Created using PCGen 6.03.00-dev on 20 janv. 2014
Bakak Vincent Neutral Good Gozreh 20 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Hunter5 15000 Half-Orc Medium / 5 ft. 5' 10" 234 lbs. Darkvision (60 ft.)
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
5 23000 19 Mâle brown Gray, short cut
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
16 +3 16 +3
DEX
Dexterity
14 +2 14 +2
CON
Constitution
14 +2 14 +2
INT
Intelligence
10 +0 10 +0
WIS
Wisdom
15 +2 15 +2
CHA
Charisma
10 +0 10 +0

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
43




  
Walk 30 ft.
AC
Armour Class
17 : 12 : 15 = 10 + 5 + 0 + 2 + 0 + 0 + 0 + 0 + 0
20 -1 +4 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
+3

SKILLS MAX
RANKS
5/5
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 1 = 2
+ 0
+ -1
  Appraise INT 0 = 0
+ 0
+ 0
  Bluff CHA 0 = 0
+ 0
+ 0
  Climb STR 8 = 3
+ 1
+ 4
  Craft (Untrained) INT 0 = 0
+ 0
+ 0
  Diplomacy CHA 0 = 0
+ 0
+ 0
  Disguise CHA 0 = 0
+ 0
+ 0
  Escape Artist DEX 1 = 2
+ 0
+ -1
  Fly DEX 1 = 2
+ 0
+ -1
  Handle Animal CHA 8 = 0
+ 5
+ 3
  Heal WIS 2 = 2
+ 0
+ 0
  Intimidate CHA 2 = 0
+ 0
+ 2
  Knowledge (Dungeoneering) INT 4 = 0
+ 1
+ 3
  Knowledge (Nature) INT 4 = 0
+ 1
+ 3
  Perception WIS 10 = 2
+ 5
+ 3
  Perform (Untrained) CHA 0 = 0
+ 0
+ 0
  Ride DEX 1 = 2
+ 0
+ -1
  Sense Motive WIS 2 = 2
+ 0
+ 0
  Spellcraft INT 4 = 0
+ 1
+ 3
  Stealth DEX 1 = 2
+ 0
+ -1
  Survival WIS 11 = 2
+ 5
+ 4
  Survival (Follow or identify tracks) WIS 13 = 2
+ 5
+ 6
  Swim STR 6 = 3
+ 1
+ 2
◆ = Useable Untrained
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
CONDITIONAL
MODIFIERS
Fortitude
Constitution
+6 = +4 + +2 + +0
+ +0
+ +0
+
Reflex
Dexterity
+6 = +4 + +2 + +0
+ +0
+ +0
+
Will
Wisdom
+3 = +1 + +2 + +0
+ +0
+ +0
+
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+6 = +3
+ +3 + +0
+ +0
+ +0
+
RANGED
ATTACK BONUS
+5 = +3
+ +2 + +0
+ +0
+ +0
+
CMB
ATTACK BONUS
+6 = +3
+ +3 + +0
+ +0
+ +0
+
CMB +6 +6 +6 +6 +6 +6
CMD 18 18 18 18 18 18
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+6
1d3+3
20/x2
5 ft.

*Bite
TOTAL ATTACK BONUS DAMAGE CRITICAL
+6
1d4+3
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
directrice
0 ft.
BPS
M
 

*Bite [Power Attack (One-Handed)]
TOTAL ATTACK BONUS DAMAGE CRITICAL
+5
1d4+5
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
directrice
0 ft.
BPS
M
 

*Masterwork Greataxe
HAND TYPE SIZE CRITICAL REACH
les deux
S
M
20/x3
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus null
null
+7
null
null
null
 Dam null
null
1d12+4
null
null
null
 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.
*+1 Chain Shirt
TYPEARMOR BONUSMAX DEX BONUS
Light
+5
+4
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-1
20


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 6.03.00-dev on 20 janv. 2014
Player: Vincent; Character Name: Bakak
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Bite
Equipped
1
0
0
 Bite
Equipped
1
0
0
 Masterwork Greataxe
Equipped
1
12
320
 Masterwork Greataxe
Equipped
1
0
300
 +1 Chain Shirt
Equipped
1
25
1250
 Outfit (Explorer's)
Equipped
1
8
0
 Scroll Case
(A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action.)
Equipped
1
0,5
1
 Belt Pouch
Equipped
1
0,5
1
 Spell Component Pouch
Equipped
1
2
5
 Holly and Mistletoe
Spell Component Pouch
1
0
0
 Backpack, Masterwork
Equipped
1
4
50
ITEM LOCATION QTY WT. COST
 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
 Bedroll
Backpack, Masterwork
1
5
0.1
 Blanket
Backpack, Masterwork
1
3
0.5
 Wand of Cure Light Wounds
Backpack, Masterwork
1
0,06
375
 Rations (Trail/Per Day)
Backpack, Masterwork
2
1
0.5
 Soap (per lb.)
Backpack, Masterwork
1
1
0.5
 Survival Kit (Common)
Backpack, Masterwork
1
4
5
 Whetstone
Backpack, Masterwork
1
1
0.02
 Climber's Kit
Equipped
1
5
80
 Masterwork Longbow (Composite/Strength Rating+3)
(Strength bonus to damage)
Carried
1
3
700
TOTAL WEIGHT CARRIED/VALUE   79,84 lbs. 3574.2 gp
WEIGHT ALLOWANCE
Light 86 Medium 173 Heavy 260

