Created using PCGen 6.08.00 on Mar 24, 2023
Damiro Allard Lawful Good None 0 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Paladin10 Brawler1 (Hinyasi, Oath of Labor) 155000 Human Medium / 5 ft. 6' 0" 190 lbs. Normal
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
11 220000 31 Male ,
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
20 +5 22 +6
DEX
Dexterity
12 +1 14 +2
CON
Constitution
12 +1 14 +2
INT
Intelligence
13 +1 13 +1
WIS
Wisdom
10 +0 10 +0
CHA
Charisma
16 +3 18 +4

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
114


  
Walk 30 ft.
AC
Armour Class
27 : 13 : 26 = 10 + 12 + 0 + 1 + 0 + 2 + 0 + 2 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+6 = +2 + +4
TOTAL DEX MISC
BASE ATTACK
Bonus
+11/+6/+1


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
+18 = +9 + +2 + +3
+ +0
+ +4
+
Reflex
Dexterity
+14 = +5 + +2 + +3
+ +0
+ +4
+
Will
Wisdom
+16 = +7 + +0 + +3
+ +0
+ +6
+
CONDITIONAL MODIFIERS:
+1 trait bonus vs. mind-affecting
+2 vs. death
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+17/+12/+7 = +11/+6/+1
+ +6 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+13/+8/+3 = +11/+6/+1
+ +2 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+17 = +11
+ +6 + +0
+ +0
+ +0
+

CMB +17 +17 +17 +17 +17 +17
CMD 31 31 31 31 31 31
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN
CMB +0 +17 +17 +17
CMD 0 31 31 31
DIRTY TRICK DRAG REPOSITION STEAL

CONDITIONAL MODIFIERS:
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 suffer +1 point of damage from cold iron weapons.
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+17/+12/+7
1d6+6
20/x2
5 ft.

*+1/Frost Falchion
HAND TYPE SIZE CRITICAL RANGE
Both
S
M
15-20/x2
0 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus null
null
+18/+13/+8
null
null
null
 Dam null
null
2d4+10
null
null
null
 Special Properties  +1d6 cold damage

*+1/Frost Falchion [Furious Focus (Two-Handed)]
HAND TYPE SIZE CRITICAL RANGE
Both
S
M
15-20/x2
0 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus null
null
+18/+13/+8
null
null
null
 Dam null
null
2d4+19
null
null
null
 Special Properties  +1d6 cold damage

+1/Flaming Composite Longbow (+5)
HAND TYPE SIZE CRITICAL
Carried
P
M
20/x3
 AMMUNITION: Arrow
 Range 30 ft.'
110 ft.'
220 ft.'
330 ft.'
440 ft.'
 Bonus +14/+9/+4
+14/+9/+4
+12/+7/+2
+10/+5/+0
+8/+3/-2
 Dam 1d8+6 1d8+6 1d8+6 1d8+6 1d8+6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Strength bonus to damage, +1d6 fire 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.
*+3/Glamered Full Plate
TYPEARMOR BONUSMAX DEX BONUS
Heavy
+12
+1
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-5
35
can appear as normal clothing on command
SKILLS MAX
RANKS
11/11
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
Acrobatics* DEX 1 = 2
+ 1
+ -2
Acrobatics (When Jumping)* DEX 6 = 2
+ 1
+ 3
Appraise INT 8 = 1
+ 4
+ 3
Bluff CHA 7 = 4
+ 3
+ 0
Climb* STR 5 = 6
+ 1
+ -2
Craft (Blacksmithing) INT 10 = 1
+ 1
+ 8
Craft (Untrained) INT 6 = 1
+ 0
+ 5
Craft (Wood) INT 10 = 1
+ 1
+ 8
Diplomacy CHA 18 = 4
+ 11
+ 3
Disguise CHA 10 = 4
+ 2
+ 4
Escape Artist* DEX -3 = 2
+ 0
+ -5
Fly* DEX -3 = 2
+ 0
+ -5
Handle Animal CHA 8 = 4
+ 1
+ 3
Heal WIS 4 = 0
+ 1
+ 3
Intimidate CHA 8 = 4
+ 1
+ 3
Knowledge (Local) INT 5 = 1
+ 1
+ 3
Knowledge (Nobility) INT 5 = 1
+ 1
+ 3
Knowledge (Religion) INT 8 = 1
+ 4
+ 3
Linguistics INT 3 = 1
+ 2
+ 0
Perception WIS 18 = 0
+ 11
+ 7
Perform (Dance) CHA 5 = 4
+ 1
+ 0
Perform (Untrained) CHA 4 = 4
+ 0
+ 0
Profession (Baker) WIS 9 = 0
+ 1
+ 8
Profession (Cook) WIS 9 = 0
+ 1
+ 8
Profession (Driver) WIS 9 = 0
+ 1
+ 8
Profession (Engineer) WIS 9 = 0
+ 1
+ 8
Profession (Farmer) WIS 9 = 0
+ 1
+ 8
Profession (Gardener) WIS 9 = 0
+ 1
+ 8
Profession (Herbalist) WIS 9 = 0
+ 1
+ 8
Profession (Innkeeper) WIS 9 = 0
+ 1
+ 8
Profession (Merchant) WIS 9 = 0
+ 1
+ 8
Profession (Midwife) WIS 9 = 0
+ 1
+ 8
Profession (Porter) WIS 9 = 0
+ 1
+ 8
Profession (Sailor) WIS 9 = 0
+ 1
+ 8
Profession (Soldier) WIS 9 = 0
+ 1
+ 8
Ride* DEX 1 = 2
+ 1
+ -2
Sense Motive WIS 18 = 0
+ 11
+ 7
Spellcraft INT 8 = 1
+ 4
+ 3
Stealth* DEX -3 = 2
+ 0
+ -5
Survival WIS 0 = 0
+ 0
+ 0
Swim* STR 1 = 6
+ 0
+ -5
Use Magic Device CHA 8 = 4
+ 1
+ 3
◆ = Useable Untrained; * = armor check penalty applies
CONDITIONAL MODIFIERS:

