Pathfinder Antipaladin

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Antipaladin Chaotic Evil

Character Name Alignment Player

Antipaladin (20) Not set Not set


Character Level Deity Homeland Campaign

Aasimar Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod. Temp. Temp.


Name Score Mod. HP
Hit Points
300 Movement
STR
Strength
32 +11 Total nonlethal Damage

30 ft. 6 sq. 20 ft. 4 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
22 +6
Wounds / Current HP

CON 24 +7 Initative 8 6 2 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
16 +3 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 1 =DEX 6 +0 + -5
WIS 14 +2 Channel
Wisdom
Energy Appraise 3 =INT 3 +0 +0

CHA
x Artistry 3 =INT 3 +0 +0
Charisma
30 +10 Lay On
Hands
x Bluff 33 =CHA 10 + 20 +3
Climb 6 =STR 11 +0 + -5
AC
Armor Class
35 =10+ 14 + 0 + 1 + 0 + 5 + 5 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 3 =INT 3 +0 +0
x Craft (b) 3 =INT 3 +0 +0
Touch AC 16 Flat Footed AC 34
x Craft (c) 3 =INT 3 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 10 =CHA 10 +0 +0
FortitudeConstitution
34 = 12 + 7 + 5 + 10 + Disable Device* =DEX + +
x Disguise 18 =CHA 10 +5 +3
Reflex 28 = 6 + 6 + 5 + 11 +
Dexterity
Escape Artist 1 =DEX 6 +0 + -5

Will 37 = 12 + 10 + 5 + 10 +
Fly 1 =DEX 6 +0 + -5
Wisdom
x Handle Animal 18 =CHA 10 +5 +3
Spell Energy Heal 4 =WIS 2 +0 +2
B.A.B. 20 Resistance Resistance
x Intimidate 44 =CHA 21 + 20 +3
CMB 31 = 20 + 11 + 0 + 0 Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 52 =10+ 20 + 11 + 6 + 0 + 5 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon
Knowledge (history)* =INT + +
(Power Attack) Earth breaker +5 Knowledge (local)* =INT + +
Critical Type Range Ammo
Knowledge (nature)* =INT + +
19-20/x3 B Knowledge (nobility)* =INT + +
Attack Damage
Knowledge (planes)* =INT + +
+31/+26/+21/+16 2d6+39 x Knowledge (religion) 26 =INT 3 + 20 +3
Weapon Linguistics* =INT + +
x Lore* =INT + +
Critical Type Range Ammo Perception 2 =WIS 2 +0 +0
Perform (a) 10 =CHA 10 +0 +0
Attack Damage
Perform (b) 10 =CHA 10 +0 +0
x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
x Ride 17 =DEX 6 + 13 + -2
Critical Type Range Ammo x Sense Motive 25 =WIS 2 + 20 +3
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft 18 =INT 3 + 12 +3
x Stealth 9 =DEX 6 +5 + -2

Weapon
Survival 2 =WIS 2 +0 +0
Swim 6 =STR 11 +0 + -5

Critical Type Range Ammo Use Magic Device* =CHA + +


X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo

Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties

Full plate +5 14 Armor -5 35% 50 lbs.

Totals 14 -5 35% 50 lbs.

Feats Other Specials Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Heavy Aura of Cowardice


Armor Proficiency, Light Aura of Depravity
Headband Qty. lbs.

Armor Proficiency, Medium Aura of Despair


Cornugon Smash Aura of Evil
Dazzling Display Aura of Sin Eyes Qty. lbs.

