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Gerr 'Imble Pyschic Shuriken Thrower
Gerr 'Imble Pyschic Shuriken Thrower
LAND 20
FT.
4
SQ. 30
FT.
6
SQ.
ABILITY NAME SCORE MODIFIER ADJUSTMENT MODIFIER
STR 13 +1 WOUNDS/CURRENT HP
BASE SPEED WITH ARMOR
Strength
FT.
FT.
FT.
DEX 16 +3 FLY
FT.
MANEUVERABILITY SWIM CLIMB BURROW
Dexterity
CON 14 +2
Constitution NONLETHAL DAMAGE SKILLS
Total
Ability
Misc.
INT 12 +1
Skill Name Bonus Mod.
Ranks
Mod.
Intelligence ✓ Acrobatics 14 =DEX 3 + 6
+ 3 +
WIS 16 +3 INITIATIVE HERO PTS Appraise 1 =INT 1 + 0 +
Wisdom 0 ✓ Bluff 1 =CHA 1 + 0 +
CHA +3 = 3 + 0
✓ Climb 8 =STR 1 + 4
+ 3 +
13 +1 TOTAL DEX
MISC
B 1d4+3
Flurry of Blows: +6/+6
Equipped in Hero Lab (cannot calculate two-weapon values)
COMBAT MANEUVERS
MONEY
TRACKED RESOURCES
Maneuver CMB CMD Platinum 0 Resource Max. Used
Awesome Blow +4 20 Gold 130 Boots of speed (10 rounds/day) 10
Bind +4 20 Silver 0 Dancing Lights (1/day) 1
Bull Rush +4 20 Copper 0 Detect Thoughts (1/day) 1
Bypass Armor +4 20 Valuables 0 Ghost Sound (1/day) 1
Corps A Corps +4 20 ENCUMBRANCE Infested bandages (3/day) 3
Create Opening +4 20 Current 30.225 lbs Masterwork shuriken 20
Dirty Trick +4 20 Light 37.5 lbs Phrenic Pool (2/day) (Su) 2
Disarm +4 20 Medium 75 lbs Potion of cure light wounds 2
Drag +4 20 Heavy 112.5 lbs Potion of invisibility 1
Enemy Cover +4 20 Prestidigitation (1/day) 1
Feint +4 20 EXPERIENCE Rift Reach (10 feet, 3 rounds, 4/day) (Su) 4
Garrote Opponent +4 20 Current 0 Speak with Animals (1/day) 1
Grapple +4 20 Next Level Unknown Stunning Fist (3/day, DC 16) 3
Hinder Natural Attack +4 20 Torch 10
Hinder Special Ability +4 20 Trail rations 5
Joint Strike +4 20
Overrun +4 20 GEAR
Paralyze Opponent +4 20 Backpack
Qty Item Weight Cost
Parry Attack +4 20
empty
Pull +4 20
Push +4 20 Belt pouch
Reposition +4 20 Qty Item Weight Cost
Rope-A-Dope +4 20 empty
Sacrificial Critical +4 20 Gear In No Container
Sap +4 20 Qty Item Weight Cost
Scar Opponent +4 20 16,600
1 +2 quarterstaff 2 lbs
Steal +4 20 gp
Sunder +4 20 1 Belt of incredible dexterity +2 0.5 lbs 4,000 gp
Throw +4 20 12,000
1 Boots of speed (10 rounds/day) 0.5 lbs
Trip +4 20 gp
13,500
1 Infested bandages (3/day)
gp
SPECIAL ABILITY/FEATURE SUMMARY
20 Masterwork shuriken 0.05 lbs 304 gp
Low-Light Vision
Defensive Training +4 2 Potion of cure light wounds 100 gp
Evasion (Ex) 1 Potion of invisibility 300 gp
Flurry of Blows +2/+2 (Ex) 1 Ring of force shield 8,500 gp
Hatred +1 1 Ring of jumping 2,500 gp
Phrenic Pool (2/day) (Su) 1 Backpack 0.5 lbs 2 gp
Dancing Lights (1/day) 1 Belt pouch 0.125 lbs 1 gp
Detect Thoughts (1/day) 1 Blanket 0.25 lbs 5 sp
Ghost Sound (1/day) 1 Rope 10 lbs 1 gp
Prestidigitation (1/day) 1 Soap 0.5 lbs 1 cp
Speak with Animals (1/day) 10 Torch 1 lb 1 sp
Detect Thoughts (Sp) 2 gp, 5
Fast Movement (+10 ft.) 5 Trail rations 0.25 lbs
sp
Illusion Resistance
1 Waterskin 1 lb 1 gp
Maneuver Training (Ex)
Overpowering Mind (Ex)
Phrenic Strike (Su)
Planar Scent (Su)
Rift Reach (10 feet, 3 rounds, 4/day) (Su)
Stunning Fist (Ex)
Unarmed Strike (1d6)
FEATS SUMMARY
Acrobatic
Deadly Aim -1/+2
Dodge
Improved Unarmed Strike
Mobility
Monk Weapon Proficiencies
Point-Blank Shot
Simple Weapon Proficiency - All
Stunning Fist (3/day, DC 16)
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SPELL SUMMARY
PSYCHIC SPELLS
Spell Level: 0 1
Casts Per Day: 6
BACKGROUND DETAILS
These short-statured monks do their best to stay out of close combat, backing up their companions with well-placed shuriken.
