Created using PCGen 6.07.01 on 24 nov. 2016
Naalij Vincent Chaotic Good Sarenrae 20 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Sorcerer8 22 Ifrit Medium / 5 ft. 5' 11" 155 lbs. Darkvision (60 ft.)
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
8 24 71 Mâle Light blue seem to be burning, Straight up
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
10 +0 10 +0
DEX
Dexterity
16 +3 18 +4
CON
Constitution
12 +1 12 +1
INT
Intelligence
13 +1 13 +1
WIS
Wisdom
8 -1 8 -1
CHA
Charisma
20 +5 24 +7

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
46




  
Walk 30 ft.
AC
Armour Class
19 : 15 : 15 = 10 + 4 + 0 + 4 + 0 + 0 + 0 + 1 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+13 = +4 + +9
TOTAL DEX MISC
BASE ATTACK
Bonus
+4


0 +0 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+5 = +2 + +1 + +2
+ +0
+ +0
+
Reflex
Dexterity
+8 = +2 + +4 + +2
+ +0
+ +0
+
Will
Wisdom
+7 = +6 + -1 + +2
+ +0
+ +0
+
CONDITIONAL MODIFIERS:
You may reroll a single attack, saving throw, or skill check after the roll is made but before the results are revealed (Kassen's Blessing).
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+4 = +4
+ +0 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+8 = +4
+ +4 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+4 = +4
+ +0 + +0
+ +0
+ +0
+
CMB +4 +4 +4 +4 +4 +4
CMD 19 19 19 19 19 19
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+4
1d3
20/x2
5 ft.

*Masterwork Dagger
HAND TYPE SIZE CRITICAL REACH
directrice
PS
M
19-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +5
+1
+5
-1
+1
-3
 Dam 1d4
1d4
1d4
1d4
1d4
1d4
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +9
+7
+5
+3
+1
 Dam 1d4 1d4 1d4 1d4 1d4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

Alchemist's Fire (Flask)
HAND TYPE SIZE CRITICAL
Équippé
F
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +8
+6
+4
+2
+0
 Dam 1d6 1d6 1d6 1d6 1d6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of 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.
SKILLS MAX
RANKS
8/8
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 4 = 4
+ 0
+ 0
  Appraise INT 1 = 1
+ 0
+ 0
  Bluff CHA 11 = 7
+ 1
+ 3
  Climb STR 0 = 0
+ 0
+ 0
  Craft (Untrained) INT 1 = 1
+ 0
+ 0
  Craft (Weapons) INT 12 = 1
+ 6
+ 5
  Diplomacy CHA 8 = 7
+ 1
+ 0
  Disguise CHA 7 = 7
+ 0
+ 0
  Escape Artist DEX 6 = 4
+ 2
+ 0
  Fly DEX 4 = 4
+ 0
+ 0
  Heal WIS -1 = -1
+ 0
+ 0
  Intimidate CHA 11 = 7
+ 1
+ 3
  Knowledge (Arcana) INT 6 = 1
+ 2
+ 3
  Knowledge (Planes) INT 5 = 1
+ 1
+ 3
  Knowledge (Religion) INT 2 = 1
+ 1
+ 0
  Perception WIS -1 = -1
+ 0
+ 0
  Perform (Untrained) CHA 7 = 7
+ 0
+ 0
  Ride DEX 5 = 4
+ 1
+ 0
  Sense Motive WIS -1 = -1
+ 0
+ 0
  Spellcraft INT 11 = 1
+ 7
+ 3
  Stealth DEX 4 = 4
+ 0
+ 0
  Survival WIS -1 = -1
+ 0
+ 0
  Swim STR 0 = 0
+ 0
+ 0
  Use Magic Device CHA 15 = 7
+ 5
+ 3
◆ = Useable Untrained
CONDITIONAL MODIFIERS:
+3 bonus to Diplomacy with members of the character's faction
+1 bonus on Knowledge checks while in the Grand Lodge