Hurtful Aura of Vengeance


Improved Critical: Earth breaker Channel Energy (Antipaladin) +10d6
Shoulders Qty. lbs.
Intimidating Prowess Code of Conduct
Leadership Detect Good Cloak of resistance +5 1
Power Attack Plague Bringer
Neck Qty. lbs.
Shatter Defenses Smite Good
Shield Proficiency Touch of Corruption Amulet of natural armor +5 1
Steadfast Personality Unholy Champion
Chest Qty. lbs.
Weapon Focus: Earth breaker Unholy Resilience
Weapon Proficiency, Martial(all)
Weapon Proficiency, Simple Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Ring of Protection +5 1

Play Notes

Racial Traits

Celestial Resistance
Darkvision
Heritage: Angel-Blooded
Native Outsider
Skilled
Spell-Like Ability

Background Traits

Reactionary
Finding Your Kin
Deft Dodger

Light 692 lbs. or less Lift Over 2080 lbs.


Load Head PP 0 Experience Points
GP 0
Medium 696-1384 lbs. Lift Off 4160 lbs.
Load Ground
SP 0 Next Level
Heavy 1388-2080 lbs. Drag or 10400 lbs. CP 0
Load Push
Antipaladin Spell Book

Spell Level 1 2 3 4

Spells per day (adjusted) 4 (7) 4 (7) 3 (5) 3 (5)

Prepared Spells
Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC

Bane Enchantment 1 min./level; 1 standard 50 ft. 50-ft.-radius burst, Will yes 21

Barbed Chains Conjuration Duration: instantaneous 1 standard close (25 ft. + 5 ft./level) Will partial no 21

Boneshaker Necromancy Duration: instantaneous 1 standard medium (100 ft. + 10 Fortitude yes 21

Death Candle Necromancy instantaneous/1 round 1 round Fortitude yes 21

Death Knell Necromancy instantaneous/10 1 standard touch Will yes 21

Desperate Weapon Conjuration 1 minute/level; 1 swift action personal none no 21

Hedging Weapons Abjuration Duration: 1 minute/level 1 standard personal Effect: you 21

Prepared Spell Level 2 Metamagic School Duration Cast time Range/Area Save SR DC

Blade Tutor's Spirit Conjuration 1 minute/level; 1 standard personal 22

Corruption Resistance Abjuration 10 minutes/level; 1 standard touch Fortitude yes 22

Invisibility Illusion 1 min./level (D); 1 standard personal or touch Will yes 22

Litany of Defense Transmutation 1 round; 1 swift action personal no yes 22

Litany of Eloquence Enchantment 1 round; 1 swift action close (25 ft. + 5 ft./2 no yes 22

Litany of Warding Transmutation 1 round; 1 swift action personal 22

Waters of Lamashtu Conjuration instantaneous 1 standard close (25 ft. + 5 ft./2 Fortitude no 22

Prepared Spell Level 3 Metamagic School Duration Cast time Range/Area Save SR DC

Animate Dead Necromancy instantaneous; 1 standard touch none no 23

Bestow Auras Abjuration 1 minute/level (D); 1 standard close (25 ft. + 5 ft./2 Will yes 23

Burst of Speed Transmutation see text; 1 swift action personal 23

Deadly Juggernaut Necromancy 1 minute/level; 1 standard personal 23

Dispel Magic Abjuration instantaneous; 1 standard medium (100 ft. + 10 none no 23

Prepared Spell Level 4 Metamagic School Duration Cast time Range/Area Save SR DC

Banishing Blade Abjuration 1 round/level or until 1 standard close (25 ft. + 5 ft./2 none and yes 24

Blood Ties Necromancy Duration: 1 day/level (D) 1 standard unlimited (see text) Will no 24

Fear Necromancy 1 round/level or 1 round; 1 standard 30 ft. cone-shaped burst Will partial yes 24

Invisibility, Greater Illusion 1 round/level; 1 standard personal or touch Will yes 24

Litany of Madness Enchantment 1 or more rounds (see 1 swift action close (25 ft. + 5 ft./2 no, see yes 24
Spell Descriptions (A-Z)
ANIMATE DEAD

