Created using PCGen 6.07.01-dev on 12 sept. 2016
Astrius Barapin Vincent Neutral 0 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Bard2 3 Human (Chelaxian) Medium / 5 ft. 0' 0" 0 lbs. Normal
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
2 6 26 Mâle ,
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
14 +2 14 +2
DEX
Dexterity
16 +3 16 +3
CON
Constitution
13 +1 13 +1
INT
Intelligence
14 +2 14 +2
WIS
Wisdom
10 +0 10 +0
CHA
Charisma
12 +1 12 +1

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
16




  
Walk 30 ft.
AC
Armour Class
16 : 13 : 13 = 10 + 3 + 0 + 3 + 0 + 0 + 0 + 0 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+3 = +3 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+1


15 +0 +5 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+1 = +0 + +1 + +0
+ +0
+ +0
+
Reflex
Dexterity
+6 = +3 + +3 + +0
+ +0
+ +0
+
Will
Wisdom
+3 = +3 + +0 + +0
+ +0
+ +0
+
CONDITIONAL MODIFIERS:
+4 vs. Bardic Performance, sonic, and language-dependent effects
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+3 = +1
+ +2 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+4 = +1
+ +3 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+3 = +1
+ +2 + +0
+ +0
+ +0
+
CMB +3 +3 +3 +3 +3 +3
CMD 16 16 16 16 16 16
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+3
1d3+2
20/x2
5 ft.

Dagger
HAND TYPE SIZE CRITICAL REACH
Porté
PS
M
19-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +3
+3
+3
-1
+1
+1
 Dam 1d4+2
1d4+1
1d4+2
1d4+2
1d4+2
1d4+1
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +4
+2
+0
-2
-4
 Dam 1d4+2 1d4+2 1d4+2 1d4+2 1d4+2
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

Masterwork Composite Shortbow STR (+2)
HAND TYPE SIZE CRITICAL
Porté
P
M
20/x3
  Range 30 ft.'
70 ft.'
140 ft.'
210 ft.'
280 ft.'
 Bonus +5
+5
+3
+1
-1
 Dam 1d6+2 1d6+2 1d6+2 1d6+2 1d6+2
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Strength bonus to damage

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*Masterwork Studded Leather
TYPEARMOR BONUSMAX DEX BONUS
Light
+3
+5
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
15

SKILLS MAX
RANKS
2/2
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 3 = 3
+ 0
+ 0
  Appraise INT 6 = 2
+ 1
+ 3
  Bluff CHA 1 = 1
+ 0
+ 0
  Climb STR 2 = 2
+ 0
+ 0
  Craft (Untrained) INT 2 = 2
+ 0
+ 0
  Diplomacy CHA 1 = 1
+ 0
+ 0
  Diplomacy (Perform (Oratory)) CHA 6 = 1
+ 2
+ 3
  Disguise CHA 1 = 1
+ 0
+ 0
  Escape Artist DEX 3 = 3
+ 0
+ 0
  Fly DEX 3 = 3
+ 0
+ 0
  Heal WIS 0 = 0
+ 0
+ 0
  Intimidate CHA 1 = 1
+ 0
+ 0
  Knowledge (Geography) INT 8 = 2
+ 2
+ 4
  Knowledge (History) INT 8 = 2
+ 2
+ 4
  Knowledge (Religion) INT 7 = 2
+ 1
+ 4
  Knowledge (Untrained) INT 3 = 2
+ 0
+ 1
  Linguistics(Azlanti, Draconic) INT 7 = 2
+ 2
+ 3
  Perception WIS 5 = 0
+ 2
+ 3
  Perform (Oratory) CHA 6 = 1
+ 2
+ 3
  Perform (Untrained) CHA 1 = 1
+ 0
+ 0
  Profession (Scribe) WIS 5 = 0
+ 2
+ 3
  Ride DEX 3 = 3
+ 0
+ 0
  Sense Motive WIS 0 = 0
+ 0
+ 0
  Sense Motive (Perform (Oratory)) CHA 6 = 1
+ 2
+ 3
  Spellcraft INT 7 = 2
+ 2
+ 3
  Stealth DEX 3 = 3
+ 0
+ 0
  Survival WIS 0 = 0
+ 0
+ 0
  Swim STR 2 = 2
+ 0
+ 0
  Use Magic Device CHA 7 = 1
+ 2
+ 4
◆ = Useable Untrained
CONDITIONAL MODIFIERS:

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 6.07.01-dev on 12 sept. 2016
Player: Vincent; Character Name: Astrius Barapin
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Masterwork Studded Leather
Equipped
1
20
175
 Outfit (Explorer's)
Equipped
1
8
10
 Backpack, Common
Equipped
1
2
2
 Ink (1 oz. Vial)
Backpack, Common
1
0
8
 Inkpen
Backpack, Common
1
0
0.1
 Paper (Sheet)
(hardness 0, 1 hit point, and break DC 5)
Backpack, Common
5
0
0.4
 Rope (Silk/50 ft.)
(4 hp, DC 24 Strength check to burst)
Backpack, Common
1
5
10
 Flint and Steel
Backpack, Common
1
0
1
 Scroll Case
Backpack, Common
1
0,5
1
ITEM LOCATION QTY WT. COST
 Grappling Hook, Common
Backpack, Common
1
4
1
 Wand of Cure Light Wounds
(When laying your hand upon a living creature, you channel positive energy that cures 1d8+1/level, max 5 points of damage.)
Backpack, Common
1
0,06
630
 Wayfinder
(light at will, +2 competence to Survival (avoid becoming lost), can contain an ioun stone)
Equipped
1
1
500
 Crowbar
(+2 circumstance bonus to Strength checks to force open a door or chest)
Equipped
1
5
2
 Arrow
Equipped
18
0,15
0.05
 Dagger
Carried
1
1
2
 Masterwork Composite Shortbow STR (+2)
(Strength bonus to damage)
Carried
1
2
525
 Scholar's Outfit

1
6
5
 Hot Weather Outfit

1
4
8
TOTAL WEIGHT CARRIED/VALUE   51,26 lbs. 2508 gp
WEIGHT ALLOWANCE
Light 58 Medium 116 Heavy 175

MONEY
Unspent Funds = 162.0

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
LANGUAGES
Azlanti, Common, Draconic, Kelish, Osiriani
PROFICIENCIES
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Cestus, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dart, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Hair, Hanbo, Hook Hand, Javelin, Longspear, Longsword, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Quarterstaff, Rapier, Rock, Sap, Shortbow, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Sword (Short), Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), Whip
Traits
Dangerously Curious [Paizo Inc. - Advanced Player's Guide, p.329]
     You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Loyalty (Grand Lodge Faction) [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.11]
     You resist attempts to dissuade you from the Decemvirate's will. You gain a +1 trait bonus on saves against enchantment spells and spell-like abilities.
SPECIAL ATTACKS
Distraction (Su) [Paizo Inc. - Core Rulebook, p.36]
     You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su) [Paizo Inc. - Core Rulebook, p.37]
     You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 12) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
SPECIAL QUALITIES
Armored Casting (Ex) [Paizo Inc. - Core Rulebook, p.35]
     You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) [Paizo Inc. - Core Rulebook, p.35]
     You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance [Paizo Inc. - Core Rulebook, p.35]
     You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 7 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Bonus Feat [Paizo Inc. - Core Rulebook, p.27]
     Humans select one extra feat at 1st level.
Cantrips [Paizo Inc. - Core Rulebook, p.38]
     You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Countersong (Su) [Paizo Inc. - Core Rulebook, p.36]
     You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Inspire Courage (Su) [Paizo Inc. - Core Rulebook, p.37]
     You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Skilled [Paizo Inc. - Core Rulebook, p.27]
     Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Versatile Performance (Oratory) (Ex) [Paizo Inc. - Core Rulebook, p.38]
     You can use your bonus in the Perform (Oratory) skill in place of your bonus in the Diplomacy or Sense Motive skills. When substituting in this way, you use your total Perform (Oratory) skill bonus, including class skill bonus, in place of your Diplomacy or Sense Motive skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Well-Versed (Ex) [Paizo Inc. - Core Rulebook, p.38]
     You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.
FEATS
Arcane Strike [Paizo Inc. - Core Rulebook, p.118]
    As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, you gain a +1 damage bonus and your weapons are treated as magic for the purpose of overcoming damage reduction.
    As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Two-Weapon Fighting [Paizo Inc. - Core Rulebook, p.136]
    You can fight with a weapon in each of your hands. You can make one extra attack each round with the secondary weapon.
    Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.

