1), Hardness 2, 4 Movement (Base, Burrow, limb, Swim)) EXPERIENE / LEVEL urrent XP ENUMBRANE OVERLOADED 525 1,5 2,625 LIFT OFF GROUND PUSH/ DRAG ABILITIES Elf Traits ( 22) Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.* Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word elven in its name as a martial weapon. Low-Light Vision: You can see twice as far in conditions of dim light. Traits Reactionary (APG 328): You gain a +2 trait bonus to Initiative checks*. Magical Knack (APG 329): Your Wizard caster level gains a +2 trait bonus as long as this bonus doesn't increase your caster level higher than your current Hit Dice. Birthmark (APG 328): This birthmark can serve you as a divine focus for casting spells, and, as a physical manifestation of your faith, increases your devotion to your god and you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result. lass Features Archetype: Ecclesitheurge Armor and Shield Proficiency: You are proficient in Light Armor. You are proficient with shields (excluding tower shields.) * Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: rossbow, hand; Longbow; Longsword; Rapier; Sap; Shortbow; Sword, short Sneak Attack (Ex) ( 68): When you are flanking your target, or when they are denied their Dexterity bonus to A, you can deal an extra 7d6 damage. This damage is not multiplied on a critical hit. You can sneak attack with a ranged weapon if the target is within 3ft. If using a nonlethal weapon, your sneak attack does nonlethal damage. You cannot deal nonlethal sneak attack damage with a weapon that deals lethal damage. You must be able to see your target well enough to pick out a vital spot. You cannot sneak attack a creature with concealment. Aura ( 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity s alignment Ecclesitheurge's Vow (AG 91): You make a vow to your deity to protect yourself solely with your faith, not with armor or shields. If you use armor or shields, you are unable to use your Blessing of the Faithful ability, to use domain powers or to cast cleric spells. Blessing of the Faithful (Su) (AG 91): As a standard action, you can bless one ally within close range (3ft), granting them a +2 sacred bonus on either attack rolls, skill checks, ability checks, saving throws, or A until your next turn. You can expend one use of channel energy to increase the duration to 1 rounds. hannel Energy (Su): You can release a wave of positive energy * Denotes bonuses or penalties already included in the calculations 5 YAPG 8.154

3 ABILITIES (continued) LASS ABILITIES/MAGI ITEMS which either heals 1d6 of damage to living creatures or damages undead creatures (Will Save D 12) You can use this abilty 4 times a day. Spontaneous asting ( 41): You can channel stored spell energy into cure spells. Domain Mastery (AG 91): You designate one of your domains as your primary domain, and one as your secondary domain. You can prepare spells from your primary domain in your non-domain spell slots. Each day when you prepare your spells, you can select a different domain granted by your deity. You can use your domain slots to prepare spells from either this domain or your primary domain. Domain Powers: You gain the following domain powers: Fire Bolt ( 44): As a standard action, you can unleash a scorching bolt of divine fire (1d6+1) from your outstretched hand to any single foe within 3 feet as a ranged touch attack. You can use this ability 6 times a day. Touch of Good ( 44): You can touch a creature as a standard action, granting a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 6 times a day. Bonded Holy Symbol (Su) (AG 91): You form a powerful bond with your deity's holy symbol. Once per day, you can use it to cast any cleric or domain spell, even if you have not prepared it. This spell cannot be modified by metamagic feats or other abilities. You can add magical abilities appropriate to holy symbols or neck slot items as if you had the required item creation feats, provided you meet the feat's level prerequisite. Any abilities added to the object only function for you. If your bonded symbol is damaged, it is restored to full hit points the next time you prepare your spells. If it is lost or destroyed, it can be replaced after 1 week in a ritual that costs 2gp per level. Trapfinding ( 68): You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks*. You can use Disable Device to disarm magic traps. Evasion ( 68): If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you take no damage. A helpless character does not gain the benefit of evasion. Rogue Talents ( 68): You have acquired new skills. Only one talent can be applied to any one attack. Fast Stealth (Ex) ( 68): You can move at full speed using the Stealth skill without penalty. Bleeding Attack (Ex) ( 68): When you deal sneak attack damage to an opponent, you can cause them to bleed for 7 damage each round. This can be healed with a D 15 Heal check, or any effect that heals hit point damage. The bleed effect does not stack with itself and bypasses any damage reduction on the target. Trap Sense (Ex) ( 69): You get a +1 bonus to Reflex save to avoid traps and a +1 Dodge Bonus to Armor lass on attacks made by traps Arcane Bond (Ex/Sp) ( 78): You have chosen your arcane bond: a Bonded object (Amulet) Arcane School ( 79): You have chosen not to specialize in a school of magic (Universalist) Hand of the Apprentice (Su) ( 82): You cause your melee weapon to fly from your hand and attack an opponent up to 3 feet away, before instantly returning to you. Add your intelligence modifier on the attack roll. You * Denotes bonuses or penalties already included in the calculations hannel Energy (Su) Fire Bolt Touch of Good Hand of the Apprentice (Su) Impromptu Sneak Attack (Ex): Tricky Spells (Su) Invisible Thief (Su) Arrows Arrows (+6) Arrow, Blunt Arrow, Blunt (+6) Arrow, Smoke Handwritten Notes rounds YAPG 8.154

4 ABILITIES (continued) ABILITIES (continued) can use this ability 7 times a day. Ranged Legerdemain (Su) ( 377): You can use Disable Device and Sleight of Hand at a range of 3 feet. Working at a distance increases the normal skill check D by 5, and an arcane trickster cannot take 1 on this check. Impromptu Sneak Attack (Ex): ( 377): You can declare one melee or ranged attack you make to be a sneak attack and the target of an impromptu sneak attack loses any Dexterity bonus to A, but only against that attack. You can use this ability 2 times a day. Tricky Spells (Su) ( 378): You can cast your spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. You can use this ability 5 times a day. Invisible Thief (Su) ( 378): You can become invisible, as if under the effects of greater invisibility, as a free action. You can remain invisible for 1 rounds per day. Surprise Spells: ( 378): You can add your sneak attack damage (7d6) to any spell that deals hit point damage, if the targets are flat-footed. This additional damage is of the same type as the spell. ombined Spells (Su) ( 388): You can prepare and cast spells from one of your spellcasting classes using the available slots from any of your other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. Feats Improved Unarmed Strike ( 128): You are considered to be armed even when unarmed you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. Merciful Spell (APG 165): You can alter spells that inflict damage to inflict nonlethal damage instead. Extra Rogue Talent (APG 16): You gain one additional rogue talent. Sap Adept (U 116): Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a +7 bonus on your damage roll. Sap Master (U 116): Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack. ombat Expertise ( 119): You can choose to take a 3 penalty on melee attack rolls and combat maneuver checks to gain a +3 to your Armor lass. Improved Disarm ( 127): You do not provoke an attack of opportunity when performing a disarm combat maneuver. Also, you receive a +2 bonus on checks made to disarm a foe and you receive a +2 bonus to your ombat Maneuver Defense whenever an opponent tries to disarm you. atch Off-Guard ( 119): You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flatfooted Improved Steal (APG 163): You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your ombat Maneuver Defense when an opponent tries to steal an item from you. Greater Steal (APG 162): You receive a +2 bonus on checks made to steal an item from a foe. This bonus stacks with the bonus granted by Improved Steal. Armor Proficiency, Light ( 118): You are proficient wearing light armor. Scribe Scroll ( 132): You can create a scroll of any spell you know. Shield Proficiency ( 133): When you use a shield, the shield's armor check penalty only applies to Strength- and Dexterity-based skills.