MONEY
Coin (Copper Piece): 8
Coin (Gold Piece): 4
Coin (Platinum Piece): 74
Coin (Silver Piece): 3
Unspent Funds = 0.0

OTHER COMPANIONS

Zhang

Male Human (Taldor?) Warpriest of Shelyn

(played by Senrath)

 

Kendrick

Male Human (Taldor?) Celestial Sorcerer (Shelyn follower)

(played by Kinevon)


*Masterwork Greataxe [Power Attack (Two-Handed)]
HAND TYPE SIZE CRITICAL REACH
les deux
S
M
20/x3
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus null
null
+6
null
null
null
 Dam null
null
1d12+7
null
null
null
 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 +5
+3
+1
-1
-3
 Dam 1d6-3 1d6-3 1d6-3 1d6-3 1d6-3
 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.

Masterwork Longbow (Composite/Strength Rating+3)
HAND TYPE SIZE CRITICAL
Porté
P
M
20/x3
  Range 30 ft.'
110 ft.'
220 ft.'
330 ft.'
440 ft.'
 Bonus +6
+6
+4
+2
+0
 Dam 1d8+3 1d8+3 1d8+3 1d8+3 1d8+3
 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.
LANGUAGES
Common, Orc
PROFICIENCIES
Battle Aspergillum, Bayonet, Bite, Blowgun, Boar Spear, Brass Knuckles, Cestus, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dart, Falchion, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Greataxe, Javelin, Longbow, Longspear, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Quarterstaff, Rock, Scimitar, Scythe, Shortbow, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Unarmed Strike, Underwater Heavy Crossbow, Underwater Light Crossbow
Traits
Poverty-Stricken [Paizo Publishing, LLC - Advanced Player's Guide, p.330]
     Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Tusked [Paizo Publishing, LLC - Orcs of Golarion, p.23]
     Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus -5.
SPECIAL QUALITIES
Animal Companion (Ex) [Paizo Publishing, LLC - Advanced Class Guide Playtest, p.51]
    
Animal Focus (Su) [Paizo Publishing, LLC - Advanced Class Guide Playtest, p.19]
     You can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated. The ability is usable minutes per day. The animal companion gets a constant benefit.
Darkvision (Ex) [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.
Intimidating (Ex) [Paizo Publishing, LLC - Core Rulebook, p.25]
     Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood (Ex) [Paizo Publishing, LLC - Core Rulebook, p.25]
     Half-orc count as both humans and orcs for any effect related to race.
Orc Ferocity (Ex) [Paizo Publishing, LLC - Core Rulebook, p.25]
     Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Orisons [Paizo Publishing, LLC - Advanced Class Guide Playtest, p.20]
     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.
Track (Ex) [Paizo Publishing, LLC - Core Rulebook, p.64]
     You gain +2 to Survival checks made to follow tracks.
Weapon and Armor Proficiency [Paizo Publishing, LLC - Advanced Class Guide Playtest]
     Hunters are proficient with all simple weapons plus the longbow, scimitar, scythe, and shortbow. Hunters are prof icient with light and medium armor but are prohibited from wearing heavy armor. Hunters are prof icient with shields (except tower shields), but must use only those crafted from wood. A hunter who wears prohibited armor or uses a prohibited shield is unable to cast hunter spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Weapon Familiarity (Ex) [Paizo Publishing, LLC - Core Rulebook, p.25]
     Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Wild Empathy (Ex) [Paizo Publishing, LLC - Core Rulebook, p.50/64]
     You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
FEATS
Furious Focus [Paizo Publishing, LLC - Advanced Player's Guide, p.161]
    When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Power Attack [Paizo Publishing, LLC - Core Rulebook, p.131]
    You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Shake It Off [Paizo Publishing, LLC - Ultimate Combat, p.118]
    When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
Sympathetic Rage [Paizo Publishing, LLC - Advanced Race Guide, p.57]
    Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free action on your turn. This weaker rage gives you all the benefits and penalties of a barbarian's rage, except your morale bonus to Strength and Constitution is only +2. There is no limit to how long you can rage, as long as you remain adjacent to a raging ally (for example, you could take a 5-foot step away from one raging ally toward another raging ally and maintain your rage). As with a barbarian's rage, when this weaker rage ends, you are fatigued. You cannot use this feat if you are fatigued.
Temporary Bonuses Applied
Bull's Strength •  Power Attack (One-Handed) •  Power Attack (Two-Handed)

Created using PCGen 6.03.00-dev on 20 janv. 2014
Player: Vincent; Character Name: Bakak
Hunter Spells
LEVEL 0 1 2 3 4 5 6
KNOWN 0 0 0 0 0 0 0
PER DAY 4 5 3 0 0 0 0
LEVEL 0
Create Water
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35 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 10 gallons of water
Caster Level:   5
Detect Magic
Save: None
Time: 1 standard action
Duration: Concentration, up to 5 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:   5
Detect Poison
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35 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:   5
Flare
DC: 12
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35 ft.)
Comp: V
SR: Yes
School: Evocation
☐☐☐
Effect:  This cantrip creates a burst of light.
Source:  CR p.284
Target Area:   Burst of light
Caster Level:   5
Guidance
DC: 12
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:   5
Know Direction
Save:
Time: 1 standard action
Duration: Instantaneous
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  When you cast this spell, you instantly know the direction of north from your current position.
Source:  CR p.304
Target Area:   You
Caster Level:   5
Light
Save: None
Time: 1 standard action
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.
Source:  CR p.304
Target Area:   Object touched
Caster Level:   5
Mending
DC: 12
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 5 lb.
Caster Level:   5
Purify Food and Drink
DC: 12
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:   5 cu. ft. of contaminated food and water
Caster Level:   5
Read Magic
Save:
Time: 1 standard action
Duration: 50 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:   5
Resistance
DC: 12
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:   5
Spark
DC: 12
Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35 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:   5
Stabilize
DC: 12
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35 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:   5
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:   5
LEVEL 1
Air Bubble
DC: 13
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 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:   5
Alter Winds
DC: 13
Save: Will negates
Time: 1 minute
Duration: 5 hours
Rng: Touch
Comp: V, S
SR: Yes
School: Transmutation, AirSchool
☐☐☐
Effect:  Increase/decrease strength of natural winds.
Source:  APG p.201
Target Area:   immobile 10-ft.-radius emanation
Caster Level:   5
Ant Haul
DC: 13
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 10 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:   5
Aspect of the Falcon
Save:
Time: 1 standard action
Duration: 5 minutes
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  Gives bonuses on Perception checks and ranged attacks.
Source:  APG p.203
Target Area:   You
Caster Level:   5
Bristle
DC: 13
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Trade natural armor bonus for a bonus on attacks with natural weapons.
Source:  APG p.207
Target Area:   one creature
Caster Level:   5
Call Animal
Save: None
Time: 1 standard action
Duration: 5 hours [D]
Rng: see description
Comp: V, S, DF
SR: None
School: Enchantment
☐☐☐
Effect:  Makes an animal come to you.
Source:  APG p.209
Target Area:   one animal whose CR is equal or less than 5
Caster Level:   5
Calm Animals
DC: 13
Save: Will negates
Time: 1 standard action
Duration: 5 minutes
Rng: Close (35 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell soothes and quiets animals, rendering them docile and harmless.
Source:  CR p.252
Target Area:   Animals within 30 ft. of each other
Caster Level:   5
Charm Animal
DC: 13
Save: Will negates
Time: 1 standard action
Duration: 5 hours
Rng: Close (35 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell functions like charm person, except that it affects a creature of the animal type.
Source:  CR p.254
Target Area:   One animal
Caster Level:   5
Cloak of Shade
DC: 13
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 hours [D]
Rng: Touch
Comp: V, S, M (a leaf from a shade tree)
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Reduces effects of sun exposure and heat.
Source:  APG p.211
Target Area:   one creature per level
Caster Level:   5
Cure Light Wounds
DC: 13
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+5 points of damage.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   5
Damp Powder
DC: 13
Save: Will negates (object)
Time: 1 standard action
Duration: instantaneous
Rng: Close (35 ft.)
Comp: V, S, M/DF (a damp piece of cotton)
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Ruins ammunition loaded in the targeted firearm.
Source:  UC p.226
Target Area:   1 loaded firearm
Caster Level:   5
Deadeye's Lore
Save:
Time: 1 round
Duration: 5 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:   5
Decompose Corpse
DC: 13
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:   5
Detect Aberration
Save: None
Time: 1 standard action
Duration: concentration, up to 50 minutes [D]
Rng: Long (600 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  Reveals presence of aberrations.
Source:  APG p.215
Target Area:   cone-shaped emanation
Caster Level:   5
Detect Animals or Plants
Save: None
Time: 1 standard action
Duration: Concentration, up to 50 minutes [D]
Rng: Long (600 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face.
Source:  CR p.266
Target Area:   Cone-shaped emanation
Caster Level:   5
Detect Snares and Pits
Save: None
Time: 1 standard action
Duration: Concentration, up to 50 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials.
Source:  CR p.268
Target Area:   Cone-shaped emanation
Caster Level:   5
Diagnose Disease
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35 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:   5
Endure Elements
DC: 13
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:   5
Entangle
DC: 13
Save: Reflex partial; see text
Time: 1 standard action
Duration: 5 minutes [D]
Rng: Long (600 ft.)
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area.
