Created using PCGen 6.01.01 on May 6, 2013
Player: Allard; Character Name: Durikken


Durikken Allard Lawful Good Desna 0 Click for Bio
CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
Ranger16 890000 Human (Varisian) Medium / 5 ft. 5' 8" 170 lbs.
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
16 1300000 16 Male ,
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
16 +3 20 +5
DEX
Dexterity
16 +3 16 +3
CON
Constitution
14 +2 14 +2
INT
Intelligence
14 +2 14 +2
WIS
Wisdom
14 +2 16 +3
CHA
Charisma
8 -1 8 -1

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
162




  
Walk 40 ft.
AC
Armour Class
28 : 24 : 15 = 10 + 9 + 4 + 3 + 0 + 0 + 1 + 0 + 1
20 -2 +8 0  
TOTAL FLAT TOUCH BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
INITIATIVE
Modifier
+7 = +3 + +4
TOTAL DEX MISC
BASE ATTACK
Bonus
+16/+11/+6/+1

SKILLS MAX
RANKS
16/16
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 17 = 3
+ 16
+ -2
  Acrobatics (Jump) DEX 26 = 3
+ 16
+ 7
  Appraise INT 3 = 2
+ 1
+ 0
  Bluff CHA -1 = -1
+ 0
+ 0
  Climb STR 16 = 5
+ 10
+ 1
  Craft (Untrained) INT 2 = 2
+ 0
+ 0
  Diplomacy CHA -1 = -1
+ 0
+ 0
  Disguise CHA -1 = -1
+ 0
+ 0
  Escape Artist DEX 1 = 3
+ 0
+ -2
  Fly DEX 1 = 3
+ 0
+ -2
  Handle Animal CHA 3 = -1
+ 1
+ 3
  Heal WIS 7 = 3
+ 1
+ 3
  Intimidate CHA 18 = -1
+ 16
+ 3
  Knowledge (Dungeoneering) INT 10 = 2
+ 5
+ 3
  Knowledge (Geography) INT 15 = 2
+ 10
+ 3
  Knowledge (Nature) INT 10 = 2
+ 5
+ 3
  Linguistics(Thassilonian, Giant, Draconic, Elven, Celestial, Abyssal, Infernal) INT 9 = 2
+ 7
+ 0
  Perception WIS 22 = 3
+ 16
+ 3
  Perform (Untrained) CHA -1 = -1
+ 0
+ 0
  Profession (Soldier) WIS 9 = 3
+ 3
+ 3
  Ride DEX 9 = 3
+ 5
+ 1
  Sense Motive WIS 19 = 3
+ 16
+ 0
  Sleight of Hand DEX 2 = 3
+ 1
+ -2
  Spellcraft INT 15 = 2
+ 10
+ 3
  Stealth DEX 26 = 3
+ 16
+ 7
  Survival WIS 22 = 3
+ 16
+ 3
  Survival (Follow or identify tracks) WIS 30 = 3
+ 16
+ 11
  Swim STR 11 = 5
+ 5
+ 1
= Useable Untrained
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY CONDITIONAL
MODIFIERS
Fortitude
Constitution
+17 = +10 + +2 + +6
+ +0
+ -1
+
Reflex
Dexterity
+18 = +10 + +3 + +6
+ +0
+ -1
+
Will
Wisdom
+15 = +5 + +3 + +6
+ +0
+ +1
+
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+22/+17/+12/+7 = +16/+11/+6/+1
+ +5 + +0
+ +0
+ +1
+
RANGED
ATTACK BONUS
+20/+15/+10/+5 = +16/+11/+6/+1
+ +3 + +0
+ +0
+ +1
+
CMB
ATTACK BONUS
+22 = +16
+ +5 + +0
+ +0
+ +1
+
CMB +22 +22 +22 +22 +22 +22
CMD 36 36 36 36 36 36
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+22/+17/+12/+7
1d3+6
20/x2
5 ft.

Dagger (Silver/Masterwork)
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 +23/+18/+13/+8
+23/+18/+13/+8
+23/+18/+13/+8
+19/+14/+9/+4
+21/+16/+11/+6
+21
 Dam 1d4+6
1d4+6
1d4+6
1d4+6
1d4+6
1d4+6
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +21/+16/+11/+6
+19/+14/+9/+4
+17/+12/+7/+2
+15/+10/+5/+0
+13/+8/+3/-2
 Dam 1d4+6 1d4+6 1d4+6 1d4+6 1d4+6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 10 hp/inch, hardness 8

Flame Tongue
HAND TYPE SIZE CRITICAL REACH
Carried
S
M
17-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +23/+18/+13/+8
+23/+18/+13/+8
+23/+18/+13/+8
+19/+14/+9/+4
+21/+16/+11/+6
+19
 Dam 1d8+7
1d8+7
1d8+9
1d8+7
1d8+7
1d8+7
 Special Properties  Range touch attack ray inflicts 4d6 of fire damage on hit 1/day, +1d6 fire damage, on a critical hit deals +1d10 additional 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.
*Celestial Armor
TYPEARMOR BONUSMAX DEX BONUS
Light
+9
+8
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-2
15
use Fly 1/day

TYPEARMOR BONUSMAX DEX BONUS



CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES




PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 6.01.01 on May 6, 2013
Player: Allard; Character Name: Durikken

EQUIPMENT
ITEM LOCATION QTY WT. COST
 Bag of Holding (Type II)
Carried
1
25
5000
 Belt of Giant Strength +4
Equipped
1
1
16000
 Boots of Striding And Springing
Equipped
1
1
5500
 Celestial Armor
(use Fly 1/day)
Equipped
1
20
22400
 Cloak of Resistance +5
Equipped
1
1
25000
 Dagger (Silver/Masterwork)
(10 hp/inch, hardness 8)
Carried
1
1
322
 Flame Tongue
(Range touch attack ray inflicts 4d6 of fire damage on hit 1/day, +1d6 fire damage, on a critical hit deals +1d10 additional fire damage)
Carried
1
4
20715
 Handaxe
Carried
1
3
6
 Handy Haversack
Equipped
1
5
2000
 Headband of Inspired Wisdom +2
Equipped
1
1
4000
 Longsword +1 (Adamantine/Holy)
(ignore hardness less than 20, good aligned, +2d6 damage against evil targets, 1 negative level bestowed to evil wielder)
Equipped
1
4
21015
 Longsword +1 (Domineering)
(Wielder gets +2 morale bonus on saving throws against transmutation spells, takes -2 penalty on Diplomacy checks. Acts as a bane weapon (+2 to attack rolls and damage, +2d6 to damage) against transmuters and creatures with the shapechange subtype. Absorbs up to three harmful transmutation effects inflicted on the wielder per day.)
Carried
1
4
18315
ITEM LOCATION QTY WT. COST
 Mace (Light/Adamantine)
(ignore hardness less than 20)
Carried
1
4
3005
 Potion of Cure Light Wounds
(Cures 1d8+1 points of damage)
Handy Haversack
2
0
50
 Potion of Cure Moderate Wounds
(Cures 2d8+3 points of damage)
Handy Haversack
2
0
300
 Potion of Cure Serious Wounds
(Cures 3d8+5 points of damage)
Carried
2
0
750
 Potion of Heroism
(+2 morale bonus on attack rolls, saves, and skill checks for 50 minutes)
Handy Haversack
2
0
750
 Potion of Invisibility
(Grants invisibility for 3 minutes or until you attack)
Handy Haversack
2
0
300
 Potion of Lesser Restoration
(Dispels magical ability penalty or cures 1d4 points of ability damage to one ability score)
Handy Haversack
1
0
300
 Ring of Feather Falling
(Acts as Feather Fall spell, activated immediately if the wearer falls more than 5 feet)
Equipped
1
0
2200
 Ring of Freedom of Movement
(This gold ring allows the wearer to act as if continually under the effect of a Freedom of Movement spell.)
Equipped
1
0
40000
 Shield +3 (Light/Steel)
Equipped
1
6
9159
 Shortbow +1 (Composite/Strength Rating+5)
(Strength bonus to damage)
Carried
1
2
2750
 Sihedron Medallion
Equipped
1
0
3500
TOTAL WEIGHT CARRIED/VALUE   82 lbs. 205487 gp
WEIGHT ALLOWANCE
Light 133 Medium 266 Heavy 400

MONEY

 

 


Handaxe
HAND TYPE SIZE CRITICAL REACH
Carried
S
M
20/x3
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +22/+17/+12/+7
+22/+17/+12/+7
+22/+17/+12/+7
+18/+13/+8/+3
+20/+15/+10/+5
+20
 Dam 1d6+6
1d6+6
1d6+6
1d6+6
1d6+6
1d6+6
 Special Properties  

*Longsword +1 (Adamantine/Holy)
HAND TYPE SIZE CRITICAL REACH
Primary
S
M
17-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +23/+18/+13/+8
+23/+18/+13/+8
+23/+18/+13/+8
+19/+14/+9/+4
+21/+16/+11/+6
+19
 Dam 1d8+7
1d8+7
1d8+9
1d8+7
1d8+7
1d8+7
 Special Properties  ignore hardness less than 20, good aligned, +2d6 damage against evil targets, 1 negative level bestowed to evil wielder

Longsword +1 (Domineering)
HAND TYPE SIZE CRITICAL REACH
Carried
S
M
17-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +23/+18/+13/+8
+23/+18/+13/+8
+23/+18/+13/+8
+19/+14/+9/+4
+21/+16/+11/+6
+19
 Dam 1d8+7
1d8+7
1d8+9
1d8+7
1d8+7
1d8+7
 Special Properties  Wielder gets +2 morale bonus on saving throws against transmutation spells, takes -2 penalty on Diplomacy checks. Acts as a bane weapon (+2 to attack rolls and damage, +2d6 to damage) against transmuters and creatures with the shapechange subtype. Absorbs up to three harmful transmutation effects inflicted on the wielder per day.

Mace (Light/Adamantine)
HAND TYPE SIZE CRITICAL REACH
Carried
B
M
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +23/+18/+13/+8
+23/+18/+13/+8
+23/+18/+13/+8
+19/+14/+9/+4
+21/+16/+11/+6
+21
 Dam 1d6+6
1d6+6
1d6+6
1d6+6
1d6+6
1d6+6
 Special Properties  ignore hardness less than 20

Shortbow +1 (Composite/Strength Rating+5)
HAND TYPE SIZE CRITICAL
Carried
P
M
20/x3
  Range 30 ft.'
70 ft.'
140 ft.'
210 ft.'
280 ft.'
 Bonus +21/+16/+11/+6
+21/+16/+11/+6
+19/+14/+9/+4
+17/+12/+7/+2
+15/+10/+5/+0
 Dam 1d6+7 1d6+7 1d6+7 1d6+7 1d6+7
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Strength bonus to damage

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
LANGUAGES
Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Thassilonian, Varisian
PROFICIENCIES
Axe (Throwing), Bardiche, Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun, Cestus, Chakram, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Dogslicer, Earth Breaker, Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Horsechopper, Javelin, Klar, Kukri, Lance, Longbow, Longspear, Longsword, Lucern Hammer, Mace (Heavy), Mace (Light), Morningstar, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Quarterstaff, Ranseur, Rapier, Rock, Sap, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Stake, Starknife, Sword (Bastard), Sword (Short), Sword Cane, Trident, Unarmed Strike, War Razor, Waraxe (Dwarven), Warhammer
SPECIAL ATTACKS
Favored Enemy (Humanoid (Giant)) (Ex) [Paizo Publishing - Core Rulebook, p.64]
     You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against giants. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Favored Enemy (Humanoid (Goblinoid)) (Ex) [Paizo Publishing - Core Rulebook, p.64]
     You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against goblinoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Favored Enemy (Humanoid (Human)) (Ex) [Paizo Publishing - Core Rulebook, p.64]
     You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Favored Enemy (Undead) (Ex) [Paizo Publishing - Core Rulebook, p.64]
     You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
SPECIAL QUALITIES
Bonus Feat [Paizo Publishing - Core Rulebook, p.27]
     Humans select one extra feat at 1st level.
Camouflage (Ex) [Paizo Publishing - Core Rulebook, p.67]
     You can use the Stealth skill to hide in any of your favored terrains, even if the terrain doesn't grant cover or concealment.
Favored Terrain (Mountain) (Ex) [Paizo Publishing - Core Rulebook, p.65]
     You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in mountain terrain (including hills). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Favored Terrain (Underground) (Ex) [Paizo Publishing - Core Rulebook, p.65]
     You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in underground terrain (caves and dungeons). Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Favored Terrain (Urban) (Ex) [Paizo Publishing - Core Rulebook, p.65]
     You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in urban terrain (buildings, streets, and sewers). Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Hunting Companions (Ex) [Paizo Publishing - Core Rulebook, p.66]
     You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for 3 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.
Improved Evasion (Ex) [Paizo Publishing - Core Rulebook]
     You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.
Mark of Wrath (Su) [Paizo Publishing - Rise of the Runelords - Chapter 5: Sins of the Saviors]
     You have slain the latest Highlord of Wrath. This makes you the new Highlord and you now wear the mark of wrath - a faintly glowing tattoo-like rune on your forehead that moves through the generations from one ruler to the next. The mark of wrath provides you with a +1 insight bonus to AC and on attack and damage rolls. Once per day as a swift action, you can call upon the mark to protect you with a fire shield (CL 15th). If you are slain in combat, the mark of wrath transfers to the brow of your defeater. It can only be transferred again on that character's death at the hands of another, but can be removed with a successful break enchantment against CL 20th. Once removed in this manner, it vanishes forever.
Quarry (Ex) [Paizo Publishing - Core Rulebook, p.67]
     You can, as a standard action, denote one target within your line of sight as your quarry. Whenever you are following the tracks of your quarry, you can take 10 on Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +2 insight bonus on attack rolls made against your quarry and all critical threats are automatically confirmed. You can have no more than one quarry at a time and the creature's type must correspond to one of your favored enemy types. You can end this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If your quarry is killed, you can select a new quarry after waiting 1 hour.
Skilled [Paizo Publishing - Core Rulebook, p.27]
     Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Swift Tracker (Ex) [Paizo Publishing - Core Rulebook, p.67]
     You can move at your normal speed while using Survival to follow tracks without taking the normal -5 penalty. You take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Track (Ex) [Paizo Publishing - Core Rulebook, p.64]
     You gain +8 to Survival checks made to follow or identify tracks.
Wild Empathy (Ex) [Paizo Publishing - Core Rulebook, p.50/64]
     You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+15 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Woodland Stride (Ex) [Paizo Publishing - Core Rulebook]
     You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
FEATS
NAME DESCRIPTION
Armor Proficiency, Light When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency, Medium When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Double Slice Add your Strength bonus to damage rolls made with your off-hand weapon.
Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Improved Critical (Longsword) When using the weapon you selected, your threat range is doubled.
Improved Initiative You get a +4 bonus on initiative checks.
Improved Shield Bash When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Iron Will You get a +2 bonus on all Will saving throws.
Martial Weapon Proficiency You make attack rolls with all your martial weapons normally (without the non-proficient penalty).
Mobility You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Power Attack You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to gain a +10 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.
Shield Master You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's shield bonus to attacks and damage rolls made with the shield as if it was an enhancement bonus.
Shield Proficiency When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Shield Slam Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Chapter 8). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
Simple Weapon Proficiency You make attack rolls with simple weapons without penalty.
Skill Focus (Stealth) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Two-Weapon Fighting Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.

Created using PCGen 6.01.01 on May 6, 2013
Player: Allard; Character Name: Durikken


Magic Item Spell-like Abilities
Feather Fall
DC: 10
Save: Will negates (harmless) or Will negates (object);
Time: 1 immediate action, at will
Duration: Until landing or 1 rounds
Rng: Close (25 ft.)
Comp: V
SR: Yes (object)
School: Transmutation, AirSchool
Effect:  The affected creatures or objects fall slowly.
Source:  p.281
Target Area:   1 Medium or smaller freefalling objects or creatures, no two of which may be more than 20 ft. apart
Caster Level: 1
Fire Shield
DC:
Save:
Time: 1 standard action, 1/Day
Duration: 15 rounds [D]
Rng: Personal
Comp: V, S, M
SR:
School: Evocation, FireSchool
Effect:  This spell wreathes you in flame and causes damage to each creature that attacks you in melee protecting you from either cold-based or fire-based attacks.
Source:  p.282
Target Area:   You
Caster Level: 15
Fly
DC: 14
Save: Will negates (harmless)
Time: 1 standard action, 1/Day
Duration: 5 minutes
Rng: Touch
Comp: V, S, F
SR: Yes (harmless)
School: Transmutation, AirSchool
Effect:  The subject can fly at a speed of 60 feet [or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load].
Source:  p.284
Target Area:   Creature touched
Caster Level: 5
Freedom of Movement
DC: 10
Save: Will negates (harmless)
Time: 1 standard action, at will
Duration: 70 minutes
Rng: Personal or touch
Comp: V, S, M, DF
SR: Yes (harmless)
School: Abjuration
Effect:  This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.
Source:  p.287
Target Area:   You or creature touched
Caster Level: 7


Created using PCGen 6.01.01 on May 6, 2013
Player: Allard; Character Name: Durikken

Ranger Spells
LEVEL 0 1 2 3 4
KNOWN 0 0 0 0 0
PER DAY 0 4 4 3 1
LEVEL 1
Alarm
Save: None
Time: 1 standard action
Duration: 26 hours [D]
Rng: Close (55 ft.)
Comp: V, S, F/DF
SR: No
School: Abjuration
☐☐☐
Effect:  Alarm creates a subtle ward on an area you select.
Source:  p.240
Target Area:   20-ft.-radius emanation centered on a point in space
Caster Level:   13
Animal Messenger
Save: None; see text
Time: 1 minute
Duration: 1 day/level
Rng: Close (55 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  You compel a Tiny animal to go to a spot you designate.
Source:  p.241
Target Area:   One Tiny animal
Caster Level:   13
Ant Haul
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 26 hours
Rng: Touch
Comp: V, S, M/DF (a small pulley)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Triples carrying capacity of a creature.
Source:  p.202
Target Area:   creature touched
Caster Level:   13
Aspect of the Falcon
DC:
Save:
Time: 1 standard action
Duration: 13 minutes
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  Gives bonuses on Perception checks and ranged attacks.
Source:  p.203
Target Area:   You
Caster Level:   13
Call Animal
Save: None
Time: 1 standard action
Duration: 13 hours [D]
Rng: see description
Comp: V, S, DF
SR: None
School: Enchantment
☐☐☐
Effect:  Makes an animal come to you.
Source:  p.209
Target Area:   one animal whose CR is equal or less than 13
Caster Level:   13
Calm Animals
DC: 14
Save: Will negates
Time: 1 standard action
Duration: 13 minutes
Rng: Close (55 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell soothes and quiets animals, rendering them docile and harmless.
Source:  p.252
Target Area:   Animals within 30 ft. of each other
Caster Level:   13
Charm Animal
DC: 14
Save: Will negates
Time: 1 standard action
Duration: 13 hours
Rng: Close (55 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell functions like charm person, except that it affects a creature of the animal type.
Source:  p.254
Target Area:   One animal
Caster Level:   13
Cloak of Shade
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 hours [D]
Rng: Touch
Comp: V, S, M (a leaf from a shade tree)
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Reduces effects of sun exposure and heat.
Source:  p.211
Target Area:   one creature per level
Caster Level:   13
Dancing Lantern
Save: None
Time: 1 standard action
Duration: 13 hours [D]
Rng: Touch
Comp: V, S, F (a lantern)
SR: No
School: Transmutation, FireSchool
☐☐☐
Effect:  Animates a lantern that follows you.
Source:  p.214
Target Area:   Animates one lantern
Caster Level:   13
Delay Poison
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 13 hours
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  The subject becomes temporarily immune to poison.
Source:  p.265
Target Area:   Creature touched
Caster Level:   13
Detect Aberration
Save: None
Time: 1 standard action
Duration: concentration, up to 130 minutes [D]
Rng: Long (920 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  Reveals presence of aberrations.
Source:  p.215
Target Area:   cone-shaped emanation
Caster Level:   13
Detect Animals or Plants
Save: None
Time: 1 standard action
Duration: Concentration, up to 130 minutes [D]
Rng: Long (920 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face.
Source:  p.266
Target Area:   Cone-shaped emanation
Caster Level:   13
Detect Poison
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous.
Source:  p.268
Target Area:   Or Area one creature, one object, or a 5-ft. cube
Caster Level:   13
Detect Snares and Pits
Save: None
Time: 1 standard action
Duration: Concentration, up to 130 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials.
Source:  p.268
Target Area:   Cone-shaped emanation
Caster Level:   13
Dream Feast
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Target gets sated during sleep.
Source:  p.72
Target Area:   Creature touched
Caster Level:   13
Endure Elements
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  A creature protected by endure elements suffers no harm from being in a hot or cold environment.
Source:  p.277
Target Area:   Creature touched
Caster Level:   13
Entangle
DC: 14
Save: Reflex partial; see text
Time: 1 standard action
Duration: 13 minutes [D]
Rng: Long (920 ft.)
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area.
Source:  p.278
Target Area:   Plants in a 40-ft.-radius spread
Caster Level:   13
Feather Step
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 130 minutes
Rng: Close (55 ft.)
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  Ignore movement penalty in difficult terrain.
Source:  p.221
Target Area:   one creature
Caster Level:   13
Glide
DC:
Save:
Time: 1 standard action
Duration: until landing or 13 minutes [D]
Rng: Personal
Comp: V, S, M/DF (a leaf )
SR:
School: Transmutation, AirSchool
☐☐☐
Effect:  You take no falling damage, move 60 ft./round while falling.
Source:  p.225
Target Area:   You
Caster Level:   13
Gravity Bow
DC:
Save:
Time: 1 standard action
Duration: 13 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Transmutation
☐☐☐
Effect:  Arrows do damage as though one size category bigger.
Source:  p.226
Target Area:   You
Caster Level:   13
Hide from Animals
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 130 minutes [D]
Rng: Touch
Comp: S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  Animals cannot sense the warded creatures.
Source:  p.296
Target Area:   13 creatures touched
Caster Level:   13
Hunter's Howl
Save: Will negates Spell Resistance none
Time: 1 standard action
Duration: 13 rounds
Rng: 20 ft.
Comp: V, S
SR:
School: Necromancy
☐☐☐
Effect:  Treat enemies as favored for 13 rounds.
Source:  p.228
Target Area:   20-ft.-radius burst
Caster Level:   13
Jump
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes [D]
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps.
Source:  p.303
Target Area:   Creature touched
Caster Level:   13
Keen Senses
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes [D]
Rng: Touch
Comp: V, M/DF (a hawk's feather)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Subject gains +2 Perception, low-light vision.
Source:  p.230
Target Area:   creature touched
Caster Level:   13
Lead Blades
DC:
Save:
Time: 1 standard action
Duration: 13 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Transmutation
☐☐☐
Effect:  Melee weapons damage as if one size bigger.
Source:  p.230
Target Area:   touch
Caster Level:   13
Longstrider
DC:
Save:
Time: 1 standard action
Duration: 13 hours [D]
Rng: Personal
Comp: V, S, M
