Created using PCGen 6.01.09-dev on 20 nov. 2013
Bulizama Vincent Chaotic Neutral Besmara 20 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Cleric1 0 Human (Bonuwat) Medium / 5 ft. 5' 0" 120 lbs. Normal
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
1 2000 20 Femelle Brown Dark, bandana on top of long hair
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
11 +0 11 +0
DEX
Dexterity
14 +2 14 +2
CON
Constitution
12 +1 12 +1
INT
Intelligence
10 +0 10 +0
WIS
Wisdom
17 +3 17 +3
CHA
Charisma
14 +2 14 +2

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
10




  
Walk 30 ft.
AC
Armour Class
15 : 12 : 13 = 10 + 3 + 0 + 2 + 0 + 0 + 0 + 0 + 0
15 -1 +5 0  
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
INITIATIVE
Modifier
+2 = +2 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+0

SKILLS MAX
RANKS
1/1
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 1 = 2
+ 0
+ -1
  Appraise INT 0 = 0
+ 0
+ 0
  Bluff CHA 2 = 2
+ 0
+ 0
  Climb STR -1 = 0
+ 0
+ -1
  Craft (Untrained) INT 0 = 0
+ 0
+ 0
  Diplomacy CHA 2 = 2
+ 0
+ 0
  Disguise CHA 2 = 2
+ 0
+ 0
  Escape Artist DEX 1 = 2
+ 0
+ -1
  Fly DEX 1 = 2
+ 0
+ -1
  Heal WIS 3 = 3
+ 0
+ 0
  Intimidate CHA 4 = 2
+ 1
+ 1
  Knowledge (Religion) INT 4 = 0
+ 1
+ 3
  Perception WIS 3 = 3
+ 0
+ 0
  Perform (Untrained) CHA 2 = 2
+ 0
+ 0
  Profession (Sailor) WIS 8 = 3
+ 1
+ 4
  Ride DEX 1 = 2
+ 0
+ -1
  Sense Motive WIS 3 = 3
+ 0
+ 0
  Stealth DEX 1 = 2
+ 0
+ -1
  Survival WIS 3 = 3
+ 0
+ 0
  Swim STR -1 = 0
+ 0
+ -1
◆ = Useable Untrained
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
CONDITIONAL
MODIFIERS
Fortitude
Constitution
+3 = +2 + +1 + +0
+ +0
+ +0
+
Reflex
Dexterity
+2 = +0 + +2 + +0
+ +0
+ +0
+
Will
Wisdom
+5 = +2 + +3 + +0
+ +0
+ +0
+
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+0 = +0
+ +0 + +0
+ +0
+ +0
+
RANGED
ATTACK BONUS
+2 = +0
+ +2 + +0
+ +0
+ +0
+
CMB
ATTACK BONUS
+0 = +0
+ +0 + +0
+ +0
+ +0
+
CMB +0 +0 +0 +0 +0 +0
CMD 12 12 12 12 12 12
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

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

*Rapier
HAND TYPE SIZE CRITICAL REACH
directrice
P
M
18-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +2
-2
+2
-4
-2
-8
 Dam 1d6
1d6
1d6
1d6
1d6
1d6
 Special Properties  

Holy Water (Flask)
HAND TYPE SIZE CRITICAL
Équippé

M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +2
+0
-2
-4
-6
 Dam 2d4 2d4 2d4 2d4 2d4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Each undead creature or evil outsider within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Brass Knife
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 +2
-2
+2
-4
-2
-6
 Dam 1d4
1d4
1d4
1d4
1d4
1d4
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +2
+0
-2
-4
-6
 Dam 1d4 1d4 1d4 1d4 1d4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 
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.
*Studded Leather
TYPEARMOR BONUSMAX DEX BONUS
Light
+3
+5
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-1
15


