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Sorayume Miyako Chaotic Good
Character Name Alignment
Nine-Tailed Mystic 3
Character Level
Kitsune M
Race Size
Female 19
Gender Age
5'4" 132 lbs.
Height Weight
Violet Blue
Hair Eyes
Calistria Doreymos
Deity Homeland
- 5,000 XP
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
8 -1 ( +0 ) +0
Dex
Dexterity
17 +3 ( +0 ) +0
Con
Constitution
14 +2 ( +0 ) +0
Int
Intelligence
13 +1 ( +0 ) +0
Wis
Wisdom
13 +1 ( +0 ) +0
Cha
Charisma
18 +4 ( +0 ) +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
24
0
0
Initiative
Dex
Modifier
+5
+3
+2
BAB
+1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
14
+1
+0
+3
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
13
Flat Footed
11
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +3 +1 CON +2 +0 +0 +0
Reflex +4 +1 DEX +3 +0 +0 +0
Will +4 +3 WIS +1 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+0 +1 -1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
13 10 +1 -1 +3 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft.
30 ft.
0 ft.
0 ft.
0 ft.
0 ft.
Languages

Celestial,
Common,
Draconic,
Goblin,
Necril,
Sylvan

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
5
3
0
0
0
0
0
0
0
0
Per Day
-
5
0
0
0
0
0
0
0
0
Bonus
-
1
0
0
0
0
0
0
0
0
Spellcasting Notes

Spontaneous

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +5 (DEX)  +3 +0 +2
  Bluff +8 (CHA)  +4 +1 +3
  Climb -1 (STR)  -1 +0 +0
  Diplomacy +10 (CHA)  +4 +3 +3
  Disable Device* +3 (DEX)  +3 +0 +0
  Disguise +8 (CHA)  +4 +1 +3
  Escape Artist +3 (DEX)  +3 +0 +0
  Fly +3 (DEX)  +3 +0 +0
  Heal +1 (WIS)  +1 +0 +0
  Intimidate +4 (CHA)  +4 +0 +0
  Knowledge: Arcana +1 (INT)  +1 +0 +0
  Knowledge: Dungeoneering +1 (INT)  +1 +0 +0
  Knowledge: Local +1 (INT)  +1 +0 +0
  Knowledge: Nature +1 (INT)  +1 +0 +0
  Knowledge: Planes +1 (INT)  +1 +0 +0
  Knowledge: Religion +1 (INT)  +1 +0 +0
  Perception +1 (WIS)  +1 +0 +0
  Ride +3 (DEX)  +3 +0 +0
  Sense Motive +1 (WIS)  +1 +0 +0
  Spellcraft* +5 (INT)  +1 +1 +3
  Stealth +3 (DEX)  +3 +0 +0
  Survival +1 (WIS)  +1 +0 +0
  Swim -1 (STR)  -1 +0 +0
  Use Magic Device* +8 (CHA)  +4 +1 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +5 (INT)  +1 +1 +3
  Handle Animal* +4 (CHA)  +4 +0 +0
  Knowledge: Engineering +1 (INT)  +1 +0 +0
  Knowledge: Geography +1 (INT)  +1 +0 +0
  Knowledge: History +1 (INT)  +1 +0 +0
  Knowledge: Nobility +1 (INT)  +1 +0 +0
  Linguistics* +7 (INT)  +1 +3 +3
  Sleight of Hand* +3 (DEX)  +3 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc
  Craft: Alchemy +2 (INT)  +1 +1 +0
  Perform:- +4 (CHA)  +4 +0 +0
  Profession:Scribe +2 (WIS)  +1 +1 +0

* only usable when trained (rank 1 and higher)
Skill Notes
+2 to Diplomacy Checks when gathering information.

Whenever you cast an enchantment or illusion spell, creatures targeted by or that interact with your spell suffer a –2 penalty on their saving throw if you have won them over with Diplomacy or fooled them with Bluff in the past 24 hours.
Feats

Eschew Materials,
Magical Tail (Kitsune),
Spell Focus (Enchantment),
Spell Focus (Illusion)

Special Abilities

Change Shape,
Shift Form (Bloodline Power)

Traits

Affable,
Agile,
Favoured Class (Sorcerer)x3,
Kitsune Magic,
Low-Light Vision,
Natural Weapons,
Reactionary

WEAPONS
Name AB Critical Type Range Ammo Dmg
Dagger, Cold Iron +0 (19-20)x2 Piercing or Slashing 10 ft. (thrown) - 1d4
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Haramaki+1Light001 lb.-

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

https://www.aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Dagger

Dagger, Cold Iron

Damage (S) Damage (M) Type Critical Range
1d3 1d4 Piercing or Slashing (19-20)x2 10 ft. (thrown)

Special: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body. Ignores damage resistance of Demons and Fey.
Cost: 4 gp
Weight: 1 lb.