* * Denotes bonuses or penalties already included in the calculations Magic Items Tattoo Slots Tattoo (Belt Slot): Meridian Belt Tattoo (Neck Slot): Scarab; Golembane Ring of Elemental ommand (Air) ( 479): Air elementals cannot attack you. You may attempt to charm air elementals. reatures from the air elemental plane take -1 on attacks. You gain +2 to saves and +4 to attacks from creatures of the air elemental plane. Feather fall, Resist energy (electricity), Wind wall on command. Gust of wind 2x. Air walk once a day. hain lightning once a week. Ring of Elemental ommand (Fire) ( 479): Fire elementals cannot attack you. You may attempt to charm fire elementals. reatures from the fire elemental plane take -1 on attacks. You gain +2 to saves and +4 to attacks from creatures from the fire elemental plane. Resist Energy Fire (2 points) and Burning Hands on command. Flaming sphere and pyrotechnics twice a day. Wall of Fire once a day. Flame strike twice a week. Handy Haversack ( 516): Put whatever you want in this bag. Retrieving the item is a move action. Bag of Holding type IV ( 5): A bag opening into nondimensional space. apacity is 15 lbs or 25 cubic feet. Pearl of Power; 1st Level Spell ( 525): Once per day on command you can recall any 1st level spell you prepared then cast and the spell is prepared again as if you had not cast it. Pearl of Power; 2nd Level Spell ( 525): Once per day on command you can recall any 2nd level spell you prepared then cast and the spell is prepared again as if you had not cast it. Pearl of Power; 3rd Level Spell ( 525): Once per day on command you can recall any 3rd level spell you prepared then cast and the spell is prepared again as if you had not cast it. Boots of Striding and Springing ( 53): Your land speed is increased by 1 feet.* You also gain a +5 ompetence bonus to Acrobatics checks for jumping. onditions Spell: Resistance ( 334): You get a +1 resistance bonus on saves.* Spell: Darkvision ( 254): You gain Darkvision (6 foot)* Spell: Magic Vestment (Armor, +4) ( 31): You imbue your armor with a +4 enhancement bonus Spell: Mage Armor ( 36): You gain a +4 armor bonus to A.* Spell: Ant Haul (APG 22): Your carrying capacity triples* YAPG 8.154

5 ONDITIONAL MODIFIERS A: +1 dodge - vs traps (Trap Sense) MB (Disarm): +2 (Improved Disarm) MB (Steal): +2 (Greater Steal) +2 (Improved Steal) MD (Disarm): +2 (Improved Disarm) MD (Steal): +2 (Improved Steal) Damage: +7 - when using a bludgeoning weapon for dealing nonlethal sneak attack damage (Sap Adept) Fortitude: +2 - when wearing enough to cover the body and used to resist cold weather (Furs [Medium creature]) Heal: +2 circumstance - when using kit (Healer's kit) Knowledge(dungeoneering): +2 circumstance - when navigating underground (ompass) Perception: +1 - to locate traps (Trapfinding) Reflex: +1 - vs traps (Trap Sense) Saving Throws: +2 trait - vs charm and compulsion effects (Birthmark) +2 racial - vs enchantment spells and effects (Elven Immunities) Spellcraft: +2 racial - to identify properties of magic items (Elven Magic) Survival, Knowledge(dungeoneering): +2 circumstance - survival when making checks to avoid becoming lost (ompass)

6 Printed on 11/24/216 L haracter Name: ailjor Sculler oncentration heck: 1d2 + 2 Prepared Spells Level Spell Name D lass: Wizard (14th) School Level Level Wizard (14th) ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## R Wizard Spells Area omp asting Time Duration SR transmutation 65 ft. none 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 Mage Hand 14 Area omp asting Time Duration SR 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. V, S 1 SA concentration no 36 conjuration (creation) [acid] 65 ft. none Acid Splash 14 Area omp asting Time Duration SR You fire a orb of acid (range touch) which does 1d3 points of damage. Lasts one round V, S 1 SA instantaneous no 239 conjuration (creation) [acid] 65 ft. none You fire a orb of acid (range touch) which does 1d3 points of damage. Lasts one round Merciful Acid Splash 14 Area omp asting Time Duration SR V, S 1 SA instantaneous no 239 evocation [cold] 65 ft. none