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 6.08.00 on Mar 24, 2023
Player: Allard; Character Name: Damiro
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Headband of Alluring Charisma +2
Equipped
1
1
4000
 Cap of the Free Thinker
Equipped
1
0
12000
 Amulet of Natural Armor +2
Equipped
1
0
8000
 Ring of Protection +2
Equipped
1
0
8000
 +1/Frost Falchion
(+1d6 cold damage)
Equipped
1
8
8375
 +1/Frost Falchion
(+1d6 cold damage)
Equipped
1
0
8300
 Bracers of the Merciful Knight
Equipped
1
1
15600
 Ring of Evasion
Equipped
1
0
25000
 Belt of Physical Might +2 (Dex, Con)
Equipped
1
1
10000
 +3/Glamered Full Plate
(can appear as normal clothing on command)
Equipped
1
50
13350
 Cloak of Resistance +3
Equipped
1
1
9000
 Boots of Striding And Springing
Equipped
1
1
5500
 Backpack, Masterwork
Equipped
1
4
50
 Torch
Backpack, Masterwork
4
1
0.01
 Potion of Enlarge Person
(Target's size category increases to next larger category for 1 minute)
Equipped
1
0
50
 Scroll of Identify
(Gives +10 bonus to identify magic items.)
Equipped
1
0.01
25
 Potion of Darkvision
(Grants darkvision (60 ft.) for 3 hours)
Equipped
1
0
300
 Scroll of Protection from Evil (Divine)
(+2 to AC and saves, plus additional protection against selected alignment.)
Equipped
2
0.01
25
ITEM LOCATION QTY WT. COST
 Scroll of Cure Light Wounds
(Cures 1d8 damage + 1/level (max +5).)
Equipped
4
0.01
25
 Artisan's Tools, Masterwork
Equipped
1
5
55
 Pale blue Rhomboid Ioun Stone
Equipped
1
0
8000
 Ioun Torch
Equipped
1
0
75
 Lantern of Revealing
(Reveals all invisible creatures and objects within 25 feet.)
Equipped
1
2
30000
 Handy Haversack
Equipped
1
5
2000
 +1/Flaming Composite Longbow (+5)
(Strength bonus to damage, +1d6 fire damage)
Carried
1
3
8900
 Arrow
+1/Flaming Composite Longbow (+5)
50
0.15
0.05
 Sting
(silver, (+1 Short Sword))
Carried
1
2
2310
 Battleaxe
Carried
1
6
10
 Silver Warhammer
(silver)
Carried
1
5
102
 Shield, Heavy Steel
Carried
1
15
20
 Dagger
Carried
2
1
2
 +1/Human Bane Bastard Sword
(Human Bane weapons have +2 enhancement bonus and deal +2d6 bonus damage against the chosen foe)
Carried
1
6
8335
 Hat of Disguise
Carried
2
0
1800
 Ring of Sustenance
Carried
1
0
2500
 +1 Scimitar
Carried
1
4
2315
TOTAL WEIGHT CARRIED/VALUE   133.57 lbs. 188017.54 gp
WEIGHT ALLOWANCE
Light 200 Medium 400 Heavy 600

ILLUMINATION
Light Source Bright Shadowy Duration
Lantern of Revealing 6 hr./pint
Torch 20 ft. 40 ft. 1 hr.

MONEY
Unspent Funds = 1500.0

Sting
HAND TYPE SIZE CRITICAL RANGE
Carried
P
M
19-20/x2
0 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +18/+13/+8
+14/+9/+4
+18/+13/+8
+12/+7/+2
+14/+9/+4
+10
 Dam 1d6+7
1d6+4
1d6+7
1d6+7
1d6+7
1d6+4
 Special Properties  silver, (+1 Short Sword)

Battleaxe
HAND TYPE SIZE CRITICAL RANGE
Carried
S
M
20/x3
0 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +17/+12/+7
+13/+8/+3
+17/+12/+7
+11/+6/+1
+13/+8/+3
+7
 Dam 1d8+6
1d8+3
1d8+9
1d8+6
1d8+6
1d8+3

Silver Warhammer
HAND TYPE SIZE CRITICAL RANGE
Carried
B
M
20/x3
0 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +17/+12/+7
+13/+8/+3
+17/+12/+7
+11/+6/+1
+13/+8/+3
+7
 Dam 1d8+6
1d8+3
1d8+9
1d8+6
1d8+6
1d8+3
 Special Properties  silver

Shield, Heavy Steel
TOTAL ATTACK BONUS DAMAGE CRITICAL
+17/+12/+7
1d4+6
20/x2
HAND REACH TYPE SIZE SPECIAL PROPERTIES
Carried
5 ft.

M
 

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 +17/+12/+7
+13/+8/+3
+17/+12/+7
+11/+6/+1
+13/+8/+3
+9
 Dam 1d4+6
1d4+3
1d4+6
1d4+6
1d4+6
1d4+3
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +13/+8/+3
+11/+6/+1
+9/+4/-1
+7/+2/-3
+5/+0/-5
 Dam 1d4+6 1d4+6 1d4+6 1d4+6 1d4+6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

+1/Human Bane Bastard Sword
HAND TYPE SIZE CRITICAL RANGE
Carried
S
M
19-20/x2
0 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus null
null
+18/+13/+8
null
null
null
 Dam null
null
1d10+10
null
null
null
 Special Properties  Human Bane weapons have +2 enhancement bonus and deal +2d6 bonus damage against the chosen foe

+1 Scimitar
HAND TYPE SIZE CRITICAL RANGE
Carried
S
M
18-20/x2
0 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +18/+13/+8
+14/+9/+4
+18/+13/+8
+12/+7/+2
+14/+9/+4
+8
 Dam 1d6+7
1d6+4
1d6+10
1d6+7
1d6+7
1d6+4

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
Celestial, Common, Dwarven, Infernal
PROFICIENCIES
Aldori Dueling Sword, Amentum, Atlatl, Throwing Axe, Bardiche, Battle Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun, Boar Spear, Brass Knuckles, Nine Ring Broadsword, Butterfly Sword, Cestus, Chakram, Club, Heavy Crossbow, Light Crossbow, Dagger, Chain Dagger, Punching Dagger, Dan Bong, Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Emei Piercer, Falchion, Fighting Fan, Light Flail, Heavy Flail, Gaff, Gauntlet, Spiked Gauntlet, Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Light Hammer, Handaxe, Dwarven Boulder Helmet, Hooked Lance, Horsechopper, Hunga Munga, Improvised Weapon, Iron Brush, Javelin, Jutte, Kasatha Spinal Sword, Katana, Kerambit, Klar, Kukri, Lance, Longbow, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Heavy Mace, Light Mace, Madu, Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Heavy Pick, Light Pick, Pilum, Pliers, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Skull, Sling, Spear, Boar Spear, Ray Spells, Touch Spells, Spiked Armor, Splash Weapon, Stake, Starknife, Bastard Sword, Short Sword, Tri-Point Double-Edged Sword, Sword Cane, Tekko-Kagi, Tepoztopilli, Terbutje, Great Terbutje, Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Heavy Crossbow, Underwater Light Crossbow, War Razor, Dwarven Waraxe, Warhammer, Wushu Dart
Archetypes
Hinyasi Hinyasi teach martial traditions centered on the use of farming tools and on other improvised weapons.
Oath of Labor When you take this oath, you become a protector of labor, protecting the common people, their trade and their commerce.
Traits
Fed-Up Citizen [Paizo Inc. - Hell's Rebels Player's Guide, p.10]
     Kintargo is a tough place to live if you count yourself as a law-abiding citizen. While you likely agree with most others of Kintargo that many of the laws put in place by House Thrune seem excessive, you always respected the law and honored it as best you could. You likely worship a deity such as Abadar or Iomedae -a lawful neutral or perhaps lawful good power allowed to practice within Cheliax, but only under restrictions. Yet despite this, Thrune has always made Cheliax a safer place to live. But with recent events, enough is enough. As much as it pains you to admit, the law of the land is now manifestly and obviously not correct, and something must be done to oppose this misuse of power. You're good at hiding your true colors and faith to avoid attracting the wrong kind of attention. You gain a +1 bonus on Disguise checks, and Disguise is always a class skill for you. In addition, when someone uses detect good or detect law on you, your effective Hit Dice are 4 lower than their actual total when someone discerns the strength of your aura. If you are a cleric, paladin, or similar divine spellcaster, you treat yourself as if you were a standard- aligned creature rather than a divine spellcaster for these purposes. This means that until you become 9th level, you won't radiate an aura of good or law at all when someone casts one of these detection spells. Finally, your internal convictions that you're on the actual right of law help bolster your mindset, and you gain a +1 trait bonus on all saving throws against mind-affecting effects
Magical Knack (Paladin) [Paizo Inc. - Advanced Player's Guide, p.329]
     You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Paladin gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
SPECIAL ATTACKS
Channel Positive Energy (Su) [Paizo Inc. - Core Rulebook]
     You can unleash a wave of positive energy dealing 5d6 (DC 19 for half) /day. You can unleash a wave of positive energy. You must choose to deal 5d6 points of positive energy damage to undead creatures or to heal living creatures of 5d6 points of damage. Creatures that take damage from channeled energy receive a DC 19 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.
Smite Evil (Su) [Paizo Inc. - Core Rulebook, p.60]
     You can call out to the powers of good to aid you in your struggle against evil 4 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 +10 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 +20. 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.
SPECIAL QUALITIES
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 strong good aura.
Aura of Resolve (Su) [Paizo Inc. - Core Rulebook, p.63]
     You are immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against charm effects. This ability functions only while you are conscious, not if you are unconscious or dead.
Blessing of Prosperity (Su) [Allard Hoeve - Houserules]
     A paladin that swears an oath of labor is a patron of wealth and seeks to even the playing field for those who have unfair economic disadvantages. By expending a use of lay on hands, the paladin can instead grant a blessing to herself or a creature touched as a standard action. A blessing of prosperity lasts up to 1 hour, though the paladin who bestowed it can end a blessing’s benefits early (whether it affects her or another creature) as a free action. A character who has benefited from a blessing of prosperity cannot benefit from such a blessing again for 24 hours. When using this ability, the paladin chooses one of two blessings: Either the target gains a +4 sacred bonus on Craft, Perform, and Profession checks or the target gains a +4 sacred bonus on Appraise and Sense Motive checks. This replaces the mercy gained at 3rd level.
Bonus Energy Resistance (2x) [Paizo Inc. - Advanced Player's Guide]
     Add +1 to the paladin's energy resistance to one kind of energy (maximum +10).
Bonus Feat [Paizo Inc. - Core Rulebook, p.27]
     Humans select one extra feat at 1st level.
Rebellion Rank 02 (Appraise) [Paizo Inc. - Hell's Rebels Player's Guide]
     Training: At rank 2, then again at ranks 7, 12, and 17, each PC gains a bonus skill rank that can be immediately applied to any skill. This represents training the PC has gained through association with the increasing number of skilled workers and rebels who have joined the cause. This bonus skill rank can be applied to any skill, as if it were a bonus rank gained by earning a level in a favored class. It stacks with all other sources of skill ranks, but a character's maximum rank in any skill remains unchanged; the PC can never have more ranks in any one skill than he or she has Hit Dice. Subsequent training bonuses can be applied to the same skill or a different skill, as the PC wishes.
Rebellion Rank 03 [Paizo Inc. - Hell's Rebels Player's Guide]
     Gift: At rank 3, then again at ranks 6, 8, 11, 13, 16, and 18, admirers among the rebellion's supporters supply gifts and tributes to each PC. At rank 3, the gift is a single potion worth 300 gp or less. The gifts given at ranks 6, 11, and 16 are all provided as tributes of gold pieces in the amounts listed; each PC gains the listed amount. At rank 8, the gift is a piece of armor or wand worth 1,200 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 13, the gift is a wand or weapon worth 5,000 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 18, the gift is any magic item worth 10,000 gp or less.
Rebellion Rank 04 (Alertness) [Paizo Inc. - Hell's Rebels Player's Guide]
     Title: At rank 4, then again at ranks 9, 14, and 19, the PCs earn a title as befits their growing power in the rebellion. While the title itself is largely just an honorific, it also coincides with the acquisition of a bonus feat or other benefit each PC has earned through a combination of training with rebellion members and self-confidence gained from the rebellion's growing strength. With the title of Guardian at rank 4, each PC gains one of the following as a bonus feat: Alertness, Deceitful, Persuasive, or Stealthy.
Rebellion Rank 05 [Paizo Inc. - Hell's Rebels Player's Guide]
     XP Award: At ranks 5, 10, 15, and 20, the party earns the listed amount of experience points as a story award. As with all story awards, divide the XP awarded equally among all PCs in the party.
Rebellion Rank 06 [Paizo Inc. - Hell's Rebels Player's Guide]
     Gift: At rank 3, then again at ranks 6, 8, 11, 13, 16, and 18, admirers among the rebellion's supporters supply gifts and tributes to each PC. At rank 3, the gift is a single potion worth 300 gp or less. The gifts given at ranks 6, 11, and 16 are all provided as tributes of gold pieces in the amounts listed; each PC gains the listed amount. At rank 8, the gift is a piece of armor or wand worth 1,200 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 13, the gift is a wand or weapon worth 5,000 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 18, the gift is any magic item worth 10,000 gp or less.
Rebellion Rank 07 (Linguistics) [Paizo Inc. - Hell's Rebels Player's Guide]
     Training: At rank 2, then again at ranks 7, 12, and 17, each PC gains a bonus skill rank that can be immediately applied to any skill. This represents training the PC has gained through association with the increasing number of skilled workers and rebels who have joined the cause. This bonus skill rank can be applied to any skill, as if it were a bonus rank gained by earning a level in a favored class. It stacks with all other sources of skill ranks, but a character's maximum rank in any skill remains unchanged; the PC can never have more ranks in any one skill than he or she has Hit Dice. Subsequent training bonuses can be applied to the same skill or a different skill, as the PC wishes.
Rebellion Rank 08 [Paizo Inc. - Hell's Rebels Player's Guide]
     Gift: At rank 3, then again at ranks 6, 8, 11, 13, 16, and 18, admirers among the rebellion's supporters supply gifts and tributes to each PC. At rank 3, the gift is a single potion worth 300 gp or less. The gifts given at ranks 6, 11, and 16 are all provided as tributes of gold pieces in the amounts listed; each PC gains the listed amount. At rank 8, the gift is a piece of armor or wand worth 1,200 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 13, the gift is a wand or weapon worth 5,000 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 18, the gift is any magic item worth 10,000 gp or less.
