Char Dustbornslagsun's Character Sheet (Pathfinder)

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Char Dustbornslagsun Neutral Good 20
Character Name PLAYER ALIGNMENT DEITY POINTS
Brawler1 Hunter1

(Feral Hunter, Shield Champion)

2000 Dwarf Medium / 5 ft. 3' 11" 164 lbs. Normal
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
2 5000 87 Male ,
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
17 +3 19 +4
DEX
Dexterity
14 +2 14 +2
CON
Constitution
16 +3 16 +3
INT
Intelligence
9 -1 9 -1
WIS
Wisdom
14 +2 14 +2
CHA
Charisma
5 -3 5 -3

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
24




  

Walk 20 ft.

AC
Armour Class
17 : 12 : 15 = 10 + 4 + 1 + 2 + 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 = +2 + +2
TOTAL DEX MISC
BASE ATTACK
Bonus
+1


25 -3 +4 7  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude

Constitution

+7 = +4 + +3 + +0
+ +0
+ +0
+
Reflex

Dexterity

+6 = +4 + +2 + +0
+ +0
+ +0
+
Will

Wisdom

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

+1 trait bonus on saving throws against fear effects.
-2 vs. effects with the light descriptor
+1 vs. mind-affecting effects, except fear

TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+5 = +1
+ +4 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+3 = +1
+ +2 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+5 = +1
+ +4 + +0
+ +0
+ -3
+
CMB +5 +5 +5 +5 +7 +7
CMD 17

17

17 17 17 17
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN
  
CONDITIONAL MODIFIERS:

+4 dodge bonus to AC against humanoid creatures of the giant subtype.
+1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.


UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+5
1d8+4
20/x2
5 ft.
  




*Char's Shield
TOTAL ATTACK BONUS DAMAGE CRITICAL
+6
1d8+4
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Primary
0 ft.
P
M
 (Masterwork Quickdraw Shield (Light/Steel/Cold Iron/Shield Spikes/Shield Spikes/Throwing Shield)), (Masterwork Quickdraw Shield (Light/Steel/Cold Iron/Shield Spikes/Shield Spikes/Throwing Shield)), (Masterwork Quickdraw Shield (Light/Steel/Cold Iron/Shield Spikes/Shield Spikes/Throwing Shield)), small 1d4 damage; medium 1d6 damage; range 20 ft., deals bludgeoning damage., Spiked (2), 30 hp/inch, hardness 10
  
*Gauntlet, Spiked (Alchemical Silver)
HAND TYPE SIZE CRITICAL REACH
Equipped
P
M
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +5
+1
+5
-1
+1
-3
 Dam 1d6+3
1d6+1
1d6+3
1d6+3
1d6+3
1d6+1
 Special Properties  10 hp/inch, hardness 8
  
Dagger, Punching
HAND TYPE SIZE CRITICAL REACH
Equipped
P
M
20/x3
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +5
+1
+5
-1
+1
-3
 Dam 1d6+4
1d6+2
1d6+4
1d6+4
1d6+4
1d6+2
  
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 3 = 2
+ 1
+ 0
  Acrobatics (Jump) DEX -1 = 2
+ 1
+ -4
  Appraise INT -1 = -1
+ 0
+ 0
  Appraise (Precious metals and gemstones) INT 1 = -1
+ 0
+ 2
  Bluff CHA -3 = -3
+ 0
+ 0
  Climb STR 5 = 4
+ 1
+ 0
  Craft (Untrained) INT -1 = -1
+ 0
+ 0
  Diplomacy CHA -3 = -3
+ 0
+ 0
  Disguise CHA -3 = -3
+ 0
+ 0
  Escape Artist DEX 3 = 2
+ 1
+ 0
  Fly DEX -1 = 2
+ 0
+ -3
  Heal WIS 6 = 2
+ 1
+ 3
  Intimidate CHA 1 = -3
+ 1
+ 3
  Perception WIS 7 = 2
+ 2
+ 3
  Perception (Notice unusual stonework) WIS 9 = 2
+ 2
+ 5
  Perform (Untrained) CHA -3 = -3
+ 0
+ 0
  Ride DEX -1 = 2
+ 0
+ -3
  Sense Motive WIS 2 = 2
+ 0
+ 0
  Stealth DEX -1 = 2
+ 0
+ -3
  Survival WIS 7 = 2
+ 1
+ 4
  Swim STR 1 = 4
+ 0
+ -3
◆ = Useable Untrained
CONDITIONAL MODIFIERS:

Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.