TYPEARMOR BONUSMAX DEX BONUS



CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES




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 6.01.09-dev on 20 nov. 2013
Player: Vincent; Character Name: Bulizama
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Rapier
Equipped
1
2
20
 Studded Leather
Equipped
1
20
25
 Outfit (Traveler's)
Equipped
1
5
1
 Backpack, Common
Equipped
1
2
2
 Holy Text (Cheap)
(A small, light book with no illustrations, printed or written on thin paper, and with a cover made of canvas or thin leather.)
Backpack, Common
1
1
1
 Holy Water (Flask)
(Each undead creature or evil outsider within 5 feet of the point where the flask hits takes 1 point of damage from the splash.)
Backpack, Common
1
1
25
ITEM LOCATION QTY WT. COST
 Waterskin
Backpack, Common
1
0
1
 Belt Pouch
Equipped
1
0,5
1
 Holy Symbol (Wooden)
Equipped
1
0
1
 Brass Knife
Carried
1
1
2
 Dagger
Carried
1
1
2
TOTAL WEIGHT CARRIED/VALUE   33,66 lbs. 152 gp
WEIGHT ALLOWANCE
Light 38 Medium 76 Heavy 115

MONEY
Coin (Gold Piece): 1
Coin (Platinum Piece): 7

 

 

Unspent Funds = 0.00

Cleric of Besmara
Domain
Granted Power
Oceans Subdomain

Tactics Subdomain


  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +2
+0
-2
-4
-6
 Dam 1d4 1d4 1d4 1d4 1d4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

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 +2
-2
+2
-4
-2
-6
 Dam 1d4
1d4
1d4
1d4
1d4
1d4
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +2
+0
-2
-4
-6
 Dam 1d4 1d4 1d4 1d4 1d4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +2
+0
-2
-4
-6
 Dam 1d4 1d4 1d4 1d4 1d4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 
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, Polyglot
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, Hook Hand, Javelin, Longspear, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Quarterstaff, Rapier, Rock, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Unarmed Strike, Underwater Heavy Crossbow, Underwater Light Crossbow
Traits
Buccaneer's Blood [Paizo Publishing - Skull & Shackles Player's Guide, p.5]
     One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you've always longed to follow in your forebear's footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see "The Life of a Pirate" in Pathfinder Adventure Path #55 for details on the Infamy system). You went to a tavern called the Formidably Maid, a notorious pirate hangout in Port Peril, eager to start your career as a buccaneer. While you were there, however, a dashing and flirtatious corsair caught your eye, and after a whirlwind night of booze and romance, you found yourself beaten senseless and stuffed in a sack, carried off to who knows where.
Hurricane Savvy [Paizo Publishing, LLC - Pirates of the Inner Sea, p.15]
     You are used to sailing in the terrible winds that roll out from the Eye of Abendego, and can apply the skills you've learned to any storm. You treat wind effects as one wind force category less than they actually are, both for any personal checks you must make and for any you make to captain or steer a ship.
SPECIAL ATTACKS
Channel Positive Energy (Su) [Paizo Publishing, LLC - Core Rulebook, p.40]
     You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this abilty 5 times per day.
SPECIAL QUALITIES
Aura of Chaos (Ex) [Paizo Publishing, LLC - Core Rulebook]
     You project a faint chaotic aura.
Bonus Feat [Paizo Publishing, LLC - Core Rulebook, p.27]
     Humans select one extra feat at 1st level.
Orisons [Paizo Publishing, LLC - Core Rulebook, p.41]
     You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Seize the Initiative (Su) [Paizo Publishing, LLC - Advanced Player's Guide, p.96]
     Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability 6 times per day.
Skilled [Paizo Publishing, LLC - Core Rulebook, p.27]
     Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting [Paizo Publishing, LLC - Core Rulebook, p.41]
     You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Surge (Su) [Paizo Publishing, LLC - Advanced Player's Guide, p.94]
     As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using 4 as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability 6 times per day.
Weapon and Armor Proficiency [Paizo Publishing, LLC - Core Rulebook]
     Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity
FEATS
Opening Volley [Paizo Publishing, LLC - Ultimate Combat, p.112]
    Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.
Weapon Finesse [Paizo Publishing, LLC - Core Rulebook, p.136]
    With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Created using PCGen 6.01.09-dev on 20 nov. 2013
Player: Vincent; Character Name: Bulizama
Cleric Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 0 0 0 0 0 0 0 0 0 0
PER DAY 3 2+1 0 0 0 0 0 0 0 0
LEVEL 0
Bleed
DC: 13
Save: Will negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  You cause a living creature that is below 0 hit points but stabilized to resume dying.
Source:  CR p.249
Target Area:   One living creature
Caster Level:   1
Create Water
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  This spell generates wholesome, drinkable water, just like clean rain water.
Source:  CR p.262
Target Area:   Up to 2 gallons of water
Caster Level:   1
Detect Magic
Save: None
Time: 1 standard action
Duration: Concentration, up to 1 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You detect magical auras.
Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   1
Detect Poison
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous.
Source:  CR p.268
Target Area:   Or Area one creature, one object, or a 5-ft. cube
Caster Level:   1
Guidance
DC: 13
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute or until discharged
Rng: Touch
Comp: V, S
SR: Yes
School: Divination
☐☐☐
Effect:  This spell imbues the subject with a touch of divine guidance.
Source:  CR p.292
Target Area:   Creature touched
Caster Level:   1
Light
Save: None
Time: 1 standard action
Duration: 10 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  This spell causes a touched object to glow like a torch.
Source:  CR p.304
Target Area:   Object touched
Caster Level:   1
Mending
DC: 13
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.
Source:  CR p.312
Target Area:   One object of up to 1 lb.
Caster Level:   1
Purify Food and Drink
DC: 13
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
Source:  CR p.328
Target Area:   1 cu. ft. of contaminated food and water
Caster Level:   1
Read Magic