Rebellion Rank 09 (Iron Will) [Paizo Inc. - Hell's Rebels Player's Guide]
     Title: At rank 4, then again at ranks 9, 14, and 19, the PCs earn a title as befits their growing power in the rebellion. While the title itself is largely just an honorific, it also coincides with the acquisition of a bonus feat or other benefit each PC has earned through a combination of training with rebellion members and self-confidence gained from the rebellion's growing strength. With the title of Sentinel at rank 9, each PC gains one of the following as a bonus feat: Great Fortitude, Iron Will, or Lightning Reflexes.
Rebellion Rank 10 [Paizo Inc. - Hell's Rebels Player's Guide]
     XP Award: At ranks 5, 10, 15, and 20, the party earns the listed amount of experience points as a story award. As with all story awards, divide the XP awarded equally among all PCs in the party.
Rebellion Rank 11 [Paizo Inc. - Hell's Rebels Player's Guide]
     Gift: At rank 3, then again at ranks 6, 8, 11, 13, 16, and 18, admirers among the rebellion's supporters supply gifts and tributes to each PC. At rank 3, the gift is a single potion worth 300 gp or less. The gifts given at ranks 6, 11, and 16 are all provided as tributes of gold pieces in the amounts listed; each PC gains the listed amount. At rank 8, the gift is a piece of armor or wand worth 1,200 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 13, the gift is a wand or weapon worth 5,000 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 18, the gift is any magic item worth 10,000 gp or less.
Rebellion Rank 12 (Profession (Baker)) [Paizo Inc. - Hell's Rebels Player's Guide]
     Training: At rank 2, then again at ranks 7, 12, and 17, each PC gains a bonus skill rank that can be immediately applied to any skill. This represents training the PC has gained through association with the increasing number of skilled workers and rebels who have joined the cause. This bonus skill rank can be applied to any skill, as if it were a bonus rank gained by earning a level in a favored class. It stacks with all other sources of skill ranks, but a character's maximum rank in any skill remains unchanged; the PC can never have more ranks in any one skill than he or she has Hit Dice. Subsequent training bonuses can be applied to the same skill or a different skill, as the PC wishes.
Rebellion Rank 13 [Paizo Inc. - Hell's Rebels Player's Guide]
     Gift: At rank 3, then again at ranks 6, 8, 11, 13, 16, and 18, admirers among the rebellion's supporters supply gifts and tributes to each PC. At rank 3, the gift is a single potion worth 300 gp or less. The gifts given at ranks 6, 11, and 16 are all provided as tributes of gold pieces in the amounts listed; each PC gains the listed amount. At rank 8, the gift is a piece of armor or wand worth 1,200 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 13, the gift is a wand or weapon worth 5,000 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 18, the gift is any magic item worth 10,000 gp or less.
Rebellion Rank 14 (Improved Initiative) [Paizo Inc. - Hell's Rebels Player's Guide]
     Title: At rank 4, then again at ranks 9, 14, and 19, the PCs earn a title as befits their growing power in the rebellion. While the title itself is largely just an honorific, it also coincides with the acquisition of a bonus feat or other benefit each PC has earned through a combination of training with rebellion members and self-confidence gained from the rebellion's growing strength. With the title of Warden at rank 14, each PC gains one of the following as a bonus feat: Fleet, Improved Initiative, or Toughness.
Rebellion Rank 15 [Paizo Inc. - Hell's Rebels Player's Guide]
     XP Award: At ranks 5, 10, 15, and 20, the party earns the listed amount of experience points as a story award. As with all story awards, divide the XP awarded equally among all PCs in the party.
Brawler's Cunning (Ex) [Paizo Inc. - Advanced Class Guide, p.23]
     If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Celestial Spirit (Sp) [Paizo Inc. - Core Rulebook, p.63]
     Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 10 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +2 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 2 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.
Code of Conduct [Allard Hoeve - Houserules, p.61]
     All creatures are inherently equal, and those that deny this fact for their own gain do the common man harm. A struggle is meaningless if it is not done together for a greater purpose than oneself. Stand and fight with your brothers and sisters for the betterment of all. Give respect, love and kindness to the disenfranchised that find themselves without any. They are your comrades and the reason you fight. The world must change if it is to be better, and it will not change if we do not act. Do your part to make a more just future. You are not above the work that the common man does. Whenever you have the chance, labor with them as they do and work to ease their difficult lot in life.
Mercy (Cursed) (Su) [Paizo Inc. - Core Rulebook, p.61]
     Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Curse with a caster level of 10.
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.
Mercy (Diseased) (Su) [Paizo Inc. - Core Rulebook, p.61]
     Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Disease with a caster level of 10.
Divine Health (Ex) [Paizo Inc. - Core Rulebook, p.61]
     You are immune to all diseases, including supernatural and magical diseases, including mummy rot.
Evasion (Ex) [Paizo Inc. - Core Rulebook]
     You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Eye for Profit [Allard Hoeve - Houserules]
     A paladin that swears an oath of labor adds Appraise, Knowledge (local), Perception, and Use Magic Device to her list of class skills. She gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of a number of skill ranks equal to 2 + her Intelligence modifier.
Humble Beginnings [Allard Hoeve - Houserules]
     A hinyasi gains her choice of Catch Off-Guard or Throw Anything as a bonus feat.
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 11 times per day. With one use of this ability, you can heal 7d6 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 7d6 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.
Martial Flexibility (Ex) [Paizo Inc. - Advanced Class Guide, p.93]
     The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.
Martial Training (Ex) [Paizo Inc. - Advanced Class Guide, p.23]
     A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Practise Makes Perfect [Allard Hoeve - Houserules]
     A paladin that swears an oath of labor works daily to aid others at their craft. The paladin picks up knowledge on many crafts like this. She adds +5 to all Craft and Profession skill checks.
Resistance to Fire (Ex) [Paizo Inc. - Bestiary, p.303]
     You may ignore 2 points of Fire damage each time you take fire 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.
Weapon and Armor Proficiency [Paizo Inc. - Advanced Class Guide]
     A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).
+1 STR Score Bonus [Paizo Inc. - Core Rulebook]
     GM awarded PC with +1 STR bonus.
FEATS
Alertness [Paizo Inc. - Core Rulebook, p.117]
    You often notice things that others might miss.
    You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Bleeding Critical [Paizo Inc. - Core Rulebook, p.118]
    Your critical hits cause opponents to bleed profusely.
    Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Appendix 2) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Catch Off-Guard [Paizo Inc. - Core Rulebook, p.119]
    Foes are surprised by your skilled use of unorthodox and improvised weapons.
    You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Critical Focus [Paizo Inc. - Core Rulebook, p.120]
    You are trained in the arts of causing pain.
    You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Fey Foundling [Paizo Inc. - Inner Sea World Guide, p.286]
    You were found in the wilds as a child, bearing a mark of the First World. Magical healing works better on you.
    You were found in the wilds as a child, bearing a mark of the First World. Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points/die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Furious Focus [Allard Hoeve - Advanced Player's Guide, p.161]
    Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
    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.
Improved Critical (Falchion) [Paizo Inc. - Core Rulebook, p.127]
    Attacks made with your chosen weapon are quite deadly.
    When using the weapon you selected, your threat range is doubled.
Improved Initiative [Paizo Inc. - Core Rulebook, p.127]
    Your quick reflexes allow you to react quickly to danger.
    You get a +4 bonus on initiative checks.
Improved Unarmed Strike [Paizo Inc. - Core Rulebook, p.128]
    You are skilled while fighting unarmed.
    You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Iron Will [Paizo Inc. - Core Rulebook, p.129]
    You are more resistant to mental effects.
    You get a +2 bonus on all Will saving throws.
Power Attack [Paizo Inc. - Core Rulebook, p.131]
    You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
    You can choose to take a -3 penalty on all melee attack rolls and combat maneuver checks to gain a +6 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.
Step Up [Paizo Inc. - Core Rulebook, p.135]
    You can close the distance when a foe tries to move away.
    Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Temporary Bonuses Applied
Furious Focus (Two-Handed) •  Furious Focus (One-Handed)

Created using PCGen 6.08.00 on Mar 24, 2023
Player: Allard; Character Name: Damiro

Class Spell-like Abilities
Detect Evil
Save: None
Time: 1 standard action, at will
Duration: Concentration, up to 100 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
Effect:  You can sense the presence of evil.
Source:  CR p.266
Target Area:   Cone-shaped emanation
Caster Level:   10


Magic Item Spell-like Abilities
Restoration (Lesser)
DC: 10
Save: Will negates (harmless)
Time: 3 rounds, 1/Day
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:   10


Created using PCGen 6.08.00 on Mar 24, 2023
Player: Allard; Character Name: Damiro
Paladin Spells
LEVEL 0 1 2 3 4
KNOWN 0 0 0 0 0
PER DAY 0 3 2 1 0
LEVEL 1
Animal Purpose Training
DC: 15
Save: none
Time: 1 minute
Duration: 9 hours
Rng: Close (45 ft.)
Comp: V, S, M
SR: yes
School: Enchantment
☐☐☐
Effect:  Animal gains a new general purpose.
Source:  ACG p.173
Target Area:   one indifferent or friendly animal
Caster Level:   9
Bless
Save: None
Time: 1 standard action
Duration: 9 minutes
Rng: 50 ft.
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Bless fills your allies with courage.
Source:  CR p.249
Target Area:   The caster and all allies within a 50-ft. burst, centered on the caster
Caster Level:   9
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 of water with positive energy, turning it into holy water.
Source:  CR p.249
Target Area:   Flask of water touched
Caster Level:   9
Bless Weapon
Save: None
Time: 1 standard action
Duration: 9 minutes
Rng: Touch
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  This transmutation makes a weapon strike true against evil foes.
Source:  CR p.250
Target Area:   Weapon touched
Caster Level:   9
Blessed Fist
DC: 15
Save: none
Time: 1 standard action
Duration: 9 minutes
Rng: Touch
Comp: V, S
SR: yes
School: Transmutation
☐☐☐
Effect:  Target doesn't provoke attacks of opportunity with unarmed strikes.
Source:  ACG p.175
Target Area:   creature touched
Caster Level:   9
Bowstaff
Save: Will negates (harmless, object)
Time: 1 swift action
Duration: 9 rounds [D]
Rng: Personal
Comp: V
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  A shortbow may double as a club, or a longbow as a quarterstaff.
Source:  UC p.224
Target Area:   one weapon [bow]
Caster Level:   9
Build Trust
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 9 days; see text
Rng: Close (45 ft.)
Comp: V,S,M
SR: Yes
School: Divination
☐☐☐
Effect:  Gain various bonuses when interacting with the target.
Source:  UI p.205
Target Area:   One creature
Caster Level:   9
Challenge Evil
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 9 minutes [D]
Rng: Close (45 ft.)
Comp: V, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  Sickens creature if it refuses to fight you.
Source:  APG p.210
Target Area:   one evil creature
Caster Level:   9
Compel Hostility
Save: see text
Time: 1 standard action
Duration: 9 rounds
Rng: Personal
Comp: V, S, M
SR: see text
School: Enchantment
☐☐☐
Effect:  Compels opponents to attack you instead of your allies.
Source:  UC p.226
Target Area:   You
Caster Level:   9
Conditional Favor
DC: 15
Save: None; see text
Time: 1 swift action
Duration: 9 days [D]
Rng: See text
Comp: V
SR: Yes
School: Abjuration
☐☐☐
Effect:  Provide another spell whose effects reverse if the target breaks a restriction.
Source:  UI p.206
Target Area:   One creature
Caster Level:   9
Create Water
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (45 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 18 gallons of water
Caster Level:   9
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+5 points of damage.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   9
Detect Poison
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (45 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:   9
Detect the Faithful
Save: None
Time: 1 standard action
Duration: Concentration, up to 9 minutes [D]
Rng: 60 ft.
Comp: V,S,DF
SR: No
School: Divination
☐☐☐
Effect:  Find others of the same faith.
Source:  UI p.212
Target Area:   Cone-shaped emanation
Caster Level:   9
Detect Undead
Save: None
Time: 1 standard action
Duration: Concentration, up to 9 minutes [D]
Rng: 60 ft.
Comp: V, S, M/DF
SR: No
School: Divination
☐☐☐
Effect:  You can detect the aura that surrounds undead creatures.
Source:  CR p.269
Target Area:   Cone-shaped emanation
Caster Level:   9
Diagnose Disease
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (45 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:   9
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 +3 luck bonus on attack and weapon damage rolls.
Source:  CR p.273
Target Area:   You
Caster Level:   9
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.
Source:  CR p.277
Target Area:   Creature touched
Caster Level:   9
Ghostbane Dirge
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 9 rounds
Rng: Close (45 ft.)
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Incorporeal creature takes half damage from nonmagical weapons.
Source:  APG p.225
Target Area:   one incorporeal creature
Caster Level:   9
Grace
Save:
Time: 1 swift action
Duration: see text
Rng: Personal
Comp: V
SR:
School: Abjuration
☐☐☐
Effect:  Movement doesn't provoke attacks of opportunity.
Source:  APG p.226
Target Area:   You
Caster Level:   9
Hero's Defiance
Save:
Time: 1 immediate action
Duration: Instantaneous
Rng: Personal
Comp: V
SR:
School: Conjuration
☐☐☐
Effect:  Allows the use of lay on hands while falling unconscious.
Source:  APG p.226
Target Area:   You
Caster Level:   9
Honeyed Tongue
Save:
Time: 1 standard action
Duration: 90 minutes
Rng: Personal
Comp: V, M/DF
SR:
School: Transmutation
☐☐☐
Effect:  Roll 2 dice when using Diplomacy, take higher roll.
Source:  APG p.228
Target Area:   You
Caster Level:   9
Horn of Pursuit
Save: None
Time: 1 standard action
Duration: 1 round
Rng: Personal
Comp: S
SR: No
School: Evocation
☐☐☐
Effect:  Create three notes heard miles away.
Source:  UM p.223
Target Area:   3 peals of a horn
Caster Level:   9
Knight's Calling
DC: 15
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (45 ft.)
Comp: V, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  Forces target to move toward you and fight you.
Source:  APG p.230
Target Area:   one creature
Caster Level:   9
Know Peerage
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 90 minutes
Rng: Touch
Comp: V,S,M
SR: Yes (harmless)
School: Divination
☐☐☐
Effect:  Target uses your Knowledge [nobility] ranks.
Source:  UI p.218
Target Area:   Creature touched
Caster Level:   9
Know the Enemy
Save: None
Time: 1 minute
Duration: Instantaneous
Rng: Personal
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  Gain +10 on a monster Knowledge check.
Source:  UM p.226
Target Area:   You
Caster Level:   9
Liberating Command
DC: 15
Save: Will negates (harmless)
Time: 1 immediate action
Duration: instantaneous
Rng: Close (45 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:   9
Litany of Sloth
DC: 15
Save: Will negates
Time: 1 swift action
Duration: 1 round
Rng: Close (45 ft.)
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  Single target cannot make attacks of opportunity for 1 round.
Source:  UC p.235
Target Area:   one creature
Caster Level:   9
Longshot
Save:
Time: 1 standard action
Duration: 9 minutes
Rng: Personal
Comp: V, S, M/DF
SR:
School: Transmutation
☐☐☐
Effect:  Grants a +10 foot bonus to the range increment for any ranged weapon fired.
Source:  UC p.236
Target Area:   You
Caster Level:   9
Magic Weapon
DC: 15
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 9 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
Source:  CR p.310
Target Area:   Weapon touched
Caster Level:   9
Protection from Chaos
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures.
Source:  CR p.327
Target Area:   Creature touched
Caster Level:   9
Protection from Evil
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
Source:  CR p.327