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 24, 2016
Player: ; Character Name: Char Dustbornslagsun
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Char's Shield
       ((Masterwork Quickdraw Shield (Light/Steel/Cold Iron/Shield Spikes/Shield Spikes/Throwing Shield)), (Masterwork Quickdraw Shield (Light/Steel/Cold Iron/Shield Spikes/Shield Spikes/Throwing Shield)), (Masterwork Quickdraw Shield (Light/Steel/Cold Iron/Shield Spikes/Shield Spikes/Throwing Shield)), small 1d4 damage; medium 1d6 damage; range 20 ft., deals bludgeoning damage., Spiked (2), 30 hp/inch, hardness 10)
Equipped
1
12
478
 Gauntlet, Spiked (Alchemical Silver)
       (10 hp/inch, hardness 8)
Equipped
1
1
25
 Masterwork Chain Shirt
Equipped
1
25
250
 Uniform (Soldier's)
Equipped
1
5
0
 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
 Dagger, Punching
Wrist Sheath, Spring Loaded
1
1
2
 Dagger, Punching
Carried
1
0
0
 Pouch (Belt)
Equipped
1
0.5
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
 Acid (Flask)
       (Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.)
       
Carried
1
1
10
 Tindertwig
       
Carried
1
0
1
 Oil (1 Pint Flask)
       
       
       
       
       
Carried
5
1
0.1
 Backpack
Carried
1
2
2
ITEM LOCATION QTY WT. COST
 Bedroll
Backpack
1
5
0.1
 Flint and Steel
Backpack
1
0
1
 Pot (Iron)
Backpack
1
4
0.8
 Manacles (Medium)
Carried
1
2
15
 Mess Kit
Backpack
1
1
0.2
 Rations (Trail/Per Day)
       
       
       
       
       
Backpack
5
1
0.5
 Waterskin
Backpack
1
0
1
 Hammer

1
2
0.5
 Piton

8
0.5
0.1
 Rope (Silk/50 ft)
       (4 hp, DC 24 Strength check to burst)

2
5
10
 Grappling Hook

1
4
1
 Climber's Kit

1
5
80
TOTAL WEIGHT CARRIED/VALUE   73.5 lbs. 917.4 gp
WEIGHT ALLOWANCE
Light 116 Medium 233 Heavy 350


MONEY
Unspent Funds = 14.0
   




Dagger, Punching [Lead Blades]
HAND TYPE SIZE CRITICAL REACH
Temp Bonus
P
M
20/x3
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +5
+1
+5
-1
+1
-3
 Dam 1d6+4
1d6+2
1d6+4
1d6+4
1d6+4
1d6+2
  
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 +3
+1
-1
-3
-5
 Dam 1d8 1d8 1d8 1d8 1d8
 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.
  
Acid (Flask)
HAND TYPE SIZE CRITICAL
Carried
A
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +3
+1
-1
-3
-5
 Dam 1d8 1d8 1d8 1d8 1d8
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
  
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
Dwarven, Undercommon
PROFICIENCIES
Aldori Dueling Sword, Amentum, Atlatl, Axe (Boarding), Axe (Throwing), Bardiche, Battle Aspergillum, Battle Poi, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade Boot, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cat-O'-Nine-Tails, Cestus, Chakram, Club, Combat Scabbard, Crossbow (Heavy), Crossbow (Light), Cutlass, Dagger, Dagger (Chain), Dagger (Punching), Dart, Dogslicer, Dorn-Dergar (Dwarven), Double Chicken Saber, Earth Breaker, Falchion, Flail, Flail (Heavy), Flambard, Gaff, Garrote, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Hair, Halberd, Hammer (Light), Hanbo, Handaxe, Helmet (Dwarven Boulder), Hook Hand, Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Katana, Kerambit, Klar, Kukri, Lance, Longaxe (Dwarven), Longbow, Longhammer (Dwarven), Longspear, 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), Urgrosh (Dwarven), War Razor, Waraxe (Dwarven Double), Waraxe (Dwarven), Warhammer, Wushu Dart
Archetypes
Feral Hunter

A feral hunter has forged a bond with nature that's so strong that she doesn't merely channel the aspects of animals-she actually becomes an animal herself. Though she lacks an animal companion, a feral hunter is in tune with the beast lurking within her flesh and spirit, and lives in a near-wild state of being. A feral hunter often resembles a lycanthrope, but her power comes from her own nature and is not influenced by moonlight or silver.
Shield Champion

Stalwart in battle, a shield champion has perfected an entire martial discipline relying on only her hand-to-hand fighting skills and her ever-present shield. What she forgoes in weapon versatility and improved combat maneuvering, she makes up for in her ability to turn her defense into a weapon. Stalwart in battle, a shield champion has perfected an entire martial discipline relying on only her hand-to-hand fighting skills and her ever-present shield. What she forgoes in weapon versatility and improved combat maneuvering, she makes up for in her ability to turn her defense into a weapon.


