Andrew Garfield (Beastboy)

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Andrew Garfield (Beastboy).

Chaotic Good
Character Name Alignment Player

Feral Shifter (8) Not set Not set


Character Level Deity Homeland Campaign

Skinwalker Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod. Temp. Temp.


Name Score Mod. HP
Hit Points
51 Movement
STR
Strength
8 -1 Total nonlethal Damage

30 ft. 6 sq. 20 ft. 4 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
16 +3
Wounds / Current HP

CON 12 +1 Initative 3 3 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
8 -1 Damage Skill Names Total Abilit Ranks Misc
Reduction
x Acrobatics 7 =DEX 3 +2 +2
WIS 20 +5
Wisdom Wild Shape Appraise -1 =INT -1 +0 +0

CHA
x Artistry -1 =INT -1 +0 +0
Charisma
10 +0 Power 2
Bluff 0 =CHA 0 +0 +0
x Climb 1 =STR -1 +1 +1
AC
Armor Class
21 =10+ 6 + 0 + 3 + 0 + 1 + 1 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) -1 =INT -1 +0 +0
x Craft (b) -1 =INT -1 +0 +0
Touch AC 14 Flat Footed AC 18
x Craft (c) -1 =INT -1 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 2 =CHA 0 +1 +1
FortitudeConstitution
9 = 6 + 1 + 0 + 2 + Disable Device* =DEX + +
Disguise 0 =CHA 0 +0 +0
Reflex 7 = 2 + 3 + 0 + 2 +
Dexterity
Escape Artist 1 =DEX 3 +0 + -2

Will 13 = 6 + 5 + 0 + 2 +
x Fly 11 =DEX 3 +7 +1
Wisdom
x Handle Animal 6 =CHA 0 +1 +5
Spell Energy x Heal 9 =WIS 5 +1 +3
B.A.B. 6 Resistance Resistance
Intimidate 0 =CHA 0 +0 +0
CMB 5 = 6 + -1 + 0 + 0 Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 19 =10+ 6 + -1 + 3 + 0 + 1 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
x Knowledge (geography) 4 =INT -1 +2 +3
Weapon
Knowledge (history)* =INT + +
Unarmed strike +2 Knowledge (local)* =INT + +
Critical Type Range Ammo
x Knowledge (nature) 12 =INT -1 +8 +5
20/x2 B Knowledge (nobility)* =INT + +
Attack Damage
Knowledge (planes)* =INT + +
+7/+2 1d3+1
Knowledge (religion)* =INT + +
Weapon Linguistics* =INT + +
Kick x Lore* =INT + +
Critical Type Range Ammo x Perception 10 =WIS 5 +2 +3
20/x2 B Perform (a) 0 =CHA 0 +0 +0
Attack Damage
Perform (b) 0 =CHA 0 +0 +0
+6/+1 1d3+3 x Profession (a) 10 =WIS 5 +1 +4
Weapon x Profession (b)* =WIS + +
x Ride 5 =DEX 3 +1 +1
Critical Type Range Ammo Sense Motive 6 =WIS 5 +1 +0
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft* =INT + +
Stealth 1 =DEX 3 +0 + -2

Weapon
x Survival 13 =WIS 5 +3 +5
x Swim 1 =STR -1 +1 +1

Critical Type Range Ammo Use Magic Device* =CHA + +


X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo

Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties

Hide +2 6 Armor -2 20% 25 lbs.

Totals 6 -2 20% 25 lbs.

Feats Other Specials Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light Animal Focus Kit, druid's 1


Armor Proficiency, Medium Nature Sense
Headband Qty. lbs.

Explorer Resist Nature's Lure


Improved Unarmed Strike Spontaneous Casting
Shield Proficiency Trackless Step Eyes Qty. lbs.

Voice of Beasts Wild Empathy


Wild Speech Wild Shape +3 /day
Shoulders Qty. lbs.
Woodland Stride

Neck Qty. lbs.