Source:  CR p.278
Target Area:   Plants in a 40-ft.-radius spread
Caster Level:   5
Expeditious Excavation
DC: 13
Save: see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35 ft.)
Comp: V, S, M (tiny shovel)
SR: No
School: Transmutation, EarthSchool
☐☐☐
Effect:  Moves 5-ft. cubes of earth.
Source:  APG p.220
Target Area:   dirt in a 5-ft. cube
Caster Level:   5
Faerie Fire
Save: None
Time: 1 standard action
Duration: 5 minutes [D]
Rng: Long (600 ft.)
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect:  A pale glow surrounds and outlines the subjects who shed light as candles.
Source:  CR p.280
Target Area:   Creatures and objects within a 5-ft.-radius burst
Caster Level:   5
Feather Step
DC: 13
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 50 minutes
Rng: Close (35 ft.)
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  Ignore movement penalty in difficult terrain.
Source:  APG p.221
Target Area:   one creature
Caster Level:   5
Flare Burst
DC: 13
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35 ft.)
Comp: V
SR: Yes
School: Evocation
☐☐☐
Effect:  This spell functions as flare, except it affects all creatures in a 10-foot-radius burst from the target point.
Source:  APG p.223
Target Area:   10-ft.-radius burst of light
Caster Level:   5
Frostbite
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  Target takes 1d6+5 nonlethal cold damage and is fatigued.
Source:  UM p.221
Target Area:   Up to 5 creatures touched
Caster Level:   5
Goodberry
Save: None
Time: 1 standard action
Duration: 5 days
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Casting goodberry makes 2d4 freshly picked berries magical.
Source:  CR p.291
Target Area:   2d4 fresh berries touched
Caster Level:   5
Hide from Animals
DC: 13
Save: Will negates (harmless)
Time: 1 standard action
Duration: 50 minutes [D]
Rng: Touch
Comp: S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  Animals cannot sense the warded creatures.
Source:  CR p.296
Target Area:   5 creatures touched
Caster Level:   5
Hydraulic Push
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35 ft.)
Comp: V, S
SR: Yes
School: Evocation, WaterSchool
☐☐☐
Effect:  Wave of water bull rushes an enemy.
Source:  APG p.228
Target Area:   one creature or object
Caster Level:   5
Jump
DC: 13
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes [D]
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps.
Source:  CR p.303
Target Area:   Creature touched
Caster Level:   5
Keen Senses
DC: 13
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes [D]
Rng: Touch
Comp: V, M/DF (a hawk's feather)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Subject gains +2 Perception, low-light vision.
Source:  APG p.230
Target Area:   creature touched
Caster Level:   5
Liberating Command
DC: 13
Save: Will negates (harmless)
Time: 1 immediate action
Duration: instantaneous
Rng: Close (35 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:   5
Longstrider
Save:
Time: 1 standard action
Duration: 5 hours [D]
Rng: Personal
Comp: V, S, M
SR:
School: Transmutation
☐☐☐
Effect:  This spell gives you a +10 foot enhancement bonus to your base speed.
Source:  CR p.305
Target Area:   You
Caster Level:   5
Magic Fang
DC: 13
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls.
Source:  CR p.308
Target Area:   Living creature touched
Caster Level:   5
Magic Stone
DC: 13
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:   5
Negate Aroma
DC: 13
Save: Fortitude negates
Time: 1 standard action
Duration: 5 hours [D]
Rng: Close (35 ft.)
Comp: V, S, M/DF (a pinch of alum)
SR: Yes
School: Transmutation
☐☐☐
Effect:  Subject cannot be tracked by scent.
Source:  APG p.234
Target Area:   5 creatures or objects touched
Caster Level:   5
Obscuring Mist
Save: None
Time: 1 standard action
Duration: 5 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:   5
Pass without Trace
DC: 13
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 hours [D]
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject or subjects of this spell do not leave footprints or a scent trail while moving.
Source:  CR p.318
Target Area:   5 creatures touched
Caster Level:   5
Produce Flame
Save: None
Time: 1 standard action
Duration: 5 minutes [D]
Rng: 0 ft.
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Flames as bright as a torch appear in your open hand.
Source:  CR p.326
Target Area:   Flame in your palm
Caster Level:   5
Ray of Sickening
DC: 13
Save: Fortitude partial; see text
Time: 1 standard action
Duration: 5 minutes
Rng: Close (35 ft.)
Comp: V, S, M
SR: Yes
School: Necromancy
☐☐☐
Effect:  Ray makes the subject sickened.
Source:  UM p.234
Target Area:   Ray
Caster Level:   5
Remove Sickness
DC: 13
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 50 minutes; see text
Rng: Close (35 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:   5
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:   5
Shield Companion
DC: 13
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 hours [D]
Rng: Close (35 ft.)
Comp: V, S, F
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you.
Source:  AnAr p.23
Target Area:   your animal companion, familiar, or fiendish servant
Caster Level:   5
Shillelagh
DC: 13
Save: Will negates (object)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls.
Source:  CR p.342
Target Area:   One touched nonmagical oak club or quarterstaff
Caster Level:   5
Speak with Animals
Save:
Time: 1 standard action
Duration: 5 minutes
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal.
Source:  CR p.346
Target Area:   You
Caster Level:   5
Stone Fist
Save:
Time: 1 standard action
Duration: 5 minutes [D]
Rng: Personal
Comp: V, S, M (a chip of granite)
SR:
School: Transmutation, EarthSchool
☐☐☐
Effect:  Your unarmed strikes are lethal.
Source:  APG p.247
Target Area:   You
Caster Level:   5
Summon Minor Ally
Save: None
Time: 1 round
Duration: 5 rounds [D]
Rng: Close (35 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  Summon 1d3 Tiny animals.
Source:  UM p.241
Target Area:   1d3 summoned creatures
Caster Level:   5
Summon Nature's Ally I
Save: None
Time: 1 round
Duration: 5 rounds [D]
Rng: Close (35 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell summons to your side a natural creature [typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant].
Source:  CR p.354
Target Area:   One summoned creature
Caster Level:   5
Touch of the Sea
DC: 13
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, M (a fish scale)
SR: Yes (harmless)
School: Transmutation, WaterSchool
☐☐☐
Effect:  Swim speed becomes 30 ft.
Source:  APG p.250
Target Area:   creature touched
Caster Level:   5
Weaken Powder
DC: 13
Save: Will negates (object)
Time: 1 standard action
Duration: instantaneous
Rng: Close (35 ft.)
Comp: V, S, M/DF (an empty paper cartridge)
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Targeted firearm's ammunition halves the firearm's range and imposes a -2 penalty on damage rolls.
Source:  UC p.249
Target Area:   1 loaded firearm
Caster Level:   5
LEVEL 2
Accelerate Poison
DC: 14
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S, M (a thorn)
SR: Yes
School: Transmutation, WaterSchool
☐☐☐
Effect:  Hastens targeted poison's onset
Source:  APG p.201
Target Area:   creature touched
Caster Level:   5
Animal Aspect
Save: None
Time: 1 standard action
Duration: 5 minutes [D]
Rng: Personal
Comp: V, S, M/DF (a part of the animal)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  You gain some of the beneficial qualities of an animal.
Source:  UC p.222
Target Area:   You
Caster Level:   5
Animal Messenger
Save: None; see text
Time: 1 minute
Duration: 1 day/level
Rng: Close (35 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  You compel a Tiny animal to go to a spot you designate.
Source:  CR p.241
Target Area:   One Tiny animal
Caster Level:   5
Animal Trance
DC: 14
Save: Will negates
Time: 1 standard action
Duration: Concentration
Rng: Close (35 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  Your swaying motions and music [or singing, or chanting] compel animals and magical beasts to do nothing but watch you.
Source:  CR p.241
Target Area:   Animals or magical beasts with Intelligence 1 or 2
Caster Level:   5
Ant Haul (Communal)
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 10 hours
Rng: Touch
Comp: V, S, M/DF (a small pulley)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  As ant haul, but you may divide the duration among creatures touched.
Source:  UC p.223
Target Area:   creatures touched
Caster Level:   5
Aspect of the Bear
Save:
Time: 1 standard action
Duration: 5 minutes
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  +2 AC and combat maneuver rolls.
Source:  APG p.203
Target Area:   You
Caster Level:   5
Barkskin
Save: None
Time: 1 standard action
Duration: 50 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Barkskin toughens a creature's skin granting a +2 enhancement bonus to the creature's existing natural armor bonus.
Source:  CR p.246
Target Area:   Living creature touched
Caster Level:   5
Bear's Endurance
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution.
Source:  CR p.246
Target Area:   Creature touched
Caster Level:   5
Bull's Strength
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject becomes stronger granting a +4 enhancement bonus to Strength.
Source:  CR p.251
Target Area:   Creature touched
Caster Level:   5
Burning Gaze
Save: Fortitude negates (see text)
Time: 1 standard action
Duration: 5 rounds
Rng: Personal
Comp: V, S, M/DF (eye of a mundane salamander)
SR: Yes
School: Evocation, FireSchool
☐☐☐
Effect:  Inflict 1d6 fire damage to creature.
Source:  APG p.208
Target Area:   You
Caster Level:   5
Campfire Wall
Save: None
Time: 1 standard action
Duration: 10 hours; see below [D]
Rng: Close (35 ft.)
Comp: V, S, M/DF (ash made from burnt thorns)
SR: Yes
School: Evocation, FireSchool
☐☐☐
Effect:  Creates a shelter around a campfire.
Source:  APG p.210
Target Area:   20-ft.-radius sphere centered on fire source
Caster Level:   5
Cat's Grace
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  The transmuted creature becomes more graceful, agile, and coordinated granting a +4 enhancement bonus to Dexterity.
Source:  CR p.252
Target Area:   Creature touched
Caster Level:   5
Certain Grip
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 50 minutes [D]
Rng:
Comp: V, S, M/DF (a tiny ball of tar)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject's grip and footing become sure, granting a +4 competence bonus on Climb checks, on Acrobatics checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts. While affected by this spell, the target is also immune to the disarm combat maneuver. You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Source:  UC p.225
Target Area:   creature touched
Caster Level:   5
Chill Metal
DC: 14
Save: Will negates (object)
Time: 1 standard action
Duration: 7 rounds
Rng: Close (35 ft.)
Comp: V, S, DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Chill metal makes metal extremely cold.
Source:  CR p.254
Target Area:   Metal equipment of 2 creatures, no two of which can be more than 30 ft. apart; or 125 lbs. of metal, none of which can be more than 30 ft. away from any of the rest
Caster Level:   5
Delay Poison
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 5 hours
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  The subject becomes temporarily immune to poison.
Source:  CR p.265
Target Area:   Creature touched
Caster Level:   5
Eagle Eye
Save: None
Time: 1 minute
Duration: 5 minutes [D]
Rng: Long (600 ft.)
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  Creates a magical sensor high above you.
Source:  APG p.217
Target Area:   magical sensor
Caster Level:   5
Elemental Speech
Save:
Time: 1 standard action
Duration: 5 minutes
Rng: Personal
Comp: V, S, M (iron filings)
SR:
School: Divination, AirSchool, EarthSchool, FireSchool, WaterSchool
☐☐☐
Effect:  Enables you to speak to elementals and some creatures.
Source:  APG p.218
Target Area:   You
Caster Level:   5
Endure Elements (Communal)
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  As endure elements, but you may divide the duration among creatures touched.
Source:  UC p.228
Target Area:   creatures touched
Caster Level:   5
Feast of Ashes
DC: 14
Save: Fortitude negates
Time: 1 standard action
Duration: 10 days [D]
Rng: Close (35 ft.)
Comp: V, S, M (a pinch of ash)
SR: Yes
School: Transmutation
☐☐☐
Effect:  A target starves with an insatiable hunger.
Source:  APG p.220
Target Area:   one creature
Caster Level:   5
Fire Trap
DC: 14
Save: Reflex half; see text
Time: 10 minutes
Duration: Permanent until discharged [D]
Rng: Touch
Comp: V, S, M
SR: Yes
School: Abjuration, FireSchool
☐☐☐
Effect:  Fire trap creates a fiery explosion when an intruder opens the item that the trap protects.
Source:  CR p.282
Target Area:   Object touched
Caster Level:   5
Flame Blade
Save: None
Time: 1 standard action
Duration: 5 minutes [D]
Rng: 0 ft.
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect:  A 3-foot-long, blazing beam of red-hot fire springs forth from your hand.
Source:  CR p.283
Target Area:   Sword-like beam
Caster Level:   5
Flaming Sphere
DC: 14
Save: Reflex negates
Time: 1 standard action
Duration: 5 rounds
Rng: Medium (150 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.
Source:  CR p.283
Target Area:   5-ft.-diameter sphere
Caster Level:   5
Fog Cloud
Save: None
Time: 1 standard action
Duration: 50 minutes
Rng: Medium (150 ft.)
Comp: V, S
SR: No
School: Conjuration, WaterSchool
☐☐☐
Effect:  A bank of fog billows out from the point you designate.
Source:  CR p.284
Target Area:   Fog spreads in 20-ft. radius
Caster Level:   5
Forest Friend
Save: None
Time: 1 round
Duration: 5 minutes
Rng: Close (35 ft.)
Comp: V, S, M (a pinch of manure)
SR: No
School: Abjuration
☐☐☐
Effect:  Plants in a forested area become helpful instead of hindering you and your allies.
Source:  UC p.230
Target Area:   one willing living creature per three levels, no two of which may be more than 30 ft. apart.
Caster Level:   5
Frigid Touch
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Target takes 4d6 cold damage and is staggered.
Source:  UM p.221
Target Area:   Creature touched
Caster Level:   5
Frost Fall
DC: 14
Save: Fortitude partial
Time: 1 standard action
Duration: 2 rounds
Rng: Close (35 ft.)
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  The area is covered in a chilling frost.
Source:  UC p.230
Target Area:   5-foot radius burst
Caster Level:   5
Glide
Save:
Time: 1 standard action
Duration: until landing or 5 minutes [D]
Rng: Personal
Comp: V, S, M/DF (a leaf )
SR:
School: Transmutation, AirSchool
☐☐☐
Effect:  You take no falling damage, move 60 ft./round while falling.
Source:  APG p.225
Target Area:   You
Caster Level:   5
Gust of Wind
DC: 14
Save: Fortitude negates
Time: 1 standard action
Duration: 1 round
Rng: 60 ft.
Comp: V, S
SR: Yes
School: Evocation, AirSchool
☐☐☐
Effect:  This spell creates a severe blast of air [approximately 50 mph] that originates from you, affecting all creatures in its path.
Source:  CR p.293
Target Area:   Line-shaped gust of severe wind emanating out from you to the extreme of the range
Caster Level:   5
Heat Metal
DC: 14
Save: Will negates (object)
Time: 1 standard action
Duration: 7 rounds
Rng: Close (35 ft.)
Comp: V, S, DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Heat metal causes metal objects to become red-hot.
Source:  CR p.294
Target Area:   Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 125 lbs. of metal, all of which must be within a 30-ft. circle
Caster Level:   5
Hold Animal
DC: 14
Save: Will negates; see text
Time:
Duration: 5 rounds [D]; see text
Rng:
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell functions like hold person, except that it affects an animal instead of a humanoid.
Source:  CR p.296
Target Area:   One animal
Caster Level:   5
Lockjaw
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 5 rounds
Rng: Touch
Comp: V, S, M (sticky tree gum)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Gives creature grab ability with a natural attack.
Source:  APG p.232
Target Area:   creature touched
Caster Level:   5
Masterwork Transformation
Save: None
Time: 1 hour
Duration: Instantaneous
Rng: Touch
Comp: V, S, M (see text)
SR: No
School: Transmutation
☐☐☐
Effect:  Make a normal item into a masterwork one.
Source:  UM p.228
Target Area:   One weapon, suit of armor, tool, or skill kit touched
Caster Level:   5
Natural Rhythm
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 rounds
Rng: Touch
Comp: V, S, M (a handful of pebbles dropped one by one onto the ground)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  +1 on damage rolls with each hit 5.
Source:  APG p.233
Target Area:   creature touched
Caster Level:   5
Owl's Wisdom
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 5 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom.
Source:  CR p.318
Target Area:   Creature touched
Caster Level:   5
Pernicious Poison
Save: None
Time: 1 standard action
Duration: 50 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Necromancy
☐☐☐
Effect:  Target takes a -4 penalty against poison.
Source:  UM p.231
Target Area:   Creature touched
Caster Level:   5
Pox Pustules
DC: 14
Save: Fortitude negates
Time: 1 standard action
Duration: 5 minutes
Rng: Close (35 ft.)
Comp: V, S, M (leaves from a toxic plant)
SR: Yes
School: Necromancy
☐☐☐
Effect:  Subject is sickened and has -4 Dex.
Source:  APG p.236
Target Area:   one creature
Caster Level:   5
Reduce Animal
Save: None
Time: 1 standard action
Duration: 5 hours [D]
Rng: Touch
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  This spell functions like reduce person, except that it affects a single willing animal.
Source:  CR p.330
Target Area:   One willing animal of Small, Medium, Large, or Huge size
Caster Level:   5
Resist Energy
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 50 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
☐☐☐
Effect:  This abjuration grants a creature limited protection from damage of whichever one of five energy types you select.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   5
Restoration (Lesser)
DC: 14
Save: Will negates (harmless)
Time: 3 rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   5
Savage Maw
Save: None
Time: 1 standard action
Duration: 5 minutes
Rng: Personal
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. You gain a bite attack that deals 1d4 points of damage plus your Strength modifier. If you confirm a critical hit with this attack, it also deals 1 point of bleed damage. If you already have a bite attack, your bite deals 2 points of bleed damage on a critical hit. You are considered proficient with this attack. If used as part of a full-attack action, the bite is considered a secondary attack, is made at your full base attack bonus -5, and adds half your Strength modifier to its damage. You can end this spell before its normal duration by making a bestial roar as a swift action. When you do, you can make an Intimidate check to demoralize all foes within a 30-foot radius that can hear the roar.
Source:  ARG p.59
Target Area:   You
Caster Level:   5
Scamper
Save: None
Time: 1 swift action
Duration: 1 round
Rng: Close (35 ft.)
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  Improve Acrobatics and speed of your animal companion.
Source:  AnAr p.23
Target Area:   your animal companion
Caster Level:   5
Scent Trail
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 5 hours
Rng: Close (35 ft.)
Comp: V, S, M (a queen ant)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Trail: Leave trail for allies to follow.
Source:  APG p.241
Target Area:   5 creatures, no two of which can be more than 30 ft. apart
Caster Level:   5
Sea Steed
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 50 minutes [D]
Rng: Touch
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  Your mount adapt to life in the water.
Source:  AnAr p.23
Target Area:   your mount
Caster Level:   5
Share Language
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S, M (a page from a dictionary)
SR: Yes (harmless)
School: Divination
☐☐☐
Effect:  Subject understands chosen language.
Source:  APG p.243
Target Area:   creature touched
Caster Level:   5
Slipstream
DC: 14
Save: Reflex negates (harmless)
Time: 1 standard action
Duration: 50 minutes [D]
Rng: Touch
Comp: V, S, M/DF (a few drops of oil and water)
SR: No
School: Conjuration, WaterSchool
☐☐☐
Effect:  Wave boosts creature's speed.
Source:  APG p.244
Target Area:   creature touched
Caster Level:   5
Soften Earth and Stone
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35 ft.)
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  When this spell is cast, all natural, undressed earth or stone in the spell's area is softened.
Source:  CR p.345
Target Area:   5 10-ft. squares; see text
Caster Level:   5
Spider Climb
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 50 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.
Source:  CR p.347
Target Area:   Creature touched
Caster Level:   5
Stone Call
Save: None
Time: 1 standard action
Duration: 5 rounds
Rng: Medium (150 ft.)
Comp: V, S, DF
SR: No
School: Conjuration, EarthSchool
☐☐☐
Effect:  2d6 damage to all creatures in area.
Source:  APG p.247
Target Area:   cylinder 40
Caster Level:   5
Summon Nature's Ally II
Save: None
Time: 1 round
Duration: 5 rounds [D]
Rng: Close (35 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions as summon nature's ally I, except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
Source:  CR p.354
Target Area:   One summoned creature
Caster Level:   5
Summon Swarm
Save: None
Time: 1 round
Duration: Concentration + 2 rounds
Rng: Close (35 ft.)
Comp: V, S, M/DF
SR: No
School: Conjuration
☐☐☐
Effect:  You summon a swarm of bats, rats, or spiders [your choice], which attacks all other creatures within its area.
Source:  CR p.354
Target Area:   One swarm of bats, rats, or spiders
Caster Level:   5
Tar Ball
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35 ft.)
Comp: V, S, M
SR: No
School: Transmutation
☐☐☐
Effect:  Burning tar harms target and penalizes its Dex.
Source:  UM p.243
Target Area:   Ranged attack
Caster Level:   5
Tree Shape
Save:
Time: 1 standard action
Duration: 5 hours [D]
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs.
Source:  CR p.362
Target Area:   You
Caster Level:   5
Unshakable Chill
DC: 14
Save: Fortitude negates (see text)
Time: 1 standard action
Duration: 50 minutes; see text
Rng: Close (35 ft.)
Comp: V, S, M
SR: Yes
School: Necromancy
☐☐☐
Effect:  Target is afflicted with severe cold.
Source:  UM p.246
Target Area:   One creature
Caster Level:   5
Warp Wood
DC: 14
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (35 ft.)
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  You cause wood to bend and warp, permanently destroying its straightness, form, and strength.
Source:  CR p.368
Target Area:   5 Small wooden objects, all within a 20-ft. radius
Caster Level:   5
Wartrain Mount
Save: None
Time: 1 minute
Duration: 5 hours
Rng: Close (35 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  Animal gains combat training.
Source:  UM p.248
Target Area:   One indifferent or friendly animal
Caster Level:   5
Web Shelter
Save: None
Time: 1 minute
Duration: 5 hours [D]
Rng: Close (35 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  Create a comfortable shelter made of webbing.
Source:  UM p.249
Target Area:   5 ft.-10 ft. diameter web sphere or 5 ft.-20 ft. hemisphere
Caster Level:   5
Wilderness Soldiers
Save: None
Time: 1 standard action
Duration: 5 rounds
Rng: 30ft.
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  Nearby plants aid you in combat.
Source:  UC p.249
Target Area:   30-ft.-radius emanation, centered on you
Caster Level:   5
Wood Shape
DC: 14
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S, DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Wood shape enables you to form one existing piece of wood into any shape that suits your purpose.
Source:  CR p.370
Target Area:   One touched piece of wood no larger than 15 cu. ft.
Caster Level:   5
* = Domain/Specialty Spell