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 on 24 nov. 2016
Player: Vincent; Character Name: Naalij
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Headband of Alluring Charisma +4
Equipped
1
1
16000
 Masterwork Dagger
Equipped
1
1
302
 Ring of Protection +1
Equipped
1
0
2000
 Outfit (Scholar's)
Equipped
1
6
0
 Belt of Incredible Dexterity +2
Equipped
1
1
4000
 Cloak of Resistance +2
Equipped
1
1
4000
 Belt Pouch
Equipped
1
0,5
1
 Backpack, Masterwork
Equipped
1
4
50
 Waterskin
Backpack, Masterwork
1
0
1
 Alchemist's Fire (Flask)
(Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.)
Backpack, Masterwork
2
1
20
 Smokestick
Backpack, Masterwork
2
0,5
20
 Flash Powder
(Creatures within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).)
Backpack, Masterwork
1
0
50
ITEM LOCATION QTY WT. COST
 Elixir of Hiding
Backpack, Masterwork
1
0
250
 Artisan's Tools (Weaponsmithing/Masterwork)
Backpack, Masterwork
1
5
55
 Lesser Elemental (Acid) Metamagic Rod
Backpack, Masterwork
1
5
3000
 Wand of Cure Light Wounds (10)
(When laying your hand upon a living creature, you channel positive energy that cures 1d8+1/level, max 5 points of damage., (Wand (Cure Light Wounds//1st)))
Wrist Sheath, Spring Loaded
1
0
150
 Wrist Sheath, Spring Loaded
(Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item.)
Equipped
1
1
5
 Wrist Sheath, Spring Loaded
(Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item.)
Equipped
1
1
5
 Scroll Case
Equipped
1
0,5
1
 Scroll (Spider Climb)
Scroll Case
1
0,01
150
 Scroll (Invisibility)
Scroll Case
1
0,01
150
 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, Masterwork
1
0,06
720
 Wand of Mage Armor
(An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.)
Wrist Sheath, Spring Loaded
1
0,06
150
TOTAL WEIGHT CARRIED/VALUE   30,15 lbs. 31120 gp
WEIGHT ALLOWANCE
Light 38 Medium 76 Heavy 115

MONEY
Unspent Funds = 3271.0

TEMPLATES
Race Bonus Language ~ Modern Human Language

Flash Powder
HAND TYPE SIZE CRITICAL
Équippé

M
none/x0
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +8
+6
+4
+2
+0
 Dam
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Creatures within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).