Created using PCGen 6.07.01-dev on 12 sept. 2016
Player: Vincent; Character Name: Astrius Barapin

Wayfinder Spell-like Abilities
Light
Save: None
Time: 1 standard action, at will
Duration: 50 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
Effect:  This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light [darkness becomes dim light, and dim light becomes normal light]. In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent [through permanency or a similar effect], it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Source:  CR p.304
Target Area:   Object touched
Caster Level:   5


Created using PCGen 6.07.01-dev on 12 sept. 2016
Player: Vincent; Character Name: Astrius Barapin
Bard Spells
LEVEL 0 1 2 3 4 5 6
KNOWN 5 3 0 0 0 0 0
PER DAY 0 3 0 0 0 0 0
LEVEL 0
Detect Magic
Save: None
Time: 1 standard action
Duration: Concentration, up to 2 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge [arcana] skill checks to determine the school of magic involved in each. Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect. If the aura eminates from a magic item, you can attempt to identify its properties [see Spellcraft]. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates [in the case of a spell] or is destroyed [in the case of a magic item]. If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim [even weaker than a faint aura]. How long the aura lingers at this dim level depends on its original power:

Original Strength | Duration of Lingering Aura

Faint | 1d6 rounds

Moderate | 1d6 minutes

Strong | 1d6 x 10 minutes

Overwhelming | 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.


Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   2
Mage Hand
Save: None
Time: 1 standard action
Duration: Concentration
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Transmutation
Effect:  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.
Source:  CR p.306
Target Area:   One nonmagical, unattended object weighing up to 5 lbs.
Caster Level:   2
Mending
DC: 11
Save: Will negates (harmless, object)
Time: 10 minutes
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
Effect:  This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed [at 0 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]. This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Source:  CR p.312
Target Area:   One object of up to 2 lb.
Caster Level:   2
Message
Save: None
Time: 1 standard action
Duration: 20 minutes
Rng: Medium (120 ft.)
Comp: V, S, F
SR: No
School: Transmutation, AirSchool
Effect:  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.
Source:  CR p.313
Target Area:   2 creatures
Caster Level:   2
Prestidigitation
DC: 11
Save: See text
Time: 1 standard action
Duration: 1 hour
Rng: 10 ft.
Comp: V, S
SR: No
School: Universal
Effect:  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.
Source:  CR p.325
Target Area:   See text
Caster Level:   2
LEVEL 1
Erase
DC: 12
Save: See text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Transmutation
Effect:  Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%. Magic writing must be touched to be erased, and you also must succeed on a caster level check [1d20 + caster level] against DC 15. A natural 1 is always a failure on this check. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.
Source:  CR p.279
Target Area:   One scroll or two pages
Caster Level:   2
Feather Fall
DC: 12
Save: Will negates (harmless) or Will negates (object);
Time: 1 immediate action
Duration: Until landing or 2 rounds
Rng: Close (30 ft.)
Comp: V
SR: Yes (object)
School: Transmutation, AirSchool
Effect:  The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round [equivalent to the end of a fall from a few feet], and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures [including gear and carried objects up to each creature's maximum load] or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
Source:  CR p.281
Target Area:   2 Medium or smaller free-falling objects or creatures, no two of which may be more than 20 ft. apart
Caster Level:   2
Unseen Servant
Save: None
Time: 1 standard action
Duration: 2 hours
Rng: Close (30 ft.)
Comp: V, S, M
SR: No
School: Conjuration
Effect:  An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 [so it can lift 20 pounds or drag 100 pounds]. It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim [though it can walk on water]. Its base speed is 15 feet. The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. [It gets no saves against attacks.] If you attempt to send it beyond the spell's range [measured from your current position], the servant ceases to exist.
Source:  CR p.364
Target Area:   One invisible, mindless, shapeless servant
Caster Level:   2
* = Domain/Specialty Spell


Wayfinder Spells
At Will Light (DC:)



Created using PCGen 6.07.01-dev on 12 sept. 2016
Player: Vincent; Character Name: Astrius Barapin
Wayfinder
Bard
* = Domain/Specialty Spell