A dagger has a blade that is about 1 foot in length, forged from cold iron.


 
https://www.aonprd.com/EquipmentArmorDisplay.aspx?ItemName=Haramaki

Haramaki

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
+1 0 0 30 ft. 20 ft.

Special: Looks like a mundane sash around the waist.
Cost: 3 gp
Weight: 1 lb.

 
https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Handy%20Haversack

Bag, Handy Haversack

Aura: Moderate Conjuration;  Caster Level: 9;  Body Slot: -;  Price: 2,000 gp;  Weight: 5 lbs. 

A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.   While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.


Construction Requirements:
Craft (Wondrous Item), Secret Chest, 1,000 gp

 
https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Sleeves%20of%20Many%20Garments

Sleeves of Many Garments

Aura: Faint Illusion;  Caster Level: 1;  Body Slot: Wrist;  Price: 200 gp;  Weight: 1 lb. 

These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform the appearance of her current garments into any other nonmagical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.


Construction Requirements:
Craft (Wondrous Item), Disguise Self, 100 gp

 

The statblocks of your class features

Sorcerer

Sorcerers are those blessed with a magical bloodline and the talent to utilize it.


Benefits

Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters' abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself.   Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.   Alignment: Any. Hit Die: d6. Starting Wealth: 2d6 x 10 gp (average 70 gp).  

Class Skills

  The Sorcerer's class skills are: Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).   Skill Points at each Level: 2 + Int modifier.  

Class Features

 
  Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).  

Spells Known

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.   Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).   A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.   Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.   Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
  Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.   At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.   At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.   Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.   Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Bloodline (Kitsune)

One of your ancestors was a kitsune who achieved the apex of their race’s mystical powers. Your sorcerous abilities stem from the same font of mystic power, allowing you to effortlessly dominate the minds of your enemies with powerful enchantments and illusions.


Prerequisite(s)

Class: Sorcerer

Benefits

Class Skill: Disguise   Bonus Spells: Silent Image (3rd), Invisibility (5th), Major Image (7th), Charm Monster (9th), Magic Jar (11th), Mislead (13th), Project image (15th), Mass Charm Monster (17th), Wish (19th).   Bonus Feats: Alertness, Craft Wondrous Item, Dodge, Lightning Reflexes, Improved Initiative, Skill Focus (Disguise)   Bloodline Arcana: Whenever you cast an enchantment or illusion spell, creatures targeted by or that interact with your spell suffer a –2 penalty on their saving throw if you have won them over with Diplomacy or fooled them with Bluff in the past 24 hours.   Bloodline Powers: You manifest mystical powers that allow you to befuddle and outwit your enemies with magic.  
  • Foxfire (Sp): At 1st level, as a standard action, you can create up to four eerie spheres of light that function as dancing lights. While in possession of one or more of these spheres, you can attack one target within 30 feet as a ranged touch attack by directing a sphere at it. This sphere deals 1d6 points of fire damage. Whether or not the sphere hits, it disappears as if its duration ended. You can use this ability a number of times per day equal to 3 + your Charisma modifier.  
  • Shift Form (Su): At 3rd level, you gain the ability to change shape (as the spell alter self) for a number of minutes per day equal to your sorcerer level. These minutes need not be consecutive. At 7th level, you can also change shape into any animal allowed by beast shape I. At 11th level, you can also change shape into any animal allowed by beast shape II. At 15th level, you can also change shape into any animal allowed by beast shape III. At 19th level, you can also change shape into any natural, inanimate object (such as a rock or a tree) as the spell statue except this ability is a polymorph effect and grants you a +10 racial bonus on Disguise checks to appear as an ordinary object.  
  • Potent Illusions (Su): At 9th level, any illusion spell that you cast with a duration of concentration lasts an additional number of rounds equal to half your sorcerer level. Additionally, when casting an illusion spell you can expend two spell slots of the spell’s level (including level adjustments from metamagic) as a free action in order to imbed an illusion within your illusion. Effectively, if a creature disbelieves the illusion, it sees a second, identical illusion in its place, which it must attempt to disbelieve separately. You cannot imbed more than two illusions into a spell using this ability or any similar one.  
  • Formless Casting (Su): At 15th level, you can complete the verbal and somatic components of spells while polymorphed into any creature allowed by greater polymorph or while possessing a living creature with magic jar by substituting various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. At 20th level, you gain this benefit while under any polymorph effect, even if the form you take cannot normally make any noise or gestures.  
  • Master Manipulator (Su): At 20th level, you no longer need to make concentration checks to cast enchantment spells and can concentrate on illusion spells as a swift action, rather than a standard action. Additionally, you can expend a spell slot as a free action in order to regain a number of minutes of your shift form ability equal to the spell’s level. This ability does not allow you to exceed the ability’s maximum minutes per day–any excess minutes are lost.

Nine-Tailed Mystic

Nine-tailed mystics are kitsune with such volatile magical powers that they grow additional tails in order to contain it.