Created using PCGen 6.03.00-dev on 20 janv. 2014
Player: Vincent; Character Name: Bakak
Prepared Spells
Hunter
Level 0
Guidance (DC:12)
Resistance (DC:12)
Stabilize (DC:12)
Virtue (DC:)
Level 1
Aspect of the Falcon (DC:)
Cure Light Wounds (DC:13)
Longstrider (DC:)
Magic Fang (DC:13)
Remove Sickness (DC:13)
Level 2
Bull's Strength (DC:14)
Cat's Grace (DC:14)
Resist Energy (DC:14)
* = Domain/Specialty Spell

Created using PCGen 6.03.00-dev on 20 janv. 2014
Player: Vincent; Character Name: Bakak
Bakak
Bakak's portrait
Half-Orc
RACE
19
AGE
5' 10"
HEIGHT
234 lbs.
WEIGHT
brown
EYE COLOR
Dark green
SKIN COLOR
Gray
HAIR COLOR
short cut
HAIR LENGTH

PHOBIAS

PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE
Description
Home
From Taldor. ,
Biography

No True Homeland: You have lived a life on the run and gain access to the Outcast race trait.

 

Only your mother is alive.

 

(1d6+1) 6 orc siblings. You gain access to the Kin Guardian combat trait.

 

Lower-Class Birth: You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait. Roll 2d20 on Table 1–26: Parents’ Profession to determine your parents’ occupation, instead of rolling d%.

 

Serfs/Peasants: You gain access to the Poverty-Stricken social trait.

 

Inheritance: A great sum of wealth or property was bequeathed to you at an early age, providing you with extraordinary means. Daily costs of living have ceased to concern you, and you’ve learned that there is little that money cannot buy. You gain access to the Rich Parents social trait.

REROLLED, Rich Parents is banned.

Bullied: In your early life, you were a victim—easy prey for those stronger or cleverer than yourself. They beat you when they could, using you for their sport. This abuse nursed a powerful flame of vengeance. You gain access to the Bullied combat trait.

 

Raised by Beasts: You were reared in part by wild animals. Most of what you know you learned by observing these beasts, their natural instincts being unburdened by artifice or manipulation. Even though you possess a humanoid body, the beasts recognize you as one of their own. You gain access to the Animal Friend gnome race trait (which you may take regardless of your race) and the Feral Heart story feat.

(Rolled on Druid and Ranger, Ranger doesn’t make much sense, related to non-existing favored enemy)

 

The Mercenary: With this person, there was always a cost. No deed was done making a trade for something of equal or greater value. Whether this individual’s actions tended toward good, evil, or pure balance, he was always fair in his dealings. You respected this trait and it influenced your own philosophy. You gain access to the Mercenary social trait.

 

Broke a Promise: You swore an oath or vow that was important to someone else, but you did not keep your promise.

Conflict subject: Spellcaster

Conflict motivation: Family

Resolution: Mixed Feelings or Denials?

CP: 4+0/1

LN or NG (LG doesn’t go with hunter’s restricted alignment)

 

A Few Significant Relationships: You’ve tried to make deep connections with individuals on several occasions, but it’s never worked out.

---

The tribe went from one place to another, pillaging, etc. (doing orc stuff) in the forest/Taldor/the place around the forest. The tribe also changed fast, melding with other.

Her mother was an orc of poor standing. She mate with a human slave (a poor peasant captured by the orcs). She expected to have an half-orc son that could be a bit brighter than the other child she had so far (all orcs), and maybe get a better standing in the tribe.

That didn’t work out, Bakak was bullied by the tribe’s orc.

His only companion was the various animals in the camp and in the vicinity.

He finally ran off the tribe to go on his own living in the forest. He was later approached by the druids that take care of the forest and gained some form of acceptance among them.

He recently found a young wolverine that shared his inner rage, and bounded with him.

 

Put the mercenary in there. How? In exchange for help, that guy helped Bakak?

 

The conflict:

Maybe broke a promise to a witch doctor, because of either his human or orc family.


Created using PCGen 6.03.00-dev on 20 janv. 2014
Player: Vincent; Character Name: Bakak
Notes
Character Sheet Notes
Planned Teamwork Feat

In case another player wants to go for a teamwork feat, here is the one I see Barak getting/using

 

Horde Charge (BAB+1, half-orc/orc) +2 bonus to attack/damage after a charge (on top of normal bonus)

Escape Route (–) No aoo when moving next to allies

Outflank (BAB +4) +4 (instead of +2) from flanking

Pack Attack (BAB +1) Ally's attack allows you to take a 5-foot step

Precise Strike (Dex 13, BAB +1) Deal +1d6 points of precision damage with melee attacks when flanking

Shake It Off (–) +1 to saves per adjacent ally with the feat

 

Precise Strike or Shake It Off as standard 3rd level feat?