Padde-Lina | NE | ||
Character Name | Alignment | ||
Witch 6 | |||
Character Level | |||
Goblin,Humanoid (Goblinoid) | S | ||
Race | Size | ||
Female | - | ||
Gender | Age | ||
- | - | ||
Height | Weight | ||
- | Red | ||
Hair | Eyes |
- | - |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +2 | +2 | CON +0 | +0 | +0 | +0 |
Reflex | +6 | +2 | DEX +3 | +0 | +1 | +0 |
Will | +7 | +5 | WIS +2 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+1 | +3 | -1 | +0 | -1 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
23 | 10 | +3 | -1 | +3 | -1 | +9 |
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +3 | (DEX) +3 | +0 | +0 | |
Bluff | +0 | (CHA) +0 | +0 | +0 | |
Climb | -1 | (STR) -1 | +0 | +0 | |
Diplomacy | +0 | (CHA) +0 | +0 | +0 | |
Disguise | +0 | (CHA) +0 | +0 | +0 | |
Escape Artist | +3 | (DEX) +3 | +0 | +0 | |
Fly | +3 | (DEX) +3 | +0 | +0 | |
Heal | +2 | (WIS) +2 | +0 | +0 | |
Intimidate | +0 | (CHA) +0 | +0 | +0 | |
Knowledge: Arcana | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Dungeoneering | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Local | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Nature | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Planes | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Religion | +4 | (INT) +4 | +0 | +0 | |
Perception | +10 | (WIS) +2 | +4 | +4 | |
Ride | +3 | (DEX) +3 | +0 | +0 | |
Sense Motive | +6 | (WIS) +2 | +4 | +0 | |
Spellcraft* | +8 | (INT) +4 | +1 | +3 | |
Stealth | +11 | (DEX) +3 | +1 | +7 | |
Survival | +2 | (WIS) +2 | +0 | +0 | |
Swim | +3 | (STR) -1 | +0 | +4 | |
Use Magic Device* | +4 | (CHA) +0 | +1 | +3 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +6 | (INT) +4 | +1 | +1 | |
Knowledge: Engineering | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Geography | +4 | (INT) +4 | +0 | +0 | |
Knowledge: History | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Nobility | +4 | (INT) +4 | +0 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Poison (Ex) Bite-injury; save Fort DC 10; frequency 1/round for 2 rounds; effect daze 1 round; cure 1 save. Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar‘s type (magical beast). Store Spells Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained. Deliver Touch Spells (Su) If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability. Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range
60 ft
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none
;
Spell Resistance No
You detect magical auras. The amount of information revealed
depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of
the most potent aura.
3rd Round: The strength and location of each aura. If the items
or creatures bearing the auras are in line of sight, you can make
Knowledge (arcana) skill checks to determine the school of magic
involved in each. (Make one check per aura: DC 15 + spell level,
or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates
from a magic item, you can attempt to identify its properties
(see Spellcraft).
Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning
spell level or an item’s caster level; see the accompanying table. If
an aura falls into more than one category, detect magic indicates the
stronger of the two.
Lingering Aura: A magical aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a
magic item). If detect magic is cast and directed at such a location,
the spell indicates an aura strength of dim (even weaker than a
faint aura). How long the aura lingers at this dim level depends on
its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days
Detect Magic
Aura Power
Spell or Object Faint Moderate - Strong - Overwhelming
Functioning spell (spell level) 3rd or lower - 4th–6th - 7th–9th - 10th+ (deity-level)
Magic item (caster level) 5th or lower - 6th–11th - 12th–20th - 21st+ (artifact
Outsiders and elementals are not magical in themselves, but if
they are summoned, the conjuration spell registers. Each round,
you can turn to detect magic in a new area. The spell can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of
lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
School divination; Level cleric 0, druid 0
Casting Time 1 standard action
Components V, S
Range
Touch
Targets creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless
;
Spell Resistance Yes
This spell imbues the subject with a touch of divine guidance.
The creature gets a +1 competence bonus on a single attack roll,
saving throw, or skill check. It must choose to use the bonus
before making the roll to which it applies.
School transmutation [language-dependent];; Level bard 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School air 0
Casting Time 1 standard action
Components V, S, F (a piece of copper wire)
Range
Medium
Targets one creature/level
Duration 10 min./level
Saving Throw none;
;
Spell Resistance No
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper.
School divination; Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range
Personal
Targets You
Duration 10 min./level
You can decipher magical inscriptions on objects—books,
scrolls, weapons, and the like—that would otherwise be
unintelligible. This deciphering does not normally invoke the
magic contained in the writing, although it may do so in the case
of a cursed or trapped scroll. Furthermore, once the spell is cast
and you have read the magical inscription, you are thereafter
able to read that particular writing without recourse to the use
of read magic. You can read at the rate of one page (250 words)
per minute. The spell allows you to identify a glyph of warding
with a DC 13 Spellcraft check, a greater glyph of warding with
a DC 16 Spellcraft check, or any symbol spell with a Spellcraft
check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
You imbue the subject with magical energy that protects it from harm
School evocation [light]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V or S
Range
Close
Targets One fine object
Duration instantaneous
Saving Throw Fortitude negates
;
Effect Increases flame of lit object.
Spell Resistance Yes
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
The affected creature becomes frightened.
School conjuration (healing Level bard 1, cleric 1, druid 1, paladin 1, ranger 2
Casting Time 1 standard action
Components V, S
Range
Touch
Targets creature touched
Duration instantaneous
Saving Throw Will half (harmless see text;
;
Spell Resistance Yes
When laying your hand upon a living creature, you channel
positive energy that cures 1d8 points of damage + 1 point per
caster level (maximum +5). Since undead are powered by negative
energy, this spell deals damage to them instead of curing their
wounds. An undead creature can apply spell resistance, and can
attempt a Will save to take half damage.
School conjuration (creation) [force];; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Range
Touch
Targets creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless
;
Spell Resistance No
An invisible but tangible field of force surrounds the subject of a
mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check
penalty, arcane spell failure chance, or speed reduction. Since mage
armor is made of force, incorporeal creatures can’t bypass it the way
they do normal armor.
School conjuration (healing Level bard 2, cleric 2, druid 3, paladin 3, ranger 3
Casting Time 1 standard action
Components V, S
Range
Touch
Targets creature touched
Duration instantaneous
Saving Throw Will half (harmless see text;
;
Spell Resistance No
This spell functions like cure light wounds, except that it cures 2d8
points of damage + 1 point per caster level (maximum +10).
The subject becomes paralyzed and freezes in place.
You place a curse on the subject.
Statblocks for your Trinkets, businesses, building, castles, empires.