Chest Qty. lbs.

Body Qty. lbs.

Druid's vestment 1

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Animal-Minded
Change Shape
Low-Light Vision
Spell-Like Ability

Background Traits

Regional Influence (Diplomacy)


Rescued (Acrobatics)

Light 26 lbs. or less Lift Over 80 lbs.


Load Head PP 0 Experience Points
GP 0
Medium 27-53 lbs. Lift Off 160 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
54-80 lbs. Drag or
Push
400 lbs. CP 0 75,000 (Medium Progression)
Druid Spell Book

Spell Level 0 1 2 3 4 5 6 7 8 9

Spells per day (adjusted) ∞ 4 (6) 3 (4) 3 (4) 2 (3) - - - - -

Prepared Spells
Prepared Spell Level 0 Metamagic School Duration Cast time Range/Area Save SR DC

Detect Poison Divination instantaneous; 1 standard close (25 ft. + 5 ft./2 none no 15

Guidance Divination 1 minute or until 1 standard touch Will yes 15

Know Direction Divination instantaneous; 1 standard personal 15

Stabilize Conjuration instantaneous; 1 standard close (25 ft. + 5 ft./2 Will yes 15

Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC

Ant Haul Transmutation 2 hours/level; 1 standard touch Fortitude yes 16

Blend With Surroundings Illusion 10 minutes/level; 1 round close (25 ft. + 5 ft./2 Fortitude yes 16

Call Animal Enchantment 1 hour/level (D); 1 standard see description none non 16

Charm Animal Enchantment 1 hour/level; 1 standard close (25 ft. + 5 ft./2 Will yes 16

Cheetah's Sprint Transmutation 1 round; 1 swift action personal 16

Jump Transmutation 1 min./level; 1 standard touch Will yes 16

Prepared Spell Level 2 Metamagic School Duration Cast time Range/Area Save SR DC

Animal Aspect Transmutation 1 minute/level (D); 1 standard personal none yes 17

Delay Disease Conjuration 1 day; 1 standard touch Fortitude yes 17

Greensight Transmutation 10 minutes/level 1 standard touch Will no 17

Ironskin Transmutation 1 minute/level (D; see 1 standard personal 17

Prepared Spell Level 3 Metamagic School Duration Cast time Range/Area Save SR DC

Burrow Transmutation 1 minute/level; 1 standard touch Will yes 18

Protection from Energy Abjuration 10 min./level or until 1 standard touch Fortitude yes 18

Signs Of The Land Divination instantaneous 10 minutes personal 18

Speak with Plants Divination 1 min./level; 1 standard personal 18

Prepared Spell Level 4 Metamagic School Duration Cast time Range/Area Save SR DC

Animal Ambassador Enchantment 1 day/level or until 10 minutes close (25 ft. + 5 ft./2 none (see no 19

Sensory Amplifier Divination 1 round/level (D); 1 standard personal 10-ft.-radius Will yes 19

Vermin Shape II Transmutation 1 minute/level; 1 standard personal 19


Spell Descriptions (A-Z)
ANIMAL AMBASSADOR

School: Enchantment (compulsion)


Level: bard 4, druid 4, ranger 3, shaman 4
Descriptor: mind-affecting
Casting time: 10 minutes
Components: V, S, M (a morsel of food the animal likes)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one Medium or smaller animal
Duration: 1 day/level or until message is delivered;
Saving Throw: none (see text)
Spell Resistance: no
You compel a single animal to travel to a spot you designate and deliver a message to a creature you identify. This spell is similar to animal
messenger, but can affect larger animals. In addition, the target animal is temporarily awakened to sentience (as the awaken spell) for the duration
of this spell, and it can use its increased mental acuity to come up with creative solutions to overcome obstacles to delivering its message. The
awakened target animal speaks any one language you know. In addition, you can imbue the animal with up to 5 ranks in any of the following skills:
Bluff, Diplomacy, Knowledge (local), Knowledge (nobility), Linguistics, or Sense Motive. It treats any of these skills that are class skills for you as class
skills. The number of ranks you imbue in any of these skills can't exceed the target animal's Hit Dice nor the number of ranks you possess in that
skill. The message you send with your animal ambassador can be a verbal message, which the awakened target animal can speak using its own
voice or deliver using your voice. It can engage in conversation using its own intellect, knowledge, and linguistic abilities. The animal ambassador is
loyal to you, but it is otherwise susceptible to mind-affecting effects like any other creature. You can also send your animal ambassador with an
object or container that is within its physical ability to carry, making it deliver the contents to the target of your intended message. If the object it is
given to carry is poisonous, trapped, or otherwise inherently dangerous (even if it would normally be dangerous only to the creature receiving it
rather than the animal), or if you or your allies attack the target animal, the animal ambassador spell fails and the animal becomes hostile toward
you. The animal ambassador intelligently but single-mindedly attempts to deliver the message to its intended target, and you can't task it with other
tasks like fighting, scouting, searching for traps, and so on. It leaves on its delivery once it receives its message. Once the animal ambassador has
located its target and delivered its message (and object, if desired), its enhanced mental abilities fade within 2d6 minutes. The spell then ends, even
if its duration hasn't elapsed.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Intrigue Copyright 2016, Paizo Inc

ANIMAL ASPECT

School: Transmutation (polymorph)


Level: alchemist 2, magus 2, druid 2, ranger 2, sorcerer/wizard 2, bloodrager 2, psychic 2
Casting time: 1 standard action
Components: V, S, M/DF (a part of the animal)
Range: personal
Targets: you
Duration: 1 minute/level (D);
Saving Throw: none
Spell Resistance: yes (harmless)
You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is unaltered, but some of your body parts
are altered. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. When you cast animal aspect, choose one of the
following animals to gain the associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time. Frog:
Your legs become elongated and muscular. You gain a +4 competence bonus on Acrobatics checks, and you always jump as if you had a running
start. Gorilla: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type increases by one step, and you
gain a +4 competence bonus on combat maneuver checks when making the grapple or reposition combat maneuver. Monkey: Your hands and arms
become dexterous like those of a simian. You gain a +4 competence bonus on Climb checks, and you can throw objects as if you had the Throw
Anything feat. Otter: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water with ease. You gain a
Swim speed equal to half your speed, and all the benefits of having a swim speed. Additionally, you can hold your breath for 4 rounds per point of
Constitution before being forced to make Constitution checks to keep holding your breath. Raccoon: Your hands become extremely dexterous, and
your feet become padded. You gain a +2 competence bonus on Disable Device, Sleight of Hand, and Stealth checks. Raptor: Your legs become built
for running speed, like those of a deinonychus. You gain a enhancement bonus of +20 feet to your base speed. Tree Lizard: Your hands and feet
gain climbing claws and climbing pads. You gain a climb speed equal to half your normal speed and all the benefits of having a natural climb speed.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

ANT HAUL

School: Transmutation
Level: alchemist 1, cleric/oracle 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1, occultist 1, psychic 1
Casting time: 1 standard action
Components: V, S, M/DF (a small pulley)
Range: touch
Targets: creature touched
Duration: 2 hours/level;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
The target's carrying capacity triples (see Table 7-4: Carrying Capacity on page 171 of the Core Rulebook). This does not affect the creature's actual
Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor.
If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC

BLEND WITH SURROUNDINGS


School: Illusion (glamer)
Level: bard 1, cleric/oracle 1, druid 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1
Casting time: 1 round
Components: V, S, M/DF (a chess piece)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature
Duration: 10 minutes/level;
Saving Throw: Fortitude negates (harmless) or Will disbelieves (if interacted with)
Spell Resistance: yes (harmless)
This spell changes the appearance of the affected creature so that it better blends in with its surroundings. As chosen by you, the affected creature
takes on the appearance of a statue, furniture, a tree, a bush, a rock, or another object of similar size. As long as the target stays still, it gains a +20
bonus on Stealth checks, and it can use Stealth even if it is being observed. The target's armor blends in perfectly with the illusory shape, and the
target's armor check penalty on Stealth checks is negated for the duration of the spell. If the target moves at all while this spell is in effect, the spell
ends.
Section 15 Copyright Notice: Pathfinder Player Companion: Dirty Tactics Toolbox Copyright 2015, Paizo Inc

BURROW

School: Transmutation
Level: alchemist 3, druid 3, ranger 3, sorcerer/wizard 3, bloodrager 3
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: 1 minute/level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject can burrow at a speed of 15 feet (or 10 feet if it wears medium or heavy armor, or if it carries a medium or heavy load) through sand,
loose soil, or gravel, or at a speed of 5 feet through stone. Using burrow requires only as much concentration as walking, so the subject can attack
or cast spells normally. The burrowing creature cannot charge or run. Loose material collapses behind the target 1 round after it leaves the area.
This spell does not give the target the ability to breathe underground, so when passing through loose material, the creature must hold its breath
and take only short trips, or else it may suffocate.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC

CALL ANIMAL

School: Enchantment (compulsion)


Level: druid 1, ranger 1, mesmerist 1
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S, DF
Range: see description
Effect: one animal whose CR is equal or less than your caster level
Duration: 1 hour/level (D);
Saving Throw: none
Spell Resistance: none
This spell calls the nearest wild animal of a particular type you designate (provided the animal's CR is equal to or less than your caster level) to seek
you out. The animal moves toward you under its own power, so the time it takes to arrivedepends on how close an animal of the desired type is
when you cast the spell. If there is no animal of that type capable of reaching you within the spell's duration, you are aware of this fact, but the spell
is wasted. Knowledge of the local fauna makes this spell more effective, and the GM may permit a Knowledge (nature) skill check (DC 15) to know
what animals can be found in an area. When the called animal arrives, it approaches to within 5 feet of you and remains nearby for the duration of
the spell. Its starting attitude is indifferent, modified by circumstances and interaction. Other than starting attitude, this spell gives you no special
influence or ability to communicate with the called animal, although you may use other spells or abilities to do so. Once the spell's duration expires,
the animal acts in accordance with its attitude. Most animals will likely wander off, but a hostile predatory animal may attack, especially if it is
hungry or provoked. Domesticated animals or animals trained by someone else, including such creatures as familiars or animal companions, are
unaffected by call animals.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC

CHARM ANIMAL

School: Enchantment (charm)


Level: druid 1, ranger 1, shaman 1, psychic 1
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one animal
Duration: 1 hour/level;
Saving Throw: Will negates
Spell Resistance: yes
This spell functions like charm person, except that it affects a creature of the animal type.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

CHEETAH'S SPRINT

School: Transmutation
Level: bloodrager 1, druid 1, ranger 1, shaman 1, witch 1
Casting time: 1 swift action
Components: V
Range: personal
Targets: you
Duration: 1 round;
A wild surge of energy courses through your body and propels you into a sprint. If you take a charge or run action before the end of your turn, you
can move a total distance of up to 10 times your base land speed. This adjustment is an enhancement bonus. There is no effect on other modes of
movement, such as burrow, climb, fly, or swim. As with other effects that increase your speed, this spell affects your jumping distance.
Section 15 Copyright Notice: Pathfinder Player Companion: Heroes of the Wild Copyright 2015, Paizo Inc

DELAY DISEASE

School: Conjuration (healing)


Level: alchemist 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger 2, witch 1, mesmerist 2
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: creature touched
Duration: 1 day;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
The target becomes temporarily immune to disease. Any disease to which it is exposed during the spell's duration does not affect the target until
the spell's duration has expired. If the target is currently infected with a disease, you must make a caster level check against the disease's DC to
suspend it for the duration of the spell; otherwise, that disease affects the target normally. Delay disease does not cure any damage a disease may
have already done.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Race Guide Copyright 2012, Paizo Publishing, LLC

DETECT POISON

School: Divination
Level: cleric/oracle 0, druid 0, paladin 1, ranger 1, inquisitor 0, sorcerer/wizard 0, shaman 0, occultist 0, psychic 0, mesmerist 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Area: one creature, one object, or a 5-ft. cube
Targets: one creature, one object, or a 5-ft. cube
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

GREENSIGHT

School: Transmutation
Level: druid 2, ranger 2, shaman 2, sorcerer/wizard 2
Casting time: 1 standard action
Components: V, S, M (a leaf)
Range: touch
Targets: creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
The target of this spell gains the ability to see up to 60 feet through thick plant matter as though it were transparent. Greenery, leaves, and vines-
even lichen, moss, and slime-offer no concealment to the recipient's sight, though her vision still can be blocked by solid wood, such as trees or
wooden structures. Undergrowth does not grant concealment to a creature against a target of the effects of greensight.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Wilderness Copyright 2017, Paizo Publishing, LLC

GUIDANCE

School: Divination
Level: cleric/oracle 0, druid 0, summoner 0, witch 0, inquisitor 0, summoner 0, witch 0, inquisitor 0, shaman 0, occultist 0, spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: 1 minute or until discharged;
Saving Throw: Will negates (harmless)
Spell Resistance: yes
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

IRONSKIN

School: Transmutation
Level: alchemist 2, antipaladin 2, bloodrager 2, cleric/oracle 2, druid 2, paladin 2, ranger 2, witch 2, psychic 2
Descriptor: earth
Casting time: 1 standard action
Components: V, S, DF/M (a pinch of forge soot)
Range: personal
Targets: you
Duration: 1 minute/level (D; see text);
Your skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus (if you
do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for
every 4 caster levels above 4th, to a maximum of +7 at 15th level. While you're under the effects of this spell, if an opponent confirms a critical hit
or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack
and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Monster Codex Copyright 2014, Paizo Inc

JUMP

School: Transmutation
Level: druid 1, ranger 1, sorcerer/wizard 1, alchemist 1, summoner 1, alchemist 1, summoner 1, magus 1, bloodrager 1, psychic 1
Casting time: 1 standard action
Components: V, S, M (a grasshopper's hind leg)
Range: touch
Targets: creature touched
Duration: 1 min./level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes
The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to
+20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

KNOW DIRECTION

School: Divination
Level: bard 0, druid 0, shaman 0, occultist 0, psychic 0
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: instantaneous;
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

PROTECTION FROM ENERGY

School: Abjuration
Level: cleric/oracle 3, druid 3, ranger 2, sorcerer/wizard 3, alchemist 3, summoner 3, inquisitor 3, bloodrager 3, shaman 3, occultist 3, psychic 3,
spiritualist 3
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: creature touched
Duration: 10 min./level or until discharged;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the
spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged. Protection from energy
overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs
damage until its power is exhausted.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SENSORY AMPLIFIER

School: Divination
Level: druid 4, medium 2, mesmerist 3, psychic 3, witch 3
Descriptor: mind-affecting
Casting time: 1 standard action
Components: S
Range: personal
Area: 10-ft.-radius emanation centered on you
Duration: 1 round/level (D);
Saving Throw: Will negates
Spell Resistance: yes
You open the minds of all creatures near you and enhance their sensory receptors. All living creatures other than you in the area gain a +5 bonus
on Perception checks. Sighted creatures gain low-light vision, and creatures with a sense of smell gain scent. In addition, the first time each round
that a creature in the area takes damage, it takes an additional 2d6 points of damage of the same type. Despite being within the area, the caster
does not take this extra damage.
Section 15 Copyright Notice: Pathfinder Player Companion: Occult Origins Copyright 2015, Paizo Inc

SIGNS OF THE LAND

School: Divination
Level: druid 3, ranger 3, shaman 3
Casting time: 10 minutes
Components: V, S
Range: personal
Targets: you
Duration: instantaneous
This spell functions as commune with nature except it reveals up to three details about the territory you currently occupy from the following list:
bodies of water, features, minerals, or plants. For each feature you learn about, you automatically know the skills you can use to discover that
feature and you gain 1d6 Discovery Points toward finding it (see page 124).
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Wilderness Copyright 2017, Paizo Publishing, LLC

SPEAK WITH PLANTS

School: Divination
Level: bard 4, druid 3, ranger 2
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 min./level;
You can communicate with normal plants and plant creatures, and can ask questions of and receive answers from them. A normal plant's sense of
its surroundings is limited, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its
immediate vicinity. The spell doesn't make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant
creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly, it may do some
favor or service for you.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

STABILIZE

School: Conjuration (healing)


Level: cleric/oracle 0, druid 0, witch 0, inquisitor 0, shaman 0, occultist 0, psychic 0, spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one living creature
Duration: instantaneous;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

VERMIN SHAPE II

School: Transmutation (polymorph)


Level: alchemist 5, druid 4, magus 5, sorcerer/wizard 5, witch 4
Casting time: 1 standard action
Components: V, S, M (a piece of the creature whose form you plan to assume)
Range: personal
Targets: you
Duration: 1 minute/level;
This spell functions as vermin shape I, except it also allows you to assume the form of a Tiny or Large creature of the vermintype. If the form you
assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet,
darkvision 60 feet, low-light vision, tremorsense 30 feet, scent, blood drain, constrict, grab, lunge, poison, pull, trample, and web. You don't gain full
immunity to mind-affecting effects, but you do gain a +4 bonus on all saving throws against such effects. Tiny vermin: If you take the form of a Tiny
vermin, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus. Large vermin: If you take the form
of a Large vermin, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +5 natural armor bonus.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC

Open Game License and Copyright details available at: http://pathbuilder.x10host.com/license.html


FEATS

ARMOR PROFICIENCY, LIGHT

Requirements: None
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to
Dexterity- and Strength-based skill checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

ARMOR PROFICIENCY, MEDIUM

Requirements: Light Armor Proficiency.


See Armor Proficiency, Light.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

EXPLORER

Requirements: You must have crossed at least 30 miles of wilderness without map or guide.
You can provide twice as much food and water for other people when attempting a Survival check to get along in the
wild. In addition, you gain a +2 bonus on all Knowledge (geography) checks. If you have 10 or more ranks in Knowledge
(geography), increase your bonus to +4.
Section 15 Copyright Notice: Pathfinder Player Companion: Quests & Campaigns Copyright 2013, Paizo Publishing,
LLC

IMPROVED UNARMED STRIKE

Requirements: None
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SHIELD PROFICIENCY

Requirements: None
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-
based skills.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

VOICE OF BEASTS

Requirements: Wild shape class feature.


While you are using wild shape, you gain the ability to communicate with all animals. This acts as speak with animals,
though the effect is supernatural in nature and can’t be dispelled.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Wilderness Copyright 2017, Paizo Publishing, LLC

WILD SPEECH

Requirements: Druid level 6th, wild shape class feature.


When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally
in any language you know. This allows you to cast spells with verbal components, speak command words, and activate
spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic
components unless you also have the Natural Spell feat, or cast spells with material components merged into your form.
When using wild shape to take the form of an animal, you may use speak with animals to communicate with animals of
your assumed form. This is a spell-like ability with a caster level equal to your druid level, and you may use it for a
number of minutes per day equal to your druid level. These minutes do not have to be consecutive, but must be used in
one-minute increments.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC

Open Game License and Copyright details available at: http://pathbuilder.x10host.com/license.html


Description
A PFRPG character build.

Notes
No build notes.

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