A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the Ray of Frost 14 Area omp asting Time Duration SR ray to deal damage to a target. The ray deals 1d3 points of cold damage. V, S 1 SA instantaneous yes 33 evocation [force] 26 ft. none You can fire up to 5 missiles of magical energy which hit their target (unless it has total cover or total concealment) 1 Magic Missile 15 Area omp asting Time Duration SR dealing 1d4+1 points of force damage each. V, S 1 SA instantaneous yes 39 evocation [force] 26 ft. none Merciful Magic You can fire up to 5 missiles of magical energy which hit their target (unless it has total cover or total concealment) 1 15 Area omp asting Time Duration SR dealing 1d4+1 points of force damage each. Missile V, S 1 SA instantaneous yes 39 Prepared Spells Level Spell Name D School conjuration (creation) [force] touch Will neg (h) An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to A. x 1 Mage Armor 15 Area omp asting Time Duration SR Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. V, S, F 1 SA 16 hour(s) no 36 conjuration (summoning) 65 ft. none You summon a light horse or a pony (your choice) to serve you as a mount (see the Pathfinder RPG Bestiary). The 1 Mount 15 Area omp asting Time Duration SR steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle. V, S, M 1 rd 32 hours no 315 Prepared Spells Level Spell Name D School abjuration [force] personal Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to A. This bonus applies against incorporeal touch attacks, since it is a force 1 Shield 15 Area omp asting Time Duration SR effect. The shield has no armor check penalty or arcane spell failure chance. V, S 1 SA 16 min. 342 transmutation 26 ft. none Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock. When you complete 2 Knock 16 Area omp asting Time Duration SR the casting of this spell, make a caster level check against the D of the lock with a +1 bonus. If successful, knock opens up to two means of closure. V 1 SA 33 instantaneous; see text no abjuration touch Fort neg (h) 2 Resist Energy 16 Area omp asting Time Duration SR The subject gains resist energy 3 against the energy type chosen (acid, cold, electricity, fire, or sonic) V, S, DF 1 SA 16 min. 334 conjuration (creation) 26 ft. Ref neg; see text Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside 2 Web 16 Area omp asting Time Duration SR the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the D of this spell V, S, M 1 SA 16 min. no 368 Page 6

7 Printed on 11/24/216 haracter Name: ailjor Sculler oncentration heck: 1d2 + 2 lass: Level Level Wizard (14th) Wizard (14th) transmutation personal Physical attacks against you and spells have a 5% miss chance (If the attack is capable of striking ethereal creatures or the creature can see invisible creatures, the miss chance is only 2% (for concealment), For an attacker who can 3 Blink 17 Area omp asting Time Duration SR both see and strike ethereal creatures, there is no miss chance.your own attacks have a 2% miss chance, since you V, S 1 SA 16 round(s) sometimes go ethereal just as you are about to strike. transmutation 65 ft. Will neg (h, object) This transmutation doubles the threat range of the weapon. A threat range of 2 becomes 19-2, a threat range of 19-3 Keen Edge 17 Area omp asting Time Duration SR 2 becomes 17-2, and a threat range of 18-2 becomes The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use V, S 1 SA 16 min. yes (harmless, object) Prepared Spells Prepared Spells Prepared Spells Prepared Spells Level Spell Name D School transmutation touch Will neg (h) Darkvision, This spell functions like darkvision, except you may divide the duration in 1-hour intervals among the creatures U 3 17 Area omp asting Time Duration SR touched. ommunal V, S, M 1 SA 16 hour(s) yes (h) 226 Level Spell Name D School transmutation touch Will neg (object) You are able to shrink one nonmagical itemto 1/16 of its normal size in each dimension. Optionally, you can also 3 Shrink Item 17 Area omp asting Time Duration SR V, S 1 SA 16 day(s); see text yes (object) Level Spell Name D School necromancy [evil] touch none 4 Animate Dead 18 Area omp asting Time Duration SR This spell turns corpses into undead skeletons or zombies that obey your spoken commands. (12 HD Max) V, S 1 SA instantaneous