^d20 ^Name ^Effect ^
| 1 |Positive channeling |Spell also heals all targets for SL*5 HP. |
| 2 |Energy Feedback |Spell slot not spent but caster takes SL*5 nonlethal damage. |
| 3 |Silencio! |ST: Target must Will save DC 16 or be silenced for 2 rounds. Area: Entire area silenced for 2 rounds. |
| 4 |Wide-load |ST: Affects all targets within 30' of target. Area: Area increased by 30'. |
| 5 |Arcane Echo |Spell is cast the same place the next turn. |
| 6 |Thunderclap |Everyone within 30' of caster (caster included) must make DC 13 fort save or be deafened. |
| 7 |Switcheroo |Caster and Target switch places. |
| 8 |Instability |Spell fizzles but caster is invisible for SL rounds. (As invisibility). |
| 9 |SNAKE! |Spell fizzles but a [[http://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-constrictor|constrictor snake]] is summoned in or adjacent to the target square. |
|10 |Time warp |Everyone within 30' of target is [[http://www.d20pfsrd.com/magic/all-spells/h/haste|hasted]]. |
|11 |Ghost-fire |Caster & Target subject of [[http://www.d20pfsrd.com/magic/all-spells/f/faerie-fire|Faerie fire]]. |
|12 |Toadify |Target must Fort save DC 14 or be [[http://www.d20pfsrd.com/magic/all-spells/p/polymorph|turned into]] a frog for 1 round. |
|13 |Smallify |Target must Fort save DC 17 or [[http://www.d20pfsrd.com/magic/all-spells/r/reduce-person|become smaller]]. |
|14 |Tongues |Caster becomes unable to speak any other language but Draconic for SL Days. |
|15 |Spell-lock |Caster becomes unable to cast the same spell for SL rounds. |
|16 |Rage |Target [[http://www.d20pfsrd.com/magic/all-spells/r/rage|Rages]]. |
|17 |Thought-switch |Caster and Target [[http://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts|learns]] each other's thoughts. |
|18 |Rain |A small rain cloud forms over the caster and follows him/her around for SL days. |
|19 |Money shower |Spell fizzles and explodes in a shower of 2d20 silver coins dealing 1 damage each to each target. |
|20 |Paranoia |GM ignores this result and says nothing about it. |
|SL = Spell level \\ ST = Single-Target|||
^Lv ^Class ^HP ^Feat ^Features | ^Class ^HP ^Feat ^Features | ^Class ^HP ^Feat ^Features ^
^1 |Fighter 1 |13 |Alertness \\ Imp. Unarmed Strike \\ Power Attack |Bonus Feat | |Ranger 1 |13 |PBS |Favored Enemy (Archanists +4) \\ track \\ wild empathy | |Divine Mind 1|13 |Dodge |Mantle (1st) \\ psychic aura 5 ft. \\ Wild Talent |
^2 |Fighter 2 |21 |Combat reflexes |Bonus Feat \\ Bravery | |Ranger 2 |21 | |Combat style feat(Rapid Reload) | |Divine Mind 2|21 | | |
^3 |Fighter 3 |30 |EWP Fauchard |Armor Training | |Ranger 3 |30 |Precise Shot |Endurance \\ 1st favored terrain (Urban) | |Divine Mind 3|30 |Focused Shield |Psychic aura 10 ft. |
^4 |Fighter 4 |38 |Mage Slayer |Bonus Feat | |Ranger 4 |38 | |Hunter's Bond (Animal Companion) | |Divine Mind 4|38 | |Divine grace |
^5 |Fighter 5 |47 |Stand Still |Weapon Training | |Ranger 5 |47 |Natural Bond |Favored Enemy (Elves +2) | |Divine Mind 5|47 |Weapon Finesse |Psychic aura 15 ft. |
^6 |IotDM (Drac.132) |54 | |Evasion | |Beastmaster (Comp.Adv.26) |55 | |Animal companion | |Divine Mind 6|55 | |Mantle (2nd) |
^Notes |
CR 6 (600 XP)
Medium Humanoid (Human)
+1 Init. No special sense. Speed: 20' (30' Base)
AC: 21 (23 Vs Ranged)
Touch-AC: 12 (14 Vs ranged)
Flatfooted-AC: 19 (21 Vs Ranged)
HP: 54
CMB:+8 CMD: 20
Melee Attack: +10 (5 +3+1+1)
Damage: 1d10+4 (18-20x2)
Special: 10' reach, +2 to trip attempts.
ABILITIES: 16, 14, 13, 10, 12, 8
Saves: +7/+5/+4
Items: 5600
314 Masterwork Fauchard
2800 +1 Full Plate
500 Armor Crystal of least deflection
1000 Vest of Resistance +2
500 Watch Lamp
300 Potion of Cure Moderate Wounds (2d8+3)
186 Excess Gold
Stand still allows you to make a CMB to prevent further movement as an AoO
Mage Slayer negates defensive casting
|||| |
CR 6 (600 XP)
Medium Humanoid (Human)
+3 Init. No special sense. Speed: 30' (30' Base)
AC: 18
Touch-AC: 13
Flatfooted-AC: 15
HP: 55
CMB: +6 CMD: 19
Ranged Attack: +10/+5 (+1 Within 30')(6/+1 +3+1)
Damage: 1d8 (+1 Within 30')(+4 Vs. Arcane casters, +2 Vs Elves)(19-20x2)
Special: 80' range increment. Free action to reload.