Prerequisite(s)

Race: Kitsune
Class Sorcerer/Oracle

Benefits

Nine-Tailed Spells

A nine-tailed mystic grows additional tails as his powers blossom, allowing him to unlock his inherent powers at the cost of spell lore. Each time the nine-tailed mystic would earn a bonus spell from her bloodline or mystery, she gains Magical Tail as a bonus feat instead. After she has selected Magical Tail eight times, she instead chooses one of her Magical Tail spell-like abilities and increases the number of times per day that she can cast it by one. She cannot select a spell-like ability more than once in this way.   For an oracle, this ability replaces the oracle’s mystery spells.   For a sorcerer, this ability replaces the sorcerer’s bloodline spells.

Favoured Class (Sorcerer)

Kitsune sorcerers are known for their talent with enchantments.


Prerequisite(s)

Race: Kitsune

Benefits

When selecting the Favoured Class reward upon levelling up, add +¼ to the DC of enchantment spells.

Eschew Materials

You can cast many spells without needing to utilize minor material components.


Benefits

You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Magical Tail

You grow an extra tail that represents your growing magical powers.


Prerequisite(s)

Race: Kitsune

Benefits

You gain a new spell-like ability, each usable twice per day, from the following list, in order:
  • disguise self
  • charm person
  • misdirection
  • invisibility
  • suggestion
  • displacement
  • confusion
  • dominate person.
For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based.

Special

You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above.

Spell Focus (Enchantment)

Any spells you cast of the Enchantment school are more difficult to resist.


Benefits

Add +1 to the Difficulty Class for all saving throws against spells from the Enchantment school.

Spell Focus (Illusion)

Any spells you cast of the Illusion school are more difficult to resist.


Benefits

Add +1 to the Difficulty Class for all saving throws against spells from the Illusion school.

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

https://www.aonprd.com/SpellDisplay.aspx?ItemName=Detect%20Magic

Detect Magic

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


Divination \ \
0-level
Save: None
SR: No

Casting time: 1 Standard Action
Range: 60 ft.
Duration: Concentration, up to 1 Min./Level (D)
Area: Cone-shaped Emanation
Componenent: V, S

Description

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.   1st Round: Presence or absence of magical auras.   2nd Round: Number of different magical auras and the power of the most potent aura.   3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).   Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.   Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.   Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:  
  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.  
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Ghost%20Sound

Ghost Sound

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


Illusion \ Figment \
0-level
Save: Will Disbelief
SR: No

Casting time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 Levels)
Duration: 1 Round/Level (D)
Effect: Illusory Sounds
Componenent: V, S, M (a bit of wool or a small lump of wax)

Description

Ghost Sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound Ghost Sound creates when casting it and cannot thereafter change the sound's basic character.   The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a Ghost Sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a Ghost Sound receives a Will save to disbelieve.   Ghost Sound can enhance the effectiveness of a silent image spell.   Ghost Sound can be made permanent with a Permanency spell.
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Message

Message

You can whisper messages and receive whispered replies.


Transmutation \ \ Language-Dependent
0-level
Save: None
SR: No

Casting time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./Level)
Duration: 10 Min./Level
Targets: One Creature/Level
Componenent: V, S, F (a piece of copper wire)

Description

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

Prestidigitation

Prestidigitations are minor tricks that novice spellcasters use for practice.


Universal \ \
0-level
Save: See Text
SR: No

Casting time: 1 Standard Action
Range: 10 ft.
Duration: 1 Hour
Area: See Text
Effect: See Text
Targets: See Text
Componenent: V, S

Description

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a Prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a Prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, Prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Ray%20of%20Frost

Ray of Frost

A ray of freezing air and ice projects from your pointing finger.


Evocation \ \ Cold
0-level
Save: None
SR: No

Casting time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 Levels)
Duration: Instantaneous
Effect: Ray
Componenent: V, S

Description

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Level 1 Spells

https://www.aonprd.com/SpellDisplay.aspx?ItemName=Charm%20Person

Charm Person

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly).


Enchantment \ Charm \ Mind-Affecting
1-level
Save: Will Negates
SR: Yes

Casting time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 Levels)
Duration: 1 Hour/Level
Targets: One Humanoid Creature
Componenent: V, S

Description

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.   The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Silent%20Image

Silent image

This spell creates the visual illusion of an object, creature, or force, as visualized by you.


Illusion \ Figment \
1-level
Save: Will Disbelief (if interacted with)
SR: No

Casting time: 1 Standard Action
Range: Long (400 ft. + 40 ft./Level)
Duration: Concentration
Effect: visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Componenent: V, S, F (a bit of fleece)

Description

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Sleep

Sleep

A Sleep spell causes a magical slumber to come upon 4 HD of creatures.


Enchantment \ Compulsion \ Mind-Affecting
1-level
Save: Will Negates
SR: Yes

Casting time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./Level)
Duration: 1 Min./Level
Area: one or more living creatures within a 10-ft.-radius burst
Componenent: V, S, M (fine sand, rose petals, or a live cricket)

Description

A Sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

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


Created by

FilFire.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed