Ghan Burnt-Rat's Character Sheet (Pathfinder)

From Sourcebook Wiki
Revision as of 23:29, 1 May 2016 by Bartley (Talk | contribs) (total rebuild)

Jump to: navigation, search
Created using <a href="http://pcgen.org/">PCGen</a> 6.06.00 on May 1, 2016
Ghan Burnt-Rat None 20 <a href="#Bio"><img src="file://localhost/C:\Users\x\AppData\Local\Temp\pcgentmb_8042927959783638603.png" height="100%" alt="Click for Bio" border="0" /></a>
Character Name PLAYER ALIGNMENT DEITY POINTS
Shaman1 Monk2

(Qinggong Monk (Empty Body), Qinggong Monk (High Jump), Qinggong Monk (Slow Fall), Spirit Warden, Zen Archer)

5000 Hobgoblin Medium / 5 ft. 4' 11" 210 lbs. Normal
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
3 9000 23 Unknown ,
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
14 +2 14 +2
DEX
Dexterity
12 +1 12 +1
CON
Constitution
14 +2 14 +2
INT
Intelligence
8 -1 8 -1
WIS
Wisdom
17 +3 17 +3
CHA
Charisma
12 +1 12 +1

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
26




  

Walk 30 ft.

AC
Armour Class
16 : 15 : 15 = 10 + 0 + 0 + 1 + 0 + 1 + 0 + 1 + 3
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+7 = +1 + +6
TOTAL DEX MISC
BASE ATTACK
Bonus
+1


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

Constitution

+5 = +3 + +2 + +0
+ +0
+ +0
+
Reflex

Dexterity

+4 = +3 + +1 + +0
+ +0
+ +0
+
Will

Wisdom

+8 = +5 + +3 + +0
+ +0
+ +0
+
CONDITIONAL MODIFIERS:
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+3 = +1
+ +2 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+2 = +1
+ +1 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+3 = +1
+ +2 + +0
+ +0
+ -1
+
CMB +3 +3 +3 +3 +3 +3
CMD 18

18

18 18 18 18
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN
  
CONDITIONAL MODIFIERS:


UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+3
1d6+2
20/x2
5 ft.
  
Flurry of Blows TOTAL ATTACK BONUS
    +0/
    +0

  



*Masterwork Composite Longbow STR (+2)
HAND TYPE SIZE CRITICAL
Both
P
M
20/x3
  Range 30 ft.'
110 ft.'
220 ft.'
330 ft.'
440 ft.'
 Bonus +4
+4
+2
+0
-2
 Dam 1d8+2 1d8+2 1d8+2 1d8+2 1d8+2
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 (Masterwork Composite Longbow STR (+1)), Strength bonus to damage
  
*Masterwork Composite Longbow STR (+2) [Zen Archer ~ Flurry of Blows]
HAND TYPE SIZE CRITICAL
Both
P
M
20/x3
  Range 30 ft.'
110 ft.'
220 ft.'
330 ft.'
440 ft.'
 Bonus +2/+2
+2/+2
+0/+0
-2/-2
-4/-4
 Dam 1d8+2 1d8+2 1d8+2 1d8+2 1d8+2
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 (Masterwork Composite Longbow STR (+1)), Strength bonus to damage
  
Dan Bong
HAND TYPE SIZE CRITICAL REACH
Carried
B
M
19-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +3
-1
+3
-3
-1
-5
 Dam 1d3+2
1d3+1
1d3+2
1d3+2
1d3+2
1d3+1
  
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.
SKILLS MAX
RANKS
3/3
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 5 = 1
+ 1
+ 3
  Appraise INT -1 = -1
+ 0
+ 0
  Bluff CHA 1 = 1
+ 0
+ 0
  Climb STR 6 = 2
+ 1
+ 3
  Craft (Bows) INT 4 = -1
+ 2
+ 3
  Craft (Untrained) INT -1 = -1
+ 0
+ 0
  Diplomacy CHA 1 = 1
+ 0
+ 0
  Disguise CHA 1 = 1
+ 0
+ 0
  Escape Artist DEX 5 = 1
+ 1
+ 3
  Fly DEX 4 = 1
+ 0
+ 3
  Heal WIS 3 = 3
+ 0
+ 0
  Intimidate CHA 5 = 1
+ 1
+ 3
  Perception WIS 8 = 3
+ 2
+ 3
  Perform (Untrained) CHA 1 = 1
+ 0
+ 0
  Ride DEX 1 = 1
+ 0
+ 0
  Sense Motive WIS 5 = 3
+ 0
+ 2
  Spellcraft INT 3 = -1
+ 1
+ 3
  Stealth DEX 5 = 1
+ 1
+ 3
  Survival WIS 7 = 3
+ 1
+ 3
  Swim STR 2 = 2
+ 0
+ 0
◆ = 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 1, 2016
Player: ; Character Name: Ghan Burnt-Rat
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Hunter's Sight
       (Reduce range penalty on attacks by 2; -2 to Perception)
Equipped
1
0
100
 Masterwork Composite Longbow STR (+2)
       ((Masterwork Composite Longbow STR (+1)), Strength bonus to damage)
Equipped
1
3
600
 Masterwork Composite Longbow STR (+2)
       ((Masterwork Composite Longbow STR (+1)), Strength bonus to damage)
Equipped
1
0
0
 Ring of Protection +1
Equipped
1
0
2000
 Outfit (Monk's)
Equipped
1
2
0
 Arrows (20)
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
Equipped
1
3
1
 Arrows (20/Alchemical Silver)
       (10 hp/inch, hardness 8)
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
Equipped
1
3
41
 Arrows (20/Cold Iron)
       (30 hp/inch, hardness 10)
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
Equipped
1
3
2
 Pouch (Belt)
Equipped
1
0.5
1
 Caltrops
Equipped
1
2
1
 Candle
       (Increases light level (5') for 1 hr.)
       
       
       
       
       
       
       
       
       
       
Equipped
10
0
0.01
 Chalk (1 Piece)
Equipped
5
0
0.01
 Crowbar
       (+2 circumstance bonus to Strength checks to force open a door or chest)
Equipped
1
5
2
 Marbles
Equipped
1
2
0.1
 Rope (Silk/50 ft.)
       (4 hp, DC 24 Strength check to burst)
Equipped
1
5
10
 War Draught (Hobgoblin)
       (A hobgoblin under the effects of hobgoblin war draught ignores all penalties resulting from the fatigued and shaken conditions for 10 minutes, after which he must succeed at a DC 15 Fortitude save or be sickened for 1 hour. Anyone lacking the goblinoid subtype who drinks hobgoblin war draught must immediately make a DC 15 Fortitude save or be sickened for 1 hour; success means the drinker ignores all penalties resulting from the fatigued and shaken conditions for 1 minute, after which he is sickened for 10 minutes. Hobgoblin war draught has no effect on creatures that are immune to poison.)
       
Equipped
1
1
10
 Earplugs
       (Give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a -5 penalty on hearing-based Perception checks.)
Equipped
1
0
0.03
 Potion of Cure Light Wounds
       (Cures 1d8+1 points of damage)
       
       
Equipped
2
0
50
 Potion of Mage Armor
       (+4 armor bonus to AC for 1 hour)
       
Equipped
1
0
50
ITEM LOCATION QTY WT. COST
 Sack
Equipped
1
0.5
0.1
 String (50 ft.)
Equipped
1
0.5
0.01
 Waterproof Bag
Equipped
1
0.5
0.5
 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
2
1
5
 Spell Component Pouch
Carried
1
2
5
 Holy Symbol (Wooden)
Carried
1
0
1
 Dan Bong
Carried
2
0.1
0.1
 Scarf (Pocketed)
       (This Pocketed Scarf grants you a +2 bonus when Hiding Tiny objects on your person.)
Carried
1
0.5
8
 Backpack
Carried
1
2
2
 Waterskin
Backpack
1
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.)
       
Backpack
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.)
       
Backpack
1
1
10
 Tindertwig
       
Backpack
1
0
1
 Oil (1 Pint Flask)
       
       
       
Backpack
3
1
0.1
 Flint and Steel
Backpack
1
0
1
 Mess Kit
Backpack
1
1
0.2
 Soap (per lb.)
Backpack
1
1
0.5
 Rations (Trail/Per Day)
       
       
       
       
       
Backpack
5
1
0.5
TOTAL WEIGHT CARRIED/VALUE   49.7 lbs. 2981.72 gp
WEIGHT ALLOWANCE
Light 58 Medium 116 Heavy 175


ILLUMINATION
Light Source Bright Shadowy Duration
Candle 1 hr.


MONEY
Unspent Funds = 21.0
   




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 +2
+0
-2
-4
-6
 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.
  
Acid (Flask)
HAND TYPE SIZE CRITICAL
Carried
A
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +2
+0
-2
-4
-6
 Dam 1d6 1d6 1d6 1d6 1d6
 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
Common, Goblin
PROFICIENCIES
Battle Aspergillum, Bayonet, Blowgun, Bo Staff, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cestus, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dan Bong, Dart, Double Chicken Saber, Emei Piercer, Fighting Fan, Flurry of Blows, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Hair, Hanbo, Handaxe, Hook Hand, Javelin, Jutte, Kama, Kama (Double-Chained), Khakkhara, Kusarigama (Sickle and Chain), Kyoketsu Shoge, Longbow, Longspear, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mere Club, Monk's Spade, Morningstar, Nine-Section Whip, Nunchaku, Quarterstaff, Rock, Rope Dart, Sai, Sansetsukon, Shang Gou, Shortbow, Shortspear, Shuriken, Siangham, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Sword (Seven-Branched), Sword (Short), Sword (Temple), Sword (Tri-Point Double-Edged), Temple Sword, Tiger Fork, Tonfa, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), Urumi, Wushu Dart
Archetypes
Qinggong Monk (Empty Body)

Swap Empty Body for a ki power.
Qinggong Monk (High Jump)

Swap High Jump for a ki power.
Qinggong Monk (Slow Fall)

Swap Slow Fall for a ki power.
Spirit Warden

Not all spirits deserve reverence and respect. Some are twisted and despicable. It's a spirit warden's duty to end these spirits' existence.
Zen Archer

Some monks seek to become one with another weapon entirely-the bow. The zen archer takes a weapon most other monks eschew and seeks perfection in the pull of a taut bowstring, the flex of a bow's limbs, and the flight of an arrow fired true.


Traits
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.

Sacred Conduit [Paizo Publishing - Ultimate Campaign]
    

Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.


SPECIAL QUALITIES

AC Bonus

(Ex)

[Paizo Inc. - Core Rulebook, p.57]
     When unarmored and unencumbered, you add +3 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Bonus Feats

[Paizo Inc. - Advanced Player's Guide, p.115]
     A zen archer's bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, the following feats are added to the list: Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*. At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows. A monk need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk's normal bonus feats.

Familiar's Alertness ability active

(Ex)

[Paizo Inc. - Core Rulebook]
     PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Flurry of Blows

(Ex)

[Paizo Inc. - Advanced Player's Guide, p.115]
     Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer's flurry of blows otherwise functions as normal for a monk of his level. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Humanoid Traits

(Ex)

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

Magehunter

[Paizo Inc. - Advanced Race Guide, p.121]
     Hobgoblins hate and fear arcane casters. A magehunter gains a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. He only gains this bonus against creatures that use spells, and not against those that only use spell-like abilities. This racial trait replaces sneaky.

Orisons

[Paizo Inc. - Advanced Class Guide, p.35]
     Shamans can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Perfect Strike

(Ex)

[Paizo Inc. - Advanced Player's Guide, p.115]
     At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll. This ability replaces Stunning Fist.

Restless Magic

(Su)

[Paizo Inc. - Advanced Class Guide, p.112]
     The spirit warden adds the following spells to the list of spells she can cast using spirit magic: detect undead (1st), command undead (2nd), halt undead (3rd), death ward (4th), possess objectUM (5th), undead to death (6th), ethereal jaunt (7th), control undead (8th), foresight (9th). This ability replaces the spirit magic spells gained from the shaman's spirit.

Scarred

(Ex)

[Paizo Inc. - Advanced Race Guide, p.121]
     You gain a +1 natural armor bonus.

Spirit Animal

(Ex)

[Paizo Inc. - Advanced Class Guide, p.35]
     A shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Spirit Magic

[Paizo Inc. - Advanced Class Guide, p.35]
     A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.

Unarmed Strike

[Paizo Inc. - Core Rulebook, p.58]
     At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table 3-10. The unarmed damage values listed on Table 3-10 is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.

Unnatural Mien

(Ex)

[Paizo Inc. - Advanced Class Guide, p.112]
     At 1st level, the spirit warden's dealings with the spirit world give her an unsettling demeanor. Diplomacy and Handle Animal are not class skills for a spirit warden. Intimidate is added as a class skill, and she gains a +2 bonus on Intimidate checks to demoralize a foe.

Way of the Bow

(Ex)

[Paizo Inc. - Advanced Player's Guide, p.115]
     At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.

Weapon and Armor Proficiency

[Paizo Inc. - Advanced Class Guide]
     A shaman is proficient with all simple weapons, and with light and medium armor.

Weapon and Armor Proficiency

[Paizo Inc. - Advanced Player's Guide, p.115]
     Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.
FEATS
Alertness [Paizo Inc. - Core Rulebook, p.117]
    You often notice things that others might miss.
    You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Improved Initiative [Paizo Inc. - Core Rulebook, p.127]
    Your quick reflexes allow you to react quickly to danger.
    You get a +4 bonus on initiative checks.
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.
Overwatch Style [Paizo Publishing - Pathfinder Player Companion: Weapon Master's Handbook, p.14]
    You have learned to wait until your ranged attacks have the greatest effect.
    While using this style, as a full-round action you can ready two ranged attacks with the chosen weapon, each with its own triggering event. You take a -2 penalty on attack rolls made with these readied actions. Special: A character with this feat and the weapon training (bows, crossbows, or firearms) class feature can use Overwatch Style with any bow, crossbow, or firearm, respectively, in addition to the chosen weapon.
Perfect Strike [Paizo Inc. - Advanced Player's Guide, p.166]
    When wielding a monk weapon, your attacks can be extremely precise.
    You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Precise Shot [Paizo Inc. - Core Rulebook, p.131]
    You are adept at firing ranged attacks into melee.
    You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Rapid Shot [Paizo Inc. - Core Rulebook, p.132]
    You can make an additional ranged attack.
    When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using Rapid Shot.
Weapon Focus (Longbow) [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

Zen Archer ~ Flurry of Blows

</td></tr>




Created using <a href="http://pcgen.org/">PCGen</a> 6.06.00 on May 1, 2016
Player: ; Character Name: Ghan Burnt-Rat
Shaman
               Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 0 0 0 0 0 0 0 0 0 0
PER DAY 3 2 0 0 0 0 0 0 0 0
LEVEL 0

<a href="http://paizo.com/pathfinderRPG/prd/spells/arcaneMark.html#_arcane-mark">Arcane Mark</a>

Save: None
Time: 1 standard action
Duration: Permanent
Rng: Touch
Comp: V, S
SR: No
School: Universal
☐☐☐
Effect:  This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, the effect gradually fades in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object [see that spell description for details].
Source:  CR p.244
Target Area:   One personal rune or mark, all of which must fit within 1 sq. ft.
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/bleed.html#_bleed">Bleed</a>

DC: 13

Save: Will negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
Source:  CR p.249
Target Area:   One living creature
Caster Level:   1

<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/dancingLights.html#_dancing-lights">Dancing Lights</a>

Save: None
Time: 1 standard action
Duration: 1 minute [D]
Rng: Medium (110 ft.)
Comp: V, S
SR: No
School: Evocation
☐☐☐
Effect:  Depending on the version selected, you create up to four lights that resemble lanterns or torches [and cast that amount of light], or up to four glowing spheres of light [which look like will-o'-wisps], or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire [no concentration required]: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a permanency spell.
Source:  CR p.263
Target Area:   Up to four lights, all within a 10-ft.-radius area
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/daze.html#_daze">Daze</a>

DC: 13

Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (25 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Source:  CR p.264
Target Area:   One humanoid creature of 4 HD or less
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/detectPoison.html#_detect-poison">Detect Poison</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 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:   1

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

DC: 13

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/knowDirection.html#_know-direction">Know Direction</a>

Save:
Time: 1 standard action
Duration: Instantaneous
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.
Source:  CR p.304
Target Area:   You
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/light.html#_light">Light</a>

Save: None
Time: 1 standard action
Duration: 10 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light [darkness becomes dim light, and dim light becomes normal light]. In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent [through permanency or a similar effect], it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Source:  CR p.304
Target Area:   Object touched
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/mending.html#_mending">Mending</a>

DC: 13

Save: Will negates (harmless, object)
Time: 10 minutes
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed [at 0 hit points or less] can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures [including constructs]. This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Source:  CR p.312
Target Area:   One object of up to 1 lb.
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/purifyFoodAndDrink.html#_purify-food-and-drink">Purify Food and Drink</a>

DC: 13

Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Source:  CR p.328
Target Area:   1 cu. ft. of contaminated food and water
Caster Level:   1

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

Save:
Time: 1 standard action
Duration: 10 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:   1

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

DC: 13

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

<a href="http://paizo.com/pathfinderRPG/prd/spells/stabilize.html#_stabilize">Stabilize</a>

DC: 13

Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Upon casting this spell, you target a living creature that has - 1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Source:  CR p.348
Target Area:   One living creature
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/touchOfFatigue.html#_touch-of-fatigue">Touch of Fatigue</a>

DC: 13

Save: Fortitude negates
Time: 1 standard action
Duration: 1 rounds
Rng: Touch
Comp: V, S, M
SR: Yes
School: Necromancy
☐☐☐
Effect:  You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.
Source:  CR p.360
Target Area:   Creature touched
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/virtue.html#_virtue">Virtue</a>

Save: None
Time: 1 standard action
Duration: 1 min.
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
Source:  CR p.365
Target Area:   Creature touched
Caster Level:   1
LEVEL 1

<a href="http://paizo.com/pathfinderRPG/prd/spells/bane.html#_bane">Bane</a>

DC: 14

Save: Will negates
Time: 1 standard action
Duration: 1 minutes
Rng: 50 ft.
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless.
Source:  CR p.246
Target Area:   50-ft.-radius burst, centered on you
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/bless.html#_bless">Bless</a>

Save: None
Time: 1 standard action
Duration: 1 minutes
Rng: 50 ft.
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane.
Source:  CR p.249
Target Area:   The caster and all allies within a 50-ft. burst, centered on the caster
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/burningHands.html#_burning-hands">Burning Hands</a>

DC: 14

Save: Reflex half
Time: 1 standard action
Duration: Instantaneous
Rng: 15 ft.
Comp: V, S
SR: Yes
School: Evocation, FireSchool
☐☐☐
Effect:  A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level [maximum 5d4]. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
Source:  CR p.251
Target Area:   Cone-shaped burst
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/calmAnimals.html#_calm-animals">Calm Animals</a>

DC: 14

Save: Will negates
Time: 1 standard action
Duration: 1 minutes
Rng: Close (25 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals [those with Intelligence scores of 1 or 2] can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
Source:  CR p.252
Target Area:   Animals within 30 ft. of each other
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/causeFear.html#_cause-fear">Cause Fear</a>

DC: 14

Save: Will partial
Time: 1 standard action
Duration: 1d4 rounds or 1 round; see text
Rng: Close (25 ft.)
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.
Source:  CR p.252
Target Area:   One living creature with 5 or fewer HD
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/charmAnimal.html#_charm-animal">Charm Animal</a>

DC: 14

Save: Will negates
Time: 1 standard action
Duration: 1 hours
Rng: Close (25 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell functions like charm person, except that it affects a creature of the animal type.
Source:  CR p.254
Target Area:   One animal
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/charmPerson.html#_charm-person">Charm Person</a>

DC: 14

Save: Will negates
Time: 1 standard action
Duration: 1 hours
Rng: Close (25 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  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.
Source:  CR p.254
Target Area:   One humanoid creature
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/chillTouch.html#_chill-touch">Chill Touch</a>

DC: 14

Save: Fortitude partial or Will negates; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.
Source:  CR p.255
Target Area:   Up to 1 creatures touched
Caster Level:   1

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

Save:
Time: 1 standard action
Duration: 10 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:   1

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

DC: 14

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/dancingLantern.html#_dancing-lantern-">Dancing Lantern</a>

Save: None
Time: 1 standard action
Duration: 1 hours [D]
Rng: Touch
Comp: V, S, F (a lantern)
SR: No
School: Transmutation, FireSchool
☐☐☐
Effect:  You can animate a lantern and order it to follow you. The lantern floats at shoulder height and remains within 5 feet of you, no matter how fast you move. The lantern cannot support any additional weight. The lantern illuminates its normal area, even if it does not have any oil in it. For the purposes of spells or effects targeting it the lantern always acts as if in your possession even when not directly on your person. A dancing lantern can be made permanent with a permanency spell [CL 9th, 2,500 gp].
Source:  APG p.214
Target Area:   Animates one lantern
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/detectAnimalsOrPlants.html#_detect-animals-or-plants">Detect Animals or Plants</a>

