Bel's Character Sheet (Pathfinder)

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Beladriendir Nameroc Shimeran None 20 <a href="#Bio"><img src="file://localhost/" height="100%" alt="Click for Bio" border="0" /></a>
Character Name PLAYER ALIGNMENT DEITY POINTS
Investigator1 Slayer1

(Empiricist, Vanguard)

2000 Elf Medium / 5 ft. 6' 1" 127 lbs. Low-Light Vision
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
2 5000 139 Male ,
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
13 +1 13 +1
DEX
Dexterity
16 +3 16 +3
CON
Constitution
11 +0 11 +0
INT
Intelligence
19 +4 19 +4
WIS
Wisdom
10 +0 10 +0
CHA
Charisma
7 -2 7 -2

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
15




  

Walk 30 ft.

AC
Armour Class
17 : 13 : 14 = 10 + 4 + 0 + 3 + 0 + 0 + 0 + 0 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+4 = +3 + +1
TOTAL DEX MISC
BASE ATTACK
Bonus
+1


20 -1 +4 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude

Constitution

+2 = +2 + +0 + +0
+ +0
+ +0
+
Reflex

Dexterity

+7 = +4 + +3 + +0
+ +0
+ +0
+
Will

Wisdom

+2 = +2 + +0 + +0
+ +0
+ +0
+
CONDITIONAL MODIFIERS:

+2 vs. enchantment spells and effects

TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+2 = +1
+ +1 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+4 = +1
+ +3 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+2 = +1
+ +1 + +0
+ +0
+ +0
+
CMB +2 +2 +2 +2 +2 +2
CMD 15

15

15 15 15 15
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN
  
CONDITIONAL MODIFIERS:


UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+4
1d3+1
20/x2
5 ft.
  




*Longspear, Elven Branching (Darkwood)
HAND TYPE SIZE CRITICAL REACH
Both
P
M
20/x3
10 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus N/A
N/A
+5
N/A
N/A
N/A
 Dam N/A
N/A
1d8+1
N/A
N/A
N/A
 Special Properties  10 hp/inch, hardness 5, Extra damage when set against a charging character (pg. 144)
  
Alchemist's Fire (Flask)
HAND TYPE SIZE CRITICAL
Carried
F
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +4
+2
+0
-2
-4
 Dam 1d6 1d6 1d6 1d6 1d6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
  
Dagger (Cold Iron)
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 +4
+0
+4
-2
+0
-4
 Dam 1d4+1
1d4
1d4+1
1d4+1
1d4+1
1d4
 Special Properties  30 hp/inch, hardness 10
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +4
+2
+0
-2
-4
 Dam 1d4+1 1d4+1 1d4+1 1d4+1 1d4+1
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 30 hp/inch, hardness 10
  
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.
*Masterwork Chain Shirt
TYPEARMOR BONUSMAX DEX BONUS
Light
+4
+4
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-1
20

SKILLS MAX
RANKS
2/2
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 6 = 3
+ 1
+ 2
  Appraise INT 8 = 4
+ 1
+ 3
  Bluff CHA -2 = -2
+ 0
+ 0
  Climb STR 0 = 1
+ 0
+ -1
  Craft (Untrained) INT 4 = 4
+ 0
+ 0
  Diplomacy CHA -2 = -2
+ 0
+ 0
  Disable Device DEX 7 = 3
+ 1
+ 3
  Disguise CHA 2 = -2
+ 1
+ 3
  Escape Artist DEX 6 = 3
+ 1
+ 2
  Fly DEX 2 = 3
+ 0
+ -1
  Heal WIS 4 = 0
+ 1
+ 3
  Intimidate CHA 2 = -2
+ 1
+ 3
  Knowledge (Arcana) INT 8 = 4
+ 1
+ 3
  Knowledge (Local) INT 8 = 4
+ 1
+ 3
  Linguistics(Dwarven) INT 8 = 4
+ 1
+ 3
  Perception WIS 7 = 0
+ 2
+ 5
  Perception (Trapfinding) WIS 8 = 0
+ 2
+ 6
  Perform (Untrained) CHA -2 = -2
+ 0
+ 0
  Ride DEX 2 = 3
+ 0
+ -1
  Sense Motive WIS 4 = 0
+ 1
+ 3
  Sleight of Hand DEX 6 = 3
+ 1
+ 2
  Spellcraft INT 9 = 4
+ 2
+ 3
  Stealth DEX 6 = 3
+ 1
+ 2
  Survival WIS 5 = 0
+ 2
+ 3
  Swim STR 0 = 1
+ 0
+ -1
  Use Magic Device CHA 2 = -2
+ 1
+ 3
◆ = Useable Untrained
CONDITIONAL MODIFIERS:

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


Created using <a href="http://pcgen.org/">PCGen</a> 6.06.00 on May 18, 2016
Player: ; Character Name: Beladriendir Nameroc Shimeran
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Longspear, Elven Branching (Darkwood)
       (10 hp/inch, hardness 5, Extra damage when set against a charging character (pg. 144))
Equipped
1
5
420
 Masterwork Chain Shirt
Equipped
1
25
250
 Bandolier
       (Contains small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the "retrieve a stored item" action to take an item from a bandolier.)
Equipped
2
0
0.5
 Chalk (1 Piece)
Equipped
1
0
0.01
 Wrist Sheath, Spring Loaded
       (Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item.)
Equipped
1
1
5
 Arrow
       
       
       
       
       
       
       
       
       
Equipped
9
0.15
0.05
 Arrow, Blunt
       
       
       
       
       
Equipped
5
0.15
0.1
ITEM LOCATION QTY WT. COST
 Arrow, Flight
       
       
Equipped
2
0.15
0.1
 Alchemist's Fire (Flask)
       (Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.)
       
Carried
1
1
20
 Oil (1 Pint Flask)
       
       
       
Carried
3
1
0.1
 Formula Book
Carried
1
3
15
 Dagger (Cold Iron)
       (30 hp/inch, hardness 10)
Carried
1
1
4
 Longbow
Carried
1
3
75
 Wand (Cure Light Wounds/Cleric/1st)
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
Wrist Sheath, Spring Loaded
1
0
225
TOTAL WEIGHT CARRIED/VALUE   44.4 lbs. 1016.46 gp
WEIGHT ALLOWANCE
Light 50 Medium 100 Heavy 150


MONEY
Unspent Funds = 0.0
   




Longbow
HAND TYPE SIZE CRITICAL
Carried
P
M
20/x3
  Range 30 ft.'
100 ft.'
200 ft.'
300 ft.'
400 ft.'
 Bonus +4
+4
+2
+0
-2
 Dam 1d8 1d8 1d8 1d8 1d8
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 
  
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
Common, Dwarven, Elven, Gnome, Goblin, Orc, Sylvan
PROFICIENCIES
Amentum, Atlatl, Axe (Throwing), Bardiche, Battle Aspergillum, Battle Poi, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade Boot, Blowgun, Boar Spear, Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cestus, Chakram, Club, Combat Scabbard, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Curve Blade (Elven), Dagger, Dagger (Chain), Dagger (Punching), Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Falchion, Flail, Flail (Heavy), Flambard, Gaff, Garrote, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Hanbo, Handaxe, Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Katana, Kerambit, Khakkhara, Klar, Kukri, Lance, Longbow, Longspear, Longspear (Elven Branching), Longsword, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhoka, Rhomphaia, Rock, Rope Gauntlet, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling, Sling Glove, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Stingchuck, Switchblade Knife, Sword (Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Syringe spear, Tepoztopilli, Terbutje, Terbutje (Great), Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), War Flute, War Razor, Waraxe (Dwarven), Warhammer, Wushu Dart
Archetypes
Empiricist

Champions of deductive reasoning and logical insight, empiricists put their faith in facts, data, confirmed observations, and consistently repeatable experiments- these things are their currency of truth.
Vanguard

Vanguards are battlefield commanders who focus on the brutality of combat and lead their allies to bloody victory. Quick to react to danger, a vanguard is a valuable scout, capable officer, and skilled tactician.


Traits
Tactician [Paizo Publishing - Ultimate Campaign, p.54]
    

You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Tireless Logic [Paizo Publishing - Ultimate Campaign, p.61]
    

Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.


SPECIAL QUALITIES

Alchemy

(Su)

[Paizo Inc. - Advanced Class Guide, p.31]
     Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 1 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant-comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Elven Immunities

(Ex)

[Paizo Inc. - Core Rulebook, p.22]
     Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Envoy

(Ex)

[Paizo Inc. - Advanced Race Guide, p.22]
     Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf 's level.

Humanoid Traits

(Ex)

[Paizo Inc. - Core Rulebook, p.308]
     Humanoids breathe, eat, and sleep.

Inspiration

(Ex)

[Paizo Inc. - Advanced Class Guide, p.31]
     An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 4. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Keen Senses

(Ex)

[Paizo Inc. - Core Rulebook, p.22]
     Elves receive a +2 bonus on Perception skill checks.

Lookout

(Ex)

[Paizo Inc. - Advanced Class Guide, p.121]
     At 1st level, a vanguard adds 1/2 his level (minimum 1) to initiative checks. This ability replaces track.

Low-Light Vision

(Ex)

[Paizo Inc. - Bestiary]
     You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Studied Target

(Ex)

[Paizo Inc. - Advanced Class Guide, p.53]
     A slayer can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against 1 opponents at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1.. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. A slayer can study an opponent he can see as a move action.