Target Area:   Creature touched
Caster Level:   9
Rally Point
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 minutes [D]
Rng: 5 ft.
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Square gives good creatures bonuses.
Source:  APG p.237
Target Area:   one 5-ft. square
Caster Level:   9
Read Magic
Save:
Time: 1 standard action
Duration: 90 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:   9
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.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   9
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.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   9
Sanctify Corpse
Save: None
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S, DF, M
SR: No
School: Evocation
☐☐☐
Effect:  Prevent a corpse from becoming an undead creature.
Source:  UM p.236
Target Area:   Corpse touched
Caster Level:   9
Shield of Fortification
DC: 15
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 9 minutes
Rng: Touch
Comp: V, S, DF
SR: yes (harmless)
School: Abjuration
☐☐☐
Effect:  Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.
Source:  ACG p.192
Target Area:   creature touched
Caster Level:   9
Stunning Barrier
Save: none and Will negates (see text)
Time: 1 standard action
Duration: 9 rounds or until discharged
Rng: Personal
Comp: V, S
SR: no and yes (see text)
School: Abjuration
☐☐☐
Effect:  Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Source:  ACG p.194
Target Area:   you
Caster Level:   9
Sun Metal
DC: 15
Save: Fortitude negates (object)
Time: 1 standard action
Duration: 9 rounds [see text]
Rng: Touch
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Weapon touched bursts into flames.
Source:  UC p.245
Target Area:   one melee weapon
Caster Level:   9
Tactical Acumen
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 rounds [D]
Rng: 30ft.
Comp: V, S, M/DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Source:  UC p.246
Target Area:   The caster and all allies within a 30-ft.-radius burst, centered on the caster
Caster Level:   9
Unbreakable Heart
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 rounds
Rng: Close (45 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:   9
Veil of Positive Energy
DC:
Save:
Time: 1 standard action
Duration: 90 minutes [D]
Rng: Personal or 5 ft.; see text
Comp: V, S, DF
SR:
School: Abjuration
☐☐☐
Effect:  +2 AC, +2 on saves vs. undead.
Source:  APG p.254
Target Area:   You or all creatures within 5 ft.; see text
Caster Level:   9
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:   9
Wartrain Mount
Save: None
Time: 1 minute
Duration: 9 hours
Rng: Close (45 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:   9
Word of Resolve
DC: 15
Save: Will negates (harmless)
Time: 1 immediate action
Duration: Instantaneous
Rng: Close (45 ft.)
Comp: V, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Ally rerolls a save against charm or fear.
Source:  UM p.249
Target Area:   One ally
Caster Level:   9
LEVEL 2
Arrow of Law
DC: 16
Save: Will partial (see text)
Time: 1 standard action
Duration: Instantaneous [1 round]; see text
Rng: Close (45 ft.)
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect:  Harm and possibly daze chaotic creatures.
Source:  UM p.207
Target Area:   Arrow-shaped projectile of lawful energy
Caster Level:   9
Aura of Greater Courage
Save: Will negates (harmless)
Time: 1 standard action
Duration: 10/minutes per level
Rng: Personal
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Increases strength of a paladin's aura of courage.
Source:  APG p.204
Target Area:   10-ft.-radius emanation centered on you
Caster Level:   9
Bestow Grace
DC: 16
Save: Will (harmless)
Time: 1 standard action
Duration: 9 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Subject gains bonus on saving throws equal to Cha modifier.
Source:  APG p.205
Target Area:   one good creature touched
Caster Level:   9
Bestow Weapon Proficiency
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 minutes
Rng: Close (45 ft.)
Comp: V, S, M
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Grant a creature proficiency in a single weapon for short period of time.
Source:  UC p.224
Target Area:   one creature
Caster Level:   9
Blessing of Courage and Life
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 minutes [see below]
Rng: Close (45 ft.)
Comp: V, S, DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Grants a +2 bonus on saves vs. fear and death.
Source:  APG p.205
Target Area:   one living creature
Caster Level:   9
Bull's Strength
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 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:   9
Bullet Ward
Save:
Time: 1 standard action
Duration: 90 minutes or until discharged
Rng: Personal
Comp: V, S, F
SR:
School: Abjuration
☐☐☐
Effect:  Adamantine bullets intercept firearm attacks.
Source:  ACG p.176
Target Area:   you
Caster Level:   9
Corruption Resistance
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 90 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Protects creature against damage from alignment-based attacks.
Source:  APG p.212
Target Area:   Creature touched
Caster Level:   9
Delay Poison
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 9 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:   9
Divine Arrow
Save: None
Time: 1 standard action
Duration: 9 rounds or until discharged
Rng: Touch
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  Imbues a projectile with holy energy.
Source:  UC p.228
Target Area:   one projectile
Caster Level:   9
Eagle's Splendor
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  The transmuted creature becomes more poised, articulate, and personally forceful gaining a +4 enhancement bonus to Charisma.
Source:  CR p.275
Target Area:   Creature touched
Caster Level:   9
Effortless Armor
Save:
Time: 1 standard action
Duration: 9 minutes
Rng: Personal
Comp: V, S
SR:
School: Transmutation
☐☐☐
Effect:  Armor you wear no longer slows your speed.
Source:  UC p.228
Target Area:   You
Caster Level:   9
Endure Elements (Communal)
DC: 16
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:   9
Fire of Entanglement
DC: 16
Save: Reflex partial
Time: 1 swift action
Duration: 9 rounds
Rng: special; see text
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Your ability to smite evil also entangles your foe.
Source:  APG p.221
Target Area:   one creature
Caster Level:   9
Holy Shield
Save: None
Time: 1 standard action
Duration: 90 minutes
Rng: Personal
Comp: V, S
SR: No
School: Abjuration
☐☐☐
Effect:  Lend your shield's protection to another.
Source:  UM p.223
Target Area:   You
Caster Level:   9
Instant Armor
Save:
Time: 1 standard action
Duration: 9 minutes [D]
Rng: Personal
Comp: V, S, DF
SR:
School: Conjuration
☐☐☐
Effect:  Summon armor temporarily replacing your current attire.
Source:  APG p.229
Target Area:   You
Caster Level:   9
Ironskin
Save:
Time: 1 standard action
Duration: 9 minutes [D; see text]
Rng: Personal
Comp: V,S,DF/M
SR:
School: Transmutation
☐☐☐
Effect:  Your skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus [if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0]. This enhancement bonus increases by 1 for every 4 caster levels above 3rd, to a maximum of +7 at 15th level. While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon [not a spell or magical effect], you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.
Source:  MC 45
Target Area:   You
Caster Level:   9
Light Lance
Save:
Time: 1 standard action
Duration: 10 rounds [D]
Rng: Personal
Comp: V, S
SR:
School: Evocation
☐☐☐
Effect:  Creates a soaring beacon of light.
Source:  APG p.231
Target Area:   lance of light
Caster Level:   9
Litany of Defense
Save: no
Time: 1 swift action
Duration: 1 round
Rng: Personal
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Doubles armor's enhancement bonus.
Source:  UC p.234
Target Area:   You
Caster Level:   9
Litany of Eloquence
DC: 16
Save: no
Time: 1 swift action
Duration: 1 round
Rng: Close (45 ft.)
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  Fascinates a single creature for 1 round.
Source:  UC p.234
Target Area:   one creature
Caster Level:   9
Litany of Entanglement
DC: 16
Save: Will negates
Time: 1 swift action
Duration: 1 round
Rng: Close (45 ft.)
Comp: V, S, DF
SR: Yes
School: Conjuration
☐☐☐
Effect:  Entangles a creature for 1 round.
Source:  UC p.234
Target Area:   one creature
Caster Level:   9
Litany of Righteousness
DC: 16
Save: Will negates
Time: 1 swift action
Duration: 1 round
Rng: Close (45 ft.)
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect:  A single evil creature takes more damage from creatures with a good aura.
Source:  UC p.235
Target Area:   one creature
Caster Level:   9
Litany of Warding
Save:
Time: 1 swift action
Duration: 1 round
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  You gain two additional attacks of opportunity for 1 round.
Source:  UC p.235
Target Area:   You
Caster Level:   9
Magic Siege Engine
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 9 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Siege engine gains +1 on targeting and damage rolls.
Source:  UC p.236
Target Area:   one siege engine touched
Caster Level:   9
Owl's Wisdom
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 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:   9
Paladin's Sacrifice
DC: 16
Save: Fortitude negates (harmless)
Time: 1 immediate action
Duration: Instantaneous
Rng: Close (45 ft.)
Comp: V, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Take the damage and effects for another creature.
Source:  APG p.234
Target Area:   one creature
Caster Level:   9
Protection from Chaos (Communal)
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  As protection from chaos, but you may divide the duration among creatures touched.
Source:  UC p.240
Target Area:   creatures touched
Caster Level:   9
Protection from Evil (Communal)
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  As protection from evil, but you may divide the duration among creatures touched.
Source:  UC p.240
Target Area:   creatures touched
Caster Level:   9
Remove Paralysis
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (45 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  You can free one or more creatures from the effects of temporary paralysis or related magic.
Source:  CR p.332
Target Area:   Up to four creatures, no two of which can be more than 30 ft. apart
Caster Level:   9
Resist Energy
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 90 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:   9
Righteous Vigor
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 rounds
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Boosts attack bonus with each hit.
Source:  APG p.239
Target Area:   creature touched
Caster Level:   9
Sacred Bond
DC: 16
Save: Will negates (harmless)
Time: 1 round
Duration: 90 minutes [D]
Rng: Touch; see text
Comp: V, S, F
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Cast touch healing spells from a distance.
Source:  APG p.240
Target Area:   creature touched
Caster Level:   9
Saddle Surge
Save:
Time: 1 standard action
Duration: 9 rounds [D]; see text
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  Bonus damage for moving on mount.
Source:  APG p.240
Target Area:   You and your mount
Caster Level:   9
Shield Companion
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 hours [D]
Rng: Close (45 ft.)
Comp: V, S
SR: yes (harmless)
School: Abjuration
☐☐☐
Effect:  As shield other, but affecting your companion creature.
Source:  ACG p.191
Target Area:   your companion creature
Caster Level:   9
Shield Other
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 hours [D]
Rng: Close (45 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:  CR p.342
Target Area:   One creature
Caster Level:   9
Undetectable Alignment
DC: 16
Save: Will negates (object)
Time: 1 standard action
Duration: 24 hours
Rng: Close (45 ft.)
Comp: V, S
SR: Yes (object)
School: Abjuration
☐☐☐
Effect:  An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.
Source:  CR p.363
Target Area:   One creature or object
Caster Level:   9
Vestment of the Champion
Save: None
Time: 1 standard action
Duration: 9 minutes
Rng: Touch
Comp: V, S
SR: No
School: Abjuration
☐☐☐
Effect:  Armor or shield gains a +2 enhancement bonus.
Source:  UM p.247
Target Area:   Armor or shield touched
Caster Level:   9
Wake of Light
Save: None
Time: 1 standard action
Duration: 9 rounds
Rng: 120 ft.
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect:  Magical trail aids good creatures, hinders evil ones.
Source:  APG p.254
Target Area:   a 10-ft.-wide path in a straight line, up to 120 ft. long
Caster Level:   9
Weapon of Awe
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 9 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Weapon gets +2 on damage rolls.
Source:  APG p.256
Target Area:   weapon touched
Caster Level:   9
Widen Auras
Save:
Time: 1 standard action
Duration: 9 minutes [D]
Rng: Personal
Comp: V
SR:
School: Transmutation
☐☐☐
Effect:  Increase the range of auras bestowed by your class.
Source:  ACG p.199
Target Area:   you
Caster Level:   9
Zone of Truth
DC: 16
Save: Will negates
Time: 1 standard action
Duration: 9 minutes
Rng: Close (45 ft.)
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  Creatures within the emanation area [or those who enter it] can't speak any deliberate and intentional lies.
Source:  CR p.371
Target Area:   20-ft.-radius emanation
Caster Level:   9
LEVEL 3
Archon's Aura
DC: 17
Save: Will negates
Time: 1 standard action
Duration: 9 minutes
Rng: 20 ft.
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Aura penalizes enemy attacks and AC.
Source:  UM p.206
Target Area:   20-ft. radius centered on you
Caster Level:   9
Bestow Auras
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 minutes [D]
Rng: Close (45 ft.)
Comp: V, S
SR: yes
School: Abjuration
☐☐☐
Effect:  Transfer your paladin or antipaladin auras to another creature.
Source:  ACG p.175
Target Area:   one creature
Caster Level:   9
Blade of Bright Victory
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 minutes
Rng: Touch
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  Bonded weapon gains ghost touch.
Source:  UM p.208
Target Area:   Your paladin bonded weapon
Caster Level:   9
Blessing of the Mole
Save: None
Time: 1 round
Duration: 9 minutes
Rng: Close (45 ft.)
Comp: V, S
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  9 allies gain darkvision and a +2 Stealth bonus.
Source:  UM p.208
Target Area:   9 creatures
Caster Level:   9
Burst of Speed
Save:
Time: 1 swift action
Duration: see text
Rng: Personal
Comp: V
SR:
School: Transmutation
☐☐☐
Effect:  You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Source:  UC p.225
Target Area:   You
Caster Level:   9
Cure Moderate Wounds
DC: 17
Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless) or yes; see text
School: Conjuration
☐☐☐
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 2d8+9 points of damage.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   9
Daybreak Arrow
DC: 17
Save: Fortitude negates (harmless, object)
Time: 1 standard action
Duration: 90 minutes
Rng: Touch
Comp: V, S
SR: Yes (harmless, object)
School: Evocation
☐☐☐
Effect:  Targeted ammunition exudes radiant energy.
Source:  UC p.226
Target Area:   up to 50 pieces of ammunition, all of which must be together at the time of casting
Caster Level:   9
Daylight
Save: None
Time: 1 standard action
Duration: 90 minutes [D]
Rng: Touch
Comp: V, S
SR: No
School: Evocation
☐☐☐
Effect:  You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius.
Source:  CR p.264
Target Area:   Object touched
Caster Level:   9
Deadly Juggernaut
Save:
Time: 1 standard action
Duration: 9 minutes
Rng: Personal
Comp: V, S
SR:
School: Necromancy
☐☐☐
Effect:  Your might increases with every kill you make.