Save: None
Time: 1 standard action
Duration: Concentration, up to 10 minutes [D]
Rng: Long (440 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant. 1st Round: Presence or absence of that kind of animal or plant in the area. 2nd Round: Number of individuals of the specified kind in the area and the condition of the healthiest specimen. 3rd Round: The condition [see below] and location of each individual present. If an animal or a plant is outside your line of sight, then you discern its direction but not its exact location. Conditions: For purposes of this spell, the categories of condition are as follows: Normal: Has at least 90% of full normal hit points, free of disease. Fair: 30% to 90% of full normal hit points remaining. Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury. Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled. If a creature falls into more than one category, the spell indicates the weaker of the two. Each round you can turn to detect a kind of animal or plant 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. [Chart omitted]
Source:  CR p.266
Target Area:   Cone-shaped emanation
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/detectChaos.html#_detect-chaos">Detect Chaos</a>

Save: None
Time: 1 standard action
Duration: Concentration, up to 10 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.
Source:  CR p.266
Target Area:   Cone-shaped emanation
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/detectEvil.html#_detect-evil">Detect Evil</a>

Save: None
Time: 1 standard action
Duration: Concentration, up to 10 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras [creatures, objects, or spells] in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming [see below], and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or [in the case of a cleric] class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates [in the case of a spell] or is destroyed [in the case of a creature or magic item]. If detect evil 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

Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil 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.


Source:  CR p.266
Target Area:   Cone-shaped emanation
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/detectGood.html#_detect-good">Detect Good</a>

Save: None
Time: 1 standard action
Duration: Concentration, up to 10 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil.
Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/detectLaw.html#_detect-law">Detect Law</a>

Save: None
Time: 1 standard action
Duration: Concentration, up to 10 minutes [D]
Rng: 60 ft.
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.
Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/detectUndead.html#_detect-undead">Detect Undead</a>

Save: None
Time: 1 standard action
Duration: Concentration, up to 1 minutes [D]
Rng: 60 ft.
Comp: V, S, M/DF
SR: No
School: Divination
☐☐☐
Effect:  

You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming [see below], and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the table below. Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead 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, as given on the table below.

HD | Strength | Lingering Aura Duration

1 or lower | Faint | 1d6 rounds

2-4 | Moderate | 1d6 minutes

5-10 | Strong | 1d6 x 10 minutes

11 or higher | Overwhelming | 1d6 days

Each round, you can turn to detect undead 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.


Source:  CR p.269
Target Area:   Cone-shaped emanation
Caster Level:   1

Discern Next of Kin

DC: 14

Save: Will negates (see text)
Time: 1 standard action
Duration: concentration, up to 1 minutes [D]
Rng: 60 Ft.
Comp: V, S, F (a copper piece)
SR: yes
School: Divination
☐☐☐
Effect:  You can scan the thoughts of one individual and learn the names and locations of the target's living relatives, as well as the attitude of the target toward those relatives [and vice versa]. You learn about one relative per round you concentrate on the target. For example, you might learn that the target's father's name is Jarn, the father lives on a nearby farm, and the target and his father don't get along. Since this spell reads the target's mind, you can learn only what the target knows or believes.
Source:  ACG p.179
Target Area:   one creature
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/doom.html#_doom">Doom</a>

DC: 14

Save: Will negates
Time: 1 standard action
Duration: 1 minutes
Rng: Medium (110 ft.)
Comp: V, S, DF
SR: Yes
School: Necromancy
☐☐☐
Effect:  This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Source:  CR p.274
Target Area:   One living creature
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/endureElements.html#_endure-elements">Endure Elements</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Source:  CR p.277
Target Area:   Creature touched
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/entangle.html#_entangle">Entangle</a>

DC: 14

Save: Reflex partial; see text
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Long (440 ft.)
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts. If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
Source:  CR p.278
Target Area:   Plants in a 40-ft.-radius spread
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/frostbite.html#_frostbite">Frostbite</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  Target takes 1d6+1 nonlethal cold damage and is fatigued.
Source:  UM p.221
Target Area:   Up to 1 creatures touched
Caster Level:   1

