Sera's Character Sheet (Pathfinder)

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Seraphina Ranwynd [20 Points]

Character Stats
Seraphina.png
Level 2
Race Hand Halfling
Class Mesmerist 2
Armor Masterwork Chain Shirt
Weapon(s) she's a hypnotist, a hypnotist of npcs, sword cane, wands, or slings, you're getting sleepy, very sleepy
Hometown  ?
Created using [1] 6.07.01-dev on Jul 24, 2016
Seraphina Ranwynd None 20
Character Name PLAYER ALIGNMENT DEITY POINTS
Mesmerist2 2000 Halfling Small / 5 ft. 3' 0" 0 lbs. Normal
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
2 5000 42 Female Blue, solid blue?
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
9 -1 9 -1
DEX
Dexterity
14 +2 14 +2
CON
Constitution
12 +1 12 +1
INT
Intelligence
10 +0 10 +0
WIS
Wisdom
12 +1 12 +1
CHA
Charisma
19 +4 19 +4

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
18




  

Walk 20 ft.

AC
Armour Class
17 : 13 : 15 = 10 + 4 + 0 + 2 + 1 + 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
+6 = +2 + +4
TOTAL DEX MISC
BASE ATTACK
Bonus
+1


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

Constitution

+1 = +0 + +1 + +0
+ +0
+ +0
+
Reflex

Dexterity

+5 = +3 + +2 + +0
+ +0
+ +0
+
Will

Wisdom

+4 = +3 + +1 + +0
+ +0
+ +0
+
CONDITIONAL MODIFIERS:

+2 vs. fear
+ Will, unless affected by emotion or fear

TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+1 = +1
+ -1 + +1
+ 0
+ +0
+
RANGED
ATTACK BONUS
+4 = +1
+ +2 + +1
+ 0
+ +0
+
CMB
ATTACK BONUS
-1 = +1
+ -1 + -1
+ +0
+ +0
+
CMB -1 -1 -1 -1 -1 -1
CMD 11

11

11 11 11 11
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN
  
CONDITIONAL MODIFIERS:


UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+1
1d2-1
20/x2
5 ft.
  




Masterwork Sword Cane (Small/Cold Iron)
HAND TYPE SIZE CRITICAL REACH
Carried
P
S
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +2
-2
+2
-4
-2
-8
 Dam 1d4-1
1d4-1
1d4-1
1d4-1
1d4-1
1d4-1
 Special Properties  30 hp/inch, hardness 10
  
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.
*Masterwork Chain Shirt (Small)
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 1 = 2
+ 0
+ -1
  Acrobatics (Jump) DEX -3 = 2
+ 0
+ -5
  Appraise INT 0 = 0
+ 0
+ 0
  Bluff CHA 11 = 4
+ 1
+ 6
  Climb STR -2 = -1
+ 0
+ -1
  Craft (Untrained) INT 0 = 0
+ 0
+ 0
  Diplomacy CHA 4 = 4
+ 0
+ 0
  Disguise CHA 4 = 4
+ 0
+ 0
  Escape Artist DEX 5 = 2
+ 1
+ 2
  Fly DEX 3 = 2
+ 0
+ 1
  Heal WIS 1 = 1
+ 0
+ 0
  Intimidate CHA 8 = 4
+ 1
+ 3
  Knowledge (Arcana) INT 5 = 0
+ 2
+ 3
  Knowledge (History) INT 4 = 0
+ 1
+ 3
  Knowledge (Local) INT 4 = 0
+ 1
+ 3
  Perception WIS 8 = 1
+ 2
+ 5
  Perform (Untrained) CHA 4 = 4
+ 0
+ 0
  Ride DEX 1 = 2
+ 0
+ -1
  Sense Motive WIS 5 = 1
+ 1
+ 3
  Spellcraft INT 5 = 0
+ 2
+ 3
  Stealth DEX 5 = 2
+ 0
+ 3
  Survival WIS 1 = 1
+ 0
+ 0
  Swim STR -2 = -1
+ 0
+ -1
◆ = 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 [2] 6.07.01-dev on Jul 24, 2016
Player: ; Character Name: Seraphina Ranwynd
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Masterwork Chain Shirt (Small)
Equipped
1
12.5
250
 Masterwork Sword Cane (Small/Cold Iron)
       (30 hp/inch, hardness 10)
Carried
1
2
390
 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
ITEM LOCATION QTY WT. COST
 Torch
       
Carried
1
1
0.01
 Tindertwig
       
Carried
1
0
1
 Oil (1 Pint Flask)
       
Carried
1
1
0.1
TOTAL WEIGHT CARRIED/VALUE   18.5 lbs. 671.11 gp
WEIGHT ALLOWANCE
Light 22 Medium 45 Heavy 67


ILLUMINATION
Light Source Bright Shadowy Duration
Torch 20 ft. 40 ft. 1 hr.


MONEY
Unspent Funds = 330.0
   





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, Halfling
PROFICIENCIES
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Cestus, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dart, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Hair, Hanbo, Hook Hand, Javelin, Khakkhara, Kumade, Kunai, Longspear, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Pitchfork, Quarterstaff, Rock, Sap, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Stonebow, Sword Cane, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), Weighted Spear, Whip


SPECIAL ATTACKS

Jinx

(Su)

[Paizo Inc. - Halflings of Golarion, p.27]
     You can curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (15 DC). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a -1 penalty on all saving throws. This jinx lasts for 24 hours or until you attempt to use your jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects.


SPECIAL QUALITIES

Bonus Mesmerist Tricks (2x)

[Paizo Inc. - Occult Adventures, p.84]
     Increase the number of mesmerist tricks the mesmerist can use per day by 1/3.

Consummate Liar

[Paizo Inc. - Occult Adventures, p.39]
     A mesmerist adds 1 as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn't have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.

Fearless

(Ex)

[Paizo Inc. - Core Rulebook, p.26]
     Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Humanoid Traits

(Ex)

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

Hypnotic Stare

(Su)

[Paizo Inc. - Occult Adventures, p.39]
     A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a -2 penalty on Will saving throws. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target's mind; the creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist's focus than the target's perception of his stare. The penalties from multiple mesmerists' stares don't stack, nor do they stack with penalties from witches' evil eye hexes. This is a mind-affecting effect.

Keen Senses

(Ex)

[Paizo Inc. - Core Rulebook, p.26]
     Halflings receive a +2 bonus on Perception skill checks.

Knacks

[Paizo Inc. - Occult Adventures, p.39]
     Mesmerists learn a number of knacks, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and can be used again. Knacks cast using other spell slots, due to metamagic feats, for example, consume spell slots as normal.

Mask Misery

[Paizo Inc. - Occult Adventures, p.41]
     The subject can shrug off a condition for a short time before succumbing to it. The mesmerist can trigger this trick when the subject becomes affected by a minor condition listed under the touch treatment ability. The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition, even if those other effects are also listed under touch treatment. The rounds during which the subject ignores the triggering effect still count against that effect's duration; if the duration of mask misery is longer than the effect lasts, the subject isn't affected by the condition at all. If an effect that imposes more than one condition triggers this trick, the subject ignores all eligible conditions. The mesmerist doesn't need to have touch treatment to choose or use this trick.

Meek Facade

[Paizo Inc. - Occult Adventures, p.41]
     The subject magically seems like a weak target, goading an enemy into attacking her. The mesmerist can trigger this trick when the subject misses a creature with an attack (even if it's part of a full attack in which she hits that creature with another attack). The enemy must attack no one other than the subject, and the subject gains a +2 dodge bonus to AC against the triggering enemy's attacks. Both of these effects last for 1 round. This is mind-affecting compulsion effect.

Mesmerist Tricks

(Su)

[Paizo Inc. - Occult Adventures, p.39]
    

A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant 5 of these tricks. He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).

To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick's description), even if it isn't his turn. The subject must be within medium range (120 feet) for the mesmerist to trigger the trick. The mesmerist monitors for the trick's triggering condition through a subtle telepathic connection, so he doesn't need line of sight to trigger it-but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.

Once triggered, a trick is no longer implanted, and can't be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick's entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 15.

The mesmerist knows 2 trick(s). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick's description, a mesmerist can't choose a particular trick more than once.

Painful Stare

(Su)

[Paizo Inc. - Occult Adventures, p.42]
     When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take 1 additional damage. The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.

Shiftless

[Paizo Inc. - Advanced Race Guide, p.62]
     Halflings have a reputation for larceny and guile:and sometimes it's well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them.

Towering Ego

(Su)

[Paizo Inc. - Occult Adventures, p.42]
     A mesmerist gain a 4 bonus on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional components of psychic spells, he loses this bonus on saving throws.

Weapon Familiarity

(Ex)

[Paizo Inc. - Core Rulebook, p.26]
     Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

[]
    
FEATS
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.






Created using <a href="http://pcgen.org/">PCGen</a> 6.07.01-dev on Jul 24, 2016
Player: ; Character Name: Seraphina Ranwynd
Mesmerist
               Spells
LEVEL 0 1 2 3 4 5 6
KNOWN 5 3 0 0 0 0 0
PER DAY 0 3 0 0 0 0 0
LEVEL 0

<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 2 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  

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

Original Strength | Duration of Lingering Aura

Faint | 1d6 rounds

Moderate | 1d6 minutes

Strong | 1d6 x 10 minutes

Overwhelming | 1d6 days

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


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

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

Save: None
Time: 1 standard action
Duration: 20 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:   2

<a href="http://paizo.com/pathfinderRPG/prd/spells/mageHand.html#_mage-hand">Mage Hand</a>

Save: None
Time: 1 standard action
Duration: Concentration
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Transmutation
Effect:  You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Source:  CR p.306
Target Area:   One nonmagical, unattended object weighing up to 5 lbs.
Caster Level:   2

<a href="http://paizo.com/pathfinderRPG/prd/spells/message.html#_message">Message</a>

Save: None
Time: 1 standard action
Duration: 20 minutes
Rng: Medium (120 ft.)
Comp: V, S, F
SR: No
School: Transmutation, AirSchool
Effect:  You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal [or a thin sheet of lead], or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.
Source:  CR p.313
Target Area:   2 creatures
Caster Level:   2

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

Save:
Time: 1 standard action
Duration: 20 minutes
Rng: Personal
Comp: V, S, F
SR:
School: Divination
Effect:  You can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page [250 words] per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check [DC 10 + spell level]. Read magic can be made permanent with a permanency spell.
Source:  CR p.330
Target Area:   You
Caster Level:   2
LEVEL 1

<a href="http://paizo.com/pathfinderRPG/prd/spells/command.html#_command">Command</a>

DC: 15

Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (30 ft.)
Comp: V
SR: Yes
School: Enchantment
Effect:  You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell automatically fails.
Source:  CR p.256
Target Area:   One living creature
Caster Level:   2

<a href="http://paizo.com/pathfinderRPG/prd/spells/hideousLaughter.html#_hideous-laughter">Hideous Laughter</a>

DC: 15

Save: Will negates
Time: 1 standard action
Duration: 2 rounds
Rng: Close (30 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
Effect:  This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration. A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well.
Source:  CR p.296
Target Area:   One creature; see text
Caster Level:   2

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/vanish.html#_vanish">Vanish</a>

DC: 15

Save: Will negates (harmless)
Time: 1 standard action
Duration: 2 rounds [D]
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Illusion
Effect:  This spell functions like invisibility, except the effect only lasts for 1 round per caster level [maximum of 5 rounds]. Like invisibility, the spell immediately ends if the subject attacks any creature.
Source:  APG p.253
Target Area:   creature touched
Caster Level:   2
* = Domain/Specialty Spell