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Teya LE
Character Name Alignment
Bard 5 , Slayer 5
Character Level
Elf M
Race Size
Female 140
Gender Age
5'4" 130
Height Weight
Green Blue
Hair Eyes
Asmo PB(14/16/8/12/10/16)
Player
Mammon -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
14 +2 N/A +2
Dex
Dexterity
18 +4 N/A +4
Con
Constitution
6 -2 N/A -2
Int
Intelligence
14 +2 N/A +2
Wis
Wisdom
10 +0 N/A +0
Cha
Charisma
18 +4 N/A +4
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
45
0
0
Initiative
Dex
Modifier
-999
+0
-999
BAB
+5
ARMOUR CLASS
Total AC
Armour
Shield
Dex
14
+0
+0
+4
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
14
Flat Footed
10
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +2 +4 CON -2 +0 +0 +0
Reflex +8 +4 DEX +4 +0 +0 +0
Will +4 +4 WIS +0 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+7 +5 +2 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
21 10 +5 +2 +4 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
15
-
-
-
-
-
Languages

Common
Elven
Infernal

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
4
4
2
0
0
0
0
0
0
0
DC
14
15
16
17
18
19
20
21
22
Spellcasting Notes

Wizard/Sorcerer Spells added to spell list:
Abundant Ammunition, Gravity Bow, Snowball, Arrow Erruption

Maximum Spell Points: 6

Converted 1 2nd level spell known into bardic masterpiece

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +12 (DEX)  +4 +5 +3
Bluff +16 (CHA)  +4 +5 +7
Climb +2 (STR)  +2 +0 +0
Diplomacy +12 (CHA)  +4 +5 +3
Disguise +4 (CHA)  +4 +0 +0
Escape Artist +4 (DEX)  +4 +0 +0
  Fly +4 (DEX)  +4 +0 +0
Heal +0 (WIS)  +0 +0 +0
Intimidate +4 (CHA)  +4 +0 +0
Knowledge: Arcana +10 (INT)  +2 +5 +3
Knowledge: Dungeoneering +10 (INT)  +2 +5 +3
Knowledge: Local +10 (INT)  +2 +5 +3
Knowledge: Nature +10 (INT)  +2 +5 +3
Knowledge: Planes +10 (INT)  +2 +5 +3
Knowledge: Religion +11 (INT)  +2 +5 +4
Perception +8 (WIS)  +0 +5 +3
Ride +4 (DEX)  +4 +0 +0
Sense Motive +8 (WIS)  +0 +5 +3
Stealth +12 (DEX)  +4 +5 +3
Survival +0 (WIS)  +0 +0 +0
Swim +2 (STR)  +2 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +2 (INT)  +2 +0 +0
Knowledge: Engineering +2 (INT)  +2 +0 +0
Knowledge: Geography +2 (INT)  +2 +0 +0
Knowledge: History +2 (INT)  +2 +0 +0
Knowledge: Nobility +2 (INT)  +2 +0 +0
Perform: Sing +12 (CHA)  +4 +5 +3
Perform: Strings +12 (CHA)  +4 +5 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
FCB Skill x4
Feats

Occ: Skill Focus (Bluff)
Drawback: Battle Fanfare
Flaw 1: Exotic Weapon Prof (Hornbow)
Flaw 2: Extra Combat Talent
Antihero: Extra Combat Talent
Lvl 1: Extra Combat Talent
Lvl 2B: Precise Shot
Lvl 2B: Weapon Focus(Bows)
Lvl 3: Ranged Feint
Lvl 3B:Studied Scout
Lvl 4B: Soulblade
Lvl 5: Bullseye Shot

Special Abilities

Slayer Talents:

Combat Feat
Combat Feat

Traits

  • Pocket Space(Magic): You gain a permanent extradimensional space that can hold up to 5 pounds plus an additional 5 pounds for every five character levels you possess, and nothing larger than a Small-sized object (or a combination of smaller objects equal in size to one Small object). You may place any inanimate, unattended object you touch into your pocket space as a full-round action, and may retrieve any one object from your pocket space as a full-round action. If you die (or are destroyed, if you lack a Constitution score), all contents of your pocket space appear in your square, or the nearest unoccupied space. Any effects interacting with the Extradimensional Storage talent also interact with this space. If you gain the Extradimensional Storage talent later, this pocket space is merged with the space granted by the talent
  • Higher Calling(Religion): Your deity has blessed you with divine purpose, and your actions work towards their machinations. Once per week, you may cast augury as a spell-like ability. As part of using the spell-like ability, you utter a short prayer to your deity. In addition, Diplomacy is a class skill for you.
  • Hidden Faith(Faith): You were raised in a religion forbidden by your government, and draw strength from your hidden faith. You gain a +1 trait bonus on saving throws against the divine spells of creatures that worship a god other than your own.
  • Doubt(Drawback): You lack confidence in your abilities or confidence in the universe at large. Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.
  • Overly Cautious(Major Drawback):
  • Noncombatant(Flaw):
  • Slow(Flaw):
  Racial Traits +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail. Medium: Elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities. Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic. Keen Senses: Elves receive a +2 racial bonus on Perception checks. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Hornbow +10 {20}x3 Piercing 80ft Arrow 3d6+2+1d6+1d10
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Silken Ceremonial +1 Light Armor 0 0% 4kg
Practitioner Talents

Martial Tradition:

Sniper Sphere
Lethal Precision
Huntsman Training
Armor Expert

Scout Sphere
Fencing Sphere
Warleader Sphere
Fast Feint
Focusing Feint
Hindering Projectiles
Wide Open
Sniper Shot
Tangling Shot

Mythic Shit

Mythic Path: Marshal

Mythic sphere mastery (sniper)
You gain one (snipe) talent you do not already have and may apply an additional (snipe) talent you know to your deadly shot. If you have the Barrage sphere, you may expend one mythic power when making a deadly shot to apply a (blitz) talent you know to your deadly shot; treat this as if making two shots or striking a foe twice with a barrage. For example, you only need to strike a target once with Hammering Shots to penalize their initiative.

Mythic Deadly Aim

Arms & Equipment

Hornbow(+2 STR rating, Masterwork) - 630gp
Silken Ceremonial Armor (+1 Armor, Masterwork) - 180gp
Arrows[100] - 5gp
Cleric's Vestments - 5gp

Class Features

  • Arcane Archery: An Arrowsong minstrel’s skill at ranged martial arts allows her to learn to cast a number of powerful, offensive spells that would otherwise be unavailable to her. At 1st level, she selects a number of spells from the sorcerer/ wizard spell list equal to her Charisma modifier (minimum 1) and adds them to her bard spell list as bard spells of the same level. The spells selected must not already be on the bard spell list, and must be 6th level or lower. At 4th level and every 4 bard levels thereafter, she adds an additional sorcerer/wizard spell to her bard spell list. An Arrowsong minstrel is limited to the following spells when adding spells to her spell list in this manner: acid arrow, arrow eruption, flame arrow, gravity bow, greater magic weapon, longshot, magic weapon, protection from arrows, spectral hand, true strike, and sorcerer/wizard spells of the evocation school. An Arrowsong minstrel must still select these spells as spells known before she can cast them. In addition, for the purpose of meeting the requirements of combat feats and prestige classes, an Arrowsong minstrel treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice). Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell’s somatic components even when using a bow in both hands (though not other ranged weapons).   This ability replaces bardic knowledge, dirge of doom, distraction, fascinate, inspire competence, lore master, and soothing performance.
  • Diminished Spellcasting: An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level. This alters the bard’s spellcasting.
  • Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
  • Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
  • Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
  • Bardic Masterpiece: Endless Waltz of the Eldest
   
  • Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action.
  • Proficiencies: Mercenaries are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. This alters weapon and armor proficiencies.
  • Combat Training (Ex): A mercenary is considered an expert practitioner, gaining spheres and talents as appropriate. Mercenaries use Intelligence as their practitioner modifier. This ability replaces sneak attack and slayer’s advance. A mercenary must select the Fencing sphere with the first talent he gains from this class.
  • Manhunter (Ex): At 1st level, the mercenary gains the Scout sphere as bonus talent.This replaces track.
  • Fatal Thrust Expertise (Ex): The mercenary may treat his Fencing sphere precision damage as though it were sneak attack for the purposes of feats, abilities, effects, and slayer talents which modify or add additional effects to sneak attack.
  • Practiced Observation (Ex): At 3rd level, the mercenary gains Studied Scout as a bonus feat. If he already possesses the Studied Scout feat, he instead gains any talent he qualifies for from the Scout sphere. In addition, whenever the mercenary uses his scout ability, he does not take a -5 penalty on the Perception check.
  • Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer's sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PRPG Core Rulebook pg. 267

Detect Magic

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.


divination \ \

Casting time: 1 standard action
Range: 60 ft
Duration: concentration, up to 1 min./level (D)
Area: cone-shaped emanation

Description

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.   1st Round: Presence or absence of magical auras.   2nd Round: Number of different magical auras and the power of the most potent aura.   3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).   Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.   Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.   Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:   (Original Strength/ duration of Lingering Aura)   (Faint\1d6 rounds)   (Moderate\1d6 minutes)   (Strong\1d6 x 10 minutes)   (Overwhelming\1d6 days)     Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.   Detect magic can be made permanent with a permanency spell.   (Spell or Object: [Aura power: faint], [Aura power: Moderate], [Aura power: Strong], [Aura power: Overwhelming])   (Functioning spell (spell level): 3rd or lower / 4th-6th / 7th-9th / 10th+ (deity-level) )   (Magic item (caster level): 5th or lower / 6th-11th / 12th-20th / 21st+ (artifact) )
PRPG Core Rulebook pg. 313

Message


transmutation \ \ language-dependent

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 10 min./level
Targets: 1 creature

Description

You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.
SRD

Ghost Sound

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.


illusion \ (figment) \
bard 0, magus 0, psychic 0, sorcerer/wizard 0-level
Save: Will disbelief
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Effect: illusory sounds
Componenent: V, S, M (a bit of wool or a small lump of wax)

Description

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.   The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.   Ghost sound can enhance the effectiveness of a silent image spell.   Ghost sound can be made permanent with a permanency spell.   Can this create intelligible speech? Making something that sounds like speech, and actually making intelligible speech are two different things. Ghost sound can sound like people talking, but anyone listening can’t make out what the “people” are saying. After all, it is a cantrip, and shouldn’t be as good as ventriloquism (which is a higher-level spell).
SRD

Prestidigitation


universal \ \

Casting time: 1 standard action
Range: 10 ft.
Duration: 1 hour

Description

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Level 1 Spells

Abundant Ammunition


conjuration \ summoning \ bard 1, cleric 1, psychic 1, ranger 1, sorcerer/wizard 1 CASTING

Casting time: 1 standard action
Duration: 1 minute/level
Targets: one container touched

Description

Components V, S, M/DF (a single piece of ammunition)
Saving Throw none; Spell Resistance no
  DESCRIPTION   When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken, but not special materials, alchemical attributes, or nonmagical treatments on the ammunition) at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.
Advanced Player’s Guide

Gravity Bow


transmutation \ metal 1, void 1 \
arcanist 1, hunter 1, occultist 1, ranger 1, redmantisassassin 1, sorcerer 1, wizard 1-level

Casting time: 1 standard action
Range: Personal
Duration: 1 minute/level (D)
Targets: you
Componenent: V, S

Description

Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see table on this page for associated increase/decrease in damage due to size change). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.

When augmented

Table: Weapon Damage Size Conversion Tiny Weapon Damage Small Weapon Damage Medium Weapon Damage Large Weapon Damage Huge Weapon Damage — 1 1d2 1d3 1d4 1 1d2 1d3 1d4 1d6 1d2 1d3 1d4 1d6 1d8 1d3 1d4 1d6 1d8 2d6 1d4 1d6 1d8 2d6 3d6 1d6 1d8 1d10 2d8 3d8 1d8 1d10 1d12 3d6 4d6 1d4 1d6 2d4 2d6 3d6 1d8 1d10 2d6 3d6 4d6 1d10 2d6 2d8 3d8 4d8 2d6 2d8 2d10 4d8 6d8
PRPG Core Rulebook pg. 310

Magic Weapon

Weapon gains +1 bonus


transmutation \ \
antipaladin 1, arcanist 1, bloodrager 1, cleric 1, inquisitor 1, magus 1, occultist 1, oracle 1, paladin 1, redmantisassassin 1, shaman 1, sorcerer 1, warpriest 1, wizard 1-level
Save: Will negates (harmless, object Spell Resistance yes (harmless, object)

Casting time: 1 standard action
Range: touch
Duration: 1 min./level
Targets: weapon touched
Domain: War
Componenent: V, S, DF

Description

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.
Pathfinder Player Companion: People of the North © 2013, Paizo Publishing, LLC

Snowball

Magical Ball of Ice and Snow


conjuration \ (creation) \ Cold, Water
druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1-level
Save: Fortitude partial (see text)
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: one ball of ice and snow
Componenent: V, S

Description

You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6 ) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

LE_Asmodeus.

System

Pathfinder 1e

Statblock Type

Character Sheet

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