School: Necromancy
Level: cleric/oracle 3, sorcerer/wizard 4, antipaladin 3, shaman 3, occultist 3, spiritualist 3
Descriptor: evil
Casting time: 1 standard action
Components: V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
Range: touch
Targets: one or more corpses touched
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
This spell turns corpses into undead skeletons or zombies (see the PFRPG Bestiary) that obey your spoken commands. The undead can be made to
follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain
animated until they are destroyed. A destroyed skeleton or zombie can't be animated again. Regardless of the type of undead you create with this
spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD
worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess
undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead
feat do not count toward this limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones.
If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse
must be that of a creature with a physical anatomy.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

BANE

School: Enchantment (compulsion)


Level: antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, mesmerist 1
Descriptor: fear, mind-affecting
Casting time: 1 standard action
Components: V, S, DF
Range: 50 ft.
Area: 50-ft.-radius burst, centered on you
Duration: 1 min./level;
Saving Throw: Will negates
Spell Resistance: yes
Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear
effects. Bane counters and dispels bless.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

BANISHING BLADE

School: Abjuration
Level: antipaladin 4, bloodrager 4, inquisitor 5, magus 5, medium 4, paladin 4, shaman 5, sorcerer/wizard 5, spiritualist 5, summoner 5
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: one melee weapon
Duration: 1 round/level or until discharged;
Saving Throw: none and Will partial (see text)
Spell Resistance: yes (see text)
You imbue a weapon with the power to drive foes back. The first time each round the weapon strikes a creature, the weapon attempts a free bull
rush combat maneuver check against that creature. This does not provoke attacks of opportunity. The combat maneuver for the bull rush is equal
to 1d20 + your caster level. You do not have to move to push creatures more than 5 feet with this bull rush. If a creature you strike has spell
resistance, you must attempt a caster level check to overcome its spell resistance the first time you strike it. If you fail, that creature is immune to
the effects of this casting of banishing blade. The first time each extraplanar creature whose Hit Dice don't exceed your caster level is driven back at
least 10 feet by this spell, it must attempt a Will save. If it fails, it is sent back to its home plane. Whether it succeeds or fails, that creature is
staggered for 1 round and banishing blade's duration ends.
Section 15 Copyright Notice: Pathfinder Player Companion: Arcane Anthology Copyright 2016, Paizo Inc.

BARBED CHAINS

School: Conjuration (summoning)


Level: antipaladin 1, bloodrager 1, cleric/oracle 1, inquisitor 1, occultist 1, shaman 1, summoner 1
Descriptor: emotion, fear, mind-affecting
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./level)
Duration: Duration: instantaneous
Saving Throw: Will partial (see text)
Spell Resistance: no
You summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell's range. You can have the
chain either make a melee attack (dealing 1d6 points of slashing damage) or attempt a trip combat maneuver against the target. The chain uses
your base attack bonus plus your key spellcasting ability score modifier as its attack bonus and combat maneuver bonus. On a successful hit or
combat maneuver check, the target must attempt a Will save. If it fails its save, the creature is shaken for 1d4 rounds. You summon one additional
chain every 3 levels after 1st, for a total of two chains at 4th level, three at 7th level, and a maximum of four at 10th level. Multiple chains can attack
the same target but the shaken effect doesn't stack.
Section 15 Copyright Notice: Horror Adventures. Copyright 2016 Paizo Publishing, LLC

BESTOW AURAS
School: Abjuration
Level: antipaladin 3, paladin 3
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature
Duration: 1 minute/level (D);
Saving Throw: Will negates (harmless)
Spell Resistance: yes
You transfer one or more of your paladin or antipaladin auras (such as aura of courage and aura of resolve) to another creature. You retain the
personal effect of that aura, but the target becomes the center of the aura effect instead of you. For example, if you transfer your aura of courage,
you remain immune to fear, but the target becomes the center of the aura that grants a +4 morale bonus on saves against fear effects. If an aura
functions only when you are conscious, the transferred aura functions only when the target is conscious. If an aura functions only when you expend
uses of another ability (such as with aura of justice or aura of vengeance), the transferred aura functions only if the target has that other ability and
expends uses of it to activate the aura. You cannot transfer an aura that affects only you (such as aura of good).
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc

BLADE TUTOR'S SPIRIT

School: Conjuration (creation)


Level: antipaladin 2, magus 1, paladin 2, sorcerer/wizard 2, summoner 2
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 minute/level;
You summon an insubstantial spirit of force that resembles a cloudy vapor hovering around your fists or any melee weapons you wield. The spirit
compensates for your defensive or reckless melee attacks, nudging your weapons in the proper direction. When you voluntarily use one or more
actions or feats that apply penalties to attack rolls with your melee weapons (such as a charge, fighting defensively, or using the Power Attack feat),
the spirit reduces the total penalty on affected attacks by 1 (to a minimum penalty of 0). The penalty is reduced by an additional 1 for every 5 caster
levels you possess (to a minimum penalty of 0). Only penalties incurred by voluntary use of feats or maneuvers are reduced by this spell. The spirit
can't be attacked or harmed by physical attacks, but disintegrate, dispel magic, a rod of cancellation, or a sphere of annihilation can affect it. A
protective spirit's AC against touch attacks is equal to 10 + your Dexterity modifier.
Section 15 Copyright Notice: Pathfinder Player Companion: Melee Tactics Toolbox Copyright 2015, Paizo Inc

BLOOD TIES

School: Necromancy
Level: antipaladin 4, cleric/oracle 5, druid 5, inquisitor 5, psychic 5, shaman 5, witch 5
Descriptor: evil
Casting time: 1 standard action
Range: unlimited (see text) Effect: two living creatures
Duration: Duration: 1 day/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: no
One of the targets of this spell must be a hostage-a bound, pinned, or helpless creature within your reach (though the spell doesn't end if the
hostage later moves beyond your reach). The second target must be a member of the first target's family. If neither creature successfully saves
against the spell, the second target also takes any damage conferred to the hostage, provided both are still alive, to a maximum of 10 points of
damage per caster level per day (damage beyond that necessary to kill the first target does not transfer). This transferred damage is typeless and
ignores the second creature's damage reduction and resistances. If either target succeeds at the saving throw, you can never attempt to exploit the
connection between these particular two creatures again. The connection between your targets weakens when the two are less familiar with one
another. Each target gains a +2 bonus on its save if the two are distant relations or related by marriage. Each target takes a -2 penalty on its save if
the two targets are parent and child or siblings.
Section 15 Copyright Notice: Horror Adventures. Copyright 2016 Paizo Publishing, LLC

BONESHAKER

School: Necromancy
Level: antipaladin 1, cleric/oracle 2, inquisitor 2, sorcerer/wizard 2, spiritualist 2, witch 2
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level) Effect: one living creature or undead creature with a skeleton
Duration: Duration: instantaneous
Saving Throw: Fortitude partial or negates (see text)
Spell Resistance: yes
By using a bone fetish like a marionette, you take control of a target creature's skeleton. This has a variety of effects depending on whether the
target is living or undead. A living creature has its skeleton rattle within its flesh, causing it grievous harm. The target takes 3d6 points of damage,
plus 1d6 additional points of damage per 2 caster levels you have. In addition, you can move the target 5 feet. This movement doesn't provoke
attacks of opportunity. A successful saving throw halves the damage and negates the movement. An undead creature takes no damage. Instead,
you manipulate the undead, forcing it to take an immediate action to either move up to its speed (provoking attacks of opportunity as normal) or
make a single attack against a creature of your choice in its reach. Either of these is the most basic version of the action the creature can take (it
doesn't activate any special abilities that it could apply to the movement or attack, such as grab). A successful saving throw negates this effect. A
mindless undead creature doesn't receive a save against this effect.
Section 15 Copyright Notice: Horror Adventures. Copyright 2016 Paizo Publishing, LLC