no 241 illusion (figment) 14 ft. Will disbelief (if interacted with) 6 Permanent Image 2 Area omp asting Time Duration SR V, S, F 1 SA permanent no change its now shrunken composition to a clothlike one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Level Spell Name D School evocation personal Will negates (harmless) You transfer a scroll's magic to the target so that it triggers on a specified condition. The scroll's spell must be on your 4 ontingent Scroll 18 Area omp asting Time Duration SR V, S 1 hour 16 min (D) or until discharged yes (harmless) list, level 4 or lower, and affect the target of this spell (the target of this spell counts as the caster of the scroll) The writing moves to the target's skin in a location you choose. This counts as a contingency spell for determining multiple contingent effects. conjuration (creation) 65 ft. none 4 Secure Shelter 18 Area omp asting Time Duration SR You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. V, S, M 1 mins 32 hours no 338 conjuration (teleportation) 14 ft. none and Will neg (object) You instantly transfer yourself from your current location to any other spot within range. You can bring along objects 4 Dimension Door 18 Area omp asting Time Duration SR as long as their weight doesn't exceed your maximum load. You may also bring 5 additional willing Medium or smaller creatures (carrying gear or objects up to its maximum load) or its equivalent. V 1 SA instantaneous no and yes (object) 269 conjuration (creation) [poison] 26 ft. Fort partial; see text This spell generates a bank of fog which kills any living creature with 3 or fewer HD (no save). A creature with 4-6 HD is slain if it fails its Fort Save. Those that succeed take 1d4 points of on damage each round. A creature with 6 or more 5 loudkill 19 Area omp asting Time Duration SR HD takes 1d4 points of onstitution damage each round (Save for half). The loud moves 1 feet away each round. V, S 1 SA 16 min. no 256 The vapors are heavier than air. conjuration (summoning) see text none You hide a chest on the Ethereal Plane for as long as 6 days and can retrieve it at will. The chest can contain up to 16 5 Secret hest 19 Area omp asting Time Duration SR cubic feet of material. The cost of such a chest is never less than 5, gp plus 5 gp for the replica. After 6 days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. V, S, F 1 mins days or until discharged no Prepared Spells Level Spell Name D School transmutation 65 ft. Fort neg (object) You can pile any amount or weight of objects on the cloth so long as the pile stays within the dimensions of the cloth APG 19 Area omp asting Time Duration SR (up to a 1-foot cube). When you cast the spell the entire pile disappears into the cloth, You can restore the pile of 5 Treasure Stitching objects at any time as a full-round action by unfurling the cloth and ordering the spell to end, consuming the cloth. V, S 1 SA 16 day(s) (D) yes (object) 25 evocation personal You can place another spell upon your person (Max of 5 level spell) so that it comes into effect under some condition 6 ontingency 2 Area omp asting Time Duration SR you dictate when casting contingency. V, S, F 259 at least 1 mins; see text 16 day(s) or until discharged The image includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating AG Page 7

8 Printed on 11/24/216 Level Level lass: Wizard (14th) Wizard (14th) oncentration heck: 1d2 + 2 haracter Name: ailjor Sculler conjuration (creation) 26 ft. see text You cause a flat, vertical iron wall to spring into being that is 4 inches thick with 12 hit points with a hardness of 1. 6 Wall of Iron 2 Area omp asting Time Duration SR The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space. V, S 1 SA instantaneous no 367 evocation [force] 65 ft. none This spell brings into being a shimmering, sword-like plane of force which strikes at any opponent within its range, as 7 Mage's Sword 21 Area omp asting Time Duration SR you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is 23. It deals 4d6+3 points of force damage (19-2/x2)" V, S, F 1 SA 16 round(s) yes 37 transmutation (polymorph) touch Will neg (h) This spell transforms a willing creature into an animal, humanoid, plant, dragon or elemental of your choosing; the 7 Polymorph, Greater 21 