Save:
Time: 1 standard action
Duration: 10 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.
Source:  CR p.330
Target Area:   You
Caster Level:   1
Resistance
DC: 13
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   1
Spark
DC: 13
Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V or S
SR: Yes (object)
School: Evocation, FireSchool
☐☐☐
Effect:  Ignites flammable objects.
Source:  APG p.246
Target Area:   one Fine object
Caster Level:   1
Stabilize
DC: 13
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Upon casting this spell, you target a living creature that has -1 or fewer hit points.
Source:  CR p.348
Target Area:   One living creature
Caster Level:   1
Virtue
Save: None
Time: 1 standard action
Duration: 1 min.
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
Source:  CR p.365
Target Area:   Creature touched
Caster Level:   1
LEVEL 1
Abundant Ammunition
Save: None
Time: 1 standard action
Duration: 1 minutes
Rng:
Comp: V, S, M/DF (a single piece of ammunition)
SR: No
School: Conjuration
☐☐☐
Effect:  Replaces nonmagical ammunition every round.
Source:  UC p.222
Target Area:   one container touched
Caster Level:   1
Air Bubble
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minutes
Rng: Touch
Comp: S, M/DF (a small bladder filled with air)
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Creates a small pocket of air around your head or an object.
Source:  UC p.222
Target Area:   one creature or one object no larger than a Large twohanded weapon
Caster Level:   1
Ant Haul
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 2 hours
Rng: Touch
Comp: V, S, M/DF (a small pulley)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Triples carrying capacity of a creature.
Source:  APG p.202
Target Area:   creature touched
Caster Level:   1
Bane
DC: 14
Save: Will negates
Time: 1 standard action
Duration: 1 minutes
Rng: 50 ft.
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  Bane fills your enemies with fear and doubt.
Source:  CR p.246
Target Area:   50-ft.-radius burst, centered on you
Caster Level:   1
Bless
Save: None
Time: 1 standard action
Duration: 1 minutes
Rng: 50 ft.
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Bless fills your allies with courage.
Source:  CR p.249
Target Area:   The caster and all allies within a 50-ft. burst, centered on the caster
Caster Level:   1
Bless Water
DC: 14
Save: Will negates (object)
Time: 1 minute
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  This transmutation imbues a flask of water with positive energy, turning it into holy water.
Source:  CR p.249
Target Area:   Flask of water touched
Caster Level:   1
Cause Fear
DC: 14
Save: Will partial
Time: 1 standard action
Duration: 1d4 rounds or 1 round; see text
Rng: Close (25 ft.)
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  The affected creature becomes frightened.
Source:  CR p.252
Target Area:   One living creature with 5 or fewer HD
Caster Level:   1
Command
DC: 14
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (25 ft.)
Comp: V
SR: Yes
School: Enchantment
☐☐☐
Effect:  You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity.
Source:  CR p.256
Target Area:   One living creature
Caster Level:   1
Compel Hostility
Save: see text
Time: 1 standard action
Duration: 1 rounds
Rng: Personal
Comp: V, S, M (a drop of your blood)
SR: see text
School: Enchantment
☐☐☐
Effect:  Compels opponents to attack you instead of your allies.
Source:  UC null
Target Area:   You
Caster Level:   1
Comprehend Languages
Save:
Time: 1 standard action
Duration: 10 minutes
Rng: Personal
Comp: V, S, M/DF
SR:
School: Divination
☐☐☐
Effect:  You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
Source:  CR p.258
Target Area:   You
Caster Level:   1
Cure Light Wounds
DC: 14
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   1
Curse Water
DC: 14
Save: Will negates (object)
Time: 1 minute
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Necromancy
☐☐☐
Effect:  This spell imbues a flask [1 pint] of water with negative energy, turning it into unholy water.
Source:  CR p.263
Target Area:   Flask of water touched
Caster Level:   1
Dancing Lantern
Save: None
Time: 1 standard action
Duration: 1 hours [D]
Rng: Touch
Comp: V, S, F (a lantern)
SR: No
School: Transmutation, FireSchool
☐☐☐
Effect:  Animates a lantern that follows you.
Source:  APG p.214
Target Area:   Animates one lantern
Caster Level:   1
Deadeye's Lore
Save:
Time: 1 round
Duration: 1 hours
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  Gain a +4 bonus on Survival and move full speed while tracking.
Source:  UC p.227
Target Area:   You
Caster Level:   1
Deathwatch
Save: None
Time: 1 standard action
Duration: 10 minutes
Rng: 30 ft.
Comp: V, S
SR: No
School: Necromancy
☐☐☐
Effect:  Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range.
Source:  CR p.265
Target Area:   Cone-shaped emanation
Caster Level:   1
Decompose Corpse
DC: 14
Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous or 1 minute; see text
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Necromancy
☐☐☐
Effect:  Turn corpse into clean skeleton.
Source:  UM p.216
Target Area:   One corpse or corporeal undead
Caster Level:   1
Detect Chaos
Save: None
Time: 1 standard action
Duration: Concentration, up to 10 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  You can sense the auras of chaotic creatures.
Source:  CR p.266
Target Area:   Cone-shaped emanation
Caster Level:   1
Detect Evil
Save: None
Time: 1 standard action
Duration: Concentration, up to 10 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  You can sense the presence of evil.
Source:  CR p.266
Target Area:   Cone-shaped emanation
Caster Level:   1
Detect Good
Save: None
Time: 1 standard action
Duration: Concentration, up to 10 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  You can sense the presence of good.
Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   1
Detect Law
Save: None
Time: 1 standard action
Duration: Concentration, up to 10 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  You can sense the auras of lawful creatures.
Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   1
Detect Undead
Save: None
Time: 1 standard action
Duration: Concentration, up to 1 minutes [D]
Rng: 60 ft.
Comp: V, S, M/DF
SR: No
School: Divination
☐☐☐
Effect:  You can detect the aura that surrounds undead creatures.
Source:  CR p.269
Target Area:   Cone-shaped emanation
Caster Level:   1
Diagnose Disease
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  Detect and identify diseases.
Source:  UM p.216
Target Area:   One creature, one object, or a 5-ft. cube
Caster Level:   1
Divine Favor
Save:
Time: 1 standard action
Duration: 1 minute
Rng: Personal
Comp: V, S, DF
SR:
School: Evocation
☐☐☐
Effect:  Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls.
Source:  CR p.273
Target Area:   You
Caster Level:   1
Doom
DC: 14
Save: Will negates
Time: 1 standard action
Duration: 1 minutes
Rng: Medium (110 ft.)
Comp: V, S, DF
SR: Yes
School: Necromancy
☐☐☐
Effect:  This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Source:  CR p.274
Target Area:   One living creature
Caster Level:   1
Endure Elements
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  A creature protected by endure elements suffers no harm from being in a hot or cold environment.
Source:  CR p.277
Target Area:   Creature touched
Caster Level:   1
Entropic Shield
Save:
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Abjuration
☐☐☐
Effect:  A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks.
Source:  CR p.278
Target Area:   You
Caster Level:   1
Forbid Action
DC: 14
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (25 ft.)
Comp: V
SR: Yes
School: Enchantment
☐☐☐
Effect:  Target obeys your command to not do something.
Source:  UM p.220
Target Area:   One creature
Caster Level:   1
Gorum's Armor
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 10 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Targeted object sprouts thousand of tiny iron spikes. These act as armor/shield spikes [enhanced at CL 5+], causing 1 point of piercing damage for each opponent's natural attack that hits.
Source:  ISWG p.294
Target Area:   One suit of metal armor or one metal shield
Caster Level:   1
Hide from Undead
DC: 14
Save: Will negates (harmless); see text
Time: 1 standard action
Duration: 10 minutes [D]
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  Undead cannot see, hear, or smell creatures warded by this spell.
Source:  CR p.296
Target Area:   1 creatures touched
Caster Level:   1
Infernal Healing
DC: 14
Save: Will negates (harmless)
Time: 1 round
Duration: 1 minute
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Anoint a wounded creature with devil's blood or unholy water giving it fast healing 1. Does not repair silver or good damage. Target detects as evil for the duration.
Source:  ISWG p.295
Target Area:   Creature touched
Caster Level:   1
Inflict Light Wounds
DC: 14
Save: Will half
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  When laying your hand upon a creature, you channel negative energy that deals 1d8+1 points of damage.
Source:  CR p.300
Target Area:   Creature touched
Caster Level:   1
Know the Enemy
Save: None
Time: 1 minute
Duration: Instantaneous
Rng: Personal
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  Gain +10 on a monster Knowledge check.
Source:  UM p.226
Target Area:   You
Caster Level:   1
Liberating Command
DC: 14
Save: Will negates (harmless)
Time: 1 immediate action
Duration: instantaneous
Rng: Close (25 ft.)
Comp: V
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Source:  UC p.233
Target Area:   one creature
Caster Level:   1
Magic Stone
DC: 14
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 30 minutes or until discharged
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.
Source:  CR p.310
Target Area:   Up to three pebbles touched
Caster Level:   1
** Magic Weapon
DC: 14
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 1 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
Source:  CR p.310
Target Area:   Weapon touched
Caster Level:   1
Magic Weapon
DC: 14
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 1 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
Source:  CR p.310
Target Area:   Weapon touched
Caster Level:   1
Moment of Greatness
Save: None
Time: 1 standard action