Gentle Breeze

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 hour [D]
Rng: Close (25 ft.)
Comp: V, S
SR: yes (harmless)
School: Evocation
☐☐☐
Effect:  You create a light wind that blows only against the target, from a direction of your choice. The breeze grants the target a +2 circumstance bonus on saves against very hot conditions, severe heat, and saves against clouds, vapors, and gases [such as cloudkill, stinking cloud, and inhaled poisons]. There must be air present to use this spell.
Source:  ACG p.183
Target Area:   one creature or object
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/goodberry.html#_goodberry">Goodberry</a>

Save: None
Time: 1 standard action
Duration: 1 days
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Casting goodberry makes 2d4 freshly picked berries magical. You [as well as any other druid of 3rd or higher level] can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
Source:  CR p.291
Target Area:   2d4 fresh berries touched
Caster Level:   1

Heightened Awareness

Save:
Time: 1 standard action
Duration: 10 minutes [D]
Rng: Personal
Comp: V, M/DF (a coffee bean)
SR:
School: Divination
☐☐☐
Effect:  You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in. If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.
Source:  ACG p.183
Target Area:   you
Caster Level:   1

Hex Vulnerability

DC: 14

Save: Will negates
Time: 1 standard action
Duration: 1 rounds
Rng: Close (25 ft.)
Comp: V, S, M (a drop of your blood)
SR: yes
School: Necromancy
☐☐☐
Effect:  The targeted creature becomes susceptible to a repeat use of your harmful hexes, even if you could not otherwise target that creature with a particular hex for a certain time period. For example, normally after you target a creature with a charm hex, you cannot target it again for 1 day. But after casting this spell on a creature, you could try the charm hex repeatedly as long as the spell persists. The end of this spell has no effect on any active or ongoing hex on a creature. For example, if the creature failed its save against a second use of your charm hex, it remains charmed for the normal duration, even if the spell expires before the hex does. Each subsequent casting of this spell on a target within a 24-hour period gives the target a +4 bonus on its save against the spell and imposes a -4 penalty on your caster level check to overcome the target's spell resistance with this spell.
Source:  ACG p.184
Target Area:   one creature
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/hexWard.html#_hex-ward">Hex Ward</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Target gains +4 on saves against witch hexes.
Source:  UM p.223
Target Area:   Creature touched
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/hideFromAnimals.html#_hide-from-animals">Hide from Animals</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 10 minutes [D]
Rng: Touch
Comp: S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  Animals cannot sense the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.
Source:  CR p.296
Target Area:   1 creatures touched
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/hydraulicPush.html#_hydraulic-push-">Hydraulic Push</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V, S
SR: Yes
School: Evocation, WaterSchool
☐☐☐
Effect:  You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.
Source:  APG p.228
Target Area:   one creature or object
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/inflictLightWounds.html#_inflict-light-wounds">Inflict Light Wounds</a>

DC: 14

Save: Will half
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level [maximum +5]. Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Source:  CR p.300
Target Area:   Creature touched
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/magicStone.html#_magic-stone">Magic Stone</a>

DC: 14

Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 30 minutes or until discharged
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets [range increment 50 feet]. The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage [including the spell's enhancement bonus], or 2d6+2 points against undead.
Source:  CR p.310
Target Area:   Up to three pebbles touched
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/magicWeapon.html#_magic-weapon">Magic Weapon</a>

DC: 14

Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 1 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls. You can't cast this spell on a natural weapon, such as an unarmed strike [instead, see magic fang]. A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
Source:  CR p.310
Target Area:   Weapon touched
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/obscuringMist.html#_obscuring-mist">Obscuring Mist</a>

Save: None
Time: 1 standard action
Duration: 1 minutes [D]
Rng: 20 ft.
Comp: V, S
SR: No
School: Conjuration, WaterSchool
☐☐☐
Effect:  A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment [attacks have a 20% miss chance]. Creatures farther away have total concealment [50% miss chance, and the attacker cannot use sight to locate the target]. A moderate wind [11+ mph], such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind [21+ mph] disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.
Source:  CR p.317
Target Area:   Cloud spreads in 20-ft. radius from you, 20 ft. high
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/passWithoutTrace.html#_pass-without-trace">Pass without Trace</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 hours [D]
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject or subjects of this spell do not leave footprints or a scent trail while moving. Tracking the subjects is impossible by nonmagical means.
Source:  CR p.318
Target Area:   1 creatures touched
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/produceFlame.html#_produce-flame">Produce Flame</a>

Save: None
Time: 1 standard action
Duration: 1 minutes [D]
Rng: 0 ft.
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level [maximum +5]. Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack [with no range penalty] and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.
Source:  CR p.326
Target Area:   Flame in your palm
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/protectionFromChaos.html#_protection-from-chaos">Protection from Chaos</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by chaotic creatures. The target receives a new saving throw against control by chaotic creatures and chaotic summoned creatures cannot touch the target.
Source:  CR p.327
Target Area:   Creature touched
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/protectionFromEvil.html#_protection-from-evil">Protection from Evil</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject immediately receives another saving throw [if one was allowed to begin with] against any spells or effects that possess or exercise mental control over the creature [including enchantment [charm] effects and enchantment [compulsion] effects]. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force [such as a ghost or spellcaster using magic jar], but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Source:  CR p.327
Target Area:   Creature touched
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/protectionFromGood.html#_protection-from-good">Protection from Good</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by good creatures. The target receives a new saving throw against control by good creatures and good summoned creatures cannot touch the target.
Source:  CR p.328
Target Area:   Creature touched
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/protectionFromLaw.html#_protection-from-law">Protection from Law</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by lawful creatures. The target receives a new saving throw against control by lawful creatures and lawful summoned creatures cannot touch the target.
Source:  CR p.328
Target Area:   Creature touched
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/removeFear.html#_remove-fear">Remove Fear</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 10 minutes; see text
Rng: Close (25 ft.)
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. Remove fear counters and dispels cause fear.
Source:  CR p.332
Target Area:   1 creatures, no two of which can be more than 30 ft. apart
Caster Level:   1

Sense Spirit Magic

Save: none
Time: 1 standard action
Duration: 24 hours
Rng: Personal
Comp: V, S
SR: no
School: Divination
☐☐☐
Effect:  You gain greater sensitivity to magic associated with your primary spirit and wandering spirits [any spells on the spirit magic spell lists for these spirits, as well as spell-like abilities that duplicate the effects of those spells]. You gain a +10 circumstance bonus on Spellcraft checks to identify these spells if they are cast within the area, and a +2 circumstance bonus on saving throws to resist the effects of such spells. If any of these spells require an attack roll, you are never considered flat-footed against such attacks.
Source:  ACG p.191
Target Area:   you
Caster Level:   1

<a href="http://paizo.com/pathfinderRPG/prd/spells/sleep.html#_sleep">Sleep</a>

DC: 14

Save: Will negates
Time: 1 round
Duration: 1 minutes
Rng: Medium (110 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  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.
Source:  CR p.344
Target Area:   One or more living creatures within a 10-ft.-radius burst
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

Thorn Javelin

DC: 14

Save: none
Time: 1 standard action
Duration: 1 minutes [D]
Rng: 0 Ft.
Comp: V, S
SR: no
School: Conjuration
☐☐☐
Effect:  A wooden thorn the size of a javelin [appropriate for your size] appears in your open hand. You can wield this thorn as a javelin, and you are proficient in its use. Any creature struck by the javelin must succeed at a Fortitude save or be sickened for 1 round. If you throw the javelin, another one appears in your hand. Any javelin that leaves your grasp disappears at the end of your turn. Each javelin attack you make reduces the spell's remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after that attack resolves.
Source:  ACG p.196
Target Area:   javelin-like thorn
Caster Level:   1

Wave Shield

Save:
Time: 1 immediate action
Duration: 1 round or until discharged
Rng: Personal
Comp: V
SR:
School: Abjuration
☐☐☐
Effect:  You create a rushing torrent of water in the rough outline of a shield. The water protects you from one physical or fire attack, granting you DR/- and fire resistance equal to half your caster level [minimum 1] on that attack. Once the spell has reduced the damage of one attack against you, it is discharged.
Source:  ACG p.199
Target Area:   you
Caster Level:   1
* = Domain/Specialty Spell




Created using <a href="http://pcgen.org/">PCGen</a> 6.06.00 on May 1, 2016
Player: ; Character Name: Ghan Burnt-Rat
Prepared Spells
Shaman
Level 0

Create Water (DC:)

Detect Magic (DC:)

Purify Food and Drink (DC:13)
Level 1

Bless (DC:)

Obscuring Mist (DC:)
* = Domain/Specialty Spell