Area omp asting Time Duration SR spell has no effect on unwilling creatures, nor can the creature being targeted by this spell influence the new form assumed (apart from conveying its wishes, if any, to you verbally). V, S, M 1 SA 16 min. yes (h) 324 ## Area omp asting Time Duration SR ## Area omp asting Time Duration SR ## Area omp asting Time Duration SR ## Area omp asting Time Duration SR Prepared Spells Level Spell Name D School ## Area omp asting Time Duration SR ## Area omp asting Time Duration SR ## Area omp asting Time Duration SR ## Area omp asting Time Duration SR Area omp asting Time Duration SR ## ## Area omp asting Time Duration SR Page 8

9 Printed on 11/24/216 haracter Name: ailjor Sculler oncentration heck: Level Level lass: leric (13th) leric (13th) d2 + 6 leric Spells Area omp asting Time Duration SR conjuration (creation) [water] 55 ft. none This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small reate Water 13 Area omp asting Time Duration SR as will actually contain the liquid, or in an area three times as large--possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. V, S 1 SA instantaneous no 262 evocation [light] touch none This spell causes a touched object to glow like a torch, shedding normal light in a 2-foot radius, and increasing the Light 13 Area omp asting Time Duration SR light level for an additional 2 feet by one step, up to normal light V, M, DF 1 SA 13 min. no 34 transmutation 1 ft. Will neg (h, object) This spell repairs damaged objects, restoring 1d4 hit points to the object. Magic items can be repaired by this spell, Mending 13 Area omp asting Time Duration SR V, S 1 mins instantaneous 312 yes (harmless, object) but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). transmutation 1 ft. Will neg (object) Purify Food and This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable 13 Area omp asting Time Duration SR for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Drink V, S 1 SA instantaneous yes (object) 328 abjuration touch Will neg (h) A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist 1 Endure Elements 14 Area omp asting Time Duration SR comfortably in conditions between -5 and 14 degrees Fahrenheit (-45 and 6 degrees elsius) without having to make Fortitude saves. V, S 1 SA 24 hours yes (h) 277 conjuration (creation) touch Will neg (h) An air bubble creates a small pocket of breathable air that surrounds the touched creature's head or the touched U 1 Air Bubble 14 Area omp asting Time Duration SR object allowing breathing or protecting the item from water damage. A firearm within an air bubble can be loadedassuming the black powder comes from some airtight protective device-and fired. S, M, DF 1 SA 13 min. yes (h) Bless 14 enchantment (compulsion) [mind-affecting] 5 ft. none Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels Area omp asting Time Duration SR bane. 5ft burst V, S, DF 1 SA 13 min. yes (h) abjuration touch Will neg (h) This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the 1 Shield of Faith 14 Area omp asting Time Duration SR subject a +4 deflection bonus to A. V, S, M 1 SA 13 min. yes (h) 342 abjuration touch Will neg (h); see text Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory 1 Hide from Undead 14 Area omp asting Time Duration SR capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. V, S, DF 1 SA 13 min. yes 296 abjuration touch Will neg Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save 1 Sanctuary 14 Area omp asting Time Duration SR fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the V, S, DF 1 SA 13 round(s) no 336 warded creature for the duration of the spell. transmutation [fire] 55 ft. Will neg (object) Heat metal makes metal extremely hot A creature wearing or wielding metal takes damage: Rounds 1 and 7 - None; 2 Heat Metal 15 Area omp asting Time Duration SR Rounds 2 and 6 - ; Rounds reatures not wearing metal take minimum damage (1 or 2) V, S, DF 1 SA 7 rounds yes (object) 294 transmutation touch Fort neg (h) U 2 Ant Haul, ommunal 15 Area omp asting Time Duration SR This spell triples the carrying capacity of the targeted creatures V, S, M, DF 1 SA 26 hours yes (h) Page 9