SR:
School: Transmutation
☐☐☐
Effect:  This spell gives you a +10 foot enhancement bonus to your base speed.
Source:  p.305
Target Area:   You
Caster Level:   13
Magic Fang
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls.
Source:  p.308
Target Area:   Living creature touched
Caster Level:   13
Negate Aroma
DC: 14
Save: Fortitude negates
Time: 1 standard action
Duration: 13 hours [D]
Rng: Close (55 ft.)
Comp: V, S, M/DF (a pinch of alum)
SR: Yes
School: Transmutation
☐☐☐
Effect:  Subject cannot be tracked by scent.
Source:  p.234
Target Area:   13 creatures or objects touched
Caster Level:   13
Pass without Trace
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 hours [D]
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject or subjects of this spell do not leave footprints or a scent trail while moving.
Source:  p.318
Target Area:   13 creatures touched
Caster Level:   13
Read Magic
DC:
Save:
Time: 1 standard action
Duration: 130 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:  p.330
Target Area:   You
Caster Level:   13
Residual Tracking
Save: None
Time: 1 minute
Duration: Instantaneous
Rng: Touch
Comp: V, S, M (a bit of plaster)
SR: No
School: Divination
☐☐☐
Effect:  Tell creature's appearance by footprint.
Source:  p.238
Target Area:   footprint touched
Caster Level:   13
Resist Energy
DC: 14
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 130 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:  p.334
Target Area:   Creature touched
Caster Level:   13
Speak with Animals
DC:
Save:
Time: 1 standard action
Duration: 13 minutes
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal.
Source:  p.346
Target Area:   You
Caster Level:   13
Summon Nature's Ally I
Save: None
Time: 1 round
Duration: 13 rounds [D]
Rng: Close (55 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell summons to your side a natural creature [typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant].
Source:  p.354
Target Area:   One summoned creature
Caster Level:   13
Tireless Pursuit
DC:
Save:
Time: 1 standard action
Duration: 13 hours [D]
Rng: Personal
Comp: V, S, M (a hard biscuit)
SR:
School: Transmutation
☐☐☐
Effect:  Ignore fatigue while hustling.
Source:  p.249
Target Area:   You
Caster Level:   13
LEVEL 2
Accelerate Poison
DC: 15
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S, M (a thorn)
SR: Yes
School: Transmutation, WaterSchool
☐☐☐
Effect:  Hastens targeted poison's onset
Source:  p.201
Target Area:   creature touched
Caster Level:   13
Allfood
DC: 15
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S, M (a pinch of salt and pepper)
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  
Source:  p.201
Target Area:   object touched, weighing up to 65 lbs.
Caster Level:   13
Arrow Eruption
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Long (920 ft.)
Comp: V, S, M (arrow or crossbow bolt)
SR: Yes
School: Conjuration
☐☐☐
Effect:  Creates duplicates of killing arrow.
Source:  p.202
Target Area:   30-ft.-radius burst
Caster Level:   13
Aspect of the Bear
DC:
Save:
Time: 1 standard action
Duration: 13 minutes
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  +2 AC and combat maneuver rolls.
Source:  p.203
Target Area:   You
Caster Level:   13
Barkskin
Save: None
Time: 1 standard action
Duration: 130 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Barkskin toughens a creature's skin granting a +5 enhancement bonus to the creature's existing natural armor bonus.
Source:  p.246
Target Area:   Living creature touched
Caster Level:   13
Bear's Endurance
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution.
Source:  p.246
Target Area:   Creature touched
Caster Level:   13
Bloodhound
DC:
Save:
Time: 1 standard action
Duration: 13 hours
Rng: Personal
Comp: V, S, M (a drop of blood and a pinch of cinnamon)
SR:
School: Transmutation
☐☐☐
Effect:  Gives caster the scent special ability.
Source:  p.206
Target Area:   You
Caster Level:   13
Campfire Wall
Save: None
Time: 1 standard action
Duration: 26 hours; see below [D]
Rng: Close (55 ft.)
Comp: V, S, M/DF (ash made from burnt thorns)
SR: Yes
School: Evocation, FireSchool
☐☐☐
Effect:  Creates a shelter around a campfire.
Source:  p.210
Target Area:   20-ft.-radius sphere centered on fire source
Caster Level:   13
Cat's Grace
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  The transmuted creature becomes more graceful, agile, and coordinated granting a +4 enhancement bonus to Dexterity.
Source:  p.252
Target Area:   Creature touched
Caster Level:   13
Chameleon Stride
DC:
Save:
Time: 1 standard action
Duration: 13 minutes
Rng: Personal
Comp: V, S, DF
SR:
School: Illusion
☐☐☐
Effect:  Gives a +4 bonus on Stealth checks and concealment.
Source:  p.210
Target Area:   You
Caster Level:   13
Create Treasure Map
Save: None
Time: 1 hour
Duration: Instantaneous
Rng: Touch
Comp: V, S, M (powdered metal and rare inks worth 100 gp)
SR: No
School: Divination
☐☐☐
Effect:  Creates treasure map out of a creature's corpse.
Source:  p.214
Target Area:   one dead creature
Caster Level:   13
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:  p.263
Target Area:   Creature touched
Caster Level:   13
Eagle Eye
Save: None
Time: 1 minute
Duration: 13 minutes [D]
Rng: Long (920 ft.)
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  Creates a magical sensor high above you.
Source:  p.217
Target Area:   magical sensor
Caster Level:   13
Guiding Star
DC:
Save:
Time: 1 minute
Duration: 13 days [D]
Rng: Personal
Comp: V, S, M (a spool of thread or string)
SR:
School: Divination
☐☐☐
Effect:  Know approximate distance from where you cast this spell.
Source:  p.226
Target Area:   You
Caster Level:   13
Hide Campsite
DC: 15
Save: Will disbelief (if interacted with)
Time: 10 minutes
Duration: 26 hours [D]
Rng: Close (55 ft.)
Comp: V, S, M (a sprig of mistletoe, and a vial of quicksilver)
SR: No
School: Illusion
☐☐☐
Effect:  Hides all traces of your campsite.
Source:  p.227
Target Area:   one 20-ft. cube
Caster Level:   13
Hold Animal
DC: 15
Save: Will negates; see text
Time:
Duration: 13 rounds [D]; see text
Rng:
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell functions like hold person, except that it affects an animal instead of a humanoid.
Source:  p.296
Target Area:   One animal
Caster Level:   13
Hunter's Eye
Save: None
Time: 1 standard action
Duration: 13 minutes
Rng: Medium (230 ft.)
Comp: V, S, DF
SR: Yes
School: Divination
☐☐☐
Effect:  +20 on Perception checks to locate a target.
Source:  p.228
Target Area:   one creature
Caster Level:   13
Lockjaw
DC: 15
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 13 rounds
Rng: Touch
Comp: V, S, M (sticky tree gum)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Gives creature grab ability with a natural attack.
Source:  p.232
Target Area:   creature touched
Caster Level:   13
Owl's Wisdom
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 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:  p.318
Target Area:   Creature touched
Caster Level:   13
Perceive Cues
DC:
Save:
Time: 1 standard action
Duration: 130 minutes
Rng: Personal
Comp: V, S, M (a drop of water)
SR:
School: Transmutation
☐☐☐
Effect:  +5 Perception and Sense Motive 10 min./level.
Source:  p.235
Target Area:   You
Caster Level:   13
Protection from Energy
DC: 15
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 130 minutes or until discharged
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
☐☐☐
Effect:  Protection from energy grants temporary immunity to the type of energy you specify when you cast it.
Source:  p.327
Target Area:   Creature touched
Caster Level:   13
Protective Spirit
DC:
Save:
Time: 1 standard action
Duration: 13 rounds
Rng: Personal
Comp: V, S, DF
SR:
School: Conjuration
☐☐☐
Effect:  Protects from attacks of opportunity.
Source:  p.237
Target Area:   You
Caster Level:   13
Slipstream
DC: 15
Save: Reflex negates (harmless)
Time: 1 standard action
Duration: 130 minutes [D]
Rng: Touch
Comp: V, S, M/DF (a few drops of oil and water)
SR: No
School: Conjuration, WaterSchool
☐☐☐
Effect:  Wave boosts creature's speed.
Source:  p.244
Target Area:   creature touched
Caster Level:   13
Snare
Save: None
Time: 3 rounds
Duration: Until triggered or broken
Rng: Touch
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  This spell enables you to make a snare that functions as a magic trap.
Source:  p.344
Target Area:   Touched nonmagical circle of vine, rope, or thong with a 28ft. diameter
Caster Level:   13
Speak with Plants
DC:
Save:
Time: 1 standard action
Duration: 13 minutes
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  You can communicate with normal plants and plant creatures, and can ask questions of and receive answers from them.
Source:  p.346
Target Area:   You
Caster Level:   13
Spike Growth
DC: 15
Save: Reflex partial
Time: 1 standard action
Duration: 13 hours [D]
Rng: Medium (230 ft.)
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.
Source:  p.347
Target Area:   13 20-ft. squares
Caster Level:   13
Stone Call
Save: None
Time: 1 standard action
Duration: 13 rounds
Rng: Medium (230 ft.)
Comp: V, S, DF
SR: No
School: Conjuration, EarthSchool
☐☐☐
Effect:  2d6 damage to all creatures in area.
Source:  p.247
Target Area:   cylinder 40
Caster Level:   13
Summon Nature's Ally II
Save: None
Time: 1 round
Duration: 13 rounds [D]
Rng: Close (55 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions as summon nature's ally I, except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
Source:  p.354
Target Area:   One summoned creature
Caster Level:   13
Versatile Weapon
DC: 15
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 13 minutes
Rng: Close (55 ft.)
Comp: V, S, M (iron filings)
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Weapon bypasses some DR.
Source:  p.254
Target Area:   one weapon or 50 projectiles, all of which must be together at the time of casting
Caster Level:   13
Wind Wall
Save: None; see text
Time: 1 standard action
Duration: 13 rounds
Rng: Medium (230 ft.)
Comp: V, S, M/DF
SR: Yes
School: Evocation, AirSchool
☐☐☐
Effect:  An invisible vertical curtain of wind appears.
Source:  p.370
Target Area:   Wall up to 130 ft. long and 65 ft. high [S]
Caster Level:   13
LEVEL 3
Aspect of the Stag
DC:
Save:
Time: 1 standard action
Duration: 13 minutes
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  +2 AC against attacks of opportunity and increases speed.
Source:  p.203
Target Area:   You
Caster Level:   13
Bloody Claws
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Necromancy
☐☐☐
Effect:  Gives creature the ability to deal bleed damage with natural attacks.
Source:  p.206
Target Area:   living creature touched
Caster Level:   13
Cloak of Winds
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Close (55 ft.)
Comp: V, S
SR: Yes (harmless)
School: Abjuration, AirSchool
☐☐☐
Effect:  Creates screen of strong wind around you.
Source:  p.211
Target Area:   one living creature
Caster Level:   13
Command Plants
DC: 16
Save: Will negates
Time: 1 standard action
Duration: 13 days
Rng: Close (55 ft.)
Comp: V
SR: Yes
School: Transmutation
☐☐☐
Effect:  This spell allows you some degree of control over one or more plant creatures.
Source:  p.257
Target Area:   Up to 26 HD of plant creatures, no two of which can be more than 30 ft. apart
Caster Level:   13
Cure Moderate Wounds
DC: 16
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+10 points of damage.
Source:  p.263
Target Area:   Creature touched
Caster Level:   13
Darkvision
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 hours
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject gains the ability to see 60 feet even in total darkness.
Source:  p.264
Target Area:   Creature touched
Caster Level:   13
Diminish Plants
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: See text
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  This spell has two versions: Prune Growth and Stunt Growth.
Source:  p.270
Target Area:   Or Area see text
Caster Level:   13
Feather Step, Mass
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 130 minutes
Rng: Close (55 ft.)
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  As feather step, except this spell affects multiple creatures.
Source:  p.221
Target Area:   13 creatures, no two of which can be more than 30 ft. apart
Caster Level:   13
Instant Enemy
Save: None
Time: 1 swift action
Duration: 13 minutes
Rng: Close (55 ft.)
Comp: V, S
SR: No
School: Enchantment
☐☐☐
Effect:  Target is treated as a favored enemy type of your choice.
Source:  p.229
Target Area:   one creature that is not your favored enemy.
Caster Level:   13
Life Bubble
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 26 hours; see text
Rng: Touch
Comp: V, S, M/DF (a bit of eggshell)
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Protects creatures from sustained environmental effects.
Source:  p.230
Target Area:   up to 13 creatures touched
Caster Level:   13
Magic Fang (Greater)
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 13 hours
Rng: Close (55 ft.)
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +3.
Source:  p.309
Target Area:   One living creature
Caster Level:   13
Neutralize Poison
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: Instantaneous or 130 minutes; see text
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless, object)
School: Conjuration
☐☐☐
Effect:  You detoxify any sort of venom in the creature or object touched.
Source:  p.316
Target Area:   Creature or object of up to 13 cu. ft. touched
Caster Level:   13
Nondetection
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 13 hours
Rng: Touch
Comp: V, S, M
SR: Yes (harmless, object)
School: Abjuration
☐☐☐
Effect:  The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells.
Source:  p.317
Target Area:   Creature or object touched
Caster Level:   13
Plant Growth
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: See text
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  Plant growth has different effects depending on the version chosen.
Source:  p.322
Target Area:   Or Area see text
Caster Level:   13
Reduce Animal
Save: None
Time: 1 standard action
Duration: 13 hours [D]
Rng: Touch
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  This spell functions like reduce person, except that it affects a single willing animal.
Source:  p.330
Target Area:   One willing animal of Small, Medium, Large, or Huge size
Caster Level:   13
Remove Disease
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Remove disease can cure all diseases from which the subject is suffering.
Source:  p.332
Target Area:   Creature touched
Caster Level:   13
Repel Vermin
Save: None or Will negates; see text
Time: 1 standard action
Duration: 130 minutes [D]
Rng: 10 ft.
Comp: V, S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  An invisible barrier holds back vermin.
Source:  p.333
Target Area:   10-ft.-radius emanation centered on you
Caster Level:   13
Strong Jaw
DC: 16
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 13 minutes
Rng: Touch
Comp: V, S
SR: yes (harmless)
School: Transmutation
☐☐☐
Effect:  Natural attacks damage as two sizes bigger.
Source:  p.247
Target Area:   creature touched
Caster Level:   13
Summon Nature's Ally III
Save: None
Time: 1 round
Duration: 13 rounds [D]
Rng: Close (55 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions like summon nature's ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.
Source:  p.354
Target Area:   One summoned creature
Caster Level:   13
Tireless Pursuers
DC: 16
Save: Fortitude negates (harmless)
Time:
Duration:
Rng: Touch
Comp: V, S, M (a hard biscuit broken into pieces)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  This spell functions as tireless pursuit, except as noted above.
Source:  p.249
Target Area:   You plus 4 touched creatures
Caster Level:   13
Tree Shape
DC:
Save:
Time: 1 standard action
Duration: 13 hours [D]
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs.
Source:  p.362
Target Area:   You
Caster Level:   13
Venomous Bolt
DC: 16
Save: Fortitude negates; see text
Time: 1 swift action
Duration: Instantaneous
Rng: 0 ft.
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  Arrow or bolt poisons target.
Source:  p.254
Target Area:   one arrow or bolt
Caster Level:   13
Water Walk
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 130 minutes [D]
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The transmuted creatures can tread on any liquid as if it were firm ground.
Source:  p.368
Target Area:   13 touched creatures
Caster Level:   13
LEVEL 4
Animal Growth
DC: 17
Save: Fortitude negates
Time: 1 standard action
Duration: 13 minutes
Rng: Medium (230 ft.)
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  The target animal grows to twice its normal size and eight times its normal weight.
Source:  p.240
Target Area:   One animal [Gargantuan or smaller]
Caster Level:   13
Aspect of the Wolf
DC:
Save:
Time: 1 standard action
Duration: 13 minutes
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  +4 Str and Dex, +2 bonus on trip attacks.
Source:  p.204
Target Area:   You
Caster Level:   13
Blessing of the Salamander
DC: 17
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 13 rounds
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Subject gets fast healing 2, fire resistance 10, and +2 to its CMD.
Source:  p.206
Target Area:   creature touched
Caster Level:   13
Bow Spirit
DC:
Save:
Time: 1 standard action
Duration: 13 rounds
Rng: Personal
Comp: V, S, DF
SR:
School: Conjuration
☐☐☐
Effect:  Summons an invisible spirit that fires your arrows for you as a swift action.
Source:  p.207
Target Area:   You
Caster Level:   13
Commune with Nature
DC:
Save:
Time: 10 minutes
Duration: Instantaneous
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  You become one with nature, attaining knowledge of the surrounding territory.
Source:  p.258
Target Area:   You
Caster Level:   13
Cure Serious Wounds
DC: 17
Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (55 ft.)
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 3d8+13 points of damage.
Source:  p.263
Target Area:   Creature touched
Caster Level:   13
Freedom of Movement
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 130 minutes
Rng: Personal or touch
Comp: V, S, M, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.
Source:  p.287
Target Area:   You or creature touched
Caster Level:   13
Grove of Respite
Save: None
Time: 10 minutes
Duration: 26 hours [D]
Rng: Close (55 ft.)
Comp: V, S, M/DF (a leaf or blade of grass and a drop of water)
SR: No
School: Conjuration
☐☐☐
Effect:  Creates trees and a small spring.
Source:  p.226
Target Area:   20-ft.-radius grove
Caster Level:   13
Summon Nature's Ally IV
Save: None
Time: 1 round
Duration: 13 rounds [D]
Rng: Close (55 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions like summon nature's ally I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
Source:  p.354
Target Area:   One summoned creature
Caster Level:   13
Tree Stride
DC:
Save:
Time: 1 standard action
Duration: 13 hours or until expended; see text
Rng: Personal
Comp: V, S, DF
SR:
School: Conjuration
☐☐☐
Effect:  When you cast this spell, you gain the ability to step into a tree, magically infusing yourself with the plant.
Source:  p.362
Target Area:   You
Caster Level:   13
* = Domain/Specialty Spell


Magic Item Spells
At Will Feather Fall (DC:10)
Fire Shield (DC:)
Fly (DC:14)
At Will Freedom of Movement (DC:10)



Created using PCGen 6.01.01 on May 6, 2013
Player: Allard; Character Name: Durikken

Magic Item
Ranger
* = Domain/Specialty Spell
From Varisia.