Trapfinding

[Paizo Inc. - Advanced Class Guide, p.31]
     An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Weapon and Armor Proficiency

[Paizo Inc. - Advanced Class Guide]
     Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Weapon and Armor Proficiency

[Paizo Inc. - Advanced Class Guide]
     A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Weapon Familiarity

(Ex)

[Paizo Inc. - Core Rulebook, p.22]
     Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
FEATS
Weapon Finesse [Paizo Inc. - Core Rulebook, p.136]
    You are trained in using your agility in melee combat, as opposed to brute strength.
    With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.





Created using <a href="http://pcgen.org/">PCGen</a> 6.06.00 on May 18, 2016
Player: ; Character Name: Beladriendir Nameroc Shimeran
Innate Spell-like Abilities

<a href="http://paizo.com/pathfinderRPG/prd/spells/comprehendLanguages.html#_comprehend-languages">Comprehend Languages</a>

Save:
Time: 1 standard action,

1/Day


Duration: 20 minutes
Rng: Personal
Comp: V, S, M/DF
SR:
School: Divination
Effect:  You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page [250 words] per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic [such as the secret page and illusory script spells]. It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell.
Source:  CR p.258
Target Area:   You
Caster Level:   2

<a href="http://paizo.com/pathfinderRPG/prd/spells/detectMagic.html#_detect-magic">Detect Magic</a>

Save: None
Time: 1 standard action,

1/Day


Duration: Concentration, up to 2 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  

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

Original Strength | Duration of Lingering Aura

Faint | 1d6 rounds

Moderate | 1d6 minutes

Strong | 1d6 x 10 minutes

Overwhelming | 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.


Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   2

<a href="http://paizo.com/pathfinderRPG/prd/spells/detectPoison.html#_detect-poison">Detect Poison</a>

Save: None
Time: 1 standard action,

1/Day


Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Divination
Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft [alchemy] skill may try a DC 20 Craft [alchemy] check if the Wisdom check fails, or may try the Craft [alchemy] check prior to the Wisdom check. 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.
Source:  CR p.268
Target Area:   Or Area one creature, one object, or a 5-ft. cube
Caster Level:   2

<a href="http://paizo.com/pathfinderRPG/prd/spells/readMagic.html#_read-magic">Read Magic</a>

Save:
Time: 1 standard action,

1/Day


Duration: 20 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. 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.
Source:  CR p.330
Target Area:   You
Caster Level:   2



Created using <a href="http://pcgen.org/">PCGen</a> 6.06.00 on May 18, 2016
Player: ; Character Name: Beladriendir Nameroc Shimeran
Investigator
               Spells
LEVEL 0 1 2 3 4 5 6
KNOWN 0 0 0 0 0 0 0
PER DAY 0 2 0 0 0 0 0
LEVEL 1

<a href="http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/elves.html#_blend">Blend</a>

Save: None
Time: 1 standard action
Duration: 10 minutes
Rng: Personal
Comp: S
SR: No
School: Illusion
☐☐☐
Effect:  You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to make Stealth checks without cover or concealment, but only while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start of your next turn. If you make an attack, this spell ends [as invisibility].
Source:  ARG p.29
Target Area:   You
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/cureLightWounds.html#_cure-light-wounds">Cure Light Wounds</a>

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 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.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/disguiseSelf.html#_disguise-self">Disguise Self</a>

Save:
Time: 1 standard action
Duration: 10 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Illusion
☐☐☐
Effect:  You make yourself-including clothing, armor, weapons, and equipment-look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type [although you can appear as another subtype]. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile [touch] or audible [sound] properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
Source:  CR p.271
Target Area:   You
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/identify.html#_identify">Identify</a>

Save: None
Time: 1 standard action
Duration: 3 rounds [D]
Rng: 60 ft.
Comp: V, S, M
SR: No
School: Divination
☐☐☐
Effect:  This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
Source:  CR p.299
Target Area:   Cone-shaped emanation
Caster Level:   1

Monkey Fish

Save:
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Transmutation
☐☐☐
Effect:  Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load.
Source:  ACG p.188
Target Area:   you
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/shield.html#_shield">Shield</a>

Save:
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Abjuration
☐☐☐
Effect:  Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
Source:  CR p.342
Target Area:   You
Caster Level:   1
* = Domain/Specialty Spell



Created using <a href="http://pcgen.org/">PCGen</a> 6.06.00 on May 18, 2016
Player: ; Character Name: Beladriendir Nameroc Shimeran
Racial Innate

Comprehend Languages (DC:)

Detect Magic (DC:)

Detect Poison (DC:)

Read Magic (DC:)





Created using <a href="http://pcgen.org/">PCGen</a> 6.06.00 on May 18, 2016
Player: ; Character Name: Beladriendir Nameroc Shimeran
Formula Book
Investigator
* = Domain/Specialty Spell

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