BURST OF SPEED

School: Transmutation
Level: alchemist 3, antipaladin 3, magus 3, inquisitor 3, paladin 3, ranger 3, bloodrager 3, psychic 3
Casting time: 1 swift action
Components: V
Range: personal
Targets: you
Duration: see text;
Until the end of your turn, you gain a +20-foot bonus to speed (or +10-foot bonus if you are wearing Medium or Heavy armor), your movement
does not provoke attacks of opportunity, and you can move through the space of creatures that are larger than you are, but you cannot end your
movement this round in a space occupied by a creature.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

CORRUPTION RESISTANCE

School: Abjuration
Level: antipaladin 2, inquisitor 2, paladin 2
Descriptor: chaotic, evil, good, or lawful
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: creature touched
Duration: 10 minutes/level;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
You grant the touched creature limited protection from magical effects that inflict damage based on the target creature's alignment, such as holy
smite, order's wrath, a paladin's smite evil attack, or an unholy weapon. Choose one alignment type: chaos, evil, good, or law. The subject takes 5
less points of damage from effects that specifically harm creatures of that alignment. The value of the protection increases to 10 points at 7th level
and 15 points at 11th level. The spell protects the recipient's equipment as well. Corruption resistance protects against spells, spell-like abilities, and
special abilities, not physical attacks. Corruption resistance only protects against damage. The subject can still suffer side effects from such attacks.
When you use this spell to protect an alignment, it gains the descriptor of that alignment.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC

DEADLY JUGGERNAUT

School: Necromancy
Level: antipaladin 3, cleric/oracle 3, inquisitor 3, paladin 3
Descriptor: death
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 minute/level;
With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of the spell, you gain a cumulative +1
luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based skill checks as well as DR 2/- each time you
reduce a qualifying opponent to 0 or few hit points (maximum +5 bonus and DR 10/-) with a melee attack. A qualifying opponent has a number of
Hit Dice equal to or greater than your Hit Dice -4.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

DEATH CANDLE

School: Necromancy
Level: antipaladin 1, cleric/oracle 2, inquisitor 2, witch 2
Descriptor: death, evil, fire
Casting time: 1 round
Components: V, S
Duration: instantaneous/1 round per HD of subject; see text;
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell functions like death knell, except instead of using the slain target's life energy to enhance yourself, you use it to summon a Small fire
elemental resembling a burning, howling version of the slain creature. The elemental acts immediately on your turn and otherwise behaves as if
you had summoned it with summon monster II. The elemental remains for a number of rounds equal to the Hit Dice of the slain creature.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Race Guide Copyright 2012, Paizo Publishing, LLC

DEATH KNELL

School: Necromancy
Level: antipaladin 1, cleric/oracle 2, inquisitor 2, witch 2, spiritualist 2
Descriptor: death, evil
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: living creature touched
Duration: instantaneous/10 minutes per HD of subject; see text;
Saving Throw: Will negates
Spell Resistance: yes
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1
or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 enhancement bonus to Strength.
Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does
not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DESPERATE WEAPON
School: Conjuration (creation)
Level: antipaladin 1, bard 1, bloodrager 1, cleric/oracle 1, inquisitor 1, magus 1, occultist 1, ranger 1, sorcerer/wizard 1
Casting time: 1 swift action
Components: V
Range: personal
Effect: one-handed improvised weapon
Duration: 1 minute/level;
Saving Throw: none
Spell Resistance: no
You create a one-handed object that you might expect to see in your current surroundings, which you can then use as an improvised weapon. The
spell conjures such an object near your hand such that you can retrieve it as you complete the spell. No matter what sort of object you picked, it
functions as a one-handed improvised weapon appropriate for your size and that deals 1d6 points of damage for a Medium creature (1d4 for Small
creatures). The item deals the type of damage you choose (bludgeoning, piercing, or slashing) when casting the spell, though the object you request
must conform to the damage type. The spell ends prematurely if the improvised weapon leaves your grasp. The object has no value and can't be
used for other functions other than as an improvised weapon (for instance, this spell doesn't allow you to conjure an expensive spyglass and sell it
or use its other abilities, but you could still use it to beat someone over the head). The conjured object can't already be a manufactured weapon,
even in a location where you might expect to see manufactured weapons. It can be an object that would normally make for an unusual improvised
weapon, like a herring at a fish market, and it still deals its full damage.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Intrigue Copyright 2016, Paizo Inc

DISPEL MAGIC

School: Abjuration
Level: bard 3, cleric/oracle 3, druid 4, paladin 3, sorcerer/wizard 3, summoner 3, witch 3, inquisitor 3, antipaladin 3, magus 3, shaman 3, occultist 3,
psychic 3, mesmerist 3, spiritualist 3
Casting time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area: one spellcaster, creature, or object
Targets: one spellcaster, creature, or object
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a
magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their
descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The of a spell with
an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use
dispel magic in one of two ways: a targeted dispel or a counterspell. Targeted Dispel: One object, creature, or spell is the target of the dispel magic
spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level).
If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have
dispelled one spell affecting the target, or you have failed to dispel every spell. For example, a 7th-level caster casts dispel magic, targeting a
creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end
the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check
resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would
have been affected. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall
of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it
ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or
creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that
conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the
item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical
properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is
temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact).
Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast
yourself. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell,
however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

FEAR

School: Necromancy
Level: bard 3, sorcerer/wizard 4, witch 4, inquisitor 4, antipaladin 4, bloodrager 4, shaman 4, occultist 4, psychic 4, mesmerist 3, spiritualist 4
Descriptor: fear, mind-affecting, emotion
Casting time: 1 standard action
Components: V, S, M (the heart of a hen or a white feather)
Range: 30 ft.
Area: cone-shaped burst
Duration: 1 round/level or 1 round; see text;
Saving Throw: Will partial
Spell Resistance: yes
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked
creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

HEDGING WEAPONS

School: Abjuration
Level: antipaladin 1, cleric/oracle 1, inquisitor 1, paladin 1
Descriptor: force
Casting time: 1 standard action
Range: personal Effect: you
Duration: Duration: 1 minute/level (D)
A weapon made from divine force appears and floats near you. This weapon takes the shape of your deity's favored weapon (if you have no deity,
the weapon appears as a simple weapon with special significance to you). You gain one additional weapon at 6th level and every 4 caster levels
thereafter-two at 6th, three at 10th, four at 14th, and a maximum of five weapons at 18th level. The weapon averts and deflects attacks, granting
you a +1 deflection bonus to AC for each weapon summoned (maximum +5 at 18th level). As a standard action, you can grasp a weapon and throw
it as a ranged attack at any target you can see within 30 feet of you (even if it's a type of weapon that can't normally be thrown). On a successful hit,
the weapon deals 2d6 points of force damage to the target. This force weapon has the same threat range and critical multiplier as a standard
weapon of its type, but no other special abilities. Because it deals force damage, DR doesn't apply. Each weapon thrown lowers the total deflection
bonus to your AC by 1 as it disappears immediately after the attack action. The spell immediately ends once you throw all the weapons.
Section 15 Copyright Notice: Horror Adventures. Copyright 2016 Paizo Publishing, LLC

INVISIBILITY

School: Illusion (glamer)


Level: bard 2, sorcerer/wizard 2, alchemist 2, summoner 2, inquisitor 2, antipaladin 2, magus 2, occultist 2, psychic 2, mesmerist 2, spiritualist 2
Casting time: 1 standard action
Components: V, S, M/DF (an eyelash encased in gum arabic)
Range: personal or touch
Targets: you or a creature or object weighing no more than 100 lbs./level
Duration: 1 min./level (D);
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: yes (harmless) or yes (harmless, object)
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone
else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or
put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light,
however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an
item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain
other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary
invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks
any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe
depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an
attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge
while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly,
however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this
purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

INVISIBILITY, GREATER

School: Illusion (glamer)


Level: bard 4, sorcerer/wizard 4, alchemist 4, summoner 3, inquisitor 4, antipaladin 4, occultist 4, psychic 4, mesmerist 4, spiritualist 4, magus 4
Casting time: 1 standard action
Components: V, S
Range: personal or touch
Targets: you or creature touched
Duration: 1 round/level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
This spell functions like invisibility, except that it doesn't end if the subject attacks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

LITANY OF DEFENSE

School: Transmutation
Level: antipaladin 2, inquisitor 2, paladin 2
Casting time: 1 swift action
Components: V, S, DF
Range: personal
Targets: you
Duration: 1 round;
Saving Throw: no
Spell Resistance: yes
Invoking this litany strengthens your defenses. Any enhancement bonus your armor has is doubled and you are immune to fear. While subject to
this spell, the target cannot be the target of another spell that has the word "litany" in the title.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

LITANY OF ELOQUENCE

School: Enchantment (charm)


Level: antipaladin 2, inquisitor 3, paladin 2
Descriptor: language-dependent, mind-affecting
Casting time: 1 swift action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature
Duration: 1 round;
Saving Throw: no
Spell Resistance: yes
Your litany is a fascinating diatribe of grace, causing your target to do nothing but listen. The target is fascinated. As usual, obvious danger prevents
fascination and potential danger grants a save. While subject to this spell, the target cannot be the target of another spell that has the word "litany"
in the title.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC
LITANY OF MADNESS

School: Enchantment (charm)


Level: antipaladin 4, inquisitor 6
Descriptor: language-dependent, mind-affecting
Casting time: 1 swift action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature
Duration: 1 or more rounds (see below);
Saving Throw: no, see below
Spell Resistance: yes
This litany is a sermon of madness. The target is confused. At the start of each of its turns, it can make a Will saving throw against the confused
effect (DC of the spell). If the target fails the save, it continues to be confused. If it makes the save, the effect ends. While subject to this spell, the
target cannot be the target of another spell that has the word "litany" in the title.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

LITANY OF WARDING

School: Transmutation
Level: antipaladin 2, inquisitor 3, paladin 2
Casting time: 1 swift action
Components: V, S, DF
Range: personal
Targets: you
Duration: 1 round;
With this litany, you become more aware of your opponents. You can make two additional attacks of opportunity this round. Furthermore, you gain
a +2 sacred bonus to AC against attacks of opportunity. While subject to this spell, the target cannot be the target of another spell that has the word
"litany" in the title.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

WATERS OF LAMASHTU

School: Conjuration (creation)


Level: alchemist 2, antipaladin 2, cleric 3, druid 3, hunter 3, investigator 2, oracle 3, shaman 3, warpriest 3, witch 3
Casting time: 1 standard action
Components: V, S, M (250 gp of powdered amber)
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throw: Fortitude partial;
Spell Resistance: no
This spell generates what appears to be clear, pure water, but it is in fact a foul secretion known as the waters of Lamashtu. The liquid functions in
all the same ways as unholy water (see curse water). In addition, any creature that is anointed with or drinks this fluid must attempt a Fortitude
save (drinking the waters of Lamashtu is particularly effective—a creature that drinks the liquid takes a –4 penalty on its save to resist its effects).
Success causes the creature to become violently ill, vomit up the fluid, and become sickened for 1d4 rounds. Failure indicates the water takes root
and wreaks havoc on the victim’s mind (dealing 1d6 points of Intelligence damage) and twists and deforms its body (dealing 1d6 points of Dexterity
damage). The subject’s Dexterity and Intelligence cannot drop below 1 as a result of this effect. Casting this spell creates approximately 2 ounces of
the waters of Lamashtu—enough for one dose or, if bottled, one use as a thrown weapon. The fluid can be created and stored indefinitely, though it
cannot be created inside a creature. Extensive exposure to the waters of Lamashtu (such as drinking nothing else for months at a time) can have
other long-term effects on the target, including the development of monstrous deformities or even total transformation into a beast, depending on
the GM’s discretion (these mutations are rarely, if ever, beneficial to the victim).Mythic Waters of LamashtuSource Mythic Origins pg. 13When used
as unholy water, mythic waters of Lamashtu deal twice as much damage and prevent the creature from regaining hit points from fast healing or
regeneration for 1d4 rounds (meaning the creature can be killed normally). The ability damage from the waters increases to 2d4, and a creature
imbibing or anointed by the waters is nauseated for 1d4 rounds if it fails its saving throw. The long-term effects of drinking mythic waters of
Lamashtu happen more quickly, requiring only regular exposure over weeks instead of massive quantities for months, and warp the consuming
creature more extensively (at the GM’s discretion). Monstrosities created by mythic waters of Lamashtu can breed with members of their original
species and pass on such mutations to their offspring.
Section 15 Copyright Notice: Pathfinder RPG: Book of the Damned, Copyright 2017 Paizo Publishing, LLC

Open Game License and Copyright details available at: https://pathbuilder2e.com/legacy/license.html


FEATS

ARMOR PROFICIENCY, HEAVY

Requirements: Light Armor Proficiency, Armor Proficiency, Medium.


See Armor Proficiency, Light.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

ARMOR PROFICIENCY, LIGHT

Requirements: None
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to
Dexterity- and Strength-based skill checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

ARMOR PROFICIENCY, MEDIUM

Requirements: Light Armor Proficiency.


See Armor Proficiency, Light.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

CORNUGON SMASH

Requirements: Power Attack, Intimidate 6 ranks.


When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to
attempt to demoralize your opponent.
Section 15 Copyright Notice: Pathfinder Chronicles - Cheliax: Empire of Devils Copyright 2009, Paizo Publishing, LLC

DAZZLING DISPLAY

Requirements: Weapon Focus, proficiency with the selected weapon.


While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-
round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

HURTFUL

Requirements: Str 13, Power Attack.


When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a
single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition
from being demoralized immediately ends.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Monster Codex Copyright 2014, Paizo Inc

IMPROVED CRITICAL

Requirements: Proficient with weapon, base attack bonus +8.


When using the weapon you selected, your threat range is doubled.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

INTIMIDATING PROWESS

Requirements: None
Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

LEADERSHIP

Requirements: Character level 7th.


This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is
generally an NPC with class levels, while followers are typically lower level NPCs. See Table 5-2 for what level of cohort
and how many followers you can recruit.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

POWER ATTACK

Requirements: Str 13, base attack bonus +1.


You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all
melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed
weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif
ier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or
secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty
increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack
roll, and its effects last until your next turn. the bonus damage does not apply to touch attacks or effects that do not deal
hit point damage.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SHATTER DEFENSES

Requirements: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.
Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your
next turn. This includes any additional attacks you make this round.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SHIELD PROFICIENCY

Requirements: None
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-
based skills.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

STEADFAST PERSONALITY

Requirements: None
Add your Charisma modifier instead of your Wisdom bonus to Will saves. If you have a Wisdom penalty, you must apply
both your Wisdom penalty and your Charisma modifier.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc

WEAPON FOCUS

Requirements: Proficiency with selected weapon, base attack bonus +1.


You gain a +1 bonus on all attack rolls you make using the selected weapon.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON PROFICIENCY, MARTIAL(ALL)

Requirements: Awarded by class.


Proficiency with all martial weapons.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON PROFICIENCY, SIMPLE

Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: https://pathbuilder2e.com/legacy/license.html


Description
A PFRPG character build.

Notes
No build notes.

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