Traits
Deep Marker [Paizo Inc. - Dwarves of Golarion, p.10]
    

You've dared uncharted tunnels in pursuit of the gladdringgar (the chiseling of name-runes in subterranean depths). You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects.

Reactionary [Paizo Inc. - Advanced Player's Guide, p.328]
    

You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

SPECIAL ATTACKS

Relentless

(Ex)

[Paizo Inc. - Advanced Player's Guide, p.11]
     Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on Combat Maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.


SPECIAL QUALITIES

Brawler's Cunning

(Ex)

[Paizo Inc. - Advanced Class Guide, p.23]
     If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Defensive Training

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Greed

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hatred

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Humanoid Traits

(Ex)

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

Magic Resistant

(Ex)

[Paizo Inc. - Advanced Player's Guide, p.11]
     Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a -2 penalty on all concentration checks made in relation to arcane spells.

Martial Flexibility

(Ex)

[Paizo Inc. - Advanced Class Guide, p.93]
     The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

Martial Training

(Ex)

[Paizo Inc. - Advanced Class Guide, p.23]
     A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Minesight

(Ex)

[Paizo Inc. - Advanced Race Guide, p.12]
     Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a - 2 penalty on saving throws against effects with the light descriptor.

Nature Training

(Ex)

[Paizo Inc. - Advanced Class Guide, p.28]
     Count as druid or ranger for feats, traits, and options that modify or improve an animal companion. [Not implemented].

Orisons

[Paizo Inc. - Advanced Class Guide, p.26]
     Hunters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1-6 under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.

Steady

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Weapon and Armor Proficiency

[Paizo Inc. - Advanced Class Guide]
     A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).

Weapon and Armor Proficiency

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

Weapon and Armor Proficiency

[Paizo Inc. - Advanced Class Guide, p.86]
     A shield champion is proficient with all simple weapons and with shields as weapons. She is also proficient with light armor, and with bucklers, light shields, and heavy shields. This replaces the brawler's weapon and armor proficiencies.

Weapon Familiarity

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Wild Empathy

(Ex)

[Paizo Inc. - Advanced Class Guide, p.28]
     At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds -2 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Xenophobic

(Ex)

[Paizo Inc. - Advanced Race Guide, p.12]
     Isolationist dwarves despise non-dwarven humanoids. They speak only Dwarven and do not gain any bonus languages from possessing a high Intelligence score. In addition, they learn only one language per 2 ranks of Linguistics they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting effects, except for fear effects.
FEATS
Improved Unarmed Strike [Paizo Inc. - Core Rulebook, p.128]
    You are skilled while fighting unarmed.
    You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Weapon Focus (Shieldbash) [Paizo Inc. - Core Rulebook, p.136]
    You are especially good at using your chosen weapon.
    You gain a +1 bonus on all attack rolls you make using the selected weapon.



<tr><td>

Temporary Bonuses Applied

Lead Blades •  Temp Bonus ~ Strength Surge

</td></tr>




Created using <a href="http://pcgen.org/">PCGen</a> 6.06.00 on May 24, 2016
Player: ; Character Name: Char Dustbornslagsun
Hunter
               Spells
LEVEL 0 1 2 3 4 5 6
KNOWN 4 3 0 0 0 0 0
PER DAY 0 2 0 0 0 0 0
LEVEL 0

<a href="http://paizo.com/pathfinderRPG/prd/spells/createWater.html#_create-water">Create Water</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, S
SR: No
School: Conjuration
Effect:  This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large-possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Source:  CR p.262
Target Area:   Up to 2 gallons of water
Caster Level:   1

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

Save: None
Time: 1 standard action
Duration: Concentration, up to 1 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:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/guidance.html#_guidance">Guidance</a>

DC: 12

Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute or until discharged
Rng: Touch
Comp: V, S
SR: Yes
School: Divination, VoidElementalSchool
Effect:  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.
Source:  CR p.292
Target Area:   Creature touched
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/resistance.html#_resistance">Resistance</a>

DC: 12

Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
Effect:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   1
LEVEL 1

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

DC: 13

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/advanced/spells/leadBlades.html#_lead-blades-">Lead Blades</a>

Save:
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Transmutation
Effect:  Melee weapons damage as if one size bigger. Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades [see page 145 of the Core Rulebook for more information]. Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.
Source:  APG p.230
Target Area:   touch
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/summonNatureSAlly.html#_summon-nature-s-ally-i">Summon Nature's Ally I</a>

Save: None
Time: 1 round
Duration: 1 rounds [D]
Rng: Close (25 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]. The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components [such as wish]. The spell conjures one of the creatures from the 1st Level list on Table 10-6. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted. When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment. [Chart not included]
Source:  CR p.354
Target Area:   One summoned creature
Caster Level:   1
* = Domain/Specialty Spell