10 Printed on 11/24/216 haracter Name: ailjor Sculler oncentration heck: Level Level lass: leric (13th) leric (13th) d2 + 6 abjuration touch Will neg (h) Endure Elements, This spell functions like endure elements, except you divide the duration in 1-hour increments among the creatures U 2 15 Area omp asting Time Duration SR touched. ommunal V, S 1 SA 24 hours yes (h) 228 transmutation [cold, good, water] ft. none You create a masterwork returning weapon of frozen holy water. This weapon must be a simple weapon or your deity's favored weapon. The weapon deals normal damage for a weapon of that type plus 1 cold damage and also AG 2 Holy Ice Weapon 15 Area omp asting Time Duration SR 1d4 points of damage if the creature is susceptible to holy water. If the weapon leaves your hands for more than 1 V, S 1 SA 13 min (D) no 185 round, it melts and the spell ends. 2 Hold Person 15 enchantment (compulsion) [mind-affecting] 23 ft. Will neg; see text The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, Area omp asting Time Duration SR even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a fullround V, S, M, F, DF 1 SA 13 round(s) ; see text yes action that does not provoke attacks of opportunity. 2 Resist Energy 15 Area abjuration touch Fort neg (h) omp asting Time Duration SR The subject gains resist energy 3 against the energy type chosen (acid, cold, electricity, fire, or sonic) V, S, DF 1 SA 13 min. 334 evocation [fire] 92 ft. Ref half A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points to every 3 Fireball 16 Area omp asting Time Duration SR creature within the area. 2ft burst V, S, M 1 SA instantaneous yes 283 evocation [light] touch none A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular 3 ontinual Flame 16 Area omp asting Time Duration SR flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched. V, S 1 SA permanent no 26 conjuration (creation) 55 ft. none reate Food and 3 16 Area omp asting Time Duration SR reate food that decays after 24 hours. Water V, S 1 mins 24 hours; see text no 261 transmutation touch Will neg (h, object) X 3 Magic Vestment 16 Area omp asting Time Duration SR You imbue a suit of armor or a shield with an enhancement bonus of +3. V, S, DF 1 SA 13 hour(s) 31 yes (harmless, object) divination 92 ft. none You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case 3 Locate Object 16 Area omp asting Time Duration SR you locate the nearest of its kind if more than one is within range. Attempting to find a certain item requires a specific <RANGE> ft burst and accurate mental image. V, S, F, DF 1 SA 13 min. no 35 necromancy 3 ft. Will neg (h) APG 3 Nap Stack 16 Area omp asting Time Duration SR You reduce the number of hours needed for rest to recover from 8 hours to 2 hours. 3ft burst V, S 1 min 8 hours yes (h) 233 evocation [fire or cold] personal This spell wreathes you in flame and causes damage to each creature that attacks you in melee (1d6+13). The flames 4 Fire Shield 18 Area omp asting Time Duration SR also protect you from either cold-based or fire-based attacks (Half damage, or no damage if successful reflex save). V, S, M 1 SA 13 round(s) 282 necromancy touch Will neg (h) The subject gains a +4 morale bonus on saves against all death spells and magical death effects (and is granted a save 4 Death Ward 17 Area omp asting Time Duration SR to negate such effects even if one is not normally allowed), is immune to energy drain and any negative energy effects, including channeled negative energy. V, S, DF 1 SA 13 min. yes (h) 264 abjuration personal or touch Will neg (h) This spell enables the target to move and attack normally for the duration of the spell, even under the influence of Freedom of 4 17 Area omp asting Time Duration SR magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made Movement to grapple the target automatically fail. V, S, M, DF 1 SA 13 min. yes (h) Page 1