Source:  UC p.226
Target Area:   You
Caster Level:   9
Delay Poison (Communal)
DC: 17
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 9 hours
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  As delay poison, but you may divide the duration among creatures touched.
Source:  UC p.227
Target Area:   creatures touched
Caster Level:   9
Detect Anxieties
DC: 17
Save: Will negates; see text
Time: 1 standard action
Duration: Concentration, up to 9 minutes [D]
Rng: 60 ft.
Comp: V,S,F/DF
SR: No
School: Divination
☐☐☐
Effect:  Learn what makes creatures anxious.
Source:  UI p.211
Target Area:   Cone-shaped emanation
Caster Level:   9
Detect Desires
DC: 17
Save: Will negates; see text
Time: 1 standard action
Duration: Concentration, up to 9 minutes [D]
Rng: 60 ft.
Comp: V,S,F/DF
SR: No
School: Divination
☐☐☐
Effect:  Learn what creatures desire.
Source:  UI p.211
Target Area:   Cone-shaped emanation
Caster Level:   9
Discern Lies
DC: 17
Save: Will negates
Time: 1 standard action
Duration: Concentration, up to 9 rounds
Rng: Close (45 ft.)
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying.
Source:  CR p.270
Target Area:   9 creatures, no two of which can be more than 30 ft. apart
Caster Level:   9
Dispel Magic
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (190 ft.)
Comp: V, S
SR: No
School: Abjuration
☐☐☐
Effect:  You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell.
Source:  CR p.272
Target Area:   One spellcaster, creature, or object
Caster Level:   9
Divine Transfer
DC: 17
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 9 rounds
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Necromancy
☐☐☐
Effect:  Transfer hit points and give DR/evil to target creature.
Source:  APG p.216
Target Area:   living creature touched
Caster Level:   9
Fire of Judgment
DC: 17
Save: Will partial
Time: 1 swift action
Duration: 9 rounds
Rng: special; see text
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Smited creature takes damage when it attacks.
Source:  APG p.221
Target Area:   one creature
Caster Level:   9
Ghostbane Dirge, Mass
DC: 17
Save: Will negates
Time: 1 standard action
Duration: 9 rounds
Rng: Close (45 ft.)
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  As ghostbane dirge, but affecting multiple creatures.
Source:  APG p.225
Target Area:   9 incorporeal creatures, no two of which can be more than 30 ft. apart
Caster Level:   9
Heal Mount
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  This spell functions like heal, but it affects only the paladin's special mount [typically a horse].
Source:  CR p.294
Target Area:   Your mount touched
Caster Level:   9
Holy Whisper
DC: 17
Save: Fortitude negates; see text
Time: 1 standard action
Duration: Instantaneous
Rng: 30 ft.
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Whisper sickens evil creatures, gives good creatures bonuses.
Source:  APG p.228
Target Area:   cone-shaped burst
Caster Level:   9
Litany of Escape
DC: 17
Save: no
Time: 1 swift action
Duration: instantaneous
Rng: Close (45 ft.)
Comp: V, S, DF
SR: Yes
School: Conjuration
☐☐☐
Effect:  Teleports a friend out of a grapple.
Source:  UC p.234
Target Area:   one willing creature that is grappled
Caster Level:   9
Litany of Sight
Save: no
Time: 1 swift action
Duration: 1 round
Rng: Personal
Comp: V, S, DF
SR: Yes
School: Divination
☐☐☐
Effect:  You can see invisible creatures and objects within 30 feet of you.
Source:  UC p.235
Target Area:   You
Caster Level:   9
Magic Circle against Chaos
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 90 minutes
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  All creatures within the area gain the effects of a protection from chaos spell, and chaotic summoned creatures cannot enter the area either.
Source:  CR p.308
Target Area:   10-ft.-radius emanation from touched creature
Caster Level:   9
Magic Circle against Evil
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 90 minutes
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either.
Source:  CR p.308
Target Area:   10-ft.-radius emanation from touched creature
Caster Level:   9
Magic Weapon (Greater)
DC: 17
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 9 hours
Rng: Close (45 ft.)
Comp: V, S, M/DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +2.
Source:  CR p.310
Target Area:   One weapon or 50 projectiles [all of which must be together at the time of casting]
Caster Level:   9
Mantle of Calm
Save: none and Will negates (see text)
Time: 1 standard action
Duration: 9 rounds [D]
Rng: Personal
Comp: V, S, DF
SR: no and yes (see text)
School: Enchantment
☐☐☐
Effect:  Neutralize the rage effects of those who have attacked you.
Source:  ACG p.186
Target Area:   you
Caster Level:   9
Marks of Forbiddance
DC: 17
Save: Will negates; see text
Time: 1 standard action
Duration: 9 rounds
Rng: Close (45 ft.)
Comp: V, S
SR: Yes
School: Abjuration
☐☐☐
Effect:  Makes 2 creatures pass Will saves in order to attack each other.
Source:  APG p.232
Target Area:   one enemy and one ally
Caster Level:   9
Prayer
Save: None
Time: 1 standard action
Duration: 9 rounds
Rng: 40 ft.
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  You bring special favor upon yourself and your allies while bringing disfavor to your enemies.
Source:  CR p.324
Target Area:   All allies and foes within a 40-ft.-radius burst centered on you
Caster Level:   9
Remove Blindness/Deafness
DC: 17
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Remove blindness/deafness cures blindness or deafness.
Source:  CR p.332
Target Area:   Creature touched
Caster Level:   9
Remove Curse
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Remove curse can remove all curses on an object or a creature.
Source:  CR p.332
Target Area:   Creature or object touched
Caster Level:   9
Resist Energy (Communal)
DC: 17
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 90 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  As resist energy, but you may divide the duration among creatures touched.
Source:  UC p.242
Target Area:   creatures touched
Caster Level:   9
Sanctify Armor
DC: 17
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 9 minutes
Rng: Touch
Comp: V, S
SR: Yes (harmless, object)
School: Abjuration
☐☐☐
Effect:  +2 AC.
Source:  APG p.240
Target Area:   armor touched
Caster Level:   9
Shield of Fortification (Greater)
DC: 17
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 9 minutes
Rng: Touch
Comp: V, S, DF
SR: yes (harmless)
School: Abjuration
☐☐☐
Effect:  Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.
Source:  ACG p.192
Target Area:   creature touched
Caster Level:   9
Stunning Barrier (Greater)
Save: none and Will negates (see text)
Time: 1 standard action
Duration: 9 rounds or until discharged
Rng: Personal
Comp: V, S
SR: no and yes (see text)
School: Abjuration
☐☐☐
Effect:  Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
Source:  ACG p.195
Target Area:   you
Caster Level:   9
They Know
DC: 17
Save: Will negates
Time: 1 standard action
Duration: 9 minutes [D]
Rng: Medium (190 ft.)
Comp: V,S,M,F/DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  Convince target that a nearby creature knows her greatest secret.
Source:  UI p.226
Target Area:   One intelligent creature
Caster Level:   9
Wrathful Mantle
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 9 minutes
Rng: Touch or 5 ft.; see text
Comp: V, S, DF
SR: Yes (harmless)
School: Evocation
☐☐☐
Effect:  Subject shines and gets 2 on all saves.
Source:  APG p.257
Target Area:   creature touched or all creatures within 5 ft.; see text
Caster Level:   9
* = Domain/Specialty Spell


Class Spells
At Will Detect Evil

Magic Item Spells
Restoration (Lesser) (DC:10)



Created using PCGen 6.08.00 on Mar 24, 2023
Player: Allard; Character Name: Damiro
Class
Paladin
* = Domain/Specialty Spell

Created using PCGen 6.08.00 on Mar 24, 2023
Player: Allard; Character Name: Damiro
Magic Item
Paladin
* = Domain/Specialty Spell