ABILITIES: 10, 16, 14, 12, 13, 8
Saves: +7/+8/+3
Items: 5600
2315 +1 Light Crossbow
1200 +1 Chain shirt
2000 Headband of Continuous Detect Magic
85 Excess Gold
\\ \\ \\ [[http://www.monsteradvancer.com/generate.maurl?monster=Dog,%20Riding&hd=4&size=M&str=11&dex=11&con=11&int=10&wis=10&cha=10&feats=Alertness,Alertness&pf=true|Lv 4 Mastiff Animal Companion]] \\ [[http://www.monsteradvancer.com/generate.maurl?monster=Dog,%20Riding&hd=5&size=M&str=11&dex=11&con=11&int=10&wis=10&cha=10&feats=Alertness,Alertness&pf=true|Lv 5 Mastiff Animal Companion]]|||| |
CR 6 (600 XP)
Medium Humanoid (Human)
+3 Init. No special sense. Speed: 20' (30' Base)
AC: 27 (29 Vs Ranged)
Touch-AC: 13 (15 Vs Ranged)
Flatfooted-AC: 24 (26 Vs Ranged)
HP: 55
CMB: +4 CMD: 17
Melee Attack: +8 (+4 +3+1)
Damage: 1d6+0 (18-20x2)
Special: Finesse
ABILITIES: 10, 16, 12, 8, 13, 12
Saves: +7/+6/+7
Items: 5600
3300 +1 Agile Full Plate
500 least rubicund of frenzy (+1 to dmg when < 50% hp)
1180 +1 Tower Shield
500 Armor Crystal of least deflection
100 Ornate Rapier
120 Excess Gold
\\
Psychic Aura gives EITHER +2 atk & +2 dmg, or +2 AC
||||
Name
Ape Advanced/Fiendish CR 8
XP 4800
Neutral Medium Animal (Magical beast)
Monk level 5 (skill points 10) Monk
(Monk )
Init +6; Senses Low-light Vision, Scent, Darkvision 60; Perception +18
DEFENSE
AC 30, Touch 25, flat footed 23 (+1 No Armour, Shield, none)
(+6 Dex, +5 Natural, +7 Monk, +1 armour, +1 feats)
hp 89 (3d8+5d8+48+5);
Fort +18, Ref +17, Will +14
Damage reduction 5/ good, Resistance to cold and fire 10, Spell Resistance HD + 5 (max of 25)
OFFENSE
Speed 70, climb 30ft.
Melee
Single Attack(+5/+5) Unarmed strike +20 (1d8+5)
or Sling +15 (1d4+2)
Full Attack
(+5/+5) Unarmed strike +18/20/14 (1d8+5)
Unarmed strike +15 (1d8+5)
Bite +6 (1d6+5)
or Sling +15/15 (1d4+2) range 50
or Flurry of blows +20/15/14 1d8+5
Space 5ftft.; Reach 0
Special Attacks
Smite good 1 per day add extra damage = to HD total
Ki Extra Attack for 1 point of Ki monk can have an additional attack with flurry of blows, free action
Ki Pool (Magic) Ki points = 1/2 level + WIS mod. Unarmed attack treated as magic weapons
Maneuver Training (Ex) Monk uses level in place of base attack bonus when calculating CMB
STATISTICS
Str 21 -2 = 19, Dex 20 + 2 = 22, Con 22, Int 6, Wis 22, Cha 9
Base Attack 5 CMB 11 ; CMD 33
Feats
Combat Reflexes: DEX mod additional attacks of opportunity,
Dodge: Add 1 to AC ,
Evasion: No damage on reflex save,
Great Fortitude: +2 Fortitude save,
Improved Natural Attack: Attack damage goes up 1 size ,
Improved Unarmed Strike: Considered armed even when unarmed,
Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2,
Skill Focus (Perception): +3 perception,
Stunning Fist: Stun an opponent with unarmed strike. Fort DC 10 +1/2 level + WIS bonus,
Two-Weapon Fighting: Get extra attack at -2 to all attacks,
Weapon Focus: +1 to attack rolls
Skills Acrobatics 9, Climb 15, Escape Artist 9, Intimidate 2, Perception 18, Ride 9, Sense Motive 14, Stealth 17, Swim 7
Languages
ECOLOGY
Environment Warm forests
Organization Solitary, Pair, Company 3-5
Treasure None
SPECIAL ABILITIES
Evasion Reflex save no damage instead of 1/2 1
Fast Movement Land Movement raised by 10
High Jump Add level to acrobatics checks to jump always running start, 1 point of Ki adds +20
Ki Dodge for 1 point of Ki monk can add +4 dodge bonus to AC for 1 round, free action
Ki speed for 1 point of Ki a monk can increase speed by 20ft for one round, free action
Purity of Body (Ex) Gains immunity to all diseases, including supernatural and magical diseases
Slow Fall Can Fall up to (in feet) 20
Still Mind +2 vs enchantment
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Scent:This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the sources location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarrys odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Buffing spells pre-cast:
Heroism caster level 5
Magic Weapon, Greater caster level 20
Prayer caster level 20
Haste caster level 5
Reduce Animal caster level 5