Duration: 1 minutes or until discharged
Rng: 50ft.
Comp: V, S, M/DF (rabbit fur)
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Doubles a morale bonus.
Source:  UC p.237
Target Area:   The caster and allies within a 50-ft. burst centered on the caster
Caster Level:   1
Murderous Command
DC: 14
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (25 ft.)
Comp: V
SR: Yes
School: Enchantment
☐☐☐
Effect:  Target is compelled to kill its ally.
Source:  UM p.230
Target Area:   One living creature
Caster Level:   1
** Obscuring Mist
Save: None
Time: 1 standard action
Duration: 1 minutes [D]
Rng: 20 ft.
Comp: V, S
SR: No
School: Conjuration, WaterSchool
☐☐☐
Effect:  A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
Source:  CR p.317
Target Area:   Cloud spreads in 20-ft. radius from you, 20 ft. high
Caster Level:   1
Obscuring Mist
Save: None
Time: 1 standard action
Duration: 1 minutes [D]
Rng: 20 ft.
Comp: V, S
SR: No
School: Conjuration, WaterSchool
☐☐☐
Effect:  A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
Source:  CR p.317
Target Area:   Cloud spreads in 20-ft. radius from you, 20 ft. high
Caster Level:   1
Protection from Evil
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
Source:  CR p.327
Target Area:   Creature touched
Caster Level:   1
Protection from Good
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures.
Source:  CR p.328
Target Area:   Creature touched
Caster Level:   1
Protection from Law
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures.
Source:  CR p.328
Target Area:   Creature touched
Caster Level:   1
Ray of Sickening
DC: 14
Save: Fortitude partial; see text
Time: 1 standard action
Duration: 1 minutes
Rng: Close (25 ft.)
Comp: V, S, M
SR: Yes
School: Necromancy
☐☐☐
Effect:  Ray makes the subject sickened.
Source:  UM p.234
Target Area:   Ray
Caster Level:   1
Reinforce Armaments
DC: 14
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 10 minutes
Rng: Touch
Comp: V, S, M/DF (a metal pin)
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Temporarily mitigates the fragile quality in targeted weapon or armor.
Source:  UC p.241
Target Area:   one armor suit or weapon touched
Caster Level:   1
Remove Fear
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 10 minutes; see text
Rng: Close (25 ft.)
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes.
Source:  CR p.332
Target Area:   1 creatures, no two of which can be more than 30 ft. apart
Caster Level:   1
Remove Sickness
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 10 minutes; see text
Rng: Close (25 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Suppress disease, nausea, and the sickened condition.
Source:  UM p.234
Target Area:   One creature
Caster Level:   1
Restore Corpse
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: No
School: Necromancy
☐☐☐
Effect:  Skeletal corpse grows flesh.
Source:  UM p.235
Target Area:   Corpse touched
Caster Level:   1
Sanctify Corpse
Save: None
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S, DF, M
SR: No
School: Evocation
☐☐☐
Effect:  Prevent a corpse from becoming an undead creature.
Source:  UM p.236
Target Area:   Corpse touched
Caster Level:   1
Sanctuary
DC: 14
Save: Will negates
Time: 1 standard action
Duration: 1 rounds
Rng: Touch
Comp: V, S, DF
SR: No
School: Abjuration
☐☐☐
Effect:  Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.
Source:  CR p.336
Target Area:   Creature touched
Caster Level:   1
Shield of Faith
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  This spell creates a shimmering, magical field around the target that averts and deflects attacks.
Source:  CR p.342
Target Area:   Creature touched
Caster Level:   1
Summon Minor Monster
Save: None
Time: 1 round
Duration: 1 rounds [D]
Rng: Close (25 ft.)
Comp: V, S, F/DF
SR: No
School: Conjuration
☐☐☐
Effect:  Summon 1d3 Tiny animals
Source:  UM p.241
Target Area:   1d3 summoned creatures
Caster Level:   1
Summon Monster I
Save: None
Time: 1 round
Duration: 1 rounds [D]
Rng: Close (25 ft.)
Comp: V, S, F/DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell summons an extraplanar creature.
Source:  CR p.350
Target Area:   One summoned creature
Caster Level:   1
Sun Metal
DC: 14
Save: Fortitude negates (object)
Time: 1 standard action
Duration: 1 rounds [see text]
Rng: Touch
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Weapon touched bursts into flames.
Source:  UC p.245
Target Area:   one melee weapon
Caster Level:   1
Unbreakable Heart
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 rounds
Rng: Close (25 ft.)
Comp: V, S
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Creature gains +4 morale bonus on saves against mind-affecting effects that rely on negative emotions or that would force him to harm an ally. Supresses such effects already in place.
Source:  ISWG p.296
Target Area:   One creature
Caster Level:   1
* = Domain/Specialty Spell


Created using PCGen 6.01.09-dev on 20 nov. 2013
Player: Vincent; Character Name: Bulizama
Prepared Spells
Cleric
Level 0
Create Water (DC:)
Purify Food and Drink (DC:13)
Virtue (DC:)
Level 1
Air Bubble (DC:14)
* Magic Weapon (DC:14)
Remove Sickness (DC:14)
* = Domain/Specialty Spell
From The Shackles.