11 Printed on 11/24/216 haracter Name: ailjor Sculler oncentration heck: Level Level lass: leric (13th) leric (13th) d2 + 6 conjuration (healing) touch Will neg (h) Restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary 4 Restoration 17 Area omp asting Time Duration SR V, S 3 rds instantaneous yes (h) 334 ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, improves an exhausted condition to fatigued, restores temporary negative levels or one permenant negative level. It does not restore permanent ability drain. transmutation [water] touch Will neg (h) The target gains the ability to breathe water (and air) and a swim speed of 3 feet. This swim speed means the target UM 4 Ride The Waves 17 Area omp asting Time Duration SR also gains thestandard +8 bonus on Swim checks and the ability to take 1 on Swim checks even while distracted or endangered. The target can use the run action while swimming, provided it swims in a straight line. V, S 1 SA 13 hour(s) (D) yes (h) 235 evocation [fire] 23 ft. Ref half A flame strike evokes a vertical column of divine fire. The spell deals 13d6 points of damage. Half the damage is fire 5 Flame Strike 18 Area omp asting Time Duration SR damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. cylinder (1-ft. 4-ft. high) V, S, DF 1 SA instantaneous yes 283 abjuration touch Will neg (h) You surround the touched creatures with a constant and moveable 1-inch shell of tolerable living conditions which APG 5 Life Bubble 18 Area omp asting Time Duration SR V, S, M, DF 1 SA 26 hours; see text yes (h) 23 enables the subjects to breathe freely, protects from inhaled vapors, and protects against extremes of temperatures. It does not protect against energy spells, give vision or improve movement. You can divide the total spell duration (26 hours) among up to 13 people. conjuration (healing) touch none; see text You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 13 days. In 5 Raise Dead 18 Area omp asting Time Duration SR addition, the subject's soul must be free and willing to return. The subject of the spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. V, S, DF 1 min instantaneous yes (h) 329 divination touch Will neg (h) The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations 5 True Seeing 18 Area omp asting Time Duration SR V, S 1 SA 13 min. yes (h) 363 of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things, the subject can focus its vision to see into the Ethereal Plane conjuration (creation) [fire] touch none or Ref half; see text This spell has two forms: Acorn Grenades: Up to 4 acorns become splash weapons (Range: 2, Dam: 13d4 divided 6 Fire Seeds 19 Area omp asting Time Duration SR V, S, M 1 SA 13 min. or until used no 282 among the acorns, adjacent creatures take 1 point per die). Holly Berry Bombs: Up to 8 holly berries into bombs. When you speak command each berry instantly bursts into flame, causing 1d8+13 points of fire damageto every creature in a 5-foot-radius burst 6 Blade Barrier 19 Area evocation [force] 23 ft. Ref half or Ref neg; see text An immobile, vertical curtain of blades of force springs into existence. Any creature passing through the wall takes omp asting Time Duration SR 13d6 points of damagea blade barrier provides cover (+4 bonus to A, +2 bonus on Reflex saves) against attacks made through it. V, S 1 SA 13 min. yes Heroes' Feast 19 conjuration [creation] 55 ft. none Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits ofneutralize poison and Area omp asting Time Duration SR remove disease, gains 1d8+6 temporary hit points, a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. V, S, DF 1 mins hour plus 12 hours; see text no 7 Sunbeam 2 evocation [light] 6 ft. Ref neg and Ref half; see text You can use a standard action to evoke a dazzling beam of intense light each round (up to 4 beams). Each creature in Area omp asting Time Duration SR the beam is blinded and takes 4d6 points of damage (Double for any creatures to which sunlight is harmful or line from your hand unnatural take double damage, 13d6 points for undead creatures, fungi, mold, oozes and slimes). V, S, DF 1 SA round(s) or until all beams are exhausted yes 7 Holy Word 2 evocation [good, sonic] 4 ft. Will partial Any non-lawful creature suffers the following effects. Up to 13HD: Deafened for 1d4 rds (save negates); Up to 12HD: Area omp asting Time Duration SR Blinded for 2d4 rds (save reduces to 1d4 rds; Up to 8HD: Paralyzed for 1d1 mins (save reduces to 1rd); Up to 3HD Killed (save deals 3d6+13 damage instead) The effects are cumulative and concurrent. nongood creatures in a 4-ft.-radius spread centered on you V 1 SA instantaneous yes 297 ## Area omp asting Time Duration SR ## Area omp asting Time Duration SR Page 11

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