TRAITS
SPECIAL ABILITIES/FEATURES
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.
Defensive Training +4
+4 dodge bonus to AC against monsters of the Giant subtype.
Evasion (Ex)
If exposed to any effect that normally allows you to attempt a Reflex saving throw for half damage, you take no damage with a
successful saving throw.
Hatred +1
+1 racial bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training
against these hated foes.
Prestidigitation (1/day)
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.
Illusion Resistance
+2 racial bonus to saves against illusion spells or effects.
FEATS
Acrobatic
You are skilled at leaping, jumping, and flying.
Benefit: You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus
increases to +4 for that skill.
Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the
benefits of this feat.
MAGIC ITEMS
+2 quarterstaff
A quarterstaff is a simple piece of wood, about 5 feet in length. In battle, it's held with one hand at the butt and the other a quarter
of the way up the staff, allowing it to block blows and make quick strikes.
Masterwork shuriken
A shuriken is a small piece of metal with sharpened edges, designed for throwing. A shuriken can't be used as a melee weapon.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or
otherwise special versions of them, and what happens to them after they are thrown.
Potion of invisibility
Subject is invisible for 1 min./level or until it attacks.
PSYCHIC SPELLS
Abjuring Step
School Abjuration(Force); Level 1
Casting Time 1 action
Components Thought, Emotion, Material
Range personal
Target you
Duration 1 round/level or until discharged
Saving Throw ; Spell Resistance
This spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving spellcaster or formula
user. While you are subject to this spell, you can take two 5-foot steps each round and still cast spells and use spell-like abilities without
provoke attacks of opportunity. This spell automatically discharges as soon as you make an attack, cast a harmful spell against another
creature, or move more than 5 feet with a single move action. If the action that discharges the spell also provokes attacks of
opportunity, that action still provokes attacks of opportunity as normal.
Blurred Movement
School Illusion(Glamer); Level 1
Casting Time 1 action
Components Thought, Emotion
Range personal
Target you
Duration 1 minute/level (D)
Saving Throw ; Spell Resistance
This spell functions as blur, except that the blurring occurs only when you move at least 10 feet on your turn and ceases at the end of
your movement. It is therefore mainly used to protect against attacks on your turn, such as attacks of opportunity. If you move at least
twice your speed on your turn, the blurring lasts until the start of your next turn.
Burst of Adrenaline
School Transmutation; Level 1
Casting Time 1 immediate action
Components Thought, Emotion
Range personal
Target you
Duration instantaneous
Saving Throw none; Spell Resistance no
You draw upon your body’s inner reserves of strength, leaving you winded. When you are about to make a d20 roll based on Strength,
Dexterity, or Constitution, you can cast this spell to gain a +8 enhancement bonus to Strength, Dexterity, or Constitution for that roll,
but you are fatigued for 1 round afterward.
Entropic Shield
School Abjuration; Level 1
Casting Time 1 action
Components Thought, Emotion
Range personal
Target you
Duration 1 min./level (D)
Saving Throw ; Spell Resistance
A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and
other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance
(similar to the effects of concealment). Other attacks that simply work at a distance are not affected.
Ghost Sound
School Illusion(Figment); Level 0
Casting Time 1 action
Components Thought, Emotion, Material
Range close (25 + 5 ft./2 levels)
Effect illusory sounds
Duration 1 round/level (D)
Saving Throw DC 12 Will disbelief; Spell Resistance no
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.
Lullaby
School Enchantment(Compulsion); Level 0
Casting Time 1 action
Components Thought, Emotion
Range medium (100 + 10 ft./level)
Area living creatures within a 10-ft.-radius burst
Duration concentration + 1 round/level (D)
Saving Throw DC 11 Will negates; Spell Resistance yes
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2
penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1
round per caster level thereafter.
Message
School Transmutation, Air Elemental; Level 0
Casting Time 1 action
Components Thought, Emotion, Focus
Range medium (100 + 10 ft./level)
Target one creature/level
Duration 10 min./level
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Saving Throw none; Spell Resistance no
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You
point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted
creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks
the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and
the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that
you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the
words and whisper.
Sift
School Divination; Level 0
Casting Time 1 action
Components Thought, Emotion
Range 30 ft.
Area one 10-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5
penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features,
such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details
that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.
Telekinetic Projectile
School Evocation, Aether Elemental; Level 0
Casting Time 1 action
Components Thought, Emotion
Range close (25 + 5 ft./2 levels)
Duration instantaneous
Saving Throw no; Spell Resistance no
You fling an object weighing up to 5 pounds at the target. You must succeed at a ranged attack (not a ranged touch attack) to hit your
target; if you hit, you deal 1d6 points of bludgeoning damage to both the target and the object. The type of object thrown doesn’t
change the damage type or any other properties of the attack, even if you throw a weapon or magic item in this way.