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Redva Silberpure
Redva Silberpure
Sylph Medium F Adult (Adult) 5 ft. 11 in. 135 lb. Light blond Greenish
Race Size Gender Age Height Weight Hair Eyes
CHA
x Artistry 1 =INT 1 +0 +0
Charisma
14 +2 Power 2
Bluff 2 =CHA 2 +0 +0
x Climb 1 =STR 2 +0 + -1
AC
Armor Class
15 =10+ 3 + 0 + 2 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 1 =INT 1 +0 +0
x Craft (b) 1 =INT 1 +0 +0
Touch AC 12 Flat Footed AC 13
x Craft (c) 1 =INT 1 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 2 =CHA 2 +0 +0
FortitudeConstitution
3 = 2 + 1 + 0 + 0 + Disable Device* =DEX + +
Disguise 2 =CHA 2 +0 +0
Reflex 2 = 0 + 2 + 0 + 0 +
Dexterity
Escape Artist 1 =DEX 2 +0 + -1
Will 2 = 2 + 0 + 0 + 0 +
x Fly 1 =DEX 2 +0 + -1
Wisdom
Weapon
Survival 0 =WIS 0 +0 +0
x Swim 1 =STR 2 +0 + -1
Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Totals 3 -1 0% 20 lbs.
Quarterstaff Master
Outfit, Traveler's 1
Spell Combat
Shoulders Qty. lbs.
Play Notes
Racial Traits
Breeze-Kissed
Darkvision
Like the Wind
Native Outsider
Weather Savvy
Background Traits
Two-World Magic
Trifler
Spell Level 0 1 2 3 4 5 6
Level 1
Known Spells
Known Spell Level 0 School Duration Cast time Range/Area Save SR DC
Acid Splash Conjuration instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) none no 12
Daze Enchantment 1 round; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 12
Mage Hand Transmutation concentration; 1 standard action close (25 ft. + 5 ft./2 levels) none no 12
Bonus Prestidigitation Universal 1 hour; 1 standard action 10 ft. see text see text no 12
DAZE
MAGE HAND
School: Transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, occultist 0, psychic 0, mesmerist 0, spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one nonmagical, unattended object weighing up to 5 lbs.
Duration: concentration;
Saving Throw: none
Spell Resistance: no
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
PRESTIDIGITATION
School: Universal
Level: bard 0, magus 0, sorcerer/wizard 0, psychic 0, mesmerist 0
Casting time: 1 standard action
Components: V, S
Range: 10 ft.
Area: see text
Effect: see text
Targets: see text
Duration: 1 hour;
Saving Throw: see text
Spell Resistance: no
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
SHOCKING GRASP
School: Evocation
Level: sorcerer/wizard 1, magus 1, bloodrager 1, occultist 1
Descriptor: electricity
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature or object touched
Duration: instantaneous;
Saving Throw: none
Spell Resistance: yes
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).
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
TOUCH OF FATIGUE
School: Necromancy
Level: sorcerer/wizard 0, witch 0, shaman 0, occultist 0, mesmerist 0
Casting time: 1 standard action
Components: V, S, M (a drop of sweat)
Range: touch
Targets: creature touched
Duration: 1 round/level;
Saving Throw: Fortitude negates
Spell Resistance: yes
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is
immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect
ends as soon as the spell's duration expires.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
WINDY ESCAPE
School: Transmutation
Level: bard 1, druid 1, magus 1, sorcerer/wizard 1, bloodrager 1
Descriptor: air
Casting time: 1 immediate action
Components: V, S
Range: personal
Targets: you
Duration: instantaneous;
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.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Race Guide Copyright 2012, Paizo Publishing, LLC
Notes
- Tripping Staff (Combat) You treat quarterstaves as if they had the trip special feature. If you are a magus with the staff
magus archetype, you can use spellstrike on any trip combat maneuver you make with the staff.
- Certain Strike (Su) At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this
ability after the die is rolled, but before the GM reveals the results. You must take the second result, even if it’s worse.
- Fated Bloodrager (Su) At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4
levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).
- Destined Strike (Su) At 1st level, as a free action up to three times per day you can grant yourself an insight
bonus equal to 1/2 your Eldrich Scion level (minimum 1) on one melee attack. At 12th level, you can use this ability up
to five times per day.
- Two-World Magic for Touch of Fatigue