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
Common, Ignan, Kelish
PROFICIENCIES
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Brass Knuckles, Cestus, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dart, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Hanbo, Javelin, Longspear, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Quarterstaff, Rock, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light)
Traits
Arcane Temper [Paizo Publishing - Ultimate Campaign, p.56]
     You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Elemental Pupil (Fire) [Paizo Inc. - Qadira, Gateway to the East, p.25]
     You have studied at the feet of the masters of Katheer's colleges of magic, and so increased your own mastery of the elements. Choose one of the following energy types: acid, cold, electricity, or fire. When casting a spell of 1st level or higher that deals damage of your chosen energy type, the spell deals 1 extra point of damage of this type.
SPECIAL ATTACKS
Elemental Ray (Sp) [Paizo Inc. - Core Rulebook, p.76]
     You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+4 points of fire damage You can use this ability 10 times per day.
Prestige Awards
Current Prestige Points (20x) [Paizo Inc. - Guide To Pathfinder Society Organized Play]
     The character has 20 current prestige points.
Fame (30x) [Paizo Inc. - Guide To Pathfinder Society Organized Play]
     The character has accumulated 30 Fame. He has a +3 to Diplomacy with members of his faction. Maximum Item Cost: 11,750 gp
Artisan's Shop [Paizo Inc. - Pathfinder Society Field Guide, p.60]
     Artisan's Shop (5 PP): Your craft is your livelihood when you aren't excavating musty tombs or exploring uncharted lands. You sell your wares through an unassuming storefront in a well-trafficked mercantile district. If you use ranks in any Craft skill to calculate your bonus on Day Job checks, having an artisan's shop grants you a +1 circumstance bonus on all such checks. Additionally, you receive a 5% discount on all nonmagical merchandise in your area of expertise when purchasing it in the same city as your shop, rounded to the nearest gold piece.
Confirmed Field Agent (Wayfinder) [Paizo Publishing, LLC - Fulltext]
     The boon with the 1 PP to get the Wayfinder.
Master of Trade (Qadira Faction) [Paizo Inc. - Pathfinder Society Field Guide, p.19]
     Master of Trade (Qadira, Fame 20, 4 PP) Using faction contacts and mercantile experience, you can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components.
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SPECIAL QUALITIES
Bloodline Arcana [Paizo Inc. - Ultimate Magic, p.72]
     Whenever you cast a spell with the fire descriptor, that spell deals +1 point of damage per die rolled.
Cantrips [Paizo Inc. - Core Rulebook, p.71]
     You learn 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.
Confirmed Field Agent [Paizo Inc. - PFS Scenario #5-08 The Confirmation]
     Having successfully completed and documented your COnfirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for nay of your characters, you received this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Contraband Dividends [Paizo Inc. - PFS Scenario #3-02]
     You ensured that a valuable shipment of contraband antiquities were able to enter Absalom through the sewers without kobolds causing any problems. As a result, you receive a single item of no more than 150 gp from among the non-relic bits of the cargo. You must select this item now and reflect its purchase on this Chronicle sheet.
Darkvision (Ex) [Paizo Inc. - Bestiary]
     Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Day at the Auction [Paizo Inc. - PFS Module The Dragon's Demand (2)]
     [__] During the auction of the Hunclay estate, you bid on and won an exceptionally rare item. When you purchase (not upgrade) one magic item, you may treat your Fame score as though it were 3 higher to determine your maximum item cost. When you use this boon, cross it off your Chronicle sheet.
Dragonfoe [Paizo Inc. - PFS Module The Dragon's Demand (2)]
     [__] The Crypt of Tula held more than just dragon-slaying weapons and powerful armor; it also housed the spirit of Tula, which granted you a blessing for your imminent confrontation. You may use this boon to reroll either one attack roll against a dragon or one caster level check to overcome a dragon's spell resistance. If you are using a weapon, spell, or item that grants a specific benefit when used against dragons (e.g. a dragonbane longsword), you gain a +2 insight bonus on the reroll. The reroll must be made before the results of the original roll are known, and you must take the second result even if it is lower. When you use this boon, cross it off your Chronicle sheet.
Dragon Slayer [Paizo Inc. - PFS Module The Dragon's Demand (3)]
     With the help of your allies and bearing enchanted dragon slaying tools, you slayed the dragon Aeteperax and saved the town of Belhaim, and this has granted you the confidence to combat other scaled terrors. The next time you encounter a true dragon, you gain a permanent +2 bonus on Reflex saves against the breath weapon of dragons of that type (blue, red, silver, etc.), as well as a +1 bonus on attack rolls and a +1 dodge bonus to AC against that type of dragon. When you determine this type of dragon write its type on the line below. If you wear dragonhide armor of the associated dragon type, these bonuses against that type of dragon increase by 1.
Explore Report Cooperate [Paizo Inc. - PFS Scenario #5-08 The Confirmation]
     [__] You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting the secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Fire Affinity (Ex) [Paizo Inc. - Bestiary 2, p.127]
     Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Forge-Hardened (Ex) [Paizo Inc. - Advanced Race Guide, p.126]
     Gain a +2 racial bonus on Craft (Armor) and Craft (Weapons) checks, and saves to resist fatigue and exhaustion.
Friend of the Green [Paizo Inc. - PFS Module The Dragon's Demand (3)]
    

[__] [__] [__] Although he was initially skeptical that you could slay Aeteperax, the druid Azmur Kell has professed his gratitude to you for saving him and his family. He owes you several favors, and you may call in a favor when performing one of the skills below to use Azmur's skill modifier instead of your own as he assists you. Alternatively, Azmur can cast a spell as though he shared your space, though any attacks of opportunity he provokes for spellcasting damage you (they still force him to make a concentration check). Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off one box each time you ask for help. When you check the last box, Azmur's debt has been repaid; cross this boon off your Chronicle sheet.

* Cast barkskin (CL 8th; concentration +11)

* Cast cure serious wounds (CL 8th; concentration +11)

* Cast remove disease (CL 8th; concentration +11)

* Knowledge (nature) +13

Honored by the Twilight Talons [Paizo Inc. - PFS Module Broken Chains]
     For having assisted Whispershade in investigating Othine's disappearance, you receive the commendation of Major Colson Maldris. If you are a member of the Andoran faction, you may treat your Fame score as 5 higher when qualifying for and purchasing Andoran faction vanities from page 14 of Pathfinder Campaign Setting: Pathfinder Society Field Guide. If you are not a member of the Andoran faction, you may now purchase Andoran faction vanities that require 20 Fame or less. So long as you have the Eagle Knight vanity, you may treat yourself as a member of the Andoran faction when qualifying for prestige classes.
Kassen's Blessing [Paizo Inc. - PFS Module Crypt of the Everflame]
     [__] You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle.
Koboldfriend [Paizo Inc. - PFS Scenario #3-02]
     You negotiated a truce between the Pathfinder Society and Yiddlepode of the Sewer Dragon tribe. As part of the bargain, she gave you a token of kobold. When worn about your neck (occupying the neck magic item slot), the token grants you a +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype.
Primal (Wildblooded Elemental) Bloodline (Fire) [Paizo Inc. - Ultimate Magic, p.72]
     Your powers are attuned to the concentrated core of the elemental plane.
Ragario [Paizo Inc. - Inner Sea World Guide, p.289]
     You cast spells from the evocation school at +1 caster level. Additionally, you gain dancing lights as a spell-like ability usable 3/day.
Resistance to Fire (Ex) [Paizo Inc. - Bestiary, p.303]
     You may ignore 10 points of Fire damage each time you take fire damage.
Scalefriend [Paizo Inc. - PFS Module The Dragon's Demand (1)]
    

[__] [__] [__] You were fortunate to encounter and aid the kobold Nighttail, who helped you to neutralize the Blood Vow tribe. She still owes you a good turn or two, and you may call in a favor when performing one of the skills below to use Nighttail's skill modifier instead of your own as she assists you. Alternatively, Nighttail can cast a spell as though she shared your space, though any attacks of opportunity she provokes for spellcasting damage you (they still force her to make a concentration check). Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off one or more boxes each time you ask for help. When you check the last box, Nighttail's debt has been repaid; cross this boon off your Chronicle sheet.

* Handle Animal +7

* Survival +10

* Bluff +9

* Cast resist energy (CL 1st, concentration +2)

* Nighttail and Hak (The Dragon's Demand 14-15) fight alongside you for one encounter in The Dragon's Demand module. You may use this boon at the beginning of combat or at the start of a combat round. Nighttail and Hak begin combat adjacent to you or in the closest available square, and they act on their own initiative. The pair have a starting attitude of helpful and follow your commands to the best of their abilities, but they are GM-controlled NPCs; a GM may grant you direct control at his or her discretion. If Nighttail and/or Hak die during the encounter, cross the entire boon off your Chronicle sheet. (2 boxes)

Wildfire Heart (Ex) [Paizo Inc. - Advanced Race Guide, p.127]
     Gain a +4 racial bonus on initiative.
FEATS
Eschew Materials [Paizo Inc. - Core Rulebook, p.123]
    You can cast many spells without needing to utilize minor material components.
    You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Firesight [Paizo Inc. - Advanced Race Guide, p.130]
    Fire no longer blinds you, and smoke conceals nothing from your gaze.
    You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not otherwise see (for example, invisible creatures are still invisible). You are immune to the dazzled condition.
Improved Initiative [Paizo Inc. - Core Rulebook, p.127]
    Your quick reflexes allow you to react quickly to danger.
    You get a +4 bonus on initiative checks.
Spell Focus (Evocation) [Paizo Inc. - Core Rulebook, p.134]
    Any spells you cast of your chosen school of magic are more difficult to resist.
    Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Spell Specialization (Evocation) (Fireball) [Paizo Inc. - Ultimate Magic, p.156]
    Select one spell. You cast that spell with greater than normal power.
    Select one evocation spell. Treat your caster level as being two higher for all level-variable effects of the spell. Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell. Special - You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.
Varisian Tattoo [Paizo Inc. - Inner Sea World Guide, p.289]
    You bear intricate tattoos of the ancient traditions of Varisian magic that inspire and empower your natural magic ability. Gain a cantrip as a spell-like ability.
    You bear intricate tattoos of the ancient traditions of Varisian magic that inspire and empower your natural magic ability. You potency in spells from a chosen school increases, and you gain a spell-like ability.
PFS Chronicles
Pathfinder Module Broken Chains (Subtier 5-7) : — [Paizo Inc. - Pathfinder Society Chronicle Sheets]
Pathfinder Module Crypt of the Everflame (Subtier 1-2) : — [Paizo Inc. - Pathfinder Society Chronicle Sheets]
Pathfinder Module The Dragon's Demand (1) (Subtier 1-2) : — [Paizo Inc. - Pathfinder Society Module The Dragon's Demand]
Pathfinder Module The Dragon's Demand (2) (Subtier 3-5) : — [Paizo Inc. - Pathfinder Society Module The Dragon's Demand]
Pathfinder Module The Dragon's Demand (3) (Subtier 5-7) : — [Paizo Inc. - Pathfinder Society Module The Dragon's Demand]
Pathfinder Module The Dragon's Demand (4) (Subtier 4) : — [Paizo Inc. - Pathfinder Society Module The Dragon's Demand]
PFS Scenario #3-02 Sewer Dragons of Absalom (Subtier 3-4) : — [Paizo Inc. - Pathfinder Society Chronicle Sheets]
PFS Scenario #5-08 The Confirmation (Subtier 1-2) : — [Paizo Inc. - Pathfinder Society Chronicle Sheets]
Temporary Bonuses Applied
Mage Armor

Created using PCGen 6.07.01 on 24 nov. 2016
Player: Vincent; Character Name: Naalij
Innate Spell-like Abilities
Dancing Lights
Save: None
Time: 1 standard action, 3/Day
Duration: 1 minute [D]
Rng: Medium (180 ft.)
Comp: V, S
SR: No
School: Evocation
Effect:  Depending on the version selected, you create up to four lights that resemble lanterns or torches [and cast that amount of light], or up to four glowing spheres of light [which look like will-o'-wisps], or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire [no concentration required]: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one dancing lights 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, it does not count against this limit. Dancing lights can be made permanent with a permanency spell.
Source:  CR p.263
Target Area:   Up to four lights, all within a 10-ft.-radius area
Caster Level:   8


Created using PCGen 6.07.01 on 24 nov. 2016
Player: Vincent; Character Name: Naalij
Sorcerer Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 8 6 4 3 1 0 0 0 0 0
PER DAY 0 8 8 7 4 0 0 0 0 0
LEVEL 0
Arcane Mark
Save: None
Time: 1 standard action
Duration: Permanent
Rng: Touch
Comp: V, S
SR: No
School: Universal
Effect:  This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, the effect gradually fades in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object [see that spell description for details].
Source:  CR p.244
Target Area:   One personal rune or mark, all of which must fit within 1 sq. ft.
Caster Level:   8
Detect Magic
Save: None
Time: 1 standard action
Duration: Concentration, up to 8 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:   8
Flare
DC: 18
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (45 ft.)
Comp: V
SR: Yes
School: Evocation
Effect:  This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
Source:  CR p.284
Target Area:   Burst of light
Caster Level:   9
Light
Save: None
Time: 1 standard action
Duration: 90 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:   9
Mage Hand
Save: None
Time: 1 standard action
Duration: Concentration
Rng: Close (45 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:   8
Mending
DC: 17
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 8 lb.
Caster Level:   8
Read Magic
Save:
Time: 1 standard action
Duration: 80 minutes
Rng: Personal
Comp: V, S, F
SR:
School: Divination
Effect:  You can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page [250 words] per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check [DC 10 + spell level]. Read magic can be made permanent with a permanency spell.
Source:  CR p.330
Target Area:   You
Caster Level:   8
Spark
DC: 18
Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (45 ft.)
Comp: V or S
SR: Yes (object)
School: Evocation, FireSchool
Effect:  You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
Source:  APG p.246
Target Area:   one Fine object
Caster Level:   9
LEVEL 1
Burning Disarm
DC: 18
Save: Reflex negates (object; see text)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (45 ft.)
Comp: V, S
SR: Yes (object)
School: Transmutation
Effect:  Causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage, otherwise the hot metal deals 5d4 points of fire damage.
Source:  CEOD p.22
Target Area:   Held metal item of one creature or 15 lbs. of unattended metal
Caster Level:   8
Crafter's Fortune
DC: 18
Save: Will negates (harmless)
Time: 1 standard action
Duration: 8 days or until discharged [D]
Rng: Close (45 ft.)
Comp: V, S, F
SR: Yes (harmless)
School: Transmutation
Effect:  The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check.
Source:  APG p.213
Target Area:   one creature
Caster Level:   8
Mage Armor
DC: 18
Save: Will negates (harmless)
Time: 1 standard action
Duration: 8 hours [D]
Rng: Touch
Comp: V, S, F
SR: No
School: Conjuration
Effect:  An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Source:  CR p.306
Target Area:   Creature touched
Caster Level:   8
Snapdragon Fireworks
DC: 18
Save: Reflex negates
Time: 1 standard action
Duration: 8 rounds
Rng: Long (720 ft.)
Comp: V, S, M
SR: Yes
School: Transmutation
Effect:  Create 8 dragon fireworks.
Source:  UM p.239
Target Area:   Dragon-shaped acidworks
Caster Level:   8
Touch of Combustion
DC: 19
Save: Reflex Negates
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Evocation
Effect:  Your successful melee touch attack causes the target to ignite in a violent burst of flame, dealing 1d6 points of fire damage. If it fails its saving throw, the target also catches on fire [Core Rulebook 444]. If the target catches fire, on the first round thereafter, creatures adjacent to it [including you] must each succeed at a Reflex save or take 1d4 points of fire damage.
Source:  ARG p.131
Target Area:   One creature or object
Caster Level:   9
Burning Hands
DC: 19
Save: Reflex half
Time: 1 standard action
Duration: Instantaneous
Rng: 15 ft.
Comp: V, S
SR: Yes
School: Evocation, FireSchool
Effect:  A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level [maximum 5d4]. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
Source:  CR p.251
Target Area:   Cone-shaped burst
Caster Level:   9
LEVEL 2
Burning Arc (Keleshite)
DC: 20
Save: Reflex half
Time: 1 standard action
Duration: instantaneous
Rng: close (45 ft.)
Comp: V, S
SR: yes
School: Evocation
Effect:  Keleshites brag that they stole this spell from genie-kind thousands of years ago while other civilizations struggled without fire. This spell causes an arc of flame to leap from your fingers, burning a number of enemies nearby. It deals 1d6 points of fire damage per caster level [maximum 10d6]. For every additional target the discharge arcs to, reduce the number of damage dice by half [rounded down]. Therefore, at 9th level, your burning arc deals 9d6 points of fire damage to the primary target, then 4d6 points of fire damage to a secondary target, then 2d6 points of fire damage to an additional target. Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You may choose secondary targets as you like, but they must all be within 15 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
Source:  HoG p.27
Target Area:   one primary target plus one additional target/3 levels [each of which must be within 15 ft. of the primary target]
Caster Level:   9
Flaming Sphere
DC: 20
Save: Reflex negates
Time: 1 standard action
Duration: 9 rounds
Rng: Medium (190 ft.)
Comp: V, S, M/DF
SR: Yes
School: Evocation, FireSchool
Effect:  A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would. The sphere moves as long as you actively direct it [a move action for you]; otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.
Source:  CR p.283
Target Area:   5-ft.-diameter sphere
Caster Level:   9
Pyrotechnics
DC: 19
Save: Will negates or Fortitude negates; see text; Spell
Time: 1 standard action
Duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text
Rng: Long (720 ft.)
Comp: V, S, M
SR: Yes or No; see text
School: Transmutation, FireSchool
Effect:  Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice. The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level. Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds [Will negates]. These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness. Smoke Cloud: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity [Fortitude negates]. These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.
Source:  CR p.328
Target Area:   One fire source, up to a 20-ft. cube
Caster Level:   8
Scorching Ray
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (45 ft.)
Comp: V, S
SR: Yes
School: Evocation, FireSchool
Effect:  You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd [to a maximum of three rays at 11th level]. Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
Source:  CR p.337
Target Area:   One or more rays
Caster Level:   9
LEVEL 3
Ash Storm
Save: None
Time: 1 standard action
Duration: 8 rounds
Rng: Long (720 ft.)
Comp: V, S, M/DF
SR: No
School: Conjuration
Effect:  Hamper vision and movement.
Source:  UM p.207
Target Area:   Cylinder 40
Caster Level:   8
Fireball
DC: 21
Save: Reflex half
Time: 1 standard action
Duration: Instantaneous
Rng: Long (840 ft.)
Comp: V, S, M
SR: Yes
School: Evocation, FireSchool
Effect:  A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level [maximum 10d6] to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger and determine the range [distance and height] at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Source:  CR p.283
Target Area:   20-ft.-radius spread
Caster Level:   11
Protection from Energy
DC: 20
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 80 minutes or until discharged
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
Effect:  Protection from energy grants temporary immunity to the type of energy you specify when you cast it [acid, cold, electricity, fire, or sonic]. When the spell absorbs 12 points per caster level of energy damage [to a maximum of 120 points at 10th level], it is discharged. Protection from energy overlaps [and does not stack with] resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Source:  CR p.327
Target Area:   Creature touched
Caster Level:   8
LEVEL 4
Wall of Fire
Save: None
Time: 1 standard action
Duration: Concentration + 9 rounds
Rng: Medium (190 ft.)
Comp: V, S, M/DF
SR: Yes
School: Evocation, FireSchool
Effect:  An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level [maximum +20] to any creature passing through it. The wall deals double damage to undead creatures. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away. [Do not divide cold damage by 2, as normal for objects.] Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.
Source:  CR p.365
Target Area:   Opaque sheet of flame up to 180 ft. long or a ring of fire with a radius of up to 22 ft.; either form 20 ft. high
Caster Level:   9
* = Domain/Specialty Spell


Created using PCGen 6.07.01 on 24 nov. 2016
Player: Vincent; Character Name: Naalij
Racial Innate
☐☐☐ Dancing Lights (DC:)