Created using PCGen 6.07.02-DEV on Feb 11, 2017
Zuhani Vincent Lawful Good Sarenrae 0 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Paladin4 (Hospitaler) 9 Human (Garundi) Medium / 5 ft. 5' 7" 160 lbs. Normal
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
4 12 18 Male Black White, short
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
14 +2 14 +2
DEX
Dexterity
9 -1 9 -1
CON
Constitution
12 +1 12 +1
INT
Intelligence
14 +2 14 +2
WIS
Wisdom
12 +1 12 +1
CHA
Charisma
18 +4 18 +4

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
36




  
Walk 20 ft.
AC
Armour Class
21 : 9 : 21 = 10 + 10 + 2 + -1 + 0 + 0 + 0 + 0 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
-1 = -1 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+4


35 -5 +1 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+9 = +4 + +1 + +0
+ +0
+ +4
+
Reflex
Dexterity
+4 = +1 + -1 + +0
+ +0
+ +4
+
Will
Wisdom
+9 = +4 + +1 + +0
+ +0
+ +4
+
CONDITIONAL MODIFIERS:
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+6 = +4
+ +2 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+3 = +4
+ -1 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+6 = +4
+ +2 + +0
+ +0
+ +0
+
CMB +6 +6 +6 +6 +6 +6
CMD 15 15 15 15 15 15
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+6
1d3+2
20/x2
5 ft.

*+1 Scimitar (Consecrated)
HAND TYPE SIZE CRITICAL REACH
Primary
S
M
18-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +7
+3
+7
+1
+3
-3
 Dam 1d6+3
1d6+2
1d6+4
1d6+3
1d6+3
1d6+2
 Special Properties  Consecrated Weapon, Channel Smite (1/2 dmg) when charged, on next hit

*Darkwood Shield (Sanctified)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+6
1d4+2
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Equipped
0 ft.

M
 10 hp/inch, hardness 5, Adds +1 sacred/profane bonus when charged

Holy Water (Flask)
HAND TYPE SIZE CRITICAL
Equipped

M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +3
+1
-1
-3
-5
 Dam 2d4 2d4 2d4 2d4 2d4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 thown splash weapon see p.202, Each undead creature or evil outsider within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

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 Full Plate
TYPEARMOR BONUSMAX DEX BONUS
Heavy
+10
+1
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-5
35

SKILLS MAX
RANKS
4/4
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX -2 = -1
+ 0
+ -1
  Acrobatics (Jump) DEX -6 = -1
+ 0
+ -5
  Appraise INT 6 = 2
+ 0
+ 4
  Bluff CHA 8 = 4
+ 0
+ 4
  Climb STR 3 = 2
+ 0
+ 1
  Craft (Untrained) INT 6 = 2
+ 0
+ 4
  Diplomacy CHA 11 = 4
+ 4
+ 3
  Disable Device DEX 3 = -1
+ 0
+ 4
  Disguise CHA 4 = 4
+ 0
+ 0
  Escape Artist DEX -6 = -1
+ 0
+ -5
  Fly DEX -6 = -1
+ 0
+ -5
  Handle Animal CHA 9 = 4
+ 2
+ 3
  Heal WIS 1 = 1
+ 0
+ 0
  Intimidate CHA 4 = 4
+ 0
+ 0
  Knowledge (Religion) INT 9 = 2
+ 4
+ 3
  Knowledge (Untrained) INT 2 = 2
+ 0
+ 0
  Linguistics(Abyssal, Ignan, Infernal, Polyglot) INT 6 = 2
+ 4
+ 0
  Perception WIS 5 = 1
+ 0
+ 4
  Perform (Untrained) CHA 8 = 4
+ 0
+ 4
  Profession (Farmer) WIS 6 = 1
+ 2
+ 3
  Profession (Untrained) WIS 1 = 1
+ 0
+ 0
  Ride DEX -2 = -1
+ 0
+ -1
  Sense Motive WIS 8 = 1
+ 4
+ 3
  Sleight of Hand DEX 3 = -1
+ 0
+ 4
  Spellcraft INT 9 = 2
+ 4
+ 3
  Stealth DEX -2 = -1
+ 0
+ -1
  Survival WIS 5 = 1
+ 0
+ 4
  Swim STR 1 = 2
+ 0
+ -1
  Untrained Charisma CHA 4 = 4
+ 0
+ 0
  Untrained Dexterity DEX -1 = -1
+ 0
+ 0
  Untrained Intelligence INT 2 = 2
+ 0
+ 0
  Untrained Strength STR 2 = 2
+ 0
+ 0
  Untrained Wisdom WIS 1 = 1
+ 0
+ 0
  Use Magic Device CHA 8 = 4
+ 0
+ 4
◆ = Useable Untrained
CONDITIONAL MODIFIERS:
[__] +2 bonus on all saves made to resist compulsion spells, spell-like abilities and effects (Ascendance Day Cloak).
+1 bonus to Diplomacy with members of the character's faction

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 6.07.02-DEV on Feb 11, 2017
Player: Vincent; Character Name: Zuhani
EQUIPMENT
ITEM LOCATION QTY WT. COST
 +1 Scimitar (Consecrated)
(Consecrated Weapon, Channel Smite (1/2 dmg) when charged, on next hit)
Equipped
1
4
2465
 +1 Full Plate
Equipped
1
50
2650
 Darkwood Shield (Sanctified)
(10 hp/inch, hardness 5, Adds +1 sacred/profane bonus when charged)
Equipped
1
5
357
 Holy Symbol (Iron)
Equipped
1
1
5
 Backpack, Masterwork
Equipped
1
4
50
 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, Masterwork
1
1
1
 Holy Water (Flask)
(thown splash weapon see p.202, 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, Masterwork
1
1
25
 Rope (Silk/50 ft.)
(4 hp, DC 24 Strength check to burst)
Backpack, Masterwork
1
5
10
 Sunrod
Backpack, Masterwork
2
1
2
 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.)
Wrist Sheath, Spring Loaded
1
0.06
645
 Waterskin (Filled)
Backpack, Masterwork
1
4
1
 Healer's Kit
Backpack, Masterwork
1
1
50
 Rations (Trail/Per Day)
Backpack, Masterwork
4
1
0.5
ITEM LOCATION QTY WT. COST
 Blanket
Backpack, Masterwork
1
3
0.5
 Flail (Cold Iron)
(Bonus to disarm an enemy (pg. 144), May be used to make trip attacks (pg.145), 30 hp/inch, hardness 10)
Backpack, Masterwork
1
5
16
 Sap
(Deals nonlethal damage (pg. 145))
Backpack, Masterwork
1
2
1
 Traveler's Any-Tool
Backpack, Masterwork
1
2
250
 Shield Sconce
(This metal frame holds a torch and is designed to be strapped to the front of a light, heavy, or tower shield, allowing you to carry a torch without giving up your shield or occupying your weapon hand.)
Equipped
1
0.5
1
 Shining Wayfinder
(light and detect evil at will, protection from evil 1/day, +2 competence to Survival (avoid becoming lost), can contain an ioun stone)
Equipped
1
1
2000
 Climber's Kit
Equipped
1
5
80
 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
 Bullets, Sling (10)
Equipped
1
5
0.1
 Dagger
Carried
1
1
2
 Sling
Carried
1
0
0
 Gauntlet
Equipped
1
0
0
TOTAL WEIGHT CARRIED/VALUE   108.56 lbs. 8460.6 gp
WEIGHT ALLOWANCE
Light 66 Medium 133 Heavy 200

ILLUMINATION
Light Source Bright Shadowy Duration
Sunrod 30 ft. 60 ft. 6 hr.

MONEY
Unspent Funds = 1580.0

Flail (Cold Iron)
HAND TYPE SIZE CRITICAL REACH
Equipped
B
M
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +6
+2
+6
+0
+2
-4
 Dam 1d8+2
1d8+1
1d8+3
1d8+2
1d8+2
1d8+1
 Special Properties  Bonus to disarm an enemy (pg. 144), May be used to make trip attacks (pg.145), 30 hp/inch, hardness 10

Sap
HAND TYPE SIZE CRITICAL REACH
Equipped
B
M
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +6
+2
+6
+0
+2
-2
 Dam 1d6+2
1d6+1
1d6+2
1d6+2
1d6+2
1d6+1
 Special Properties  Deals nonlethal damage (pg. 145)

Dagger
HAND TYPE SIZE CRITICAL REACH
Carried
PS
M
19-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +6
+2
+6
+0
+2
-2
 Dam 1d4+2
1d4+1
1d4+2
1d4+2
1d4+2
1d4+1
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +3
+1
-1
-3
-5
 Dam 1d4+2 1d4+2 1d4+2 1d4+2 1d4+2
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

Sling
HAND TYPE SIZE CRITICAL
Carried
B
M
20/x2
  Range 30 ft.'
50 ft.'
100 ft.'
150 ft.'
200 ft.'
 Bonus +3
+3
+1
-1
-3
 Dam 1d4+2 1d4+2 1d4+2 1d4+2 1d4+2
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

*Gauntlet
HAND TYPE SIZE CRITICAL REACH
Equipped
B
M
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +6
+2
+6
+0
+2
-2
 Dam 1d3+2
1d3+1
1d3+2
1d3+2
1d3+2
1d3+1

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
Abyssal, Celestial, Common, Ignan, Infernal, Kelish, Osiriani, Polyglot
PROFICIENCIES
Aldori Dueling Sword, Amentum, Atlatl, Axe (Throwing), Bardiche, Battle Aspergillum, Battle Poi, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade Boot, Blowgun, Boar Spear, Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cestus, Chakram, Club, Combat Scabbard, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Falchion, Flail, Flail (Heavy), Flambard, Gaff, Garrote, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Hanbo, Handaxe, Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Katana, Kerambit, Klar, Kukri, Lance, Longbow, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhoka, Rhomphaia, Rock, Rope Gauntlet, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling, Sling Glove, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Stingchuck, Switchblade Knife, Sword (Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Syringe spear, Tepoztopilli, Terbutje, Terbutje (Great), Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), War Razor, Waraxe (Dwarven), Warhammer, Wushu Dart
Archetypes
Hospitaler Paladins are known for their charity and for tending to the sick. The hospitaler takes to this calling above all others, spending much of her time healing the poor, and giving aid and succor to those in need. The hospitaler has the following class features.
Traits
Blessed Touch [Paizo Publishing - Champions of Purity, p.7]
     You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Flame of the Dawnflower (Sarenrae) [Paizo Inc. - Advanced Player's Guide, p.333]
     You have been raised to view yourself as a blade in Sarenrae's service, or you have taken that duty on for yourself. Whenever you score a critical hit with a scimitar, you deal an additional 2 points of fire damage to your target.
SPECIAL ATTACKS
Smite Evil (Su) [Paizo Inc. - Advanced Player's Guide, p.60]
     You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +4 to your attack rolls and +4 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +8. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.
Prestige Awards
Current Prestige Points (6x) [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.22]
     The character has 6 current prestige points.
Fame (16x) [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.9]
     The character has accumulated 16 Fame. He has a +1 to Diplomacy with members of his faction. Maximum Item Cost: 48000 gp
Beacon of Good (Silver Faction) [Paizo Inc. - Pathfinder Society Field Guide, p.22]
     Beacon of Good (Silver Crusade, Fame 5, 2 PP) The Shining Crusade gives you a shining wayfinder (see page 55) emblazoned with the emblem of a silver dragon. If you lose your shining wayfinder, you can purchase a new one for an additional 2 PP. Members of the Silver Crusade who are caught selling shining wayfinders for their own profit are exiled, and must switch factions.
Free purchase up to 750 gp [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.3]
     Free purchase up to 750 gp (2 PP)
Retraining (5x) [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.10]
     The character has spent prestige points to retrain.
The Cost of Beneficence (Silver Faction) [Paizo Inc. - Pathfinder Society Field Guide, p.22]
     The Cost of Beneficence (Silver Crusade, Fame 10, 1 PP) Whenever you give magical healing that you have rightfully paid for to an NPC, the Silver Crusade reimburses you for half the cost of replacing such resources. For example, if you give a lost orphan a potion of cure light wounds you purchased at the start of an adventure, at the session's conclusion, the Silver Crusade would reimburse you 25 gp to help defer the cost of your generosity. You receive no reimbursement for expended healing paid for with Prestige Points only or found in the course of an adventure (as no gp were expended to purchase it).
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SPECIAL QUALITIES
Ascendance Day Cloak [Paizo Inc. - PFS Ascendance Day]
     [__] You distinguished yourself in one or more of the competitions held in honor of Iomedae's ascension, earning you a white cloak modeled after the goddess's own. For one scenario, while wearing this cloak or carrying it displayed prominently, you gain a +2 bonus on all saving throws made to resist compulsion spells, spell-like abilities, and effects. In addition, the cloak acts as a phylactery of faithfulness, though it only works to warn the character about actions that would adversely affect one of lawful good alignment and one's standing with Iomedae. At the end of the scenario, the magic fades from the cloak, and it becomes a mundane keepsake of Ascendance Day.
Aura of Courage (Su) [Paizo Inc. - Core Rulebook, p.61]
     You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.
Aura of Good (Ex) [Paizo Inc. - Core Rulebook]
     You project a moderate good aura.
Bonus Feat [Paizo Inc. - Core Rulebook, p.27]
     Humans select one extra feat at 1st level.
Channel Positive Energy (Su) [Paizo Inc. - Advanced Player's Guide, 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 14 Will save to halve the damage. You can use this ability 7 times per day.
Detect Evil (Sp) [Paizo Inc. - Core Rulebook, p.60]
     At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.
Divine Health (Ex) [Paizo Inc. - Core Rulebook, p.61]
     You are immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Fatigued) (Su) [Paizo Inc. - Core Rulebook, p.61]
     Whenever you use Lay on Hands to heal damage to one target, the target is no longer fatigued.
Lay on Hands (Su) [Paizo Inc. - Core Rulebook, p.61]
     You can heal wounds (your own or those of others) by touch. Each day you can use this ability 6 times per day. With one use of this ability, you can heal 2d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 2d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage.
Skilled [Paizo Inc. - Core Rulebook, p.27]
     Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
FEATS
Fast Learner [Paizo Inc. - Advanced Race Guide, p.77]
    Your progress gains extra versatility.
    When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
Improved Improvisation [Paizo Inc. - Advanced Race Guide, p.77]
    You are masterful in your improvisation.
    Your nonproficiency penalty with weapons, armor, and shields is halved. The bonus on all skill checks for skills you have no ranks in increases.
Improvisation [Paizo Inc. - Advanced Race Guide, p.77]
    You can figure out how to do almost anything.
    You gain a +4 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated �trained only� untrained.
PFS Chronicles
Pathfinder Module Master of the Fallen Fortress (Subtier 1) : — [Paizo Inc. - Pathfinder Society Chronicle Sheets]
PFS Scenario #2-02 Before the Dawn, Part II: Rescue at Azlant Ridge (Subtier 1-2) : — [Paizo Inc. - Pathfinder Society Chronicle Sheets]
PFS Scenario #3-23 The Goblinblood Dead (Subtier 1-2) : — [Paizo Inc. - Pathfinder Society Chronicle Sheets]
PFS Scenario #3-25 Storming the Diamond Gate (Subtier 3-4) : — [Paizo Inc. - Pathfinder Society Chronicle Sheets]
PFS Scenario #4-02 In Wrath's Shadow (Subtier 3-4) : — [Paizo Inc. - Pathfinder Society Chronicle Sheets]
PFS Scenario #4-19 The Night March of Kalkamedes (Subtier 4-5) : — [Paizo Inc. - Pathfinder Society Chronicle Sheets]
PFS Scenario #8-01 Portent's Peril (Subtier 1-2) : — [Paizo Inc. - Pathfinder Society Chronicle Sheets]
PFS Special Ascendance Day : — [Paizo Inc. - Pathfinder Society Chronicle Sheets]

Created using PCGen 6.07.02-DEV on Feb 11, 2017
Player: Vincent; Character Name: Zuhani

Class Spell-like Abilities
Detect Evil
Save: None
Time: 1 standard action, at will
Duration: Concentration, up to 40 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
Effect:  

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras [creatures, objects, or spells] in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming [see below], and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or [in the case of a cleric] class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates [in the case of a spell] or is destroyed [in the case of a creature or magic item]. If detect evil 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

Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil 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.


Source:  CR p.266
Target Area:   Cone-shaped emanation
Caster Level:   4


Wayfinder Spell-like Abilities
Detect Evil
Save: None
Time: 1 standard action, at will
Duration: Concentration, up to 50 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
Effect:  

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras [creatures, objects, or spells] in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming [see below], and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or [in the case of a cleric] class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates [in the case of a spell] or is destroyed [in the case of a creature or magic item]. If detect evil 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

Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil 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.


Source:  CR p.266
Target Area:   Cone-shaped emanation
Caster Level:   5
Light
Save: None
Time: 1 standard action, at will
Duration: 50 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
Effect:  This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light [darkness becomes dim light, and dim light becomes normal light]. In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent [through permanency or a similar effect], it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Source:  CR p.304
Target Area:   Object touched
Caster Level:   5
Protection from Evil
DC: 11
Save: Will negates (harmless)
Time: 1 standard action, 1/Day
Duration: 5 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. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject immediately receives another saving throw [if one was allowed to begin with] against any spells or effects that possess or exercise mental control over the creature [including enchantment [charm] effects and enchantment [compulsion] effects]. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force [such as a ghost or spellcaster using magic jar], but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Source:  CR p.327
Target Area:   Creature touched
Caster Level:   5


Created using PCGen 6.07.02-DEV on Feb 11, 2017
Player: Vincent; Character Name: Zuhani
Paladin Spells
LEVEL 0 1 2 3 4
KNOWN 0 0 0 0 0
PER DAY 0 1 0 0 0
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. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane.
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: 15
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 [1 pint] of water with positive energy, turning it into holy water.
Source:  CR p.249
Target Area:   Flask of water touched
Caster Level:   1
Bless Weapon
Save: None
Time: 1 standard action
Duration: 1 minutes
Rng: Touch
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures [though the spell doesn't grant an actual enhancement bonus]. The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. [This effect overrides and suppresses any other alignment the weapon might have.] Individual arrows or bolts can be transmuted, but affected projectile weapons [such as bows] don't confer the benefit to the projectiles they shoot. In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
Source:  CR p.250
Target Area:   Weapon touched
Caster Level:   1
Bowstaff
Save: Will negates (harmless, object)
Time: 1 swift action
Duration: 1 rounds [D]
Rng: Personal
Comp: V
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  The bow that is touched takes on the rigidity and toughness of forged steel, allowing it to be used as a melee weapon. The spell allows a shortbow to be used as a club or a longbow to be used as a quarterstaff, although the bow retains its normal hit points and hardness. The bow's enhancement bonus, if any, applies on melee attack and damage rolls. Additional weapon special weapon qualities also apply to melee attacks if such qualities can be added to a melee weapon.
Source:  UC p.224
Target Area:   one weapon [bow]
Caster Level:   1
Challenge Evil
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Close (25 ft.)
Comp: V, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  You challenge an evil creature to bring the fight to you, or suffer the consequences. You gain a +2 sacred bonus on all melee attacks against the subject of the spell. At the end of its turn, if the target has not made at least one attack on you, it becomes sickened. If you move away from the target, the spell ends.
Source:  APG p.210
Target Area:   one evil creature
Caster Level:   1
Compel Hostility
Save: see text
Time: 1 standard action
Duration: 1 rounds
Rng: Personal
Comp: V, S, M
SR: see text
School: Enchantment
☐☐☐
Effect:  Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must first overcome that creature's spell resistance, and the creature can attempt a Will saving throw to ignore the compulsion. A summoner casting this spell can choose his eidolon as the target of the spell.
Source:  UC p.226
Target Area:   You
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. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large-possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Source:  CR p.262
Target Area:   Up to 2 gallons of water
Caster Level:   1
Cure Light Wounds
DC: 15
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 points of damage + 1 point per caster level [maximum +5]. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Source:  CR p.263
Target Area:   Creature touched
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. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft [alchemy] skill may try a DC 20 Craft [alchemy] check if the Wisdom check fails, or may try the Craft [alchemy] check prior to the Wisdom check. 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.
Source:  CR p.268
Target Area:   Or Area one creature, one object, or a 5-ft. cube
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. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming [see below], and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the table below. Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead 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, as given on the table below.

HD | Strength | Lingering Aura Duration

1 or lower | Faint | 1d6 rounds

2-4 | Moderate | 1d6 minutes

5-10 | Strong | 1d6 x 10 minutes

11 or higher | Overwhelming | 1d6 days

Each round, you can turn to detect undead 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.


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:  You determine whether a creature, object, or area carries any sort of disease or infestation [including molds, slimes, and similar hazards], or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4 bonus on Heal checks to treat the creature�s disease. The spell can penetrate many 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.
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 for every three caster levels you have [at least +1, maximum +3]. The bonus doesn't apply to spell damage.
Source:  CR p.273
Target Area:   You
Caster Level:   1
Endure Elements
DC: 15
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. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Source:  CR p.277
Target Area:   Creature touched
Caster Level:   1
Ghostbane Dirge
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 rounds
Rng: Close (25 ft.)
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage [50%] from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.
Source:  APG p.225
Target Area:   one incorporeal creature
Caster Level:   1
Grace
Save:
Time: 1 swift action
Duration: see text
Rng: Personal
Comp: V
SR:
School: Abjuration
☐☐☐
Effect:  Until the end of your turn, your movement does not provoke attacks of opportunity.
Source:  APG p.226
Target Area:   You
Caster Level:   1
Hero's Defiance
Save:
Time: 1 immediate action
Duration: Instantaneous
Rng: Personal
Comp: V
SR:
School: Conjuration
☐☐☐
Effect:  The instant before you are reduced to 0 or fewer hit points, you can expend a use of your lay on hands ability to heal yourself as if you had used lay on hands, plus an additional 1d6 hit points. If this healing brings your hit point total above 0 hit points, you do not fall, and may continue to act. If you have no more uses of lay on hands this spell has no effect.
Source:  APG p.226
Target Area:   You
Caster Level:   1
Honeyed Tongue
Save:
Time: 1 standard action
Duration: 10 minutes
Rng: Personal
Comp: V, M/DF
SR:
School: Transmutation
☐☐☐
Effect:  This spell augments your diplomacies. While under the effects of spell, you roll two dice each time you make a Diplomacy check to change a creature's attitude, taking the highest roll. If this results in a roll low enough to reduce the creature's attitude by a step, that creature gets some clue that you are manipulating it with a spell. Alternatively you can cast this spell before making a Diplomacy check to gather information, gaining a +5 competence bonus on the check.
Source:  APG p.228
Target Area:   You
Caster Level:   1
Horn of Pursuit
Save: None
Time: 1 standard action
Duration: 1 round
Rng: Personal
Comp: S
SR: No
School: Evocation
☐☐☐
Effect:  You create the sound of a large hunting horn, blowing up to three notes as loud as a roaring dragon. These notes can be heard up to 2 miles away in typical outdoor conditions. You can make these sounds at any point during the spell�s duration as a free action, and each sounding can be short or long, allowing you to send very simple coded messages.
Source:  UM p.223
Target Area:   3 peals of a horn
Caster Level:   1
Knight's Calling
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (25 ft.)
Comp: V, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  You compel an enemy to come and fight you. On its turn, the target moves its speed toward you, avoiding any other dangers along its path [including any movement that would provoke attacks of opportunity]. The target may do nothing but move on its turn. If the target ends its move adjacent to you, you can make an attack of opportunity against the target.
Source:  APG p.230
Target Area:   one creature
Caster Level:   1
Know the Enemy
Save: None
Time: 1 minute
Duration: Instantaneous
Rng: Personal
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  You commune with the divine, reflecting on one type of creature you encountered in the last day. You may make a Knowledge check regarding that creature type with a +10 insight bonus.
Source:  UM p.226
Target Area:   You
Caster Level:   1
Liberating Command
DC: 15
Save: Will negates (harmless)
Time: 1 immediate action
Duration: instantaneous
Rng: Close (25 ft.)
Comp: V
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level 20. This spell has no effect if the target could not get free by using the Escape Artist skill [for example, if he were under the effects of a hold person spell or paralyzed by Strength damage].
Source:  UC p.233
Target Area:   one creature
Caster Level:   1
Litany of Sloth
DC: 15
Save: Will negates
Time: 1 swift action
Duration: 1 round
Rng: Close (25 ft.)
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  With a litany against the wages of sloth, you slow the target's defenses. The target cannot make attacks of opportunity or cast spells defensively. While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.
Source:  UC p.235
Target Area:   one creature
Caster Level:   1
Longshot
Save:
Time: 1 standard action
Duration: 1 minutes
Rng: Personal
Comp: V, S, M/DF
SR:
School: Transmutation
☐☐☐
Effect:  This spell reduces the effect of range, granting a +10-foot bonus to the range increment of any weapon used by the subject.
Source:  UC p.236
Target Area:   You
Caster Level:   1
Magic Weapon
DC: 15
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. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls. You can't cast this spell on a natural weapon, such as an unarmed strike [instead, see magic fang]. A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
Source:  CR p.310
Target Area:   Weapon touched
Caster Level:   1
Protection from Chaos
DC: 15
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 functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by chaotic creatures. The target receives a new saving throw against control by chaotic creatures and chaotic summoned creatures cannot touch the target.
Source:  CR p.327
Target Area:   Creature touched
Caster Level:   1
Protection from Evil
DC: 15
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. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject immediately receives another saving throw [if one was allowed to begin with] against any spells or effects that possess or exercise mental control over the creature [including enchantment [charm] effects and enchantment [compulsion] effects]. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force [such as a ghost or spellcaster using magic jar], but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Source:  CR p.327
Target Area:   Creature touched
Caster Level:   1
Rally Point
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minutes [D]
Rng: 5 ft.
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  You create a spot that has the power to briefly hearten any good creature who comes into contact with it. A good creature who enters this square [even if simply as part of its normal move] gains a +2 morale bonus on attacks, saving throws, and 2 temporary hit points per caster level for 1 round. Nongood creatures gain no benefit from this spell. A creature cannot benefit more than once from the same casting of this spell.
Source:  APG p.237
Target Area:   one 5-ft. square
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. 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:   1
Resistance
DC: 15
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. Resistance can be made permanent with a permanency spell.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   1
Restoration (Lesser)
DC: 15
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. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
Source:  CR p.334
Target Area:   Creature 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:  This spell blesses a corpse with positive energy, preventing it from being turned into an undead creature. Attempts to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates undead out of its slain foes [such as a shadow, vampire, or wraith], that effect is delayed until the end of this spell. It is possible to protect a corpse for an extended time by casting this spell each day. Sanctify corpse can be made permanent with a permanency spell by a caster of 9th level or higher for the cost of 500 gp.
Source:  UM p.236
Target Area:   Corpse touched
Caster Level:   1
Stalwart Resolve
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 rounds
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Stalwart resolve was originally created to temporarily aid those suffering from certain afflictions. The recipient of stalwart resolve ignores the effects of ability damage and penalties to a single ability score of your choice, except that damage equal to or greater than the ability score still causes unconsciousness or death. This applies whether or not the ability damage or penalty happened before or during the spell's duration, and whether or not multiple sources are involved. This spell has no effect on ability drain.
Source:  PFSFG p.58
Target Area:   Creature touched
Caster Level:   1
Sun Metal
DC: 15
Save: Fortitude negates (object)
Time: 1 standard action
Duration: 1 rounds [see text]
Rng: Touch
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon's wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a critical hit. This effect immediately ends if the weapon is submerged in water. This effect does not stack with the flaming or flaming burst weapon special ability or any other effect that grants the weapon extra fire damage. It does not function on weapons with the frost or icy burst weapon special ability or any other effect that grants a weapon extra cold damage.
Source:  UC p.245
Target Area:   one melee weapon
Caster Level:   1
Tactical Acumen
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 rounds [D]
Rng: 30ft.
Comp: V, S, M/DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever you would gain a bonus on attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover, you gain an additional +1 insight bonus. This bonus increases by +1 for every five caster levels above 5th you possess 4.
Source:  UC p.246
Target Area:   The caster and all allies within a 30-ft.-radius burst, centered on the caster
Caster Level:   1
Unbreakable Heart
DC: 15
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
Veil of Positive Energy
DC:
Save:
Time: 1 standard action
Duration: 10 minutes [D]
Rng: Personal or 5 ft.; see text
Comp: V, S, DF
SR:
School: Abjuration
☐☐☐
Effect:  You surround yourself with a veil of positive energy, making it harder for undead creatures to harm you. When under the effect of this spell, you gain a +2 sacred bonus to AC and a+2 sacred bonus on saves. Both of these bonuses apply only against attacks or effects created by undead creatures. You can dismiss this spell before its normal duration as a swift action on your turn to deal a number of points of positive energy damage equal to your level to all undead creatures within 5 feet of you.
Source:  APG p.254
Target Area:   You or all creatures within 5 ft.; see text
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
Wartrain Mount
Save: None
Time: 1 minute
Duration: 1 hours
Rng: Close (25 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  You instill the target animal with the combat training general purpose [see the Handle Animal skill, Core Rulebook 98]. This supersedes the animal�s previous trained purpose and any tricks it knows. When the spell ends, it reverts to its previous trained purpose and known tricks.
Source:  UM p.248
Target Area:   One indifferent or friendly animal
Caster Level:   1
Word of Resolve
DC: 15
Save: Will negates (harmless)
Time: 1 immediate action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  You focus your aura on one ally, allowing it to reroll a failed saving throw against a charm or fear effect with a +4 sacred bonus. If you do not have the aura of courage class ability, this spell has no effect on the target�s fear. If you do not have the aura of resolve class ability, this spell has no effect on any charm effects on the target.
Source:  UM p.249
Target Area:   One ally
Caster Level:   1
* = Domain/Specialty Spell


Class Spells
At Will Detect Evil (DC:)

Wayfinder Spells
At Will Detect Evil (DC:)
At Will Light (DC:)
Protection from Evil (DC:11)



Created using PCGen 6.07.02-DEV on Feb 11, 2017
Player: Vincent; Character Name: Zuhani
Class
Paladin
* = Domain/Specialty Spell

Created using PCGen 6.07.02-DEV on Feb 11, 2017
Player: Vincent; Character Name: Zuhani
Wayfinder
Paladin
* = Domain/Specialty Spell

Created using PCGen 6.07.02-DEV on Feb 11, 2017
Player: Vincent; Character Name: Zuhani
Prepared Spells
Paladin
Level 1
Hero's Defiance (DC:)
* = Domain/Specialty Spell